Augmented Reality (AR) Training Simulator Statistics 2024 – Everything You Need to Know

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Best Augmented Reality (AR) Training Simulator Statistics

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Augmented Reality (AR) Training Simulator 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%). [0]

Augmented Reality (AR) Training Simulator Market Statistics

  • 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. [0]
  • 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%). [0]
  • 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%). [0]
  • 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. [0]
  • 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. [0]
  • In the same research, the augmented reality market was valued at $15.3 billion in 2020 with an annual growth rate of 38.1%. [0]
  • 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%. [0]
  • Pokemon Go is the market leader in locationbased gaming with a revenue of $1.2 billion in 2020 and yearover year growth of 33%. [0]
  • According to XR Associationā€™s ā€œ2019 Augmented and Virtual Reality Survey Report,ā€ the education market is a top three promising area of development for AR and VR technology. [1]

Augmented Reality (AR) Training Simulator Latest Statistics

  • The existing system of surgical training is starting to show cracks, as up to 30% of graduating general surgery residents are unable to operate independently. [2]
  • Though worldwide flight hours have doubled over the last 20 years, airline fatalities have fallen by almost 45 percent. [2]
  • Yet a retrospective analysis noted that one of the reasons the study failed was that 30% of the physicians who took part in the trial had performed this complex procedure just once before the trial, and half had done it no more than twice. [2]
  • Training simulations are expected to be a major application of immersive technologies in the healthcare sector within the next two years according to 68 percent of XR industry experts who responded to the 2020 survey. [3]
  • Leading applications of immersive technologies in the healthcare sector in the next two years according to XR/AR/VR/MR industry experts in the United States in 2020. [3]
  • Available to download in PNG, PDF, XLS format 33% off until Jun 30th. [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%). [0]
  • China accounted for 38.3% of the global AR/VR share in 2020. [0]
  • It will increase to 56% in 2021. [0]
  • 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. [0]
  • 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%). [0]
  • COVID 19 helped accelerate the CAGRs of AR and VR to 38.1 and 27.9%, respectively. [0]
  • 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. [0]
  • 19% of adults in the US have tried virtual reality. [0]
  • 30% of mobile AR users are open to the idea of making in. [0]
  • 55% of VR users found the experience to be extremely or moderately satisfying. [0]
  • VR will reach 25% of internet users in the US by 2024. [0]
  • From 2018 to 2024, the number of monthly users of VR will have increased by 75.7%. [0]
  • Virtual Reality Revenue Statistics Investments in AR and VR were estimated to be $915 million in 2020. [0]
  • 91% of business organizations are already leveraging or planning to adopt VR or AR technology. [0]
  • 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). [0]
  • The enterprise sector is expected to generate more than 70% of AR/VR revenue through the end of 2024. [0]
  • 26% of businesses are using VR/AR to train employees. [0]
  • 70% of professionals believe that organizations will focus on adopting VR/AR in training and development in 2021 Perkins Coie, 2020). [0]
  • VR training reduces the occurrence of workplace injuries by 43%. [0]
  • VR training has a retention rate of 75%, beating out lectures (5%), reading (10%), and audio visual learning (20%). [0]
  • 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. [0]
  • 39% of big organizations leverage VR/AR technology to facilitate training in simulated environments. [0]
  • Interestingly, 90% of all participants lauded the platform for helping them improve efficiency and work better. [0]
  • In one of its projects dubbed ā€œCorporate Training with Virtual Reality,ā€ the tech giant found that 94% of traineeS asked for more VR based courses to be availed. [0]
  • Besides, the company projected that the 5year ROI of a single VR based course could reach 300%. [0]
  • The global giant cut training time by 75% by implementing VR technology. [0]
  • 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%. [0]
  • 61% of customers prefer online shops that offer AR experiences. [0]
  • 40% of consumers would spend more on products that can be customized in AR. [0]
  • 70% of shoppers would be more loyal to brands that provide AR experiences. [0]
  • 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. [0]
  • 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%. [0]
  • Given the positive response of consumers to AR, 53% of them feel that retailers are failing to take advantage of the technology. [0]
  • 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. [0]
  • 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. [0]
  • 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. [0]
  • 53% of organizations use VR/AR technology for product engineering and virtual design. [0]
  • The use of VR technology has enabled Airbus to reduce the duration of maintenance processes by 25%. [0]
  • 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%). [0]
  • Mobile and PC Gaming PC VR gaming revenue in 2020 was valued at $189 million with a CAGR of 119%. [0]
  • Importantly however, the AR tablet version was less prone to adverse effects including general discomfort, headache, dizziness, nausea and disorientation, and was also less likely to cause eye related problems such as blurred vision [20]. [4]
  • Multiple AR based programs are already used for kidney surgery and training , including those to aid patient education [33,34]. [4]
  • Fortynine participants with a range of clinical experience completed simulation with over two thirds (67%). [4]
  • Brandon Hall Group’s Learning Strategy research found that among high consequence industries, about 45 percent consider virtual reality simulations either important or critical to achieving their business goals over the next 18 to 24 months. [5]
  • According to the 702010 framework, 10 percent of what people learn comes from formal learning events such as courses and classes; 20 percent comes from informal, peerto peer learning; and 70 percent is experiential. [5]
  • Interest in using game based technology and simulations has increased significantly among these companies, as more than 30 percent identify these tools as a top learning priority for the next 12 to 24 months. [5]
  • This is a 66 percent increase from 2016. [5]
  • Additionally, 15 percent of high performers say their use of virtual reality will increase. [5]
  • Additionally, Brandon Hall Group’s Learning Strategy research found that among high consequence industries, about 45 percent consider these types of simulations either important or critical to achieving their business goals over the next 18 to 24 months. [5]
  • Only 18 percent of companies in high consequence industries are ready to take action, according to research, while 29 percent are not at all prepared and 30 percent are only somewhat prepared. [5]
  • According to the Bureau of Labor Statistics, there were 722 workplace deaths in 2015 that resulted from contact with objects or equipment. [5]
  • According to Dr. Narendra Kini, CEO at Miami Children’s Health System, the retention level a year after a VR training session can be as much as 80 percent, compared to 20 percent retention after a week with traditional training. [5]
  • Though very conceptual, that 2007 paper likely helped set the stage for the many innovations making headlines today. [5]
  • 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 ā€” about 96% of people ages 18 to 29 own a smartphone. [1]
  • Manufacturing About 2.4 million positions may be unfilled between 2018 and 2028 due to a growing manufacturing skills gap, according to Deloitte. [1]
  • 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. [1]
  • 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. [1]
  • In the three Horizon Reports released during 2010ā€“2012, the New Media Consortium predicted that Augmented Reality will be applied on a large scale in the near future . [6]
  • According to Harle and Towns , research that has focused on visuospatial skills in chemistry has uncovered specific student difficulties in comprehending, interpreting, and translating molecular representations. [6]
  • error mean 95% Confidence interval of the difference. [6]
  • Placing the studentsā€™ pretest scores in a hightolow order, we categorized the first 33% as highachieving students and the last 33% as low. [6]
  • 95% Confidence interval of the difference. [6]
  • According to [75] Projectors can also be used to display AR contents. [7]
  • 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. [8]
  • But with AR, they can now see the final design superimposed on the ship, which reduces inspection time by 96%ā€”from 36 hours to just 90 minutes. [8]
  • Overall, time savings of 25% or more are typical for manufacturing tasks using AR. [8]
  • the likelihood of a successful needle stick on the first try and reduces the need for ā€œescalationsā€ by 45%. [8]
  • With the help of AR, trainees completed the work in 35% less time than trainees using traditional 2 D drawings and documentation. [8]
  • And the number of trainees with little or no experience who could perform the operation correctly the first time increased by 90%. [8]
  • GE has already tested the use of voice commands in AR experiences that enable factory workers to perform complex wiring processes in wind turbinesā€”and has achieved a 34% increase in productivity. [8]
  • 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. [8]
  • At DHL this approach has led to fewer errors, more engaged workers, and productivity gains of 25%. [8]
  • Intel is also using AR in warehouses and has achieved a 29% reduction in picking time, with error rates falling to near zero. [8]
  • And the AR application is allowing new Intel workers to immediately achieve picking speeds 15% faster than those of workers whoā€™ve had only traditional training. [8]
  • 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. [8]
  • First time fix rates increased by 67%, and the engineersā€™ efficiency jumped by 20%. [8]
  • 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. [8]
  • Perhaps not surprisingly, Xerox has seen its customer satisfaction rates rise to 95%. [8]

I know you want to use Augmented Reality (AR) Training Simulator Software, thus we made this list of best Augmented Reality (AR) Training Simulator Software. We also wrote about how to learn Augmented Reality (AR) Training Simulator Software and how to install Augmented Reality (AR) Training Simulator Software. Recently we wrote how to uninstall Augmented Reality (AR) Training Simulator Software for newbie users. Donā€™t forgot to check latest Augmented Reality (AR) Training Simulator statistics of 2024.

Reference


  1. financesonline – https://financesonline.com/virtual-reality-statistics/.
  2. maryville – https://online.maryville.edu/blog/augmented-reality-in-education/.
  3. statnews – https://www.statnews.com/2019/08/16/virtual-reality-improve-surgeon-training/.
  4. statista – https://www.statista.com/statistics/1185066/applications-immersive-technologies-xr-ar-vr-mr-healthcare/.
  5. nih – https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8281102/.
  6. trainingmag – https://trainingmag.com/the-impact-and-potential-of-virtual-reality-training-in-high-consequence-industries/.
  7. sciencedirect – https://www.sciencedirect.com/science/article/pii/S0747563214002271.
  8. wikipedia – https://en.wikipedia.org/wiki/Augmented_reality.
  9. hbr – https://hbr.org/2017/11/why-every-organization-needs-an-augmented-reality-strategy.

How Useful is Augmented Reality Training Simulator

One of the key benefits of augmented reality training simulators is their ability to provide hands-on experience in a risk-free environment. For example, medical students can practice surgical procedures without the need for a live patient, while soldiers can familiarize themselves with combat situations without putting themselves in harm’s way. This hands-on experience allows users to build muscle memory, improve reaction times, and make mistakes without serious consequences, ultimately leading to more effective and confident performance when facing real-world situations.

Additionally, augmented reality training simulators can be customized to meet the specific needs of users. These simulators can simulate different levels of difficulty, adjust scenarios based on user performance, and provide real-time feedback to help users improve their skills. This flexibility allows individuals to tailor their training to focus on areas where they need the most practice, ultimately leading to more efficient and targeted learning outcomes.

Furthermore, augmented reality training simulators are cost-effective in the long run. While initial set-up costs may be high, especially for complex systems, these simulators can ultimately save organizations money by reducing the need for expensive equipment, materials, and physical spaces for training. In addition, the ability to train multiple users simultaneously and remotely further maximizes the efficiency and cost-effectiveness of these simulators.

Moreover, augmented reality training simulators can enhance engagement and motivation among users. By providing an interactive and immersive learning experience, these simulators can capture users’ attention and make training more enjoyable and stimulating. This heightened engagement can lead to better retention of information and skills, as users are more likely to be actively involved in their learning process.

However, it is important to acknowledge that augmented reality training simulators are not without limitations. While they can provide realistic simulations of scenarios, they may not fully capture the complexity and unpredictability of real-world situations. Additionally, the effectiveness of these simulators may vary depending on the quality of the simulation, user familiarity with the technology, and the support and guidance provided during training.

In conclusion, augmented reality training simulators are a valuable tool for enhancing training experiences in a wide range of fields. By providing hands-on experience, customization, cost-effectiveness, and engagement, these simulators have the potential to revolutionize the way individuals are trained. While they may not fully replace traditional training methods, they can complement and enhance existing practices to provide more effective and efficient ways of learning and skill development.

In Conclusion

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