Report Detail

Service & Software COVID-19 Impact on Global Augmented Reality (AR) in Entertainment Market Size, Status and Forecast 2020-2026

  • RnM4247314
  • |
  • 10 November, 2020
  • |
  • Global
  • |
  • 93 Pages
  • |
  • QYResearch
  • |
  • Service & Software

Market Analysis and Insights: Global Augmented Reality (AR) in Entertainment Market
The global Augmented Reality (AR) in Entertainment market size is projected to reach US$ XX million by 2026, from US$ XX million in 2020, at a CAGR of XX% during 2021-2026.
With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global Augmented Reality (AR) in Entertainment market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global Augmented Reality (AR) in Entertainment market in terms of revenue.
On the whole, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global Augmented Reality (AR) in Entertainment market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global Augmented Reality (AR) in Entertainment market.
Augmented Reality (AR) in Entertainment Breakdown Data by Type
AR in Games
AR in Music
Others
Augmented Reality (AR) in Entertainment Breakdown Data by Application
Theater
Museums
Amusement Parks
Music Concerts
Others
Based on regional and country-level analysis, the Augmented Reality (AR) in Entertainment 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 Augmented Reality (AR) in Entertainment 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 following players are covered in this report:
Google
Microsoft
Blippar
Marxent Labs
Electronic Arts
Evolution Studios
KUNOS-Simulazioni Srl
Slightly Mad Studios
Viewpoint Games
Slightly Mad
Ubisoft


1 Report Overview

  • 1.1 Study Scope
  • 1.2 Key Market Segments
  • 1.3 Market Analysis by Type
    • 1.3.1 Global Augmented Reality (AR) in Entertainment Market Size Growth Rate by Type: 2020 VS 2026
    • 1.3.2 AR in Games
    • 1.3.3 AR in Music
    • 1.3.4 Others
  • 1.4 Market by Application
    • 1.4.1 Global Augmented Reality (AR) in Entertainment Market Share by Application: 2020 VS 2026
    • 1.4.2 Theater
    • 1.4.3 Museums
    • 1.4.4 Amusement Parks
    • 1.4.5 Music Concerts
    • 1.4.6 Others
  • 1.5 Study Objectives
  • 1.6 Years Considered

2 Global Growth Trends

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

3 Competition Landscape by Key Players

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

4 Augmented Reality (AR) in Entertainment Breakdown Data by Type

  • 4.1 Global Augmented Reality (AR) in Entertainment Historic Market Size by Type (2015-2020)
  • 4.2 Global Augmented Reality (AR) in Entertainment Forecasted Market Size by Type (2021-2026)

5 Augmented Reality (AR) in Entertainment Breakdown Data by Application

  • 5.1 Global Augmented Reality (AR) in Entertainment Historic Market Size by Application (2015-2020)
  • 5.2 Global Augmented Reality (AR) in Entertainment Forecasted Market Size by Application (2021-2026)

6 North America

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

7 Europe

  • 7.1 Europe Augmented Reality (AR) in Entertainment Market Size (2015-2026)
  • 7.2 Europe Augmented Reality (AR) in Entertainment Market Size by Type (2015-2020)
  • 7.3 Europe Augmented Reality (AR) in Entertainment Market Size by Application (2015-2020)
  • 7.4 Europe Augmented Reality (AR) in Entertainment 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

8 Asia-Pacific

  • 8.1 Asia-Pacific Augmented Reality (AR) in Entertainment Market Size (2015-2026)
  • 8.2 Asia-Pacific Augmented Reality (AR) in Entertainment Market Size by Type (2015-2020)
  • 8.3 Asia-Pacific Augmented Reality (AR) in Entertainment Market Size by Application (2015-2020)
  • 8.4 Asia-Pacific Augmented Reality (AR) in Entertainment 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

9 Latin America

  • 9.1 Latin America Augmented Reality (AR) in Entertainment Market Size (2015-2026)
  • 9.2 Latin America Augmented Reality (AR) in Entertainment Market Size by Type (2015-2020)
  • 9.3 Latin America Augmented Reality (AR) in Entertainment Market Size by Application (2015-2020)
  • 9.4 Latin America Augmented Reality (AR) in Entertainment Market Size by Country (2015-2020)
    • 9.4.1 Mexico
    • 9.4.2 Brazil

10 Middle East & Africa

  • 10.1 Middle East & Africa Augmented Reality (AR) in Entertainment Market Size (2015-2026)
  • 10.2 Middle East & Africa Augmented Reality (AR) in Entertainment Market Size by Type (2015-2020)
  • 10.3 Middle East & Africa Augmented Reality (AR) in Entertainment Market Size by Application (2015-2020)
  • 10.4 Middle East & Africa Augmented Reality (AR) in Entertainment Market Size by Country (2015-2020)
    • 10.4.1 Turkey
    • 10.4.2 Saudi Arabia
    • 10.4.3 UAE

11Key Players Profiles

  • 11.1 Google
    • 11.1.1 Google Company Details
    • 11.1.2 Google Business Overview
    • 11.1.3 Google Augmented Reality (AR) in Entertainment Introduction
    • 11.1.4 Google Revenue in Augmented Reality (AR) in Entertainment Business (2015-2020))
    • 11.1.5 Google Recent Development
  • 11.2 Microsoft
    • 11.2.1 Microsoft Company Details
    • 11.2.2 Microsoft Business Overview
    • 11.2.3 Microsoft Augmented Reality (AR) in Entertainment Introduction
    • 11.2.4 Microsoft Revenue in Augmented Reality (AR) in Entertainment Business (2015-2020)
    • 11.2.5 Microsoft Recent Development
  • 11.3 Blippar
    • 11.3.1 Blippar Company Details
    • 11.3.2 Blippar Business Overview
    • 11.3.3 Blippar Augmented Reality (AR) in Entertainment Introduction
    • 11.3.4 Blippar Revenue in Augmented Reality (AR) in Entertainment Business (2015-2020)
    • 11.3.5 Blippar Recent Development
  • 11.4 Marxent Labs
    • 11.4.1 Marxent Labs Company Details
    • 11.4.2 Marxent Labs Business Overview
    • 11.4.3 Marxent Labs Augmented Reality (AR) in Entertainment Introduction
    • 11.4.4 Marxent Labs Revenue in Augmented Reality (AR) in Entertainment Business (2015-2020)
    • 11.4.5 Marxent Labs Recent Development
  • 11.5 Electronic Arts
    • 11.5.1 Electronic Arts Company Details
    • 11.5.2 Electronic Arts Business Overview
    • 11.5.3 Electronic Arts Augmented Reality (AR) in Entertainment Introduction
    • 11.5.4 Electronic Arts Revenue in Augmented Reality (AR) in Entertainment Business (2015-2020)
    • 11.5.5 Electronic Arts Recent Development
  • 11.6 Evolution Studios
    • 11.6.1 Evolution Studios Company Details
    • 11.6.2 Evolution Studios Business Overview
    • 11.6.3 Evolution Studios Augmented Reality (AR) in Entertainment Introduction
    • 11.6.4 Evolution Studios Revenue in Augmented Reality (AR) in Entertainment Business (2015-2020)
    • 11.6.5 Evolution Studios Recent Development
  • 11.7 KUNOS-Simulazioni Srl
    • 11.7.1 KUNOS-Simulazioni Srl Company Details
    • 11.7.2 KUNOS-Simulazioni Srl Business Overview
    • 11.7.3 KUNOS-Simulazioni Srl Augmented Reality (AR) in Entertainment Introduction
    • 11.7.4 KUNOS-Simulazioni Srl Revenue in Augmented Reality (AR) in Entertainment Business (2015-2020)
    • 11.7.5 KUNOS-Simulazioni Srl Recent Development
  • 11.8 Slightly Mad Studios
    • 11.8.1 Slightly Mad Studios Company Details
    • 11.8.2 Slightly Mad Studios Business Overview
    • 11.8.3 Slightly Mad Studios Augmented Reality (AR) in Entertainment Introduction
    • 11.8.4 Slightly Mad Studios Revenue in Augmented Reality (AR) in Entertainment Business (2015-2020)
    • 11.8.5 Slightly Mad Studios Recent Development
  • 11.9 Viewpoint Games
    • 11.9.1 Viewpoint Games Company Details
    • 11.9.2 Viewpoint Games Business Overview
    • 11.9.3 Viewpoint Games Augmented Reality (AR) in Entertainment Introduction
    • 11.9.4 Viewpoint Games Revenue in Augmented Reality (AR) in Entertainment Business (2015-2020)
    • 11.9.5 Viewpoint Games Recent Development
  • 11.10 Slightly Mad
    • 11.10.1 Slightly Mad Company Details
    • 11.10.2 Slightly Mad Business Overview
    • 11.10.3 Slightly Mad Augmented Reality (AR) in Entertainment Introduction
    • 11.10.4 Slightly Mad Revenue in Augmented Reality (AR) in Entertainment Business (2015-2020)
    • 11.10.5 Slightly Mad Recent Development
  • 11.11 Ubisoft
    • 10.11.1 Ubisoft Company Details
    • 10.11.2 Ubisoft Business Overview
    • 10.11.3 Ubisoft Augmented Reality (AR) in Entertainment Introduction
    • 10.11.4 Ubisoft Revenue in Augmented Reality (AR) in Entertainment Business (2015-2020)
    • 10.11.5 Ubisoft Recent Development

12Analyst's Viewpoints/Conclusions

    13Appendix

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

    Summary:
    Get latest Market Research Reports on COVID-19 Impact on Global Augmented Reality (AR) in Entertainment. Industry analysis & Market Report on COVID-19 Impact on Global Augmented Reality (AR) in Entertainment is a syndicated market report, published as COVID-19 Impact on Global Augmented Reality (AR) in Entertainment Market Size, Status and Forecast 2020-2026. It is complete Research Study and Industry Analysis of COVID-19 Impact on Global Augmented Reality (AR) in Entertainment market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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