Key stat: The number of AR users will surpass 100 million next year and reach 116.0 million in 2028, per our forecast.
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Note: AR enables a user to interact with virtual objects and other types of digital information overlaying the real world. Examples of AR include filters of videos and photos (e.g., Snapchat Lenses), games (e.g., Pokémon Go), shopping (e.g., Ikea Place, Sephora Virtual Artist), navigation (e.g., via head-up displays), object interactions (e.g., Blippar), 3D product demos and projections via headsets (e.g., enterprise applications), and training via headsets (e.g., HoloAnatomy). VR immerses a user in a nonfixed, 360-degree visual environment. Users interface with different types of multimedia content via connected TVs, desktop/laptop computers, mobile devices, or headsets. Examples of VR include photos and videos (e.g., Google Earth VR), games (e.g., Meta Horizon Worlds), and virtual simulations (e.g., product demos, virtual showrooms). Examples of VR headsets include AuraVisor, HP Reverb, HTC Flow, HTC Vive, Meta Quest, and PlayStation VR.Less
Methodology: Estimates are based on the analysis of survey and web traffic data from research firms and regulatory agencies, historical trends, and demographic adoption trends.