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AR/VR developers & creators population forecast

This report investigates the underlying trends behind the evolution of the augmented and virtual reality practitioner population across the world. We explore how many AR and VR practitioners there are globally, how many of them are developers and how many are creators, how they are involved in the industry (as professionals, hobbyists, or students), and where they are located. We then go on to estimate the sizes of AR/VR developer and creator communities that use specific technologies for their projects, such as game engines or machine learning APIs. Finally, we explore the platforms that AR/VR developers and creators target with their projects.

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About this Report

Population estimates and forecasts for AR/VR practitioners

Key Questions Answered

  • How many AR/VR practitioners are there globally?

  • How many are developers and how many are creators?

  • How are AR and VR practitioners involved in the sector?

  • Where are AR and VR practitioners located?

  • How big is the addressable market for specific technologies among AR/VR developers and creators?

  • Which platforms do AR and VR practitioners target?

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Methodology

To count developers and creators, we use an independent, bottom-up methodology. The data we use to arrive at the estimates in this report comes from:
1. Reliably measured numbers of developers or direct indicators of their activity: Githubaccounts and repos, Stack Overflow accounts, npmaccounts, and employment statistics from the USA and the European Union.
2. Our proprietary developer survey data, i.e. measured developer behaviour. For this report, although we have collected data for more than six consecutive survey waves, the breakdowns and forecasts from chapter two onwards will be based on our data from Q1 2022 onwards with a total of just under 5,000 AR/VR practitioners across three consecutive surveys, as, in order to more accurately capture data about the ever-changing extended reality (XR) ecosystem, we made major changes to the way that we collect this data in the AR/VR branch of our surveys.

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