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Global Augmented Reality Gaming Market Professional Survey Report 2019

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Table of Contents

    Executive Summary

      1 Industry Overview of Augmented Reality Gaming

      • 1.1 Definition of Augmented Reality Gaming
      • 1.2 Augmented Reality Gaming Segment by Type
        • 1.2.1 Global Augmented Reality Gaming Production Growth Rate Comparison by Types (2014-2025)
        • 1.2.2 Head Mounted Display
        • 1.2.3 Handheld Display
        • 1.2.4 Spatial Display
      • 1.3 Augmented Reality Gaming Segment by Applications
        • 1.3.1 Global Augmented Reality Gaming Consumption Comparison by Applications (2014-2025)
        • 1.3.2 Commercial Use
        • 1.3.3 Home Use
      • 1.4 Global Augmented Reality Gaming Overall Market
        • 1.4.1 Global Augmented Reality Gaming Revenue (2014-2025)
        • 1.4.2 Global Augmented Reality Gaming Production (2014-2025)
        • 1.4.3 North America Augmented Reality Gaming Status and Prospect (2014-2025)
        • 1.4.4 Europe Augmented Reality Gaming Status and Prospect (2014-2025)
        • 1.4.5 China Augmented Reality Gaming Status and Prospect (2014-2025)
        • 1.4.6 Japan Augmented Reality Gaming Status and Prospect (2014-2025)
        • 1.4.7 Southeast Asia Augmented Reality Gaming Status and Prospect (2014-2025)
        • 1.4.8 India Augmented Reality Gaming Status and Prospect (2014-2025)

      2 Manufacturing Cost Structure Analysis

      • 2.1 Raw Material and Suppliers
      • 2.2 Manufacturing Cost Structure Analysis of Augmented Reality Gaming
      • 2.3 Manufacturing Process Analysis of Augmented Reality Gaming
      • 2.4 Industry Chain Structure of Augmented Reality Gaming

      3 Development and Manufacturing Plants Analysis of Augmented Reality Gaming

      • 3.1 Capacity and Commercial Production Date
      • 3.2 Global Augmented Reality Gaming Manufacturing Plants Distribution
      • 3.3 Major Manufacturers Technology Source and Market Position of Augmented Reality Gaming
      • 3.4 Recent Development and Expansion Plans

      4 Key Figures of Major Manufacturers

      • 4.1 Augmented Reality Gaming Production and Capacity Analysis
      • 4.2 Augmented Reality Gaming Revenue Analysis
      • 4.3 Augmented Reality Gaming Price Analysis
      • 4.4 Market Concentration Degree

      5 Augmented Reality Gaming Regional Market Analysis

      • 5.1 Augmented Reality Gaming Production by Regions
        • 5.1.1 Global Augmented Reality Gaming Production by Regions
        • 5.1.2 Global Augmented Reality Gaming Revenue by Regions
      • 5.2 Augmented Reality Gaming Consumption by Regions
      • 5.3 North America Augmented Reality Gaming Market Analysis
        • 5.3.1 North America Augmented Reality Gaming Production
        • 5.3.2 North America Augmented Reality Gaming Revenue
        • 5.3.3 Key Manufacturers in North America
        • 5.3.4 North America Augmented Reality Gaming Import and Export
      • 5.4 Europe Augmented Reality Gaming Market Analysis
        • 5.4.1 Europe Augmented Reality Gaming Production
        • 5.4.2 Europe Augmented Reality Gaming Revenue
        • 5.4.3 Key Manufacturers in Europe
        • 5.4.4 Europe Augmented Reality Gaming Import and Export
      • 5.5 China Augmented Reality Gaming Market Analysis
        • 5.5.1 China Augmented Reality Gaming Production
        • 5.5.2 China Augmented Reality Gaming Revenue
        • 5.5.3 Key Manufacturers in China
        • 5.5.4 China Augmented Reality Gaming Import and Export
      • 5.6 Japan Augmented Reality Gaming Market Analysis
        • 5.6.1 Japan Augmented Reality Gaming Production
        • 5.6.2 Japan Augmented Reality Gaming Revenue
        • 5.6.3 Key Manufacturers in Japan
        • 5.6.4 Japan Augmented Reality Gaming Import and Export
      • 5.7 Southeast Asia Augmented Reality Gaming Market Analysis
        • 5.7.1 Southeast Asia Augmented Reality Gaming Production
        • 5.7.2 Southeast Asia Augmented Reality Gaming Revenue
        • 5.7.3 Key Manufacturers in Southeast Asia
        • 5.7.4 Southeast Asia Augmented Reality Gaming Import and Export
      • 5.8 India Augmented Reality Gaming Market Analysis
        • 5.8.1 India Augmented Reality Gaming Production
        • 5.8.2 India Augmented Reality Gaming Revenue
        • 5.8.3 Key Manufacturers in India
        • 5.8.4 India Augmented Reality Gaming Import and Export

      6 Augmented Reality Gaming Segment Market Analysis (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 Augmented Reality Gaming Segment Market Analysis (by Application)

      • 7.1 Global Augmented Reality Gaming Consumption by Application
      • 7.2 Global Augmented Reality Gaming Consumption Market Share by Application (2014-2019)

      8 Augmented Reality Gaming Major Manufacturers Analysis

      • 8.1 Augmented Pixels
        • 8.1.1 Augmented Pixels Augmented Reality Gaming Production Sites and Area Served
        • 8.1.2 Augmented Pixels Product Introduction, Application and Specification
        • 8.1.3 Augmented Pixels Augmented Reality Gaming Production, Revenue, Ex-factory Price and Gross Margin (2014-2019)
        • 8.1.4 Main Business and Markets Served
      • 8.2 Aurasma
        • 8.2.1 Aurasma Augmented Reality Gaming Production Sites and Area Served
        • 8.2.2 Aurasma Product Introduction, Application and Specification
        • 8.2.3 Aurasma Augmented Reality Gaming Production, Revenue, Ex-factory Price and Gross Margin (2014-2019)
        • 8.2.4 Main Business and Markets Served
      • 8.3 Blippar
        • 8.3.1 Blippar Augmented Reality Gaming Production Sites and Area Served
        • 8.3.2 Blippar Product Introduction, Application and Specification
        • 8.3.3 Blippar Augmented Reality Gaming Production, Revenue, Ex-factory Price and Gross Margin (2014-2019)
        • 8.3.4 Main Business and Markets Served
      • 8.4 Catchoom
        • 8.4.1 Catchoom Augmented Reality Gaming Production Sites and Area Served
        • 8.4.2 Catchoom Product Introduction, Application and Specification
        • 8.4.3 Catchoom Augmented Reality Gaming Production, Revenue, Ex-factory Price and Gross Margin (2014-2019)
        • 8.4.4 Main Business and Markets Served
      • 8.5 Infinity Augmented Reality
        • 8.5.1 Infinity Augmented Reality Augmented Reality Gaming Production Sites and Area Served
        • 8.5.2 Infinity Augmented Reality Product Introduction, Application and Specification
        • 8.5.3 Infinity Augmented Reality Augmented Reality Gaming Production, Revenue, Ex-factory Price and Gross Margin (2014-2019)
        • 8.5.4 Main Business and Markets Served
      • 8.6 Metaio
        • 8.6.1 Metaio Augmented Reality Gaming Production Sites and Area Served
        • 8.6.2 Metaio Product Introduction, Application and Specification
        • 8.6.3 Metaio Augmented Reality Gaming Production, Revenue, Ex-factory Price and Gross Margin (2014-2019)
        • 8.6.4 Main Business and Markets Served
      • 8.7 Qualcomm
        • 8.7.1 Qualcomm Augmented Reality Gaming Production Sites and Area Served
        • 8.7.2 Qualcomm Product Introduction, Application and Specification
        • 8.7.3 Qualcomm Augmented Reality Gaming Production, Revenue, Ex-factory Price and Gross Margin (2014-2019)
        • 8.7.4 Main Business and Markets Served
      • 8.8 Total Immersion
        • 8.8.1 Total Immersion Augmented Reality Gaming Production Sites and Area Served
        • 8.8.2 Total Immersion Product Introduction, Application and Specification
        • 8.8.3 Total Immersion Augmented Reality Gaming Production, Revenue, Ex-factory Price and Gross Margin (2014-2019)
        • 8.8.4 Main Business and Markets Served
      • 8.9 VividWorks
        • 8.9.1 VividWorks Augmented Reality Gaming Production Sites and Area Served
        • 8.9.2 VividWorks Product Introduction, Application and Specification
        • 8.9.3 VividWorks Augmented Reality Gaming Production, Revenue, Ex-factory Price and Gross Margin (2014-2019)
        • 8.9.4 Main Business and Markets Served
      • 8.10 Wikitude
        • 8.10.1 Wikitude Augmented Reality Gaming Production Sites and Area Served
        • 8.10.2 Wikitude Product Introduction, Application and Specification
        • 8.10.3 Wikitude Augmented Reality Gaming Production, Revenue, Ex-factory Price and Gross Margin (2014-2019)
        • 8.10.4 Main Business and Markets Served
      • 8.11 Zappar

      9 Development Trend of Analysis of Augmented Reality Gaming Market

      • 9.1 Global Augmented Reality Gaming Market Trend Analysis
        • 9.1.1 Global Augmented Reality Gaming Market Size (Volume and Value) Forecast 2019-2025
      • 9.2 Augmented Reality Gaming Regional Market Trend
        • 9.2.1 North America Augmented Reality Gaming Forecast 2019-2025
        • 9.2.2 Europe Augmented Reality Gaming Forecast 2019-2025
        • 9.2.3 China Augmented Reality Gaming Forecast 2019-2025
        • 9.2.4 Japan Augmented Reality Gaming Forecast 2019-2025
        • 9.2.5 Southeast Asia Augmented Reality Gaming Forecast 2019-2025
        • 9.2.6 India Augmented Reality Gaming Forecast 2019-2025
      • 9.3 Augmented Reality Gaming Market Trend (Product Type)
      • 9.4 Augmented Reality Gaming Market Trend (Application)
      • 10.1 Marketing Channel
        • 10.1.1 Direct Marketing
        • 10.1.2 Indirect Marketing
      • 10.3 Augmented Reality Gaming Customers

      11 Market Dynamics

      • 11.1 Market Trends
      • 11.2 Opportunities
      • 11.3 Market Drivers
      • 11.4 Challenges
      • 11.5 Influence Factors

      12 Conclusion

        13 Appendix

        • 13.1 Methodology/Research Approach
          • 13.1.1 Research Programs/Design
          • 13.1.2 Market Size Estimation
          • 13.1.3 Market Breakdown and Data Triangulation
        • 13.2 Data Source
          • 13.2.1 Secondary Sources
          • 13.2.2 Primary Sources
        • 13.3 Author List

        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 global Augmented Reality Gaming market was valued at xx million US$ in 2018 and will reach xx million US$ by the end of 2025, growing at a CAGR of xx% during 2019-2025.
        This report focuses on Augmented Reality Gaming volume and value at global level, regional level and company level. From a global perspective, this report represents overall Augmented Reality Gaming market size by analyzing historical data and future prospect.
        Regionally, this report categorizes the production, apparent consumption, export and import of Augmented Reality Gaming in North America, Europe, China, Japan, Southeast Asia and India.
        For each manufacturer covered, this report analyzes their Augmented Reality Gaming manufacturing sites, capacity, production, ex-factory price, revenue and market share in global market.

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

        Segment by Regions
        North America
        Europe
        China
        Japan
        Southeast Asia
        India

        Segment by Type
        Head Mounted Display
        Handheld Display
        Spatial Display

        Segment by Application
        Commercial Use
        Home Use

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