Key Augmented Reality Stats You Should Know In 2023

Industry Trends | 11 min read |
Image of a lady using a tablet device to view the 3D model of a car in Augmented Reality.

Undoubtedly, augmented reality is an exciting piece of modern technology. You may remember it from Hollywood movies like Iron Man, where Tony Stark redesigns his suit on a holographic model. The fascinating thing is it is available in real life. And recent augmented reality stats prove that this technology has impacted several industries.

To explain AR in brief, it is a technology that projects computer-generated visuals on top of the real world. It is one of the most popular forms of immersive technology that revolutionises how individuals interact with the world. AR is not to be confused with virtual reality (VR), which transports an individual into a fabricated world. In augmented reality, the real world is enhanced with digital visuals like images, 3D models, graphics, GPS data, and more.

Over the years, AR tech has garnered exceptional popularity. Renowned industry leaders across the business sector are promoting the integration of AR in their businesses. Apple CEO Tim Cook stated, “I do think that a significant portion of the population of developed countries, and eventually all countries, will have AR experiences every day, almost like eating three meals a day. It will become that much a part of you.”

Why is everyone eager to utilise augmented reality? Well, it is because AR technology has a wide range of applications across industries like education, healthcare, gaming, and e-commerce, to name a few. Businesses can analyse AR stats and trends to strategise and develop upcoming products and services. By doing so, they can stand apart from their competitors and provide customers with an engaging and immersive experience.

Growth and Adoption of Augmented Reality

Augmented reality was first implemented by computer scientist Ivan Sutherland when he created the first head-mounted display system in 1968. It was called the ‘Sword of Damocles,’ which was so heavy that it had to be suspended from the ceiling. In 1992, an AR-based virtual flying trainer was created to train US Air Force pilots. In 1994, AR was first used in a theatre production that featured acrobats dancing along the projected objects. NASA integrated AR into their X-38 spacecraft system, which offered better navigation during test flights by projecting data directly on the pilot’s screen.

Augmented reality gained traction during the 20s. Industry giants like Google, Apple, Microsoft, and others fully capitalised on this technology by creating AR-based gadgets and softwares. Integration of augmented reality on personal devices opened up new areas for development. Businesses embraced AR for various purposes like employee training, maintenance and repair, product visualisation, etc.

For instance, Apple introduced ARKit in 2017, a software development kit centered around augmented reality. This kit enables users to create AR applications for iOS devices, and it became a popular choice among developers for crafting interactive games. In 2018, Google countered with its own AR-based software development kit named ARCore to compete with ARKit, providing users with the capability to create AR apps for Android.

Marketers have used AR to create some of the most unforgettable campaigns for their brands. For instance, Pepsi Max used augmented reality in their ‘Unbelievable Bus Shelter’ campaign in London. This campaign featured a bus shelter display integrated with 2D and 3D visuals. So, the travelers sitting inside the bus shelter were surprised by meteor strikes, UFOs, laser-shooting robots, and many more visuals. The reactions of the travelers were converted into a social film, which garnered quick success on YouTube.

While examples tell you how marketers and industries are using AR, it is crucial to understand statistics because they provide a quantitative basis for understanding and analysing data, trends, and patterns in the AR field.

Augmented Reality Stats: An Overview

Here are some fascinating AR stats that give us a glimpse into its impact on the world

  • Mobile augmented reality (AR) active user devices will reach 1.73 billion by 2024.
  • It is projected that around 75% of the global population and almost 100% of the smartphone user population will turn into frequent AR users by 2025.
  • A Forrester report predicts that 14 million American workers will use smart glasses regularly to do their jobs by 2025.
  • Around 38% of GenZ and millennial users find AR tools fun and engaging.
  • 70% of technology leaders predict that the augmented reality market will soon surpass the virtual reality market in revenue.
  • The AR/VR sector is projected to create 23 million jobs worldwide by 2030.
  • 97% of Forbes's most valuable brands have used or are currently using augmented reality.

Stats on Augmented Reality’s Impact Across Various Industries

Here are some of the key AR stats across various industries:

1. Augmented Reality Statistics on E-commerce

Augmented reality in e-commerce has produced some mind-blowing results regarding customer engagement and sales. While online stores offer the convenience of shopping from the comfort of one's home, offline stores lack the opportunity for direct product interaction. AR has allowed business owners to bridge this gap with interactive models. Customers can virtually try on products like clothes, glasses, watches, makeup, etc., without being in the store.

Another benefit of AR in e-commerce is that it enables customers to envision how products will integrate with their environment. For example, IKEA Place allows users to project 3D furniture models in the real world. With this, users can know how a certain piece of furniture will look while interacting with its environment. For instance, users can place a 3D lamp on their table with the Place app. Then, they can interact with it on the app to check how the lamp will look if its lights are on.

  • Interacting with products that have AR experiences results in a 94% higher conversion rate.
  • 67% of agencies want to increase the use of AR/VR in Ad Campaigns.
  • Compared to non-AR equivalent, AR experiences generate almost double (1.9 times) the levels of engagement amongst consumers.
  • 66% of people express interest in using AR for aid when shopping.
  • Around 40% of consumers are willing to pay more for a product if they can experience it through AR.
  • A staggering 92% of GenZ consumers want to use augmented reality (AR) tools for e-commerce.
  • 48% of shoppers are already using or open to using AR to check out new products and services.
  • Customers who engaged in augmented reality on an app spent 20.7% more time and viewed 1.28 times more products on average.
  • 44% of customers were more likely to add an item to their shopping cart after interacting with a 3D product.

2. AR Stats on Gaming and Entertainment

Person using the Pokémon GO application on their phone

Augmented reality significantly impacts the gaming and entertainment industry due to its immersive nature. It seamlessly incorporates components from the games, like iconic characters, locations, and missions, and blends them into the real world. AR-based Pokemon GO brought the fascinating world of pocket monsters to real life, and players couldn’t get enough of it. It became the most downloaded mobile app in its first week of release on the App Store. It became a global phenomenon and motivated players to explore their surroundings for Pokemon.

AR tech has major benefits in movie production. Directors and producers use AR to visualise sets and conduct experiments. This saves them the cost and the trouble of going through the process manually, like building sets and creating props. Another area in entertainment where augmented reality is used prominently is camera filters. Millions of users use camera filters on apps like Instagram and Snapchat on a daily basis.

  • Pokemon GO has racked up over a billion downloads since its release in 2016.
  • 35% of non-gamers regard AR gaming interesting.
  • In 2020, the global VR/AR gaming spending was $12 billion.
  • The augmented reality-based gaming market is projected to reach $284.9 billion by 2023.
  • 57% of AR gamers agree that immersive experience is a major factor in playing augmented reality games.
  • AR glasses piqued the interest of 45% of gamers to watch TV and video apart from gaming.
  • 60% of AR gamers play AR games to relax or as a means to escape reality, while 43% play to kill time.
  • 63% of Snapchat’s daily active users use augmented reality filters.
  • Around 47% of Apple ARKit downloads have come from AR games.

3. AR Statistics on Gadgets and Devices

AR gadgets have the ability to integrate virtual elements into real-world environments. This offers users an enriched experience through the overlay of digital content, such as 3D models, images, 2D graphics, text, and a wider array of information onto their surroundings.

For instance, AR-based glasses can assist users with features like real-time navigation. It can also provide users with information about their surroundings, like nearby restaurants, tourist attractions, and other points of interest. Users can also share information with other users in their team to improve communication and coordination. For example, AR glasses can highly benefit military operators to conduct various simulations and stay coordinated through them.

  • Microsoft reportedly sold around 300,000 units of its AR HoloLens headset since its release.
  • The AR hardware market in Asia generated revenues of $300 million in 2022.
  • In 2023, the AR headset and glasses market was valued at $2.4 billion and is expected to grow to $9 billion by 2027.
  • Microsoft signed a contract to provide 120,000 HoloLens-based gadgets worth up to $21.88 billion to the US Army in 2021.

4. Augmented Reality Stats on Education and Training

Augmented reality has the potential to enhance the learning experience for everyone. Whether it’s a school student or an experienced company team member, integrating AR can turn any subject into an immersive experience. For instance, students can learn about complex concepts like the components of an atom or the intricacies of solar systems through 3D visuals.

Businesses can leverage AR to enhance their training process. Some training processes can be dangerous, but they require hands-on experience. Businesses can leverage AR to simulate these training procedures in a safe environment.

  • 70% of users believe AR can help them learn new skills.
  • 80% of students are likelier to attend a class incorporating AR elements.
  • Around 54% of teachers and 41% of parents showed interest in using AR and VR in classrooms.

5. AR Stats on Healthcare and Medicine

Augmented reality has many applications in healthcare and medicine. Many medical institutes still use traditional methods like textbooks and lectures to educate upcoming healthcare professionals. AR can be used to enhance the learning experience of medical professionals with immersive experiences. Students can learn about human anatomy and the functions of different organs with 3D models. AR can assist surgeons while performing complex surgeries by providing real-time patient data.

  • The worldwide market size of AR in healthcare is projected to reach $4,230 million by 2026.
  • 75% of students responded that integrating an AR-based system called “MagicBook” increased their motivation and interest to study.

AR Market Size and Revenue Projections

With multiple applications under its belt, the augmented reality market is massive today. And it is expected to reach new heights over time.

  • The augmented reality market is projected to reach $1109.71 billion by 2030.
  • By 2027, the AR hardware revenue market is projected to reach $9.10 billion by 2027.
  • Virtual reality’s (VR) market is projected to surpass $165.91 billion by 2030.

To Wrap it Up

Augmented reality stats prove that it has the potential to revolutionise multiple industries. One of the major features of AR that businesses can leverage is its ability to provide an immersive experience. This can help businesses to engage with their customers in innovative ways. With this, businesses can boost their sales and increase their brand awareness.

On an individual level, this technology can be used for entertainment and educational purposes. Its hands-on learning experiences and interactive training modules can help learners easily grasp complex concepts. Its applications will become more diverse, and many will be integrated into the various aspects of people’s lives.

While augmented reality has many applications, the cost of implementing it at a business level is still high. It consists of hardware and software, AR content creation, integration, training, testing, and maintenance costs, to name a few. Fortunately, businesses can opt for a close alternative to enhance their training and marketing efforts. Virtual showrooms and 3D product demos allow businesses to showcase their products effectively. Similar to AR, they can also be used to train and educate individuals with features like exploded views and interactive virtual tours. For more information on how virtual showrooms and 3D product demos enhance marketing efforts, contact us at Exhibit 360.

FAQs

How many people use augmented reality?

In 2023, there will be 1.4 billion active AR users across the globe. This number is expected to reach a whopping 17.3 billion by 2024.

What are the stats on AR marketing?

The augmented reality advertising market is projected to reach $4.30 billion in 2023.

How big is the AR market in 2023?

The global AR market is expected to reach $56.3 billion in 2023.

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