AR & VR - Morocco

  • Morocco
  • The AR & VR market in Morocco is projected to reach a revenue of US$42.3m in 2024.
  • It is expected to grow at an annual growth rate (CAGR 2024-2029) of 9.70%, resulting in a projected market volume of US$67.2m by 2029.
  • Among the segments in this market, AR Software holds the largest share with a volume of US$12.8m in 2024.
  • The United States generates the most revenue in the AR & VR market with a projected volume of US$10,900.0m in 2024.
  • Looking ahead, the number of users in Morocco is expected to reach 20,970.0k users by 2029.
  • The user penetration rate is projected to increase from 48.6% in 2024 to 52.5% by 2029.
  • The average revenue per user (ARPU) is expected to be US$2.3.
  • Please note that the revenue values mentioned only account for B2C revenues.
  • This means that the displayed market share of 0.00 represents the portion covered by B2C revenues in the total market (B2C & B2B).
  • Morocco is experiencing an increase in the adoption of AR & VR technologies, as businesses strive to enhance customer experiences and stay competitive in the market.
 
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Analyst Opinion

The AR & VR market in Morocco is experiencing significant growth and development, driven by various factors such as customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in Morocco are shifting towards immersive and interactive experiences, which is driving the demand for AR and VR technologies.

Consumers are increasingly seeking unique and engaging experiences, and AR and VR offer the opportunity to explore virtual worlds and interact with digital content in a way that was previously unimaginable. This has led to a growing demand for AR and VR devices, applications, and content in Morocco. Trends in the AR & VR market in Morocco are also contributing to its development.

One major trend is the increasing adoption of AR and VR technologies in various industries such as gaming, entertainment, education, healthcare, and tourism. Companies in these sectors are leveraging AR and VR to enhance user experiences, improve training and education, and provide immersive entertainment options. This trend is driving the growth of the AR & VR market in Morocco, as businesses and consumers alike recognize the potential of these technologies.

Local special circumstances in Morocco are also playing a role in the development of the AR & VR market. The country has a young and tech-savvy population, which is driving the demand for innovative technologies such as AR and VR. Additionally, Morocco has a growing startup ecosystem and a supportive government that is actively promoting the development of the technology sector.

These factors are creating a favorable environment for the growth of the AR & VR market in the country. Underlying macroeconomic factors are also contributing to the development of the AR & VR market in Morocco. The country has been experiencing steady economic growth, which has led to an increase in disposable income and consumer spending.

This has created a larger consumer base with the purchasing power to invest in AR and VR devices and content. Furthermore, Morocco has been investing in infrastructure development, including the expansion of high-speed internet connectivity, which is essential for the adoption and use of AR and VR technologies. In conclusion, the AR & VR market in Morocco is developing rapidly due to customer preferences for immersive experiences, market trends such as increased adoption in various industries, local special circumstances including a young population and supportive government, and underlying macroeconomic factors such as economic growth and infrastructure development.

These factors are driving the growth of the AR & VR market in Morocco and creating opportunities for businesses and consumers in the country.

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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