Updated Chart Available
An updated version of this chart is available.
View the latest data

Log in to see the full chart

Log in or register for a free account to get full, unrestricted access to this chart

Lock icon
Lock icon

Log in to see the full chart

March 13, 2023

US AR & VR Users, 2019-2027 (millions)

US AR & VR Users, 2019-2027 (millions)

Note

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. 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).

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.