GITNUX MARKETDATA REPORT 2024

Ar And Vr Industry Statistics

The AR and VR industry is expected to continue growing rapidly, with projected revenues reaching $72.8 billion by 2024.

Highlights: Ar And Vr Industry Statistics

  • As of 2022, the global augmented reality (AR) and virtual reality (VR) market is expected to reach $209.2 billion.
  • By 2024, it is expected that there will be over 171 million VR users worldwide.
  • The AR and VR headset market is forecasted to reach 76.7 million units by 2024.
  • As of 2021, 62% of businesses are using AR/VR for workforce training.
  • Augmented reality mobile games are expected to reach 2.8 billion downloads by 2023.
  • The enterprise sector accounts for over 35% of the AR and VR market spend.
  • The VR industry saw a 350% increase in investments in 2020.
  • By 2025, the worldwide AR and VR market is expected to reach $606.2 billion.
  • About 43% of manufacturing companies currently use VR hardware and software in production.
  • Medical education holds a significant portion of the VR market, expected to reach $2.4 billion by 2026.
  • More than 50% of immersive technology professionals believe the AR market has the greatest potential.
  • In 2021, investments in augmented and virtual reality soared to $6.95 billion in the second quarter.
  • Mobile AR active users were forecast to reach 598 million by 2020.
  • 57% of people are interested in using AR or VR in their daily life.
  • By 2025, the VR market in the US is forecasted to reach $34.08 billion.
  • Between 2020 and 2027, the CAGR of the global AR and VR market is projected to be 63.3%.

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The Latest Ar And Vr Industry Statistics Explained

As of 2022, the global augmented reality (AR) and virtual reality (VR) market is expected to reach $209.2 billion.

The statistic that as of 2022, the global augmented reality (AR) and virtual reality (VR) market is projected to reach $209.2 billion signifies the substantial growth and increasing adoption of AR and VR technologies across various industries. This figure reflects the growing interest and investment in immersive technologies that offer unique and engaging experiences for users. The rise of AR and VR applications in areas such as gaming, entertainment, healthcare, education, and retail is contributing to the significant market value. Companies are increasingly leveraging AR and VR technologies to enhance customer experiences, streamline operations, and create innovative solutions, driving the market’s expansion. As the capabilities and applications of AR and VR continue to evolve, it is anticipated that the market will continue to grow, presenting lucrative opportunities for businesses and further shaping the digital landscape.

By 2024, it is expected that there will be over 171 million VR users worldwide.

The statistic “By 2024, it is expected that there will be over 171 million VR users worldwide” indicates a projected significant rise in the adoption and usage of virtual reality (VR) technology within the next few years. This estimate suggests that VR is becoming increasingly popular and accessible to a growing number of individuals globally, likely driven by advancements in technology, diverse applications of VR across various industries such as gaming, healthcare, education, and entertainment, as well as increasing affordability of VR devices. The growth in VR users not only reflects a trend towards immersive and interactive digital experiences but also highlights the potential for VR to revolutionize how we perceive and engage with virtual environments in the years to come.

The AR and VR headset market is forecasted to reach 76.7 million units by 2024.

The statistic stating that the Augmented Reality (AR) and Virtual Reality (VR) headset market is forecasted to reach 76.7 million units by 2024 signifies a significant growth trajectory for the industry. This projection suggests a rising trend in the adoption of AR and VR technologies, driven by various factors including advancements in hardware capabilities, increasing demand for immersive experiences in gaming, entertainment, education, and training sectors, as well as the expanding applications in industrial and healthcare fields. The forecasted surge in unit sales highlights the potential for AR and VR to become more mainstream and pervasive in various aspects of daily life, with a growing market that is poised for continual expansion in the coming years.

As of 2021, 62% of businesses are using AR/VR for workforce training.

The statistic ‘As of 2021, 62% of businesses are using AR/VR for workforce training’ indicates that a significant majority of businesses have incorporated augmented reality (AR) and virtual reality (VR) technology into their training programs for employees. This suggests a growing trend towards utilizing innovative and immersive technologies to enhance the efficiency and effectiveness of employee training. The statistic highlights the increasing recognition among businesses of the potential benefits of AR and VR in providing hands-on and interactive learning experiences for their workforce. This shift towards AR/VR training could signify a move towards more engaging and impactful training methods, ultimately aiming to improve employee skills and performance within the organizations.

Augmented reality mobile games are expected to reach 2.8 billion downloads by 2023.

The statistic provided suggests that the number of downloads for augmented reality mobile games is projected to increase significantly, reaching a substantial 2.8 billion by the year 2023. This indicates a growing popularity and interest in this category of mobile games among consumers. The expected rise in downloads may be driven by various factors, such as advancements in technology enabling more immersive and engaging gaming experiences, increased adoption of smartphones and mobile devices globally, as well as evolving consumer preferences towards interactive and innovative forms of entertainment. This statistic highlights the potential for continued growth and expansion in the augmented reality gaming industry in the coming years.

The enterprise sector accounts for over 35% of the AR and VR market spend.

This statistic indicates that a significant portion, specifically over 35%, of the spending in the Augmented Reality (AR) and Virtual Reality (VR) market comes from the enterprise sector. This suggests that businesses, rather than individual consumers, are heavily investing in AR and VR technologies for various purposes such as training, product development, marketing, and customer engagement. The high level of investment from the enterprise sector demonstrates the growing recognition of AR and VR technologies as valuable tools for improving business operations and enhancing the overall customer experience.

The VR industry saw a 350% increase in investments in 2020.

The statistic “The VR industry saw a 350% increase in investments in 2020” indicates that the amount of money being invested in virtual reality (VR) technologies in 2020 was 3.5 times higher than the previous year. This substantial increase suggests growing interest and confidence in the VR market, with investors believing in the potential for future growth and profitability within the industry. Such a significant jump in investments may be attributed to various factors such as advancements in VR technology, increased consumer adoption, and the expanding applications of VR in different sectors like gaming, education, healthcare, and more. This statistic serves as a positive indication of the maturation and potential of the VR industry, highlighting a promising outlook for the sector in the coming years.

By 2025, the worldwide AR and VR market is expected to reach $606.2 billion.

The statistic that the worldwide augmented reality (AR) and virtual reality (VR) market is expected to reach $606.2 billion by the year 2025 indicates a significant growth and adoption of these technologies across various industries and consumer sectors. This projection suggests a strong market demand and investment in AR and VR technologies, driven by advancements in hardware and software capabilities, increased consumer awareness, and integration of these technologies into a wide range of applications such as gaming, entertainment, education, healthcare, and enterprise solutions. The substantial market value forecast also highlights the potential for AR and VR to revolutionize the way we interact with digital content and immersive experiences in the coming years, making them key players in the evolving tech landscape.

About 43% of manufacturing companies currently use VR hardware and software in production.

The statistic “About 43% of manufacturing companies currently use VR hardware and software in production” indicates that a substantial portion of manufacturing companies have adopted Virtual Reality technology for their operations. This adoption suggests a growing trend towards integrating modern technologies to enhance efficiency, productivity, and innovation within manufacturing processes. By employing VR hardware and software, these companies are likely to benefit from improved training programs, enhanced product design capabilities, streamlined production processes, and overall cost savings. This statistic highlights the increasing importance of technological advancements in modern manufacturing practices and the competitive edge that companies can gain by embracing innovative tools such as Virtual Reality.

Medical education holds a significant portion of the VR market, expected to reach $2.4 billion by 2026.

The statistic indicates that medical education is a major player in the virtual reality (VR) market, with expected growth to reach $2.4 billion by the year 2026. This suggests that VR technology is increasingly being utilized within the field of medical education to enhance teaching and learning experiences. The substantial investment and market size forecasted for medical education in VR underscore the industry’s recognition of the value and potential impact of integrating virtual reality into training and educational programs for healthcare professionals. This growth trajectory highlights the important role that VR is poised to play in revolutionizing the way medical education is delivered and the potential benefits it can offer in improving training outcomes and overall healthcare quality.

More than 50% of immersive technology professionals believe the AR market has the greatest potential.

This statistic indicates that a majority of professionals working in the field of immersive technology view the Augmented Reality (AR) market as having the most significant growth potential. The fact that more than 50% of these professionals hold this belief suggests a collective optimism and confidence in the future prospects of AR technology. This could be driven by various factors such as increasing adoption of AR in industries like gaming, healthcare, education, and retail, as well as advancements in AR hardware and software capabilities. The perception of AR as having the greatest potential implies that professionals in the industry may be focusing their efforts and investments towards developing innovative AR applications and solutions to capitalize on the anticipated growth in this market.

In 2021, investments in augmented and virtual reality soared to $6.95 billion in the second quarter.

The statistic indicates that there has been a substantial increase in investments in augmented and virtual reality technologies during the second quarter of 2021, reaching a total of $6.95 billion. This surge in investment suggests a growing confidence in the potential of augmented and virtual reality to transform various industries and create new opportunities for innovation and growth. The significant financial commitment from investors reflects a belief in the long-term viability and profitability of these technologies, potentially paving the way for further advancements and developments in the AR and VR sectors in the coming years.

Mobile AR active users were forecast to reach 598 million by 2020.

This statistic indicates that the number of active users engaging with Mobile Augmented Reality (AR) technology was projected to reach 598 million by the year 2020. Active users refer to individuals who actively use and interact with AR applications on their mobile devices. The forecast suggests a significant uptake in the adoption of AR technology, emphasizing the growing popularity and integration of AR into mobile platforms. This projection underscores the increasing relevance and appeal of AR applications across various industries and highlights the potential for continued growth and innovation in the AR market.

57% of people are interested in using AR or VR in their daily life.

The statistic that 57% of people are interested in using augmented reality (AR) or virtual reality (VR) in their daily life indicates a considerable level of enthusiasm and potential adoption of these technologies among the general population. This finding suggests a growing interest and recognition of the benefits that AR and VR can offer in various aspects of daily life, such as entertainment, education, communication, and productivity. The statistic highlights the increasing popularity and relevance of AR and VR technologies in society, indicating a potential shift towards more immersive and interactive experiences in the way people engage with technology in their everyday lives.

By 2025, the VR market in the US is forecasted to reach $34.08 billion.

The statistic indicates that projections show the virtual reality (VR) market in the United States is expected to grow significantly by the year 2025, reaching a value of $34.08 billion. This forecast suggests a strong potential for growth and expansion within the VR industry, with increasing adoption and investment expected over the next few years. Factors contributing to this growth may include advancements in technology, increased consumer interest, and the development of diverse applications for VR across various industries such as gaming, entertainment, education, and healthcare. The statistic serves as a promising indicator of the continued evolution and significance of VR technology in the coming years, signaling opportunities for businesses, investors, and consumers within the market.

Between 2020 and 2027, the CAGR of the global AR and VR market is projected to be 63.3%.

The Compound Annual Growth Rate (CAGR) of the global Augmented Reality (AR) and Virtual Reality (VR) market between 2020 and 2027 is expected to be 63.3%. CAGR is a measure used to express the average annual growth rate of an investment or market over a specified period of time. In this case, a CAGR of 63.3% suggests a significant and rapid growth trajectory for the AR and VR market. This statistic indicates that the market is expected to expand at a substantial rate over the next seven years, driven by advances in technology, increasing adoption across various industries, and growing consumer interest in immersive experiences provided by AR and VR applications.

Conclusion

As demonstrated by the comprehensive statistics presented on the AR and VR industry, it is evident that these technologies are rapidly growing and evolving. The increasing adoption in various sectors and the promising market projections signify a bright future for AR and VR technologies. Companies and individuals alike should take advantage of this trend and stay abreast of the latest developments in order to leverage the full potential of AR and VR in the coming years.

References

0. – https://www.www.statista.com

1. – https://www.www.pwc.com

2. – https://www.techcrunch.com

3. – https://www.digiday.com

4. – https://www.arinsider.co

5. – https://www.www.emarketer.com

6. – https://www.www.nist.gov

7. – https://www.vrworldtech.com

8. – https://www.www.pwc.co.uk

9. – https://www.www.juniperresearch.com

10. – https://www.arpost.co

11. – https://www.www.globenewswire.com

12. – https://www.www.grandviewresearch.com

How we write our statistic reports:

We have not conducted any studies ourselves. Our article provides a summary of all the statistics and studies available at the time of writing. We are solely presenting a summary, not expressing our own opinion. We have collected all statistics within our internal database. In some cases, we use Artificial Intelligence for formulating the statistics. The articles are updated regularly.

See our Editorial Process.

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