{"id":454,"date":"2023-04-12T06:02:03","date_gmt":"2023-04-12T06:02:03","guid":{"rendered":"https:\/\/dataprot.net\/?p=454"},"modified":"2024-02-06T13:51:29","modified_gmt":"2024-02-06T13:51:29","slug":"augmented-reality-stats","status":"publish","type":"post","link":"https:\/\/dataprot.net\/statistics\/augmented-reality-stats\/","title":{"rendered":"Augmented Reality Stats You Need To Know in 2024"},"content":{"rendered":"\n
Virtual reality is everyone\u2019s favorite futuristic technology<\/strong>, but the augmented reality (AR) market is not far behind. While the former can temporarily transport you into another realm altogether, augmented reality aims to enhance your existing natural environment<\/strong>.<\/p>\n\n\n\n With AR cameras, information about the world around you becomes digitally manipulated but, more importantly, interactive. This technology creates an overlay of virtual content<\/strong> in the real world through computer vision and object recognition.<\/p>\n\n\n\n In short, any artificial experience<\/strong> that complements our existing reality represents AR. If you\u2019re just hearing about it, you may be wondering how many people know about this technology, its useful purposes, and what we can expect from this market.<\/p>\n\n\n\n To answer these questions, let\u2019s see what augmented reality stats say on the topic and find out where the AR industry<\/strong> is at the moment and where it is going.<\/p>\n\n\n\n Augmented Reality Market – Key Statistics:<\/strong><\/p>\n\n\n\n <\/p>\n\n\n\n How large is the augmented reality market? Is it just a fad or a rising giant? Let\u2019s check what the stats on augmented reality have to say on the topic.<\/p>\n\n\n\n (Global Market Insights)<\/p>\n\n\n\n In 2016, the AR market was worth a mere $1 billion, but its growth rate between 2013 and 2016 can serve as an excellent benchmark for future predictions. The compound annual growth rate<\/strong> (CAGR) for the AR industry between 2017 and 2024 should be around 65%, reaching $50 billion by 2024.<\/p>\n\n\n\n However, these estimates are currently underestimating the AR market. In 2017, it was worth a whopping $3.5 billion, and the newest augmented reality market forecast<\/strong> places its value at $198 billion in 2025.<\/p>\n\n\n\n (Statista)<\/p>\n\n\n\n Augmented reality complements mobile devices<\/strong> impeccably, as can be seen through the remarkable growth of the industry in this sector. With the announcement of the Metaverse, and the growing number of other AR-related options, even the doubling of revenue<\/strong> expected by 2025 might prove to be a serious underestimation.<\/p>\n\n\n\n (Threekit)<\/p>\n\n\n\n The $18.8 billion invested in the augmented reality industry in 2020 marks a 78.5% increase compared to 2019.<\/p>\n\n\n\n (IDC)<\/p>\n\n\n\n Gaming holds the most potential for VR investment<\/a>, as well as AR; right below this industry, $4.1 billion was invested in AR training<\/strong>, and the same amount was invested in industrial maintenance<\/strong>. AR statistics the same year show that $2.7 billion was invested in AR-powered retail showcasing.<\/p>\n\n\n\n (IDC)<\/p>\n\n\n\n The next segment to mark the highest spending<\/strong> was distribution and services at 15.8%, followed by manufacturing and resources at 13.8%, the public sector<\/strong> at 12.7%, and infrastructure at 3.2%. The other sectors shared the remaining 1.6%.<\/p>\n\n\n\n (Nikkei Asia)<\/p>\n\n\n\n The Pok\u00e9mon Go craze played an essential part in raising awareness about this new technology<\/strong> and is often credited as one of the pioneering augmented reality products<\/strong>. With over 800 million downloads, this game was heavily rewarded for its efforts, as Niantic and Nintendo pocketed around 1.92 billion U.S. dollars in revenue<\/strong> from the joy it brought players.<\/p>\n\n\n\n (GlobeNewswire)<\/p>\n\n\n\n The $143.8 million these gadgets provided in revenue in 2017 prove that there is a significant, but as of yet not fully tapped market, for these goods. The estimates expect its CAGR<\/strong> between 2021 and 2025 to reach 17.8%.<\/p>\n\n\n\n (Statista)<\/p>\n\n\n\n Facebook\u2019s<\/strong> recent renaming and metaverse announcement<\/strong> raised expectations for the sale of AR and VR headsets. Due in no small part to that, the sales of VR and AR headgear nearly doubled from 2020 to 2021, and are expected to double again in 2023.<\/p>\n\n\n\n (BMW AG)<\/p>\n\n\n\n BMW\u2019s MINI advertising campaign in 2008 was one of the first ones to use augmented reality marketing. The German company designed a printed ad published in magazines, which would generate a virtual model<\/strong> of the car on the page if it was held in front of a computer camera.<\/p>\n\n\n\n Since the virtual model was connected to markers in the magazine, users could change their point of view and control the car by manipulating the paper. It was also one of the first campaigns that allowed real-time interaction<\/strong> with a digital model.<\/p>\n\n\n\n AR has numerous potential applications outside of the gaming world<\/strong> that have yet to be tested and explored. Let\u2019s see which industries are recognizing AR\u2019s value<\/strong>.<\/p>\n\n\n\n (Deloitte)<\/p>\n\n\n\n Research shows that many growing enterprises<\/strong> are leveraging AR to assist them in different aspects of running their business. This technology has proven very useful in assisting product development<\/strong>, but also fostering collaboration<\/strong>, more effective training<\/strong>, and communication<\/strong>.<\/p>\n\n\n\n (Threekit)<\/p>\n\n\n\n As shopping moves further and further online, the demands from users for more convenient processes grow, especially for trying out clothes. Unfortunately, only 1% of retail companies<\/strong> were using augmented reality to assist users in their shopping in 2020. AR can help customers understand what they are buying better, significantly increase retailer sales<\/strong> and customer satisfaction<\/strong> in the process, and reduce returns and the costs associated with them.<\/p>\n\n\n\n (IMARC)<\/p>\n\n\n\n In the next five years, with an estimated CAGR<\/strong> of 33.8%, this section of the AR market is predicted to reach $38 billion.<\/p>\n\n\n\n (Statista)<\/p>\n\n\n\n These three fields benefit the most from implementing augmented reality products. Compared to that, 5% of AR use would be in retail. On the other hand, 67% of advertising agencies<\/strong> already say they are making use of AR; for comparison, in 2017, just 29% of marketing agencies<\/strong> had invested in augmented reality ads<\/strong>.<\/p>\n\n\n\n (Statista)<\/p>\n\n\n\n The automotive market <\/strong>is another one that benefits from implementing augmented reality. Implementing this type of technology into cars by adding it to the cameras can help display hazards, historical landmarks, and other vital markings<\/strong>. Augmented reality market research estimates that this application will reach over $673 billion, with a CAGR of over 175% from 2018 to 2025.<\/p>\n\n\n\n (GlobeNewswire)<\/p>\n\n\n\n The importance of AR technology in the healthcare industry<\/strong> will only increase. This is not surprising, as it has great potential to introduce valuable changes<\/strong> to diagnostics, surgery, and education of new healthcare professionals<\/strong>, among other benefits. <\/p>\n\n\n\n\n
\n
\n
\n
\n
\n
General Augmented Reality Market Stats<\/h2>\n\n\n\n
The Augmented Reality Market is estimated to exceed $50 billion by 2024.<\/h4>\n\n\n\n
In 2022, mobile augmented reality revenue is estimated to reach $12.8 billion.<\/h4>\n\n\n\n
Investments in AR technology are growing, and $18.8 billion was invested in AR in 2020.<\/h4>\n\n\n\n
In 2020, the world invested $12 billion into VR\/AR gaming.<\/h4>\n\n\n\n
The AR and VR consumer segment had the majority spending share in 2020, at 53%.<\/h4>\n\n\n\n
The latest wave of augmented reality hype can be credited to the reappearance of Pok\u00e9mon Go in 2016.<\/h4>\n\n\n\n
The AR glasses market is expected to be worth $883.4 million by 2025.<\/h4>\n\n\n\n
The AT and VR adoption rate is projected to result in almost 19 million units sold annually by 2023.<\/h4>\n\n\n\n
In 2008, BMW used AR to advertise the MINI.<\/h4>\n\n\n\n
AR Adoption by Industry<\/h3>\n\n\n\n
88% of medium-sized businesses are already using or testing AR for some purposes.<\/h4>\n\n\n\n
In 2020, only 1% of retailers used AR or VR to enhance their customers\u2019 shopping experience.<\/h4>\n\n\n\n
AR in the gaming industry reached $6.39 billion in value in 2021.<\/h4>\n\n\n\n
Gaming, healthcare, and engineering have the most use cases for AR.<\/h4>\n\n\n\n
The global automobile AR\/VR market will reach $673 billion by 2025.<\/h4>\n\n\n\n
Healthcare-related AR and VR products should reach $7.05 billion in value by 2026.<\/h4>\n\n\n\n
Augmented Reality Consumer Stats<\/h3>\n\n\n\n