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Powerful Augmented and Virtual Reality Statistics in 2024

In recent years, augmented and virtual reality (AR/VR) has taken the world by storm. It was forecasted that in 2020, consumers will be spending £5.56 billion on AR/VR technology.

Augmented and virtual reality statistics can give us real insight into the current trends. AR and VR aren’t just used in the gaming industry like some may assume. They’re widely used in many industries including healthcare, education, manufacturing, and more.

Whilst the gaming industry has taken more risks in releasing these technologies, let’s explore some other areas too. For example, Google developed the Clips camera. This technology makes it possible to utilise machine learning algorithms to take a shot at just the right moment. Google’s Daydream released it’s VR platform using a Daydream View helmet and the user’s smartphone.

With this in mind, it’s important to understand some truly powerful augmented and virtual reality statistics…

 

General AR/VR Statistics

  • The AR market is worth a purported £2.8 billion
  • AR gaming sensation, Pokemon Go, has been downloaded over 1 billion times
  • 75% of 16-44 year olds are aware of AR/VR technology
  • 88% of medium-sized companies are already using AR to some extent
  • Microsoft’s AR glasses (HoloLens) sold more than 50,000 units
  • 73% of U.S. people who have used VR have only used it whilst gaming
  • 24% of American’s prefer Samsung headsets
  • VR was used 30% more by companies and their clients in 2020 compared to 2019
  • AR spending was estimated to hit £47.6 billion in 2020
  • Online shopping conversion after the introduction of VR can increase by 17%
  • There are 208 different meanings for the acronym AR

Marketing AR/VR Statistics

  • AngelList currently lists 1,952 augmented reality companies
  • Nearly half of all Apple ARKit app downloads are games
  • During the last few years, Facebook acquired 11 AR/VR companies
  • User experience is a primary obstacle for AR mass adoption
  • AR revenues surpassed VR revenues by 2020
  • Consumer hardware accounts for 15.6% of AR/VR spending

Demographic AR/VR Statistics

  • Most AR users fall into the 16-34 age group
  • 70% of people believe AR can bring them benefits
  • The UK holds a 9% share of the immersive reality global market
  • A survey revealed that 70% of American’s don’t know what AR is
  • Nearly half of Americans are using augmented reality without realizing it

Consumer AR/VR Statistics

  • 61% of shoppers prefer to purchase on websites that make use of AR technology
  • 63% of shoppers believe AR would improve their shopping experience
  • 35% of shoppers said that AR would make them want to shop more often
  • 77% of shoppers would prefer to use AR to view product variations
  • 40% of customers would pay a higher price for a product if they could view it using AR beforehand
  • 78% of people who have experienced AR said they prefer this to video content
  • 51% of consumers believe retailers are failing to acknowledge or make use of AR
  • It’s expected that 70% of consumers will be loyal to a brand if they incorporate AR as part of their shopping experience
  • 70% of consumers believe AR can help them learn new personal and professional skills

Future AR/VR Statistics

  • The AR market was expected to reach £55.6-£59.6 billion in revenue by 2023
  • It’s estimated that 500 million VR headsets will be purchased by 2025
  • By 2025, each employee in a  company will undergo training in VR on labor protection and industrial safety, which will reduce risks by 30%
  • The development and application of VR in engineering can reduce model design time by 10% and construction time by 7%
  • By 2025, the share of VR will be no more than 5-15% of the entire gaming industry
  • 53% of consumers said they would be interested in using AR or VR in the next 3 months

 

References

 

 

Jann Chambers

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