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.
Scope of the Report:
This report focuses on the Augmented Reality Gaming in global market, especially in North America, Europe and Asia-Pacific, South America, Middle East and Africa. This report categorizes the market based on manufacturers, regions, type and application.
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 worldwide market for Augmented Reality Gaming is expected to grow at a CAGR of roughly xx% over the next five years, will reach xx million US$ in 2023, from xx million US$ in 2017, according to a new study.
Market Segment by Manufacturers, this report covers
Augmented Pixels
Aurasma
Blippar
Catchoom
Infinity Augmented Reality
Metaio
Qualcomm
Total Immersion
VividWorks
Wikitude
Zappar
Market Segment by Regions, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia and Italy)
Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
South America (Brazil, Argentina, Colombia etc.)
Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)
Market Segment by Type, covers
Head Mounted Display
Handheld Display
Spatial Display
Market Segment by Applications, can be divided into
Commercial Use
Home Use
There are 15 Chapters to deeply display the global Augmented Reality Gaming market.
Chapter 1, to describe Augmented Reality Gaming Introduction, product scope, market overview, market opportunities, market risk, market driving force;
Chapter 2, to analyze the top manufacturers of Augmented Reality Gaming, with sales, revenue, and price of Augmented Reality Gaming, in 2016 and 2017;
Chapter 3, to display the competitive situation among the top manufacturers, with sales, revenue and market share in 2016 and 2017;
Chapter 4, to show the global market by regions, with sales, revenue and market share of Augmented Reality Gaming, for each region, from 2013 to 2018;
Chapter 5, 6, 7, 8 and 9, to analyze the market by countries, by type, by application and by manufacturers, with sales, revenue and market share by key countries in these regions;
Chapter 10 and 11, to show the market by type and application, with sales market share and growth rate by type, application, from 2013 to 2018;
Chapter 12, Augmented Reality Gaming market forecast, by regions, type and application, with sales and revenue, from 2018 to 2023;
Chapter 13, 14 and 15, to describe Augmented Reality Gaming sales channel, distributors, traders, dealers, Research Findings and Conclusion, appendix and data source
The base year for the study has been considered 2019, historic year 2014 and 2018, the forecast period considered is from 2020 to 2027. The regions analyzed for the market include North America, Europe, South America, Asia Pacific, and Middle East and Africa. These regions are further analyzed at the country-level. The study also includes attractiveness analysis of type, application and regions which are benchmarked based on their market size, growth rate and attractiveness in terms of present and future opportunity for understanding the future growth of the market.
Market is segmented on the basis:
The report offers in-depth analysis of driving factors, opportunities, restraints, and challenges for gaining the key insight of the market. The report emphasizes on all the key trends that play a vital role in the enlargement of the market from 2019 to 2026.
The report provides company profile of the key players operating in the market and a comparative analysis based on their business overviews industry offering, segment market share, regional presence, business strategies, innovations, mergers & acquisitions, recent developments, joint venture, collaborations, partnerships, SWOT analysis, and key financial information.
Table of Contents
1 Market Overview
1.1 Augmented Reality Gaming Introduction
1.2 Market Analysis by Type
1.2.1 Head Mounted Display
1.2.2 Handheld Display
1.2.3 Spatial Display
1.3 Market Analysis by Applications
1.3.1 Commercial Use
1.3.2 Home Use
1.4 Market Analysis by Regions
1.4.1 North America (United States, Canada and Mexico)
1.4.1.1 United States Market States and Outlook (2013-2023)
1.4.1.2 Canada Market States and Outlook (2013-2023)
1.4.1.3 Mexico Market States and Outlook (2013-2023)
1.4.2 Europe (Germany, France, UK, Russia and Italy)
1.4.2.1 Germany Market States and Outlook (2013-2023)
1.4.2.2 France Market States and Outlook (2013-2023)
1.4.2.3 UK Market States and Outlook (2013-2023)
1.4.2.4 Russia Market States and Outlook (2013-2023)
1.4.2.5 Italy Market States and Outlook (2013-2023)
1.4.3 Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
1.4.3.1 China Market States and Outlook (2013-2023)
1.4.3.2 Japan Market States and Outlook (2013-2023)
1.4.3.3 Korea Market States and Outlook (2013-2023)
1.4.3.4 India Market States and Outlook (2013-2023)
1.4.3.5 Southeast Asia Market States and Outlook (2013-2023)
1.4.4 South America, Middle East and Africa
1.4.4.1 Brazil Market States and Outlook (2013-2023)
1.4.4.2 Egypt Market States and Outlook (2013-2023)
1.4.4.3 Saudi Arabia Market States and Outlook (2013-2023)
1.4.4.4 South Africa Market States and Outlook (2013-2023)
1.4.4.5 Nigeria Market States and Outlook (2013-2023)
1.5 Market Dynamics
1.5.1 Market Opportunities
1.5.2 Market Risk
1.5.3 Market Driving Force
2 Manufacturers Profiles
2.1 Augmented Pixels
2.1.1 Business Overview
2.1.2 Augmented Reality Gaming Type and Applications
2.1.2.1 Product A
2.1.2.2 Product B
2.1.3 Augmented Pixels Augmented Reality Gaming Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.2 Aurasma
2.2.1 Business Overview
2.2.2 Augmented Reality Gaming Type and Applications
2.2.2.1 Product A
2.2.2.2 Product B
2.2.3 Aurasma Augmented Reality Gaming Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.3 Blippar
2.3.1 Business Overview
2.3.2 Augmented Reality Gaming Type and Applications
2.3.2.1 Product A
2.3.2.2 Product B
2.3.3 Blippar Augmented Reality Gaming Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.4 Catchoom
2.4.1 Business Overview
2.4.2 Augmented Reality Gaming Type and Applications
2.4.2.1 Product A
2.4.2.2 Product B
2.4.3 Catchoom Augmented Reality Gaming Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.5 Infinity Augmented Reality
2.5.1 Business Overview
2.5.2 Augmented Reality Gaming Type and Applications
2.5.2.1 Product A
2.5.2.2 Product B
2.5.3 Infinity Augmented Reality Augmented Reality Gaming Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.6 Metaio
2.6.1 Business Overview
2.6.2 Augmented Reality Gaming Type and Applications
2.6.2.1 Product A
2.6.2.2 Product B
2.6.3 Metaio Augmented Reality Gaming Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.7 Qualcomm
2.7.1 Business Overview
2.7.2 Augmented Reality Gaming Type and Applications
2.7.2.1 Product A
2.7.2.2 Product B
2.7.3 Qualcomm Augmented Reality Gaming Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.8 Total Immersion
2.8.1 Business Overview
2.8.2 Augmented Reality Gaming Type and Applications
2.8.2.1 Product A
2.8.2.2 Product B
2.8.3 Total Immersion Augmented Reality Gaming Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.9 VividWorks
2.9.1 Business Overview
2.9.2 Augmented Reality Gaming Type and Applications
2.9.2.1 Product A
2.9.2.2 Product B
2.9.3 VividWorks Augmented Reality Gaming Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.10 Wikitude
2.10.1 Business Overview
2.10.2 Augmented Reality Gaming Type and Applications
2.10.2.1 Product A
2.10.2.2 Product B
2.10.3 Wikitude Augmented Reality Gaming Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.11 Zappar
2.11.1 Business Overview
2.11.2 Augmented Reality Gaming Type and Applications
2.11.2.1 Product A
2.11.2.2 Product B
2.11.3 Zappar Augmented Reality Gaming Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
3 Global Augmented Reality Gaming Sales, Revenue, Market Share and Competition by Manufacturer (2016-2017)
3.1 Global Augmented Reality Gaming Sales and Market Share by Manufacturer (2016-2017)
3.2 Global Augmented Reality Gaming Revenue and Market Share by Manufacturer (2016-2017)
3.3 Market Concentration Rate
3.3.1 Top 3 Augmented Reality Gaming Manufacturer Market Share in 2017
3.3.2 Top 6 Augmented Reality Gaming Manufacturer Market Share in 2017
3.4 Market Competition Trend
4 Global Augmented Reality Gaming Market Analysis by Regions
4.1 Global Augmented Reality Gaming Sales, Revenue and Market Share by Regions
4.1.1 Global Augmented Reality Gaming Sales and Market Share by Regions (2013-2018)
4.1.2 Global Augmented Reality Gaming Revenue and Market Share by Regions (2013-2018)
4.2 North America Augmented Reality Gaming Sales and Growth Rate (2013-2018)
4.3 Europe Augmented Reality Gaming Sales and Growth Rate (2013-2018)
4.4 Asia-Pacific Augmented Reality Gaming Sales and Growth Rate (2013-2018)
4.5 South America Augmented Reality Gaming Sales and Growth Rate (2013-2018)
4.6 Middle East and Africa Augmented Reality Gaming Sales and Growth Rate (2013-2018)
5 North America Augmented Reality Gaming by Countries
5.1 North America Augmented Reality Gaming Sales, Revenue and Market Share by Countries
5.1.1 North America Augmented Reality Gaming Sales and Market Share by Countries (2013-2018)
5.1.2 North America Augmented Reality Gaming Revenue and Market Share by Countries (2013-2018)
5.2 United States Augmented Reality Gaming Sales and Growth Rate (2013-2018)
5.3 Canada Augmented Reality Gaming Sales and Growth Rate (2013-2018)
5.4 Mexico Augmented Reality Gaming Sales and Growth Rate (2013-2018)
6 Europe Augmented Reality Gaming by Countries
6.1 Europe Augmented Reality Gaming Sales, Revenue and Market Share by Countries
6.1.1 Europe Augmented Reality Gaming Sales and Market Share by Countries (2013-2018)
6.1.2 Europe Augmented Reality Gaming Revenue and Market Share by Countries (2013-2018)
6.2 Germany Augmented Reality Gaming Sales and Growth Rate (2013-2018)
6.3 UK Augmented Reality Gaming Sales and Growth Rate (2013-2018)
6.4 France Augmented Reality Gaming Sales and Growth Rate (2013-2018)
6.5 Russia Augmented Reality Gaming Sales and Growth Rate (2013-2018)
6.6 Italy Augmented Reality Gaming Sales and Growth Rate (2013-2018)
7 Asia-Pacific Augmented Reality Gaming by Countries
7.1 Asia-Pacific Augmented Reality Gaming Sales, Revenue and Market Share by Countries
7.1.1 Asia-Pacific Augmented Reality Gaming Sales and Market Share by Countries (2013-2018)
7.1.2 Asia-Pacific Augmented Reality Gaming Revenue and Market Share by Countries (2013-2018)
7.2 China Augmented Reality Gaming Sales and Growth Rate (2013-2018)
7.3 Japan Augmented Reality Gaming Sales and Growth Rate (2013-2018)
7.4 Korea Augmented Reality Gaming Sales and Growth Rate (2013-2018)
7.5 India Augmented Reality Gaming Sales and Growth Rate (2013-2018)
7.6 Southeast Asia Augmented Reality Gaming Sales and Growth Rate (2013-2018)
8 South America Augmented Reality Gaming by Countries
8.1 South America Augmented Reality Gaming Sales, Revenue and Market Share by Countries
8.1.1 South America Augmented Reality Gaming Sales and Market Share by Countries (2013-2018)
8.1.2 South America Augmented Reality Gaming Revenue and Market Share by Countries (2013-2018)
8.2 Brazil Augmented Reality Gaming Sales and Growth Rate (2013-2018)
8.3 Argentina Augmented Reality Gaming Sales and Growth Rate (2013-2018)
8.4 Colombia Augmented Reality Gaming Sales and Growth Rate (2013-2018)
9 Middle East and Africa Augmented Reality Gaming by Countries
9.1 Middle East and Africa Augmented Reality Gaming Sales, Revenue and Market Share by Countries
9.1.1 Middle East and Africa Augmented Reality Gaming Sales and Market Share by Countries (2013-2018)
9.1.2 Middle East and Africa Augmented Reality Gaming Revenue and Market Share by Countries (2013-2018)
9.2 Saudi Arabia Augmented Reality Gaming Sales and Growth Rate (2013-2018)
9.3 UAE Augmented Reality Gaming Sales and Growth Rate (2013-2018)
9.4 Egypt Augmented Reality Gaming Sales and Growth Rate (2013-2018)
9.5 Nigeria Augmented Reality Gaming Sales and Growth Rate (2013-2018)
9.6 South Africa Augmented Reality Gaming Sales and Growth Rate (2013-2018)
10 Global Augmented Reality Gaming Market Segment by Type
10.1 Global Augmented Reality Gaming Sales, Revenue and Market Share by Type (2013-2018)
10.1.1 Global Augmented Reality Gaming Sales and Market Share by Type (2013-2018)
10.1.2 Global Augmented Reality Gaming Revenue and Market Share by Type (2013-2018)
10.2 Head Mounted Display Sales Growth and Price
10.2.1 Global Head Mounted Display Sales Growth (2013-2018)
10.2.2 Global Head Mounted Display Price (2013-2018)
10.3 Handheld Display Sales Growth and Price
10.3.1 Global Handheld Display Sales Growth (2013-2018)
10.3.2 Global Handheld Display Price (2013-2018)
10.4 Spatial Display Sales Growth and Price
10.4.1 Global Spatial Display Sales Growth (2013-2018)
10.4.2 Global Spatial Display Price (2013-2018)
11 Global Augmented Reality Gaming Market Segment by Application
11.1 Global Augmented Reality Gaming Sales Market Share by Application (2013-2018)
11.2 Commercial Use Sales Growth (2013-2018)
11.3 Home Use Sales Growth (2013-2018)
12 Augmented Reality Gaming Market Forecast (2018-2023)
12.1 Global Augmented Reality Gaming Sales, Revenue and Growth Rate (2018-2023)
12.2 Augmented Reality Gaming Market Forecast by Regions (2018-2023)
12.2.1 North America Augmented Reality Gaming Market Forecast (2018-2023)
12.2.2 Europe Augmented Reality Gaming Market Forecast (2018-2023)
12.2.3 Asia-Pacific Augmented Reality Gaming Market Forecast (2018-2023)
12.2.4 South America Augmented Reality Gaming Market Forecast (2018-2023)
12.2.5 Middle East and Africa Augmented Reality Gaming Market Forecast (2018-2023)
12.3 Augmented Reality Gaming Market Forecast by Type (2018-2023)
12.3.1 Global Augmented Reality Gaming Sales Forecast by Type (2018-2023)
12.3.2 Global Augmented Reality Gaming Market Share Forecast by Type (2018-2023)
12.4 Augmented Reality Gaming Market Forecast by Application (2018-2023)
12.4.1 Global Augmented Reality Gaming Sales Forecast by Application (2018-2023)
12.4.2 Global Augmented Reality Gaming Market Share Forecast by Application (2018-2023)
13 Sales Channel, Distributors, Traders and Dealers
13.1 Sales Channel
13.1.1 Direct Marketing
13.1.2 Indirect Marketing
13.1.3 Marketing Channel Future Trend
13.2 Distributors, Traders and Dealers
14 Research Findings and Conclusion
15 Appendix
15.1 Methodology
15.2 Data Source
List of Tables and Figures
Figure Augmented Reality Gaming Picture
Table Product Specifications of Augmented Reality Gaming
Figure Global Sales Market Share of Augmented Reality Gaming by Types in 20