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Augmented Reality Enters the Mainstream

A new report from Nielsen's SuperData examines the role of augmented reality over the past few years, and how it has gone from the stuff of science fiction fantasy to having over one billion users in 2018.

A new report from Nielsen’s SuperData examines the role of augmented reality over the past few years, and how it has gone from the stuff of science fiction fantasy to having over one billion users in 2018.

With 2016’s launch of Pokemon Go, AR entered the public consciousness in a big way. Now users can use augmented reality as a fun diversion via photo filters, as a way to see Amazon products in their homes, or even as a way to test drive tattoos.

The SuperData report found that social media, via apps like Snapchat, was the top way that consumers used augmented reality regularly (78%), followed by games (45%). AR advertising, on the other hand, has room for growth, with only two out of five users regularly seeing branded AR content. AR’s audience is young and affluent, with an average age of 30, and an average annual income of $63K.

Download the full report here.

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