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.

  • Product Code:
    RP-ID-10326758
  • Published Date:
    31 Jul 2020
  • Region:
    Global
  • Pages:
    200
  • Category:
    ICT & Telecom
  • Publisher:
    Pub-ID-14

Impact Analysis on the Growth of Market

Activating Probable Propositions Amidst COVID-19 Crisis

With things going haywire, we analyze key points to make sure that the businesses around the globe are completely prepared to tackle potential implications caused by COVID-19. Be it protecting employees, customers or the overall business operations, we ensure that the employers take the right decisions, make strategic investments and maintain a healthy work culture along with taking probable measures to minimize the financial loss. Know More

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

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
Please enter your personal details below
*
I want to buy this report
I am willing to know the scope of research
I have customized query over this report
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)
Please enter your personal details below
*
I want to buy this report
I am willing to know the scope of research
I have customized query over this report

Related Reports