Augmented Reality (AR) Game Engine Statistics 2024 – Everything You Need to Know

Are you looking to add Augmented Reality (AR) Game Engine 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) Game Engine statistics of 2024.

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

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

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

Best Augmented Reality (AR) Game Engine Statistics

☰ Use “CTRL+F” to quickly find statistics. There are total 268 Augmented Reality (AR) Game Engine Statistics on this page 🙂

Augmented Reality (AR) Game Engine Benefits Statistics

  • AR paired with IoT could be the next best thing as 70% of consumers seem convinced of the benefits of the two combined. [0]
  • 62% were more inclined towards shopping benefits 62% saw better healthcare opportunities. [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%). [1]
  • According to 49% of IT leaders, the top workforce development benefits of XR is providing real time access to information. [1]
  • 70% of consumers believe AR can bring them benefits. [2]
  • 67% of consumers think that using AR devices could result in healthcare benefits, and 64% of them see shopping benefits. [2]

Augmented Reality (AR) Game Engine Market Statistics

  • From 2019 2024, the global VR/AR market will see a 77% compound annual growth rate. [3]
  • The AR market is a rapidly growing industry with an estimated market value of $50 billion by 2024. [3]
  • Fully considering the economic change by this health crisis, Cloud Based accounting for % of the Augmented Reality Game Engine global market in 2021, is projected to value USD million by 2028, growing at a revised % CAGR in the postCOVID. [4]
  • Japan, South Korea, and Southeast Asia are noteworthy markets in Asia, with CAGR %, %, and % respectively for the next 6. [4]
  • 64% of marketers are already using or expecting to use AR and VR in the near future. [5]
  • Unity dominates the mobile market with more than 50% of all applications. [6]
  • 70% of technology leaders anticipate that the AR market will surpass the VR market in revenues. [1]
  • According to Greenlight Insights’ 2019 Augmented Reality Report, the AR market will grow at a lower but still impressive figure – $31 billion by 2024. [1]
  • To improve consumer engagement, 67% of media agency executives want more AR and VR ads incorporated into digital marketing campaigns. [1]
  • 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%). [1]
  • 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. [1]
  • However, 78% of mobile gamers worldwide belong to Android game markets. [1]
  • 67% of media planners and buyers want AR/VR ads in digital marketing campaigns. [2]
  • 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. [2]
  • AR/VR in the healthcare market is estimated to reach $7.05 billion. [2]
  • 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. [2]
  • 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. [2]
  • 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%. [2]
  • Between 2021 and 2028, the compound annual growth rate of the market is expected to come in at 18 percent. [7]
  • According to the latest virtual reality statistics, by 2027, its market size is forecast to reach $92.31 billion, which marks a compound annual growth rate of 30.2 percent in the seven year period between 2020 and 2027. [7]
  • From 2021 to 2028, the compound annual growth rate of the virtual reality market is 18 percent. [7]
  • According to Research Dive, the global augmented reality in the healthcare market is expected to generate $1,918.6 million by 2026. [8]
  • According to Fortune Business Insights, the virtual fitting room market size was valued at $3.5 billion in 2021. [8]
  • In their report on virtual and augmented reality statistics, UK and US market findings showed that 90% of consumers are aware of VR. [9]
  • About 58% of them also cited the absence of an established market as an obstacle for new investments.10. [9]
  • However, they also suggested that the value will lie in dedicated VR devices, which were expected to account for 63% of $9.9 billion, the estimated total market value by 2024, as indicated in their augmented reality market statistics.20. [9]
  • BCG reports that just over half of businesses already utilize immersive technologies in their marketing and advertising efforts, while 35% have expressed plans to use it in the future. [9]
  • According to Statista, the AR market size was valued at $3.5 billion in 2017. [9]
  • The augmented and virtual reality market is estimated to be worth $16.8 billion in 2019.Consumer spending will drive the value of the AR and VR market worldwide along with the discrete manufacturing segment. [9]
  • 70% of tech leaders expect the AR market to surpass VR in terms of revenue. [9]
  • About 58% of them also cited the absence of an established market as an obstacle for new investments. [9]
  • However, they also suggested that the value will lie in dedicated VR devices, which were expected to account for 63% of $9.9 billion, the estimated total market value by 2024, as indicated in their augmented reality market statistics. [9]
  • According to a research report on Statista, the consumer mobile augmented reality market size is expected to reach $3.4 billion in revenue this year. [9]

Augmented Reality (AR) Game Engine 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%. [1]
  • However, AR stats for 2024 reveal that AR companies are tilting towards industrial applications (65%). [2]
  • In a survey, over 30% of industry experts cited technical glitches and bulky software as the biggest headache for AR implementation. [2]

Augmented Reality (AR) Game Engine Adoption Statistics

  • The biggest obstacle to mass adoption of AR technology is user experience at 26%. [1]
  • However, the national average AR literacy rate is 30%, which indicates that the AR adoption rate should significantly increase to reach its uncovered potential. [2]
  • 32% of respondents stated user experience as the biggest hindrance to VR and AR adoption. [2]
  • In addition, 19% of the group gave the same reasons for the poor adoption of VR. [2]
  • 26% of startup founders and executives say bulky hardware and glitches were the biggest obstacles to the mass adoption of immersive technologies. [9]
  • AR statistics indicate that 26% of startup founders and company execs cited bulky hardware and technical glitches as the main obstacles to the widespread adoption of augmented reality. [9]
  • Around 24% of them claim that the lack of quality content is obstructing AR’s mass adoption.5. [9]
  • 27% of startup founders and executives cited user experience as the main obstacle to VR mass adoption. [9]
  • In the same augmented and virtual reality stats 2019 report, about 27% of respondents cited user experience as a huge obstacle to mass adoption, while 19% cited content offerings. [9]
  • 69% of startup founders and executives claim that slow consumer adoption is the primary concern of potential investors. [9]
  • Around 24% of them claim that the lack of quality content is obstructing AR’s mass adoption. [9]

Augmented Reality (AR) Game Engine Latest Statistics

  • In other words, 44% of the world’s population is anticipated to use AR over the next few years. [0]
  • Just so you know, the game has been downloaded over one billion times by now and is estimated to reach a revenue of $1.2 billion. [0]
  • Not only that, the overall AR gaming industry shows a compound annual growth rate of 152.7% for the forecasted period 2017–2024. [0]
  • 32% of consumers use augmented reality, and 73% of mobile AR users reported either high or very high satisfaction with mobile AR experiences. [0]
  • A survey revealed that 32% of consumers preferred using augmented reality when they shop and 73% reported high levels of satisfaction. [0]
  • 67% of executives in advertising agencies say they look forward to using AR more. [0]
  • Among those, 29% of these have served clients by creating AR digital campaigns. [0]
  • Out of these, 69% believed that technology could help them learn new skills,. [0]
  • 88% of mid sized businesses are using augmented reality Not just limited to games and shopping, AR seems to be well integrated into the corporate sector. [0]
  • 88% of mid level organizations are already using AR in different capacities. [0]
  • According to Redcon, the VC has invested in almost 40 AR/VR ventures. [0]
  • Only 1% of retailers are currently using AR or VR in their customer buying experience. [3]
  • In the same report from Mobile Marketer, 52% of retailers said that they were just not prepared to start using AR and other new technologies. [3]
  • In Japan, 66% of consumers want offline stores to offer AR experiences. [3]
  • Retail is expected to account for 5% of AR use by 2024. [3]
  • Threekit’s AR can help retailers increase conversions by up to 40%. [3]
  • According to IDC, global spending on AR/VR in 2020 was estimated to be up to $18.8 billion, up 78.5% from 2019. [3]
  • 67% of advertising agencies say they are making more use of AR. [3]
  • With 83.1 million consumers in the US using AR monthly, AR usership is expected to grow to 17% by 2024. [3]
  • 39% of AR retailers use AR for the consideration phase. [3]
  • 71% of consumers say they would shop more often if they used AR. [3]
  • is the estimated AR Market value by 2024. [3]
  • Online retail accounts for 11% of all retail sales. [3]
  • 32% of consumers use AR while shopping. [3]
  • In 2020, 32% of consumers are using AR while shopping. [3]
  • AR is bringing in extremely high satisfaction levels with 73% of mobile AR users reporting high satisfaction levels. [3]
  • Gartner estimated that over 100 million consumers used AR to shop in 2020. [3]
  • That accounts for 15% of the population. [3]
  • 70% of consumers between ages 16 and 44 are aware of AR. [3]
  • Using 3D technologies in your online shopping experience can increase your conversion rates by up to 40%. [3]
  • According to report the Market will hit remarkable value, at exponential Compound Annual Growth Rate during forecast period from 2024 To 2028,. [4]
  • The proportion of the North America is % in 2021, while China and Europe are % and respectively, and it is predicted that China proportion will reach % in 2028, trailing a CAGR of % through the analysis period. [4]
  • As for the Europe Augmented Reality Game Engine landscape, Germany is projected to reach USD million by 2028 trailing a CAGR of % over the forecast period. [4]
  • Gaming is bigger than ever, driven by the growth of mobile gaming, and now makes up 26 percent of all media consumption hours. [10]
  • 10 percent of consumers log half of all gaming hours. [10]
  • AR is interesting also to nongamers; 35 percent of non gamers express interest in AR gaming. [10]
  • This is significant, given that 23 percent of consumers are non. [10]
  • Two out of three respondents are interested in AR gaming, but one in three AR gamers say holding a mobile device is not good enough for AR gaming. [10]
  • 43 percent are very interested in AR sports, and 1 in 4 consumers say they will use AR when exercising in the next 5 years An immersive AR experience can make games matter again. [10]
  • According to [75] Projectors can also be used to display AR contents. [11]
  • AR engagement is up nearly 20% since the beginning of 2020 with conversion rates increasing by 90% for consumers engaging with AR compared to those that don’t. [5]
  • Online furniture and lifestyle retailer CB2 found that product pages featuring 3D and AR experiences drove 21% higher revenue per visit and a 13% lift in average order size Retail Customer Experience 4. [5]
  • 3D content can increase conversion by up to 27.96% on retailer websites Mobile Marketer 5. [5]
  • 48% of Shoppers are already using or willing to use AR to assess new products and services. [5]
  • AR experiences are 200% more engaging as they deliver double the levels of engagement compared to their non AR equivalent. [5]
  • AR received 45% higher engagement than TV Source. [5]
  • L’Oreal E Commerce sales were up 49% in 2019 largely driven by customers having a chance to try before they buy using Augmented Reality. [5]
  • Engineering Design Show advertising print campaign saw an 15.89% uptake of their Interactive Robot Campaign and an average time of 2m 29s Source. [5]
  • Here are just a few stats 60% of AR/VR content and 50% of mobile games are made with Unity3D Over 24 billion installs of engine in the last 12 months. [6]
  • Note There is a 5% royalty fee for Unreal Engine powered products that make more than $3,000 per calendar quarter. [6]
  • Another possible advantage of C# is that 90% of VR/AR development companies are using C#, which translates to a largely documented code base and a larger amount of tested solutions in the development community. [6]
  • It’s worth noting that 97% of the project was done with Blueprints, not coding. [6]
  • If we look at the video games on Steam,23%of them are using Unreal Engine vs 11% Unity. [6]
  • while Unreal is going to take 5% royalties whenever your application gets monetized. [6]
  • 49% of them think this will happen within 3 – 5 years. [1]
  • 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%). [1]
  • Hardware is the largest single segment of the AR industry for consumer spending, accounting for 15% of total costs. [1]
  • In Q1 of 2019, standalone HMD shipments took the majority share of shipments with 61.1%. [1]
  • It is followed by Tethered HMD at 20.5%. [1]
  • Screenless viewer devices had 18.5% of the share. [1]
  • The Consumer segment has the majority share in spending at 53%. [1]
  • It is followed by Distribution and Services (15.8%), Manufacturing and Resources (13.8%), Public Sector (12.7%), and Infrastructure (3.2%). [1]
  • Only 1.6% of the spending is shared by the rest of the other sectors. [1]
  • 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. [1]
  • 35.6% – the share of Tethered HMD shipments with a number of 250,000 shipped items. [1]
  • 5% – the share of screenless viewers of the total AR shipments with a number of 30,000. [1]
  • 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. [1]
  • 41.55% – the share of Tethered HMD shipments with a projected total of a little more than $17 million. [1]
  • 0.06% – the projected share of screenless viewers with only a total of 30,000 units shipped. [1]
  • Obstacles to VR Mass Adoption 27% – content offerings issues like lack of quality and amount. [1]
  • 19% – user experience issues caused by bulky hardware and technical glitches. [1]
  • 19% – consumer and business reluctance. [1]
  • 12% – regulation and legal risks. [1]
  • 11% – the cost to consumers. [1]
  • 9% – financing and investment issues. [1]
  • 3% – government oversight. [1]
  • As of 2017, only 31% of Americans know what AR is and 70% are unsure what it is. [1]
  • 46% of Americans have used an AR app without being aware of it. [1]
  • 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. [1]
  • 48% of consumers would more likely shop at a retailer that utilizes or offers AR. [1]
  • Meanwhile, 32% of retailers plan to utilize AR within 3 years. [1]
  • 61% of tech leaders believe that gaming is the most applicable industry for XR at this time. [1]
  • Other industries include healthcare medical services (41%), education (41%), manufacturing/automotive (23%), and movies/TV (21%). [1]
  • (Perkins Coie, 2019 88% of companies say they are using some form of AR or VR tech in their operations. [1]
  • 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%). [1]
  • 49% of these executives expect the interactivity of AR/VR ads will help counter adblocking. [1]
  • 29% of media agencies are already buying AR/VR ads for their clients as of 2017. [1]
  • Among companies using AR/VR, 42% are using virtual demos or interactive tools to improve employee and customer interactions with company products and services. [1]
  • 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. [1]
  • 70% of consumers believe augmented reality technology can help them learn new personal and professional skills. [1]
  • 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%). [1]
  • The AR gaming industry is estimated to hit $3 billion in 2020, revised for the effects of the pandemic. [1]
  • 26% of all smartphones support AR. [1]
  • Games account for 33% of all mobile downloads and 10% of time spent on mobile. [1]
  • 74% of all consumer spending on the app store is being driven by games. [1]
  • AR Gaming Interest 35% of non gamers express interest in AR. [1]
  • This is quite considerable as 23% of consumers are non. [1]
  • 60% of AR gamers cite immersive experience as a key driver for playing AR games. [1]
  • 43% of gamers are interested in AR sports. [1]
  • 25% of consumers claim that they will use AR for exercise in the next five years. [1]
  • 40% of AR gamers agree that AR gaming will be more interesting with more immersive games and access to lower. [1]
  • More Interesting 38% – become more advanced. [1]
  • 36% – when batteries don’t drain quickly. [1]
  • 36% – when AR apps and glasses are cheaper. [1]
  • 36% – AR games fit personal preferences. [1]
  • 32% – when you don’t have to use a phone or tablet. [1]
  • 32% – when you can combine AR with physical activities and exercise. [1]
  • 31% – when it can be played with other people. [1]
  • 29% – when people can get a phone or tablet that supports AR. [1]
  • 25% of iOS apps and 21% of the Android apps downloaded are games. [1]
  • The top mobile gaming genres by penetration are puzzle (57.29%), arcade (55.60%), action (34.75%), racing (31.31%), and strategy (15.79%). [1]
  • By downloads, the top AR app categories at the Apple App Store are games (25%), lifestyle (20%), productivity (13%), education (10%), and reference (8%). [1]
  • At the end of 2017, it accounted for 84% of the total global mobile AR consumer spending. [1]
  • From September 2017 to March 2018, ARKit only apps had 13 million downloads, and 47% of those were AR games. [1]
  • In fact, 71% of consumers are interested in shopping with retailers that offer AR based “try before you buy” options. [1]
  • By 2025, it is estimated that 14 million Americans will regularly use smart glasses on their jobs. [1]
  • This amounts to over 25% of the world’s population. [2]
  • It is predicted to grow at a CAGR of 73.8% between 2019 and 2025. [2]
  • According to augmented reality statistics for 2024, Microsoft won a tender to supply the American Army with 120K HoloLens. [2]
  • 63% of online shoppers claim AR will improve their shopping experience. [2]
  • 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. [2]
  • In addition, 49% say that they are willing to pay more for a product as long as they are allowed to preview in AR. [2]
  • 45% think that AR features save time spent on decision. [2]
  • Handheld devices will have a Compound Annual Growth Rate of 45% between 2021 and 2028. [2]
  • Augmented reality growth statistics show that the handheld sector will grow by nearly 50% during the forecast period. [2]
  • Keep in mind that 90% of businesses fail , so it’s a risky endeavor. [2]
  • 70% of Americans aren’t sure what AR is. [2]
  • Namely, Skrite interviewed around 2,000 Americans to discover that only 37% of interviewees were familiar with the concept of augmented reality. [2]
  • 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%). [2]
  • The primary focus of the 2016 ISACA study was to identify the percentage of people who can recognize and are knowledgeable about IoT devices. [2]
  • 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%. [2]
  • With AR in the equation, the percentage of Americans who could identify such IoT devices was only 43%. [2]
  • One of the impressive stats we’ve retrieved from a 2017 Skrite survey is that 46% of Americans have used an AR app. [2]
  • From September 2017 to March 2018, ARKit only apps had 13 million downloads with the highest number of downloads coming from AR games (47%). [2]
  • According to augmented reality statistics, a further 27% said there’s limited quality content on VR. [2]
  • However, only 18% gave the same sentiments about AR. [2]
  • 70% of consumers believe AR can help them learn new personal and professional skills. [2]
  • The highest percentage of consumers (70%). [2]
  • 95% of US adults own a cellphone, and 77% of said phones are smartphones. [2]
  • Additionally, the highest percentage of Americans (77%). [2]
  • A significantly lower percentage of them (35%). [2]
  • The survey showed that the same percentage of survey participants (23%). [2]
  • According to Global Web Index, 35% of participants that experienced AR in the previous month were in the 16 to 24 age group. [2]
  • Just as many survey participants (35%). [2]
  • The lowest percentage of AR users comes from those in the 55 64 age group (3%). [2]
  • Another interesting piece of information from this study is that more men (29%) engage with AR compared to women (17%). [2]
  • Experts estimated that Augmented Reality would generate $120 billion in 2020. [2]
  • Consumer hardware accounts for 15.6% of AR/VR spending. [2]
  • According to Statista, 15.6% of the total sum went to consumer hardware. [2]
  • Augmented reality games spending accounted for 5.1%, while virtual reality games took a slightly bigger share at 6.6%. [2]
  • As it is, the forecast for 2024 is already a whopping 91.2 percent yearover. [7]
  • In other words, in this seven year period, the VR sector is expected to grow at an average of 18 percent every year. [7]
  • As it stands, 14.94 million of these devices are expected to be shipped in 2024, a 54.2 percent increase from 2021’s 9.69 million. [7]
  • The majority of these are VR devices, which represent 91 percent of the total number of VR and AR devices that are expected to be shipped out this year. [7]
  • Nearly one in five of US consumers have used VR in 2020—a three percentage point increase from 16 percent in 2019. [7]
  • Most users are also happy with the experience, with 55 percent of them saying they’re either extremely or moderately satisfied. [7]
  • This marks a 20.9 percent increase from 2019’s 43.1 million. [7]
  • If the predictions hold true, this means that in the four year period from 2018 to 2024, the number of people using VR every month will have increased 75.7 percent. [7]
  • In fact, its spending projection makes up 30.8 percent of the total amount that’s expected to be spent on VR globally. [7]
  • Together, the US and China will be responsible for 58 percent of the global investment into VR. [7]
  • Nearly one in five. [7]
  • According to Owl Labs, in 2020 nearly 70% of workers in the U.S. working full time, work from home. [8]
  • According to Statista, 83.96% of the world’s population owns a smartphone, which provides a favorable environment for adopting an AR experience. [8]
  • In other words, 44% of the world’s population is expected to use AR in the next couple of years. [9]
  • 90% of consumers know what virtual reality is, but only 65% are aware of augmented reality. [9]
  • In contrast, only 65% are aware of AR.7. [9]
  • 71% of men show higher levels of augmented reality awareness. [9]
  • A Global Web Index survey shows that 71% of men are aware of AR technologies, while only 59% of women understand what AR is. [9]
  • In the 55 to 64 age group, only 44% understand AR. 9. [9]
  • 54% of business leaders expect high investments in gaming. [9]
  • Augmented reality stats also show that about 43% of respondents anticipate more AR investments in healthcare and medical devices, while 20% expect to see more in education, manufacturing, military and defense, and the automotive industry. [9]
  • North America is the most promising region for investment, according to 62% of startup founders and executives. [9]
  • Roughly 62% of them believe so. [9]
  • Only 13% of respondents see Asia Pacific as the top region for investment, as indicated in Perkins Coie’s recent statistics on augmented reality.12. [9]
  • 34% of startup firms are currently developing for Google ARCore. [9]
  • Most startup firms are developing AR apps for Google ARCore, with 34% of them using the platform. [9]
  • This is followed by Oculus Rift (33%), HTC Vive (28%), PlayStation VR (27%), Samsung Gear VR (26%), Google Cardboard (21%), Oculus Go (21%). [9]
  • Apple ARKit (20%), Google Daydream (17%), Microsoft HoloLens (16%), Windows MR Headsets (12%), Google Tango (9%), Magic Leap (6%), ARVR 1 (3%) and others (5%). [9]
  • 49% of tech leaders believe that seamless access to all data in real time is the top benefit of AR in workforce development. [9]
  • Around 49% of their respondents identified convenient access to data in real. [9]
  • Nearly 49% of them also cited employee training that mirrors real life experiences as an advantage of AR in the workplace. [9]
  • Games made up 25% of AR app downloads on iOS in 2018.On iOS, 17% of AR apps were games. [9]
  • This is followed by lifestyle, with 20% of all downloads.15. [9]
  • In 2019, 61% of respondents are concerned about consumer privacy and data security in the development of immersive technologies. [9]
  • In their most recent study, Perkins Coie found that consumer privacy and data security were tech leaders’ top concern, with 61% listing it as an issue. [9]
  • Based on their augmented reality stats for 2018, this rate is significantly up compared to last year’s figures when only 44% of tech leaders listed it as a concern.16. [9]
  • However, this figure dropped from last year’s augmented and virtual reality statistics, which saw 59% of tech leaders leaning towards this monetization plan. [9]
  • 26% of smartphones are compatible with ARKit and ARCore, while only 8.9% support Daydream and GearVR.For the most part, smartphones are already an established part of our everyday lives. [9]
  • Just 26% of smartphones support ARKit and ARCore, which includes iPhone SE, iPhone 6, Pixel, Nexus 5X, Nokia 6, Huawei Honor 8x, and so on. [9]
  • Only 8.9% of phones support Daydream or GearVR, according to AR statistics. [9]
  • 39% of businesses use AR for the consideration phase, while 16% use it for sales. [9]
  • A BCG study suggests that businesses utilize AR throughout the customer journey, with 39% of entrepreneurs using it for the consideration phase and 26% for brand awareness. [9]
  • About 19% of business leaders also use it for brand equity and favorability, while 16% use it to enhance sales, according to the same augmented reality advertising 2018 report.19. [9]
  • 55% of advertisers are using augmented reality, while 35% intend to utilize it in the future. [9]
  • The remaining 10% have yet to implement it in their digital strategy. [9]
  • 71% of consumers prefer to shop at a retailer if augmented reality is offered. [9]
  • Cyber Monday statistics suggest that nearly 50% of consumers prefer online shopping over traditional brickand. [9]
  • Lumus Vision’s list of augmented reality facts indicates that as much as 71% of shoppers would prefer to make a purchase at a retailer more often if it utilized augmented reality. [9]
  • About 61% of consumers prefer shops that offer AR experiences to those that don’t, while 40% are willing to pay extra if AR is part of the shopping experience. [9]
  • As artificial intelligence statistics show, nearly 72% of entrepreneurs see it as an excellent business advantage. [9]
  • Non gaming apps could account for over half of mobile AR app store revenues by 2024.According to the current augmented reality statistics, mobile AR app store revenues are dominated by games such as Pokemon Go to a large extent. [9]
  • Of that number, 32% expect this to happen within three years, while 49% see it happening within three to five. [9]
  • About 16% said it might not be anytime soon, perhaps more than five years from now. [9]
  • The remaining 2% don’t know when it will happen.29. [9]
  • In a survey of 200 startup founders and company executives, Perkins Coie found that 39% of respondents feel strongly optimistic about the growth of immersive technologies augmented, virtual, and mixed reality. [9]
  • In contrast, only 65% are aware of AR. [9]
  • The latest data on augmented reality demographics shows that awareness levels range from 70% to 75% among 16 to 44yearolds, while they drop dramatically among 45 to 54year olds with only 56% of them aware of AR technologies. [9]
  • In the 55 to 64 age group, only 44% understand AR. [9]
  • Only 13% of respondents see Asia Pacific as the top region for investment, as indicated in Perkins Coie’s recent statistics on augmented reality. [9]
  • Apple ARKit (20%), Google Daydream (17%), Microsoft HoloLens (16%), Windows MR Headsets (12%), Google Tango (9%), Magic Leap (6%), ARVR 1 (3%) and others (5%). [9]
  • On iOS, 17% of AR apps were games. [9]
  • This is followed by lifestyle, with 20% of all downloads. [9]
  • Based on their augmented reality stats for 2018, this rate is significantly up compared to last year’s figures when only 44% of tech leaders listed it as a concern. [9]
  • About 19% of business leaders also use it for brand equity and favorability, while 16% use it to enhance sales, according to the same augmented reality advertising 2018 report. [9]
  • The remaining 2% don’t know when it will happen. [9]

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

Reference


  1. citrusbits – https://citrusbits.com/stats-and-facts-about-augmented-reality/.
  2. financesonline – https://financesonline.com/augmented-reality-statistics/.
  3. techjury – https://techjury.net/blog/augmented-reality-stats/.
  4. threekit – https://www.threekit.com/20-augmented-reality-statistics-you-should-know-in-2020.
  5. marketwatch – https://www.marketwatch.com/press-release/augmented-reality-ar-game-engine-market-size-witness-a-healthy-growth-during-2024-to-2028-with-fastest-growing-regions-and-countries-data-2024-04-05.
  6. reydar – https://www.reydar.com/augmented-reality-facts-stats/.
  7. circuitstream – https://circuitstream.com/blog/unity-vs-unreal/.
  8. oberlo – https://www.oberlo.com/blog/virtual-reality-statistics.
  9. mobidev – https://mobidev.biz/blog/augmented-reality-trends-future-ar-technologies.
  10. leftronic – https://leftronic.com/blog/augmented-reality-statistics/.
  11. ericsson – https://www.ericsson.com/en/reports-and-papers/consumerlab/reports/ready-steady-game.
  12. wikipedia – https://en.wikipedia.org/wiki/Augmented_reality.

How Useful is Augmented Reality Game Engine

One of the key aspects that make augmented reality game engines so useful is their ability to create a truly interactive and engaging gaming experience. Unlike traditional video games, which are bound to a screen, augmented reality games allow players to physically move around and interact with the game world in a way that feels natural and intuitive. This adds a whole new dimension to gameplay, making it more immersive and exciting for players of all ages.

Additionally, augmented reality game engines have the potential to revolutionize education and training. By overlaying digital information onto the real world, these technologies can enhance learning experiences and provide hands-on training in a way that was previously not possible. For example, medical students can practice surgical procedures in a simulated environment, or firefighters can run through realistic scenarios to hone their skills. This not only makes learning more engaging and effective but also has the potential to save lives in high-risk professions.

Another benefit of augmented reality game engines is their ability to bring people together in new and exciting ways. These technologies have the power to turn any location into a playground, allowing friends and family to come together and enjoy shared experiences in ways that were previously unimaginable. Whether exploring new worlds together or competing in interactive challenges, augmented reality games foster collaboration and teamwork in ways that traditional games cannot.

Furthermore, augmented reality game engines have the potential to revolutionize the way businesses interact with their customers. By creating interactive experiences that blend the physical and digital worlds, companies can engage with consumers in a whole new way, driving sales and brand loyalty. For example, a clothing retailer could create a virtual fitting room where customers can try on clothes in the comfort of their own homes, or a car manufacturer could allow potential buyers to take a virtual test drive of a new model.

In conclusion, the usefulness of augmented reality game engines cannot be understated. From revolutionizing entertainment to transforming education and training, these technologies have the potential to impact nearly every aspect of our lives in a positive way. As developers continue to push the boundaries of what is possible with augmented reality, we can only imagine the incredible experiences and opportunities that lie ahead.

In Conclusion

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

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




Leave a Comment