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AR Software - NAFTA

NAFTA
  • Revenue in the AR Software market market in NAFTA is projected to reach US$4.5bn in 2024.
  • Revenue in this region is expected to show an annual growth rate (CAGR 2024-2029) of 7.02%, resulting in a projected market volume of US$6.4bn by 2029.
  • With a projected market volume of US$3.9bn in 2024, the majority of revenue is generated the United States, which is part of the NAFTA region.
  • In the AR Software market market, the number of users in NAFTA is expected to amount to 396.6m users by 2029.
  • User penetration in this market will be 72.8% in 2024 and is expected to increase to 75.5% by 2029.
  • The average revenue per user (ARPU) in NAFTA is expected to amount to US$12.2.
  • The United States is increasingly prioritizing AR software development, driving innovation across various sectors such as healthcare, education, and entertainment.

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.

In-Scope

  • All apps including augmented reality that are distributed via major app stores and used by consumers for gaming, social media activities, and eCommerce
  • Apps that run on iPhones and Android phones
  • Major apps include Snapchat, Instagram, Pokémon Go, and Ikea Place

Out-Of-Scope

  • Augmented reality apps that are not distributed via major app stores or run on devices other than iPhones and Android phones
  • B2B enterprise software
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AR & VR: market data & analysis

Study Details

    Revenue

    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

    Analyst Opinion

    The AR Software market in NAFTA is experiencing steady growth due to increasing customer preferences for immersive and interactive experiences, as well as advancements in technology and the rise of the gaming industry.

    Customer preferences:
    Customers in the NAFTA region are increasingly seeking immersive and interactive experiences, which has led to a growing 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 technology has gained popularity in various industries, including gaming, entertainment, education, and healthcare. Customers are attracted to the unique and engaging experiences that AR software can provide, such as virtual reality games, interactive educational content, and augmented reality shopping experiences.

    Trends in the market:
    The AR Software market in NAFTA is witnessing several key trends. Firstly, there is a growing adoption of AR technology in the gaming industry. With the increasing popularity of gaming consoles and mobile gaming, developers are incorporating AR features into their games to provide users with a more immersive and interactive gaming experience. This trend is driving the demand for AR software in the region. Secondly, the education sector is also embracing AR technology. AR software is being used to create interactive and engaging educational content, allowing students to visualize complex concepts and learn in a more interactive manner. This trend is particularly prominent in North America, where educational institutions are investing in AR software to enhance the learning experience for students. Another trend in the market is the integration of AR technology into e-commerce platforms. Retailers are using AR software to create virtual showrooms and allow customers to try products before making a purchase. This trend is driven by the increasing popularity of online shopping and the desire for a more personalized and interactive shopping experience.

    Local special circumstances:
    The NAFTA region is home to several major players in the AR Software market, including the United States and Canada. These countries have a strong technology sector and a large consumer base, which provides a favorable environment for the growth of the AR Software market. Additionally, the presence of leading tech companies and startups in the region contributes to the development and innovation of AR software.

    Underlying macroeconomic factors:
    The growth of the AR Software market in NAFTA is also influenced by underlying macroeconomic factors. The region has a strong economy and high disposable income levels, which enable consumers to invest in AR technology and related products. Furthermore, the increasing penetration of smartphones and other mobile devices in the region provides a platform for the adoption of AR software. As mobile devices become more powerful and affordable, more consumers are able to access and use AR applications. In conclusion, the AR Software market in NAFTA is experiencing growth due to increasing customer preferences for immersive experiences, advancements in technology, and the rise of the gaming industry. The adoption of AR technology in various sectors, such as gaming, education, and e-commerce, is driving the demand for AR software in the region. The presence of major players and a strong economy in the NAFTA region further contribute to the growth of the market.

    Reach

    Most recent update: Apr 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Apr 2024

    Source: Statista Market Insights

    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).

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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