By: Malia McCabeMay 24, 2023
*This resource will be updated with more statistics when more data becomes available.
1. Only 1% of retailers currently use AR or VR technology.
The adoption of AR or VR technology in the retail industry is still relatively low, with only 1% of retailers currently embracing these immersive technologies to enhance their shopping experiences.
2. 39% of retailers that use AR/VR technology are applying it in showcase phase of the purchase.
Among retailers utilizing AR/VR technology, a significant 39% of them are employing it in the showcase phase of the purchase, leveraging these immersive technologies to provide customers with visually engaging and interactive experiences that enhance their product exploration and decision-making process.
3. 52% of retailers are not ready to implement AR/VR strategies into their operations currently.
A majority of retailers, comprising 52%, are currently unprepared or hesitant to integrate AR/VR strategies into their operations, suggesting that there are significant barriers, challenges, or reservations preventing widespread adoption of these immersive technologies in the retail industry.
4. Only 13% of US consumers have used AR/VR while shopping in the last year.
AR/VR technology adoption among US consumers remains relatively low, as only a mere 13% of them have utilized these immersive technologies during their shopping experiences in the past year, indicating that there is still a significant untapped potential for wider consumer engagement with AR/VR in the retail sector.
5. User experience (25.5%) and content quality (23.7%) are the two biggest obstacles to consumer adoption for AR/VR.
The primary obstacles hindering consumer adoption of AR/VR technology in the retail sector are related to user experience, with 25.5% of respondents citing this as a significant concern, closely followed by content quality, which was identified by 23.7% of respondents, highlighting the importance of delivering seamless and compelling experiences to drive wider acceptance and engagement with these immersive technologies.
6. 61% of Americans under 18 would prefer omnichannel shopping experience that integrates AR/VR.
A majority of Americans under the age of 18, accounting for 61%, express a strong preference for an omnichannel shopping experience that seamlessly integrates AR/VR technologies, highlighting the growing demand among younger consumers for immersive and interactive retail experiences that transcend traditional brick-and-mortar or online-only shopping models.
7. 92% of Gen Z consumers are interested in experiencing shopping via AR/VR.
An overwhelming 92% of Gen Z consumers display a keen interest in exploring shopping through AR/VR, indicating a strong desire among this tech-savvy generation to embrace immersive technologies as a means to enhance their shopping journeys and engage with brands in innovative and interactive ways.
7. 61% of consumers would like retailers to have AR/VR experience option.
A majority of consumers, comprising 61%, express a desire for retailers to offer AR/VR experience options, underscoring the growing expectation among shoppers for immersive and engaging retail experiences that leverage these technologies to provide enhanced product visualization, interactivity, and decision-making capabilities.
8. Up to 50% of consumers would be willing to pay more for a product that is customizable with AR/VR.
As high as 50% of consumers demonstrate a willingness to pay a premium for products that can be customized using AR/VR technology, indicating the perceived value and appeal of personalized and immersive experiences that allow them to tailor products according to their unique preferences and needs.
9. Only 7% of consumers currently use AR try on applications and tools.
The adoption rate of AR try-on applications and tools remains relatively low, with only 7% of consumers currently utilizing these technologies, suggesting that there is ample room for growth and wider consumer acceptance of AR-based virtual try-on experiences in the retail industry.
10. 70% of consumers believe that they will shop more often with availability of more AR/VR apps.
A significant majority of consumers, totaling 70%, hold the belief that the availability of a greater number of AR/VR applications would lead to an increase in their shopping frequency, highlighting the potential impact of immersive technologies in driving consumer engagement, satisfaction, and ultimately, retail sales.
11. Product experiences with integrated AR/VR technology can increase engagement by up to 200% versus conventional consumer experiences.
Product experiences that integrate AR/VR technology have the potential to significantly boost engagement, with studies indicating that they can increase consumer involvement by up to 200% compared to conventional experiences, underscoring the transformative impact of immersive technologies in capturing and retaining customer attention.
12. Conversion rates for products with AR/VR experiences have up to 40% higher conversion rates than products with no AR/VR tech.
Products that offer AR/VR experiences demonstrate conversion rates that are up to 40% higher than those without such immersive technology, emphasizing the positive influence of AR/VR in driving customer purchasing decisions and ultimately increasing the likelihood of successful sales conversions.
13. 38% of US consumers are interested in shopping with AR/VR technology.
A substantial proportion of US consumers, accounting for 38%, exhibit a keen interest in embracing shopping experiences integrated with AR/VR technology, indicating a growing appetite for immersive and interactive retail solutions that enhance the overall customer journey and engagement.
14. Virtual fitting room market is expected to grow by 28% from 2023-2027.
The virtual fitting room market is projected to witness a significant growth rate of 28% between 2023 and 2027, signaling a strong market demand for virtual try-on solutions that allow consumers to digitally visualize and assess the fit and appearance of clothing items before making a purchase, transforming the way people shop for apparel.
15. Use of virtual fitting rooms can decrease return rates by up to 30%.
The utilization of virtual fitting rooms has the potential to reduce return rates by up to 30%, showcasing the effectiveness of this technology in minimizing the need for product returns and exchanges by enabling customers to make more informed purchasing decisions based on accurate virtual try-on experiences that closely simulate real-life fitting scenarios.
16. Consumer spending on AR/VR is expected to reach $50 billion by 2026.
The consumer spending on AR/VR is anticipated to surge, with projections indicating a significant increase to reach $50 billion by the year 2026, underlining the substantial market growth and potential for immersive technologies as consumers increasingly embrace and invest in AR/VR experiences across various industries.
17. Fit match AR applications can increase average order value by up to 20% and quadruple conversion rates.
The implementation of fit match AR applications has the potential to significantly impact e-commerce performance, as they can increase average order value by up to 20% and quadruple conversion rates, highlighting the effectiveness of this technology in driving higher customer engagement, satisfaction, and purchase intent.
19. Up to 25% of frequent travelers would like to use AR/VR tech prior to booking their holidays.
A notable percentage of frequent travelers, up to 25%, express a strong interest in utilizing AR/VR technology as a pre-booking tool to enhance their holiday planning experiences, suggesting a growing demand for immersive virtual travel experiences that aid in decision-making and provide a glimpse into potential destinations and accommodations.
20. 14.95 million AR/VR devices were sold in 2022 to US consumers.
In the year 2022, a substantial number of 14.95 million AR/VR devices were sold to consumers in the United States, reflecting the increasing popularity and adoption of these immersive technologies among consumers seeking unique and interactive experiences across various domains.
21. 70.8 million Americans are projected to use AR/VR devices, applications and tools.
An estimated 70.8 million Americans are anticipated to embrace AR/VR devices, applications, and tools, highlighting the widespread interest and growing adoption of these immersive technologies as they continue to shape and enhance various aspects of entertainment, education, retail, and more in the lives of consumers.
22. Entertainment and gaming will fuel biggest growth for AR/VR adoption.
The adoption of AR/VR is poised for significant growth, largely driven by the realms of entertainment and gaming, which are expected to serve as the primary catalysts for widespread adoption and utilization of these immersive technologies, revolutionizing the way people engage with and experience interactive content.
23. 4% of Americans use AR/VR daily.
A small but notable percentage of 4% of Americans incorporate AR/VR technology into their daily lives, reflecting a consistent and regular utilization of these immersive technologies for a variety of purposes ranging from entertainment and gaming to education and professional applications.
AR (Augmented Reality) shopping refers to the use of augmented reality technology to enhance the shopping experience. It allows customers to virtually visualize and interact with products in real-world environments through the use of their smartphones or AR devices. With AR shopping, customers can try on virtual clothes, place virtual furniture in their homes, or see how products would look in different colors or styles before making a purchase. On the other hand, VR (Virtual Reality) shopping provides a fully immersive experience where customers can explore and interact with virtual stores or environments using VR headsets. It allows users to navigate virtual aisles, browse products, and even make purchases within the virtual space, providing a unique and immersive shopping experience.
AR (Augmented Reality) is used in shopping to enhance the customer experience and provide interactive and immersive product visualization. With AR, customers can use their smartphones or AR devices to superimpose virtual objects onto the real world, allowing them to see how products would look and fit in their physical environment.
VR (Virtual Reality) is used in shopping to create immersive and simulated environments where customers can explore and interact with virtual stores, products, and experiences. By wearing VR headsets, users are transported to virtual retail spaces where they can browse and select products, virtually walk through aisles, examine items from different angles, and even make purchases within the virtual environment.
Examples of AR shopping include applications like IKEA Place, where users can virtually place furniture items in their homes to see how they would look and fit, or Sephora's Virtual Artist, which enables users to try on different makeup products and experiment with different looks using their smartphones. AR shopping also extends to try-on experiences for clothing brands like Gap and ASOS, allowing users to virtually try on clothes and see how they would look on themselves. As for VR shopping, examples include platforms like Alibaba's Buy+ that provide users with immersive virtual stores to browse and purchase products, or VR fashion shows where users can virtually attend and experience fashion events.