AR Software - Sweden

  • Sweden
  • In Sweden, revenue in the AR Software market market is projected to reach €94.6m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 7.63%, leading to a projected market volume of €136.6m by 2029.
  • While most revenue in the AR Software market market is generated the United States, in Sweden is also experiencing growth.
  • The number of users in the AR Software market market in Sweden is expected to amount to 9.3m users by 2029.
  • User penetration is projected to be 84.4% in 2024 and is anticipated to increase to 84.7% by 2029.
  • The average revenue per user (ARPU) in Sweden is expected to amount to €10.5.
  • Sweden's AR software market is rapidly evolving, driven by strong governmental support and an innovative tech ecosystem that fosters collaboration among startups and established firms.
 
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Analyst Opinion

The AR Software market in Sweden has been experiencing significant growth in recent years.

Customer preferences:
Customers in Sweden have shown a strong interest in AR Software, as it offers a unique and immersive experience. The ability to overlay digital information onto the real world has captured the attention of both businesses and consumers. In particular, industries such as gaming, retail, and manufacturing have embraced AR Software as a way to enhance their products and services.

Trends in the market:
One of the key trends in the AR Software market in Sweden is the increasing adoption of AR in the gaming industry. Swedish game developers have been at the forefront of incorporating AR technology into their games, creating innovative and interactive experiences for players. This trend is driven by the growing popularity of mobile gaming and the desire for more immersive gameplay. Another trend in the market is the use of AR Software in the retail sector. Swedish retailers are leveraging AR technology to enhance the shopping experience for customers. For example, some stores are using AR to allow customers to virtually try on clothing or visualize how furniture would look in their homes. This trend is driven by the desire to provide a more personalized and engaging shopping experience.

Local special circumstances:
Sweden has a strong tech-savvy population and a culture that values innovation and creativity. This has created a favorable environment for the development and adoption of AR Software. Additionally, the Swedish government has been supportive of the AR industry, providing funding and resources to startups and research institutions. This has helped to foster a thriving AR ecosystem in the country.

Underlying macroeconomic factors:
Sweden has a strong and stable economy, which has contributed to the growth of the AR Software market. The country has a high level of digital infrastructure and a well-educated workforce, which has attracted both domestic and international companies to invest in the AR industry. Furthermore, Sweden has a strong tradition of entrepreneurship and a supportive business environment, which has encouraged the development of AR Software startups. In conclusion, the AR Software market in Sweden is experiencing significant growth due to customer preferences for immersive experiences, trends in the gaming and retail industries, local special circumstances such as a tech-savvy population and government support, and underlying macroeconomic factors including a strong economy and supportive business environment. As the market continues to evolve, we can expect to see further innovation and expansion in the AR Software industry in Sweden.

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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