The timeline shows a forecast of augmented reality advertising spending worldwide from 2014 to 2017. Socintel360 projected that the spending would amount to 12.8 billion U.S. dollars in 2017, up from 0.6 billion in 2014.
Augmented reality advertising spending – additional information
Augmented reality (AR) is a technology that allows the integration of the physical world with digital information in real time. In other words, computer-generated information is overlaid on top of the real world, creating a modified version of reality. AR aims to blur the line between the real and the virtual world. This technology has several applications, and has already been used in the industrial and medical field. Commercial and entertainment areas, such as art, education, beauty and advertising, have also used augmented reality. This is a promising technology for many industries, as the AR market shows healthy projections for the coming years. The number of AR users is projected to grow from 60 million in 2013 to 200 million by 2018.
Considering specialists affirm a live and memorable experience can drive sales and raise brand awareness, augmented reality is a powerful technology for the advertising industry. Spending on augmented reality advertising is forecast to increase at an aggressive rate in the coming years. In 2014, 600 million U.S. dollars were spent on augmented reality advertising. This figure is forecast to jump to 12.8 billion U.S. dollars by 2017.
Augmented reality is often confused with virtual reality (VR). The difference between these two upcoming technologies is that augmented reality overlays the physical environment with digital information, whereas virtual reality completely immerses the users in an artificial environment. The VR industry is also growing at a face pace, as virtual reality products are forecast to generate 5.2 billion U.S. dollars in revenues by 2018. Samsung Gear VR, Oculus Rift and HTC Vive are expected lead the virtual reality headset market; five million units of the Samsung Gear VR are forecast to be sold in 2016, while 3.6 million units of Facebook’s Oculus Rift are projected to be sold during the same year.
Augmented reality (AR) advertising spending worldwide from 2014 to 2017
(in billion U.S. dollars)
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Socintel360. (August 5, 2014). Augmented reality (AR) advertising spending worldwide from 2014 to 2017 (in billion U.S. dollars) [Graph]. In Statista. Retrieved November 13, 2024, from https://www-statista-com.ezproxy.canberra.edu.au/statistics/548285/augmented-reality-ad-spend/
Socintel360. "Augmented reality (AR) advertising spending worldwide from 2014 to 2017 (in billion U.S. dollars)." Chart. August 5, 2014. Statista. Accessed November 13, 2024. https://www-statista-com.ezproxy.canberra.edu.au/statistics/548285/augmented-reality-ad-spend/
Socintel360. (2014). Augmented reality (AR) advertising spending worldwide from 2014 to 2017 (in billion U.S. dollars). Statista. Statista Inc.. Accessed: November 13, 2024. https://www-statista-com.ezproxy.canberra.edu.au/statistics/548285/augmented-reality-ad-spend/
Socintel360. "Augmented Reality (Ar) Advertising Spending Worldwide from 2014 to 2017 (in Billion U.S. Dollars)." Statista, Statista Inc., 5 Aug 2014, https://www-statista-com.ezproxy.canberra.edu.au/statistics/548285/augmented-reality-ad-spend/
Socintel360, Augmented reality (AR) advertising spending worldwide from 2014 to 2017 (in billion U.S. dollars) Statista, https://www-statista-com.ezproxy.canberra.edu.au/statistics/548285/augmented-reality-ad-spend/ (last visited November 13, 2024)
Augmented reality (AR) advertising spending worldwide from 2014 to 2017 (in billion U.S. dollars) [Graph], Socintel360, August 5, 2014. [Online]. Available: https://www-statista-com.ezproxy.canberra.edu.au/statistics/548285/augmented-reality-ad-spend/