Global Augmented Reality (AR) Gaming Market Size study, by Component (Hardware, Software), by Technology (RFID, GPS, Mobile Tracking), by Device Type (Mobiles, HMDs (Head-Mounted Displays), Smart Glasses) and Regional Forecasts 2020-2027.
- Report Code : BIZ1841835
- Published On: Jul, 2020
- Category : Emerging and Next Generation Technologies
- Pages : 200
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Global Augmented Reality (AR) Gaming Market is valued approximately at USD XX billion in 2019 and is anticipated to grow with a CAGR of XX% over the forecast period 2020-2027.Augmented Reality (AR) Gaming is a virtual real time gaming device that synchronizes audio and visual content of the game to the user’s environment. AR Gaming aims to connect real world to the virtual world to utilize the existing environment as a play field experience. AR Games operate with several electronic devices such as smartphones, tablets, laptops and other gaming systems. For Instance: As per data from Statista in 2020, 10.34% of rise in smartphone users has been observed as compared to 2018. Rising interests of the individuals worldwide to adopt digital, online and virtual Games is the major factor driving the growth of the market. For Instance: As per reports by CNBC in 2017, digital video game sales experienced approximately 11% year-on-year rise. Increase in the acceptance of AR Games in the entertainment industry which provides more interactive style of playing games boosts the market growth. Further, rise in the capability and affordability of consumers to expend on AR Games coupled with increase in availability of variety of games support the market growth. Further, technological advancements and new innovative options in AR Games seeks attention of the customers, majorly youngsters. Modern augmented reality gaming devices are fabricated with sensors and receptors which deliver users a thrilling, exciting and adventurous experience. Further development in the audio technologies and graphic technologies create several opportunities for the market growth. However, tedious process to set up the system, initial high investments and safety & privacy issues are some major factors restraining the growth of the market over the forecasted period 2020-2027.
The regional analysis of global Augmented Reality (AR) Gaming market is considered for the key regions such as Asia Pacific, North America, Europe, Latin America and Rest of the World. North America is the leading/significant region across the world due to rising disposable income and technological advancements in gaming sector. Whereas, Asia-Pacific is also anticipated to exhibit highest growth rate / CAGR over the forecast period 2020-2027. Factors such as rise in acceptance of the AR Games along with digital technologies create a lucrative growth in the region over the forecasted period 2020-2027.
Major market player included in this report are:
Blippar, LLC (UK)
Catchoom (Spain)
Aurasma (UK)
Infinity Augmented Reality Inc. . (Israel)
Apple Inc. (US)
Qualcomm Technologies (US)
Total Immersion (France)
VividWorks Ltd. (Finland)
Zappar Limited (UK)
Wikitude GmbH (Austria)
The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:
By Component:
Hardware
Software
By Technology:
RFID
GPS
Mobile Tracking
By Device Type:
Mobiles
HMDs
Smart Glasses
By Region:
North America
U.S.
Canada
Europe
UK
Germany
Asia Pacific
China
India
Japan
Latin America
Brazil
Mexico
Rest of the World
Furthermore, years considered for the study are as follows:
Historical year – 2016, 2017, 2018
Base year – 2019
Forecast period – 2020 to 2026
Target Audience of the Global Augmented Reality (AR) Gaming Market in Market Study:
Key Consulting Companies & Advisors
Large, medium-sized, and small enterprises
Venture capitalists
Value-Added Resellers (VARs)
Third-party knowledge providers
Investment bankers
Investors
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With tables and figures helping analyze worldwide Global Augmented Reality (AR) Gaming market, this research provides key statistics on the state of the industry and is a valuable source of guidance and direction for companies and individuals interested in the market.
Chapter 1. Executive Summary
1.1. Market Snapshot
1.2. Global & Segmental Market Estimates & Forecasts, 2018-2027 (USD Billion)
1.2.1. Augmented Reality (AR) Gaming Market, by Region, 2018-2027 (USD Billion)
1.2.2. Augmented Reality (AR) Gaming Market, by Component, 2018-2027 (USD Billion)
1.2.3. Augmented Reality (AR) Gaming Market, by Technology, 2018-2027 (USD Billion)
1.2.4. Augmented Reality (AR) Gaming Market, by Device Type, 2018-2027 (USD Billion)
1.3. Key Trends
1.4. Estimation Methodology
1.5. Research Assumption
Chapter 2. Global Augmented Reality (AR) Gaming Market Definition and Scope
2.1. Objective of the Study
2.2. Market Definition & Scope
2.2.1. Scope of the Study
2.2.2. Industry Evolution
2.3. Years Considered for the Study
2.4. Currency Conversion Rates
Chapter 3. Global Augmented Reality (AR) Gaming Market Dynamics
3.1. Augmented Reality (AR) Gaming Market Impact Analysis (2018-2027)
3.1.1. Market Drivers
3.1.2. Market Challenges
3.1.3. Market Opportunities
Chapter 4. Global Augmented Reality (AR) Gaming Market: Industry Analysis
4.1. Porter’s 5 Force Model
4.1.1. Bargaining Power of Suppliers
4.1.2. Bargaining Power of Buyers
4.1.3. Threat of New Entrants
4.1.4. Threat of Substitutes
4.1.5. Competitive Rivalry
4.1.6. Futuristic Approach to Porter’s 5 Force Model (2017-2027)
4.2. PEST Analysis
4.2.1. Political
4.2.2. Economical
4.2.3. Social
4.2.4. Technological
4.3. Investment Adoption Model
4.4. Analyst Recommendation & Conclusion
Chapter 5. Global Augmented Reality (AR) Gaming Market, by Component
5.1. Market Snapshot
5.2. Global Augmented Reality (AR) Gaming Market by Component, Performance - Potential Analysis
5.3. Global Augmented Reality (AR) Gaming Market Estimates & Forecasts by Component 2017-2027 (USD Billion)
5.4. Augmented Reality (AR) Gaming Market, Sub Segment Analysis
5.4.1. Hardware
5.4.2. Software
Chapter 6. Global Augmented Reality (AR) Gaming Market, by Technology
6.1. Market Snapshot
6.2. Global Augmented Reality (AR) Gaming Market by Technology, Performance - Potential Analysis
6.3. Global Augmented Reality (AR) Gaming Market Estimates & Forecasts by Technology 2017-2027 (USD Billion)
6.4. Augmented Reality (AR) Gaming Market, Sub Segment Analysis
6.4.1. RFID
6.4.2. GPS
6.4.3. Mobile Tracking
Chapter 7. Global Augmented Reality (AR) Gaming Market, by Device Type
7.1. Market Snapshot
7.2. Global Augmented Reality (AR) Gaming Market by Device Type, Performance - Potential Analysis
7.3. Global Augmented Reality (AR) Gaming Market Estimates & Forecasts by Device Type 2017-2027 (USD Billion)
7.4. Augmented Reality (AR) Gaming Market, Sub Segment Analysis
7.4.1. Mobiles
7.4.2. HMDs (Head-Mounted Displays)
7.4.3. Smart Glasses
Chapter 8. Global Augmented Reality (AR) Gaming Market, Regional Analysis
8.1. Augmented Reality (AR) Gaming Market, Regional Market Snapshot
8.2. North America Augmented Reality (AR) Gaming Market
8.2.1. U.S. Augmented Reality (AR) Gaming Market
8.2.1.1. Component breakdown estimates & forecasts, 2017-2027
8.2.1.2. Technology breakdown estimates & forecasts, 2017-2027
8.2.1.3. Device Type breakdown estimates & forecasts, 2017-2027
8.2.2. Canada Augmented Reality (AR) Gaming Market
8.3. Europe Augmented Reality (AR) Gaming Market Snapshot
8.3.1. U.K. Augmented Reality (AR) Gaming Market
8.3.2. Germany Augmented Reality (AR) Gaming Market
8.3.3. Rest of Europe Augmented Reality (AR) Gaming Market
8.4. Asia-Pacific Augmented Reality (AR) Gaming Market Snapshot
8.4.1. China Augmented Reality (AR) Gaming Market
8.4.2. India Augmented Reality (AR) Gaming Market
8.4.3. Japan Augmented Reality (AR) Gaming Market
8.4.4. Rest of Asia Pacific Augmented Reality (AR) Gaming Market
8.5. Latin America Augmented Reality (AR) Gaming Market Snapshot
8.5.1. Brazil Augmented Reality (AR) Gaming Market
8.5.2. Mexico Augmented Reality (AR) Gaming Market
8.6. Rest of The World Augmented Reality (AR) Gaming Market
Chapter 9. Competitive Intelligence
9.1. Top Market Strategies
9.2. Company Profiles
9.2.1. Blippar, LLC
9.2.1.1. Key Information
9.2.1.2. Overview
9.2.1.3. Financial (Subject to Data Availability)
9.2.1.4. Product Summary
9.2.1.5. Recent Developments
9.2.2. Catchoom
9.2.3. Aurasma
9.2.4. Infinity Augmented Reality Inc.
9.2.5. Apple Inc.
9.2.6. Qualcomm Technologies
9.2.7. Total Immersion
9.2.8. VividWorks Ltd.
9.2.9. Zappar Limited
9.2.10. Wikitude GmbH
Chapter 10. Research Process
10.1. Research Process
10.1.1. Data Mining
10.1.2. Analysis
10.1.3. Market Estimation
10.1.4. Validation
10.1.5. Publishing
10.2. Research Attributes
10.3. Research Assumption
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The Global Augmented Reality (AR) Gaming Market has been segregated into various crucial divisions including applications, types, and regions. Each market segment is intensively studied in the report contemplating its market acceptance, worthiness, demand, and growth prospects. The segmentation analysis will help the client to customize their marketing approach to have a better command of each segment and to identify the most prospective customer base.
Report Objectives / Segmentation Covered :
By Companies / players:
By Regions:
By Type:
By Application:
Frequently asked questions(FAQ's):
The Global Augmented Reality (AR) Gaming study includes a diverse group of participants, including both market leaders and up-and-comers. Contact our sales representative to receive a complete list of companies covered in the study.
In 2023, the Global Augmented Reality (AR) Gaming Market share exceeded USD xx million. Between 2024 and 2029, it will grow at a CAGR of yy%.
As the shift to value addition continues, companies in the Global Augmented Reality (AR) Gaming Market face the dual challenge of improving interoperability to optimize performance and experience.
The majority of data for the Global Augmented Reality (AR) Gaming Industry is gathered through primary sources, which include interviews and surveys with industry experts from the core and related industries involved in the supply chain. Secondary sources, such as SEC filings, annual reports, whitepapers, and press releases, are also used.