AR Hardware - Australia

  • Australia
  • The AR Hardware market in Australia is projected to reach a revenue of US$225.2m in 2024.
  • It is expected to experience an annual growth rate of 15.06% (CAGR 2024-2028), resulting in a projected market volume of US$394.7m by 2028.
  • The United States is the leading country in terms of revenue generation, with a projected market volume of US$2,261.0m in 2024.
  • In Australia's AR Hardware market, the number of users is expected to reach 4.5m users by 2028.
  • The user penetration is predicted to be 6.2% in 2024 and is projected to increase to 16.3% by 2028.
  • The average revenue per user (ARPU) is expected to amount to US$135.1 .
  • AR Hardware market is a growing market segment with significant potential in Australia.
  • Australia is experiencing a surge in demand for AR hardware, driven by the country's innovative tech ecosystem and strong consumer interest in immersive experiences.
 
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Analyst Opinion

The AR Hardware market in Australia is experiencing significant growth and development due to several key factors. Customer preferences for advanced technology and immersive experiences are driving the demand for AR hardware. Additionally, local special circumstances and underlying macroeconomic factors are contributing to the expansion of the market.

Customer preferences:
Customers in Australia are increasingly drawn to advanced technology and immersive experiences. The demand for AR hardware is driven by the desire for interactive and engaging content. AR devices offer users the ability to experience virtual worlds and enhance their real-world surroundings. The convenience and portability of AR hardware also appeal to customers who want to seamlessly integrate technology into their daily lives.

Trends in the market:
One of the key trends in the AR Hardware market in Australia is the 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 surroundings. The growing popularity of AR glasses can be attributed to their sleek design, improved functionality, and increased affordability. Another trend in the market is the integration of AR technology into various industries. From healthcare to education, businesses in Australia are recognizing the potential of AR to enhance their operations and improve customer experiences. For example, AR can be used in healthcare to assist in surgical procedures or provide virtual training for medical professionals. In education, AR can enhance learning by providing interactive and immersive content.

Local special circumstances:
Australia's strong technology infrastructure and high smartphone penetration rate contribute to the growth of the AR Hardware market. The country's advanced telecommunications network and widespread access to high-speed internet enable seamless connectivity and support for AR devices. Additionally, the high smartphone penetration rate means that a large portion of the population already has access to the necessary hardware to experience AR.

Underlying macroeconomic factors:
Australia's stable economy and increasing disposable income levels are favorable for the AR Hardware market. As the economy grows, consumers have more purchasing power, allowing them to invest in AR hardware. Additionally, the government's focus on innovation and technology-driven industries provides a supportive environment for the development and adoption of AR technology. In conclusion, the AR Hardware market in Australia is experiencing growth and development due to customer preferences for advanced technology and immersive experiences. The adoption of AR glasses and the integration of AR technology into various industries are key trends driving the market. Australia's strong technology infrastructure, high smartphone penetration rate, stable economy, and increasing disposable income levels are local special circumstances and underlying macroeconomic factors contributing to the expansion of the market.

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).

Overview

  • Revenue
  • Analyst Opinion
  • Reach
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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