Share of augmented and virtual reality (AR/VR) spending worldwide in 2018, by use case*

Share of global AR/VR spending by use case 2018 The statistic shows the forecast share of augmented and virtual reality (AR/VR) spending worldwide in 2018, by use case. In 2018, consumer hardware spending is expected to account for 15.6 percent of global AR/VR spending that year. Total AR/VR spending worldwide is projected to amount to 17.8 billion U.S. dollars in 2018.
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Share of spending
Consumer hardware15.6%
Virtual reality games6.6%
Augmented reality games5.1%
Onsite assembly and safety3.1%
Retail showcasing2.9%
Others66.6%
Share of spending
Consumer hardware15.6%
Virtual reality games6.6%
Augmented reality games5.1%
Onsite assembly and safety3.1%
Retail showcasing2.9%
Others66.6%
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Description Source More information
The statistic shows the forecast share of augmented and virtual reality (AR/VR) spending worldwide in 2018, by use case. In 2018, consumer hardware spending is expected to account for 15.6 percent of global AR/VR spending that year. Total AR/VR spending worldwide is projected to amount to 17.8 billion U.S. dollars in 2018.
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Release date
November 2017
Region
Worldwide
Survey time period
2017
Supplementary notes
* Forecast

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