Augmented Reality – How Many Americans Are Aware Of It And Want To Use It

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Augmented Reality versus Virtual Reality.  Confused yet? Many Americans are according to a recent ReportLinker survey where 58% of respondents were unfamiliar with augmented reality. But mention Pokemon Go and many Americans will suddenly be aware of that product.  Augmented reality is a technology that superimposes computer images over the real-word images in real time.

Augmented Reality (1)

Augmented Reality

The survey showed that only 30% of respondents were familiar or slightly familiar with augmented reality and 39% were likely to use this technology in the near future. Yet, 31% were unlikely to use it in the near future possibly due to the lack of the awareness.

Augmented Reality (1)

Augmented Reality

Those who were aware of this technology thought that these products were best used for entertainment purposes (28%) as opposed to education (17%), home design (13%) or healthcare (12%). It is possible that augmented reality solutions has not yet been presented in these scenarios in order to see its value particularly because 77% of respondents believed that people may blend the virtual reality with the real world.  This could potentially become a danger among those who are engrossed in the augmented reality and cannot decipher the difference between the ‘rea’ world and the ‘imagined.’

Augmented Reality

An example of augmented reality games that in some cases led to dangerous situations was Pokemon Go that led the users into dead ends, abandoned places or to outright walk in front of cars against the light.  Not surprisingly, this is a game most used by Millennials who are also most familiar with and likely to use Virtual Reality simulators. Even though people from this age group are the most aware, only 33% of those who reported playing Pokemon Go were Millennials…

However, for those who do play Pokemon Go, they are avid players. Thirty-one (31%) played mobile games prior to playing Pokemon Go and 56% play for more than 1 hour per day.  Their reasons for playing include that the game makes them get out and exercise (92%) that it makes them feel a part of a community (75%) and find shops that they would return to (81%).

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