AR Hardware - Norway

  • Norway
  • In Norway, revenue in the AR Hardware market market is projected to reach €22.4m in 2024.
  • Revenue in this market is expected to show an annual growth rate (CAGR 2024-2029) of 13.13%, resulting in a projected market volume of €41.6m by 2029.
  • With a projected market volume of €2,096.0m in 2024, most revenue is generated the United States; however, this reflects a broader trend that may influence the Norwegian market as well.
  • In the AR Hardware market market in Norway, the number of users is expected to amount to 539.7k users by 2029.
  • User penetration in Norway will be 3.2% in 2024 and is anticipated to increase to 9.4% by 2029.
  • The average revenue per user (ARPU) in this market in Norway is expected to amount to €125.3.
  • Norway's AR hardware market is witnessing increased investment, driven by a growing emphasis on enhancing remote collaboration and immersive experiences in various sectors.
 
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Analyst Opinion

The AR Hardware market in Norway has been experiencing steady growth in recent years, driven by customer preferences for immersive and interactive experiences, as well as advancements in technology.

Customer preferences:
Norwegian customers have shown a growing interest in AR Hardware due to its ability to provide immersive and interactive experiences. AR Hardware allows users to overlay digital information onto the real world, enhancing their perception and interaction with their surroundings. This technology has gained popularity in various industries, including gaming, entertainment, education, and healthcare. Customers in Norway are particularly attracted to AR Hardware for its ability to enhance their gaming experience, provide virtual tours of historical sites, and assist in medical training.

Trends in the market:
One of the key trends in the AR Hardware market in Norway is the increasing adoption of AR glasses. These wearable devices provide users with a hands-free AR experience, allowing them to interact with digital content while still being aware of their physical surroundings. The demand for AR glasses is being driven by both consumers and businesses, with consumers using them for gaming and entertainment purposes, and businesses utilizing them for training, maintenance, and remote collaboration. Another trend in the market is the integration of AR technology into smartphones and tablets. This allows users to experience AR without the need for additional hardware, making it more accessible to a wider audience. The integration of AR technology into smartphones and tablets has also led to the development of AR apps and games, further driving the adoption of AR technology in Norway.

Local special circumstances:
Norway's strong gaming industry has played a significant role in driving the growth of the AR Hardware market. The country has a thriving gaming community and a high level of technological expertise, making it an ideal market for AR Hardware. Additionally, Norway's focus on innovation and technology has created a supportive environment for AR Hardware companies, with government initiatives and funding programs encouraging the development and adoption of AR technology.

Underlying macroeconomic factors:
The growth of the AR Hardware market in Norway is also influenced by underlying macroeconomic factors. The country has a strong economy and a high level of disposable income, allowing consumers to invest in AR Hardware devices. Additionally, Norway has a high level of internet penetration and smartphone usage, providing a strong foundation for the adoption of AR technology. In conclusion, the AR Hardware market in Norway is experiencing steady growth due to customer preferences for immersive and interactive experiences, the increasing adoption of AR glasses, the integration of AR technology into smartphones and tablets, the country's strong gaming industry, and underlying macroeconomic factors. As technology continues to advance and customer demand for AR experiences increases, the AR Hardware market in Norway is expected to continue its growth trajectory.

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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