Innovations, Social and Economic Megatrends to understand the World of Tomorrow.

Augmented Reality to be Worth $100 Billion By 2024

Reportlinker Review is a series of posts featuring Innovations, Social and Economic Megatrends to understand the World of Tomorrow. Each post is illustrated with statistics for one industry.

 Reportlinker’s Augmented Reality Industry Review in a nutshell

  • Hardware to have the largest market share
  • Retailers and marketers use AR to gain new customers
  • Snapchat developing an Augmented Reality headset

Augmented reality (AR), the same technology that powers the Pokémon Go phenomenon, is forecasted to reach $100.24 billion, by 2024, according to a report by Grand View Research.

New technologies, including the Internet of Things and wearable devices, are contributing to the market’s growth. Augmented Reality works by using a tablet or smartphone to add virtual elements to reality.

By 2024, AR software is forecasted to grow at a compound annual growth rate (CAGR) of 55%, but hardware will continue to dominate the market, growing at CAGR of 90%. The two segments expected to have the most growth are head-mounted displays and automotive, each growing at a CAGR of 70%.

Asia-Pacific is the largest Augmented Reality market with China adopting technology as a faster rate than the rest of the region.  By 2024, Asia-Pacific is forecasted to reach at least $44.3 billion.

AR is used not only for entertainment.  Marketers and retailers are finding uses for this emerging technology, but, like with all new technologies, they must find a way to use Augmented Reality that produces quality and avoids gimmicks.

Some of the potential uses of AR for marketers includes interactive ads, increasing brand awareness, bridging the gap between online and offline shopping, virtual store maps and offering customers discounts and coupons.

Retailers would have the option of in-store our out-of-store applications.  The simulated world of Augmented Reality would allow customers to test products in their home before making a purchase.

In 2015, AR and virtual reality start-ups raised $658 million in financing, according to Harvard Business Review. By 2020, it’s estimated $30 billion will be invested in retail Augmented Reality applications.


Snapchat’s Augmented Reality Headset

Meanwhile, social media site Snapchat is interested in producing AR hardware that would be similar to Microsoft’s HaloLens or Google Glass.

Snapchat already offers rudimentary AR, allowing its 150 million users to add drawings and objects to selfies.  Headgear, however, would allow objects to be placed in a user’s field of vision without using a cell phone.

In 2014, Snapchat purchased Vergence Labs for $15 million.  Recently, it began hiring experts from the Augmented Reality departments of technology companies.

According to Financial Times, the Snapchat headset prototype already is in production and would be more fashionable than competitors’.

Prior to being purchased by Snapchat, Vergence Labs produced a headset that could store 32GB of video.

Key Statistics – Global Augmented Reality Market

  • Over the period 2014-2019, the augmented reality market is forecasted to grow at a CAGR of 88.5%. (source: Technavio)
  • During the period 2016-2020, the automotive augmented reality market is forecasted to grow at a CAGR of 17.9%. (source: Technavio)
  • In 2016, the military augmented reality market is expected to reach $1.3 billion. (source: Visiongain)
  • From 2016 to 2020, the healthcare virtual & augmented reality hardware market is forecasted to grow at a CAGR of 29.2%. This segment will be 43.7% of the Virtual Reality/Augmented Reality market. (source: Spearhead Acuity)
About Melina Druga 35 Articles
Melina Druga is an author and freelance journalist. She has been writing for ReportLinker since 2011. You can find her online at and on several social media sites. When not working, Melina has an interest in history, yoga, photography and health-and-wellness. She lives in the United States.
Contact: Website

2 Trackbacks & Pingbacks

  1. 90% Annual AR Hardware Revenue Growth Predicts Report
  2. VR in China: What’s it like ‘on the ground’? | Virtual Reality Society

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