Report Detail

Electronics & Semiconductor Global (United States, European Union and China) Augmented Reality Gaming Market Research Report 2019-2025

  • RnM3653810
  • |
  • 07 August, 2019
  • |
  • Global
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  • 115 Pages
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  • QYResearch
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  • 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.
In 2019, the market size of Augmented Reality Gaming is xx million US$ and it will reach xx million US$ in 2025, growing at a CAGR of xx% from 2019; while in China, the market size is valued at xx million US$ and will increase to xx million US$ in 2025, with a CAGR of xx% during forecast period.
In this report, 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 studies the global market size of Augmented Reality Gaming, especially focuses on the key regions like United States, European Union, China, and other regions (Japan, Korea, India and Southeast Asia).
This study presents the Augmented Reality Gaming production, revenue, market share and growth rate for each key company, and also covers the breakdown data (production, consumption, revenue and market share) by regions, type and applications. history breakdown data from 2014 to 2019, and forecast to 2025.
For top companies in United States, European Union and China, this report investigates and analyzes the production, value, price, market share and growth rate for the top manufacturers, key data from 2014 to 2019.

In global market, the following companies are covered:
Augmented Pixels
Aurasma
Blippar
Catchoom
Infinity Augmented Reality
Metaio
Qualcomm
Total Immersion
VividWorks
Wikitude
Zappar

Market Segment by Product Type
Head Mounted Display
Handheld Display
Spatial Display

Market Segment by Application
Commercial Use
Home Use

Key Regions split in this report: breakdown data for each region.
United States
China
European Union
Rest of World (Japan, Korea, India and Southeast Asia)

The study objectives are:
To analyze and research the Augmented Reality Gaming status and future forecast in United States, European Union and China, involving sales, value (revenue), growth rate (CAGR), market share, historical and forecast.
To present the key Augmented Reality Gaming manufacturers, presenting the sales, revenue, market share, and recent development for key players.
To split the breakdown data by regions, type, companies 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 are as follows:
History Year: 2014-2018
Base Year: 2018
Estimated Year: 2019
Forecast Year 2019 to 2025


Table of Contents

    1 Report Overview

    • 1.1 Research Scope
    • 1.2 Major Manufacturers Covered in This Report
    • 1.3 Market Segment by Type
      • 1.3.1 Global Augmented Reality Gaming Market Size Growth Rate by Type (2019-2025)
      • 1.3.2 Head Mounted Display
      • 1.3.3 Handheld Display
      • 1.3.4 Spatial Display
    • 1.4 Market Segment by Application
      • 1.4.1 Global Augmented Reality Gaming Market Share by Application (2019-2025)
      • 1.4.2 Commercial Use
      • 1.4.3 Home Use
    • 1.5 Study Objectives
    • 1.6 Years Considered

    2 Global Growth Trends

    • 2.1 Production and Capacity Analysis
      • 2.1.1 Global Augmented Reality Gaming Production Value 2014-2025
      • 2.1.2 Global Augmented Reality Gaming Production 2014-2025
      • 2.1.3 Global Augmented Reality Gaming Capacity 2014-2025
      • 2.1.4 Global Augmented Reality Gaming Marketing Pricing and Trends
    • 2.2 Key Producers Growth Rate (CAGR) 2019-2025
      • 2.2.1 Global Augmented Reality Gaming Market Size CAGR of Key Regions
      • 2.2.2 Global Augmented Reality Gaming Market Share of Key Regions
    • 2.3 Industry Trends
      • 2.3.1 Market Top Trends
      • 2.3.2 Market Drivers

    3 Market Share by Manufacturers

    • 3.1 Capacity and Production by Manufacturers
      • 3.1.1 Global Augmented Reality Gaming Capacity by Manufacturers
      • 3.1.2 Global Augmented Reality Gaming Production by Manufacturers
    • 3.2 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)
      • 3.2.3 Global Augmented Reality Gaming Market Concentration Ratio (CR5 and HHI)
    • 3.3 Augmented Reality Gaming Price by Manufacturers
    • 3.4 Key Manufacturers Augmented Reality Gaming Plants/Factories Distribution and Area Served
    • 3.5 Date of Key Manufacturers Enter into Augmented Reality Gaming Market
    • 3.6 Key Manufacturers Augmented Reality Gaming Product Offered
    • 3.7 Mergers & Acquisitions, Expansion Plans

    4 Market Size by Type

    • 4.1 Production and Production Value for Each Type
      • 4.1.1 Head Mounted Display Production and Production Value (2014-2019)
      • 4.1.2 Handheld Display Production and Production Value (2014-2019)
      • 4.1.3 Spatial Display Production and Production Value (2014-2019)
    • 4.2 Global Augmented Reality Gaming Production Market Share by Type
    • 4.3 Global Augmented Reality Gaming Production Value Market Share by Type
    • 4.4 Augmented Reality Gaming Ex-factory Price by Type

    5 Market Size by Application

    • 5.1 Overview
    • 5.2 Global Augmented Reality Gaming Consumption by Application

    6 Production by Regions

    • 6.1 Global Augmented Reality Gaming Production (History Data) by Regions 2014-2019
    • 6.2 Global Augmented Reality Gaming Production Value (History Data) by Regions
    • 6.3 United States
      • 6.3.1 United States Augmented Reality Gaming Production Growth Rate 2014-2019
      • 6.3.2 United States Augmented Reality Gaming Production Value Growth Rate 2014-2019
      • 6.3.3 Key Players in United States
      • 6.3.4 United States Augmented Reality Gaming Import & Export
    • 6.4 European Union
      • 6.4.1 European Union Augmented Reality Gaming Production Growth Rate 2014-2019
      • 6.4.2 European Union Augmented Reality Gaming Production Value Growth Rate 2014-2019
      • 6.4.3 Key Players in European Union
      • 6.4.4 European Union Augmented Reality Gaming Import & Export
    • 6.5 China
      • 6.5.1 China Augmented Reality Gaming Production Growth Rate 2014-2019
      • 6.5.2 China Augmented Reality Gaming Production Value Growth Rate 2014-2019
      • 6.5.3 Key Players in China
      • 6.5.4 China Augmented Reality Gaming Import & Export
    • 6.6 Rest of World
      • 6.6.1 Japan
      • 6.6.2 Korea
      • 6.6.3 India
      • 6.6.4 Southeast Asia

    7 Augmented Reality Gaming Consumption by Regions

    • 7.1 Global Augmented Reality Gaming Consumption (History Data) by Regions
    • 7.2 United States
      • 7.2.1 United States Augmented Reality Gaming Consumption by Type
      • 7.2.2 United States Augmented Reality Gaming Consumption by Application
    • 7.3 European Union
      • 7.3.1 European Union Augmented Reality Gaming Consumption by Type
      • 7.3.2 European Union Augmented Reality Gaming Consumption by Application
    • 7.4 China
      • 7.4.1 China Augmented Reality Gaming Consumption by Type
      • 7.4.2 China Augmented Reality Gaming Consumption by Application
    • 7.5 Rest of World
      • 7.5.1 Rest of World Augmented Reality Gaming Consumption by Type
      • 7.5.2 Rest of World Augmented Reality Gaming Consumption by Application
      • 7.5.1 Japan
      • 7.5.2 Korea
      • 7.5.3 India
      • 7.5.4 Southeast Asia

    8 Company Profiles

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

    9 Market Forecast

    • 9.1 Global Market Size Forecast
      • 9.1.1 Global Augmented Reality Gaming Capacity, Production Forecast 2019-2025
      • 9.1.2 Global Augmented Reality Gaming Production Value Forecast 2019-2025
    • 9.2 Market Forecast by Regions
      • 9.2.1 Global Augmented Reality Gaming Production and Value Forecast by Regions 2019-2025
      • 9.2.2 Global Augmented Reality Gaming Consumption Forecast by Regions 2019-2025
    • 9.3 United States
      • 9.3.1 Production and Value Forecast in United States
      • 9.3.2 Consumption Forecast in United States
    • 9.4 European Union
      • 9.4.1 Production and Value Forecast in European Union
      • 9.4.2 Consumption Forecast in European Union
    • 9.5 China
      • 9.5.1 Production and Value Forecast in China
      • 9.5.2 Consumption Forecast in China
    • 9.6 Rest of World
      • 9.6.1 Japan
      • 9.6.2 Korea
      • 9.6.3 India
      • 9.6.4 Southeast Asia
    • 9.7 Forecast by Type
      • 9.7.1 Global Augmented Reality Gaming Production Forecast by Type
      • 9.7.2 Global Augmented Reality Gaming Production Value Forecast by Type
    • 9.8 Consumption Forecast by Application

    10 Value Chain and Sales Channels Analysis

    • 10.1 Value Chain Analysis
    • 10.2 Sales Channels Analysis
      • 10.2.1 Augmented Reality Gaming Sales Channels
      • 10.2.2 Augmented Reality Gaming Distributors
    • 10.3 Augmented Reality Gaming Customers

    11 Opportunities & Challenges, Threat and Affecting Factors

    • 11.1 Market Opportunities
    • 11.2 Market Challenges
    • 11.3 Porter's Five Forces Analysis

    12 Key Findings

      13 Appendix

      • 13.1 Research Methodology
        • 13.1.1 Methodology/Research Approach
          • 13.1.1.1 Research Programs/Design
          • 13.1.1.2 Market Size Estimation
          • 13.1.1.3 Market Breakdown and Data Triangulation
        • 13.1.2 Data Source
          • 13.1.2.1 Secondary Sources
          • 13.1.2.2 Primary Sources
      • 13.2 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 (United States, European Union and China) Augmented Reality Gaming Market Research Report 2019-2025. 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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