AR Software - Kenya

  • Kenya
  • In Kenya, revenue in the AR Software market market is projected to reach US$5.0m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 7.42%, leading to a projected market volume of US$7.2m by 2029.
  • Although most revenue in the global AR Software market market is generated the United States, in Kenya is expected to contribute significantly.
  • In the AR Software market market withKenya, the number of users is projected to amount to 14.8m users by 2029.
  • User penetration in Kenya will be 16.9% in 2024 and is expected to increase to 24.0% by 2029.
  • The average revenue per user (ARPU) in Kenya is expected to amount to US$0.5.
  • In Kenya, the AR software market is witnessing significant growth as local startups increasingly leverage augmented reality to enhance educational and entertainment experiences.
 
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Analyst Opinion

The AR Software market in Kenya has been experiencing significant growth in recent years.

Customer preferences:
Customers in Kenya are increasingly adopting AR software for a variety of purposes. One of the main reasons for this is the growing popularity of mobile devices in the country. Kenya has one of the highest mobile penetration rates in Africa, with a large percentage of the population owning smartphones. This has created a favorable environment for the adoption of AR software, as it can be easily accessed and used on mobile devices. Additionally, customers in Kenya are becoming more tech-savvy and are looking for innovative and interactive solutions to enhance their digital experiences.

Trends in the market:
One of the key trends in the AR Software market in Kenya is the use of AR in the gaming industry. Gaming has become a popular form of entertainment in the country, and AR technology is being used to create immersive and interactive gaming experiences. This trend is expected to continue as more game developers and companies invest in AR technology to enhance their products. Another trend in the market is the use of AR in the education sector. With the increasing use of technology in classrooms, AR software is being used to create interactive and engaging learning experiences for students. This trend is driven by the need to make education more accessible and enjoyable for students in Kenya.

Local special circumstances:
One of the unique aspects of the AR Software market in Kenya is the strong entrepreneurial spirit among the local population. Kenya has a vibrant startup ecosystem, and many local entrepreneurs are developing innovative AR solutions to address local challenges and meet the needs of the market. This has led to the emergence of a number of local AR software companies, which are driving the growth of the market.

Underlying macroeconomic factors:
The growth of the AR Software market in Kenya is also supported by favorable macroeconomic factors. The country has experienced steady economic growth in recent years, which has led to an increase in disposable income and consumer spending. This has created a larger market for AR software, as more individuals and businesses are able to afford and invest in these technologies. Additionally, the government of Kenya has been supportive of the technology sector and has implemented policies to promote innovation and entrepreneurship, which has further contributed to the growth of the AR Software market. In conclusion, the AR Software market in Kenya is experiencing significant growth due to customer preferences for innovative and interactive solutions, trends in the gaming and education sectors, local entrepreneurial spirit, and favorable macroeconomic factors. As the market continues to evolve, it is expected that the adoption of AR software will further increase, creating new opportunities for businesses and entrepreneurs in Kenya.

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
  • Global Comparison
  • Methodology
  • Key Market Indicators
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