###### Abstract  
This study aims to develop systematic research about augmented reality (AR) problems, challenges, and benefits in the current applications of five fields of interest. Articles were selected from scientific, technical, academic, and medical databases of digital journals and open access papers about AR. Therefore, the method used to develop the investigation was PRISMA, which allowed us to observe interesting facts and coincidences about complexities and successful cases of AR implementation in the disciplines of education, marketing, medicine, entertainment, and industry. The summary provided in this study was the result of the exploration of 60 recent articles found and selected by relevance using the PRISMA method. The main objective of this paper is to orient and update researchers regarding current applications, benefits, challenges, and problems in AR implementation for future studies and developments. augmented reality; education; industry; medicine; entertainment; marketing +
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helps to simplify, understand, and reveal different areas of industry, education, medicine, etc., with similar situations, and how the solution or the progress to achieve can be of great significance for the adoption of AR by society. To make the differences between our statement of purpose in this paper clearer, we have made a summary of some of the articles of the literature review about AR in Table S1 (Supplementary Materials). Beforehand, it is necessary to define what AR is and to understand some of the important criteria we undertook in the development of our study. We can describe AR as a technology that allows the superposition of 2D and 3D digital objects in common real-life settings; this works by using a device that has the functionality of tracking the position of the user and markers collocated in real scenarios to project extra digital information, thereby enhancing reality [4]. To clarify the definition of AR, three characteristics can describe it simply:  
* It is the mixture of the real and the virtual coexisting in one scenario [5]. * Both contexts, real and virtual, act together in real time [5]. * There is an implementation of 2D or 3D digital images and videos [5]. To better understand the disparities between AR and VR, we can use [PERSON] and [PERSON]'s Reality--Virtuality Continuum [1] (Figure 1) to picture that the user in AR is proximate to the real world but in VR it is isolated in the total digital setting. Furthermore, AR can be described as a computer system that can react to user input and produce related visuals in real time, a tracking system that allows for detecting a user's standpoint status, as well as a display that can blend real and virtual images [6]. The software used to develop systems for AR is every time more accessible and innovative. Some frameworks and platforms currently applied are ARToolKit(r), WikiTude(r), Vuforia(r), ARCore(r), ARJS(r), <Model-Viewer>, EasyAR(r), among others. Smartphones today are trendy devices used for AR because they can project digital objects in real settings with a location-based function such as GPS or a more advanced global positioning feature. However, there are other examples of hardware used for AR such as the Microsoft HoloLens, Google Glass, Magic Leap, Atheer, and Osterhout Design Group [7]. Additionally, there exist current investigations into new systems of more sophisticated gadgets that allow the user to access AR more easily and ergonomically [8]. Among the fields where AR and VR can be disruptive and have more investment by 2025, according to a Goldman Sachs excerpt from \"Virtual and Augmented Reality: Understanding the Race for the Next Computing Platform\" [7], the authors made a forecast, shown in Table 1, that shows the most significant areas where AR and VR can be applied  
Figure 1: Milgram’s Reality–Virtuality Continuum [1]. and have a promising future according to the investment, estimated users, and markets disrupted.