AR & VR - Sweden

  • Sweden
  • Sweden is projected to see a revenue of US$313.7m in the AR & VR market by 2024.
  • The market is expected to grow at an annual rate of 10.63% (CAGR 2024-2028), resulting in a projected market volume of US$469.9m by 2028.
  • Among the various market segments, VR Hardware holds the largest market volume, reaching US$104.4m in 2024.
  • The United States generates the most revenue in the AR & VR market, with a projected market volume of US$10,260.0m in 2024.
  • In terms of user base, the number of users is estimated to reach 9.3m users by 2028.
  • User penetration is expected to be 84.4% in 2024 and is projected to increase to 84.9% by 2028.
  • The average revenue per user (ARPU) is predicted to be US$16.1.
  • It is important to note that the revenue values mentioned here only account for B2C revenues.
  • This means that the displayed market share of B2C covers 0.00 of the total market (B2C & B2B).
  • Sweden is at the forefront of AR & VR innovation, with companies like Tobii and Starbreeze leading the way.
 
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Analyst Opinion

The AR & VR market in Sweden 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:
Customers in Sweden have shown a strong preference for immersive and interactive experiences, which has fueled the demand for AR & VR technology. This can be attributed to the country's tech-savvy population and high levels of digital adoption. Swedish consumers are known for their openness to new technologies and willingness to embrace innovative solutions. As a result, there is a growing demand for AR & VR applications across various industries, including gaming, entertainment, education, and healthcare.

Trends in the market:
One of the key trends in the AR & VR market in Sweden is the increasing adoption of these technologies in the gaming industry. Sweden has a thriving gaming industry, with a number of successful game development studios and a large community of gamers. The use of AR & VR in gaming has opened up new possibilities for immersive gameplay and enhanced user experiences. This trend is expected to continue as more game developers explore the potential of AR & VR technology. Another trend in the market is the integration of AR & VR in the education sector. Swedish schools and educational institutions are increasingly using these technologies to enhance learning experiences and engage students in a more interactive way. AR & VR can provide students with immersive simulations, virtual field trips, and hands-on learning experiences, which can greatly enhance their understanding and retention of information.

Local special circumstances:
Sweden has a strong technology infrastructure and a highly skilled workforce, which has contributed to the growth of the AR & VR market. The country is home to several leading technology companies and startups that are driving innovation in the field of AR & VR. Additionally, the Swedish government has been supportive of the development and adoption of these technologies, providing funding and incentives to companies in the sector.

Underlying macroeconomic factors:
The growth of the AR & VR market in Sweden is also influenced by underlying macroeconomic factors. The country has a strong economy and high levels of disposable income, which allows consumers to invest in new technologies and experiences. Additionally, Sweden has a well-developed digital infrastructure and high internet penetration rates, which facilitates the adoption of AR & VR technology. In conclusion, the AR & VR market in Sweden is experiencing significant growth due to customer preferences for immersive experiences, advancements in technology, and supportive local circumstances. The increasing adoption of AR & VR in gaming and education, along with the country's strong technology infrastructure and favorable macroeconomic factors, are driving the market forward.

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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