Augmented Reality (AR) Content Management Systems Statistics 2024 – Everything You Need to Know

Are you looking to add Augmented Reality (AR) Content Management Systems 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 Augmented Reality (AR) Content Management Systems statistics of 2024.

My team and I scanned the entire web and collected all the most useful Augmented Reality (AR) Content Management Systems stats on this page. You don’t need to check any other resource on the web for any Augmented Reality (AR) Content Management Systems statistics. All are here only 🙂

How much of an impact will Augmented Reality (AR) Content Management Systems have on your day-to-day? or the day-to-day of your business? Should you invest in Augmented Reality (AR) Content Management Systems? We will answer all your Augmented Reality (AR) Content Management Systems related questions here.

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

Best Augmented Reality (AR) Content Management Systems Statistics

☰ Use “CTRL+F” to quickly find statistics. There are total 154 Augmented Reality (AR) Content Management Systems Statistics on this page 🙂

Augmented Reality (AR) Content Management Systems Benefits Statistics

  • Among US consumers, the top four benefits of AR at work are better collaboration (72%), increased efficiency (69%), new business models/offerings (68%), and better marketing (61%). [0]
  • According to 49% of IT leaders, the top workforce development benefits of XR is providing real time access to information. [0]
  • 70% of consumers believe AR can bring them benefits. [1]
  • 67% of consumers think that using AR devices could result in healthcare benefits, and 64% of them see shopping benefits. [1]

Augmented Reality (AR) Content Management Systems Market Statistics

  • 70% of technology leaders anticipate that the AR market will surpass the VR market in revenues. [0]
  • According to Greenlight Insights’ 2019 Augmented Reality Report, the AR market will grow at a lower but still impressive figure – $31 billion by 2024. [0]
  • To improve consumer engagement, 67% of media agency executives want more AR and VR ads incorporated into digital marketing campaigns. [0]
  • Among US consumers, the top four benefits of AR at work are better collaboration (72%), increased efficiency (69%), new business models/offerings (68%), and better marketing (61%). [0]
  • By 2027, the global market size for AR gaming is estimated to be at $33.5 billion, growing at a CAGR of 41.3% over the period 2020–2027. [0]
  • However, 78% of mobile gamers worldwide belong to Android game markets. [0]
  • According to a recent report , the global AR market is forecast to grow from $12.56 billion in 2020 to $85.47 billion by 2026 at a double digit CAGR of 37.66%. [2]
  • 67% of media planners and buyers want AR/VR ads in digital marketing campaigns. [1]
  • According to augmented reality statistics for 2024 consumer spending on AR/VR is forecast to account for a 37.4% share of the global AR/VR customer market. [1]
  • AR/VR in the healthcare market is estimated to reach $7.05 billion. [1]
  • Reports have shown that the global automobile AR/VR market is estimated to reach $673 billion by 2025, indicating a CAGR of 175.7% from 2018 to 2025. [1]
  • According to Immerse UK’s augmented reality statistics, UK companies that specialize in virtual, augmented, and mixed reality market are numerous with about 1,000 of them. [1]
  • The source estimates that nearly half a million people in the UK work in companies that contribute to the immersive economy in one way or another and that the UK’s share of the immersive global market stands at 9%. [1]
  • The ecommerce market’s estimated worth was over $25 trillion in 2019. [3]

Augmented Reality (AR) Content Management Systems Software Statistics

  • For the 5 year forecast, spending on AR host devices will grow at a CAGR of 128.3% while AR software spending will be at 121.8%. [0]
  • However, AR stats for 2024 reveal that AR companies are tilting towards industrial applications (65%). [1]
  • In a survey, over 30% of industry experts cited technical glitches and bulky software as the biggest headache for AR implementation. [1]

Augmented Reality (AR) Content Management Systems Adoption Statistics

  • The biggest obstacle to mass adoption of AR technology is user experience at 26%. [0]
  • However, the national average AR literacy rate is 30%, which indicates that the AR adoption rate should significantly increase to reach its uncovered potential. [1]
  • 32% of respondents stated user experience as the biggest hindrance to VR and AR adoption. [1]
  • In addition, 19% of the group gave the same reasons for the poor adoption of VR. [1]

Augmented Reality (AR) Content Management Systems Latest Statistics

  • 49% of them think this will happen within 3 – 5 years. [0]
  • AR services spending will be bolstered by high CAGRs in AR custom app development (133%), AR systems integration (130.4%), and AR consulting services (121.9%). [0]
  • Hardware is the largest single segment of the AR industry for consumer spending, accounting for 15% of total costs. [0]
  • In Q1 of 2019, standalone HMD shipments took the majority share of shipments with 61.1%. [0]
  • It is followed by Tethered HMD at 20.5%. [0]
  • Screenless viewer devices had 18.5% of the share. [0]
  • The Consumer segment has the majority share in spending at 53%. [0]
  • It is followed by Distribution and Services (15.8%), Manufacturing and Resources (13.8%), Public Sector (12.7%), and Infrastructure (3.2%). [0]
  • Only 1.6% of the spending is shared by the rest of the other sectors. [0]
  • Distribution of AR Headsets Shipment Worldwide by Category in 2020 59.3% – the share of Standalone HMD shipments with a number of 410,000 shipped items. [0]
  • 35.6% – the share of Tethered HMD shipments with a number of 250,000 shipped items. [0]
  • 5% – the share of screenless viewers of the total AR shipments with a number of 30,000. [0]
  • Projected Distribution of AR Headsets Shipment Worldwide by Category in 2024 58.39% – the share of Standalone HMD shipments with a projected total of 24 million units. [0]
  • 41.55% – the share of Tethered HMD shipments with a projected total of a little more than $17 million. [0]
  • 0.06% – the projected share of screenless viewers with only a total of 30,000 units shipped. [0]
  • Obstacles to VR Mass Adoption 27% – content offerings issues like lack of quality and amount. [0]
  • 19% – user experience issues caused by bulky hardware and technical glitches. [0]
  • 19% – consumer and business reluctance. [0]
  • 12% – regulation and legal risks. [0]
  • 11% – the cost to consumers. [0]
  • 9% – financing and investment issues. [0]
  • 3% – government oversight. [0]
  • As of 2017, only 31% of Americans know what AR is and 70% are unsure what it is. [0]
  • 46% of Americans have used an AR app without being aware of it. [0]
  • 60% of Americans and 37% of the world’s population who are active social media users all have access to AR tech offered by Facebook, Snapchat, and other social sites/apps. [0]
  • 48% of consumers would more likely shop at a retailer that utilizes or offers AR. [0]
  • Meanwhile, 32% of retailers plan to utilize AR within 3 years. [0]
  • 61% of tech leaders believe that gaming is the most applicable industry for XR at this time. [0]
  • Other industries include healthcare medical services (41%), education (41%), manufacturing/automotive (23%), and movies/TV (21%). [0]
  • (Perkins Coie, 2019 88% of companies say they are using some form of AR or VR tech in their operations. [0]
  • Other obstacles are content offerings (24%), consumer/business reluctance to use AR/VR (14%), regulation/legal risks (13%), financing/investment (12%), cost to consumers (12%), and government oversight (1%). [0]
  • 49% of these executives expect the interactivity of AR/VR ads will help counter adblocking. [0]
  • 29% of media agencies are already buying AR/VR ads for their clients as of 2017. [0]
  • Among companies using AR/VR, 42% are using virtual demos or interactive tools to improve employee and customer interactions with company products and services. [0]
  • Meanwhile, 40% are using the tech to train customers in the use of their products, and 38% are using immersive experiences for customers to engage with their brands. [0]
  • 70% of consumers believe augmented reality technology can help them learn new personal and professional skills. [0]
  • Tied at the top spot is facilitating training and mirroring real life experiences (49%), enhancing creativity in product design and development (48%), and enabling remote employees to collaborate with one another (47%). [0]
  • The AR gaming industry is estimated to hit $3 billion in 2020, revised for the effects of the pandemic. [0]
  • 26% of all smartphones support AR. [0]
  • Games account for 33% of all mobile downloads and 10% of time spent on mobile. [0]
  • 74% of all consumer spending on the app store is being driven by games. [0]
  • AR Gaming Interest 35% of non gamers express interest in AR. [0]
  • This is quite considerable as 23% of consumers are non. [0]
  • 60% of AR gamers cite immersive experience as a key driver for playing AR games. [0]
  • 43% of gamers are interested in AR sports. [0]
  • 25% of consumers claim that they will use AR for exercise in the next five years. [0]
  • 40% of AR gamers agree that AR gaming will be more interesting with more immersive games and access to lower. [0]
  • More Interesting 38% – become more advanced. [0]
  • 36% – when batteries don’t drain quickly. [0]
  • 36% – when AR apps and glasses are cheaper. [0]
  • 36% – AR games fit personal preferences. [0]
  • 32% – when you don’t have to use a phone or tablet. [0]
  • 32% – when you can combine AR with physical activities and exercise. [0]
  • 31% – when it can be played with other people. [0]
  • 29% – when people can get a phone or tablet that supports AR. [0]
  • 25% of iOS apps and 21% of the Android apps downloaded are games. [0]
  • The top mobile gaming genres by penetration are puzzle (57.29%), arcade (55.60%), action (34.75%), racing (31.31%), and strategy (15.79%). [0]
  • By downloads, the top AR app categories at the Apple App Store are games (25%), lifestyle (20%), productivity (13%), education (10%), and reference (8%). [0]
  • At the end of 2017, it accounted for 84% of the total global mobile AR consumer spending. [0]
  • From September 2017 to March 2018, ARKit only apps had 13 million downloads, and 47% of those were AR games. [0]
  • In fact, 71% of consumers are interested in shopping with retailers that offer AR based “try before you buy” options. [0]
  • By 2025, it is estimated that 14 million Americans will regularly use smart glasses on their jobs. [0]
  • In our experience, however, more than 50% of AR systems require creating unique 3D graphics from scratch to suit individual business needs. [2]
  • For most apps more complex than an animated 3D AR postcard or business card, you are likely to need advanced features, such as object tracking or extended tracking. [2]
  • These efforts took about 80% of the total augmented reality cost. [2]
  • This amounts to over 25% of the world’s population. [1]
  • It is predicted to grow at a CAGR of 73.8% between 2019 and 2025. [1]
  • According to augmented reality statistics for 2024, Microsoft won a tender to supply the American Army with 120K HoloLens. [1]
  • 63% of online shoppers claim AR will improve their shopping experience. [1]
  • Augmented reality statistics in e commerce show that 61% of online shoppers prefer making purchases on sites that offer AR. 35% claim that AR would increase how much they shop online. [1]
  • In addition, 49% say that they are willing to pay more for a product as long as they are allowed to preview in AR. [1]
  • 45% think that AR features save time spent on decision. [1]
  • Handheld devices will have a Compound Annual Growth Rate of 45% between 2021 and 2028. [1]
  • Augmented reality growth statistics show that the handheld sector will grow by nearly 50% during the forecast period. [1]
  • Keep in mind that 90% of businesses fail , so it’s a risky endeavor. [1]
  • 70% of Americans aren’t sure what AR is. [1]
  • Namely, Skrite interviewed around 2,000 Americans to discover that only 37% of interviewees were familiar with the concept of augmented reality. [1]
  • The highest percentage of those who knew what AR is, came from Delaware (67%), while the second and third place among the AR literate states went to Colorado (59%) and Maine (58%). [1]
  • The primary focus of the 2016 ISACA study was to identify the percentage of people who can recognize and are knowledgeable about IoT devices. [1]
  • The results have shown that in 2016 73% of Americans said they are familiar with IoT, while in 2015, that number was slightly higher at 83%. [1]
  • With AR in the equation, the percentage of Americans who could identify such IoT devices was only 43%. [1]
  • One of the impressive stats we’ve retrieved from a 2017 Skrite survey is that 46% of Americans have used an AR app. [1]
  • From September 2017 to March 2018, ARKit only apps had 13 million downloads with the highest number of downloads coming from AR games (47%). [1]
  • According to augmented reality statistics, a further 27% said there’s limited quality content on VR. [1]
  • However, only 18% gave the same sentiments about AR. [1]
  • 70% of consumers believe AR can help them learn new personal and professional skills. [1]
  • The highest percentage of consumers (70%). [1]
  • 95% of US adults own a cellphone, and 77% of said phones are smartphones. [1]
  • Additionally, the highest percentage of Americans (77%). [1]
  • A significantly lower percentage of them (35%). [1]
  • The survey showed that the same percentage of survey participants (23%). [1]
  • According to Global Web Index, 35% of participants that experienced AR in the previous month were in the 16 to 24 age group. [1]
  • Just as many survey participants (35%). [1]
  • The lowest percentage of AR users comes from those in the 55 64 age group (3%). [1]
  • Another interesting piece of information from this study is that more men (29%) engage with AR compared to women (17%). [1]
  • Experts estimated that Augmented Reality would generate $120 billion in 2020. [1]
  • Consumer hardware accounts for 15.6% of AR/VR spending. [1]
  • According to Statista, 15.6% of the total sum went to consumer hardware. [1]
  • Augmented reality games spending accounted for 5.1%, while virtual reality games took a slightly bigger share at 6.6%. [1]
  • Though still in its infancy, AR is poised to enter the mainstream; according to one estimate, spending on AR technology will hit $60 billion in 2020. [4]
  • But with AR, they can now see the final design superimposed on the ship, which reduces inspection time by 96%—from 36 hours to just 90 minutes. [4]
  • Overall, time savings of 25% or more are typical for manufacturing tasks using AR. [4]
  • the likelihood of a successful needle stick on the first try and reduces the need for “escalations” by 45%. [4]
  • With the help of AR, trainees completed the work in 35% less time than trainees using traditional 2 D drawings and documentation. [4]
  • And the number of trainees with little or no experience who could perform the operation correctly the first time increased by 90%. [4]
  • GE has already tested the use of voice commands in AR experiences that enable factory workers to perform complex wiring processes in wind turbines—and has achieved a 34% increase in productivity. [4]
  • Warehouse operations are estimated to account for about 20% of all logistics costs, while picking items from shelves represents up to 65% of warehouse costs. [4]
  • At DHL this approach has led to fewer errors, more engaged workers, and productivity gains of 25%. [4]
  • Intel is also using AR in warehouses and has achieved a 29% reduction in picking time, with error rates falling to near zero. [4]
  • And the AR application is allowing new Intel workers to immediately achieve picking speeds 15% faster than those of workers who’ve had only traditional training. [4]
  • These AR displays help them make better decisions about how to resolve issues, producing an 11% reduction in overall costs for service teams, a 17% decrease in work error rates, and higher repair quality. [4]
  • First time fix rates increased by 67%, and the engineers’ efficiency jumped by 20%. [4]
  • This has increased by 76% the rate at which technical problems are resolved by customers without any on site help, cutting travel costs for Xerox and minimizing downtime for customers. [4]
  • Perhaps not surprisingly, Xerox has seen its customer satisfaction rates rise to 95%. [4]
  • According to [75] Projectors can also be used to display AR contents. [5]
  • 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. [6]
  • 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. [6]
  • 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. [6]
  • This is a considerable increase compared to retail sales pre pandemic, with 20% of online retail sales reported by ONS in February 2020. [6]
  • A consumer AR survey by Google found that 66% of people are interested in using augmented reality technology for help when shopping. [6]
  • 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. [6]
  • 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’. [6]
  • 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. [6]
  • In addition, customer conversion rates increase by 90% for consumers that engage with AR versus those that don’t. [6]
  • 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. [6]
  • 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. [6]
  • 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. [6]
  • In a Grid Raster survey, 61% of respondents said that leveraging virtual reality and augmented reality has resulted in a cost savings of 20%, while 29% reported a 25% increase in productivity. [7]
  • Of the businesses surveyed, 91% already use VR or AR, or plan to adopt it. [7]

I know you want to use Augmented Reality (AR) Content Management Systems, thus we made this list of best Augmented Reality (AR) Content Management Systems. We also wrote about how to learn Augmented Reality (AR) Content Management Systems and how to install Augmented Reality (AR) Content Management Systems. Recently we wrote how to uninstall Augmented Reality (AR) Content Management Systems for newbie users. Don’t forgot to check latest Augmented Reality (AR) Content Management Systemsstatistics of 2024.

Reference


  1. financesonline – https://financesonline.com/augmented-reality-statistics/.
  2. techjury – https://techjury.net/blog/augmented-reality-stats/.
  3. itrexgroup – https://itrexgroup.com/blog/augmented-reality-cost-factors-examples/.
  4. hubspot – https://blog.hubspot.com/service/augmented-reality-customer-experience.
  5. hbr – https://hbr.org/2017/11/why-every-organization-needs-an-augmented-reality-strategy.
  6. wikipedia – https://en.wikipedia.org/wiki/Augmented_reality.
  7. reydar – https://www.reydar.com/augmented-reality-ecommerce/.
  8. pixovr – https://pixovr.com/how-will-you-manage-your-extended-reality-training-content/.

How Useful is Augmented Reality Content Management Systems

One of the primary benefits of augmented reality CMS is its ability to enhance user engagement. By overlaying digital content onto the physical environment, users are able to interact with information in a more immersive and dynamic way. This can be particularly powerful in industries such as retail, where customers can virtually try on clothes or visualize how furniture would look in their home before making a purchase. By providing a more comprehensive and realistic experience, augmented reality CMS can significantly drive customer engagement and increase conversion rates.

Moreover, augmented reality CMS can also streamline content creation and management processes. With the ability to easily update and modify digital content in real-time, organizations can more effectively communicate their messaging and adapt to changing market trends. This can lead to increased efficiency and reduced costs associated with traditional content production methods. Additionally, the ability to track engagement metrics and gather data on user behavior can provide valuable insights for businesses to make informed decisions and optimize their content strategies.

In the realm of education, augmented reality CMS has the potential to revolutionize the way students learn and absorb information. By providing interactive and visually stimulating educational content, educators can enhance student engagement and retention. Additionally, augmented reality can facilitate hands-on learning experiences that can bridge the gap between theoretical concepts and practical application. This can significantly improve knowledge retention and application in real-world scenarios.

Furthermore, augmented reality CMS can also be a valuable tool in training and development across various industries. By simulating real-world scenarios and providing hands-on training experiences, organizations can effectively train employees and enhance their skills in a more engaging and interactive way. This can lead to a more efficient onboarding process, as well as continued professional development opportunities for existing employees.

While the potential of augmented reality CMS is vast, there are undoubtedly challenges and limitations that need to be considered. Issues such as device compatibility, data security, and user adoption can impact the effectiveness and scalability of these systems. Additionally, the cost of implementing and maintaining augmented reality CMS may be prohibitive for some organizations, particularly small businesses and start-ups.

In conclusion, augmented reality CMS have the potential to revolutionize the way we engage with digital content across various industries. By enhancing user engagement, streamlining content creation processes, and facilitating immersive learning experiences, these systems offer countless opportunities for businesses and organizations to innovate and stay competitive in the digital age. However, it is crucial for organizations to carefully consider the challenges and limitations associated with augmented reality CMS to ensure successful implementation and maximize the benefits they can provide.

In Conclusion

Be it Augmented Reality (AR) Content Management Systems benefits statistics, Augmented Reality (AR) Content Management Systems usage statistics, Augmented Reality (AR) Content Management Systems productivity statistics, Augmented Reality (AR) Content Management Systems adoption statistics, Augmented Reality (AR) Content Management Systems roi statistics, Augmented Reality (AR) Content Management Systems market statistics, statistics on use of Augmented Reality (AR) Content Management Systems, Augmented Reality (AR) Content Management Systems analytics statistics, statistics of companies that use Augmented Reality (AR) Content Management Systems, statistics small businesses using Augmented Reality (AR) Content Management Systems, top Augmented Reality (AR) Content Management Systems systems usa statistics, Augmented Reality (AR) Content Management Systems software market statistics, statistics dissatisfied with Augmented Reality (AR) Content Management Systems, statistics of businesses using Augmented Reality (AR) Content Management Systems, Augmented Reality (AR) Content Management Systems key statistics, Augmented Reality (AR) Content Management Systems systems statistics, nonprofit Augmented Reality (AR) Content Management Systems statistics, Augmented Reality (AR) Content Management Systems failure statistics, top Augmented Reality (AR) Content Management Systems statistics, best Augmented Reality (AR) Content Management Systems statistics, Augmented Reality (AR) Content Management Systems statistics small business, Augmented Reality (AR) Content Management Systems statistics 2024, Augmented Reality (AR) Content Management Systems statistics 2021, Augmented Reality (AR) Content Management Systems statistics 2024 you will find all from this page. 🙂

We tried our best to provide all the Augmented Reality (AR) Content Management Systems statistics on this page. Please comment below and share your opinion if we missed any Augmented Reality (AR) Content Management Systems statistics.

Leave a Comment