The AR Software market comprises all in-app ad revenues generated from apps that have AR features as well as revenues from app purchases. These apps have to be accessible via iPhones and Android phones and must be distributed via major app stores. The market consists of three markets: Social Media, Gaming, and eCommerce. In social media, augmented reality is used when integrating different face filters and lenses into the relevant apps. In gaming, augmented reality is used to display characters, surfaces, and/or anything else on mobile phones by employing mobile cameras. Similarly, in eCommerce, augmented reality is used to either “try on” different clothes or makeup by making them appear on your mobile phone or to even display different pieces of furniture, placing them somewhere in the surroundings filmed by you. The most popular apps are Snapchat, Instagram, Pokémon Go, and Ikea Place. All revenue data solely refers to B2C transactions.
Notes: Data was converted from local currencies using average exchange rates of the respective year.
Most recent update: Apr 2024
Source: Statista Market Insights
Most recent update: Apr 2024
Source: Statista Market Insights
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.
Most recent update: Apr 2024
Source: Statista Market Insights
Most recent update: Apr 2024
Source: Statista Market Insights
Most recent update: Apr 2024
Source: Statista Market Insights
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).Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update: Sep 2024
Source: Statista Market Insights