A few weeks ago, I wrote an article in which I informed you about the little success that the developers were apparently beginning to show When it comes to creating applications compatible with Virtual Reality, after the initial boom with the launch of iOS 11, we do not know if it is due to a lack of interest from users or a lack of imagination from developers.
To try to shed some light on the matter, the guys at SensorTower, have compiled the data of iOS users downloading ARKit-compatible applications, not that it is an integrated extra, but that its main function takes advantage of this feature.
As expected, games account for almost 50% of downloads with 47% of the total. In second position we find profits, with 14%, profits that are allowing you to get a better performance from this technology and not like games, at least in my opinion. In third place we find entertainment applications with 12% and with 11% we find lifestyle applications.
Video and photography applications, as well as educational ones they also have a place in this graph with 6 and 4% respectively. It closes the classification, with 7%, the rest of the applications that cannot be included in any generic classification.
Taking into account that it has been six months since its launch, that only 13 million applications / games have been downloaded with the large number of devices that are compatible with this technology I don't see it as a success without taking into account the compatible models: from the iPhone 6s, iPhone SE and all iPad Pro, including the iPad 2017 and 2018 that was presented a few days ago.
Developers may they do not finish hitting the specific key, or perhaps users are not seeing a real utility to the large number of applications and games that today are compatible with Apple's augmented reality.