AR & VR - Hong Kong

  • Hong Kong
  • The AR & VR market in Hong Kong is projected to reach a revenue of US$167.8m in 2024.
  • It is expected to show an annual growth rate (CAGR 2024-2028) of 10.31%, resulting in a projected market volume of US$248.5m by 2028.
  • Among the market segments, the largest one is AR Software, with a market volume of US$52.0m in 2024.
  • The United States generates the most revenue in the AR & VR market, with a projected market volume of US$10,900.0m in 2024.
  • By 2028, the number of AR & VR market users in Hong Kong is expected to amount to 6,075.0k users.
  • The user penetration rate is projected to be 77.9% in 2024 and is expected to increase to 81.0% by 2028.
  • The average revenue per user (ARPU) is expected to amount to US$28.7.
  • It is important to note that the revenue values displayed 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.
  • Hong Kong's AR & VR market is flourishing, driven by a tech-savvy population and government support for innovation.
 
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Analyst Opinion

The AR & VR market in Hong Kong has been experiencing significant growth in recent years, driven by customer preferences for immersive and interactive experiences, as well as advancements in technology.

Customer preferences:
Customers in Hong Kong are increasingly seeking out immersive and interactive experiences, and AR & VR technology provides a unique opportunity to fulfill these preferences. Whether it's exploring virtual worlds, trying out virtual reality games, or experiencing augmented reality applications, customers in Hong Kong are embracing the possibilities offered by AR & VR technology.

Trends in the market:
One of the key trends in the AR & VR market in Hong Kong is the increasing adoption of AR & VR technology in various industries. For example, the real estate industry is using virtual reality to showcase properties to potential buyers, allowing them to take virtual tours of homes and apartments. Similarly, the tourism industry is utilizing augmented reality to enhance the visitor experience by providing interactive and informative AR guides to popular attractions. These trends indicate that AR & VR technology is becoming an integral part of business strategies in Hong Kong. Another trend in the market is the growing popularity of AR & VR gaming. Hong Kong has a vibrant gaming culture, and the introduction of AR & VR technology has further fueled the enthusiasm of gamers. The availability of immersive gaming experiences and virtual reality headsets has attracted a large number of gamers, leading to a surge in demand for AR & VR gaming products and services.

Local special circumstances:
Hong Kong's status as a global financial hub and its strong technology infrastructure have contributed to the growth of the AR & VR market. The city's well-developed telecommunications network and high internet penetration rate provide a solid foundation for the adoption of AR & VR technology. Additionally, Hong Kong's proximity to mainland China, which is a major market for AR & VR technology, presents opportunities for collaboration and expansion.

Underlying macroeconomic factors:
The growth of the AR & VR market in Hong Kong is also influenced by underlying macroeconomic factors. The city's strong economy and high disposable income levels enable consumers to invest in AR & VR products and services. Furthermore, the government's support for innovation and technology development, as well as the availability of funding programs, have encouraged the growth of the AR & VR industry in Hong Kong. In conclusion, the AR & VR market in Hong Kong is experiencing significant growth due to customer preferences for immersive experiences, increasing adoption of AR & VR technology in various industries, and the city's strong technology infrastructure. These trends, coupled with Hong Kong's status as a global financial hub and its supportive government policies, indicate a promising future for the AR & VR market in Hong Kong.

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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