Augmented Reality, also known as AR, now transcends novelty gaming. With applications across entertainment, training, healthcare, and more, the global AR and mixed reality (MR) market is projected to surpass $600 billion by 2029.
But how do the numbers break down on current AR traction and near-future projections? Stay for 10 vital Augmented Reality statistics to dig into crucial growth metrics across verticals like manufacturing, logistics, and other sectors eyeing major AR integration.
What exactly is Augmented Reality?
Originating from science fiction, AR has evolved to overlay digital information and images onto real-world environments seamlessly.
For example, AR allows you to see a 3D model of a product in your room or places on the road during your drive. Its applications span interactive videos, social networking, education, training, and gaming, all made possible by the remarkable progress in smartphone technology and graphics.
Who's Using Augmented Reality in 2023?
Initially, AR was limited, but when Pokémon Go came in 2016, the game's adoption brought an AR gaming craze to the mainstream.
Now, industries like manufacturing and healthcare use AR for training, design, maintenance, and daily tasks, planning to use it more in learning and understanding concepts.
Photo by David Grandmougin on Unsplash
Augmented Reality (AR) Market Statistics
According to Upskill, an estimated 6 million smart glasses are projected to be integrated into the work routine of U.S. employees within the next two years. Stay tuned for more insights into the AR market statistics of 2023.
But what does the current market say, and how widely adopted is AR today?
1. The AR market is valued at approximately $30.7 billion
AR drives massive growth as companies and shoppers adopt interactive apps and tools, connecting customers to products in a tangible way.
Research indicates the global AR/VR market is around $30.7 billion in 2023, and it's expected to grow by 46% yearly, reaching around $800 billion by 2030.
2. AR/VR headset shipments dropped by 44.6% in 2023
Despite a robust growth of 54.9% in 2022, augmented reality and virtual reality (AR/VR) headset shipments experienced a substantial decline in the second quarter of 2023.
Data from the International Data Corporation indicates a 44.6% year-over-year drop, marking the fourth consecutive quarterly decrease.
The global economy's impact and a price hike for the famous Meta's Quest 2 headset, combined with aging hardware, contributed to the challenges faced by the market in 2023.
3. 2023 AR headset shipments to barely top 2017 at 8.5 million sold units
The latest report from the International Data Corporation suggests that total AR headset shipments in 2023 will slightly surpass those in 2017, reaching 8.5 million units.
High prices, like the $3,500 cost of a Hololens 2 headset and a lack of new product launches, restrict widespread adoption, primarily limiting usage to businesses and early adopters.
4. Meta leads the AR market with a 50.2% share
In the current climate, Meta leads with over 50% market share. Top competitors Sony and Pico capture substantial fractions, at 27% and 10%, respectively.
But even major player product launches are struggling to regain former momentum after demand softened recently.
All focus now turns to Apple's Vision Pro AR/VR headset, which has stirred excitement and speculation about a potential resurgence in the AR/VR headset market, signaling a possible shift in the sector's dynamics.
AR Usage Statistics in 2023
AR has the potential to improve customer experience and increase employee productivity. It can also transform how we communicate and collaborate.
The market is promising; however, for now, only wealthy customers and large companies can afford the massive, everyday use of AR. Here is what the data says:
5. 78% of Americans don't use Augmented Reality tools
AR may dominate future projections, but adoption remains niche today. Recent surveys show nearly 80% of American households never use AR daily.
With 10% tapping AR under once a month, only around 22% are currently dabbling in augmented experiences.
6. 49% of shoppers prefer physical stores for instant product access
Shopping decisions are emotional. A Retail Dive survey found that 49% of consumers like physical stores for immediate product access.
AR retail helps link feelings to items regardless of shelves or screens, thanks to its 3D visualization and interaction features, encouraging shoppers to buy a product.
7. The AR gaming market will reach $10 billion by 2029
Augmented and virtual reality transform gaming with lifelike 3D environments and natural character control. This immersive experience captures players' interest, leading to significant AR/VR gaming growth.
That is why recent research indicates a substantial market surge. According to Bloomberg, the global AR/VR gaming industry is projected to jump from $1.21 billion in 2022 to over $10 billion by 2029, with a steady 35% annual increase.
As technology and design seamlessly integrate, AR and VR are set to revolutionize interactive entertainment.
8. 72% of UK luxury fashion consumers demand AR in shopping
72% of UK luxury fashion shoppers want AR in their digital experiences, according to a 2023 survey by Vogue Business and Snap Inc.
The study, involving 1,100 luxury consumers, predicts increasing demand for AR tools in the next three years.
Top preferences include virtual styling, exploring runway collections, product tutorials, and immersive brand stories. Brands like Dior and Cartier are already meeting this demand with virtual try-ons and time-shopping store adventures.
9. 51% of retailers struggle with AR integration
Despite customer interest in using AR for shopping, retailers face challenges in fully leveraging the technology.
Over half of surveyed customers feel that retailers cannot effectively use AR to replicate offline experiences. While early AR tools sparked purchase interest, a gap exists between the digital and tangible shopping experience.
As AR technology advances, retailers must balance novelty with usefulness to showcase AR's value in the shopping landscape.
10. Approximately 15% of studied research found AR in education problematic
Despite most research reports on the positive impacts of AR in education, about 15% of studies analyzed in Research Gate see issues with AR in this field, particularly for younger students, due to initial complexity.
However, most 61 studies show positive results, indicating that AR holds great potential for enhancing learning experiences despite some hurdles.
AR is likely to become a standard tool in education as technology matures, much like traditional learning resources.
Photo by Vinicius "amnx" Amano on Unsplash
Summary: Augmented Reality Statistics for 2024
1. The AR market was valued at approximately $41.56 billion in 2022
2. AR/VR headset shipments drop by 44.6% in 2023
3. 2023 AR headset shipments to barely top 2017 at 8.5 million sold units
4. Meta leads the AR market with a 50.2% share
5. 78% of Americans don't use Augmented Reality tools
6. 49% of shoppers prefer physical stores for instant product access
7. The AR gaming market is expected to reach $10 billion by 2029
8. 72% of UK luxury fashion consumers demand AR in shopping
9. 51% of retailers struggle with AR integration
10. Approximately 15% of studied research found AR in education problematic
FAQ
Is Augmented Reality (AR) the same as the metaverse?
No, AR and the metaverse are two different concepts. AR is one of the key technologies that facilitate experiences within the metaverse.
However, unlike traditional devices, AR integrates real and virtual environments within the human field of view, allowing for real-time interaction.
How many types of AR are there?
Microsoft categorizes AR into two types: Marker-based AR and Marker-less AR.
Marker-based AR is triggered by physical photos or markers captured by smartphone cameras. These markers, which can be logos or QR codes, are a reference for placing digital components on top of them.
On the other hand, Marker-less AR is more complex and doesn’t rely on markers. Instead, users can decide where to display the content. Recognition algorithms analyze patterns, colors, and features to determine objects, while GPS, accelerometers, cameras, and compasses are used to superimpose images in real-world surroundings.
What are some everyday examples of AR applications?
Pokemon Go is one of the most popular AR apps. It allows players to locate and collect Pokemon characters in the real world, such as in parks.
But Pokémon Go is not the only app that uses AR. If you want less niche examples, TikTok introduced AR filters through a software called Effect House. This feature allows creators to develop filters that immerse users into various environments, such as a European art museum.
AR has other practical applications in daily life. For instance, furniture companies like Ikea enable customers to superimpose furniture into their homes for visual decision-making.
Final Thoughts
AR transcends hype with practical uses in businesses today, offering customized simulations in 3D for various industries.
Retail, manufacturing, healthcare, and automotive sectors use it for training, design, and problem-solving.
Although widely adopted in businesses, AR headsets are expensive, limiting access. Currently priced over $3,000, they cater primarily to companies and enthusiasts with deeper pockets.
However, the cost will likely decrease as more people validate AR uses, making it more familiar. So, if progress continues, expect AR to become more widespread in workplaces, stores, and homes.
Sources
- Augmented Reality (AR) and Mixed Reality (MR) Market is Projected to Reach at a CAGR of 50.5% by 2029, Size, Share, Drivers, - Bloomberg
- Statistics - Skillademia
- Upskill is now TeamViewer
- XR market size worldwide 2021-2026 | Statista
- IDC - AR & VR Headsets Market Share
- AR/VR headset market witnesses continued decline in Q2 2023, hopes for a rebound in 2024 - Gizmochina
- Frequency of AR use in the U.S. 2022
- AR increases sales, improves shopping experience — Jasoren
- Augmented Reality and Virtual Reality (AR & VR) in Gaming Market Size to Grow USD 10,110 Million by 2029 at a CAGR of 35.4% | - Bloomberg
- What luxury fashion consumers want from augmented reality | Vogue Business
- The Role of Augmented Reality in Retail Settings: A Systematic Literature Review and Research Agenda
- (PDF) Systematic review and meta-analysis of augmented reality in educational settings
- What is Augmented Reality (AR) | Microsoft Dynamics 365