AR Software - United Kingdom

  • United Kingdom
  • In the United Kingdom, revenue in the AR Software market market is projected to reach €0.4bn in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 6.96%, leading to a projected market volume of €0.6bn by 2029.
  • While the United States is anticipated to generate most revenue with a projected market volume of €3,658.0m in 2024, the UK also represents a growing market in this market.
  • In the AR Software market market, the number of users in the United Kingdom is expected to reach 57.5m users by 2029.
  • User penetration is projected to be 81.0% in 2024 and is expected to increase to 83.3% by 2029.
  • The average revenue per user (ARPU) in the UK is expected to amount to €7.3.
  • In the United Kingdom, the AR software market is increasingly focused on enhancing remote collaboration and immersive training solutions across various industries.
 
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Analyst Opinion

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

Customer preferences:
Customers in the United Kingdom have shown a strong interest in AR software, particularly in the gaming and entertainment sectors. The immersive and interactive nature of AR technology has captured the attention of consumers, who are increasingly seeking unique and engaging experiences. Additionally, businesses in various industries, such as retail and healthcare, have recognized the potential of AR software to enhance their operations and improve customer engagement.

Trends in the market:
One of the key trends in the AR Software market in United Kingdom is the increasing adoption of AR technology in the retail sector. Retailers are leveraging AR software to provide virtual try-on experiences, allowing customers to visualize products before making a purchase. This not only enhances the shopping experience but also reduces the rate of returns, boosting customer satisfaction and sales. Another trend in the market is the integration of AR software in the healthcare sector. Medical professionals are utilizing AR technology for surgical planning, training, and patient education. This enables healthcare providers to improve accuracy, efficiency, and patient outcomes. The demand for AR software in the healthcare sector is expected to continue growing as more healthcare organizations recognize the benefits of this technology.

Local special circumstances:
The United Kingdom has a strong technology ecosystem, with numerous startups and established companies specializing in AR software development. The presence of these companies has contributed to the growth of the AR Software market in the country. Additionally, the British government has been supportive of innovation and technology, providing funding and incentives for companies in the AR sector. This supportive environment has encouraged the development and adoption of AR software in the United Kingdom.

Underlying macroeconomic factors:
The growth of the AR Software market in United Kingdom can be attributed to several macroeconomic factors. The country has a strong economy and a high level of disposable income, which has increased consumer spending on entertainment and leisure activities. Additionally, advancements in technology and the increasing availability of high-speed internet have made AR software more accessible to consumers and businesses. The United Kingdom also has a well-established gaming industry, which has served as a catalyst for the adoption of AR technology. In conclusion, the AR Software market in United Kingdom is experiencing significant growth due to customer preferences for immersive and interactive experiences, the adoption of AR technology in retail and healthcare sectors, the presence of a strong technology ecosystem, and favorable macroeconomic factors. As the demand for AR software continues to rise, companies in the United Kingdom are well-positioned to capitalize on this growing market.

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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