AR & VR - France

  • France
  • In France, revenue in the AR & VR market market is projected to reach US$1,425.0m in 2024.
  • Revenue in this market is expected to exhibit an annual growth rate (CAGR 2024-2029) of 9.58%, leading to a projected market volume of US$2,252.0m by 2029.
  • The largest market withFrance is VR Hardware, with a market volume of US$487.1m in 2024.
  • While most revenue is generated the United States, the AR & VR market market in France is poised for significant growth.
  • By 2029, the number of users in the AR & VR market market in France is expected to amount to 49.9m users.
  • User penetration in France will be 73.2% in 2024 and is forecasted to increase to 76.3% by 2029.
  • The average revenue per user (ARPU) in France is expected to reach US$30.0.
  • France is witnessing a surge in AR and VR applications across various sectors, particularly in entertainment and education, reflecting a growing demand for immersive experiences.
 
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Analyst Opinion

The AR & VR market in France is experiencing significant growth and development, driven by customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in France are playing a key role in the growth of the AR & VR market.

Consumers are increasingly seeking immersive and interactive experiences, and AR & VR technologies provide exactly that. The ability to explore virtual worlds, interact with virtual objects, and experience realistic simulations is highly appealing to customers in France. Additionally, the younger generation in particular is embracing these technologies, as they have grown up in a digital age and are accustomed to using advanced technology in their daily lives.

Several trends are contributing to the growth of the AR & VR market in France. One major trend is the increasing adoption of AR & VR in various industries, including gaming, entertainment, healthcare, and education. Companies in these sectors are recognizing the potential of AR & VR to enhance user experiences, improve training and education, and revolutionize the way services are delivered.

As a result, they are investing in AR & VR technologies and applications, driving the market forward. Another trend is the development of more affordable and accessible AR & VR devices. The cost of AR & VR headsets and other devices has been a barrier to adoption in the past, but advancements in technology and increasing competition in the market have led to more affordable options.

This has made AR & VR more accessible to a wider range of consumers, further fueling market growth. Local special circumstances in France are also contributing to the development of the AR & VR market. France has a strong culture of creativity and innovation, and this is reflected in the country's AR & VR industry.

French companies and startups are at the forefront of AR & VR technology development, creating innovative solutions and applications. Additionally, France has a well-established gaming industry, which provides a solid foundation for the adoption of AR & VR in gaming and entertainment. Underlying macroeconomic factors are also driving the growth of the AR & VR market in France.

The country has a strong economy and a large consumer market, providing a favorable environment for the adoption of new technologies. Furthermore, the French government has been supportive of the AR & VR industry, providing funding and incentives for research and development, as well as promoting the use of AR & VR in various sectors. In conclusion, the AR & VR market in France is experiencing significant growth and development due to customer preferences, market trends, local special circumstances, and underlying macroeconomic factors.

With increasing adoption across industries, more affordable devices, a culture of innovation, and government support, the future of the AR & VR market in France looks promising.

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).

Overview

  • Revenue
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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