AR Software - South Africa

  • South Africa
  • The AR Software market in South Africa is expected to generate a revenue of US$30.1m in 2024.
  • This revenue is projected to grow at an annual rate of 7.84% (CAGR 2024-2028), resulting in a market volume of US$40.6m 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 in 2024.
  • In terms of user base, the AR Software market in South Africa is expected to have 32.7m users users by 2028.
  • The user penetration rate is projected to be 46.5% in 2024 and is expected to reach 51.4% by 2028.
  • The average revenue per user (ARPU) is expected to be US$1.1.
  • "South Africa is witnessing a surge in demand for AR software, driven by the country's growing tech-savvy population and increasing adoption of immersive technologies."
 
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Analyst Opinion

The AR Software market in South Africa has been experiencing significant growth in recent years, driven by increasing customer preferences for immersive and interactive experiences, as well as advancements in technology.

Customer preferences:
Customers in South Africa are increasingly looking for unique and engaging experiences, and AR software provides them with just that. AR technology allows users to interact with virtual objects in the real world, creating a more immersive and interactive experience. This is particularly appealing to younger generations who are more tech-savvy and seek novel ways to engage with content. Furthermore, AR software is being adopted by various industries such as gaming, entertainment, education, and retail, catering to a wide range of customer preferences.

Trends in the market:
One of the key trends in the AR Software market in South Africa is the increasing adoption of AR in the gaming industry. AR gaming applications, such as Pokémon Go, have gained immense popularity among South African consumers, driving the demand for AR software. Additionally, the education sector has also embraced AR technology to enhance learning experiences. AR software is being used to create interactive and immersive educational content, making learning more engaging and effective. Moreover, the retail industry is leveraging AR technology to provide virtual try-on experiences, allowing customers to visualize products before making a purchase.

Local special circumstances:
South Africa has a growing tech-savvy population, with increasing access to smartphones and high-speed internet. This has created a favorable environment for the adoption of AR software. Furthermore, the South African government has been supportive of the tech industry, providing incentives and support for startups and entrepreneurs. This has encouraged the development and innovation of AR software in the country.

Underlying macroeconomic factors:
The growth of the AR Software market in South Africa is also influenced by underlying macroeconomic factors. The country has been experiencing economic growth, which has led to increased consumer spending power. As a result, consumers are more willing to invest in innovative technologies such as AR software. Additionally, advancements in technology and the availability of affordable AR devices have made AR software more accessible to a wider audience. In conclusion, the AR Software market in South Africa is growing rapidly, driven by increasing customer preferences for immersive and interactive experiences, as well as favorable local circumstances and underlying macroeconomic factors. The adoption of AR software in various industries, such as gaming, education, and retail, is fueling the market's growth and creating new opportunities for businesses in South Africa.

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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