AR & VR - Kenya

  • Kenya
  • The AR & VR market in Kenya is projected to reach a revenue of US$23.5m by 2024.
  • It is expected to grow at an annual rate of 9.97% (CAGR 2024-2028), resulting in a projected market volume of US$34.4m by 2028.
  • Among the various segments, the largest market is AR Advertising, which is estimated to have a market volume of US$10.1m by 2024.
  • The United States generates the highest revenue in the AR & VR market, with a projected market volume of US$10,900.0m in 2024.
  • In terms of users, the number of AR & VR market users in Kenya is expected to reach 13,810.0k users by 2028.
  • The user penetration rate is estimated to be 16.9% in 2024 and is projected to increase to 22.7% by 2028.
  • The average revenue per user (ARPU) is expected to be US$2.5.
  • It's important to note that the revenue values mentioned here only account for B2C revenues.
  • This means that the displayed market share represents only the portion of the market covered by B2C transactions, which currently stands at 0.00 of the total market (B2C & B2B) in Kenya.
  • Kenya is experiencing a growing demand for AR & VR technology, with businesses and educational institutions embracing immersive experiences to enhance training and customer engagement.
 
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Analyst Opinion

The AR & VR market in Kenya is experiencing significant growth and development, driven by customer preferences for immersive and interactive experiences, as well as the increasing availability of advanced technology. Customer preferences in the AR & VR market in Kenya are shifting towards immersive and interactive experiences.

Consumers are seeking unique and engaging experiences that go beyond traditional forms of entertainment. This has led to a growing demand for AR and VR applications in various industries such as gaming, tourism, real estate, and education. Additionally, the younger generation in Kenya, who are more tech-savvy and open to new experiences, are driving the adoption of AR and VR technologies.

One of the key trends in the AR & VR market in Kenya is the increasing availability of advanced technology. The affordability and accessibility of VR headsets and AR-enabled smartphones have made it easier for consumers to experience these technologies. Additionally, the development of high-quality content and applications specifically tailored for the Kenyan market has contributed to the growth of the AR & VR market.

Local special circumstances in Kenya, such as the rapid expansion of the tech industry and the increasing investment in digital infrastructure, have also contributed to the development of the AR & VR market. The government of Kenya has recognized the potential of AR and VR technologies in driving economic growth and has implemented policies to support the growth of the tech industry. This has attracted both local and international companies to invest in the development of AR and VR solutions in Kenya.

Underlying macroeconomic factors, such as the increasing smartphone penetration and internet connectivity in Kenya, have also played a significant role in the growth of the AR & VR market. The widespread availability of smartphones and internet access has created a large user base for AR and VR applications. Additionally, the growing middle class in Kenya has disposable income to spend on entertainment and leisure activities, driving the demand for AR and VR experiences.

In conclusion, the AR & VR market in Kenya is experiencing rapid growth and development due to customer preferences for immersive experiences, the increasing availability of advanced technology, local special circumstances, and underlying macroeconomic factors. As the market continues to evolve, we can expect to see further innovation and expansion in the AR & VR industry in Kenya.

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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