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AR gaming makes AR part of everyday life

67 percent of gamers say they will increase their AR usage in the next 5 years.

When gamers start accepting digital objects in the real world, these habits will lead to an acceptance in other areas too. For example, 45 percent of gamers are interested in using AR glasses to watch TV and video, and almost as many say they would use AR to plan their homes.

Figure 12: Interest in different AR activities for gamers and non-gamers (percentage)

Figure 12: Interest in different AR activities for gamers and non-gamers (percentage)

Looking forward, as many as 67 percent of gamers say they will increase their AR usage in the next 5 years. It's clear AR is poised to make its mark on society and media consumption is going to be a key component on the augmented road ahead.

Given that three out of four gamers are interested in AR gaming and one in three non-gamers also show interest, pronouncing AR as the next level of gaming might be too simplistic. It is true that AR could potentially return gamers to the immersive experience they might have lost with today's comparatively simple mobile games, especially if AR glasses become a reality. But maybe the key to understanding what will happen lies in the increasing overlap between gaming and other activities in AR.

Although AR is part of the future of gaming, gaming is not the only future for AR. When multiplayer AR games move out into our physical surroundings and persistent digital objects of various kinds start appearing all around us, the whole world becomes a potential game platform while remaining the place for other activity as well. In that sense, AR might be the next level of everyday life and not just the next level of gaming.

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