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


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

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Top Augmented Reality (AR) SDK Statistics 2023

☰ Use “CTRL+F” to quickly find statistics. There are total 33 Augmented Reality (AR) SDK Statistics on this page 🙂

Augmented Reality (AR) SDK “Latest” Statistics

  • On websites for augmented reality (AR) SDK software firms, the top 3 companies get 75% of the online traffic, which is 881% less than the average solution category.[1]
  • The augmented reality app development market is expected by the Global Augmented Reality Market statistics forecast to reach USD132.2 billion by 2028.[2]
  • According to estimates from the global augmented reality market, the market for augmented reality was estimated to be worth USD14.7 billion in 2020 and is now expected to increase at a CAGR of 36.8% from 2021 to 2028.[2]
  • 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.[3]
  • 70% of customers think augmented reality technology may help them gain new knowledge and abilities for their personal and professional lives.[4]
  • The market for augmented reality gaming is predicted to reach USD33.5 billion by 2027, rising at a CAGR of 41.3% between 2020 and 2027.[4]
  • According to Ericsson 2019, 40% of augmented reality players agree that the use of more immersive games and more affordable glasses would make the genre more intriguing.[4]
  • In terms of consumer expenditure, hardware is the most significant single sector of the augmented reality market at 15% of overall expenses.[4]
  • 52% of merchants, according to the Mobile Marketer, claim that they are not yet ready to include augmented reality in their shopping experiences.[5]
  • For instance, 61% of consumers polled by NielsenIQ said they prefer to purchase at stores that provide augmented reality experiences, and 56% said augmented reality increases their trust in the quality of a product.[5]
  • Over 30% of the value of the worldwide augmented reality market is made by the healthcare industry.[6]
  • By 2021, 200 million people were using augmented reality regularly, and by 2025, it’s anticipated that 75% of global buyers will use it.[6]
  • With 98% accuracy, location-based augmented reality analyzes GPS, accelerometers, digital compasses, and other navigational technologies to determine the device’s position.[6]
  • According to the study, 88% of midsize businesses use augmented reality for a variety of functions.[6]
  • Difficult with being utilized in 3.0% of all augmented reality (AR) SDK software evaluations is the one with the most unfavorable reviews.[1]
  • In 16% of the evaluations, the adjective “easily to use” is used to describe the augmented reality (AR) SDK software.[1]

Augmented Reality (AR) SDK “World” Statistics

  • Projected distribution of AR headsets shipment worldwide by category in 2024 standalone HMD shipments are expected to account for 58.39% of overall shipments, which are expected to reach 24 million units.[4]
  • Facilitating training and simulating real-world situations are tied. Improving product design and development innovation by 48%, facilitating remote worker collaboration by 47%.[4]

Augmented Reality (AR) SDK “Are” Statistics

  • As of 2017, 29% of media companies are already purchasing AR/VR advertisements for their customers.[4]
  • The top four advantages of AR at work, according to U.S. customers, are improved cooperation (72% ), and enhanced efficiency (69% ).[4]
  • Expenditure on AR host devices will increase at a CAGR of 128.3% over the next five years, while spending on AR software will increase at a rate of 121.8%.[4]
  • IDC 2020 projects a 0.06% share of viewers without screens, with just a total shipment of 30,000 units.[4]
  • In fact, 71% of customers are interested in purchasing at stores that provide try-before-you-buy alternatives based on AR.[4]
  • Healthcare and medical services (41%), education (41%), manufacturing/automotive (23%), and movies/tv (21%).[4]
  • Issues with the Perkins Coie 2020, 19% user experience are brought on by large hardware and technological errors.[4]
  • The most popular game genres on mobile devices are puzzle games. Action (34.75%), racing (31.31%), strategy (15.79%), and arcade (57.29%).[4]
  • They were 19.8% more likely to make a purchase during the session compared to non-AR users, which is proof that AR may help companies boost sales.[5]

Augmented Reality (AR) SDK “Ar” Statistics

  • Other barriers include content availability (24%), consumer corporate resistance to using AR/VR (14%), and regulation-related concerns (13%).[4]

Augmented Reality (AR) SDK “Other” Statistics

  • Tethered HMD shipments were about 41.55% of the total, which is expected to reach slightly over 17 million units.[4]
  • Providing real-time access to information is one of XR’s top employee development advantages, according to 49% of IT executives.[4]
  • It is followed by the public sector at 12.7%, manufacturing/resources at 13.8%, distribution and services at 15.8%, and infrastructure at 3.2%.[4]
  • While 38% utilized immersive experiences to encourage consumers to interact with their businesses and 40% used technology to instruct customers on how to use their goods.[4]
  • The business is projected to find 19 million shade matches in 2020 and an increase in in-app user engagement of over 700%.[6]

Also Read

Reference


  1. aimultiple – https://aimultiple.com/ar-sdk
  2. codeit – https://codeit.us/blog/how-to-create-an-augmented-reality-app
  3. equalocean – https://equalocean.com/analysis/2022082418780
  4. financesonline – https://financesonline.com/augmented-reality-statistics/
  5. hbr – https://hbr.org/2022/03/how-augmented-reality-can-and-cant-help-your-brand
  6. banuba – https://www.banuba.com/blog/augmented-reality-statistics-facts
  7. wikipedia – https://en.wikipedia.org/wiki/Augmented_reality

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