AR Hardware - Poland

  • Poland
  • The AR Hardware market in Poland is projected to reach a revenue of US$28.0m in 2024.
  • This indicates a significant growth rate of 14.76% annually (CAGR 2024-2028), leading to a projected market volume of US$48.6m by 2028.
  • It is worth mentioning that in the United States is the primary generator of revenue in the AR Hardware market, with a projected market volume of US$2,261.0m in 2024.
  • In terms of user base, the number of AR Hardware market users is expected to reach 556.5k users in Poland by 2028.
  • The user penetration rate, which stands at 0.5% in 2024, is projected to increase to 1.4% by 2028.
  • Furthermore, the average revenue per user (ARPU) is expected to amount to US$135.1 .
  • These numbers highlight the potential growth and profitability of the AR Hardware market in Poland.
  • Poland is experiencing a growing demand for AR hardware, driven by the country's strong tech industry and increasing interest in immersive technologies.
 
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Analyst Opinion

The AR Hardware market in Poland is experiencing significant growth and development, driven by customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. Customer preferences in Poland are playing a crucial role in the development of the AR Hardware market.

Consumers are increasingly seeking innovative and immersive experiences, and AR technology provides exactly that. The ability to overlay digital information onto the real world is highly appealing to customers, as it enhances their interactions with products and services. Additionally, the rising popularity of AR gaming and entertainment applications is driving the demand for AR hardware devices such as headsets and glasses.

Trends in the market are also contributing to the growth of the AR Hardware market in Poland. Companies are investing heavily in research and development to improve the quality and functionality of AR hardware devices. This has led to the introduction of more advanced and user-friendly products, making AR technology more accessible to a wider audience.

Furthermore, the integration of AR technology into various industries such as healthcare, education, and manufacturing is driving the adoption of AR hardware devices in Poland. Local special circumstances are also influencing the development of the AR Hardware market in Poland. The country has a strong and growing technology sector, with many local companies and startups focusing on AR and related technologies.

This ecosystem of innovation and entrepreneurship is driving the development of AR hardware devices and applications tailored to the Polish market. Additionally, the government is actively supporting the growth of the AR industry through funding programs and initiatives, further fueling the market's expansion. Underlying macroeconomic factors are also contributing to the growth of the AR Hardware market in Poland.

The country's strong economic performance and increasing disposable income levels are enabling consumers to invest in AR hardware devices. Additionally, Poland's favorable business environment and supportive regulatory framework are attracting international companies to enter the market and invest in AR technology. This influx of investment and competition is driving innovation and further fueling the growth of the AR Hardware market.

In conclusion, the AR Hardware market in Poland is experiencing significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. As consumers seek immersive experiences and companies invest in research and development, the market is poised for further expansion. With a strong technology sector, supportive government initiatives, and a favorable business environment, Poland is becoming a hub for AR innovation and adoption.

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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