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

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

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

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Best Augmented Reality (AR) Visualization Statistics

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Augmented Reality (AR) Visualization Benefits Statistics

  • In addition to a 40% increase in order conversion rate, Gunner found there were other benefits. [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]

Augmented Reality (AR) Visualization Market Statistics

  • From 2019 2024, the global VR/AR market will see a 77% compound annual growth rate. [2]
  • The AR market is a rapidly growing industry with an estimated market value of $50 billion by 2024. [2]
  • According to Statista, the augmented reality market is valued at $30.7 billion, with around 810 million active mobile users. [0]
  • 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]
  • In 2021, the mobile augmented reality market was estimated to be worth 9.53 billion U.S. dollars. [3]
  • According to International Data Corporation , data trading is forming a separate market [8]. [4]
  • According to Mordor Intelligence [96] the visualization market will increase at a compound annual growth rate of 9.21 % from $4.12 billions in 2014 to $6.40 billions by the end of 2019. [4]
  • “Worldwide revenues for the AR/VR market will grow from $5.2 billion in 2016 to more than $162 billion in 2020,” said Gordon, “representing a compound annual growth rate of +181.31% over the 2015. [5]
  • 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. [6]

Augmented Reality (AR) Visualization 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]

Augmented Reality (AR) Visualization Adoption Statistics

  • The biggest obstacle to mass adoption of AR technology is user experience at 26%. [1]

Augmented Reality (AR) Visualization Latest Statistics

  • Only 1% of retailers are currently using AR or VR in their customer buying experience. [2]
  • 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. [2]
  • In Japan, 66% of consumers want offline stores to offer AR experiences. [2]
  • Retail is expected to account for 5% of AR use by 2024. [2]
  • Threekit’s AR can help retailers increase conversions by up to 40%. [2]
  • According to IDC, global spending on AR/VR in 2020 was estimated to be up to $18.8 billion, up 78.5% from 2019. [2]
  • 67% of advertising agencies say they are making more use of AR. [2]
  • With 83.1 million consumers in the US using AR monthly, AR usership is expected to grow to 17% by 2024. [2]
  • 39% of AR retailers use AR for the consideration phase. [2]
  • 71% of consumers say they would shop more often if they used AR. [2]
  • is the estimated AR Market value by 2024. [2]
  • Online retail accounts for 11% of all retail sales. [2]
  • 32% of consumers use AR while shopping. [2]
  • In 2020, 32% of consumers are using AR while shopping. [2]
  • AR is bringing in extremely high satisfaction levels with 73% of mobile AR users reporting high satisfaction levels. [2]
  • Gartner estimated that over 100 million consumers used AR to shop in 2020. [2]
  • That accounts for 15% of the population. [2]
  • 70% of consumers between ages 16 and 44 are aware of AR. [2]
  • Using 3D technologies in your online shopping experience can increase your conversion rates by up to 40%. [2]
  • According to Google’s 2019 AR Survey, 66% of people are interested in using AR for help when making purchasing decisions. [0]
  • Consider, for example, that adding video lifts conversion rates 60% over buyers interacting with images alone. [0]
  • Merchants who add 3D content to their stores see a 94% conversion lift, on average. [0]
  • According to a study conducted by UPS, 27% of consumers returned goods because they were “not as described.”. [0]
  • If you’re already sold on video, then consider this according to 2020 research by Vertebrae—which specializes in AR and 3D ecommerce—conversion rates increase by 90% for customers engaging with AR versus those that don’t. [0]
  • Already, we’ve seen preliminary indications that this is the case—on some Shopify product pages, 3D models in augmented reality have increased conversion rates by up to 250%. [0]
  • MOSCOT reported that, since rolling out the technology, it’s seen conversion rates more than double, with overall revenue amongst shoppers who engaged with the 3D and VR increasing by 174%. [0]
  • Another eyewear brand, Bailey Nelson, has seen a massive 600% lift on conversion rates since bridging its omnichannel experience. [0]
  • In 2017, it launched its IKEA Place app, which lets shoppers place thousands of items in their homes, with 98% accuracy. [0]
  • Not only did users stay on the site longer as a consequence, but there was also a 33% increase in conversion rates. [0]
  • eMarketer estimated that more than 43 million people in the U.S. would use social network AR at least once a month in 2020. [7]
  • That’s almost 21% of social network users. [7]
  • As of June 2020, 35% of U.S. respondents said they’d used AR to visualize furniture or vehicle customizations. [7]
  • June 2020 survey of U.S. retailers showed that 20% expected to invest in AR or VR for their company’s online store, up from just 8% six months prior. [7]
  • Along with offering 3D views, you can show what a product would look like in a consumer’s space, making it less likely that they receive the product only to find it doesn’t look as anticipated. [7]
  • 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. [8]
  • 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. [8]
  • 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. [8]
  • This is a considerable increase compared to retail sales pre pandemic, with 20% of online retail sales reported by ONS in February 2020. [8]
  • A consumer AR survey by Google found that 66% of people are interested in using augmented reality technology for help when shopping. [8]
  • 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. [8]
  • 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’. [8]
  • 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. [8]
  • In addition, customer conversion rates increase by 90% for consumers that engage with AR versus those that don’t. [8]
  • 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. [8]
  • 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. [8]
  • 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. [8]
  • The key areas where augmented reality can improve life are education (according to 69%) healthcare(according to 62%). [9]
  • (according to 66%) Magic Leap managed to obtain this funding in 2014, the top contributors being Google, Andreessen Horowitz and Kleiner Perkins Caufield & Byers. [9]
  • Since 2020, retailers using AR are seeing nearly 20% increase in engagement rates, with conversion rates increasing by 90% for consumers engaging with AR. [10]
  • AR is winning against traditional product images, videos and size guides as a whooping 61% of online shoppers prefer sites that offer AR versus those that don’t. [10]
  • 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]
  • Available to download in PNG, PDF, XLS format 33% off until Jun 30th. [3]
  • Indeed, 70 % of large organizations already purchase external data, and it is expected to reach 100 % by the beginning of 2019. [4]
  • According to IDC [11], data volumes have grown exponentially, and by 2020 the number of digital bits will be comparable to the number of stars in the universe. [4]
  • It shows that 98 % of the most effective companies working with Big Data are presenting results of the analysis via visualization. [4]
  • The main idea is to display the values in each dimension into the colored pixel and to merge some of them according to specific measurements. [4]
  • Additionally, it is responsible for accurate vision in the pointed direction and takes most of the visual cortex in the brain but its retinal size is less than 1 % [174]. [4]
  • More than 60% of consumers want to shop for furniture with AR. [5]
  • Houzz reports that their users are 11 times more likely to buy when shopping with AR, and the research firm eMarketer tells us that AR can lead 72% of shoppers to buy more than they planned. [5]
  • According to recent statistics, shoppers return somewhere between 15% and 40% of the products they purchase online. [11]
  • And most of these returns – 80% to be exact – aren’t due to defective products. [11]
  • SaleCycle reports that 56% of clothing and 30% of fashion accessories purchased online are returned. [11]
  • In fact, some reports have shown that as much as 50% of expensive items like furniture are returned after being purchased online. [11]
  • Research from Statista has predicted that return deliveries alone will cost businesses $550 billion for 2020 How Businesses are Fighting Back Against Product Returns. [11]
  • After adopting “try before you buy” AR and VR product visualization , online retail giant Macy’s noted that their products return rates had decreased to <2 percent for these VR. [11]
  • The results are stunning, since the average furniture industry return rates are 5% – 7 %. [11]
  • 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. [6]
  • Manufacturing About 2.4 million positions may be unfilled between 2018 and 2028 due to a growing manufacturing skills gap, according to Deloitte. [6]
  • 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. [6]
  • 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. [6]
  • According to Cisco, just 26% of companies in a recent survey reported that their IoT initiatives have been successful. [12]
  • Worse, less than 1% of unstructured data is analyzed or used at all. [12]
  • According to a spokesperson, the “collaborative 3D environment links data with natural human pattern recognition to uncover multidimensional relationships in data, extracting actionable knowledge that may not be discoverable by any other means.”. [12]
  • According to [75] Projectors can also be used to display AR contents. [13]
  • AR and VR enter the mainstream Article TikTok and Douyin will account for more than 5% of global digital ad spend this year. [14]

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

Reference


  1. shopify – https://www.shopify.com/enterprise/augmented-reality-ecommerce-shopping.
  2. financesonline – https://financesonline.com/augmented-reality-statistics/.
  3. threekit – https://www.threekit.com/20-augmented-reality-statistics-you-should-know-in-2020.
  4. statista – https://www.statista.com/statistics/282453/mobile-augmented-reality-market-size/.
  5. springeropen – https://journalofbigdata.springeropen.com/articles/10.1186/s40537-015-0031-2.
  6. highpointmarket – https://www.highpointmarket.org/products-and-trends/ar-revolution.
  7. maryville – https://online.maryville.edu/blog/augmented-reality-in-education/.
  8. bigcommerce – https://www.bigcommerce.com/articles/ecommerce/ecommerce-augmented-reality/.
  9. reydar – https://www.reydar.com/augmented-reality-ecommerce/.
  10. arpost – https://arpost.co/2017/11/15/key-augmented-reality-statistics/.
  11. designhubz – https://designhubz.com/augmented-reality-in-retail-statistics-and-trends/.
  12. cgtrader – https://arsenal.cgtrader.com/blog/augmented-reality-the-answer-to-ecommerce-returns-problem.
  13. zdnet – https://www.zdnet.com/article/data-visualization-via-vr-and-ar-how-well-interact-with-tomorrows-data/.
  14. wikipedia – https://en.wikipedia.org/wiki/Augmented_reality.
  15. emarketer – https://www.emarketer.com/content/medtronic-dives-augmented-reality.

How Useful is Augmented Reality Visualization

One of the main benefits of augmented reality visualization is its ability to enhance our understanding of complex concepts or environments. By overlaying digital information onto the physical world, AR can provide additional context and guidance that can help us make more informed decisions or better comprehend challenging subjects. In industries such as engineering and architecture, AR can be used to create virtual prototypes or simulate real-world scenarios, allowing designers to troubleshoot potential issues before they arise.

In the field of healthcare, augmented reality visualization has the potential to revolutionize patient care. Surgeons can use AR to superimpose medical images onto a patient’s body during a procedure, giving them a more accurate view of the underlying anatomy and improving surgical outcomes. AR can also be used for medical training, allowing students to practice procedures in a realistic simulation environment before working with actual patients.

For educators, augmented reality visualization can be a valuable tool for engaging students and making learning more interactive. By bringing abstract concepts to life in a tangible way, AR can help students grasp difficult subjects and retain information more effectively. For example, biology students can use AR to explore the inner workings of the human body, while history students can experience important events in a virtual reenactment.

In the entertainment industry, augmented reality visualization is creating new opportunities for immersive experiences. From interactive games that blend the real and virtual worlds to live events that incorporate AR elements, this technology is pushing the boundaries of entertainment and storytelling. AR can transport audiences to distant lands, place them in the middle of thrilling adventures, or allow them to interact with their favorite characters in new and exciting ways.

But beyond these specific applications, augmented reality visualization also has broader implications for how we interact with the world around us. By seamlessly integrating digital information into our physical environment, AR has the potential to enhance our daily activities and make everyday tasks more efficient. Whether it’s navigating a new city, trying on clothes virtually, or visualizing home renovations before they begin, AR can streamline our experiences and make them more engaging.

Of course, like any technology, augmented reality visualization also has its limitations and challenges. Privacy concerns, accessibility issues, and the need for robust infrastructure are all considerations that must be taken into account as AR becomes more pervasive in our society. Additionally, the cost of implementing AR solutions can be a barrier for some organizations, particularly smaller businesses or non-profit groups.

Despite these challenges, the potential benefits of augmented reality visualization are vast and continue to expand as the technology evolves. From improving healthcare outcomes to enhancing educational experiences, AR has the power to transform how we interact with the world and each other. As we continue to explore its capabilities and push the boundaries of what is possible, augmented reality visualization has the potential to revolutionize our lives in ways we have yet to imagine.

In Conclusion

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