AR & VR - Singapore

  • Singapore
  • The AR & VR market in Singapore is projected to reach a revenue of US$150.8m by 2024.
  • It is expected to show an annual growth rate (CAGR 2024-2028) of 10.21%, resulting in a projected market volume of US$222.5m by 2028.
  • Among the market segments, VR Hardware holds the largest market share with a volume of US$46.8m in 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 user base, the number of AR & VR market users in Singapore is expected to reach 5,196.0k users by 2028.
  • The user penetration rate is predicted to be 81.8% in 2024 and is projected to increase to 83.9% by 2028.
  • The average revenue per user (ARPU) is expected to amount to US$30.4.
  • It is important to note that the revenue values mentioned above only account for B2C revenues.
  • Therefore, the displayed market share of B2C indicates that 0.00 of the total market (B2C & B2B) is covered.
  • Singapore is emerging as a regional hub for AR & VR development, attracting top talent and investment.
 
Market
 
Region
 
Region comparison
 
Currency
 

Analyst Opinion

The AR & VR market in Singapore is experiencing significant growth and development, driven by customer preferences, market trends, and local special circumstances. Customer preferences in Singapore are increasingly favoring immersive and interactive experiences, leading to a growing demand for AR & VR technologies.

Consumers are seeking innovative and unique ways to engage with content, whether it be for entertainment, education, or business purposes. The ability of AR & VR to provide a more immersive and interactive experience aligns with these preferences, driving the adoption of these technologies in the market. Trends in the AR & VR market in Singapore reflect the global market, with a focus on areas such as gaming, entertainment, and training.

The gaming industry, in particular, has seen a surge in popularity, with AR & VR technologies enhancing the gaming experience by creating more realistic and interactive virtual worlds. Additionally, the entertainment sector is exploring the use of AR & VR to offer immersive experiences in areas such as live events and virtual tours. Furthermore, the training and education sectors are leveraging AR & VR to provide realistic simulations and virtual learning environments.

Local special circumstances in Singapore contribute to the development of the AR & VR market. Singapore is known for its strong technological infrastructure and support for innovation, making it an ideal environment for the growth of AR & VR technologies. The government has also shown support for the development of the industry through various initiatives and funding programs.

This support has attracted both local and international companies to invest in the AR & VR market in Singapore, leading to a vibrant ecosystem and driving further growth. Underlying macroeconomic factors also play a role in the development of the AR & VR market in Singapore. The country's strong economy and high disposable income levels provide consumers with the means to invest in AR & VR technologies.

Additionally, Singapore's position as a global business hub attracts companies looking to leverage AR & VR for various applications, such as marketing, training, and customer engagement. This creates a favorable market environment for the growth of the AR & VR industry. In conclusion, the AR & VR market in Singapore is experiencing growth and development driven by customer preferences, market trends, local special circumstances, and underlying macroeconomic factors.

The increasing demand for immersive and interactive experiences, coupled with Singapore's supportive environment for innovation, positions the country as a key player in the AR & VR industry.

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
Please wait

Contact

Get in touch with us. We are happy to help.
Statista Locations
Contact Meredith Alda
Meredith Alda
Sales Manager– Contact (United States)

Mon - Fri, 9am - 6pm (EST)

Contact Yolanda Mega
Yolanda Mega
Operations Manager– Contact (Asia)

Mon - Fri, 9am - 5pm (SGT)

Contact Kisara Mizuno
Kisara Mizuno
Senior Business Development Manager– Contact (Asia)

Mon - Fri, 10:00am - 6:00pm (JST)

Contact Lodovica Biagi
Lodovica Biagi
Director of Operations– Contact (Europe)

Mon - Fri, 9:30am - 5pm (GMT)

Contact Carolina Dulin
Carolina Dulin
Group Director - LATAM– Contact (Latin America)

Mon - Fri, 9am - 6pm (EST)