Augmented reality is not about distorting your reality as much as enhancing it.
However, how do we enhance our reality without a handle on the key growth drivers, trends, and relevant statistics in this field?
That is why we put over 100+ hours into gathering, collecting, vetting, and interpreting data around this industry. The data presented here is crucial for journalists, students, researchers, startup founders, investors, and other relevant technology/AR industry stakeholders.
Top 8 Augmented Reality Statistics (Editor’s Pick)
- In 2021, 82% of users learned about augmented reality from social networking.
- More than half of AR developers have less than one year of experience.
- Over 9 in 10 people wanted to use AR for shopping in 2021.
- AR can help reduce customer product returns by a quarter.
- Google Maps is currently one of the biggest AR products as of 2022.
- The AR smart glass market reached a $5.13 billion valuation in 2021.
- The AR advertising market size clocked $3.5 billion in 2022.
- 82% of Americans believe they will use AR/VR technology more in the coming years.
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General Augmented Reality Statistics
1. AngelList had over 2800 AR startups listed in 2022.
As of September 2022, there were 1033 augmented reality startups in the US alone.
2. Brands could increase conversions by 94% with AR technology in 2021.
Houzz’s CEO, Adi Tatarko, claims consumers spend 2.7x more time in AR-powered apps. Also, the company’s customers who used AR were 11x more likely to buy something than those who did not use AR.
3. In 2021, 82% of users learned about augmented reality from social networking.
Of the frequent AR users, more than half of their friends also used the technology.
4. About 6 in 10 American respondents would buy a product if they could test it with AR first.
2 out of 3 respondents (66%) to the 2022 survey agreed that augmented reality improves the online shopping experience for them.
AR Industry Statistics by Demographic
5. North America dominated the AR market in 2021.
It accounted for almost 34% of AR revenue and is expected to retain its top spot in the market by 2030. The Asia Pacific (APAC) region is expected to grow significantly in this timeframe.
6. Millennials will be the highest consumers of AR technology from 2021 through 2025.
Gen Z and millennials are 71% more likely to use augmented reality tech than other age groups.
7. Older generations were 20% more likely to see AR as a tool rather than for fun.
Already, 49% of all AR consumers want to use it to get more product information. Another 42% of the 2021 research group would prefer to use it for instructional guides on a product.
8. Bigger homes were almost 90% likelier to use AR tech than smaller households.
2021 data also shows that these users were also 50% more likely to pay attention to a brand, especially if they used the technology with family and friends.
9. In 2021, 64% of millennials quickly shared branded AR content.
This was the highest across age groups, followed by 63% of Gen X and 54% of Gen Z survey respondents.
10. 35% of millennials looked to family and friends for Brand AR recommendations.
This age group was sandwiched between Gen Z (33%) and Gen X (39%).
11. 74% of users globally believed AR would remain valuable and relevant by 2025.
Mexicans (94%) were the most optimistic, followed by Indians/Malaysians/Saudi Arabians (87%) and UAE residents (84%) to round up the top three.
Only 70% of people in the USA (tied with Australia) think the same in 2021.
12. More than half of AR developers have less than one year of experience.
As of 2021, East Asia had the highest share of global VR/AR developers globally (at 31%). North America came close at 23%, while South Asia rounded up the top three with 13% of these talents.
13. 51% of Americans have not used augmented reality devices before.
A 2022 survey of 1,000 Americans shows that over half are yet to use AR technology.
AR Statistics by Usage & Adoption
14. As of May 2021, 32% of regular shoppers have already used AR.
The report also found that 73% of smartphone augmented reality users were pleased with the experience.
15. Over 9 in 10 people wanted to use AR for shopping in 2021.
By 2025, it is expected that 75% of the global population and nearly all internet users will use AR for online shopping and other purposes.
16. 73% of people know AR when they see it.
About 65% of AR consumers in 2021 claimed to use it for fun.
However, another 76% of users wish for it to evolve into a more practical tool.
17. As of 2021, more than 200 million people use Snapchat’s AR daily.
Brands also stand over a 40% chance to be considered by consumers if they have a tailored AR experience.
18. Augmented reality patents have more than tripled in the US over the past decade.
Still, in 2021, over 70% of American households did not use augmented reality.
Only 5% of the surveyed households used AR daily.
19. Over 100 million shoppers use AR in stores to get a better experience.
As of 2021, 94% of shoppers agreed that they would not reduce their usage of AR for shopping in the years to come.
20. Nearly 75% of 2021 consumers would pay more for a product they can try transparently over AR.
This agrees with 56% of shoppers who claimed to better evaluate product quality via their augmented reality experience.
21. AR can help reduce customer product returns by a quarter.
This takes a massive chunk out of the $550 billion returns market that retailers face yearly up till 2021.
22. As of 2021, 67% of AR users do not use it outside their homes.
Communication was the highest use case among 74% of users, followed by 55% of users who enjoyed AR gaming. In third place are media and entertainment applications, clocking 52%.
23. There were over 810 million active mobile AR users in 2021.
This contributed to the $9.5 billion market size of the same year.
24. “User experience” is the biggest inhibitor to mass AR adoption.
Data from 2022 shows that 39% of the hindrance to the broader deployment of AR are various UX issues. Content offering issues (such as lack of quality content) accounted for 25% of the problem, while cost took 14% of the pie.
Regulation and legal risks come last, representing 2% of the obstacle.
25. 25% of Americans used AR on Snapchat in 2022.
Over 52% have played AR games, with 43% of the highest use cases going to Pokémon Go. Another 43% of respondents have used it in Google Street View, while 33% used AR for online shopping.
26. 27% of American respondents claim they did not know they had used AR technology.
This is possible since only 49% of Americans had used AR in some form, according to the 2022 data.
27. 88% of Americans believe AR and VR can help enhance educational applications.
Data from 2022 also includes 66% of respondents who voted that both technologies can fight social isolation. In third place was 77% of Americans who would use the technology to travel virtually to a place they have never been before.
28. Google Maps is currently one of the biggest AR products as of 2022.
The search engine giant’s Maps app has over one billion monthly users, over ten billion downloads on the Google Play Store alone, and spans 220 countries.
29. 32% of AR enthusiasts use the technology because they like it.
This represents the highest user base, showing that the positive aura alone can drive massive adoption. Immersion and escaping from the real world came second at 20%, while enhancing the world and trying new things tied in third with 11%.
30. Over 30% of Americans used augmented reality for gaming in 2021.
Gaming accounted for 32% of the use cases among Americans, followed by travel/driving at 12% and music/immersive environments at 11%.
AR Statistics by Device
31. Mobile augmented reality active devices will continue to increase from 2019 – 2022.
The number was projected to cross the 1 billion mark for the first time in 2022.
It is also expected to continue the steady growth to 1.73 billion active mobile AR devices in 2024.
32. Over 30 million AR headsets should be shipped in 2023 alone.
In contrast, that is more than 12x the number of AR headsets that was expected to ship in 2020.
33. Head-mounted AR displays and smart glasses accounted for 70.7% of the 2021 AR revenue share.
However, the handheld device section is expected to grow the fastest (at a CAGR of 42.2%) between 2022 and 2030.
34. Meta’s Quest 2 dominated the AR/VR headset market in Q1-Q3 2022.
It accounted for 84.6% of the total market share, with Pico (from ByteDance) in second with 7.4%.
35. Sony and Apple’s headsets are expected to challenge smaller players in the market.
DPVR, HTC, and iQIYI recorded 1.8%, 1.1%, and 0.9% market share in Q1-Q3 2022, respectively. However, their market shares are expected to disappear when Sony and Apple introduce their next-gen headsets.
36. The AR smart glass market reached a $5.13 billion valuation in 2021.
It is expected to enjoy a CAGR of 10.3% from 2021-2030. This growth will be driven mainly by electrochromic smart glasses, followed by PDLC units.
37. 27% of AR game developers are developing titles for the Oculus Quest in 2022.
The Oculus Rift is second with a share of 13% of developers, while HTC Vive rounds up the top three with 12%.
AR Revenue Statistics
38. AR reached a retail market valuation of $2 billion in 2021.
The market is projected to grow at a compound annual growth rate of 41.4% from 2022 to 2031. Thus, reaching over $61 billion valuation by the end of the projected period.
39. The industrial and manufacturing segments contributed the most to AR market revenue in 2021.
These segments accounted for 24.3% of AR’s market share and are expected to keep dominating the trends until 2030.
40. AR/VR display revenue was under $1 billion in 2022.
The $942 million sales number did not meet projected growth estimates.
But the revenue is expected to grow by a CAGR of 50.7% till 2027.
41. The AR advertising market size clocked $3.5 billion in 2022.
In the same year, the AR software market reached $10.5 billion, while the mobile AR market took the largest share at $16.6 billion.
42. Augmented reality’s hardware market crossed the $1 billion mark in 2022.
By 2027, this figure is expected to surpass $7 billion.
43. The AR gaming market closed for 2022 with $8.4 billion in revenue.
This made it the fastest-growing segment and is expected to continue growing at a CAGR of 30.2% until 2028. Then, the market will be worth $43.1 billion.
44. AR advertising revenue is expected to hit $6.72 billion by 2027.
India will be one of the major markets as it was expected to account for $113.3 million in AR advertising revenue for 2022 alone.
45. Micro LED AR glasses will pull in $100,000 in revenue in 2023.
This number is expected to hit $20 million by 2024 and grow to $5 million in 2025.
Augmented Reality Forecast Statistics
46. The AR hardware market currently dominates, expected to continue into 2030.
This segment accounted for 59.8% of the AR market revenue in 2021.
It continues to grow due to rising hardware demand from the education, medical, and construction industries.
47. AR’s software market is expected to hit its highest CAGR of 41.8% between 2022-2030.
Healthcare solutions are expected to reach a $4 billion market cap by 2026, while the automotive industry is expected to grow to a $337 billion estimated market value between 2022-2030.
48. 3.53 million AR headsets are expected to ship by 2026.
In comparison, over 27.5 million VR headsets will ship in the same year.
49. 71% of Americans believe augmented reality will soon become a part of everyday life.
That is opposed to 57% of respondents who believe the same for virtual reality.
The 2022 survey shows that 48% of Americans will invest in AR glasses.
50. 82% of Americans believe they will use AR/VR technology more in the coming years.
53% of this group are confident they’ll buy a headset to enjoy these immersive experiences between 2022-2025.
51. AR glasses will get a global valuation of over $883 million by 2025.
Note that the market was only worth $143.8 million in 2017. Thus, representing a forecasted CAGR of 17.8% from 2021-2025.
52. VR/AR applications in the education sector will grow by 18.2% by 2027.
This is over a forecast period starting from 2022. This segment recorded $12.4 billion in annual revenue in 2020 alone.
Keep a Grip on Reality
Augmented reality is here to stay, and more users are keying into its benefits for fun, shopping, and even more serious applications.
Now is the time for businesses to leverage what it can do for their sales and revenue, especially given the technology’s high conversion potential.
Digging into the data, trends, and statistics above reveals gaps to exploit, areas to pivot into, and actionable insights for vital decision-making.
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