AR Software - Ireland

  • Ireland
  • In Ireland, revenue in the AR Software market market is projected to reach €38.9m in 2024.
  • The revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 7.83%, leading to a projected market volume of €56.7m by 2029.
  • While most revenue in the AR Software market market is generated the United States, Ireland's market dynamics are also noteworthy.
  • By 2029, the number of users in the AR Software market market in Ireland is expected to amount to 4.2m users.
  • User penetration in Ireland will be 78.8% in 2024 and is anticipated to reach 80.5% by 2029.
  • Furthermore, the average revenue per user (ARPU) in Ireland is expected to amount to €9.7.
  • Ireland's AR software market is rapidly evolving, with a strong emphasis on innovation driven by its robust tech ecosystem and skilled workforce.
 
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Analyst Opinion

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

Customer preferences:
Customers in Ireland are increasingly seeking immersive and interactive experiences, and AR software provides a unique solution to meet these demands. AR technology allows users to overlay digital content onto the real world, enhancing their perception and interaction with their surroundings. This has led to a growing interest in AR software across various industries, including gaming, entertainment, retail, and education.

Trends in the market:
One of the key trends in the AR Software market in Ireland is the increasing adoption of AR technology in the gaming industry. With the rise of mobile gaming and the popularity of augmented reality games such as Pokémon Go, there is a growing demand for AR software that can provide engaging and interactive gaming experiences. This trend is expected to continue as developers and game studios leverage AR technology to create innovative and immersive gaming experiences. Another trend in the market is the use of AR software in the retail sector. Retailers in Ireland are recognizing the potential of AR technology to enhance the shopping experience for their customers. AR software can be used to create virtual fitting rooms, allowing customers to try on clothes virtually before making a purchase. This not only improves the shopping experience but also reduces the number of returns and exchanges, resulting in cost savings for retailers.

Local special circumstances:
Ireland has a vibrant tech ecosystem, with a strong presence of multinational companies and a thriving startup scene. This has created a conducive environment for the development and adoption of AR software. The country's skilled workforce and supportive government policies have attracted investments from AR software companies, leading to the growth of the market.

Underlying macroeconomic factors:
The growth of the AR Software market in Ireland is also influenced by broader macroeconomic factors. Ireland has a strong economy with a high level of disposable income, which allows consumers to invest in new technologies and experiences. Additionally, the government has been actively promoting digital innovation and technology adoption, providing incentives and support for companies operating in the AR software market. These factors contribute to the favorable market conditions for the growth of the AR Software market in Ireland. In conclusion, the AR Software market in Ireland is experiencing significant growth due to customer preferences for immersive experiences, the adoption of AR technology in gaming and retail, the country's vibrant tech ecosystem, and supportive government policies. These factors, combined with Ireland's strong economy and high level of disposable income, create a favorable environment for the development and adoption of AR software.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on AR software revenue, which includes revenues related to in-app purchases as well as revenues from the purchase of social media, gaming, and eCommerce apps.

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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