AR & VR - Pakistan

  • Pakistan
  • The projected revenue in the AR & VR market for Pakistan is expected to reach US$37.9m in 2024.
  • This projection indicates an annual growth rate (CAGR 2024-2028) of 9.70%, resulting in a projected market volume of US$54.9m by 2028.
  • Among the market segments, AR Advertising holds the largest market share with a volume of US$24.8m in 2024.
  • The United States generates the highest revenue with a projected market volume of US$10,900.0m in 2024.
  • In terms of user base, the number of AR & VR market users is expected to reach 40,630.0k users by 2028.
  • User penetration is anticipated to be 13.3% in 2024 and is projected to increase to 15.4% by 2028.
  • The average revenue per user (ARPU) is expected to be US$1.2 .
  • It is important to note that the revenue values presented here only account for B2C revenues.
  • This means that the displayed market share of B2C covers 0.00 of the total market (B2C & B2B).
  • Pakistan is experiencing a growing demand for AR & VR technologies, with companies focusing on creating immersive experiences for education and entertainment sectors.
 
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Analyst Opinion

The AR & VR market in Pakistan is experiencing significant growth and development, driven by customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. Customer preferences in Pakistan are shifting towards immersive and interactive experiences, which is fueling the demand for AR & VR technologies.

Consumers are increasingly seeking novel ways to engage with content and brands, and AR & VR offer unique opportunities to do so. The younger generation, in particular, is embracing these technologies, creating a strong consumer base for AR & VR products and services. Trends in the market indicate a growing adoption of AR & VR technologies across various industries in Pakistan.

The gaming industry, for example, is witnessing a surge in demand for virtual reality gaming experiences, as consumers look for more immersive and realistic gameplay. Additionally, the education sector is leveraging AR & VR to enhance learning experiences and make education more engaging and interactive. Furthermore, the healthcare industry is exploring the use of AR & VR for training purposes and to improve patient care.

Local special circumstances in Pakistan are also contributing to the development of the AR & VR market. The country has a large and young population, which presents a significant consumer base for AR & VR products and services. Additionally, the increasing internet penetration and smartphone usage in Pakistan are enabling wider access to AR & VR technologies.

The availability of affordable smartphones and internet data plans is making these technologies more accessible to a larger segment of the population. Underlying macroeconomic factors further support the growth of the AR & VR market in Pakistan. The country's economy is experiencing steady growth, which is boosting consumer spending power and driving demand for innovative technologies.

Additionally, the government is actively promoting the digitalization of various sectors, including education and healthcare, which creates opportunities for the adoption of AR & VR technologies. In conclusion, the AR & VR market in Pakistan is witnessing significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. As consumers increasingly seek immersive and interactive experiences, the demand for AR & VR technologies is expected to continue to rise.

The adoption of these technologies across industries and the government's support for digitalization further contribute to the market's growth potential in Pakistan.

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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