AR Statistics

AR Statistics image

Technology is changing fast. So is our perception of reality. One of these technologies is augmented reality, which is already altering the course of our everyday lives. Unlike virtual reality, which creates an artificial environment, AR only enhances what already exists through various stimuli. AR statistics show that this tech is showing much greater practical potential than VR, opening opportunities for realistic presentation in the digital world. In fact, in just a few years, augmented reality applications have evolved from video games to being pillars in crucial business operations and helping people use different products. Read these essential stats and facts to learn more.

AR Statistics (Editor’s Choice)

  • One-seventh of the global population is using AR.
  • In 2020, 83.1 million people in the US were using AR monthly.
  • Companies using AR have 40% higher conversions.
  • By 2022, the number of mobile AR users is set to reach 3.5 billion.
  • In 2020, the augmented reality market was worth $14.7 billion.
  • VR and AR are projected to contribute $1.89 trillion to the global GDP by 2030.
  • Video games are projected to account for 34% of the total AR usage by 2022.

General Augmented Reality Facts

1. Memory encoding in AR tasks is 70% higher than for non-AR tasks.

This means that AR content is three times more memorable. This makes the technology particularly appropriate for advertising, with marketers potentially getting 70% higher memory of their content among consumers.

(Zappar)

2. Marketing campaigns with AR elements have an average dwell time of 75 seconds.

Campaigns on traditional channels, like TV or radio, have only 2.5 seconds average dwell time. Back in 2016, Taco Bell explored the benefits of the tech, according to AR marketing statistics. The food chain used Snapchat AR filters and found out that customers were playing around for about 24 seconds before taking a picture with the Taco Bell AR filter. This helped boost brand awareness without forcing the company to spend thousands of dollars to make it happen.

(LenzGig)

3. 73% of AR users claim they are happy with their experience.

In the US, one-third of consumers use AR, and the majority of them were satisfied with their experience. What separates it from VR, is that it doesn’t cause motion sickness and eye and ear sensitivity —this distinction is among the reasons for the AR growth.

(Forbes)

4. 97% of Forbes’ Most Valuable Brands use AR.

Forbes’s list comprises brands based on their value and includes the likes of Microsoft, Amazon, Apple, and Google. Their AR uses vary, but generally include educational, operational, and marketing purposes, augmented reality statistics show.

(Augmania)

5. Companies using AR have 40% higher conversions.

As it seems, it’s much faster to boost conversion rates by using AR technology. Moreover, with 3D technology and augmented reality conversion rates not only grow significantly but they foster post-purchase satisfaction soars. In addition to that, customers are more confident to make a purchase and it reduces return rates. As a result, 16% of retailers use the tech in the sales phase.

(Threekit)

6. More than 180 million Snapchat users explore its AR features.

Since Q2 2020, Snapchat’s investments in AR have proved more than lucrative. The company has followed the latest augmented reality trends and introduced several AR functionalities, from filters and lenses younger generations adore, to Voice Scan and Music Lenses. All of these are highly popular among users, so stats indicate that 75% of Snapchatters experience AR every day.

(Hootsuite)

7. A basic AR ad costs approximately $5,000.

Augmented reality advertising is not just better, but also, cheaper compared to print media. If you want a full-page color ad in the Wall Street Journal, for example, you will have to fork out some $200,000. Augmented reality advertising statistics meanwhile show that even an advanced AR campaign costs about half of that.

(OVR)

8. User experience is one of the main obstacles for faster AR adoption, according to 32% of surveyed companies.

That includes issues with AR equipment and bulky devices. It’s followed by content (18%), as well as consumer and business reluctance (15%). Legal risks (14%), financing (11%), and costs to consumers (7%) are also pretty high on the list of challenges.

(Finances Online)

Factors Hindering AR Adoption

Augmented Reality Users Statistics

9. Some estimations put the number of mobile AR users globally to 2.4 billion by 2023.

The adoption of this technology may push the use of AR worldwide at a larger scale sooner than expected. Back in 2015, there were around 200 million mobile AR users, with those set to skyrocketed to 1.96 billion by the end of 2021.

(Statista)

10. Some 43 million people in the US are estimated to be using AR in social networks.

Social media are some of the common places to find AR features. For instance, Snapchat introduced many machine learning models, along with Local Lenses all powering AR functionalities. Facebook follows with its AR advertising and Instagram’s try-on options. Augmented reality engagement statistics show that the number of users in the US who utilize the social networks augmented reality comprise 21% of all social media users.

(eMarketer)

11. In 2020, 83.1 million people in the US were using AR monthly.

The AR market size in terms of users is constantly increasing and the US makes no exception. In 2020, the number of users stateside represented 15% of the total population and is expected to grow to 17% in 2022.

(Threekit)

12. Around 72% of people are familiar with AR.

According to recent research, most people surveyed are familiar with the concept, while four in 10 have experienced augmented reality while shopping. About 54% want to use AR to see items in their real-life environment, AR statistics show.

(Matech Series)

13. Roughly 80% of students would go to AR-based classes.

AR could be of great use to teachers in helping them explain to students difficult concepts, utilizing their sensory memory. Additionally, it makes learning more fun and immersive. Therefore, 72% of those who would go to AR-based classes would eagerly participate.

(EmergindEdTech)

14. AR awareness is up to 75% for those aged 16-44.

Typically, younger age groups are more frequent users of this innovative technology so they are more likely to know about it. AR statistics show that awareness dwindles to around 56% among the 45-54-year-olds and drops further to 44% for the 55-64 age group. Gender-wise, men are more aware of AR than women with 71% vs. 59%.

(GWI)

Engagement With Augmented Reality by Age

15. By 2022, the number of mobile AR users is set to reach 3.5 billion.

Smartphones are one of the main tools we use to access different AR applications. Hence, the number of users of AR on these devices might hit 44% of the world’s population by 2022, if the current trends continue.

(Poplar)

AR Market Statistics

16. By the end of 2020, the sales of AR/VR headsets were forecast to reach 5.5 million.

AR and VR both rely heavily on the sensory devices that immerse customers in virtually modified or in the case of AR, simulated environments. According to augmented reality projections, this headset figure will be much higher by 2023 — around 26 million units sold.

(Statista)

17. In 2020, the augmented reality market was worth $14.7 billion.

Critical factors that induced the market growth for this segment comprise the growing demand in retail, ecommerce, and healthcare. The boost was particularly strong during the pandemic when investments in the AR market and increased demand for these devices jump-started growth. At this rate, the market forecasts show the potential of it reaching $88.4 billion by 2026, at a CAGR of 31.5% between 2021 and 2026.

(Markets and Markets)

18. AR advertising revenues in 2020 amounted to $1.41 billion.

According to the augmented reality advertising statistics, the revenue for this sector in 2019 was about half a billion US dollars. In just one year, these grew nearly $1 billion. Social media advertising and features such as Snapchat Lenses might drive this figure much further in the years to come. In line with some predictions, it might exceed $8 billion by the close of 2024.

(eMarketer)

19. Consumer spending on AR and VR is estimated to reach $17.6 billion in 2024.

Judging by the augmented and virtual reality statistics, the consumer applications that include mostly gaming and video editing with these technologies will see the fastest surge. The use cases with the highest growth include package delivery management and videography and logistics, with CAGRs of 100.5% and 101% respectively. Another branch that will register high spending during the forecast period is banking with a CAGR of 126.7%.

(IDC)

20. VR and AR are projected to contribute £1.39 trillion ($1.89) trillion to the global economy by 2030.

Worldwide spending on immersive technologies, including AR and VR, is on track to reach $160 billion in 2023. Compared to the 2019 forecast of $16.8 billion, this is a remarkable change, augmented reality growth statistics confirm.

(Immerse UK)

Augmented Reality in Retail

21. Only 1% of retailers are using AR and VR to improve their customer experience.

Augmented reality in retail stores, despite its obvious benefits, is far from becoming widespread. However, by using it, online retailers, in particular, could reap multiple benefits. It can help customers to better understand how the product would look once they purchase it. AR can also be a tool for upselling and completing orders in the first place, as suggested by augmented reality ecommerce statistics.

(Threekit)

22. 52% of retailers aren’t ready to integrate AR and similar technologies.

Although it has multiple benefits, the introduction of AR tech in their companies might be a serious experiment for many. Most retailers aren’t ready to perform serious 3D modeling, photogrammetry, and photography immersion into their inventory systems to create this type of customer experience. However, augmented reality stats show that 71% of consumers would shop more often if they used AR.

(Threekit)

23. Projections show that retail will account for 5% of the total AR usage by 2022.

While AR is often associated with the entertainment sector, its application in retail can almost double conversions. For this reason, the adoption of AR in retail is a potential game-changer for the industry.

(Threekit)

24. By 2020, 100 million customers were expected to shop while using AR, both online and in-store.

Providing solid confirmation to customers that a product is good for them is much easier with visualization. Augmented reality statistics show that 46% of retailers are planning to deploy AR or VR going forward.

(Gartner)

25. In 2020, 20% of retailers expected to spend money on AR or VR for their ecommerce.

According to the 2020 survey of retailers in the US, AR in online shopping is one of the directions the industry is taking. Especially if we consider the numbers for six months before June 2020, when this percentage was significantly lower (8%). One of the potential drivers of retailers in AR and VR is 5G availability, which is improving the bandwidth.

(BigCommerce)

AR Stats for Other Industries

26. Video games are projected to account for 34% of total AR use by 2022.

The segment for video games attracts a lot of attention for both augmented and virtual reality companies. Other than gaming, AR will be important to healthcare which will account for 15% of the market, engineering (14%), live events (12%), video entertainment (9%), and real estate (7%).

(Statista)

27. Seven out of 10 media planning and buying agencies want to use more AR and VR in their digital campaigns.

It seems that AR has already found its way into the catalog of digital advertising agencies, as well as media outfits. Based on the augmented reality marketing statistics, 29% of media agencies are buying both AR and VR ads for their clients. Typically, their clients are from automotive, entertainment, and gaming.

(Vibrant Media)

28. AR in healthcare is set to reach $4.1 billion in value by 2025.

Some of the main applications of AR in healthcare include surgical preparation assessment and rehabilitation, pharmacy benefits management, and medical training. Therefore, it should come as no surprise the tremendous CAGR of AR in healthcare is flagged at 31.63% between 2019 and 2025.

(PR Cision Newswire)

29. Around 54% of teachers want to boost AR and VR use in classrooms.

According to research from Education Technology, comprising 500 teachers and 2,000 parents, AR is vital to the classroom. On top of more than half of teachers, 41% of parents agree with this statement, augmented reality education statistics show.

(XR Today)

30. The AR-powered gaming market is projected to hit $284.9 billion by 2023.

This reflects a CAGR of 152.7% between 2017 and 2023. A prime example of AR in gaming is Pokemon Go, the game whose popularity skyrocketed in 2016 and which had users look for small animated creatures everywhere as it simulated the real environment.

(Citrusbits)

Wrapping up

These augmented reality statistics show that this technology will reshape multiple industries, most notably, retail, healthcare, and education. With the evolution of smart devices, the prospects for AR are bright. Hopefully, these stats have given you a nudge toward exploring the potential of AR. In the end, it just comes down to selecting a good AR agency to help you exploit this tech to your advantage.

Augmented Reality FAQ

How popular is AR?

The number of AR users both globally and in the US is exponentially growing. For instance, some projections speak of 17% of the consumers in the US using AR by 2022. Currently, 83.1 million consumers are using AR on a monthly basis.

How many people use AR?

According to augmented reality stats, the number of mobile AR users by 2023 might reach 2.4 billion people worldwide. That translates into a tremendous growth of 2.2 billion since 2015’s 200 million users.

What percentage of the population uses augmented reality?

By 2022, forecasts are that 25% of the global population will use AR technology. Today, in the US, around 15% of consumers use this tech.

How do most people use AR?

Maybe one of the most popular uses of AR is Pokemon GO. Other notable uses include medical training for surgeries and MRIs. Next, we have real estate where agents use AR to present how the property would look in real life. Augmented reality data shows that shopping and travel are two very common fields where we can see this technology. Finally, we have a lot of examples in education, where children learn different concepts better thanks to this immersive technology.

How many AR apps are there?

Currently, iOS is leading the way when it comes to the number of augmented apps available on their store — roughly 2,000. On the other hand, there are only 200 augmented reality apps on Google Play Store.

Which country uses augmented reality the most?

AR statistics indicate that China is the number one country willing to spend money on both AR and VR. The projections for its spending on these technologies by the end of 2020 hovered around $5.8 billion. The total global spending, on the other hand, was estimated to be $18.8 billion.

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