30+ Augmented Reality Statistics You Need to Know [2024]
Augmented reality is a technology that uses specialized hardware and software to blend the virtual world with the real one. Using AR, users can see an enhanced version of the real world with advanced technological elements. It is visible in small and high proportions across a variety of consumer and business products/services in every industry. ✨
With increased use, it is pivotal to learn about augmented reality statistics, facts, and recent trends. Having a brief knowledge of industry footprints can help you visualize your AR strategy effectively. 🚀
Let’s dive in.
Table of Contents
- Augmented Reality Statistics (General)
- Augmented Reality Growth Statistics
- Augmented Reality Statistics For eCommerce
- Facts About Augmented Reality
- Conclusion
Augmented Reality Statistics (General)
- The augmented reality (AR) market was valued at $10.5 billion in 2022, which was roughly $3.5 billion in 2017. This number is estimated to reach a whopping $198 billion in 2025.
- A survey conducted in 2020 revealed some interesting augmented reality statistics. 70% of the technology leaders expected the AR market to surpass that of the VR in revenue. 57% of them supported the reason that it is significantly easier to add AR features to an existing application than to build a good VR app or content.
- The AR/VR market in India stood at $1.83 billion in 2020. It is expected to grow at a CAGR of 38.9% until FY2027 because of speeding up digital transformation in the country.
- In India, Head-Mounted Displays (HMD) had a 35.84% market share in FY2020 because of the rising adoption of HMD products in various applications.
- In a survey, 49% of respondents cited consumer privacy and data security concerns as a top legal risk in working with AR/VR technologies for developing immersive technology applications and content.
Augmented Reality Growth Statistics
- By the year 2024, the number of mobile augmented reality (AR) devices is expected to reach 1.7 billion worldwide. The figure stood at 200 million devices in 2015, of which a rise of a whopping 1.5 billion will be seen in 2024. The figure was estimated at 1.1 billion in 2022.
- The global AR glasses market will be valued at $883.4 million in 2025 from $143.8 million in 2017. The global AR glasses market is forecasted to grow at a CAGR of 17.8% between 2021 and 2025.
- The global AR gaming market is the fastest-growing industry, which reached $8.4 billion in 2022. The market is expected to reach $43.1 billion by 2028, with a CAGR of 30.2%.
- In the global healthcare industry, the AR/VR market is estimated to reach $10.82 billion by 2025, with a CAGR of 36.1%. The augmented reality industry is growing faster than virtual reality in the healthcare sector.
- The B2C AR advertising industry has seen a rise in revenue since 2017. The advertising revenue through AR hardware is expected to yield $6.72 billion in 2027.
- In India, the AR advertising revenue was estimated to reach $113.30 million in 2022.
- A study says that 52% of retailers feel ill-prepared to support emerging mobile technologies such as artificial intelligence (AI), chatbots, and augmented/virtual reality (AR/VR).
- The global AR market in automotive is expected to grow from $4.51 billion in 2021 to $14.44 billion in 2028 at a CAGR of 18.1%.
- 57% of innovators feel that navigation is the top applicator of future AR/VR technologies. On the other side, 44% of innovators consider urban construction and infrastructure planning as top applicators.
- The number of global AR hardware for B2C users is estimated to reach 106.6 million, generating $9.1 billion in revenue in 2027.
- The global market value of micro LED display chips used in AR smart glasses is expected to reach $41 million in 2026.
- In 2022, consumer AR/VR headset shipments reached 13.24 million units.
Augmented Reality Statistics For eCommerce
- Global eCommerce statistics show that the global AR/VR education market was valued at $12.4 billion in 2020 and was estimated to grow at a CAGR of 18.2% from 2022 to 2027.
- In 2020, consumer utility products had 52.9% of the AR/VR spending worldwide. The chart provided below depicts more about the worldwide spending on AR/VR for different segments in 2020.
- In 2021, the consumer and enterprise augmented reality glasses (hardware and software) revenue stood at $1.85 billion. It was estimated to reach $3.78 billion in 2022 and a whopping $35.06 billion in 2026.
- A survey of global consumers, revealing their interest in augmented reality shopping experiences by generation, shows that Gen Z is the most interested AR shopper. Gen Z shows the most readiness to see what a piece of furniture looks like in their home or try on a new makeup or hair color.
- In 2020, small & medium-sized enterprises dominated the augmented reality market in India, with a share of 62.92%. Such dominance is because of the flexibility of those businesses to make rapid changes.
- Virtual and augmented reality is projected to generate 23 million jobs worldwide in 2030 across industries. This sector provided 800 thousand jobs in 2019.
- The global AR/VR market is expected to reach $80 million by 2025. The table below depicts the market size of AR/VR across different industries:
Expected Market Size of AR/VR in Different Industries in 2025 Industry Size (in Billions) Video Games $11.6 Live Events $4.1 Video Entertainment $3.2 Healthcare $5.1 Engineering $4.7 Real Estate $2.6 Retail $1.6 Military $1.4 Education $0.7
Facts About Augmented Reality
- Augmented reality has its roots in 1968. American computer scientist Ivan Sutherland created the first head-mounted display system, which was nicknamed ‘Sword of Damocles’, to show simple wireframe drawings and computer-generated graphics at Harvard university.
- However, the term augmented reality was first coined by Tom Caudell and his co-worker, David Mizellat Boeing, in 1990. He is credited for creating a replacement for the traditional wiring system for each aircraft by building a head-mounted display for the construction workers.
- BMW’s MINI advertising campaign was among the first to use augmented reality in marketing. The German company designed a printed advertisement that would generate a virtual model of the car on the magazine page when held in front of a computer camera.
- The automobile industry is changing dynamically, with companies investing more in advanced technology. AR has peaked the automobile safety standards to top-notch and is also instrumental in effectively training the workforce. By 2040, up to 75% of vehicles will have some automation in many forms.
- Augmented reality statistics suggest half of the population in the age group of 18-34 years know about augmented reality technology.
- One of the biggest AR products of our time is Google maps. It is used by more than a billion people every month. It has over 10 billion downloads on the Google Play store and is offered in 220 territories.
- The advantages of augmented reality are not just limited to one or two industries. Niantic’s location-based Pokemon Go used AR at its finest and reached $4.5 billion in lifetime revenue since 2016.
- Apple’s ARKit framework lets developers quickly develop AR experiences in the apps for users. According to data, Apple users have downloaded 13 million ARKit augmented reality apps.
Conclusion
We have all the major augmented reality statistics, ranging from the number and demographics of AR users to the augmented reality market size. There’s no doubt AR is the future we’re seeing today. From healthcare, automobile, fashion, and entertainment to education, AR is here to make the customer experience immersive. We hope you learned valuable deets! 😇
Sources: Google Blog, Google Cloud Blog, IEEE, Google Playstore, Sensor Tower, Dummies, Fortune Business Insights, Globe News Wire, Imarc, Informit, Marketing Dive, Market Research Future, Perkinscoie, BMW Group, Research & Markets, Safe Betting Sites, Statista1, Statista2, Statista3, Statista4, Statista5, Statista6, Statista7, Statista8, Statista9, Statista10, Statista11, Statista12, Statista13
Frequently Asked Questions Related to Augmented Reality Statistics
1. What is Augmented Reality?
Ans. Augmented reality places interactive virtual objects of real-world objects to enhance the user experience. Users can view, record, and capture these virtual objects through mobile devices or headsets of all sorts.
2. Who Invented Augmented Reality?
Ans. The first successful attempt to create an AR system was made by computer graphics scientist Ivan Sutherland. He has often been nicknamed the inventor of AR.
3. How are Virtual Reality and Augmented Reality Different?
Ans. Augmented reality (AR) requires only a mobile device to allow users to look into AR content. On the other hand, Virtual reality (VR) can only be experienced through VR devices.
4. How Does AR Work?
Ans. There are many types of augmented reality face filters or effects (Instagram or Snapchat), world effects (Google Live View), augmented reality portals (L’Oréal Paris TIFF portal), and Mini-games (Pokemon Go), where virtual and real objects are merged to create a unique experience.
5. What are the Uses of AR?
Ans. Currently, the most general uses of AR are in gaming, eCommerce, marketing, fitness, and training. Many popular companies like Facebook, Lenskart, Disney, Zara, Kylie, Patron, and IKEA are harnessing the benefits of augmented reality.
Shivbhadrasinh Gohil
Shivbhadrasinh is the Co-founder & Chief Marketing Officer at Meetanshi. He leads the marketing team and is the person behind the marketing & branding success of the company. Being a seasoned digital marketer, he has been consulting online businesses for growth since 2010 and has helped 100+ clients with digital marketing success.
He loves sharing tips and insights about the latest digital marketing trends aimed at helping online business owners.
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