Facebook
TwitterThe reach in the 'AR Hardware' segment of the ar&vr market worldwide was modeled to stand at 46.65 million users in 2024. Following a continuous upward trend, the reach has risen by 42.98 million users since 2020. Between 2024 and 2029, the reach will rise by 96.83 million users, continuing its consistent upward trajectory.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on AR Hardware.
Facebook
TwitterThe reach in the 'AR Hardware' segment of the ar&vr market in the United States was modeled to be ************* users in 2024. Following a continuous upward trend, the reach has risen by ************* users since 2020. Between 2024 and 2029, the reach will rise by ************* users, continuing its consistent upward trajectory.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on AR Hardware.
Facebook
TwitterIn 2024, the installed base of augmented reality (AR) headworn devices is expected to amount to 2.22 million units, rising to 3.58 million units in 2025. With unit sales expected to reach 2.07 million in 2028, the installed base of AR headworn devices is forecast to amount to 5.79 million in the same year.
Facebook
TwitterIt is forecast that over *** million jobs will be enhanced by augmented reality (AR) and virtual reality (VR) technologies in the U.S. by 2030, an increase from the ** thousand jobs that were enhanced by AR and VR in 2019. AR, VR, and mixed reality (MR) is often referred to as extended reality (XR), an emerging term used for all immersive technologies.
Facebook
TwitterIn 2024, unit sales of augmented reality (AR) headworn devices were expected to amount to 1.49 million, rising to 1.63 million units in 2025. Forecasts suggest that by 2028, AR headworn device sales will surpass two million units, contributing to an installed base of 5.79 million. Enterprise AR Enterprise spending on AR glasses is forecast to experience significant growth in the coming years. The enterprise setting includes data visualization in corporate environments, as well as AR glasses software purchases by brands as they look to create AR experiences for customers. AR headset use cases AR headset vendors such as Microsoft, Magic Leap, and Vuzix continue to innovate, developing devices that are helping to support the increased adoption of AR across a range of sectors. For instance, in healthcare, such devices can be used for remote diagnosis and assisted surgeries, while in manufacturing, AR headsets can be used for real-time remote assistance, inspection, and maintenance tasks.
Facebook
TwitterIn 2024, consumer mobile augmented reality (AR) digital goods spending was expected to amount to 1.07 billion U.S. dollars. Consumer mobile AR digital goods spending is forecast to rise to 1.13 billion U.S. dollars in 2025, before climbing to 1.3 billion U.S. dollars by 2028.
Facebook
TwitterIn 2024, consumer mobile augmented reality (AR) digital goods spending was expected to amount to 1.07 billion U.S. dollars, with in-app purchases accounting for 985 million U.S. dollars of this figure. By 2028, consumer spending on mobile AR digital goods via in-app purchases will reach 1.26 billion U.S. dollars.
Facebook
TwitterIn 2024, mobile augmented reality (AR) brand marketing spending was expected to amount to 5.51 billion U.S. dollars. Mobile AR brand marketing spending is forecast to rise to 6.56 billion U.S. dollars in 2025, before climbing to 11.81 billion U.S. dollars by 2028.
Facebook
TwitterIn 2024, there were an estimated 1.03 billion mobile augmented reality (AR) users worldwide, a market that is based on monthly active users of AR experiences on mobile devices, including apps, web AR, and visual search. In 2025, there will be an estimated 1.07 billion mobile AR users, with this figure expected to jump to 1.19 billion by 2028.
Facebook
TwitterIn a comparison of select augmented reality (AR) glasses and headsets, the Microsoft HoloLens 2 device was one of the heaviest, coming in at around 556 grams. Other notable companies offering AR glasses include Xreal, Rokid, and Viture.
Facebook
TwitterThe revenue in the 'AR Software' segment of the ar&vr market worldwide was modeled to be 12.96 billion U.S. dollars in 2024. Following a continuous upward trend, the revenue has risen by 7.1 billion U.S. dollars since 2017. Between 2024 and 2029, the revenue will rise by 5.02 billion U.S. dollars, continuing its consistent upward trajectory.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on AR Software.
Facebook
TwitterThe revenue in the 'AR Hardware' segment of the ar&vr market worldwide was modeled to be 6.33 billion U.S. dollars in 2024. Following a continuous upward trend, the revenue has risen by 5.92 billion U.S. dollars since 2020. Between 2024 and 2029, the revenue will rise by 5.42 billion U.S. dollars, continuing its consistent upward trajectory.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on AR Hardware.
Facebook
TwitterIn a comparison of select augmented reality (AR) glasses and headsets, the Microsoft HoloLens 2 device typically retailed at around 3,500 U.S. dollars. Other notable AR glasses manufacturers include Xreal who offer the Air 2 Ultra and Air 2 Pro.
Facebook
TwitterThe statistic shows the number of virtual reality (VR) and augmented reality (AR) users in the United States from 2017 to 2023. In 2020, **** million people used AR at least once per month in the United States. The corresponding figure for 2023 was forecast to reach over *** million users.
Facebook
TwitterAs of a 2019 report, it is forecast that over *** thousand jobs will be enhanced by virtual reality (VR) and augmented reality (AR) technologies in both Germany and the UK by 2030, an increase from the ** to ** thousand jobs that were enhanced by VR and AR in each of these countries in 2019.
Facebook
TwitterIn 2024, consumer and enterprise augmented reality (AR) glasses hardware and software revenue was expected to amount to 3.47 billion U.S. dollars as a conservative estimate, while optimistic forecasts suggest the market could be worth up to 6.45 billion U.S. dollars. In addition to glasses and headsets, AR can be accessed using smartphones AR technology allows users to view and interact with digital content in the real world. This is achieved by overlaying digital information on top of the user's view of the physical world, giving the illusion that the digital content is a part of the real-world environment. In addition to glasses and headsets, immersive experiences can be fulfilled by AR on smartphones, with the mobile AR market valued at 11.9 billion U.S. dollars in 2024. New AR headset devices entering the market could act as a catalyst The AR hardware market was expected to grow by more than 160 percent in 2024 as more companies and devices entered the market, especially with tech giants like Meta and Apple continuing to take an even greater interest in immersive technologies. While much noise has been made by Meta’s Mark Zuckerberg about the metaverse – a concept that also includes virtual reality technology – Apple‘s Tim Cook instead looks toward AR solutions, with the release of Apple Vision Pro a significant step in the company’s journey into the extended reality sphere.
Facebook
TwitterThis statistic shows the total number of virtual reality (VR) and augmented reality (AR) companies in the United Kingdom (UK) as of July ****, 2017. In the VR/AR space, there are more companies devoted to creating content than any other category, with *** such companies operating in the UK.
Facebook
TwitterThe ad spending in the 'AR Advertising' segment of the ar&vr market worldwide was modeled to stand at 5.16 billion U.S. dollars in 2024. Following a continuous upward trend, the ad spending has risen by 4.54 billion U.S. dollars since 2017. Between 2024 and 2029, the ad spending will rise by 2.88 billion U.S. dollars, continuing its consistent upward trajectory.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on AR Advertising.
Facebook
TwitterOver the forecast period until 2029, the revenue change is forecast to exhibit fluctuations among the three segments. The indicator is forecast to follow predominantly a negative trend. A closer examination reveals that the values decrease in more segments than they increase. For example, the segment AR Hardware experiences an exceptionally strong decrease at 2029, with a value of 0.5 percent. Find further statistics on other topics such as a comparison of the revenue change in the United States and a comparison of the ad spending in Europe.The Statista Market Insights cover a broad range of additional markets.
Facebook
TwitterThe B2C augmented reality (AR) market is expected to grow in the coming years, rising from 24.5 billion U.S. dollars in 2024 to 28.4 billion U.S. dollars in 2025. By 2029, the B2C AR market is forecast to reach 37.8 billion U.S. dollars.
Facebook
TwitterThe reach in the 'AR Hardware' segment of the ar&vr market worldwide was modeled to stand at 46.65 million users in 2024. Following a continuous upward trend, the reach has risen by 42.98 million users since 2020. Between 2024 and 2029, the reach will rise by 96.83 million users, continuing its consistent upward trajectory.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on AR Hardware.