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Global and Japan AR Gaming Market Size, Status and Forecast 2020-2026

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1 Report Overview

  • 1.1 Study Scope
  • 1.2 Market Analysis by Type
    • 1.2.1 Global AR Gaming Market Size Growth Rate by Type: 2020 VS 2026
    • 1.2.2 Mobile Devices
    • 1.2.3 HMDs
    • 1.2.4 Smart Glasses
  • 1.3 Market by Application
    • 1.3.1 Global AR Gaming Market Share by Application: 2020 VS 2026
    • 1.3.2 Innovators
    • 1.3.3 Early Adopters
    • 1.3.4 Early Majority
  • 1.4 Study Objectives
  • 1.5 Years Considered

2 Global Growth Trends

  • 2.1 Global AR Gaming Market Perspective (2015-2026)
  • 2.2 Global AR Gaming Growth Trends by Regions
    • 2.2.1 AR Gaming Market Size by Regions: 2015 VS 2020 VS 2026
    • 2.2.2 AR Gaming Historic Market Share by Regions (2015-2020)
    • 2.2.3 AR Gaming Forecasted Market Size by Regions (2021-2026)
  • 2.3 Industry Trends and Growth Strategy
    • 2.3.1 Market Trends
    • 2.3.2 Market Drivers
    • 2.3.3 Market Challenges
    • 2.3.4 Market Restraints

3 Competition Landscape by Key Players

  • 3.1 Global Top AR Gaming Players by Market Size
    • 3.1.1 Global Top AR Gaming Players by Revenue (2015-2020)
    • 3.1.2 Global AR Gaming Revenue Market Share by Players (2015-2020)
  • 3.2 Global AR Gaming Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 3.3 Players Covered: Ranking by AR Gaming Revenue
  • 3.4 Global AR Gaming Market Concentration Ratio
    • 3.4.1 Global AR Gaming Market Concentration Ratio (CR5 and HHI)
    • 3.4.2 Global Top 10 and Top 5 Companies by AR Gaming Revenue in 2019
  • 3.5 Key Players AR Gaming Area Served
  • 3.6 Key Players AR Gaming Product Solution and Service
  • 3.7 Date of Enter into AR Gaming Market
  • 3.8 Mergers & Acquisitions, Expansion Plans

4 AR Gaming Breakdown Data by Type (2015-2026)

  • 4.1 Global AR Gaming Historic Market Size by Type (2015-2020)
  • 4.2 Global AR Gaming Forecasted Market Size by Type (2021-2026)

5 AR Gaming Breakdown Data by Application (2015-2026)

  • 5.1 Global AR Gaming Historic Market Size by Application (2015-2020)
  • 5.2 Global AR Gaming Forecasted Market Size by Application (2021-2026)

6 North America

  • 6.1 North America AR Gaming Market Size (2015-2026)
  • 6.2 North America AR Gaming Market Size by Type (2015-2020)
  • 6.3 North America AR Gaming Market Size by Application (2015-2020)
  • 6.4 North America AR Gaming Market Size by Country (2015-2020)
    • 6.4.1 United States
    • 6.4.2 Canada

7 Europe

  • 7.1 Europe AR Gaming Market Size (2015-2026)
  • 7.2 Europe AR Gaming Market Size by Type (2015-2020)
  • 7.3 Europe AR Gaming Market Size by Application (2015-2020)
  • 7.4 Europe AR Gaming Market Size by Country (2015-2020)
    • 7.4.1 Germany
    • 7.4.2 France
    • 7.4.3 U.K.
    • 7.4.4 Italy
    • 7.4.5 Russia
    • 7.4.6 Nordic
    • 7.4.7 Rest of Europe

8 China

  • 8.1 China AR Gaming Market Size (2015-2026)
  • 8.2 China AR Gaming Market Size by Type (2015-2020)
  • 8.3 China AR Gaming Market Size by Application (2015-2020)
  • 8.4 China AR Gaming Market Size by Region (2015-2020)
    • 8.4.1 China
    • 8.4.2 Japan
    • 8.4.3 South Korea
    • 8.4.4 Southeast Asia
    • 8.4.5 India
    • 8.4.6 Australia
    • 8.4.7 Rest of Asia-Pacific

9 Japan

  • 9.1 Japan AR Gaming Market Size (2015-2026)
  • 9.2 Japan AR Gaming Market Size by Type (2015-2020)
  • 9.3 Japan AR Gaming Market Size by Application (2015-2020)
  • 9.4 Japan AR Gaming Market Size by Country (2015-2020)
    • 9.4.1 Mexico
    • 9.4.2 Brazil

10 Southeast Asia

  • 10.1 Southeast Asia AR Gaming Market Size (2015-2026)
  • 10.2 Southeast Asia AR Gaming Market Size by Type (2015-2020)
  • 10.3 Southeast Asia AR Gaming Market Size by Application (2015-2020)
  • 10.4 Southeast Asia AR Gaming Market Size by Country (2015-2020)
    • 10.4.1 Turkey
    • 10.4.2 Saudi Arabia
    • 10.4.3 UAE
    • 10.4.4 Rest of Middle East & Africa

11 Key Players Profiles

  • 11.1 Catchoom
    • 11.1.1 Catchoom Company Details
    • 11.1.2 Catchoom Business Overview
    • 11.1.3 Catchoom AR Gaming Introduction
    • 11.1.4 Catchoom Revenue in AR Gaming Business (2015-2020))
    • 11.1.5 Catchoom Recent Development
  • 11.2 Infinity Augmented Reality
    • 11.2.1 Infinity Augmented Reality Company Details
    • 11.2.2 Infinity Augmented Reality Business Overview
    • 11.2.3 Infinity Augmented Reality AR Gaming Introduction
    • 11.2.4 Infinity Augmented Reality Revenue in AR Gaming Business (2015-2020)
    • 11.2.5 Infinity Augmented Reality Recent Development
  • 11.3 Qualcomm Technologies
    • 11.3.1 Qualcomm Technologies Company Details
    • 11.3.2 Qualcomm Technologies Business Overview
    • 11.3.3 Qualcomm Technologies AR Gaming Introduction
    • 11.3.4 Qualcomm Technologies Revenue in AR Gaming Business (2015-2020)
    • 11.3.5 Qualcomm Technologies Recent Development
  • 11.4 Augmented Pixels
    • 11.4.1 Augmented Pixels Company Details
    • 11.4.2 Augmented Pixels Business Overview
    • 11.4.3 Augmented Pixels AR Gaming Introduction
    • 11.4.4 Augmented Pixels Revenue in AR Gaming Business (2015-2020)
    • 11.4.5 Augmented Pixels Recent Development
  • 11.5 Aurasma
    • 11.5.1 Aurasma Company Details
    • 11.5.2 Aurasma Business Overview
    • 11.5.3 Aurasma AR Gaming Introduction
    • 11.5.4 Aurasma Revenue in AR Gaming Business (2015-2020)
    • 11.5.5 Aurasma Recent Development
  • 11.6 Blippar
    • 11.6.1 Blippar Company Details
    • 11.6.2 Blippar Business Overview
    • 11.6.3 Blippar AR Gaming Introduction
    • 11.6.4 Blippar Revenue in AR Gaming Business (2015-2020)
    • 11.6.5 Blippar Recent Development
  • 11.7 Total Immersion
    • 11.7.1 Total Immersion Company Details
    • 11.7.2 Total Immersion Business Overview
    • 11.7.3 Total Immersion AR Gaming Introduction
    • 11.7.4 Total Immersion Revenue in AR Gaming Business (2015-2020)
    • 11.7.5 Total Immersion Recent Development
  • 11.8 VividWorks
    • 11.8.1 VividWorks Company Details
    • 11.8.2 VividWorks Business Overview
    • 11.8.3 VividWorks AR Gaming Introduction
    • 11.8.4 VividWorks Revenue in AR Gaming Business (2015-2020)
    • 11.8.5 VividWorks Recent Development
  • 11.9 Wikitude
    • 11.9.1 Wikitude Company Details
    • 11.9.2 Wikitude Business Overview
    • 11.9.3 Wikitude AR Gaming Introduction
    • 11.9.4 Wikitude Revenue in AR Gaming Business (2015-2020)
    • 11.9.5 Wikitude Recent Development
  • 11.10 Zappar
    • 11.10.1 Zappar Company Details
    • 11.10.2 Zappar Business Overview
    • 11.10.3 Zappar AR Gaming Introduction
    • 11.10.4 Zappar Revenue in AR Gaming Business (2015-2020)
    • 11.10.5 Zappar Recent Development

12 Analyst's Viewpoints/Conclusions

    13 Appendix

    • 13.1 Research Methodology
      • 13.1.1 Methodology/Research Approach
      • 13.1.2 Data Source
    • 13.2 Disclaimer

    Global AR Gaming Scope and Market Size
    AR Gaming market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global AR Gaming market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application in terms of revenue and forecast for the period 2015-2026.

    Market segment by Type, the product can be split into
    Mobile Devices
    HMDs
    Smart Glasses

    Market segment by Application, split into
    Innovators
    Early Adopters
    Early Majority

    Based on regional and country-level analysis, the AR Gaming market has been segmented as follows:
    North America
    United States
    Canada
    Europe
    Germany
    France
    U.K.
    Italy
    Russia
    Nordic
    Rest of Europe
    Asia-Pacific
    China
    Japan
    South Korea
    Southeast Asia
    India
    Australia
    Rest of Asia-Pacific
    Latin America
    Mexico
    Brazil
    Middle East & Africa
    Turkey
    Saudi Arabia
    UAE
    Rest of Middle East & Africa

    In the competitive analysis section of the report, leading as well as prominent players of the global AR Gaming market are broadly studied on the basis of key factors. The report offers comprehensive analysis and accurate statistics on revenue by the player for the period 2015-2020. It also offers detailed analysis supported by reliable statistics on price and revenue (global level) by player for the period 2015-2020.
    The key players covered in this study
    Catchoom
    Infinity Augmented Reality
    Qualcomm Technologies
    Augmented Pixels
    Aurasma
    Blippar
    Total Immersion
    VividWorks
    Wikitude
    Zappar

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