Source & Notes
Data Table
Source: EMARKETER ForecastJanuary 2026 
Note: individuals of any age who experience augmented reality content via any device at least once per month
Additional Note: 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, historical consumer adoption and buying trends, payment adoption trends, reported company data, interviews, demographic and socioeconomic factors, and macroeconomic conditions.
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