AR/VR B2C market revenue growth worldwide 2018-2027, by segment

AR/VR B2C market revenue growth worldwide from 2018 to 2027, by segment

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Release date

October 2023

Region

Worldwide

Survey time period

2018 to 2027

Supplementary notes

Data provided by Statista Market Insights are estimates.

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.
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Statistics on " XR in Europe "

Other statistics that may interest you XR in Europe

Overview

4

Augmented reality

4

Virtual reality

4

Companies

4

Special focus: Apple Vision Pro

8
Access all statistics starting from $2,388 USD yearly *

* For commercial use only

Basic Account

For single users
$0 USD
Always free
Access limited to Free Statistics. Premium Statistics are not included.
  • Free Statistics
Based on your interests

Starter Account

For single users
$199 USD
per month, billed annually 1
  • Free Statistics
  • Premium Statistics
  • The statistic on this page is a Premium Statistic and is included in this account.

Professional Account

For teams of up to 5 people
$959 USD
per month, billed annually 1
  • Free + Premium Statistics
  • Reports
  • Market Insights

1 All prices do not include sales tax. The account requires an annual contract and will renew after one year to the regular list price.

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