Industrial AR Platforms Statistics 2024 – Everything You Need to Know

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Best Industrial AR Platforms Statistics

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Industrial AR Platforms Benefits Statistics

  • 70% of consumers believe AR can bring them benefits. [0]
  • 67% of consumers think that using AR devices could result in healthcare benefits, and 64% of them see shopping 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]
  • As many as 67% believe AR devices can bring healthcare benefits. [2]
  • In a survey of executives across verticals, the top benefits of digital transformation were improve operational efficiency , faster time to market , and meet changing customer expectations. [3]

Industrial AR Platforms Usage Statistics

  • PokĂ©mon Go usage stats suggest that 14% of the world’s population has downloaded the game. [2]

Industrial AR Platforms Market Statistics

  • From 2019 2024, the global VR/AR market will see a 77% compound annual growth rate. [4]
  • The AR market is a rapidly growing industry with an estimated market value of $50 billion by 2024. [4]
  • 67% of media planners and buyers want AR/VR ads in digital marketing campaigns. [0]
  • 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. [0]
  • AR/VR in the healthcare market is estimated to reach $7.05 billion. [0]
  • 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. [0]
  • 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. [0]
  • 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%. [0]
  • 64% of marketers are already using or expecting to use AR and VR in the near future. [5]
  • New buyers tend to be younger and more diverse than the general gun buying public, according to a 2017 report published by Southwick Associates, a market research firm, and the National Shooting Sports Foundation. [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]
  • Collaborative Design Review 2% Engineers and designers use a shared view in AR to collaboratively review and develop products AR market overview Which roles and users are enterprises focused on empowering with AR first?. [7]
  • According to Angel.co, there were 2,137 investors in the augmented reality market in August 2019. [2]
  • Tethered and screenless AR captured 27% and 19.1% of the market in 2019, according to IDC analysts. [2]
  • Influencer marketing related companies grew by 26% in 2021 to 18,900 worldwide. [8]
  • With 79% of marketers considering Instagram as an integral part of their campaigns, it’s no wonder that even in 2024, it’s still a worthwhile source of leads. [8]
  • 93% of marketers have used influencer marketing in their campaigns, and it’s now considered as a key advertising strategy. [8]
  • 60% of marketers shared that influencer generated content performs better and drives more engagement compared to branded posts. [8]
  • Since our 2020 survey, the percentage of brands that have a separate budget for content marketing has increased by 4% to 59%. [8]
  • Given how HubSpot reports that 70% of brands use content marketing, this number seems a bit low, though it’s possible that the difference just means that some brands don’t separate their marketing budget into different types of marketing. [8]
  • A staggering 90% of respondents to our influencer marketing survey indicated that they believe influencer marketing to be effective. [8]
  • Unexpectedly, 30% of firms don’t measure their influencer marketing ROI. [8]
  • That’s why 42.3%% of brands believe that conversions and sales are the most important metrics of influencer marketing campaign success. [8]
  • Instagram is the network of choice for influencer marketing campaigns, with 79% of brands considering it the most important platform for them. [8]
  • Nearly two thirds (68%). [8]
  • When asked to provide reasons for their participation in this form of marketing, nearly 70% admitted that their main inspiration was to earn some money. [8]
  • Micro influencers perform the bulk of successful influencer marketing (at least 90% of it). [8]
  • 45% of our survey respondents have been using TikTok for their influencer marketing campaigns. [8]
  • In the BigCommerce Influencer Marketing Survey, 89%% of the respondents believed that the ROI from influencer marketing is better than other marketing channels. [8]
  • While 77% intend to include it in their marketing mix,5% expect to devote half or more of their marketing budget to influencer marketing. [8]
  • Indeed, an additional 28% intend to allocate 30 40% of their total marketing spend to influencer marketing. [8]
  • The global augmented reality market size was estimated at USD 25.33 billion in 2021 and is expected to expand at a compound annual growth rate of 40.9% from 2024 to 2030. [9]
  • Component Insights The hardware segment accounted for the largest revenue share of 59.8% in 2021 and is expected to continue dominating the market in the forecast period. [9]
  • The industrial & manufacturing segment accounted for the largest revenue share of 24.3% in 2021 and is expected to continue dominating the market in the forecast period. [9]
  • Regional Insights North America accounted for the largest revenue share of 33.9% in 2021 and is anticipated to account for a significant market share in the forecast period. [9]
  • The global augmented reality market size was estimated at USD 25.33 billion in 2021 and is expected to reach USD 38.56 billion by 2024. [9]
  • The global augmented reality market is expected to grow at a compound annual growth rate of 40.9% from 2024 to 2030 to reach USD 597.54 billion by 2030. [9]
  • The head mounted display & smart glass dominated the AR market with a share of 70.78% in 2021. [9]
  • The VR and AR device market will be worth $1.8 billion in 2018, according to CCS Insight. [10]
  • In a survey of executives across verticals, the top benefits of digital transformation were improve operational efficiency , faster time to market , and meet changing customer expectations. [3]
  • In that same report, Pinterest said that catalog uploads had doubled globally, and in international markets they were up over 400% year over year. [11]

Industrial AR Platforms Software Statistics

  • However, AR stats for 2024 reveal that AR companies are tilting towards industrial applications (65%). [0]
  • In a survey, over 30% of industry experts cited technical glitches and bulky software as the biggest headache for AR implementation. [0]
  • 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]
  • The software segment is expected to value at the highest CAGR of 41.8% in the forecast period. [9]

Industrial AR Platforms Adoption Statistics

  • However, the national average AR literacy rate is 30%, which indicates that the AR adoption rate should significantly increase to reach its uncovered potential. [0]
  • 32% of respondents stated user experience as the biggest hindrance to VR and AR adoption. [0]
  • In addition, 19% of the group gave the same reasons for the poor adoption of VR. [0]
  • The biggest obstacle to mass adoption of AR technology is user experience at 26%. [1]
  • 69% of tech executives cite slow adoption among consumers as the most common concern about AR. [2]
  • By the end of 2021, there was a 100% increase in advertiser adoption of Pinterest Conversion Analysis and Pinterest Conversion List. [11]

Industrial AR Platforms Latest Statistics

  • ‘Buyers of a median price home are looking at a monthly mortgage payment that is almost 50% higher than it was a year ago.’. [12]
  • The 30 year mortgage rate dips slightly to 5.1% Advanced Search Submit entry for keyword results. [12]
  • Only 1% of retailers are currently using AR or VR in their customer buying experience. [4]
  • 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. [4]
  • In Japan, 66% of consumers want offline stores to offer AR experiences. [4]
  • Retail is expected to account for 5% of AR use by 2024. [4]
  • Threekit’s AR can help retailers increase conversions by up to 40%. [4]
  • According to IDC, global spending on AR/VR in 2020 was estimated to be up to $18.8 billion, up 78.5% from 2019. [4]
  • 67% of advertising agencies say they are making more use of AR. [4]
  • With 83.1 million consumers in the US using AR monthly, AR usership is expected to grow to 17% by 2024. [4]
  • 39% of AR retailers use AR for the consideration phase. [4]
  • 71% of consumers say they would shop more often if they used AR. [4]
  • is the estimated AR Market value by 2024. [4]
  • Online retail accounts for 11% of all retail sales. [4]
  • 32% of consumers use AR while shopping. [4]
  • In 2020, 32% of consumers are using AR while shopping. [4]
  • AR is bringing in extremely high satisfaction levels with 73% of mobile AR users reporting high satisfaction levels. [4]
  • Gartner estimated that over 100 million consumers used AR to shop in 2020. [4]
  • That accounts for 15% of the population. [4]
  • 70% of consumers between ages 16 and 44 are aware of AR. [4]
  • Using 3D technologies in your online shopping experience can increase your conversion rates by up to 40%. [4]
  • This amounts to over 25% of the world’s population. [0]
  • It is predicted to grow at a CAGR of 73.8% between 2019 and 2025. [0]
  • According to augmented reality statistics for 2024, Microsoft won a tender to supply the American Army with 120K HoloLens. [0]
  • 63% of online shoppers claim AR will improve their shopping experience. [0]
  • 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. [0]
  • In addition, 49% say that they are willing to pay more for a product as long as they are allowed to preview in AR. [0]
  • 45% think that AR features save time spent on decision. [0]
  • Handheld devices will have a Compound Annual Growth Rate of 45% between 2021 and 2028. [0]
  • Augmented reality growth statistics show that the handheld sector will grow by nearly 50% during the forecast period. [0]
  • Keep in mind that 90% of businesses fail , so it’s a risky endeavor. [0]
  • 70% of Americans aren’t sure what AR is. [0]
  • Namely, Skrite interviewed around 2,000 Americans to discover that only 37% of interviewees were familiar with the concept of augmented reality. [0]
  • 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%). [0]
  • The primary focus of the 2016 ISACA study was to identify the percentage of people who can recognize and are knowledgeable about IoT devices. [0]
  • 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%. [0]
  • With AR in the equation, the percentage of Americans who could identify such IoT devices was only 43%. [0]
  • One of the impressive stats we’ve retrieved from a 2017 Skrite survey is that 46% of Americans have used an AR app. [0]
  • From September 2017 to March 2018, ARKit only apps had 13 million downloads with the highest number of downloads coming from AR games (47%). [0]
  • According to augmented reality statistics, a further 27% said there’s limited quality content on VR. [0]
  • However, only 18% gave the same sentiments about AR. [0]
  • 70% of consumers believe AR can help them learn new personal and professional skills. [0]
  • The highest percentage of consumers (70%). [0]
  • 95% of US adults own a cellphone, and 77% of said phones are smartphones. [0]
  • Additionally, the highest percentage of Americans (77%). [0]
  • A significantly lower percentage of them (35%). [0]
  • The survey showed that the same percentage of survey participants (23%). [0]
  • According to Global Web Index, 35% of participants that experienced AR in the previous month were in the 16 to 24 age group. [0]
  • Just as many survey participants (35%). [0]
  • The lowest percentage of AR users comes from those in the 55 64 age group (3%). [0]
  • Another interesting piece of information from this study is that more men (29%) engage with AR compared to women (17%). [0]
  • Experts estimated that Augmented Reality would generate $120 billion in 2020. [0]
  • Consumer hardware accounts for 15.6% of AR/VR spending. [0]
  • According to Statista, 15.6% of the total sum went to consumer hardware. [0]
  • Augmented reality games spending accounted for 5.1%, while virtual reality games took a slightly bigger share at 6.6%. [0]
  • The day after the announcement, the company’s stock price plunged by over 35 percent, marking the largest single day drop ever in percentage terms. [13]
  • A survey conducted in the United States in March 2024, found that 48 percent of all respondents stated they were not at all interested in virtually attending a live sporting event in the metaverse. [13]
  • Millennials were the most likely to show interest in attending such an event, with 27 percent saying they would be very interested, and 29 percent saying they would be somewhat interested. [13]
  • After a period of gradual decline, the average annual rate on a 30year fixed rate mortgage in the United States rose to 4.17 percent March 2024, up from 3.08 percent in March 2021. [13]
  • That month, price levels of transportation and communication in China increased by approximately 5.8 percent compared to the same month of the previous year. [13]
  • 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]
  • In 2015, the number was 1.2 million, according to the National Shooting Sports Foundation , an industry trade association. [6]
  • The organization does not provide sales data, nor does it have 2016 production estimates, but says that year’s activity likely broke all records. [6]
  • Americans now own an estimated 15 million AR 15s, gun groups say. [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]
  • Operator & assembly work instructions. [7]
  • Quality assurance 13% Validate production quality by comparing overlaid 3D digital CAD models to physical productions. [7]
  • Virtual layout planning 13% Production facility planning using AR to overlay, change, and validate floor layout designs. [7]
  • Performance dashboards & alerts. [7]
  • Service manual & instructions. [7]
  • Service inspection & verification 21% Service training is more efficient, situational, and realistic than traditional training through paper manuals. [7]
  • Headup display 24% Provides real time access to safety alerts, maps, and other dynamic content overlaid on the user’s dashboard or line of sight. [7]
  • Augmented interface 22% Extend the product’s means to be controlled through an augmented user interface. [7]
  • Digital product extension 20% Overlay digital graphics and information on physical product to enhance overall customer experience. [7]
  • Safety & security training. [7]
  • 70% of consumers believe AR can help them learn new personal and professional skills. [2]
  • Similarly, 64% of consumers think AR will make shopping easier. [2]
  • GlobalWebIndex discovered that in addition to the 35% of AR users aged 16 to 34, another 35% are in the 25. [2]
  • Users aged 35 to 44 account for 27% of the total, while only 3% of users are aged 55 to 64. [2]
  • Despite the obvious advantages and interest from customers, only 32% of retailers say they plan to use AR technology within the next three years. [2]
  • For instance, 24% of respondents blamed a lack of quality content as the chief obstacle slowing the augmented reality trend. [2]
  • 95% of US adults own a cellular telephone, with 77% of those phones being smartphones. [2]
  • Additionally, a high percentage of Americans (77%). [2]
  • A much lower percentage (35%). [2]
  • Finally, only 19% of Americans are using dedicated AR/VR devices. [2]
  • In fact, consumer spending on Google’s Play Store and the Apple’s App Store will reach $156 billion by 2024, according to our latest app download statistics. [2]
  • When asked when this will happen, 81% of respondents predicted it would take place within five years. [2]
  • This versatile platform already has a wide global reach, and 83% of its users turn to it to find something new. [8]
  • After seeing posts with product information on the platform, 87% took a specific action, like following a brand, visiting its retail store, or making a purchase. [8]
  • From an 89% share in 2020, it grew to 91% in 2021. [8]
  • Global sales through social commerce platforms are estimated to reach $958 billion in 2024. [8]
  • 20% of consumers are actually ready to stop following an influencer should they fail to be up front about advertising or sponsorships. [8]
  • In a recent study, it was found that Black influencers make 35% less compared to White content creators. [8]
  • Moreover, according to the study, the racial pay gap between BIPOC influencers and their white counterparts is 29%. [8]
  • 34.5% now pay influencers in money, with an equal amount (34.5%). [8]
  • In addition, 25% of brands gave influencers discounts on products and a much smaller percentage (5.9%). [8]
  • Of course, this means that two thirds of them (70%). [8]
  • Other brands measure success based on engagement or clicks (32.5%) and views, reach, impressions (29%). [8]
  • This is an increase from 68% in 2020. [8]
  • Facebook use has increased 7% to 50%. [8]
  • TikTok remained relatively steady increasing to 46% from 45% and YouTube also saw an increase to 44%, up from 36% in 2020. [8]
  • This percentage is up from 23.5% last year. [8]
  • Micro influencers on Instagram boast an average engagement rate of 3.86%. [8]
  • This declines for every level of influencer before hitting 1.21% for mega. [8]
  • Plus, while YouTube engagement rates tend to be low all around, microinfluencers get an average engagement rate of 1.64% compared to the 0.37% rate of mega. [8]
  • For TikTok, this difference is most notable across microinfluencers on the platform who achieve engagement rates of nearly 18%, while mega influencers get just under 5%. [8]
  • We’ve curated a list of the top earners on YouTube in 2021, along with their estimated earnings. [8]
  • Influencers are asking for more creative control and 83% regard it as their first priority, according to a whitepaper by The Drum. [8]
  • 57.5% also claimed that they engaged as influencers to make an impact or effect change. [8]
  • 42.3% of respondents stated that they more focused on tangible results and favor measuring conversions and sales over engagement or reach. [8]
  • In comparison, only 31% of entertainment/pop culture micro influencers prefer Instagram—a less visual niche. [8]
  • Less than 10% have paid for Instagram native ads, despite their love of this platform. [8]
  • 93% of millennials believe and rely on online reviews to make informed decisions. [8]
  • As many as 93% of millennials perceive online reviews as trustworthy and deem them as credible as recommendations from friends or family. [8]
  • Interestingly, older people are more likely than younger to go to a company’s website after a good review (35% of 1834 yearolds, 47% of 3554 year olds, 69% of 55+). [8]
  • Other common reactions to reading a good review include searching for more reviews to validate choices (19%), visiting the business location (15%), contacting the business (13%), and continuing to search for other businesses (10%). [8]
  • In 2020, 26.4% of internet users used an ad blocker. [8]
  • In 2021, the number of users grew to 27% and it’s predicted that the use of ad blockers will only continue to grow. [8]
  • Additionally, it’s estimated that 40% of adults in the US use an ad blocker. [8]
  • 57% of 1824year old Americans make their first daily contact with news on their smartphones via social media. [8]
  • This statistic changes as people age, with only 29% of people aged 35 first encountering news via social media. [8]
  • According to IScoop the vast majority of people (79%). [8]
  • Those with less than 1,000 followers generally have an engagement rate of 3.6%.. [8]
  • Users with 1 million+ followers only received likes 0.76%% of the time. [8]
  • Instagram has a higher engagement rate (4.84%) than YouTube (4.064%). [8]
  • According to Forbes, Micro influencers will become an overall part of the bigger B2B conversation and play a key role in advertising services and solutions for business. [8]
  • 39% say they discover brands via celebrity endorsements, online posts from expert bloggers, or through vlogs. [8]
  • The FTC sent out an estimated 700 Notice of Penalty Offenses in October 2021 alone to companies, advertisers and retailers. [8]
  • According to Oberlo, there are 740 million professionals on LinkedIn.). [8]
  • 25% of these users are senior level influencers, 57% are male and 43% are female. [8]
  • According to LinkedIn, they have had 9 billion content impressions, with 15 times more content impressions than job postings. [8]
  • 57% of the content impressions come from mobile. [8]
  • The head mounted display & smart glass segment accounted for the highest revenue share of 70.7% in 2021. [9]
  • The handheld devices segment is anticipated to value at the highest CAGR of 42.4% from 2024 to 2030. [9]
  • The automotive segment is predicted to grow at a CAGR of 43.3% over the forecast period. [9]
  • The partnership holds immense potential, particularly given that the Snap Consumer AR Global Report 2021 has revealed that over 90% of people want to use AR for shopping. [9]
  • Global AR and VR spending in 2018 will focus on the following segments 15.6% consumer hardware. [10]
  • 6.6% virtual reality games 5.1% augmented reality games. [10]
  • 3.1% onsite assembly and safety 2.9% retail showcasing 66.6% others. [10]
  • More than 57% of all game developers reside in the US. [14]
  • Revenue from Free to Play games amounts to over 85% of all game revenue. [14]
  • Global Esports industry is growing at the rate of 30% yearover. [14]
  • Over 66% of console gamers prefer physical discs to digital download games. [14]
  • The average age of a gamer is now 35, with almost 75% of all gamers being 18 years or older. [14]
  • While video game industry growth statistics point to record breaking revenues, the reality is that only a fifth of all game titles achieve profitability, and less than 5% of all games that go into production turn a profit. [14]
  • In 2006, females accounted for 38% of all gamers. [14]
  • That figure is now rising above 46% and shrinking the gender gap. [14]
  • The IDC estimates that 40 percent of all technology spending will go toward digital transformations, with enterprises spending in excess of $2 trillion in 2019. [3]
  • CIOs and CEOs are most often reported as owning or sponsoring digital transformation initiatives – 28 percent and 23 percent, respectively. [3]
  • A Tech Pro Research survey found that 70 percentof companies either have a digital transformation strategy in place or are working on one. [3]
  • Research shows more than two thirds – 68 percent– believe the future of business will involve people and AI working collaboratively. [3]
  • Further, 60 percent said they have created new business models as a result. [3]
  • This statistic was surprising less than 30 percent of an organizations’ technology vendors are currently active partners in their digital transformation initiatives. [3]
  • In February 2021, Pinterest reported 459 million monthly active users that was the biggest year over year increase the platform had ever seen (up 37% year over year). [11]
  • But in 2024, they reported a 6% decrease Overall, this isn’t a terribly significant loss. [11]
  • Pinterest’s monthly U.S. user figures shrunk by 12% in 2021. [11]
  • Pinterest’s total revenue increased by 20% in Q4 2021. [11]
  • Pinterest’s overall workforce is 50% women Pinterest reported they had reached a milestone 50% of total employees are now women. [11]
  • 59% of Pinterest’s leadership team is white. [11]
  • According to the company’s most recent diversity report , white people represent 43% of Pinterest’s total workforce but 59% of leadership positions. [11]
  • Black employees make up 4% of the total workforce and 5% of leadership positions. [11]
  • Indigenous people make up 1% of both. [11]
  • Pinterest has pledged to increase the number of employees from underrepresented races and ethnicities to 20% by 2025. [11]
  • In the May 18 2021 report, Pinterest announced that by 2025, their employees will be 20% “people from underrepresented races and ethnicities.”. [11]
  • At 60% of women, the gender divide on Pinterest may be narrowing Women have always outranked men on Pinterest. [11]
  • As of 2024, Pinterest’s self service advertising tools identified the female audience at 76.7%, the male audience at 15.3% and the remainder as unspecified that’s about a 1% change since January 2021. [11]
  • 86.2% of Pinterest users also use Instagram. [11]
  • That makes Instagram the social media platform that has the largest audience overlap with Pinterest (Facebook follows closely behind at 82.7%, then Youtube at 79.8%). [11]
  • The platform that has the least audience overlap with Pinterest is Reddit only 23.8% of Pinterest users are also Reddit users. [11]
  • 1.8% of internet users call Pinterest their favourite social media platform. [11]
  • That doesn’t sound like much, but because there are so many different social media platforms, 1.8% isn’t bad (for reference, there’s no denying that TikTok is huge , yet only 4.3% of internet users aged 16 to 64 called it their favourite in 2021). [11]
  • 82% of people use Pinterest on mobile. [11]
  • The number of mobile users on the platform changes slightly each year, but it has been above 80% since at least 2018. [11]
  • In fact, in an August 2020 report , Pinterest announced that as many as 50% of UK users call it “an online oasis.”. [11]
  • Shopping engagement grew by 20% in 2021. [11]
  • Pinterest reported that “the number of Pinners engaging with shopping surfaces grew over 20% both quarter over quarter and year over year in Q4 [of 2021].”. [11]
  • Pinterest users are in the mood to consume according to the company’s Feed Optimization Playbook , people who use Pinterest weekly are 40% more likely to say they love shopping and 75% more likely to say they’re always shopping. [11]
  • Pinners are 5 times more likely to purchase from. [11]
  • Pinners are specifically searching for TryOn pins lens camera searches are increasing yearover year by 126% 22. [11]
  • Automatic bidding delivered 30% more budget on Black Friday 2021 letter to shareholders , Pinterest says automatic bidding was key to Black Friday efficiency. [11]
  • Other trends include Barkitechture (home decor for animals searches for “luxury dog room” are up 115%). [11]

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

Reference


  1. techjury – https://techjury.net/blog/augmented-reality-stats/.
  2. financesonline – https://financesonline.com/augmented-reality-statistics/.
  3. kommandotech – https://kommandotech.com/statistics/augmented-reality-statistics/.
  4. ptc – https://www.ptc.com/en/blogs/corporate/digital-transformation-statistics.
  5. threekit – https://www.threekit.com/20-augmented-reality-statistics-you-should-know-in-2020.
  6. reydar – https://www.reydar.com/augmented-reality-facts-stats/.
  7. nbcnews – https://www.nbcnews.com/news/us-news/america-s-rifle-why-so-many-people-love-ar-15-n831171.
  8. ptc – https://www.ptc.com/en/resources/augmented-reality/white-paper/state-of-industrial-ar.
  9. influencermarketinghub – https://influencermarketinghub.com/influencer-marketing-statistics/.
  10. grandviewresearch – https://www.grandviewresearch.com/industry-analysis/augmented-reality-market.
  11. arpost – https://arpost.co/2018/05/23/key-statistics-virtual-and-augmented-reality-industry-2018/.
  12. hootsuite – https://blog.hootsuite.com/pinterest-statistics-for-business/.
  13. marketwatch – https://www.marketwatch.com/press-release/industrial-ar-platforms-market-growth-statistics-2024-comprehensive-research-industry-share-global-size-development-strategy-cagr-status-manufacturers-analysis-revenue-gross-margin-and-investment-opportunities-till-2028-2024-04-19.
  14. statista – https://www.statista.com/.
  15. fortunly – https://fortunly.com/statistics/video-game-industry-statistics/.

How Useful is Industrial Ar Platforms

One of the key advantages of industrial AR platforms is their ability to provide workers with real-time information right in their line of sight. This can be incredibly valuable in complex manufacturing environments where employees need immediate access to instructions, diagrams, or other data while performing tasks. By overlaying digital information onto the physical world, AR platforms can help workers complete tasks more efficiently and with greater accuracy.

Another benefit of industrial AR platforms is their potential to reduce training time and costs. Instead of traditional classroom-based training, employees can learn new processes and procedures through interactive AR simulations. This hands-on approach can be more engaging and effective, leading to better retention of information and quicker onboarding of new employees. In addition, AR platforms can help employees troubleshoot issues on the fly by providing step-by-step guidance and diagnostic tools.

Additionally, industrial AR platforms have the potential to improve collaboration among team members. By allowing users to share their augmented view with remote colleagues, AR platforms can facilitate real-time collaboration and communication, regardless of geographical locations. This can be especially useful in industries where teams are dispersed across multiple sites or where experts need to be brought in to solve complex problems.

However, despite these potential benefits, industrial AR platforms still face challenges in terms of widespread adoption. One major barrier is the cost of implementation and maintenance. Investing in augmented reality hardware, software, and training can be a significant financial burden for many companies, particularly small and medium-sized businesses. Additionally, integrating AR platforms into existing systems and workflows can be complex and time-consuming, requiring collaboration across different departments and stakeholders.

Another challenge is the lack of standardization and interoperability among AR platforms. Different vendors offer proprietary solutions that may not be compatible with each other, making it difficult for companies to switch between providers or scale their AR initiatives. This fragmentation can limit the potential benefits of AR technology and create barriers to entry for companies looking to adopt these platforms.

Furthermore, there are concerns around data security and privacy when using industrial AR platforms. As these platforms collect and store sensitive information about employees, processes, and equipment, there is a risk of data breaches or unauthorized access. Companies will need to invest in robust cybersecurity measures to protect their data and ensure compliance with regulations.

In conclusion, industrial AR platforms hold great promise for revolutionizing the way we work and enhancing productivity in various industries. However, their usefulness ultimately depends on how effectively companies can overcome implementation barriers, ensure interoperability, address security concerns, and demonstrate a clear return on investment. Only by addressing these challenges can industrial AR platforms truly deliver on their potential and become an indispensable tool for the future of work.

In Conclusion

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