AR & VR - Netherlands

  • Netherlands
  • The Netherlands is projected to experience a significant revenue growth in the AR & VR market, with an estimated revenue of US$415.0m by 2024.
  • This revenue is expected to demonstrate an annual growth rate (CAGR 2024-2028) of 9.82%, resulting in a projected market volume of US$603.6m by 2028.
  • Among the various segments in this market, AR Software holds the largest market share, with a volume of US$132.0m in 2024.
  • In terms of revenue generation, in the United States leads the way with a projected market volume of US$10,900.0m in 2024.
  • This indicates the significant presence and dominance of the United States in the AR & VR market.
  • Looking at the user base, the number of AR & VR market users in the Netherlands is expected to reach 13.5m users by 2028.
  • This demonstrates a steady increase in user penetration, which is projected to be 74.6% in 2024 and is expected to reach 75.6% by 2028.
  • When considering the average revenue per user (ARPU), it is estimated to be US$31.5.
  • This indicates the amount of revenue generated per user in the Netherlands' AR & VR market.
  • It's important to note that the revenue values mentioned here only account for B2C revenues, and do not include B2B revenues.
  • Therefore, the displayed market share represents solely the B2C market, covering 0.00 of the total market (B2C & B2B).
  • The Netherlands is emerging as a leading hub for AR & VR innovation, with a strong focus on immersive gaming experiences.
 
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Analyst Opinion

The AR & VR market in Netherlands is experiencing significant growth and development. Customer preferences are shifting towards immersive and interactive experiences, which is driving the demand for AR & VR technologies. Additionally, several trends in the market are contributing to its expansion.

Customer preferences:
Customers in Netherlands are increasingly seeking immersive and interactive experiences. They are looking for innovative ways to engage with products and services, and AR & VR technologies provide a solution to meet these demands. The ability to visualize products in a virtual environment or experience virtual reality games and simulations is appealing to a wide range of consumers. Furthermore, the COVID-19 pandemic has accelerated the adoption of AR & VR technologies as people seek alternative ways to connect and engage remotely.

Trends in the market:
One of the key trends in the AR & VR market in Netherlands is the growing adoption of these technologies in various industries. For example, in the healthcare sector, AR & VR are being used for medical training, surgical simulations, and patient rehabilitation. In the retail industry, AR is being utilized to enhance the shopping experience by allowing customers to virtually try on clothes or visualize furniture in their homes. These trends are driving the demand for AR & VR technologies and creating new opportunities for businesses. Another trend in the market is the increasing availability of AR & VR devices and content. Major tech companies are investing in the development of AR & VR devices, making them more accessible to consumers. Additionally, there is a growing ecosystem of developers and content creators who are producing AR & VR experiences for various platforms. This availability of devices and content is fueling the adoption of AR & VR technologies in Netherlands.

Local special circumstances:
Netherlands has a strong technology and innovation ecosystem, which is contributing to the growth of the AR & VR market. The country is home to several tech startups and research institutions that are at the forefront of AR & VR development. This local expertise is attracting investments and fostering collaboration, leading to the advancement of AR & VR technologies in Netherlands. Furthermore, the Dutch government has been supportive of the AR & VR industry. They have implemented policies and initiatives to promote innovation and entrepreneurship in the technology sector. This support has created a favorable environment for AR & VR companies to thrive and contribute to the growth of the market.

Underlying macroeconomic factors:
The growth of the AR & VR market in Netherlands is also influenced by underlying macroeconomic factors. The country has a strong economy and a high level of digitalization, which provides a solid foundation for the adoption of AR & VR technologies. Additionally, the Dutch population is known for its tech-savviness and openness to new technologies, making them early adopters of AR & VR. In conclusion, the AR & VR market in Netherlands is experiencing significant growth and development. Customer preferences for immersive and interactive experiences, along with various trends in the market, are driving the demand for AR & VR technologies. The local special circumstances, including a strong technology ecosystem and government support, are contributing to the growth of the market. Furthermore, underlying macroeconomic factors such as a strong economy and tech-savvy population are fueling the adoption of AR & VR technologies in Netherlands.

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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