AR & VR - Benelux

  • Benelux
  • The AR & VR market in Benelux is projected to reach a revenue of US$555.2m in 2024.
  • It is expected to grow at an annual rate of 10.82% from 2024 to 2028, resulting in a market volume of US$837.4m by 2028.
  • Among the market segments, AR Software is the largest, with a market volume of US$178.5m in 2024.
  • The United States generates the most revenue in the AR & VR market, with a projected market volume of US$10,260.0m in 2024.
  • By 2028, the number of users in the market is expected to reach 21.4m users.
  • The user penetration rate is projected to be 70.7% in 2024 and is expected to increase to 71.9% by 2028.
  • The average revenue per user (ARPU) is estimated to be US$13.1.
  • It is important to note that the revenue values mentioned here only account for B2C revenues.
  • Therefore, the displayed market share of B2C covers 0.00 of the total market (B2C & B2B).
  • In the Benelux region, the AR & VR market is thriving with innovative startups and a growing interest from businesses.
 
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Analyst Opinion

The AR & VR market in Benelux is experiencing significant growth and development, driven by several key factors. Customer preferences in the Benelux region are increasingly favoring immersive and interactive experiences, which is fueling the demand for AR and VR technologies.

Consumers are seeking innovative ways to engage with content and products, and AR and VR offer unique and immersive experiences that traditional media cannot provide. Additionally, the younger demographic in Benelux is particularly receptive to AR and VR, as they have grown up with technology and are eager to explore new digital experiences. Trends in the market indicate that the adoption of AR and VR technologies is expanding across various industries in Benelux.

In the gaming sector, virtual reality gaming experiences are gaining popularity, offering players a more immersive and realistic gaming environment. The healthcare industry is also embracing AR and VR technologies for training purposes, allowing medical professionals to practice procedures in a simulated environment. Furthermore, the retail sector is utilizing AR technology to enhance the shopping experience, allowing customers to virtually try on clothing or visualize furniture in their homes before making a purchase.

Local special circumstances in the Benelux region contribute to the growth of the AR and VR market. The region is known for its strong technology infrastructure and high internet penetration rates, providing a solid foundation for the adoption of AR and VR technologies. Additionally, the Benelux countries have a history of innovation and entrepreneurship, with a supportive business environment that encourages the development and implementation of new technologies.

Underlying macroeconomic factors also play a role in the growth of the AR and VR market in Benelux. The region has a strong economy and high disposable income levels, allowing consumers to invest in AR and VR devices and experiences. Furthermore, the Benelux countries have a well-developed education system, which fosters a skilled workforce capable of driving innovation in the AR and VR industry.

In conclusion, the AR and VR market in Benelux is experiencing significant growth and development, driven by customer preferences for immersive experiences, expanding adoption across industries, local special circumstances, and underlying macroeconomic factors. As technology continues to advance and consumer demand for immersive experiences grows, the AR and VR market in Benelux is expected to continue its upward trajectory.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the AR & VR market. AR and VR enable consumers to experience a new dimension, using either a headset or installed units, as they combine the real and virtual worlds. Consumer revenue figures refer to revenues relating to AR hardware, AR software, VR hardware, VR software, and spending on AR and VR advertising. Both digital and non-digital revenues are included.

Modeling approach / Market size:

Market sizes are determined through a top-down approach, building on specific predefined factors for each market market. As a basis for evaluating markets, we use annual financial reports of the market-leading companies and industry associations, as well as third-party studies and reports. In addition, we use relevant key market indicators and data from country-specific associations, such as consumer spending, internet penetration, 4G coverage, and historical developments. This data helps us estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, 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 market is updated twice a year in case market dynamics change. The data is modeled using current exchange rates. 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
  • Global Comparison
  • Methodology
  • Key Market Indicators
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