Augmented Reality Statistics By Revenue, Users, Demographics, Industry, Software, Hardware and Facts

Saisuman Revankar
Written by
Saisuman Revankar

Updated · Mar 04, 2025

Joseph D'Souza
Edited by
Joseph D'Souza

Editor

Augmented Reality Statistics By Revenue, Users, Demographics, Industry, Software, Hardware and Facts

Introduction

Augmented Reality Statistics: Augmented Reality (AR) improves the real world by adding digital elements like images, sounds, and videos to what users see around them. This technology merges virtual objects with reality, creating a more engaging and interactive experience.

Various industries, such as entertainment, healthcare, retail, and education, are adopting AR technology. This report explains in detail how AR is influencing these fields. Smart glasses and mobile apps are improving, making AR more practical and effective. As technology advances, it creates new possibilities for both personal and work-related tasks. AR is bringing fresh innovations that are changing the way people interact with the world in daily life.

Editor’s Choice

  • Augmented Reality Statistics show that the A.R. market valuation will reach up to USD 32 billion and is estimated to be USD 50 billion by the end of 2027.
  • To date, the total number of active A.R. user devices will be approximately 1.4 billion.
  • 3 out of 4 A.R. users who are below 44 years old are aware of augmented reality.
  • Almost 50% of consumers are currently spending more money on shopping due to AR-based shopping methods.
  • As of 2024, the largest A.R. market share was in the electronics segment, with a share of 32.0%.
  • During the same time, the revenue of the mobile A.R. market will be around USD 25.84 billion.
  • The valuation of the mobile augmented reality (A.R.) market reached an estimated USD 25.84 billion in 2024.
  • During the same period, revenue generated by A.R. glasses, hardware, and software for both consumers and enterprises will amount to 10.68 billion U.S. dollars.
  • Augmented Reality Statistics further states that 32% of people who used A.R. for general reasons had non-specific positive responses.
  • The Microsoft HoloLens 2 is recorded as one of the most expensive, at USD 3,500.
  • R. The number of device users will increase enormously, reaching 1.4 billion in 2023 and estimated to be 1.73 billion by 2024.

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Augmented Reality Market Size Forecast

Augmented Reality Market Forcast

  • The global market for Augmented Reality (AR) was about USD 29.6 billion in 2024, an increase from USD 21.2 billion in 2023.
  • By the end of 2025, it is predicted to reach USD 41.3 billion.
  • The AR market is projected to expand at a Compound Annual Growth Rate (CAGR) of 39.5% from 2024 to 2033, eventually reaching USD 591.7 billion by 2033.
  • The AR market is projected to expand at a Compound Annual Growth Rate (CAGR) of 39.5% from 2024 to 2033, eventually reaching USD 591.7 billion by 2033.
  • By 2028, AR revenue is estimated to hit approximately USD 340 billion.
  • North America held a dominant position in the AR market in 2023, capturing over 36% of the global market share.
  • In 2023, the hardware segment of the AR market captured more than 61% of the market share, with the Head-Mounted Display (HMD) segment accounting for over 57%.
  • The Industrial & Manufacturing segment held a 25% share of the AR market in 2023, showcasing its leading application.
  • By 2024, there will be approximately 1.73 billion mobile AR users worldwide.
  • Around 86% of people first experienced augmented reality through their smartphones.
  • Almost 50% of Americans use augmented reality without realizing it.
  • Over 90% of Generation Z consumers are interested in AR shopping experiences, while 61% of all consumers prefer retailers offering AR experiences.
  • A survey revealed that 70% of consumers believe AR can help them acquire new personal and professional skills.
  • 64% of consumers believe AR can enhance their shopping experiences.
  • In digital marketing, 67% of media planners and buyers are interested in AR/VR ads.
  • In 2023, there were an estimated 1.4 billion AR users globally, with this number expected to grow significantly.
  • The UK holds a 9% share of the global immersive reality market.
  • By 2025, AR’s economic value in the vehicle space is projected to range from USD 2 billion to USD 3 billion.
  • Around 32% of Americans are interested in playing augmented reality video games, with 56% of individuals aged 45 to 54 and 44% of those aged 55 to 64 being aware of AR technology.
  • In Japan, 66% of consumers want offline stores to provide AR experiences.
  • Privacy and data security concerns were cited by 49% of respondents as a top legal risk in adopting AR/VR technologies.

U.S. Augmented Reality Market

(Reference: precedenceresearch.com)

  • Augmented Reality Statistics also report that by 2024, the U.S. AR market will be USD 27.32 billion, up from USD 19.69 billion in 2023.
  • The annual growth of the market will grow at a CAGR of 38.8% from 2024 to 2034.
  • By 2034, the market size is estimated to be USD 723.34 billion.

Mobile Augmented Reality Revenue Statistics

Mobile-AR-market-revenue-is-expected-to-top-21-billion-in-2023 (Source: buttercms.com)

  • Augmented Reality Statistics further elaborate that in 2023, the revenue of the mobile A.R. market accounted for around USD 21.07 billion, an increase of 27.08% from the previous year.

Furthermore, the estimated market revenue of the A.R. mobile market in coming years is stated in the table below:

Year Market Revenue
(USD billion)
Year Over Year Increment
2024 25.84

+22.64%

2025

30.77 +19.08%
2026 36.26

+17.84%

2027

39.81

+9.79%

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Augmented Reality Users Statistics

mobile-augmented-reality-ar-users-worldwide-from-2023-to-2028 (Reference: statista.com)

  • As mentioned in Augmented Reality Statistics, the total use of mobile augmented reality (A.R.) by the end of 2024 will be around 1,025 million, an increase from 2023, resulting in 983 million.
  • Furthermore, the total number of mobile A.R. users in the coming years will be 2025 (1,067 million), 2026 (1,106 million), 2027 (1,144 million) and 2028 (1,187 million).

Augmented Reality Statistics By User Demographics

  • In 2024, almost 70% to 75% of A.R. users, including those aged 16 to 44, will be aware of augmented reality.
  • Approximately 56% of users aged 45 and 54 are aware of A.R.
  • Meanwhile, only 44% of A.R. users, those who are 55 to 64 years old, know about A.R. technology.

Augmented Reality Shopping Usage Statistics By Generation

Types of Shopping Gen Z Millennials Gen X Boomers Silent
Furniture or Decor 94% 92%

87%

75%

64%

Clothes, Shoes, and Accessories

92% 90% 84% 65% 57%
Paint Color 91% 91% 85% 73%

58%

Makeup or Hair Color

90% 87% 82% 60% 62%

Augmented Reality Statistics By Industry

ar-market-segmentation-by-industry (Reference: scoop.market.us)

  • The revenue distribution across various industries shows that the electronics segment accounted for the largest share at 32.0%.
  • The services segment holds a share of 12.9%, and manufacturing with 10.3%.
  • Augmented Reality Statistics further represented that other industries’ A.R. share is followed by E-commerce (5.2%), government (4.9%), social media (4.8%), Telecommunications and advertising (4.7% each), robotics (2.2%), and gaming (2%)
  • The remaining 11.1% is categorized as ‘Other’, representing various sectors. 

Augmented Reality Advertising Statistics

  • In the global augmented reality advertising market, total revenue is estimated to be USD 5.2 billion by the end of 2024
  • The market’s annual growth rate will reach a CAGR of 9.25% from 2024 to 2029, and the market volume will reach up to USD 8.0 billion by 2029.
  • The United States of America will account for the highest revenue, resulting in USD 1,224 million in 2024.

Augmented Reality Software Statistics

  • The global revenue of the Augmented Reality Software market should reach around USD13 billion in 2024.
  • Moreover, the annual growth rate accounted for around 6.77% of the CAGR from 2024 to 2029, and the market volume will be USD 18 billion worldwide.
  • The market volume in the United States will account for up to USD 3,945 million in 2024.
  • The number of users of A.R. software is expected to reach 3.7 billion by 2029.
  • As of 2024, Augmented Reality Statistics also show that user penetration will reach 52.8% globally and 56.5% by 2029.
  • The average revenue per user (ARPU) worldwide is projected to reach USD 3.8.

Augmented Reality Hardware Statistics

  • The total revenue in the A.R. Hardware market will be around USD 6.3 billion by the end of 2024.
  • The market’s annual growth rate will increase by 13.17% of CAGR from 2024 to 2029, resulting in USD 11.8 billion by 2029.
  • The American AR market will capture the highest market volume of USD 2,261 million in 2024.
  • It is expected that by 2029, the total number of users will reach around 143.5 million.
  • The market’s user penetration will grow by 0.7% as of 2024 and will be 2.2% by 2029.
  • Similarly, in 2024, the average revenue per user will be around USD 135.6.

Frequency of Augmented Reality Usage Statistics

frequency-of-augmented-reality-ar-use-in-the-united-states-as-of-march-2024 (Reference: statista.com)

  • A report published by Statista in March 2024 shows that in the United States, around 69% of respondents did not use augmented reality (A.R.).
  • Augmented Reality Statistics also reported the other usage frequency of A.R. are stated as less often than monthly (12%), multiple times a week (8%), weekly (6%), monthly (3%), and daily (3%).

The Most Popular Use of Augmented Reality Statistics

gaming-is-by-far-the-most-popular-ar-use (Reference: buttercms.com)

  • In 2024, approximately one-third of Americans, representing 32% of users, expressed an interest in playing augmented reality (A.R.) video games.
  • Meanwhile, other popular uses of A.R. are represented as travel/driving (12%), music (11%), immersive environments (11%), history (10%), training/education (9%), watching movies/T.V. (9%), and imaginary environments (7%).

Common Reasons for Using Augmented Reality

immersion-is-the-most-common-reason-for-using-ar (Reference: buttercms.com)

  • In the U.S., about 32% of A.R. users engage with this technology simply because they enjoy it, without any particular purpose in mind.
  • Meanwhile, the other most common reasons for using Augmented Reality in 2024 are immersion/Escapism (20%), trying something new (11%), enhancing the world (11%), having fun (6%), graphics (4%), and playing Pokemon (3%).

Economic Valuation of A.R. Statistics By Manufacturing IoT

estimated-economic-value-from-manufacturing-augmented-reality-iot-worldwide-in-2025-and-2030 (Reference: statista.com)

  • Augmented Reality Statistics estimate that the manufacturing sector is projected to be worth USD 40 billion in the lower-end scenario and USD 50 billion in the upper-end scenario by 2025.
  • However, the market value will expand by 2030, reaching USD 90 to 110 billion at the lower and upper ends, respectively.

By Offices IoT

  • By 2025, the overall value of A.R. IoT in office environments will range between USD 10 billion and USD 40 billion.
  • The Statista report also shows that the valuation will expand significantly from USD 30 billion to USD 100 billion by 2030.

By Hospitals IoT

estimated-economic-value-from-augmented-reality-in-hospitals-iot-worldwide-in-2025-and-2030 (Reference: statista.com)

  • Meanwhile, the economic value of A.R. IoT in hospitals will reach between USD 20 and 30 billion by 2025 from lower-end and upper-end scenarios.
  • This value will increase significantly by 2030, ranging from 40 to 90 billion U.S. dollars. 

By Vehicles IoT

  • The estimated valuation of A.R. IoT in vehicles will grow from USD 2 to 3 billion by 2025.
  • Moreover, the market’s approached growth is USD 4 to 7 billion by the end of 2030.

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Augmented Reality Statistics By Gaming and Entertainment

  • The market value of the A.R. gaming industry will reach up to USD 38 billion by 2026, with a 33.8% CAGR annual growth rate from 2021 to 2026.
  • Approximately 32% of U.S. players are currently playing A.R. video games, and 60% cite the immersive experience as a key motivator.
  • Additionally, 43% of gamers express interest in A.R. sports
  • Approximately 38% of gamers incorporate augmented reality (A.R.) to enhance their gaming experiences
  • Approximately 71% of consumers stated that they would visit stores more frequently if Augmented Reality (A.R.) were available, while 61% expressed a preference for retailers who provide A.R. experiences.
  • 70% of consumers consider augmented reality (A.R.) to be a valuable resource for learning new skills.

 By Retail and E-commerce

  • Augmented Reality Statistics further state that the A.R. market is expected to grow to USD 50 billion by 2024,
  • As of 2024, over 32% of shoppers are utilizing A.R. during their shopping experiences, representing the adoption increment of A.R. technology in the retail sector.
  • It is projected that approximately 1.3 billion people will use Augmented Reality devices by the end of 2023.
  • In this segment, almost 25% of businesses are integrating augmented reality (A.R.) to increase sales, improve customer interaction, and lower return rates.

Augmented-Reality-Statistics (Source: nitrocdn.com)

By Manufacturing and Industrial Use

  • The economic impact of augmented reality in the manufacturing sector is estimated to range from USD 40 billion to USD 50 billion by 2025.
  • General Electric (G.E.) observed a significant 34% boost in technician performance.
  • Augmented Reality Statistics also show that A.R. reduces order-picking errors by as much as 40%, leading to higher accuracy in inventory management and improved overall operational efficiency.
  • The revenue from A.R. glasses will grow over USD 35 billion by 2026. 

By Healthcare And Medicine

  • According to Augmented Reality Statistics, AR in the global healthcare market is projected to reach an estimated value of around USD 1.19 billion by 2024.
  • The market will grow by USD 3.94 billion by 2029, with an annual growth rate of 26.99% from 2024 to 2029.
  • The North American region secured the highest A.R. healthcare market valuation with a 39.1% share in 2023.
  • In the same A.R. segment, A.I. had a market share of 58.7%, enhancing its usage in surgical preparation and minimally invasive surgery.​
  • In 2024, the implementation of Augmented Reality (A.R.) technologies also enabled monthly cost savings, resulting in USD 200,000 saved by reducing the purchase of pain-relieving medications. 

By AR Glasses

  • By 2024, the total revenue accounted for by A.R. Glass will exceed USD 10.67 billion.
  • The growth rate of the A.R. healthcare segment will exceed 44% of the CAGR from 2023 to 2030.
  • Around 71% of shoppers stated that A.R. apps would be the majority of their shopping, and 61% prefer stores that offer A.R. experiences.
  • Augmented Reality Statistics also stated that around 64% of customers feel that A.R. usage boosts their brand loyalty.

Conclusion

Augmented Reality (AR) is changing many industries worldwide by improving user experiences and making work more efficient. This technology creates interactive and immersive environments, transforming areas like retail, healthcare, education, and entertainment.

As AR technology continues to grow, new applications are emerging, bringing opportunities for economic growth and innovation. Due to rising investments and technological developments, the market for AR is expected to expand rapidly.

However, some challenges remain, including privacy issues, hardware limitations, and the need for more content. Addressing these concerns will be important for AR’s future success.

FAQ.

How does Augmented Reality work?

They basically work on a camera or sensors on devices to detect the environment, and eventually, they overlay digital elements onto that real-world view.

What devices are used to experience A.R.?

Various devices are used, such as smartphones and tablets with AR-capable apps, A.R. glasses (Microsoft HoloLens or Magic Leap), headsets like Oculus Quest, and Smart contact lenses.

What are the different types of A.R.?
  • Marker-based AR: Uses visual markers or Q.R. codes to trigger digital content.
  • Markerless AR: Relies on GPS, accelerometer, and camera to place virtual content in the real world without needing a marker.
  • Projection-based AR: Projects light onto physical surfaces to create interactive visuals.

 

Saisuman Revankar
Saisuman Revankar

Saisuman is a talented content writer with a keen interest in mobile tech, new gadgets, law, and science. She writes articles for websites and newsletters, conducting thorough research for medical professionals. Fluent in five languages, her love for reading and languages led her to a writing career. With a Master’s in Business Administration focusing on Human Resources, Saisuman has worked in HR and with a French international company. In her free time, she enjoys traveling and singing classical songs. At Coolest Gadgets, Saisuman reviews gadgets and analyzes their statistics, making complex information easy for readers to understand.

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