AR & VR - Germany

  • Germany
  • In 2024, the projected revenue in the AR & VR market in Germany is expected to reach US$1,878.0m.
  • It is anticipated that the market will experience an annual growth rate (CAGR 2024-2028) of 10.71%, resulting in a projected market volume of US$2,821.0m by 2028.
  • The largest market segment within the AR & VR market industry is AR Software, with a market volume of US$626.1m in 2024.
  • The United States generates the highest revenue, with a projected market volume of US$10,260.0m in 2024.
  • By 2028, the number of AR & VR market users in Germany is expected to amount to 50.1m users.
  • The user penetration rate is projected to increase from 57.5% in 2024 to 60.4% by 2028.
  • The average revenue per user (ARPU) is expected to be US$17.9.
  • Please note that the revenue values mentioned here only account for B2C revenues.
  • Additionally, based on the displayed market share of B2C, 0.00 of the total market (B2C & B2B) is covered.
  • Germany is at the forefront of AR & VR development, with a strong focus on applications in automotive manufacturing and engineering.
 
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Analyst Opinion

The AR & VR market in Germany is experiencing significant growth and development.

Customer preferences:
Customers in Germany are increasingly interested in immersive experiences and interactive technologies. They are looking for innovative ways to engage with content and are willing to invest in AR and VR devices and applications. The demand for AR and VR products is driven by a desire for more realistic gaming experiences, virtual travel and exploration, and enhanced training and education opportunities.

Trends in the market:
One of the key trends in the AR & VR market in Germany is the increasing adoption of these technologies in various industries. Companies are recognizing the potential of AR and VR to improve productivity, enhance customer experiences, and drive innovation. In sectors such as automotive, healthcare, and retail, AR and VR are being used for product visualization, virtual showrooms, and training simulations. This trend is expected to continue as more businesses realize the benefits of integrating AR and VR into their operations. Another trend in the market is the development of more advanced and affordable AR and VR devices. The technology has become more accessible to a wider range of consumers, with a variety of headsets and devices available at different price points. This has led to increased adoption and consumer interest in AR and VR applications.

Local special circumstances:
Germany has a strong technology and manufacturing sector, which has contributed to the growth of the AR & VR market. The country is known for its engineering expertise and precision manufacturing, which has resulted in the development of high-quality AR and VR devices. German companies are also at the forefront of developing innovative AR and VR applications, particularly in the automotive and healthcare industries.

Underlying macroeconomic factors:
Germany has a stable and prosperous economy, which provides a favorable environment for the growth of the AR & VR market. The country has a high disposable income and a strong consumer market, which allows for increased spending on AR and VR devices and applications. Additionally, the government has been supportive of the technology sector, providing funding and incentives for research and development in AR and VR. In conclusion, the AR & VR market in Germany is experiencing significant growth and development due to customer preferences for immersive experiences, the adoption of these technologies in various industries, the development of more advanced and affordable devices, the country's strong technology and manufacturing sector, and the underlying macroeconomic factors of a stable and prosperous economy.

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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