Augmented Reality in Entertainment & Media
Augmented Reality helps immersive theater push the boundaries of storytelling, providing maximally engaging and personalized experiences. It ...
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Augmented Reality in PC and mobile gaming is not just an enjoyable pastime. Rather, it is a paradigm that expands the boundaries of interactive entertainment. Approximately <anchor>one-third</anchor> of Americans are interested in playing AR games, significantly outpacing interest in other uses of AR by nearly threefold.
24+ Augmented Reality Stats (2024-2028)
24+ Augmented Reality Stats (2024-2028)

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# 24+ Augmented Reality Stats (2024-2028)

![](https://cdn.buttercms.com/resize=width:80,height:80/output=f:webp/zeRcXajS1WfPs6J5tVBm)

by Josh Howarth

March 27, 2024

AR integrations are becoming increasingly popular across various sectors, including marketing, manufacturing, and agriculture.

And as a result, the global augmented reality (AR) market is growing rapidly.

With that in mind, we’ll cover a range of statistics related to the AR space:

- [Augmented Reality Statistics (2024)](#ar-stats)
- [Augmented Reality Market Size](#ar-market-size)
- [AR Consumer Preferences](#ar-consumers)
- [AR User Statistics](#ar-user-stats)
- [AR Market Value (By Segment)](#ar-market-value)
- [Stats For AR Glasses](#ar-glasses)
- [AR Headset Data](#ar-headsets)
- [AR Retailer Data](#ar-retailer)

### Augmented Reality Statistics (2024)

- The AR market is valued at over **$32 billion**
- AR revenue is projected to exceed **$50 billion** by 2027
- There are approximately **1.4 billion** active AR user devices
- Around **3 in 4** adults under the age of 44 are aware of AR
- AR-based shopping encourages **almost half** of all consumers to spend more

### Augmented Reality Market Size

#### **The AR & VR market is worth an estimated $32.1 billion ( [Statista](https://www.statista.com/outlook/amo/ar-vr/worldwide))**

![undefined](https://cdn.buttercms.com/output=f:webp/4ViEqpHVRbmF03jNeZGl)

The AR & VR market now generates an estimated **$32.1 billion** each year. Revenue is predicted to grow at a CAGR of 10.77% through 2028.

#### **The AR & VR market is predicted to nearly double between 2024 and 2028 ( [Statista](https://www.statista.com/outlook/amo/ar-vr/worldwide))**

By 2028, total revenue from the AR & VR space is set to increase by **almost 2x**.

This will take the market value beyond the$50 billion mark, reaching **$58.1 billion**.

#### **By 2027, mobile AR market revenue is expected to top $39 billion ( [ARtillery Intelligence](https://arinsider.co/2023/03/20/will-mobile-ar-revenue-reach-39-billion-by-2027/\#:~:text=ARtillery%20Intelligence%20publishes%20its%20five%2Dyear%20mobile%20AR%20outlook.&text=LOS%20ANGELES%2C%20March%2020%2C%202023,percent%20compound%20annual%20growth%20rate.))**

As of 2027, the mobile AR market revenue is predicted to reach **$39.81 billion**, up from **$12.45 billion** in 2021.

![mobile-ar-market-revenue-min.webp](https://cdn.buttercms.com/output=f:webp/hJjJdaMTomdAx6Ea4TSl)

Here’s the mobile AR market revenue breakdown:

YearMarket RevenueIncrease Over Previous YearIncrease Over Previous Year (%)2021$12.45 billion--2022\*$16.58 billion↑ $4.13 billion↑ 33.17%2023\*$21.07 billion↑ $4.49 billion↑ 27.08%2024\*$25.84 billion↑ $4.77 billion↑ 22.64%2025\*$30.77 billion↑ $4.93 billion↑ 19.08%2026\*$36.26 billion↑ $5.49 billion↑ 17.84%2027\*$39.81 billion↑ $3.55 billion↑ 9.79%

_\*Predicted figure_

### AR Consumer Preferences

#### **Nearly half of all consumers are likely to spend more on a product via AR-based shopping ( [Think Mobiles](https://thinkmobiles.com/blog/augmented-reality-retail/))**

Being able to test out a product ahead of purchase is a big deal for many consumers. And AR is increasingly being utilized to provide that ‘try before you buy’ incentive.

Approximately 2 in 5 **(40%)** consumers claim they are likely to pay more for a product that is initially available to test with AR.

#### **Most consumers have a preference AR-integrated shopping ( [Think Mobiles](https://thinkmobiles.com/blog/augmented-reality-retail/))**

![ar-integrated-shopping-min.webp](https://cdn.buttercms.com/output=f:webp/ndkgxuyQOavuh7nONZfQ)

Not only does AR encourage purchasing, but it also makes the shopping experience more enjoyable for many.

A recent study found that over half **(55%)** of shoppers claim AR shopping is more fun.

#### **The most common reason for using AR is Immersion( [Vorhaus Advisors](https://www.statista.com/statistics/1310579/augmented-reality-use-frequency-us/))**

A recent US study found that **32%** of people who use AR do so for non-specific reasons such as liking it.

![using-ar-reasons-min.webp](https://cdn.buttercms.com/output=f:webp/1qyl0VeqQmS9XbzFXIdr)

Of those who gave a specific reason for using AR, immersion/escapism was the most popular answer with **20%** of respondents agreeing.

Here’s the full list of reasons for using AR:

RankReasonShare of Respondents Who Agree1Non-specific Positive Response32%2Immersion/Escapism20%=3To Try Something New11%=3To Enhance the World11%5To Have Fun6%6Graphics4%7Playing Pokémon3%

#### **The most popular AR use is gaming ( [Vorhaus Advisors](https://www.statista.com/statistics/1310579/augmented-reality-use-frequency-us/))**

Around 1 in 3 **(32%)** of Americans are interested in playing augmented reality video games.

![ar-uses-min.webp](https://cdn.buttercms.com/output=f:webp/6YR3KG28ReyExV3eDGtD)

That’s **almost 3x** more than any other AR use.

Below is a list of AR use cases that Americans are most interested in:

RankAR UsePercentage of Americans Interested1Gaming32%2Travel/Driving12%=3Music11%=3Immersive Environments11%5History10%=6Training/Education9%=6Watching Movies/TV9%8Imaginary Environments7%

#### **As many as 75% of 16 to 44-year-olds are aware of AR ( [Leftronic](https://leftronic.com/blog/augmented-reality-statistics/))**

#### The existence of AR has become common knowledge to many consumers.

Between **70% and 75%** of people aged 16 to 44 have heard of AR.

Notably, **56%** of 45 to 54-year-olds are aware of AR. And just **44%** of 55 to 64-year-olds know about AR technology.

#### **Around 9 in 10 Gen Zers have an interest in AR shopping ( [Dynata](https://www.dynata.com/))**

Across the board, members of Gen Z are showing a strong interest in AR-based shopping **(91.75%)**.

![ar-shopping-min.webp](https://cdn.buttercms.com/output=f:webp/cJW2SIFvS7K43Ix0iiOc)

Perhaps unsurprisingly, there is a strong correlation between younger generations (like [Gen Alpha](https://explodingtopics.com/blog/generation-alpha-stats)) and AR shopping interest.

For example, seeing what a piece of furniture will look like interests **94%** of Gen Z, compared to just **64%** of the Silent Generation.

Here’s how the generations compare in terms of the proportion of AR shopping interest:

Shopping UseGen ZMillennialsGen XBoomersSilentVisualizing Furniture or Decor94%92%87%75%64%Visualizing Paint Color91%91%85%73%58%Visualizing Makeup or Hair Color90%87%82%60%62%Visualizing Clothes, Shoes, and Accessories92%90%84%65%57%

#### **7 in 10 shoppers believe AR apps would influence them to shop more often ( [Think Mobiles](https://thinkmobiles.com/blog/augmented-reality-retail/))**

On the whole, consumers feel that AR apps would make them shop more often.

In fact, **71%** agree that this would be the case. And **61%** claim they choose stores with AR over stores without.

### AR User Statistics

#### **There are an estimated 1.4 billion active AR user devices ( [ARtillery Intelligence](https://arinsider.co/2021/02/23/how-big-is-the-mobile-ar-market-2/))**

The number of active AR user devices has been climbing year over year.

In 2019, there were approximately **0.44 billion** active AR user devices. By 2021, this number had almost doubled to **0.81 billion**.

As of 2023, there are **1.4 billion** AR user devices in active use.

And that figure is expected to increase to **1.73 billion** in 2024.

#### **Just 3 in 10 Americans currently use AR ( [Vorhaus Advisors](https://www.statista.com/statistics/1310579/augmented-reality-use-frequency-us/))**

AR adoption may be gathering pace, but still, only a minority of Americans use it.

In fact, just **30%** of Americans use AR. And a third of those ( **10%** total) use it less than once a month.

From the remaining **20%**, there’s an even split between those using it monthly, weekly, multiple times a week, and daily.

### AR Market Value (by Segment)

#### **The AR agriculture market is valued at more than $500,000 ( [BIS Research](https://bisresearch.com/industry-report/ar-agriculture-market.html?utm_source=Statista))**

![ar-agriculture-market-min.webp](https://cdn.buttercms.com/output=f:webp/M2VY3N2BTOuAaPv5iLOg)

The latest data indicates that the AR agriculture market is valued at **$660,000**.

North America **($220,000)** and Europe **($190,000)** are the two largest contributors to this figure.

Here’s a breakdown of regional AR agriculture revenue:

RegionMarket SizeProportion of Total Market SizeNorth America$220,00033.3%Europe$190,00028.8%Asia-Pacific and Japan$110,00016.7%China$50,0007.6%UK$40,0006%Rest of World$50,0007.6%

#### **The AR manufacturing segment is expected to double in value between 2025 and 2030 ( [McKinsey](https://www.statista.com/statistics/1319062/economic-value-from-iot-manufacturing-augmented-reality/))**

As of 2025, the estimated value of the AR manufacturing segment is expected to fall **between $40 billion to $50 billion**.

In just five years, this is expected to roughly double, reaching **$90 billion to $110 billion** by 2030.

#### **The value of AR in offices could increase by up to 10x in a five-year period ( [McKinsey](https://www.statista.com/statistics/1319075/economic-value-from-iot-offices-augmented-reality/))**

AR in offices is likely to be valued at **$10 billion to $40 billion** in 2025.

By 2030, McKinsey predicts that this space will be worth anywhere between **$30 billion and $100 billion**.

#### **By 2030, the value of AR in hospitals could hit $90 billion ( [McKinsey](https://www.statista.com/statistics/1319063/economic-value-from-iot-hospitals-augmented-reality/))**

![ar-in-hospitals-min.webp](https://cdn.buttercms.com/output=f:webp/qAcnG09SzqwHGOIrzPxi)

By 2025, AR in hospitals is expected to reach an economic value of **$20 billion to $30 billion**.

That value is predicted to potentially double to **$40 billion** but could climb up to **$90 billion**.

#### **The AR vehicle space will double in value between 2025 and 2030 ( [McKinsey](https://www.statista.com/statistics/1319070/economic-value-from-iot-vehicle-augmented-reality/))**

As of 2025, the estimated economic value of AR in the vehicle space will be **$2 billion to $3 billion**.

In 2030, that value is projected to rise to somewhere between **$4 billion and $7 billion**.

### Stats for AR Glasses

#### **Between 2023 and 2026, AR glasses revenue is predicted to increase by over 5x ( [ARtillery Intelligence](https://artilleryiq.com/reports/headworn-ar-global-revenue-forecast-2021-2026/))**

As of 2024, revenue from consumer and enterprise AR glasses software and hardware **exceeded 10 billion**. That’s up more than 5x on 2021’s **$1.85 billion**.

![ar-glasses-revenue-min.webp](https://cdn.buttercms.com/output=f:webp/l62brdodS2J30bP4VkAw)

Over the next few years, AR glasses revenue is set to rocket to **over $35 billion** by 2026.

Here’s a breakdown of AR glasses revenue over time:

YearRevenueIncrease Over Previous YearIncrease Over Previous Year (%)2021$1.85 billion--2022\*$3.78 billion↑ $1.93 billion↑ 104.3%2023\*$6.77 billion↑ $2.99 billion↑ 79.1%2024\*$10.68 billion↑ $3.91 billion↑ 57.8%2025\*$23.27 billion↑ $12.59 billion↑ 117.9%2026\*$35.06 billion↑ $11.79 billion↑ 50.7%

#### **Top-end VR glasses are retailed at $3,500 ( [VRcompare](https://vr-compare.com/compare?h1=jtG3rIKIH&h2=mt3AEYJu5&h3=Y2w9aRodp&h4=EkSDYv0cW&h5=MplTgXoYM))**

The price of VR glasses varies significantly from a few hundred dollars to a few thousand.

The Microsoft HoloLens 2 VR glasses are sold for **almost 9x** the price of Nreal Air VR glasses.

#### **On average, top-end VR glasses weigh over 7x more than lightweight models ( [VRcompare](https://vr-compare.com/compare?h1=jtG3rIKIH&h2=mt3AEYJu5&h3=Y2w9aRodp&h4=EkSDYv0cW&h5=MplTgXoYM))**

![top-end-vr-glasses-min.webp](https://cdn.buttercms.com/output=f:webp/NUvn99GRqKNhMzvPEkUw)

There’s a strong correlation between the price of VR glasses and weight.

The heaviest VR glasses can weigh **upwards of 550 grams**. While the lightest VR glasses weigh as little as **76 grams**.

Here’s a look at a selection of five VR glasses by price and weight in 2022:

AR GlassesWeightPriceMicrosoft HoloLens 2556 grams$3,500Magic Leap 2260 grams$3,299Lenovo ThinkReality A3130 grams$1,499Nreal Light106 grams$499Nreal Air76 grams$400

#### **Vuzix’s premium VR glasses are more than 20x more expensive than their budget option ( [Vuzix](https://www.vuzix.com/pages/smart-glasses))**

The most expensive Vuzix VR glasses on offer in 2022 was the Vuzix M4000 at **$2,499.99**.

The least expensive available (Vuzix Smart Swim) was priced at **$199.99**.

Here’s an assortment of Vuzix AR glasses prices in 2022:

AR GlassesPriceVuzix M4000$2,499.99Vuzix M400$1,799.99Vuzix Blade 2$1,299.99Vuzix Blade$999.99Vuzix Smart Swim$199.99

#### **Micro LED AR glasses display chip market revenue is set to increase by over 400x in three years ( [TrendForce](https://www.trendforce.com/presscenter/news/20220629-11280.html))**

Market revenue for micro LED AR glasses for 2023 was estimated to reach **$0.1 million**.

In 2024, this is predicted to increase by **20x** to **$2 million**.

And by 2025, market revenue is projected to hit **$5 million**.

As of 2026, the market for LED AR glasses display chips is likely to skyrocket to **$41 million**.

### AR Headset Data

#### **As of 2026, the AR headset market is expected to ship 50 million units ( [IDC](https://www.idc.com/promo/arvr))**

In 2021, the AR headset market shipped just **over 11 million** units.

That figure is estimated to double in 2023 to **around 23 million** units.

![ar-headset-market-min.webp](https://cdn.buttercms.com/output=f:webp/uY6Mk85ShOnvICJ8DdyI)

By 2026, **over 50 million** VR headsets are predicted to be shipped during the course of the year.

Here’s a breakdown of predicted AR/VR headset shipments from 2021 to 2026:

YearAR Units ShippedConsumerCommercialIncrease Over Previous Year202111.23 million9.54 million1.69 million-202216.5 million13.24 million3.26 million↑ 46.93%202323.4 million17.81 million5.59 million↑ 41.82%202429.33 million21.13 million8.2 million↑ 25.34%202539.07 million25.31 million13.76 million↑ 33.21%202650.46 million30.88 million19.58 million↑ 29.15%

#### **Meta’s Oculus is responsible for two-thirds of XR headset shipments ( [IDC](https://www.idc.com/promo/arvr))**

As of Q2 2022, Oculus made up **66%** of all XR headsets shipped.

Pico made up **11%**, while DPVR had a proportion of **9%**.

Here’s a look at XR headset shipment share over time:

Quarter, YearXR Headset ShareOculusDPVRPicoOthersQ1, 202034%7%6%53%Q2, 202032%8%10%50%Q3, 202029%8%11%52%Q4, 202074%4%3%19%Q1, 202175%6%3%16%Q2, 202167%9%6%18%Q3, 202173%10%6%11%Q4, 202180%8%5%7%Q1, 202277%7%8%8%Q2, 202266%9%11%14%

### AR Retailer Data

#### **More than half of retailers feel ill-prepared to support emerging mobile tech such as VR ( [Cision](https://www.prweb.com/releases/new_wbr_insights_report_finds_retailers_not_ready_for_advanced_mobile_experiences/prweb16492440.htm))**

![retailers-not-prepared-min.webp](https://cdn.buttercms.com/output=f:webp/2ZV8oUJ5RP6Cq2BW43vS)

A recent study found that **52%** of retailers are not fully prepared to support emerging technologies. This includes AI, chatbots, AR and VR.

#### **Only 1 in every 100 retailers are utilizing AR to sell products ( [Marketing Dive](https://www.marketingdive.com/news/52-of-retailers-feel-ill-prepared-to-support-emerging-mobile-tech-study-s/560947/?referrer_site=www.mobilemarketer.com))**

Retailers are adopting AR to aid the sales process.

Yet, just **1%** currently use AR or VR during sales.

#### **Almost 1 in 3 game developers make games for the Oculus Quest ( [Game Developers Conference](https://reg.gdconf.com/state-of-game-industry-2022))**

The Oculus Quest **(27%)** and Oculus Rift **(13%)** have the largest proportion of game developers making games for their devices.

Here’s a look at the top AR/VR platforms receiving attention from game developers:

RankAR PlatformProportion of Game Developers Making Games1Oculus Quest27%2Oculus Rift13%3HTC VIVE12%4Valve Index8%5iOS Phone7%6PlayStation VR6%7PlayStation VR25%8Google ARCore4%9Windows Mixed Reality Headsets4%10HP Reverb2%11Magic Leap One2%12Vive Flow1%-Other5%-None56%

### Conclusion

AR is certainly an emerging market.

However, it’s still unknown which use cases will become mainstream, which makes AR a fascinating market to follow.

If you found these statistics on AR interesting, take a look at our other related content: [Explosive VR Startups](https://explodingtopics.com/blog/vr-startups), [Key Technology Trends](https://explodingtopics.com/blog/technology-trends), and [Mobile App Development Trends](https://explodingtopics.com/blog/app-trends).

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