AR Hardware - Thailand

  • Thailand
  • In Thailand, revenue in the AR Hardware market market is projected to reach €36.0m in 2024.
  • The revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 13.25%, leading to a projected market volume of €67.1m by 2029.
  • Although most revenue is generated the United States, the AR Hardware market market in Thailand is also expected to experience significant growth.
  • In Thailand, the number of users in the AR Hardware market market is anticipated to amount to 895.6k users by 2029.
  • User penetration will be 0.4% in 2024 and is expected to increase to 1.2% by 2029.
  • The average revenue per user (ARPU) in Thailand is expected to be €124.0.
  • Thailand's AR hardware market is witnessing a surge in investment as local companies increasingly integrate immersive technology into tourism and education sectors.
 
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Analyst Opinion

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

Customer preferences:
Customers in Thailand are increasingly seeking immersive and interactive experiences, which has led to a growing demand for AR Hardware. AR technology allows users to overlay virtual information onto the real world, enhancing their perception and interaction with the environment. This has become particularly popular in the gaming and entertainment industries, as well as in sectors such as retail, tourism, and education.

Trends in the market:
One of the key trends in the AR Hardware market in Thailand is the increasing availability and affordability of AR devices. As technology advances and production costs decrease, AR devices are becoming more accessible to a wider range of consumers. This has led to a greater adoption of AR technology in various industries, as businesses are able to incorporate AR experiences into their products and services at a more affordable price point. Another trend in the market is the integration of AR technology into smartphones and other mobile devices. With the widespread use of smartphones in Thailand, AR experiences can now be easily accessed through mobile apps, eliminating the need for separate AR devices. This has further contributed to the growth of the AR Hardware market, as it allows for a seamless and convenient user experience.

Local special circumstances:
Thailand has a vibrant and growing gaming industry, which has been a key driver of the AR Hardware market. The country is known for its strong gaming culture, with a large number of gamers and game developers. This has created a fertile ground for the adoption of AR technology in gaming, as developers seek to provide more immersive and interactive experiences to their audience. Additionally, the tourism industry in Thailand has also embraced AR technology, using it to enhance visitor experiences and promote cultural heritage.

Underlying macroeconomic factors:
The growth of the AR Hardware market in Thailand is also influenced by underlying macroeconomic factors. The country has a strong and stable economy, with a growing middle class and increasing disposable income. This has led to a higher level of consumer spending, including on innovative technologies such as AR Hardware. Additionally, Thailand has a young and tech-savvy population, which is more likely to embrace new technologies and drive demand for AR devices. In conclusion, the AR Hardware market in Thailand is experiencing steady growth, driven by customer preferences for immersive and interactive experiences, as well as advancements in technology and increasing consumer adoption. The availability and affordability of AR devices, integration into smartphones, a vibrant gaming industry, and underlying macroeconomic factors all contribute to the growth of the market. As AR technology continues to evolve and become more mainstream, the market in Thailand 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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