Report Detail

Electronics & Semiconductor Global Augmented Reality Gaming Market Insights, Forecast to 2025

  • RnM3413043
  • |
  • 13 May, 2019
  • |
  • Global
  • |
  • 116 Pages
  • |
  • QYResearch
  • |
  • Electronics & Semiconductor

Augmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics or GPS data. It is related to a more general concept called mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. As a result, the technology functions by enhancing one’s current perception of reality.
North America is anticipated to emerge as a leading global augmented reality market in overall gaming business. This growth has been spurred by growth in consumers’ disposable income and constant technological innovation. However, South Korea and China in Asia Pacific region are poised to remain as lucrative growth regions throughout the forecast period. From the global standpoint, factors such as technological breakthroughs are foreseen to drive market growth, whereas the upgrade cost of augmented reality devices and high maintenance is expected to curtail growth to some extent.
The Augmented Reality Gaming market was valued at xx Million US$ in 2018 and is projected to reach xx Million US$ by 2025, at a CAGR of xx% during the forecast period. In this study, 2018 has been considered as the base year and 2019 to 2025 as the forecast period to estimate the market size for Augmented Reality Gaming.

This report presents the worldwide Augmented Reality Gaming market size (value, production and consumption), splits the breakdown (data status 2014-2019 and forecast to 2025), by manufacturers, region, type and application.
This study also analyzes the market status, market share, growth rate, future trends, market drivers, opportunities and challenges, risks and entry barriers, sales channels, distributors and Porter's Five Forces Analysis.

The following manufacturers are covered in this report:
Augmented Pixels
Aurasma
Blippar
Catchoom
Infinity Augmented Reality
Metaio
Qualcomm
Total Immersion
VividWorks
Wikitude
Zappar

Augmented Reality Gaming Breakdown Data by Type
Head Mounted Display
Handheld Display
Spatial Display
Augmented Reality Gaming Breakdown Data by Application
Commercial Use
Home Use

Augmented Reality Gaming Production by Region
United States
Europe
China
Japan
South Korea
Other Regions

Augmented Reality Gaming Consumption by Region
North America
United States
Canada
Mexico
Asia-Pacific
China
India
Japan
South Korea
Australia
Indonesia
Malaysia
Philippines
Thailand
Vietnam
Europe
Germany
France
UK
Italy
Russia
Rest of Europe
Central & South America
Brazil
Rest of South America
Middle East & Africa
GCC Countries
Turkey
Egypt
South Africa
Rest of Middle East & Africa

The study objectives are:
To analyze and research the global Augmented Reality Gaming status and future forecast,involving, production, revenue, consumption, historical and forecast.
To present the key Augmented Reality Gaming manufacturers, production, revenue, market share, and recent development.
To split the breakdown data by regions, type, manufacturers and applications.
To analyze the global and key regions market potential and advantage, opportunity and challenge, restraints and risks.
To identify significant trends, drivers, influence factors in global and regions.
To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.

In this study, the years considered to estimate the market size of Augmented Reality Gaming :
History Year: 2014 - 2018
Base Year: 2018
Estimated Year: 2019
Forecast Year: 2019 - 2025

This report includes the estimation of market size for value (million USD) and volume (K Units). Both top-down and bottom-up approaches have been used to estimate and validate the market size of Augmented Reality Gaming market, to estimate the size of various other dependent submarkets in the overall market. Key players in the market have been identified through secondary research, and their market shares have been determined through primary and secondary research. All percentage shares, splits, and breakdowns have been determined using secondary sources and verified primary sources.

For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.


Table of Contents

    1 Study Coverage

    • 1.1 Augmented Reality Gaming Product
    • 1.2 Key Market Segments in This Study
    • 1.3 Key Manufacturers Covered
    • 1.4 Market by Type
      • 1.4.1 Global Augmented Reality Gaming Market Size Growth Rate by Type
      • 1.4.2 Head Mounted Display
      • 1.4.3 Handheld Display
      • 1.4.4 Spatial Display
    • 1.5 Market by Application
      • 1.5.1 Global Augmented Reality Gaming Market Size Growth Rate by Application
      • 1.5.2 Commercial Use
      • 1.5.3 Home Use
    • 1.6 Study Objectives
    • 1.7 Years Considered

    2 Executive Summary

    • 2.1 Global Augmented Reality Gaming Market Size
      • 2.1.1 Global Augmented Reality Gaming Revenue 2014-2025
      • 2.1.2 Global Augmented Reality Gaming Production 2014-2025
    • 2.2 Augmented Reality Gaming Growth Rate (CAGR) 2019-2025
    • 2.3 Analysis of Competitive Landscape
      • 2.3.1 Manufacturers Market Concentration Ratio (CR5 and HHI)
      • 2.3.2 Key Augmented Reality Gaming Manufacturers
        • 2.3.2.1 Augmented Reality Gaming Manufacturing Base Distribution, Headquarters
        • 2.3.2.2 Manufacturers Augmented Reality Gaming Product Offered
        • 2.3.2.3 Date of Manufacturers Enter into Augmented Reality Gaming Market
    • 2.4 Key Trends for Augmented Reality Gaming Markets & Products

    3 Market Size by Manufacturers

    • 3.1 Augmented Reality Gaming Production by Manufacturers
      • 3.1.1 Augmented Reality Gaming Production by Manufacturers
      • 3.1.2 Augmented Reality Gaming Production Market Share by Manufacturers
    • 3.2 Augmented Reality Gaming Revenue by Manufacturers
      • 3.2.1 Augmented Reality Gaming Revenue by Manufacturers (2014-2019)
      • 3.2.2 Augmented Reality Gaming Revenue Share by Manufacturers (2014-2019)
    • 3.3 Augmented Reality Gaming Price by Manufacturers
    • 3.4 Mergers & Acquisitions, Expansion Plans

    4 Augmented Reality Gaming Production by Regions

    • 4.1 Global Augmented Reality Gaming Production by Regions
      • 4.1.1 Global Augmented Reality Gaming Production Market Share by Regions
      • 4.1.2 Global Augmented Reality Gaming Revenue Market Share by Regions
    • 4.2 United States
      • 4.2.1 United States Augmented Reality Gaming Production
      • 4.2.2 United States Augmented Reality Gaming Revenue
      • 4.2.3 Key Players in United States
      • 4.2.4 United States Augmented Reality Gaming Import & Export
    • 4.3 Europe
      • 4.3.1 Europe Augmented Reality Gaming Production
      • 4.3.2 Europe Augmented Reality Gaming Revenue
      • 4.3.3 Key Players in Europe
      • 4.3.4 Europe Augmented Reality Gaming Import & Export
    • 4.4 China
      • 4.4.1 China Augmented Reality Gaming Production
      • 4.4.2 China Augmented Reality Gaming Revenue
      • 4.4.3 Key Players in China
      • 4.4.4 China Augmented Reality Gaming Import & Export
    • 4.5 Japan
      • 4.5.1 Japan Augmented Reality Gaming Production
      • 4.5.2 Japan Augmented Reality Gaming Revenue
      • 4.5.3 Key Players in Japan
      • 4.5.4 Japan Augmented Reality Gaming Import & Export
    • 4.6 South Korea
      • 4.6.1 South Korea Augmented Reality Gaming Production
      • 4.6.2 South Korea Augmented Reality Gaming Revenue
      • 4.6.3 Key Players in South Korea
      • 4.6.4 South Korea Augmented Reality Gaming Import & Export
    • 4.7 Other Regions
      • 4.7.1 Taiwan
      • 4.7.2 India
      • 4.7.3 Southeast Asia

    5 Augmented Reality Gaming Consumption by Regions

    • 5.1 Global Augmented Reality Gaming Consumption by Regions
      • 5.1.1 Global Augmented Reality Gaming Consumption by Regions
      • 5.1.2 Global Augmented Reality Gaming Consumption Market Share by Regions
    • 5.2 North America
      • 5.2.1 North America Augmented Reality Gaming Consumption by Application
      • 5.2.2 North America Augmented Reality Gaming Consumption by Countries
      • 5.2.3 United States
      • 5.2.4 Canada
      • 5.2.5 Mexico
    • 5.3 Europe
      • 5.3.1 Europe Augmented Reality Gaming Consumption by Application
      • 5.3.2 Europe Augmented Reality Gaming Consumption by Countries
      • 5.3.3 Germany
      • 5.3.4 France
      • 5.3.5 UK
      • 5.3.6 Italy
      • 5.3.7 Russia
    • 5.4 Asia Pacific
      • 5.4.1 Asia Pacific Augmented Reality Gaming Consumption by Application
      • 5.4.2 Asia Pacific Augmented Reality Gaming Consumption by Countries
      • 5.4.3 China
      • 5.4.4 Japan
      • 5.4.5 South Korea
      • 5.4.6 India
      • 5.4.7 Australia
      • 5.4.8 Indonesia
      • 5.4.9 Thailand
      • 5.4.10 Malaysia
      • 5.4.11 Philippines
      • 5.4.12 Vietnam
    • 5.5 Central & South America
      • 5.5.1 Central & South America Augmented Reality Gaming Consumption by Application
      • 5.5.2 Central & South America Augmented Reality Gaming Consumption by Country
      • 5.5.3 Brazil
    • 5.6 Middle East and Africa
      • 5.6.1 Middle East and Africa Augmented Reality Gaming Consumption by Application
      • 5.6.2 Middle East and Africa Augmented Reality Gaming Consumption by Countries
      • 5.6.3 GCC Countries
      • 5.6.4 Egypt
      • 5.6.5 South Africa

    6 Market Size by Type

    • 6.1 Global Augmented Reality Gaming Production by Type
    • 6.2 Global Augmented Reality Gaming Revenue by Type
    • 6.3 Augmented Reality Gaming Price by Type

    7 Market Size by Application

    • 7.1 Overview
    • 7.2 Global Augmented Reality Gaming Breakdown Dada by Application
      • 7.2.1 Global Augmented Reality Gaming Consumption by Application
      • 7.2.2 Global Augmented Reality Gaming Consumption Market Share by Application (2014-2019)

    8 Manufacturers Profiles

    • 8.1 Augmented Pixels
      • 8.1.1 Augmented Pixels Company Details
      • 8.1.2 Company Overview
      • 8.1.3 Augmented Pixels Augmented Reality Gaming Production Revenue and Gross Margin (2014-2019)
      • 8.1.4 Augmented Pixels Augmented Reality Gaming Product Description
      • 8.1.5 Augmented Pixels Recent Development
    • 8.2 Aurasma
      • 8.2.1 Aurasma Company Details
      • 8.2.2 Company Overview
      • 8.2.3 Aurasma Augmented Reality Gaming Production Revenue and Gross Margin (2014-2019)
      • 8.2.4 Aurasma Augmented Reality Gaming Product Description
      • 8.2.5 Aurasma Recent Development
    • 8.3 Blippar
      • 8.3.1 Blippar Company Details
      • 8.3.2 Company Overview
      • 8.3.3 Blippar Augmented Reality Gaming Production Revenue and Gross Margin (2014-2019)
      • 8.3.4 Blippar Augmented Reality Gaming Product Description
      • 8.3.5 Blippar Recent Development
    • 8.4 Catchoom
      • 8.4.1 Catchoom Company Details
      • 8.4.2 Company Overview
      • 8.4.3 Catchoom Augmented Reality Gaming Production Revenue and Gross Margin (2014-2019)
      • 8.4.4 Catchoom Augmented Reality Gaming Product Description
      • 8.4.5 Catchoom Recent Development
    • 8.5 Infinity Augmented Reality
      • 8.5.1 Infinity Augmented Reality Company Details
      • 8.5.2 Company Overview
      • 8.5.3 Infinity Augmented Reality Augmented Reality Gaming Production Revenue and Gross Margin (2014-2019)
      • 8.5.4 Infinity Augmented Reality Augmented Reality Gaming Product Description
      • 8.5.5 Infinity Augmented Reality Recent Development
    • 8.6 Metaio
      • 8.6.1 Metaio Company Details
      • 8.6.2 Company Overview
      • 8.6.3 Metaio Augmented Reality Gaming Production Revenue and Gross Margin (2014-2019)
      • 8.6.4 Metaio Augmented Reality Gaming Product Description
      • 8.6.5 Metaio Recent Development
    • 8.7 Qualcomm
      • 8.7.1 Qualcomm Company Details
      • 8.7.2 Company Overview
      • 8.7.3 Qualcomm Augmented Reality Gaming Production Revenue and Gross Margin (2014-2019)
      • 8.7.4 Qualcomm Augmented Reality Gaming Product Description
      • 8.7.5 Qualcomm Recent Development
    • 8.8 Total Immersion
      • 8.8.1 Total Immersion Company Details
      • 8.8.2 Company Overview
      • 8.8.3 Total Immersion Augmented Reality Gaming Production Revenue and Gross Margin (2014-2019)
      • 8.8.4 Total Immersion Augmented Reality Gaming Product Description
      • 8.8.5 Total Immersion Recent Development
    • 8.9 VividWorks
      • 8.9.1 VividWorks Company Details
      • 8.9.2 Company Overview
      • 8.9.3 VividWorks Augmented Reality Gaming Production Revenue and Gross Margin (2014-2019)
      • 8.9.4 VividWorks Augmented Reality Gaming Product Description
      • 8.9.5 VividWorks Recent Development
    • 8.10 Wikitude
      • 8.10.1 Wikitude Company Details
      • 8.10.2 Company Overview
      • 8.10.3 Wikitude Augmented Reality Gaming Production Revenue and Gross Margin (2014-2019)
      • 8.10.4 Wikitude Augmented Reality Gaming Product Description
      • 8.10.5 Wikitude Recent Development
    • 8.11 Zappar

    9 Production Forecasts

    • 9.1 Augmented Reality Gaming Production and Revenue Forecast
      • 9.1.1 Global Augmented Reality Gaming Production Forecast 2019-2025
      • 9.1.2 Global Augmented Reality Gaming Revenue Forecast 2019-2025
    • 9.2 Augmented Reality Gaming Production and Revenue Forecast by Regions
      • 9.2.1 Global Augmented Reality Gaming Revenue Forecast by Regions
      • 9.2.2 Global Augmented Reality Gaming Production Forecast by Regions
    • 9.3 Augmented Reality Gaming Key Producers Forecast
      • 9.3.1 United States
      • 9.3.2 Europe
      • 9.3.3 China
      • 9.3.4 Japan
      • 9.3.5 South Korea
    • 9.4 Forecast by Type
      • 9.4.1 Global Augmented Reality Gaming Production Forecast by Type
      • 9.4.2 Global Augmented Reality Gaming Revenue Forecast by Type

    10 Consumption Forecast

    • 10.1 Augmented Reality Gaming Consumption Forecast by Application
    • 10.2 Augmented Reality Gaming Consumption Forecast by Regions
    • 10.3 North America Market Consumption Forecast
      • 10.3.1 North America Augmented Reality Gaming Consumption Forecast by Regions 2019-2025
      • 10.3.2 United States
      • 10.3.3 Canada
      • 10.3.4 Mexico
    • 10.4 Europe Market Consumption Forecast
      • 10.4.1 Europe Augmented Reality Gaming Consumption Forecast by Regions 2019-2025
      • 10.4.2 Germany
      • 10.4.3 France
      • 10.4.4 UK
      • 10.4.5 Italy
      • 10.4.6 Russia
    • 10.5 Asia Pacific Market Consumption Forecast
      • 10.5.1 Asia Pacific Augmented Reality Gaming Consumption Forecast by Regions 2019-2025
      • 10.5.2 China
      • 10.5.3 Japan
      • 10.5.4 South Korea
      • 10.5.5 India
      • 10.5.6 Australia
      • 10.5.7 Indonesia
      • 10.5.8 Thailand
      • 10.5.9 Malaysia
      • 10.5.10 Philippines
      • 10.5.11 Vietnam
    • 10.6 Central & South America Market Consumption Forecast
      • 10.6.1 Central & South America Augmented Reality Gaming Consumption Forecast by Regions 2019-2025
      • 10.6.2 Brazil
    • 10.7 Middle East and Africa Market Consumption Forecast
      • 10.7.1 Middle East and Africa Augmented Reality Gaming Consumption Forecast by Regions 2019-2025
      • 10.7.2 GCC Countries
      • 10.7.3 Egypt
      • 10.7.4 South Africa

    11 Value Chain and Sales Channels Analysis

    • 11.1 Value Chain Analysis
    • 11.2 Sales Channels Analysis
      • 11.2.1 Augmented Reality Gaming Sales Channels
      • 11.2.2 Augmented Reality Gaming Distributors
    • 11.3 Augmented Reality Gaming Customers

    12 Market Opportunities & Challenges, Risks and Influences Factors Analysis

    • 12.1 Market Opportunities and Drivers
    • 12.2 Market Challenges
    • 12.3 Market Risks/Restraints

    13 Key Findings in the Global Augmented Reality Gaming Study

      14 Appendix

      • 14.1 Research Methodology
        • 14.1.1 Methodology/Research Approach
          • 14.1.1.1 Research Programs/Design
          • 14.1.1.2 Market Size Estimation
          • 14.1.1.3 Market Breakdown and Data Triangulation
        • 14.1.2 Data Source
          • 14.1.2.1 Secondary Sources
          • 14.1.2.2 Primary Sources
      • 14.2 Author Details

      Summary:
      Get latest Market Research Reports on Augmented Reality Gaming . Industry analysis & Market Report on Augmented Reality Gaming is a syndicated market report, published as Global Augmented Reality Gaming Market Insights, Forecast to 2025. It is complete Research Study and Industry Analysis of Augmented Reality Gaming market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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