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98 Vital Augmented Reality Statistics: 2021/2022 Market Share & Data Analysis

There will be more users of AR than VR. The former will see widespread usage not only in games where it is currently lording over but also in various consumer and commercial applications. These and many more are the significant findings in our augmented reality statistics.

Today’s top graphic design software solutions apply AR elements for realistic renderings. Likewise, you’ve experienced AR when you played Pokemon GO or used Facebook or Snapchat filters. Extensive augmented reality research has resulted also in it being incorporated into many of the best architecture software, to extend 3D and CAD capabilities.

This augmented reality report will present to you numbers and figures that matter, including augmented reality market size, AR demographics on users and usage, and AR industry projections, among others.

key augmented reality statistics

Augmented Reality Market Statistics

The augmented reality market share in the immersive technology industry will see unprecedented growth in less than a decade. Our augmented reality market analysis sees many factors driving the AR market including new content and apps and the robust gaming and entertainment sectors. Let’s see how things stand in AR in both pre-pandemic and post-pandemic forecasts.

Pre-Pandemic Figures and Forecasts

  • The AR market was worth roughly $3.5 billion in 2017 and will reach a staggering $198 billion in 2025. (BIS Research)
  • Another source has a different forecast: an AR market worth $120 billion by 2020. However, there seems to be a consensus in projections regardless of source: AR revenues will overtake VR revenues. (Digi-Capital)
  • 70% of technology leaders anticipate that the AR market will surpass the VR market in revenues. 49% of them think this will happen within 3 – 5 years. (Perkins Coie, 2019)
  • Growth projections vary depending on industry reports and sources. According to Greenlight Insights’ 2019 Augmented Reality Report, the AR market will grow at a lower but still impressive figure – $31 billion by 2023. (Greenlight Insights, 2019)
  • Growth drivers for the AR market include maturity in terms of consumer-ready technologies, apps, and usage scenarios since the AR wave emerged in 2014. Likewise, contributing to AR growth is the arrival of relatively affordable, consumer-ready AR hardware and host devices. (Greenlight Insights, 2019)

Pre-Pandemic Spending & Investments

  • From 2017 to 2022, AR will post strong growth in hardware, software, and services, driving AR spending ahead of that of VR. For the 5-year forecast, spending on AR host devices will grow at a CAGR of 128.3% while AR software spending will be at 121.8%. (IDC, 2019)
  • AR services spending will be bolstered by high CAGRs in AR custom app development (133%), AR systems integration (130.4%), and AR consulting services (121.9%). (IDC, 2019)
  • Hardware is the largest single segment of the AR industry for consumer spending, accounting for 15% of total costs. (IDC, 2019)
  • As of August 2019, there are 1,816 companies classified as augmented reality startups with an average valuation of $5.4 million. The AR sector counts 2,137 investors as well as 464 job positions. In comparison, the VR sector lists 2,160 companies, 975 investors, and 402 jobs. (AngelList, 2021)
  • Tech titans are on a spending spree for immersive tech. Facebook has acquired 11 AR/VR companies, most famously the Oculus VR in 2014 for $3 billion. Google has invested in several such companies notably Owlchemy Labs and Eyefluence. Apple also has a growing list of AR/VR firms in its fold.  These include Metaio (free mobile AR browser) and Akonia Holographics (builder of lenses for AR glasses). (Pagan Research)
  • In Q1 of 2019, standalone HMD shipments took the majority share of shipments with 61.1%. It is followed by Tethered HMD at 20.5%. Screenless viewer devices had 18.5% of the share. (IDC, 2020)

Post-Pandemic Figures and Forecasts: 2020 and Beyond

  • $12 billion – the worldwide market size of AR/VR in 2020. (IDC, 2020)
  • $72.8 billion – the projected worldwide AR/VR market size in 2024. (IDC, 2020)

AR/VR Spending 2020 By Segment

  • $6.36 billion will be spent in the consumer segment. (IDC, 2020)
  • $1.9 billion will be spent in the distribution and services segment. (IDC, 2020)
  • $1.66 billion will be spent in the manufacturing and resources segment. (IDC, 2020)
  • $1.52 billion will be spent in the public sector. (IDC, 2020)
  • $380 million will be spent in the infrastructure segment. (IDC, 2020)
  • $190 million will be spent in other segments. (IDC, 2020)
  • The Consumer segment has the majority share in spending at 53%. It is followed by Distribution and Services (15.8%), Manufacturing and Resources (13.8%), Public Sector (12.7%), and Infrastructure (3.2%). Only 1.6% of the spending is shared by the rest of the other sectors. (IDC, 2020)

Distribution of AR Headsets Shipment Worldwide by Category in 2020

  • 59.3% – the share of Standalone HMD shipments with a number of 410,000 shipped items. (IDC, 2020)
  • 35.6% – the share of Tethered HMD shipments with a number of 250,000 shipped items. (IDC, 2020)
  • 5% – the share of screenless viewers of the total AR shipments with a number of 30,000. (IDC, 2020)

Projected Distribution of AR Headsets Shipment Worldwide by Category in 2024

  • 58.39% – the share of Standalone HMD shipments with a projected total of 24 million units. (IDC, 2020)
  • 41.55% – the share of Tethered HMD shipments with a projected total of a little more than $17 million. (IDC, 2020)
  • 0.06% – the projected share of screenless viewers with only a total of 30,000 units shipped. (IDC, 2020)

Investment in AR/VR Technology Globally in 2024

  • $17.6 billion in VR gaming, VR video/feature viewing, and AR gaming. (IDC, 2020)
  • $4.1 billion in training. (IDC, 2020)
  • $4.1 billion in industrial maintenance. (IDC, 2020)
  • $2.7 billion in retail showcasing. (IDC, 2020)

Source: IDC, 2020

AR Adoption & Usage Statistics

While AR is largely thought of as a technology for games, its practical applications go beyond gaming. Forward-thinking companies in a variety of industries are using AR to enhance customer experience and engagement. Here’s how AR is faring in usage and adoption.

  • Most users of AR are in the 16 – 34 age group. (Global Web Index)
  • In 2019, 68.7 million Americans will use AR at least once a month compared to 42.9 million who will use VR. As the author noted in her report – “VR Slows as AR Grows.” (eMarketer, 2019)
  • There are more AR than VR users because AR apps have become increasingly available through mobile devices. Furthermore, the release of Google’s ARCore and Apple’s ARKit SDKs indicate strong industry confidence and support for AR tech. (eMarketer, 2019)

Obstacles to VR Mass Adoption

  • 27% – content offerings issues like lack of quality and amount. (Perkins Coie, 2020)
  • 19% – user experience issues caused by bulky hardware and technical glitches. (Perkins Coie, 2020)
  • 19% – consumer and business reluctance. (Perkins Coie, 2020)
  • 12% – regulation and legal risks. (Perkins Coie, 2020)
  • 11% – the cost to consumers. (Perkins Coie, 2020)
  • 9% – financing and investment issues. (Perkins Coie, 2020)
  • 3% – government oversight. (Perkins Coie, 2020)

Awareness & Engagement

  • As of 2017, only 31% of Americans know what AR is and 70% are unsure what it is. (IBTimes)
  • 46% of Americans have used an AR app without being aware of it. (GearBrain)
  • 60% of Americans and 37% of the world’s population who are active social media users all have access to AR tech offered by Facebook, Snapchat, and other social sites/apps. (Inception)
  • 48% of consumers would more likely shop at a retailer that utilizes or offers AR. Meanwhile, 32% of retailers plan to utilize AR within 3 years. (Windstream)
  • 61% of tech leaders believe that gaming is the most applicable industry for XR (extended reality) at this time. Other industries include healthcare medical services (41%), education (41%), manufacturing/automotive (23%), and movies/TV (21%). (Perkins Coie, 2019
  • 88% of companies say they are using some form of AR or VR tech in their operations. (Deloitte)
  • The biggest obstacle to mass adoption of AR technology is user experience at 26%. This includes having bulky hardware and technical glitches. Other obstacles are content offerings (24%), consumer/business reluctance to use AR/VR (14%), regulation/legal risks (13%), financing/investment (12%), cost to consumers (12%), and government oversight (1%). (Deloitte)

Benefits

  • To improve consumer engagement, 67% of media agency executives want more AR and VR ads incorporated into digital marketing campaigns. 49% of these executives expect the interactivity of AR/VR ads will help counter adblocking. (Vibrant)
  • 29% of media agencies are already buying AR/VR ads for their clients as of 2017. Automotive, gaming, and entertainment are verticals believed most likely to benefit from both AR/VR campaigns. FMCG and fashion are seen to particularly benefit from AR while travel and property/construction are sectors seen to benefit from specific VR campaigns. (Vibrant)
  • Among companies using AR/VR, 42% are using virtual demos or interactive tools to improve employee and customer interactions with company products and services. Meanwhile, 40% are using the tech to train customers in the use of their products, and 38% are using immersive experiences for customers to engage with their brands. (Deloitte)
  • 70% of consumers believe augmented reality technology can help them learn new personal and professional skills. (ISACA)
  • Among US consumers, the top four benefits of AR at work are better collaboration (72%), increased efficiency (69%), new business models/offerings (68%), and better marketing (61%). (ISACA)
  • According to 49% of IT leaders, the top workforce development benefits of XR is providing real-time access to information. Tied at the top spot is facilitating training and mirroring real-life experiences (49%), enhancing creativity in product design and development (48%), and enabling remote employees to collaborate with one another (47%). (Perkins Coie, 2019)

consumers like shops with AR

Leading Architecture Software

  1. Esri CityEngine. This is a top easy-to-use 3D editing and visualization tool being used in urban planning, architecture, and simulation. Learn more about its features like measuring tools, city wizard, and its integration with ArcGIS here in our Esri CityEngine review.
  2. CorelCAD. Corel’s computer-aided design platform is a popular tool for architecture-related designers. Read how it can help users easily transform 2D sketches into 3D, print 3D designs, and automate other key processes here in our CorelCAD review.
  3.  Floorplanner. Floorplanner allows users to visualize their ideas and make them into reality. Read how features like its flash programming technology, design objects, and interactive floorplans can help you simplify your process in this Floorplanner review.
  4. SmartDraw. A popular alternative to more established architecture platforms because of its comprehensive features and easy-to-use interface. In our SmartDraw review, you can learn further about its powerful architectural design tools such as automation and collaboration features.
  5. Home Designer. This popular and easy-to-use platform sports panoramic 360 views, live 3D floor plans, and professional 2D floor plan features. Learn how all these top-flight capabilities are fitted into intuitive user-friendly dashboards here in our Home Designer review.

Mobile & Gaming AR Statistics

It is said that VR is meant for games. But you have to be ready to shell out a couple of thousand dollars or more for the gear and peripherals. AR too is for games, at less cost (just use your AR-compatible smartphone) with much more easily available content. Here are our augmented reality data and numbers as they relate to mobile and gaming.

AR Gaming Projections Rewind

  • In 2019, there were estimated to be 2.5 billion gamers across the world spending $152.1 billion on games. (Newzoo, 2019)
  • The AR gaming industry is estimated to hit $3 billion in 2020, revised for the effects of the pandemic. (Cision, 2020)
  • By 2027, the global market size for AR gaming is estimated to be at $33.5 billion, growing at a CAGR of 41.3% over the period 2020–2027. (Cision, 2020)
  • 26% of all smartphones support AR (Apple’s ARKit & Google’s ARCore) as of 2018. (MobiDev, 2021)
  • Games account for 33% of all mobile downloads and 10% of time spent on mobile. (App Annie, 2019)
  • 74% of all consumer spending on the app store is being driven by games. (App Annie, 2019)

AR Gaming Interest

  • 35% of non-gamers express interest in AR. This is quite considerable as 23% of consumers are non-gamers. (Ericsson, 2019)
  • 60% of AR gamers cite immersive experience as a key driver for playing AR games. (Ericsson, 2019)
  • 1 out of 3 AR gamers claims that holding a mobile device is not enough for AR gaming. (Ericsson, 2019)
  • 43% of gamers are interested in AR sports. (Ericsson, 2019)
  • 25% of consumers claim that they will use AR for exercise in the next five years. (Ericsson, 2019)
  • 40% of AR gamers agree that AR gaming will be more interesting with more immersive games and access to lower-cost AR glasses. (Ericsson, 2019)

Changes That Would Make AR Gaming More Interesting

  • 38% – become more advanced. (Ericsson, 2019)
  • 36% – when batteries don’t drain quickly. (Ericsson, 2019)
  • 36% – when AR apps and glasses are cheaper. (Ericsson, 2019)
  • 36% – AR games fit personal preferences. (Ericsson, 2019)
  • 32% – when you don’t have to use a phone or tablet. (Ericsson, 2019)
  • 32% – when you can combine AR with physical activities and exercise. (Ericsson, 2019)
  • 31% – when it can be played with other people. (Ericsson, 2019)
  • 29% – when people can get a phone or tablet that supports AR. (Ericsson, 2019)

Gaming Apps

  • More than 800,000 games are offered on app stores. (Mediakix)
  • Gaming is the most popular AR app category. 25% of iOS apps and 21% of the Android apps downloaded are games. However, 78% of mobile gamers worldwide belong to Android game markets. (Go-Globe)
  • The top mobile gaming genres by penetration are puzzle (57.29%), arcade (55.60%), action (34.75%), racing (31.31%), and strategy (15.79%). (Go-Globe)
  • By downloads, the top AR app categories at the Apple App Store are games (25%), lifestyle (20%), productivity (13%), education (10%), and reference (8%). (Newzoo, 2019)
  • Pokémon GO triggered the AR craze in 2016. At the end of 2017, it accounted for 84% of the total global mobile AR consumer spending. (SuperData Research)
  • A year after the Pokémon GO hype, Apple released its ARKit that allows developers to build augmented reality apps. From September 2017 to March 2018, ARKit-only apps had 13 million downloads, and 47% of those were AR games. (SensorTower)

Source: Ericsson, 2019

Augmented Reality Tech Projections

Where are the AR market and technology headed? Our augmented reality market research points to a rosy future for AR. Let’s peek ahead and see what’s in store for these AR forecasts.

  • There will be 1 billion AR users by 2020. (New Gen Apps)
  • The global market for smart augmented reality glasses will reach 22.8 million by 2022 from about 150,000 units in 2016. These smart glasses cover various types – from simple assisted reality glasses to MR holographic displays and smart helmets. (New Gen Apps)
  • By 2025, the worldwide user base of both AR and VR games will grow to 216 million users. (Skywell Software)
  • AR tech will see three standout use cases in the future. First, e-commerce will improve user satisfaction through life-like shopping experience using augmented inventory visuals. Second, marketing will have almost real AR-assisted campaigns. And third, gaming will see new high-end AR games that will expand the AR gaming market to $11.6 billion by 2025. (New Gen Apps)
  • Millions of consumers are looking to engage in a shopping experience that uses AR. In fact, 71% of consumers are interested in shopping with retailers that offer AR-based “try before you buy” options. (MobiDev, 2020)
  • From consumer applications, AR will see more enterprise usage. By 2025, it is estimated that 14 million Americans will regularly use smart glasses on their jobs. Companies will use AR to streamline processes and assist remote workers. (MobiDev, 2020)
  • AR-based enterprise training is seen to become a $6 billion industry by 2022. More companies are planning to use AR/MR tech for trainings, quality control, and troubleshooting. This will allow workers to make instant comparisons of real-world items against available information or documentation. (MobiDev, 2020)

units of smart glasses shipped

Future-Proof Your Business with AR

There is no doubt about it. AR is the future you’re seeing today. While it will continue to make games more fun, it has also made other things more engaging. Its use in education and training has made learning interesting and memorable. Sooner or later, AR will find its way into top learning management systems to make learning activities more immersive.

Its application in work enables remote troubleshooting and streamlining of processes. AR is now being used by professionals in healthcare to improve service delivery, marketing for digital campaigns, and retail to engage consumers. In the field of construction and engineering, the best construction management software that utilize AR allows views of building interiors and exteriors even before physical construction has commenced.

Swedish company Ikea went mainstream with AR in 2017. Via an AR app, customers can view furniture images on their mobile device and superimpose these images on their bedroom or living room. This ensures that even before the furniture is bought, it is of the right size and will fit into the intended location in the house. While the app is free, imagine the impact on the company bottom lines with increased sales due to the convenience it provides customers.

The possibilities are endless with AR. You should ride the tide this early and utilize AR not only in your operational processes but also in your customer offerings. In our technology statistics research, experts cited AR as one of the game changers across various industries. It is to your advantage to harness the power of this technology and prepare your business for the future.

 

References:

  1. AngelList (2021). Augmented Reality Startups. Retrieved from AngelList
  2. Barack, L. (2017). You’re likely using AR, even if you don’t know it. Retrieved from GearBrain
  3. Inception (n.d.). https://inceptionxr.com/augmented-reality/. Retrieved from Inception
  4. Bondarenko, S. (2018). THE IMPACT OF AUGMENTED REALITY ON BUSINESS. Retrieved from Skywell Software
  5. Cision (2020). Global AR Gaming Market Report 2020 – Mobile AR Gaming Market Projected to Grow at a 41.9% CAGR to Reach $21.7 by 2027. Retrieved from Cision
  6. Deloitte (2016, August). Technology in the mid-market. Retrieved from Deloitte
  7. Digi Capital (2017). After Mixed Year, Mobile AR to Drive $108 Billion VR/AR Market by 2021. Retrieved from Digi Capital
  8. Ericsson (2019). Is augmented reality (AR) the next level of gaming?. Retrieved from Ericsson
  9. Go-Globe (2018). The State of Mobile Gaming Industry – Statistics and Trends. Retrieved from Go-Globe
  10. IDC (2019). Worldwide Spending on Augmented and Virtual Reality Expected to Reach $18.8 Billion in 2020, According to IDC. Retrieved from IDC
  11. IDC (2020). Distribution of augmented reality (AR) headset shipments worldwide from 3rd quarter 2018 to 1st quarter 2020, by category. Retrieved from Statista
  12. IDC (2020). Worldwide Spending on Augmented and Virtual Reality Forecast to Deliver Strong Growth Through 2024, According to a New IDC Spending Guide. Retrieved from IDC
  13. IDC (2020). AR and VR Headsets Will See Shipments Decline in the Near Term Due to COVID-19, But Long-term Outlook Is Positive, According to IDC. Retrieved from IDC
  14. ISACA (2017). Virtual Reality and Augmented Reality. Retrieved from ISACA
  15. Makarov, A. (2021, February 1). 10 AUGMENTED REALITY TRENDS IN 2021: THE FUTURE IS HERE. Retrieved from MobiDev
  16. Moreno, D. (2017). Facebook, Apple Pushing AR, But Many Americans Don’t Know What It Is. Retrieved from IBTimes
  17. Mudrick, C. (2019). The New Reality for Mobile Gaming: The VR/AR Opportunity. Retrieved from Newzoo
  18. New Gen Apps (2018). 6 VR & AR Statistics: Shaping the Future of Augmented Reality with Data. Retrieved from New Gen Apps
  19. Pagan Research (n.d.). 30 Best Augmented reality (AR)/Virtual reality (VR) Startups Globally. Retrieved from Pagan Research
  20. Perkins Coie (2019). 2019 AUGMENTED AND VIRTUAL REALITY SURVEY REPORT. Retrieved from Perkins Coie
  21. Perkins Coie (2020). 2020 AUGMENTED AND VIRTUAL REALITY SURVEY REPORT. Retrieved from Perkins Coie
  22. Petrock, V. (YEAR). Virtual and Augmented Reality Users 2019. Retrieved from eMarketer
  23. SensorTower (2018). ARKit-only Apps Surpass 13 Million Downloads in First Six Months, Nearly Half from Games. Retrieved from SensorTower
  24. Shotwell, L. (2020). 7 POST-PANDEMIC TECHNOLOGY TRENDS TO RESHAPE THE FUTURE OF RETAIL INDUSTRY. Retrieved from MobiDev
  25. SuperData Rsearch (n.d.). 3 Reasons Why Mobile AR Developers Should Focus on Ads and Not In-App Purchases. Retrieved from SuperData Rsearch
  26. Sydow, L. (2019). The State of Mobile Games in 2019 and Beyond. Retrieved from App Annie
  27. Vibrant (2017). New Virtual Reality Ads Give 360 Degree View From Within Editorial. Retrieved from Vibrant
  28. Vidger, A. (2019, July 29). Augmented Reality Market Value to Exceed $30 Billion by 2023, Says New Report by Greenlight Insights. Retrieved from Greenlight Insights
  29. Windstream (2018). 2018 Digital Commerce Survey. Retrieved from Windstream
James Anthony

By James Anthony

A senior FinancesOnline writer on SaaS and B2B topics, James Anthony passion is keeping abreast of the industry’s cutting-edge practices (other than writing personal blog posts on why Firefly needs to be renewed). He has written extensively on these two subjects, being a firm believer in SaaS to PaaS migration and how this inevitable transition would impact economies of scale. With reviews and analyses spanning a breadth of topics from software to learning models, James is one of FinancesOnline’s most creative resources on and off the office.

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