Augmented Reality (AR) Game Engine Statistics 2023
– Everything You Need to Know

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

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Top Augmented Reality (AR) Game Engine Statistics 2023

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Augmented Reality (Ar) Game Engine “Latest” Statistics

  • 88% of medium-sized enterprises use augmented reality.[1]
  • According to a poll, 32% of respondents said they prefer utilizing augmented reality when shopping, and 73% expressed great happiness.[1]
  • Regarding the academic topics of biology and science in the analyzed augmented reality learning games, 38% of participants were very focused.[2]
  • Regarding the topic of motivation, the majority of earlier studies—65% —used observation as the primary way of assessment throughout students’ learning and playing processes, such as using augmented reality to improve library education.[2]
  • 19% of respondents either thought augmented reality games were poor at promoting learning or didn’t make learning attainment a priority in their studies.[2]
  • In a research, it is discovered that 62% of the students described augmented reality learning games as entertaining, intriguing, or delightful.[2]
  • Project tomorrow reports that while augmented reality and related technologies like virtual reality are growing in popularity in education, fewer than 10% of schools presently employ it in the classroom.[3]
  • On store websites, 3D content may enhance conversion by up to 27.96%.[4]
  • 48% of consumers currently use or are open to adopting augmented reality to evaluate new goods and services.[4]
  • 40% of augmented reality players agree that access to cheaper prices and more immersive games will make the genre more appealing.[4]
  • One in four customers think they will use augmented reality for exercise in the next five years, and 43% are highly interested in sports.[4]
  • 70% of customers think augmented reality may help them develop new professional and personal skills.[4]
  • Only 65% of customers are aware of augmented reality, whereas 90% of consumers are familiar with virtual reality.[4]
  • Men use augmented reality at greater rates than women (71%).[4]
  • A third of nongamers exhibit interest in augmented reality gaming10.[4]
  • According to Immerse UK’s augmented reality statistics, there are around 1,000 enterprises in the UK that specialize in virtual, augmented and mixed reality.[4]
  • Research Dive estimates that by 2026, the worldwide augmented reality in the healthcare market would produce $1,918.6 million.[4]
  • According to statistics for augmented reality in 2022, Microsoft got a contract to provide the American Army with 120k HoloLens.[4]
  • 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.[4]
  • AR/VR is predicted to reach $7.05 billion in the healthcare sector.[4]
  • Expenditure on augmented reality games was 5.1%, while spending on virtual reality games was 6.6%.[4]
  • According to data on augmented reality development, the portable market would increase by around 50% during the predicted period.[4]
  • 70% of Americans don’t understand what AR is.[4]
  • 35% of consumers say that AR will lead to more online shopping.[4]
  • The market for augmented reality gaming is predicted to reach $33.5 billion globally by 2027, rising at a CAGR of 41.3% between 2020 and 2027.[4]
  • In terms of consumer expenditure, hardware is the biggest single sector of the augmented reality market at 15% of overall expenses.[4]
  • 59% of IT executives were inclined to use AR/VR in their monetization strategy.[4]
  • Perkins Coie discovered that 39% of respondents are very positive about the development of immersive technologies, including augmented reality and mixed reality.[4]
  • 90% of customers are aware of VR, according to UK and U.S. market research results in their study on virtual and augmented reality data.[4]
  • Almost 58% of businesses mentioned the lack of a developed market as a barrier to future investments.[4]
  • Sales of loreal’s online stores increased by 49% in 2019 thanks in large part to consumers being able to try before they purchase utilizing augmented reality.[4]
  • 34% of startup companies are utilizing Google ARCoreto to create augmented reality applications.[4]
  • Skrite polled almost 2,000 Americans, finding that just 37% of them were aware of the idea of augmented reality.[4]
  • 46% of Americans have used an augmented reality app, which is one of the astounding statistics we’ve gleaned from a 2017 sprite survey.[4]
  • With 83.1 million US customers utilizing augmented reality each month, that number is predicted to rise to 17% by the year 2023.[4]
  • Only 43% of Americans could recognize such IoT devices without the use of augmented reality.[4]
  • 71% of males are aware of augmented reality technology, whereas just 59% of women and only 44% of those aged 55 to 64 are aware of what augmented reality is.[4]
  • A Statista prediction states that the augmented and virtual reality industry will reach $215 billion in 2021.[5]
  • Statista estimates that the worldwide market for augmented, virtual, and mixed reality will reach $30.7 billion in 2021 and reach around $300 billion in 2024.[6]
  • Consumer preference for shops offering AR experiences is 61%.[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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