AR Collaboration Tools Statistics 2024 – Everything You Need to Know

Are you looking to add AR Collaboration Tools to your arsenal of tools? Maybe for your business or personal use only, whatever it is – it’s always a good idea to know more about the most important AR Collaboration Tools statistics of 2024.

My team and I scanned the entire web and collected all the most useful AR Collaboration Tools stats on this page. You don’t need to check any other resource on the web for any AR Collaboration Tools statistics. All are here only 🙂

How much of an impact will AR Collaboration Tools have on your day-to-day? or the day-to-day of your business? Should you invest in AR Collaboration Tools? We will answer all your AR Collaboration Tools related questions here.

Please read the page carefully and don’t miss any word. 🙂

Best AR Collaboration Tools Statistics

☰ Use “CTRL+F” to quickly find statistics. There are total 261 AR Collaboration Tools Statistics on this page 🙂

AR Collaboration Tools Benefits Statistics

  • Early achievers constitute 6% of all VR experimenters and implementers but derive more than twice the benefits compared to other companies. [0]

AR Collaboration Tools Usage Statistics

  • Social media content is seen as the medium with the highest VR/AR usage rate at 47%, followed by videogames (40%), live streaming (32%), film and entertainment (31%), advertising (28%), and music (28%). [1]

AR Collaboration Tools Market Statistics

  • The global virtual reality market size, valued at USD 10.32 billion in 2019, is expected to grow at a CAGR of 21.6% from 2020 to 2027. [2]
  • The market size of video conferencing will reach $8.67 billion in 2025 with a CAGR of 9.5%. [3]
  • The market size of virtual reality HMDs was $5.5 billion in 2019 with a CAGR of 22.3%, projected to reach $18.6 billion by 2026. [1]
  • As of the second quarter of 2020, the market leaders of virtual reality headsets are Facebook (38.7%), Sony (21.9%), Pico (9.2%), DPVR (8.9%), and HTC (4.9%). [1]
  • The standalone VR HMD owns the largest share of the AR/VR headset market in 2020 at 43.76%, followed by the tethered VR HMD (40.88%), standalone AR HMD (5.82%), VR screenless viewer (5.55%), and the tethered AR HMD (3.49%). [1]
  • The combined augmented reality and virtual reality markets were worth $12 billion in 2020 with a massive annual growth rate of 54%, resulting in a projected valuation of $72.8 billion by 2024. [1]
  • Meanwhile, another report from Research and Markets appraised the virtual reality market at $6.1 billion in 2020 with an annual growth rate of 27.9%, projected to reach $20.9 billion by 2025. [1]
  • In the same research, the augmented reality market was valued at $15.3 billion in 2020 with an annual growth rate of 38.1%. [1]
  • Valued at $11.56 billion in 2019 by Grand View Research, the global VR gaming market size is anticipated to reach $92.3 billion by 2027 with a CAGR of 30.2%. [1]
  • Pokemon Go is the market leader in locationbased gaming with a revenue of $1.2 billion in 2020 and yearover year growth of 33%. [1]
  • The consumer VR market worldwide is predicted to reach $3.7 billion at the end of 2021. [0]
  • Virtual reality market projections show that worldwide spending on AR/VR is likely to reach $72.8 billion by 2024. [0]
  • Virtual reality statistics for 2020 show that as of the second quarter of the year, Facebook was the market leader when it came to headset shipments, accounting for 38.7%. [0]
  • In 2018, the size of the worldwide augmented reality and virtual reality market was estimated to be $27 billion. [0]
  • More than that, virtual reality market statistics indicate that China accounted for over 38% of the global AR/VR share in 2020. [0]
  • According to the same research, VR also has high wordof mouth marketability, with 81% of people who had already experienced VR reporting they had told their friends about it. [0]
  • With a market size of $10.32 billion in 2019 and an expected annual growth rate of 21.6% from 2020 to 2027, the virtual reality market surely is growing. [0]
  • According to XR Association’s “2019 Augmented and Virtual Reality Survey Report,” the education market is a top three promising area of development for AR and VR technology. [4]

AR Collaboration Tools Software Statistics

  • 56%of companies use only one project management software. [5]
  • 44%of project managers are not currently using project management software. [5]
  • Employment of software developers, quality assurance analysts, and testers is projected to grow 22 percent from 2020 to 2030, much faster than the average for all occupations. [6]
  • 41%of businesses with a high project failure rate blame a lack of involvement from higher ups in project management. [5]
  • Over62%of highperforming companies use real time document editing and file version control features Unmet or unclear task dependencies account for12%of project failures. [5]

AR Collaboration Tools Adoption Statistics

  • Swag Soft) VR stats for 2021 show that the adoption of VR in e commerce can boost online shopping conversion by 17%. [0]
  • VR adoption stats for 2021 show that 27% of VR industry experts claim that user experience is an obstacle to the mass adoption of VR. [0]

AR Collaboration Tools Latest Statistics

  • Augmented Reality and Virtual Reality in corporate training are predicted to total $2.8 billion by 2024. [7]
  • Fully operational communication systems assist in holding on to top talents in companies by up to 450%. [7]
  • 83% of employees rely on technology for collaboration. [7]
  • Roughly 75% of employees regard collaboration and teamwork as important. [7]
  • Over 60% of Generation X and Millennials would collaborate more through visual means. [7]
  • Employees now spend about 50% more time engaged in collaborative work. [7]
  • Online collaboration tools and digital workplaces facilitate increased productivity by up to 30%. [7]
  • Other companies are certainly missing out if workplace productivity is strengthened by 20 30% through online collaboration tools and digital workplaces. [7]
  • In 2018, 27% of US employees voluntarily quit their jobs. [7]
  • Teams that rank among the top 20% in terms of connectedness benefit from a 41% decrease in employee absenteeism. [7]
  • Additionally, these workplace wellness stats show that 59% fewer workers leave the company. [7]
  • On the other hand, as many as 31% of workers admit to suffering from extreme stress. [7]
  • Attending meetings, answering calls, and writing emails now takes up more than 80% or more of employees’ time. [7]
  • In addition to 30% of Millennials in the current workforce, nearly 50% of the younger generation are at director level or even higher. [7]
  • What’s more by 2025 Millennials will comprise an estimated 75% of the worldwide workforce. [7]
  • With 16% actively disengaged and over 50% not engaged at all, they put in minimal effort and energy into their jobs. [7]
  • While about three quarters of workers value being part of a team, less than 20% receive communication evaluations as part of their performance appraisals. [7]
  • As if that’s not enough, 39% of a survey’s respondents felt that their company could collaborate more. [7]
  • With one in three workers admitting that their colleagues are pulling their weight, this means that 70% don’t feel they can rely on working with a colleague. [7]
  • If 79% of employees leave their jobs because they felt a lack of appreciation, perhaps a lack of proper communication is at least partly to blame. [7]
  • This 2019 stat has increased by a whopping 30% compared to the previous year. [7]
  • Meanwhile, the 20% of workers who feel workplace communication is effective are in the minority. [7]
  • Reported ineffective communication interfering with one’s ability to do their job satisfactorily has nearly doubled from 33% in 2018. [7]
  • An ever growing trend, huddle rooms, already account for 8.1% of all video meetings. [7]
  • With more employees working from home, employers will save as much as 78% on annual operating expenses. [7]
  • This can save up as much as 40% on commercial property rental costs. [7]
  • 67% percent of millennials and 48% of baby boomers believe using VR production in meetings and collaborative products is important. [2]
  • In its recent study on the growing demand for AR/VR in the workplace, here tech giants Dell revealed that 67% of millennials and 48% baby boomers all believed VR would play a vital role in the future of collaboration and comms. [2]
  • 74% of employees in the UK are concerned about the risks of returning to work, with meeting rooms (41%), communal kitchens (50%), and main offices (65%) being the greatest areas of concern . [2]
  • Global shipments of VR and AR headsets, estimated at 5.5 million units in 2020, are projected to reach 11 million in 2021 and 43.5 million by 2025. [2]
  • In its recent report, PwC shocked the world by claiming XR technologies would add a staggering $1.5 trillion to the global economy by 2030 – with 18% of that astronomical growth coming from “process improvements” use cases. [2]
  • A 176% increase in collaboration apps installation on enterprise devices was found after the COVID 19 crisis just in May 2020. [3]
  • Around 93.4% of XR professionals worldwide use VR and 47.5% use AR for workplace/project collaboration in Q3 of 2019. [3]
  • Collaborations can drive 10% productivity improvements. [3]
  • Employees could save 510% of their time, around two to four hours in a 40. [3]
  • It was chosen by 43% of respondents in a survey. [3]
  • The next ranked aspect is health and well being support at 36%. [3]
  • In fact, more than 75% of Millennials believe that a workfrom anywhere setup or remote work is an important company policy. [3]
  • In the midst of the COVID 19 outbreak and moving forward, 39% of executives find that introducing digital collaboration platforms is the most important factor in making remote work sustainable. [3]
  • 86% of business owners and staff attribute workplace problems to inadequate or poor communication tools. [3]
  • Around 75% of executives state that their business functions compete instead of collaborating on their digital projects. [3]
  • As a result, 64% are not seeing a boost in their revenue growth from their digital investments. [3]
  • 91% of Gen Zers state that technical sophistication affects their interest in working in a company. [3]
  • When workers collaborate, 73% do better work, 60% are more innovative, 56% feel more satisfied, and 15% work faster. [3]
  • 85% of employees with access to collaborative management tools are more likely to perceive themselves as happy in the workplace. [3]
  • As of June 2020, over 40% of American workers have been working full. [3]
  • 53% of businesses believe AI powered smart meeting rooms will improve business processes, while 95% of employees think that AI can help enhance their job quality. [3]
  • 67% of businesses have some portions of their online collaboration apps in the cloud, while almost one third have all their collaboration apps in the cloud. [3]
  • In terms of collaboration between companies and their customers, 85% of businesses will be offering live chat on mobile devices or their websites by 2024. [3]
  • The most popular communication tools used by US remote workers for collaboration in 2020 are Zoom (36%), Microsoft Teams (19%), Skype (17%). [3]
  • Google Hangouts (9%), and Slack (7%). [3]
  • New Wrike Survey Finds 88 Percent of Full time Employees are Happy at Work; Diversity, Company Mission, and Management are Key Factors. [3]
  • In terms of VR spending by sector, consumer spending leads the way at 53%, followed by distribution and services (15.8%), manufacturing and resources (13.8%), public sector (12.7%), and infrastructure (3.2%). [1]
  • China accounted for 38.3% of the global AR/VR share in 2020. [1]
  • It will increase to 56% in 2021. [1]
  • However, the IDC sees China’s share decline to around 36% by 2024 while the US and Europe close in with CAGRs of 75.1% and 72.8% through 2024, respectively. [1]
  • On the AR side of things, the biggest hindrances are user experience (32%), content offerings (18%), business and consumer reluctance (15%), regulation and legal risks (14%), financing and investment (11%), and cost to consumers (7%). [1]
  • COVID 19 helped accelerate the CAGRs of AR and VR to 38.1 and 27.9%, respectively. [1]
  • According to eMarketer, the number of VR users in the US is 57.4 million while the number of AR users is 90.9 million. [1]
  • 19% of adults in the US have tried virtual reality. [1]
  • 30% of mobile AR users are open to the idea of making in. [1]
  • 55% of VR users found the experience to be extremely or moderately satisfying. [1]
  • VR will reach 25% of internet users in the US by 2024. [1]
  • From 2018 to 2024, the number of monthly users of VR will have increased by 75.7%. [1]
  • Virtual Reality Revenue Statistics Investments in AR and VR were estimated to be $915 million in 2020. [1]
  • 91% of business organizations are already leveraging or planning to adopt VR or AR technology. [1]
  • The sectors with the biggest VR/AR spending growth from 2020 until 2024 are banking (126.7% CAGR), securities and investments services (106.1% CAGR), and central/federal government (102.5% CAGR). [1]
  • The enterprise sector is expected to generate more than 70% of AR/VR revenue through the end of 2024. [1]
  • 26% of businesses are using VR/AR to train employees. [1]
  • 70% of professionals believe that organizations will focus on adopting VR/AR in training and development in 2021 Perkins Coie, 2020). [1]
  • VR training reduces the occurrence of workplace injuries by 43%. [1]
  • VR training has a retention rate of 75%, beating out lectures (5%), reading (10%), and audio visual learning (20%). [1]
  • In the healthcare sector, 68% of professionals believe that AR/VR training simulations will be the primary focus of new solutions and applications through 2024. [1]
  • 39% of big organizations leverage VR/AR technology to facilitate training in simulated environments. [1]
  • Interestingly, 90% of all participants lauded the platform for helping them improve efficiency and work better. [1]
  • In one of its projects dubbed “Corporate Training with Virtual Reality,” the tech giant found that 94% of traineeS asked for more VR based courses to be availed. [1]
  • Besides, the company projected that the 5year ROI of a single VR based course could reach 300%. [1]
  • The global giant cut training time by 75% by implementing VR technology. [1]
  • Lastly, Homegrown, a fast casual restaurant chain based in Philadelphia, reported that within 30 days of using VR employee onboarding the number of certified members on training and culture rose from 50% to 77%. [1]
  • 61% of customers prefer online shops that offer AR experiences. [1]
  • 40% of consumers would spend more on products that can be customized in AR. [1]
  • 70% of shoppers would be more loyal to brands that provide AR experiences. [1]
  • It’s anticipating that the implementation of virtual stores will eliminate the home try on effect by as much as 25% in the apparel industry. [1]
  • In addition, the use of VR technology to build online virtual change rooms can help retailers improve conversion rates by more than 6.4%, increase order value by 1.6%, reduce fulfillment costs by 5%, and lower returns by 5.2%. [1]
  • Given the positive response of consumers to AR, 53% of them feel that retailers are failing to take advantage of the technology. [1]
  • We Make Up, upon creating an AR filter on Facebook, increased its clickthrough rate by 53%, a 28point rise in sales, and a 7.9 point increase in brand awareness. [1]
  • At the height of the COVID 19 pandemic, retailers who leveraged AR experienced a 19% increase in customer engagement as well as a 90% spike in customer conversions. [1]
  • Product pages that offered AR and 3D experiences drove a 13% increase in the average size of orders and a 21% spike in revenues per visit. [1]
  • 53% of organizations use VR/AR technology for product engineering and virtual design. [1]
  • The use of VR technology has enabled Airbus to reduce the duration of maintenance processes by 25%. [1]
  • As of January 2021, 25.92% of gamers on Steam have Facebook’s Oculus Rift S headset , followed by Oculus Quest (16.48%), HTC Vive (16.27%), Valve Index HMD (16.13%), and Oculus Rift (9.31%). [1]
  • Mobile and PC Gaming PC VR gaming revenue in 2020 was valued at $189 million with a CAGR of 119%. [1]
  • 78% of Americans are familiar with VR technology now. [0]
  • 70% of VR headset owning consumers have bought a game on it. [0]
  • Predictions have been made that China will have the most significant AR/VR spending at 36% by the same year. [0]
  • According to VR statistics for 2021, the implementation and development of VR in engineering can reduce model design time by 10%, and construction time by 7%. [0]
  • For comparison, the average eCommerce conversion rate is 2%. [0]
  • In 2021, 17.7% of people will use VR in the US. [0]
  • It accounts for 17.7% and 28.1% of the total US population. [0]
  • Reports go further to reveal that 20% cite customer and business hesitation as an obstacle to embracing VR. [0]
  • Also, a poor content offering by the VR industry was cited as an obstacle by 19% of respondents. [0]
  • Sony followed with 21.9%, and Pico placed third with 9.2%. [0]
  • According to another recent report by Greenlight Insights, global AR and VR revenues will total $209 billion by 2021. [0]
  • VR revenues will account for about 36% of this sum. [0]
  • The same source stated that the largest VR spending was in the consumer sector, amounting to 53%. [0]
  • It is followed by the distribution and services sector with 15.8%, and the manufacturing and resources sector at 13.8%. [0]
  • This value will increase to 56% by the end of 2021. [0]
  • The company, which sold an estimated 1.2 million units of the Quest device in 2020, expects its sales to skyrocket by 2025, predicting 5.6 million units to be sold. [0]
  • According to VR statistics, spending on location based VR is expected to account for an additional $700 million. [0]
  • The clickthrough rate went up by 53%. [0]
  • According to a worldwide survey of startup founders, tech company executives, investors, and consultants, 59% of respondents believe gaming will dominate the investment directed to the development of AR/VR technology. [0]
  • This number has come down from 78% in 2017 earlier. [0]
  • The number of VR startups has increased by 14% in less than a year. [0]
  • Nearly 70% of consumers who own a dedicated VR headset such as Oculus Rift , HTC Vive, or Sony Playstation VR have bought games for it. [0]
  • This is a remarkable improvement from just 45% in 2015. [0]
  • Another recent virtual reality demographics study by GlobalWebIndex claims VR technology awareness to be as high as 90% among consumers in the UK and US. [0]
  • Only 28% of VR set owners use these devices daily. [0]
  • 39% say they use VR sets once a week, 19% once a month, 8% once every six months, and 6% just about once a year. [0]
  • According to the GlobalWebIndex study of virtual reality user demographics in the UK and US, 35% of users in the 16 to 34 age group have used a VR headset, while the figure is 26% for the 3544 group, 12% for the 4554 group, and just 6% for the 55. [0]
  • In terms of gender, 30% of men surveyed had used a VR headset at least once compared to only 16% among women. [0]
  • 77% of the respondents of a consumer survey who own a VR headset say they are interested in social interactions with other people in VR. [0]
  • 70% of VR users intend to increase their use in the next year. [0]
  • 38% of VR users say they intend to increase the use a lot more; 32% say they want to do so by a little more. [0]
  • Only 7% want to decrease the amount they are spending on VR devices. [0]
  • Users of highend VR devices are slightly more likely (54%) to consider hardware cost as the primary reason preventing more users from adopting VR compared to budget (48%). [0]
  • 64% of VR users think VR has the greatest potential in gaming. [0]
  • Other areas in decreasing order of expectations are film and TV (52%), sports viewing (42%), classroom education (41%), and social media (38%). [0]
  • 53% of AR and VR aware users believe VR has a higher chance of hitting the mainstream first. [0]
  • Virtual reality statistics also indicate that once users have actually tried out both AR and VR, their perception changes, with 50% saying AR has a greater potential to hit the mainstream compared to 47% in favor of VR. 31. [0]
  • In 2020, 55% of users found the VR experience satisfying. [0]
  • Research has shown that training that incorporates VR reduces the chances of work related injuries by 43%. [0]
  • For this reason and more, virtual reality data stats indicate that 70% of professionals believe that more businesses will use VR when training employees. [0]
  • 43% of manufacturing companies say VR will become mainstream in their organization within the next three years. [0]
  • According to this survey of manufacturing companies from across the world, an additional 38% believe it will be mainstream technology in their organization in three to five years. [0]
  • The implementation level of VR in manufacturing is the highest in China at 51%. [0]
  • Virtual reality data clearly shows that early achievers are witnessing, on average, a 57% increase in efficiency as compared to 23% for other companies. [0]
  • Similar contrasting figures for other metrics are 55% vs. 23% for safety increase, 52% vs. 21% for productivity increase, and 47% vs. 19% for complexity reduction. [0]
  • 80% of consumers feel positive about experiencing branded VR tactics. [0]
  • 20% of consumers say a branded VR experience would make them feel more positively towards the brand. [0]
  • Only 1% would feel negative about it while the remaining consumers are neutral. [0]
  • 13% of consumers say VR experiences will cause them to shop more in physical stores. [0]
  • 75% of Forbes World’s Most Valuable Brands have invested in some form of AR/VR experience. [0]
  • The number of these experiences, which could be meant for consumers or employees, is likely to be much higher considering that this data is from a 2015 research. [0]
  • 13% of people who experience a vacation in VR go on to book a trip or get in touch with hospitality companies. [0]
  • Similar virtual reality statistics include A 16% increase in donations to Amnesty International UK’s donations after people experienced conditions in war torn Syria through VR. [0]
  • A 190% increase in Thomas Cook’s VR promoted New York excursion revenue. [0]
  • 51% of Marriott’s customers expressing intent to travel to more hotels in the chain after the company showed VR travel stories from other locations to them. [0]
  • Twenty five percentage of internet users will be using VR in the US by 2024, which amounts to about 70.2 million people. [0]
  • According to virtual reality statistics for 2020, there are 3 main types of VR Fullyimmersive Semiimmersive Non. [0]
  • And yet, only 14% of managers claim they are confident their employees understand the company’s strategy, goals, and direction. [8]
  • Top Teamwork Statistics Editor’s Choice Online collaboration tools scale up productivity by 30%. [8]
  • 81% of employees rate peer collaboration apps positively. [8]
  • Teamwork is very important for 37% of employees. [8]
  • Recognizing quality work and achievements of workgroups increases profits by 29%. [8]
  • 99.1% want to be part of an organization that nourishes honest communication. [8]
  • 41% of team members who are aware of their strengths show lower absenteeism. [8]
  • In addition to lower absenteeism, turnover is reduced in 24% of the cases , 17% of employees are more productive and 21% of organizations show higher profitability, collaboration statistics show. [8]
  • Employees who know what they are supposed to accomplish and are given the opportunity to work freely, are 6 times more likely to be engaged in doing their jobs. [8]
  • They are also 3 times more likely to declare they enjoy a quality life. [8]
  • 39% of employees report a lack of collaboration. [8]
  • 33% of HR professionals report poor team collaboration decreases employee morale. [8]
  • Online collaboration tools scale up productivity by 30%. [8]
  • A total of 83% of employees use technology to collaborate but there are still difficulties in this segment with 59% seeing such tools as challenging. [8]
  • Employee collaboration statistics indicate that just under half (49%). [8]
  • Also, 31% of Baby Boomers and 40% of Gen X respond positively about collaborating via social tools. [8]
  • Employers are applying digital technologies in the workplace to transform collaboration and 70% of employees confirm it. [8]
  • Learning in the workplace is easier for 48% of employees who use peer collaboration tools and as workplace productivity statistics confirm, these empowering tools increase employee productivity. [8]
  • What is more, collaboration statistics point to a staggering 85% of employees saying they feel happier at work because they have access to collaborative management tools. [8]
  • 37% of workers see employee teamwork as very important. [8]
  • Bearing in mind that 27% of staffers leave an organization because they do not feel a connection to it, teamwork and communication in the workplace are very underrated by many organizations. [8]
  • Recent team collaboration statistics reveal higher loyalty levels in 33% of employees as a result of collaboration. [8]
  • Statistics on teamwork in the workplace meanwhile show that employees who are encouraged to work in teams deliver 19% higher sales and a 7% increase in customer engagement. [8]
  • Managers are responsible for 70% of deviations in team engagement. [8]
  • In the US, 34% of employees are engaged, while worldwide teamwork productivity statistics show that the percentage of managers promoting engagement in the workplace is as low as 15%. [8]
  • Just over 50% of workers, however, say they are part of such an organization. [8]
  • Communication in the workplace statistics meanwhile confirm that only 5.9% of organizations are in the habit of communicating their goals on a daily basis. [8]
  • In fact, teams with members of different age, gender, and ethnicity perform better by up to 35% than uniform teams. [8]
  • One of the most fascinating and interesting facts about teamwork is that the right amount of feedback and respect can scale up team members’ emotional well being by a staggering 80%. [8]
  • And when a 20% productivity boost originating from employee happiness is added to this, the power of teams is a force to be reckoned with. [8]
  • Teamwork statistics specify that 97% of workers and employers believe that the lack of team alignment influences the success of a task or project. [8]
  • More than 60% of employees at some point feel work exhaustion but being part of a team eases the effects of it. [8]
  • Plus, 53% say they will be holding meetings in AI. [8]
  • Mobile devices are used for collaboration by 49% of employees. [8]
  • Collaboration stats demonstrate that 82% of professionals would feel affected if they lost their collaboration technology. [8]
  • Knowledge workers spend 14% of their working hours on communication and collaboration, a lot of employees use mobiles to collaborate and communicate and an incredible 92% believe mobile phones are super important. [8]
  • Nearly eight in 10 companies in the US are in the process of doing so, according to AppDirect. [9]
  • Charts in This Report Marketing and Communications Factors that Contribute to a Company’s Reputation According to Executives Worldwide, Aug 2019 (% of respondents). [9]
  • Who Have Experienced Workplace Restrictions due to the Coronavirus, by Industry, March 2020 (% of respondents in each group). [9]
  • Reasons that Companies Invest in Employee Experience According to Talent Professionals and Hiring Managers Worldwide, Sep 2019 (% of respondents). [9]
  • Among US Companies, Sep 2018 (% of respondents). [9]
  • Of 187 authors surveyed, 88% took longer than 10 minutes to complete the new tool, 44% longer than 20 minutes, and 7% longer than an hour, but 83% considered the time taken acceptable. [10]
  • It would be easier to assess whether a dropout rate exceeds 20% than whether a dropout rate of 21% introduces an important risk of bias, but there is no guarantee that results from a study with a drop out rate lower than 20% are at low risk of bias. [10]
  • 88%of remote workers face inconsistent leadership and miscommunications with other team members 83%of employees report feeling burnt out by a high volume of emails COVID 19 has increased employee burnout by12%in two months. [5]
  • 20%of employees cite an unmanageable workload as the number one cause of burnout. [5]
  • According to the study from the Project Management Institute, businesses with a clear project management structure in place have 38% more successful projects that met their original goals than those that did not. [5]
  • Additional statistics showing the value of project management are Only21%of companies have standardized project management systems like waterfall and agile in place 1 in 6IT projects have a cost overrun of200%. [5]
  • IT projects with a budget of at least$1 millionare50%more likely to fail to meet business objectives. [5]
  • 41%of organizations reporting poor project performance say they don’t get enough support from project management and project sponsors. [5]
  • 61%of companies using project management tools completed projects on time, while only41%of those not using them did. [5]
  • 50%of project managers spend at least one full business day. [5]
  • 80%of employees spend half of their workweek on “rework” caused by poor communication Close to46%of team leaders say hitting project deadlines is their biggest problem. [5]
  • 90%of projects require team participation as opposed to individual responsibility. [5]
  • 31%of companies say that miscommunications about project objectives is the number one reason why projects fail 59%of workers in the United States say communication is their biggest obstacle. [5]
  • 45%of team members say Gantt charts are their most used project management feature 55%of team members say project objectives are unclear Only9%of. [5]
  • 40%of project managers spend most of their time micromanaging employee responsibility and answering questions over email. [5]
  • 71%of business executives say employee engagement is one of the top factors in project success. [5]
  • Only52%of executives say their employees’ time allocation matches company priorities. [5]
  • 76%of executives say agile project management tools will be the new normal Monday.comis used by over100,000teams across201industries. [5]
  • Firstly, AR and VR has a big base of Gen Z users, with about 40 percent identifying as users of both AR and VR. [11]
  • They went from a company 100 percent focused on locationbased entertainment and of course, all location based entertainment is shut down. [11]
  • So here in the US, 57 percent of employees believe the current situation is getting worse economically, whereas in France and Spain, they’ve potentially reached the bottom and may foreshadow the trajectory for the US and others. [11]
  • For example, the Stanford study on perspective taking exercises about homelessness found that participants in the VR intervention were also more likely to take action to help the homeless in the form of signing a petition.[13]. [12]
  • Similarly, a Tow Center for Digital Journalism study of journalistic storytelling through 360degree video found that both immersive and nonimmersive VR were more likely than text based media to motivate changes in behavior.[15]. [12]
  • [20]University of Maryland Lab for Applied Social Science Research, Train the Trainer Course, University of Maryland, 2019, https//socy.umd.edu/sites/socy.umd.edu/files/pubs/Train%20the%20Trainer%20Course.pdf. [12]
  • Using Virtual Reality to Improve Equity and Objectivity in Policing and Traffic Stops,” Statement to House Committee on Transportation and Infrastructure, February 24, 2021, https//transportation.house.gov/imo/media/doc/Ray%20Testimony1.pdf. [12]
  • The stats PwC’s Global Consumer Insights survey , prior to the pandemic shopping instore was the dominant method for consumers, with 47% of customers preferring to shop this way for non food items, compared to 30% who shopped via mobile phone. [13]
  • Since the pandemic began, those who shop online via mobile phone has increased to 45% according to PwC’s report, as well as a substantial increase in those who shop online via computers and tablets. [13]
  • According to the ONS, February 2021 was the highest on record for online shopping, with 36.1% of the proportion of retail sales spent online. [13]
  • This is a considerable increase compared to retail sales pre pandemic, with 20% of online retail sales reported by ONS in February 2020. [13]
  • A consumer AR survey by Google found that 66% of people are interested in using augmented reality technology for help when shopping. [13]
  • Market research company Mintel found that 49% of UK online shoppers had returned items bought in the past year , with that figure rising to 60% when the consumers are aged between 16. [13]
  • They found the main reason was due to faulty or damaged products at 30%, but this was closely followed by 27% of consumers who claimed they returned goods as they were ‘not as described’. [13]
  • Research from Facebook’s AR partner Vertebrae has shown that retailers who have utilised AR technology during the Covid 19 pandemic are seeing a 19% increase in customer engagement. [13]
  • In addition, customer conversion rates increase by 90% for consumers that engage with AR versus those that don’t. [13]
  • This is supported by data recently released by ecommerce platform Shopify , who have claimed that products advertised with VR/AR content saw a 94% higher conversion rates than products without that content. [13]
  • The results illustrated that ecommerce accounted for 27% of sales last year on the brands own and retailer websites, reaching it’s peak in April 2020 with ecommerce responsible for 34% of sales. [13]
  • In December 2020, DFS announced a conversion lift of 112% and a revenue per visit lift of 106% for shoppers who interact with 3D and AR versus those who have not. [13]
  • Educators prefer using VR in their classrooms Statistics from a National Survey are showing that 90% of educators agree that VR technology is quite an effective way of providing differentiated and personalized learning experiences for students. [14]
  • We already mentioned why teachers like using it, but studies also confirm that students—97% of them—actually voted that they would attend a class/course with VR. [14]
  • Statistics confirm that students remember 90% of the material if it is learned through experience. [14]
  • The Pew Research Center reports that mobile technology use has more than doubled in the past decade from 35% in 2011 to 81% in 2019, with smartphone use especially prevalent among young Americans — about 96% of people ages 18 to 29 own a smartphone. [4]
  • Manufacturing About 2.4 million positions may be unfilled between 2018 and 2028 due to a growing manufacturing skills gap, according to Deloitte. [4]
  • According to a Deloitte study, millennials and Generation Zers plan to use 5G to stream more video, play more online games with social features, and immerse themselves in more AR digital worlds. [4]
  • While AR and similar technologies such as VR are becoming more popular in education, less than 10% of schools currently use augmented reality in the classroom, according to Project Tomorrow. [4]

I know you want to use AR Collaboration Tools, thus we made this list of best AR Collaboration Tools. We also wrote about how to learn AR Collaboration Tools and how to install AR Collaboration Tools. Recently we wrote how to uninstall AR Collaboration Tools for newbie users. Don’t forgot to check latest AR Collaboration Toolsstatistics of 2024.

Reference


  1. techjury – https://techjury.net/blog/virtual-reality-statistics/.
  2. financesonline – https://financesonline.com/virtual-reality-statistics/.
  3. xrtoday – https://www.xrtoday.com/virtual-reality/top-5-stats-for-vr-collaboration-in-2021/.
  4. financesonline – https://financesonline.com/online-collaboration-statistics-analysis-of-trends-data-and-market-share/.
  5. maryville – https://online.maryville.edu/blog/augmented-reality-in-education/.
  6. saaslist – https://saaslist.com/blog/project-management-statistics/.
  7. bls – https://www.bls.gov/ooh/computer-and-information-technology/software-developers.htm.
  8. goremotely – https://goremotely.net/blog/workplace-collaboration/.
  9. teamstage – https://teamstage.io/teamwork-statistics/.
  10. emarketer – https://www.emarketer.com/content/collaboration-tools-to-connect-your-teams.
  11. bmj – https://www.bmj.com/content/343/bmj.d5928.
  12. xrforbusiness – https://xrforbusiness.io/podcast/exploring-xr-collaboration-statistics-in-real-time-with-national-research-groups-lauren-xandra/.
  13. itif – https://itif.org/publications/2021/06/01/current-and-potential-uses-arvr-equity-and-inclusion.
  14. reydar – https://www.reydar.com/augmented-reality-ecommerce/.
  15. gettingsmart – https://www.gettingsmart.com/2020/09/12/the-future-of-vr-ar-in-education/.

How Useful is Ar Collaboration Tools

One of the key benefits of AR collaboration tools is the ability to enhance communication and collaboration among teams, especially those who are distributed across different locations. By leveraging AR technology, team members can visualize and interact with digital content as if it were physically present, breaking down barriers created by physical distance and fostering a more seamless workflow. This enhanced communication can lead to greater efficiency, improved decision-making, and ultimately, a more cohesive team dynamic.

Furthermore, AR collaboration tools have the potential to revolutionize the way in which industries operate, particularly those that rely heavily on visual communication and data interpretation. For example, in the field of architecture and construction, AR collaboration tools can be used to overlay digital blueprints onto physical buildings, allowing architects and contractors to visualize the finished product in real-time and make necessary adjustments on the spot. In the healthcare industry, surgeons can utilize AR tools to overlay vital patient information during surgeries, reducing the risk of errors and improving patient outcomes.

Additionally, AR collaboration tools have the potential to transform the way in which education is delivered. By immersing students in interactive, engaging lessons through AR technology, educators can cater to various learning styles and create a more dynamic, hands-on learning experience. Students can manipulate three-dimensional objects, explore historical sites, and engage with complex concepts in a way that traditional methods cannot replicate. This not only enhances the educational experience but also promotes retention and understanding of the material.

However, despite the many benefits of AR collaboration tools, there are challenges that must be addressed in order for widespread adoption to occur. One such challenge is the high costs associated with developing and implementing AR technology. From purchasing hardware to developing custom software, the initial investment required can be significant, particularly for small businesses or educational institutions with limited budgets.

In addition, there are concerns surrounding data privacy and security when utilizing AR collaboration tools. As digital information is shared across multiple devices and locations, there is a risk of sensitive data being compromised or intercepted by malicious actors. Safeguards must be put in place to protect the integrity and confidentiality of sensitive information to ensure that users can collaborate with peace of mind.

In conclusion, AR collaboration tools have the potential to revolutionize the way in which we communicate, work, and learn. By breaking down barriers created by physical distance and facilitating real-time interaction with digital content, AR technology can greatly enhance productivity, efficiency, and creativity across a wide range of industries. However, in order for AR collaboration tools to reach their full potential, it is essential that the challenges of cost, security, and privacy are addressed proactively. Only then can AR collaboration tools truly transform the way we collaborate and innovate in the digital age.

In Conclusion

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