AR & VR - Italy

  • Italy
  • The AR & VR market in Italy is projected to reach a revenue of US$962.3m by 2024.
  • It is expected to show an annual growth rate (CAGR 2024-2028) of 11.10%, resulting in a projected market volume of US$1,466.0m by 2028.
  • Among the various segments, VR Hardware holds the largest market share with a volume of US$339.6m in 2024.
  • The United States generates the highest 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 Italy is expected to reach 40.4m users.
  • The user penetration rate is projected to be 66.4% in 2024 and is expected to increase to 69.6% by 2028.
  • The average revenue per user (ARPU) is estimated to be US$12.3.
  • It is important to note that the revenue values mentioned here only account for B2C revenues.
  • Therefore, the displayed market share of B2C represents 0.00 of the total market (B2C & B2B).
  • Italy is experiencing a surge in AR & VR adoption, with companies like Holo Italy leading the way in creating immersive experiences.
 
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Analyst Opinion

The AR & VR market in Italy 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:
Italian consumers have shown a strong interest in AR & VR technologies, seeking out innovative and engaging experiences. This demand is fueled by the desire for interactive entertainment, virtual travel experiences, and immersive gaming. Additionally, the adoption of AR & VR in industries such as healthcare, education, and retail has also contributed to the growing interest among customers.

Trends in the market:
One of the key trends in the AR & VR market in Italy is the increasing use of these technologies in the tourism industry. Virtual reality tours and experiences allow travelers to explore destinations and attractions before making a booking, enhancing their decision-making process. This trend is particularly relevant in a country like Italy, known for its rich cultural heritage and popular tourist destinations. Another trend in the market is the integration of AR & VR in the retail sector. Italian consumers are increasingly using augmented reality to try on products virtually, such as clothing and accessories, before making a purchase. This technology not only enhances the shopping experience but also reduces the need for physical try-ons, making it more convenient for customers.

Local special circumstances:
Italy's strong cultural heritage and tourism industry provide a unique opportunity for the AR & VR market. The country's historical sites, museums, and art galleries can be brought to life through augmented and virtual reality, offering visitors a more immersive and educational experience. This integration of technology with cultural heritage has the potential to attract both domestic and international tourists.

Underlying macroeconomic factors:
Italy's growing AR & VR market can also be attributed to favorable macroeconomic factors. The country has witnessed an increase in disposable income, which has led to higher consumer spending on entertainment and leisure activities. Additionally, advancements in technology and the availability of affordable AR & VR devices have made these experiences more accessible to a wider audience. In conclusion, the AR & VR market in Italy is experiencing growth due to customer preferences for immersive experiences, particularly in the tourism and retail sectors. The integration of AR & VR technologies in these industries has the potential to enhance customer engagement and drive sales. Furthermore, Italy's cultural heritage and favorable macroeconomic factors contribute to the market's growth potential.

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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