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AR & VR - Belgium

Belgium
  • In Belgium, revenue in the AR & VR market market is projected to reach US$162.3m in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 9.27%, leading to a projected market volume of US$252.8m by 2029.
  • The largest market within this market in Belgium is VR Hardware, which is anticipated to have a market volume of US$46.6m in 2024.
  • Most revenue in the AR & VR market market is generated the United States, with a projected market volume of US$10.9bn in 2024.
  • Additionally, the number of users in Belgium is expected to amount to 7.9m users by 2029.
  • User penetration is projected to 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$21.4.
  • Belgium's AR & VR market is increasingly focusing on immersive educational experiences, reflecting a national commitment to integrating technology in learning environments.

Definition:

Augmented reality (AR) and virtual reality (VR) make it possible to combine the real and virtual worlds. AR is generally accessed via mobile phones and primarily relies on lenses. AR effects can be created by using lenses in social media apps, for example. AR is also used for displaying digital 3D objects in our surroundings, e.g., in gaming or eCommerce apps. Meanwhile, VR technology allows users to dive into the virtual world, and, unlike AR technology, it requires a headset device which enables the creation of virtual worlds.

Structure:

The AR & VR market consists of six different markets: AR Advertising, AR Hardware, AR Software, VR Advertising, VR Hardware, and VR Software. AR Advertising covers mobile advertising that is displayed in the most prominent social media apps. AR Hardware comprises AR headsets and glasses. AR Software is divided into three different application types, namely social media, gaming, and eCommerce applications, which can be accessed via the most prominent app stores. VR Advertising covers in-game advertising as well as advertising in VR videos. VR Hardware comprises both tethered head-mounted displays (HMDs) and stand-alone HMD headsets. Lastly, VR Software covers VR games and VR videos, which require headsets.

Additional information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through in-app purchases, advertising spending, and consumer spending on apps, games, and hardware such as headsets or glasses. Sales channel data shows both online and offline revenues, which include VAT. The market only displays B2C revenues and users for the above-mentioned markets and markets; B2B and B2G revenues are not included. Additional definitions for each market can be found on the respective market pages.
Market numbers for VR headsets are also featured in the Consumer Market Insights, namely in the Gaming Equipment market of the Consumer Electronics market. Unlike the VR Hardware market in the Advertising & Media Outlook, the Gaming Equipment market also covers smartphone VR devices.
Key players in the market include companies such as Meta (Oculus VR), Microsoft (HoloLens), Snap Inc. with different lenses, and Nvidia, which offers computing hardware components.
For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • AR headsets and glasses, such as HoloLens
  • VR headsets, such as Meta Quest
  • AR apps, such as Snapchat or Pokémon Go
  • VR games that can be accessed via distribution platforms such as Steam
  • Apps that can be accessed via iPhones and Android phones

Out-Of-Scope

  • Cardboard VR headsets, such as Google VR
  • VR headsets for smartphones, such as Fiyapoo VR
  • Apps for Android phones that are solely available in stores such as Amazon Appstore and Microsoft Store
  • Apps available on other operating systems, such as Ubuntu
  • In-game subscriptions, such as Google Play Pass
Virtual reality (VR) - Cover

Statistics report on the virtual reality (VR) market

Virtual reality (VR)

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 & VR market in Belgium is experiencing significant growth, driven by customer preferences for immersive and interactive experiences.

    Customer preferences:
    Belgian consumers are increasingly seeking immersive and interactive experiences, which is fueling the demand for AR and VR technologies. The younger generation, in particular, is drawn to the novelty and excitement of these technologies, using them for entertainment, gaming, and socializing. Additionally, businesses are recognizing the value of AR and VR in enhancing customer engagement and improving their products and services.

    Trends in the market:
    One of the key trends in the AR & VR market in Belgium is the adoption of these technologies in the gaming industry. Virtual reality gaming has gained popularity, with consumers seeking more immersive and realistic gaming experiences. This trend is driving the demand for VR headsets and gaming accessories. Another trend is the integration of AR and VR in the retail sector. Retailers are leveraging these technologies to create virtual showrooms, allowing customers to visualize and customize products before making a purchase. This not only enhances the customer experience but also reduces the need for physical inventory, leading to cost savings for retailers. In the healthcare sector, AR and VR technologies are being used for training and simulation purposes. Medical professionals can practice complex procedures in a virtual environment, improving their skills and reducing the risk of errors. This trend is expected to continue as the healthcare industry embraces digital transformation.

    Local special circumstances:
    Belgium has a strong technology infrastructure and a high level of digital literacy among its population. This provides a favorable environment for the adoption of AR and VR technologies. Additionally, the presence of several tech companies and startups in Belgium is driving innovation in the AR & VR market.

    Underlying macroeconomic factors:
    The growth of the AR & VR market in Belgium is also influenced by underlying macroeconomic factors. The country has a stable economy and a high standard of living, which allows consumers to invest in new technologies and experiences. Furthermore, the government has been supportive of the technology sector, providing incentives and funding for research and development. In conclusion, the AR & VR market in Belgium is experiencing growth due to customer preferences for immersive experiences, particularly in gaming and retail. The integration of these technologies in the healthcare sector is also contributing to market expansion. Belgium's strong technology infrastructure, digital literacy, and supportive government policies are creating a favorable environment for the adoption of AR and VR technologies.

    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 the AR & VR market. AR and VR enable consumers to experience a new dimension, using either a headset or installed units, as they combine the real and virtual worlds. Consumer revenue figures refer to revenues relating to AR hardware, AR software, VR hardware, VR software, and spending on AR and VR advertising. Both digital and non-digital revenues are included.

    Modeling approach / Market size:

    Market sizes are determined through a top-down approach, building on specific predefined factors for each market market. As a basis for evaluating markets, we use annual financial reports of the market-leading companies and industry associations, as well as third-party studies and reports. In addition, we use relevant key market indicators and data from country-specific associations, such as consumer spending, internet penetration, 4G coverage, and historical developments. This data helps us estimate the market size for each country individually.

    Forecasts:

    In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, 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 market is updated twice a year in case market dynamics change. The data is modeled using current exchange rates. 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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    Extended reality (XR) is an umbrella term for all immersive technologies including augmented reality (AR), virtual reality (VR), and mixed reality (MR), plus those that are yet to be created. XR technologies extend the reality we experience by either merging the virtual and “real” worlds or by creating a fully immersive experience. The global XR market is expected to grow considerably in the coming years, with XR innovation expected to be strong in the United States and across Asia, notably in Japan and China, as well as Germany and the United Kingdom in Europe.
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