AR & VR - Denmark

  • Denmark
  • The projected revenue in the AR & VR market in Denmark is expected to reach US$154.2m in 2024.
  • The market is anticipated to show a compound annual growth rate (CAGR 2024-2028) of 10.55%, resulting in a projected market volume of US$230.3m by 2028.
  • Among the market segments, AR Software holds the largest share with a market volume of US$49.6m in 2024.
  • In terms of revenue generation, in the United States leads with a projected market volume of US$10,260.0m in 2024.
  • The number of users in the AR & VR market is expected to reach 5,038.0k users by 2028.
  • User penetration is estimated to be 82.1% in 2024 and is projected to increase to 83.2% by 2028.
  • The average revenue per user (ARPU) is anticipated to amount to US$15.0.
  • It is important to note that the revenue values mentioned here only account for B2C revenues.
  • This means that according to the displayed market share of B2C, 0.00 of the total market (B2C & B2B) is covered.
  • Denmark's AR & VR market is thriving, with a strong emphasis on innovative applications in education and training.
 
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Analyst Opinion

The AR & VR market in Denmark has been experiencing significant growth in recent years, driven by customer preferences for immersive experiences and the adoption of advanced technologies.

Customer preferences:
Customers in Denmark have shown a strong interest in immersive experiences provided by AR & VR technologies. They are increasingly seeking unique and interactive ways to engage with content, whether it's in gaming, entertainment, or even in industries like education and healthcare. The demand for virtual reality headsets and augmented reality applications has been on the rise, as consumers are looking for more immersive and realistic experiences.

Trends in the market:
One of the key trends in the AR & VR market in Denmark is the increasing use of virtual reality in gaming. With the rise of gaming enthusiasts and the popularity of esports, virtual reality gaming has gained traction among Danish consumers. The ability to fully immerse oneself in a virtual world and interact with it has become a major selling point for game developers and hardware manufacturers. Another trend in the market is the integration of augmented reality in various industries. Danish businesses are leveraging AR technology to enhance customer experiences, improve product visualization, and provide virtual tours. For example, companies in the furniture and interior design sector are using AR applications to allow customers to visualize how their products would look in their homes before making a purchase.

Local special circumstances:
Denmark's strong focus on innovation and technology adoption has created a favorable environment for the growth of the AR & VR market. The country has a well-established infrastructure and a high level of digital literacy among its population, which has facilitated the adoption of these advanced technologies. Additionally, Denmark's small size and high population density make it easier for businesses to test and implement AR & VR solutions on a smaller scale before expanding to larger markets.

Underlying macroeconomic factors:
Denmark's strong economy and high disposable income levels have also contributed to the growth of the AR & VR market. Consumers in Denmark have the financial means to invest in AR & VR devices and applications, driving demand in the market. Furthermore, the government's support for innovation and technology development through various initiatives and funding programs has encouraged businesses to invest in AR & VR solutions. In conclusion, the AR & VR market in Denmark is experiencing significant growth due to customer preferences for immersive experiences, the integration of advanced technologies in various industries, Denmark's favorable business environment, and the country's strong economy. These factors are driving the adoption of AR & VR technologies and creating opportunities for businesses in the market.

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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