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60+ Augmented Reality Statistics: Immersive Tech in 2025

December 23, 2024

augmented reality statistics

Augmented reality has evolved from being a nascent technology to a standard go-to tech.

Be it medical imaging, gaming, automotive, construction, or retail; augmented reality marked a shift from manual human dependency to 3D product prototyping. This reduced prediction inaccuracies, user dissatisfaction, or broken brand experience. 

AR technology blends the physical and digital worlds and enables businesses to optimize consumer experience. Businesses are transitioning to full-fledged AI visualization software to project computer-generated graphics in the real world.  

Let's explore the world of AR through 60+ augmented reality statistics and learn how immersive experiences are moving the needle for brands and pivoting them toward growth.

Whether you're a tech enthusiast, innovator, investor, metaverse enthusiast, or reader, these statistics will measure the full scope of AR's potential, impact, and current prospects. 

Top augmented reality statistics

Valued at over 32 billion dollars, augmented reality has transformed various commercial and noncommercial brands from traditional outlooks to delivering immersive experiences for consumers. 

One question looms: Is investing in AR worth the hardware and software resource management, and would consumers glean the right data from the visuals you present? Below are some leading industry statistics that would paint a clear picture for you.

  • Revenue in AR and VR market worldwide is projected to reach USD $40.4 Billion in 2024.
  • The largest market within the augmented reality market is AR software, which has a market value of USD 13.0 billion in 2024.
  • The AR/VR market worldwide is expected to reach 3.7 billion users by 2029.
  • The average revenue per user for augmented reality is expected to be USD 11.9. 
  • Seven out of 10 early adopters expect VR/AR to fundamentally change their lives in six domains: media, education, work, social interaction, travel, and retail. 

AR applications are accessible on various devices, such as smartphones, tablets, wearable devices like smart glasses, and AR headsets. These devices use sensors, accelerometers, input trackers, cameras, and fiduciary marking to create geometric focus angles and overlay 3D content as a projection.

Since the mid-1990s, when games like Half-Life Alyx and The Street Brawl were all the rage, AR has grown exponentially as a gaming technology and then as a commercial B2B technology. Below are the stats that conform to the journey of AR and certify its growth over the past years. 

Augmented reality growth statistics

AR's growth has been remarkable and shows no signs of slowing down. Rapid technological advancements, increasing acceptance, and adoption in various sectors drive its rise.

  • The augmented reality market is estimated to be USD 42.48 billion in 2024 and is expected to reach USD 248.38 billion by 2029. 
  • Manufacturing in augmented reality Internet of Things (IoT) will have an economic value between 40 and 50 billion USD by 2025
  • In 2024, consumer and enterprise augmented reality (AR) glasses hardware and software revenue was expected to be 3.47 billion US dollars. 
  • Over a quarter of shoppers purchased furniture online using AR, followed by one-fifth using it for clothing and accessories. 
  • Both the number of smartphone QR scanners and AR users grew to 94.1 million and 97.1 million, respectively, in 2023, and growth will continue by 2025. 

55%

is the market share of head-mounted displays (HMD) that is leading the market today

Source: imarc


  • In 2024, there are estimated to be 1.03 billion augmented reality (AR) users worldwide, including apps, web AR, and visual search.
  • Deskless workers, who comprise about 80% of the global workforce, might spearhead the adoption of AR technologies.
  • More than a third of early adopters expect 5G to make VR mobile by providing a stable, fast, and high-bandwidth network.

According to the industry estimates above, the global AR technology market will reach a fantastic value in the coming years. The primary factors contributing to the growth of AR technology are edge computing, efficient head-over-display gears, and treadmill floors or motion controllers, which offer a smooth ecosystem for AR playbacks and data storage.

Augmented reality consumer statistics

Given the vast array of applications of this technology, AR consumers form a diverse group. AR's appeal spans multiple demographics and industries, from gamers to shoppers, students to professionals.

Educators and students utilize AR or VR in educational settings to enhance classroom experiences and empower students. Teachers use AR to bring to life abstract concepts, making them more accessible and engaging. Students use AR applications to interact with 3D models, conduct virtual experiments, and explore places they wouldn't otherwise be able to visit.

There is also an increase in AR adoption in the healthcare industry. Professionals use it for various purposes, such as visualizing complex medical conditions, planning surgeries, human anatomy, and medical training. Patients, in turn, use AR applications for rehabilitation and to better understand their health conditions. 

Let's look at some statistics to understand the state of AR consumers and users.

  • Products advertised by AR/VR saw a 94% higher conversion rate than products without that content. 
  • 43% of those who use their smartphones to shop expect all beauty brands to use AR.
  • More than 90% of US citizens would consider visual search with augmented reality for shopping. 
  • Nearly half of Gen Z say using AR lenses/filters helps them feel more connected to brands. 
  • AR/VR adoption in retail is expected to reach a market value of $7.95 billion by 2025, with 40% of consumers willing to pay more for AR experiences.
  • By 2028, AR users in the US will reach 116.0 million, and VR users will reach 91.3 million.
  • More than 250 Snapchatters have engaged with AR shopping lenses more than 5 billion times. 

67%

of consumers show interest in AR for entertainment, such as concerts or sports events.

Source: Snapchat

  • Unit sales of augmented reality head-worn devices are expected to amount to 1.49 million in 2024 and 1.63 million in 2025.
  • By 2028, AR head-worn device sales will surpass 2 million units, contributing to an installed base of 5.79 million. 
  • The hardware segment accounted for the largest market share of over 58% in 2024, owing to the rising adoption of AR headsets, smart glasses, and displays.
  • 79% of consumers are interested in using AR to interact with a product before buying.
  • 73% of consumers show interest in experiencing AR at events and conferences.
  • 79% of consumers are interested in AR for entertainment, such as concerts and sports events. 
  • 84% of consumers say they're interested in AR for learning.
  • 83% of consumers show interest in accessing AR maps that help navigate.
  • E-commerce has seen an evident spike in the AR user base, with 5.2% of AR market revenues attributed to this sector.
  • North America held the largest revenue share of 36.14% of the AR market in 2023.
  • 14% of marketers are using virtual reality and augmented reality as part of their marketing strategy, and 49% plan to increase their investment in 2024. 
  • AR product visualization will grow from $2.13 billion dollars to 30.2 billion dollars by 2024. 
  • 78% of consumers are interested in using AR to participate in wellness or fitness activities. 
  • 72% of brands agree AR makes sure that products or events are accessible to all.
  • 83% of consumers believe AR has the potential to help the environment by reducing returns.
  • 4/5 who already use AR ads say it provides opportunities for deep and meaningful engagement. 
  • 81%of shoppers feel more confident in their purchase as a result of using AR.
  • 75% of consumers say they'd be interested in using AR instructions. 

Engineers, retail customers, tourists, and fitness enthusiasts use AR differently for their unique purposes. 

AR in gaming statistics

AR is revolutionizing the gaming industry, adding a new dimension to how games are developed, played, and experienced. With a controlled framework for user movements, on-screen mobility, and virtual graphics, AR gaming becomes more compatible with digital gadgets. 

These AR games can be played on smartphones, TVs, tablets, or arcades, making the technology easy and convenient for game lovers. Developers are increasingly focusing on improving photorealistic effects and increasing data overload on servers to make the games more fast and efficient. Let's look at some widely spoken about gaming trends and statistics in AR: 

  • The augmented reality gaming market size is forecast to increase by USD 69.04 billion at a CAGR of 47.7% between 2023 and 2028. 
  • AR head-mounted displays (HMDs) lead the market with around 55% market share in 2024. 
  • Shooting games also dominate the AR gaming market, with over 20% market share in 2024. 
  • Around 90% of American adults have smartphones, making games like Minecraft Earth and Pokemon Go widely accessible.
  • Around 32% (1 in 3 Americans) are interested in playing augmented reality video games.
  • The augmented reality and virtual reality market in Japan will grow at a CAGR of 30.6% from 2022 to 2027.
  • AR gaming is interesting to two out of three respondents (66%) who want to play not only at home but also when on and about. 
  • 75% of gamers are interested in different AR activities, such as AR gaming, AR TV and video viewing, and AR home planning.
  • 43% are very interested in AR sports, and 1 in 4 consumers say that they will use AR when exercising in the next five years. 
  • 4 out of 10 AR gamers agree that AR gaming will be more interesting with better and more immersive games, access to low-cost glasses, and better batteries.

20.9 billion

is the value of the metaverse gaming industry in 2024, which has doubled since 2022

Source: Statista

  • By 2026, 25% of Americans will spend at least an hour a day in the metaverse.
  • It is estimated that Metaverse could contribute an additional five trillion US dollars to the world economy by 2030.
  • Roblox is the most expansive Metaverse game, with 230 million active users, followed by Minecraft, with 165 million, and Fortnite, with 65 million.
  • Among current AR gamers, 6 out of 10 list immersive experience as a key driver for playing AR games. 

Looking forward, the future of AR in gaming seems bright. The advent of AR glasses and wearables could also transform the way you play games, offering even more immersive and hands-free gaming experiences. 

Unlock the world of immersive possibilities.

The advent of AR was a feat in the modern world and inspired millions of growth-seeking businesses to look beyond the revenue-generating spectrum and actually care about the value they bring to the table.

Even if augmented reality is in its initial stage, consumers' mindsets are shifting from viewing it as a source of entertainment to simplifying their day-to-day experiences and making informed decisions. With consumers' acceptance, brands are now on a roll in integrating AR with critical product lifecycles to stay ahead of the competition and become market movers.

Explore 90+ powerful virtual reality statistics to broaden your knowledge of how virtual reality is influencing brands today.


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