AR Software - Belgium

  • Belgium
  • Revenue in the AR Software market market in Belgium is projected to reach US$46.5m in 2024.
  • Revenue in this market is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 8.31%, leading to a projected market volume of US$69.4m by 2029.
  • While most revenue is generated the United States with a projected market volume of US$3,945.0m in 2024, in Belgium is also witnessing growth in this sector.
  • In the AR Software market market, the number of users in Belgium is anticipated to reach 7.9m users by 2029.
  • User penetration in Belgium will be 64.8% in 2024 and is expected to increase to 66.6% by 2029.
  • The average revenue per user (ARPU) in Belgium is expected to amount to US$6.1.
  • Belgium's AR software market is increasingly focusing on enhancing user engagement in the tourism sector, reflecting the country's rich cultural heritage and attractions.
 
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Analyst Opinion

The AR Software market in Belgium is experiencing steady growth due to increasing customer preferences for immersive and interactive experiences, as well as the adoption of AR technology across various industries.

Customer preferences:
Customers in Belgium are increasingly seeking immersive and interactive experiences, which is driving the demand for AR software. AR technology allows users to overlay digital information onto the real world, enhancing their perception and interaction with their surroundings. This is particularly appealing to customers in industries such as gaming, entertainment, and retail, who are looking for innovative ways to engage their audience and provide unique experiences.

Trends in the market:
One of the key trends in the AR Software market in Belgium is the integration of AR technology in the gaming industry. With the popularity of mobile gaming on the rise, game developers are leveraging AR software to create more immersive and interactive gameplay experiences. This trend is further fueled by the increasing availability of AR-enabled smartphones and devices, making it easier for consumers to access AR content. Another trend in the market is the adoption of AR technology in the retail sector. Retailers in Belgium are using AR software to enhance the shopping experience by allowing customers to virtually try on clothing, visualize furniture in their homes, or see how products would look in different settings. This not only improves customer engagement but also reduces the need for physical inventory, making it a cost-effective solution for retailers.

Local special circumstances:
Belgium has a strong technology infrastructure and a highly skilled workforce, which provides a favorable environment for the growth of the AR Software market. The country also has a high smartphone penetration rate, with a large percentage of the population using smartphones on a daily basis. This makes it easier for businesses to reach and engage with their target audience through AR software.

Underlying macroeconomic factors:
The growth of the AR Software market in Belgium is also influenced by macroeconomic factors such as the country's stable economy and favorable business environment. Belgium has a strong presence in the technology sector, with many multinational companies having their headquarters or regional offices in the country. This attracts investment and encourages innovation in the AR Software market. In conclusion, the AR Software market in Belgium is experiencing steady growth due to increasing customer preferences for immersive and interactive experiences, as well as the adoption of AR technology across various industries. The integration of AR technology in gaming and the use of AR in the retail sector are key trends driving the market. Belgium's strong technology infrastructure, high smartphone penetration rate, and favorable business environment contribute to the growth of the market.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on AR software revenue, which includes revenues related to in-app purchases as well as revenues from the purchase of social media, gaming, and eCommerce apps.

Modeling approach / market size:

The market size is determined through a top-down approach. We use annual financial reports of the market-leading companies and industry associations, as well as third-party studies and reports to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as consumer spending, internet penetration, 4G coverage, and historical developments.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are level of digitalization, adoption of technology, GDP per capita, and internet penetration.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development).

Overview

  • Revenue
  • Analyst Opinion
  • Reach
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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