The Road to $16 Billion for Augmented Reality

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Internet of Things Keynote Speaker, Digital Transformation keynote speaker, The Butler Economy

By Chuck Martin

The only issue related to the anticipated explosive growth of augmented reality is timing.

Pokémon Go gave the market a taste of how big one application alone could be, with its maker Niantic saying it raked in $2 billion in worldwide revenue from in-app purchases made across Android and iOS devices.

Extended Reality (XR), comprising augmented and virtual reality, is now projected to grow from $4 billion in 2017 to $56 billion in 2022, according to ARtillry Intelligence.

Consumer AR is estimated to grow from 12% of XR revenue in 2018 to 29% in 2022, reaching more than $16 billion by that time. The revenue includes smart glasses, premium apps and in-app purchases.

In the short term, mobile still rules, since smartphones are the main conduit to an AR experience. The killer mobile AR apps could arrive in 2019, likely around a utility such as visual search or the viral growth of a social app, according to ARtillry.

Longer term, AR revenue is expected to shift to hardware starting in 2021, likely with the long-rumored smart glasses from Apple and others. The next four years will lead to an eventual glasses-dominant era, according to the forecast.

Consumers are experiences some of the early AR innovations, such as placing furniture virtually in a home through AR-powered apps from companies including Ikea, Wayfair and Overstock.com.

With CES around the corner in January, the market can expect a flood of new Internet of Things innovations and augmented reality will be in the mix.