Augmented Reality (AR) Content Management Systems Statistics 2023
– Everything You Need to Know

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Augmented Reality (AR) Content Management Systems Statistics 2023: Facts about Augmented Reality (AR) Content Management Systems outlines the context of what’s happening in the tech world.

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Top Augmented Reality (AR) Content Management Systems Statistics 2023

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Augmented Reality (AR) Content Management Systems “Latest” Statistics

  • According to verified market research, a research organization, the market for augmented reality software was estimated to be worth USD8.59 billion in 2020 and is expected to reach USD137.14 billion by 2028, rising at a CAGR of 57.21% from 2021 to 2028.[1]
  • The market for augmented reality gaming is predicted to reach 33.5 billion by 2027, rising at a CAGR of 41.3% between 2020 and 2027.[2]
  • 40% of augmented reality players agree that using more immersive games and affordable glasses would make the genre more intriguing.[2]
  • In terms of consumer expenditure, hardware is the biggest single sector of the augmented reality market at 15% of overall expenses.[2]
  • GE has tried voice commands in augmented reality experiences that let industrial employees complete difficult wiring tasks in wind turbines, and the company saw a 34% boost in productivity.[3]
  • The total expenditures for service teams are reduced by 11%, work error rates are reduced by 17%, and repair quality is improved thanks to these augmented reality displays.[3]
  • Most complicated apps that go beyond a simple animated 3D augmented reality postcard or business card will need additional functionality, like object tracking or extended tracking.[4]
  • A cognizant poll found that roughly 60% of respondents from businesses that had recently embraced augmented reality thought it was a mature technology that would become well-established and extensively used in 18 months to 3 years after deployment.[5]
  • 70% of customers think augmented reality may help them develop new professional and personal abilities.[6]
  • An additional 27% of respondents to data on augmented reality said there is little high-quality material available for VR.[6]
  • Consumer spending on AR/VR is anticipated to account for a 37.4% share of the worldwide AR/VR customer market in 2022, according to data on augmented reality.[6]
  • Another intriguing finding from this research is that males interact with augmented reality at a rate of 29% compared to women’s rates of 17%.[6]
  • According to augmented reality market development estimates, the portable market would expand by close to 50% throughout the anticipated timeframe.[6]
  • According to studies on augmented reality in e-commerce, 61% of online consumers like making purchases on websites that support ar. 35% said that AR would lead to more online shopping.[6]
  • In a poll, over 30% of industry professionals said that clunky software and technological problems were the major obstacles to implementing augmented reality.[6]
  • 49% of respondents said they would be prepared to pay extra for a product if they could preview it in augmented reality.[6]
  • 46% of Americans have used an augmented reality app, which is one of the astounding statistics we’ve gleaned from a 2017 Skrite poll.[6]
  • The poll revealed that 23% of respondents have used VR headsets and experienced augmented reality.[6]
  • This method often omits over 95% of the data, a drawback that augmentation may address immediately.[7]

Augmented Reality (Ar) Content Management Systems “Ar” Statistics

Augmented Reality (AR) Content Management Systems “Other” Statistics

  • 49% of these executives believe that the AR/VR advertising interactivity will help combat ad blocking.[2]
  • 70% of industry executives believe the AR sector will generate more money than the VR market.[2]
  • High CAGRs in AR bespoke app development is expected to increase expenditure on AR services by 133%, AR consultancy services (121.9%) and AR systems integration (130.4%).[2]
  • According to U.S. customers, the top four advantages of AR at work are improved cooperation (72%), enhanced efficiency (69%), modern business models/offerings (68%), and better marketing (61%).[2]
  • 42% of businesses employing AR/VR use virtual demonstrations or interactive technologies to enhance interactions between staff and customers with the company’s goods and services.[2]
  • In the next five years, 25% of customers said they would use AR for physical activity.[2]
  • 40% of augmented reality players agree that using more immersive games and affordable glasses would make the genre more intriguing.[2]
  • According to Ericsson 2019, 60% of AR players identify an immersive gaming experience as a major motivator.[2]
  • Over the next five years, AR host devices will increase at a CAGR of 128.3%, while spending on AR software will increase at 121.8%.[2]
  • IDC 2020 projects that screenless viewers will account for 5% of all AR shipments, amounting to 300.00.[2]
  • 71% of customers are interested in purchasing at stores that provide try-before-you-buy alternatives based on AR.[2]
  • 48% of customers said they would be more inclined to make a purchase from a store that uses or provides AR.[2]
  • The AR application enables new intel employees to pick up items 15% more quickly than those with just conventional training.[3]
  • GE has tried voice commands in augmented reality experiences that let industrial employees complete difficult wiring tasks in wind turbines, and the company saw a 34% boost in productivity.[3]
  • Intel uses AR in its warehouses, reducing picking times by 29% while achieving near.[3]
  • Investment in AR technology will reach $60 billion in 2020, even if it is still in its infancy.[3]
  • Trainees who used AR finished the task in 35% less time than those who used conventional 2D drawings and documentation.[3]
  • A new analysis projects that the worldwide AR industry will expand at a CAGR of 37.66%, from 12.56 billion in 2020 to 85.47 billion by 2026.[4]
  • Over 50% of AR systems need custom 3D images to be created from scratch to meet specific business objectives.[4]
  • Eighty-five out of that group, or 80%, have embraced AR and anticipate outperforming or significantly outperforming their rivals in three years.[5]
  • User experience was cited by 32% of respondents as the largest barrier to the adoption of VR and AR.[6]
  • Customers believe utilizing AR gadgets might have a positive impact on healthcare, and 64% of them believe it would have a positive impact on shopping.[6]
  • AR/VR advertising is desired by 67% of media buyers and strategists for digital marketing initiatives.[6]
  • Only 19% of Americans use standalone AR/VR devices, a substantially smaller number (35%).[6]
  • 35% of participants who had experienced AR in the preceding month, according to the Global Web Index, were between the ages of 16 and 24.[6]

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About Author & Editorial Staff

Steve Goldstein, founder of LLCBuddy, is a specialist in corporate formations, dedicated to guiding entrepreneurs and small business owners through the LLC process. LLCBuddy provides a wealth of streamlined resources such as guides, articles, and FAQs, making LLC establishment seamless. The diligent editorial staff makes sure content is accurate, up-to-date information on topics like state-specific requirements, registered agents, and compliance. Steve's enthusiasm for entrepreneurship makes LLCBuddy an essential and trustworthy resource for launching and running an LLC.

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