AR Hardware - Sweden

  • Sweden
  • The AR Hardware market in Sweden is forecasted to achieve a revenue of US$44.0m in 2024.
  • The sector is anticipated to experience a compound annual growth rate (CAGR 2024-2028) of 14.37%, leading to a projected market volume of US$75.3m by 2028.
  • The United States dominates the AR Hardware market, generating the highest revenue with a projected market volume of US$2,261.0m in 2024.
  • By 2028, the number of AR Hardware market users in Sweden is expected to reach 862.9k users.
  • The user penetration rate is projected to be 3.0% in 2024 and is estimated to increase to 7.9% by 2028.
  • The Average Revenue Per User (ARPU) is forecasted to be US$135.1.
  • AR Hardware companies in Sweden are leading the way in developing innovative solutions for industrial training and simulation.
 
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Analyst Opinion

The AR Hardware market in Sweden is experiencing significant growth and development, driven by customer preferences, market trends, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
In Sweden, there is a growing demand for AR Hardware due to the increasing popularity of augmented reality technology. Consumers are becoming more interested in immersive experiences and are willing to invest in AR Hardware to enhance their gaming, entertainment, and educational activities. Additionally, businesses are also adopting AR technology to improve their operations and customer experiences. This customer preference for AR Hardware is driving the growth of the market in Sweden.

Trends in the market:
One of the key trends in the AR Hardware market in Sweden is the development of advanced and user-friendly devices. Manufacturers are continuously improving the design, functionality, and performance of AR Hardware to meet the evolving needs of consumers. This includes the development of lightweight and comfortable headsets, improved display resolution, and enhanced tracking capabilities. These advancements are making AR Hardware more accessible and appealing to a wider range of consumers, contributing to the growth of the market. Another trend in the market is the integration of AR technology with other devices and platforms. AR is being integrated into smartphones, tablets, and gaming consoles, allowing users to experience augmented reality without the need for dedicated AR Hardware. This trend is expanding the potential market for AR technology and driving the demand for AR-enabled devices in Sweden.

Local special circumstances:
Sweden has a strong tech-savvy population and a well-developed technology infrastructure, which creates a favorable environment for the growth of the AR Hardware market. The country is known for its innovation and has a thriving tech industry, attracting both local and international companies to invest in AR technology. Additionally, Sweden has a high internet penetration rate, which enables seamless connectivity and access to AR applications. These local special circumstances contribute to the rapid adoption and growth of AR Hardware in Sweden.

Underlying macroeconomic factors:
The growing AR Hardware market in Sweden is also influenced by underlying macroeconomic factors. The country has a stable economy and a high standard of living, which allows consumers to afford and invest in AR Hardware. Additionally, Sweden has a strong focus on research and development, with government support for innovation and technological advancements. This creates a conducive environment for companies to develop and manufacture AR Hardware, further driving the growth of the market. In conclusion, the AR Hardware market in Sweden is experiencing significant growth and development due to customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. The increasing demand for immersive experiences, the development of advanced devices, the integration of AR technology with other platforms, the tech-savvy population, the well-developed technology infrastructure, the stable economy, and the government support for innovation all contribute to the growth of the AR Hardware market in Sweden.

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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