AR Software - Poland

  • Poland
  • The AR Software market in Poland is projected to reach a revenue of US$63.8m units of currency in 2024.
  • It is expected to experience an annual growth rate (CAGR 2024-2028) of 8.54%, resulting in a projected market volume of US$88.6m units of currency by 2028.
  • The United States is the leading revenue generator in the AR Software market, with a projected market volume of US$3,945.0m units of currency in 2024.
  • By 2028, the number of users in the AR Software market is expected to reach 21.0m users.
  • The user penetration is predicted to be 49.1% in 2024 and is projected to increase to 54.0% by 2028.
  • The average revenue per user (ARPU) is expected to amount to US$3.2 units of currency.
  • Poland's AR software market is rapidly growing, fueled by the country's strong tech ecosystem and increasing demand for immersive experiences.
 
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Analyst Opinion

The AR Software market in Poland is experiencing significant growth and development, driven by several key factors.

Customer preferences:
Polish customers are increasingly embracing AR software for a variety of reasons. Firstly, AR technology offers a unique and immersive experience, allowing users to interact with virtual objects in the real world. This appeals to the tech-savvy Polish population, who are always looking for innovative and cutting-edge solutions. Additionally, AR software has found applications in various industries, including gaming, entertainment, education, and healthcare, making it appealing to a wide range of customers.

Trends in the market:
One of the main trends in the AR Software market in Poland is the increasing adoption of AR in the gaming industry. Polish gamers are known for their passion for video games, and AR technology offers a new level of immersion and interactivity. Game developers in Poland are leveraging AR software to create unique and engaging gaming experiences, attracting a growing number of customers. Another trend in the market is the use of AR software in the education sector. Polish schools and educational institutions are recognizing the potential of AR technology to enhance the learning experience. AR software allows students to visualize complex concepts and interact with virtual objects, making learning more engaging and effective. This trend is driving the demand for AR software in the education sector.

Local special circumstances:
Poland has a thriving tech industry, with a large pool of skilled software developers and engineers. This has created a favorable environment for the development and adoption of AR software. Polish companies are at the forefront of AR innovation, developing cutting-edge solutions and attracting investment from both domestic and international sources. This local expertise and talent pool contribute to the growth and development of the AR Software market in Poland.

Underlying macroeconomic factors:
Poland has experienced steady economic growth in recent years, which has had a positive impact on the AR Software market. As the economy expands, companies and consumers have more disposable income to invest in technology and innovation. This has created a favorable market environment for AR software providers, who are able to capitalize on the growing demand. Furthermore, the Polish government has been supportive of the tech industry, implementing policies and initiatives to promote innovation and entrepreneurship. This has created a conducive environment for AR software companies to thrive and grow. In conclusion, the AR Software market in Poland is experiencing significant growth and development, driven by customer preferences for immersive and interactive experiences, trends in the gaming and education sectors, local expertise and talent, and favorable macroeconomic factors. As the market continues to evolve, we can expect to see further advancements and innovations in AR software in Poland.

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).

Overview

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