AR Hardware - Ireland

  • Ireland
  • In Ireland, revenue in the AR Hardware market market is projected to reach €17.0m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 13.18%, leading to a projected market volume of €31.6m by 2029.
  • While the majority of revenue is generated the United States, in Ireland is also experiencing growth in this sector.
  • In the AR Hardware market market, the number of users in Ireland is anticipated to amount to 409.8k users by 2029.
  • User penetration in Ireland will be 2.7% in 2024 and is expected to rise to 7.8% by 2029.
  • The average revenue per user (ARPU) in Ireland is expected to reach €125.3.
  • Ireland is increasingly recognized as a burgeoning hub for AR hardware innovation, driven by its strong tech ecosystem and supportive government initiatives.
 
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Analyst Opinion

The AR Hardware market in Ireland is experiencing significant growth and development.

Customer preferences:
Customers in Ireland are increasingly interested in AR Hardware due to its ability to enhance their daily lives and provide new and exciting experiences. AR Hardware offers a wide range of applications, from gaming and entertainment to education and training. Customers are drawn to the immersive and interactive nature of AR Hardware, which allows them to engage with digital content in a more tangible way. Additionally, the convenience and portability of AR Hardware devices make them attractive to customers who want to use them on the go.

Trends in the market:
One of the key trends in the AR Hardware market in Ireland is the increasing adoption of AR glasses. These devices offer a more seamless and immersive AR experience compared to other forms of AR Hardware. AR glasses are becoming more advanced and affordable, making them accessible to a wider range of customers. As a result, we are seeing a growing number of AR glasses being used in various industries, such as healthcare, retail, and manufacturing. This trend is expected to continue as the technology improves and more applications are developed. Another trend in the market is the integration of AR Hardware with smartphones and other devices. Many customers already own smartphones, and manufacturers are capitalizing on this by creating AR Hardware accessories that can be easily connected to these devices. This allows customers to experience AR without having to purchase dedicated AR Hardware. The integration of AR Hardware with smartphones also opens up new opportunities for developers to create AR applications and content.

Local special circumstances:
Ireland has a thriving technology sector, with many multinational companies having a presence in the country. This has created a favorable environment for the development and adoption of AR Hardware. These companies have the resources and expertise to invest in AR technology and drive innovation in the market. Additionally, Ireland has a young and tech-savvy population, which is receptive to new technologies like AR Hardware.

Underlying macroeconomic factors:
The growth of the AR Hardware market in Ireland is also influenced by macroeconomic factors. The country has a strong economy and a high level of disposable income, which allows customers to invest in AR Hardware. Additionally, the government has been supportive of the technology sector, providing incentives and support for companies involved in AR Hardware development. These factors contribute to a favorable business environment for AR Hardware manufacturers and retailers in Ireland. In conclusion, the AR Hardware market in Ireland is experiencing growth and development due to customer preferences for immersive and interactive experiences, the adoption of AR glasses, the integration of AR Hardware with smartphones, the presence of multinational technology companies, and favorable macroeconomic factors. As the technology continues to improve and new applications are developed, the AR Hardware market in Ireland is expected to further expand in the coming years.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on AR hardware revenue, which includes digital spending on hardware (headsets and glasses) that enables consumers to experience augmented reality.

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).

Vue d’ensemble

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