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AR Software - Romania

Romania
  • In Romania, revenue in the AR Software market market is projected to reach US$20.2m in 2024.
  • Revenue in this sector is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 8.34%, leading to a projected market volume of US$30.1m by 2029.
  • While the AR Software market market in Romania is developing, it is noteworthy that most revenue is generated the United States, which has a projected market volume of US$3.9bn in 2024.
  • By 2029, the number of users in Romania is expected to amount to 9.6m users.
  • User penetration in the country will stand at 47.9% in 2024 and is anticipated to reach 50.3% by 2029.
  • Furthermore, the average revenue per user (ARPU) in Romania is expected to amount to US$2.1.
  • Romania's AR software market is witnessing a surge in interest from local tech startups, driven by increased investment in immersive educational tools and gaming applications.

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 Romania is experiencing significant growth and development, driven by several key factors.

    Customer preferences:
    Customers in Romania are increasingly embracing AR software due to its ability to enhance user experiences and provide immersive and interactive content. AR technology allows users to overlay virtual objects onto the real world, creating a unique and engaging experience. This appeals to a wide range of customers, including individuals, businesses, and educational institutions.

    Trends in the market:
    One of the major trends in the AR Software market in Romania is the adoption of AR technology in the gaming industry. AR games have gained popularity among consumers, offering a new level of interactivity and realism. This trend is expected to continue as more game developers incorporate AR features into their products. Additionally, the use of AR software in marketing and advertising campaigns is on the rise. Companies are leveraging AR technology to create interactive and memorable experiences for their customers, leading to increased brand engagement and sales.

    Local special circumstances:
    Romania has a strong technology sector and a growing startup ecosystem, which has contributed to the development of the AR Software market. The country is home to many talented developers and innovative companies that are driving the growth of AR technology. Additionally, the government has been supportive of the technology sector, providing incentives and funding opportunities for startups and businesses in the AR Software market. These factors create a favorable environment for the growth of AR technology in Romania.

    Underlying macroeconomic factors:
    The economic growth and increasing disposable income in Romania have also played a role in the development of the AR Software market. As the economy improves, consumers have more purchasing power and are willing to invest in innovative technologies like AR software. Furthermore, the COVID-19 pandemic has accelerated the adoption of AR technology, as businesses and educational institutions seek alternative ways to engage with their customers and students remotely. The need for virtual experiences and remote collaboration has created a demand for AR software solutions in Romania. In conclusion, the AR Software market in Romania is experiencing significant growth and development due to customer preferences for immersive and interactive experiences, trends in the gaming and marketing industries, local special circumstances such as a strong technology sector and government support, and underlying macroeconomic factors such as economic growth and the impact of the COVID-19 pandemic. This market is expected to continue to expand as more customers and businesses recognize the benefits of AR technology.

    Reach

    Most recent update: Apr 2024

    Source: Statista Market Insights

    Key Players

    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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