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Global AR Gaming Industry Outlook 2022: Overview, Opportunities, Key Companies and Forecast to 2028

Executive Summary

According to GRD Survey data, the global AR Gaming market is estimated at million US$ in 2021 and is expected to million US$ by the end of 2028, growing at a CAGR of % in the forecast period from 2022 to 2028.

This report studies the AR Gaming market dynamics from angles such as new entries, mergers and acquisitions, fundings, exit and major technology breakthroughs. Market performance is evaluated through market size (Million USD) by players, regions, product types and end industries. This report also studies the global market competition landscape, market drivers and trends, opportunities and challenges, risks and entry barriers, sales channels, distributors and Porter's Five Forces Analysis.

Geographically, this report is segmented into several key regions, with revenue, market share and growth Rate of AR Gaming in these regions, from 2016 to 2027, covering
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Italy, Spain and Russia, etc.)
Asia-Pacific (China, Japan, Korea, Southeast Asia, India, Australia)
South America (Brazil, Argentina, Colombia, etc.)
Middle East and Africa (Turkey, Saudi Arabia, South Africa, etc.)

Market Snapshot, By Product Type
Mobile Devices

HMDs

Smart Glasses

Market Snapshot, By Application
Innovators

Early Adopters

Early Majority

Main Market Players Analyzed in this report, including:
Zappar

Wikitude

VividWorks

Total Immersion

Qualcomm Technologies

Infinity Augmented Reality

Catchoom

Blippar

Aurasma

Augmented Pixels


The study objectives of this report are:
To study and analyze the global AR Gaming market size (Million USD) by company, key regions/countries, products and application, history data from 2016 to 2020, and forecast to 2027.
To understand industry structure of AR Gaming market by identifying its various subsegments.
To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
To identify the key global AR Gaming manufacturers and regional typical players, to define, describe and analyze their sales volume, value, market share, market competition landscape, SWOT analysis and development plans in next few years.
To analyze the AR Gaming market with respect to individual growth trends, future prospects, and their contribution to the total market.
To project the value and volume of AR Gaming submarkets, with respect to key regions (along with their respective key countries).
To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.
To strategically profile the key players and comprehensively analyze their growth strategies.

In this study, the years considered to estimate the market size of AR Gaming are as follows:
History Year: 2016-2020
Base Year: 2020
Estimated Year: 2021
Forecast Year 2021 to 2027

This report includes the estimation of market size from top-down approach by analyzing major submarkets and their major driving factors, and verified from bottom-up approaches. 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 from primary sources.

For the data information by region, company, type and application, 2020 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

Key Stakeholders Considered in the study:
Raw material vendors
Distributors/traders/wholesalers/suppliers
Regulatory authorities, including government agencies and NGO
Commercial research & development (R&D) institutions
Importers and exporters
Government organizations, research organizations, and consulting firms
Trade/Industrial associations
End-use industries

Table of Contents

1 Market Definition & Scope
1.1 Definition & Scope
1.2 AR Gaming Product Specifications
1.3 Main Events (Entry, M&A, Exit, Technology and Capital Activity)
1.4 Global AR Gaming Market Performance and Outlook

2 Market Development Performance under COVID-19
2.1 Influencing Factors of Industry Development in the Next Five Years
2.1.1 Drivers
2.1.2 Restraints
2.1.3 Opportunities
2.2 Porter’s Five Forces Analysis
2.3 Comparison of Alternatives and AR Gaming

3 3 Industrial Lift Cycle and Main Buyers Analysis
3.1 Industry Life Cycle Analysis
3.2 Key Buying Industries/Consumers
3.2.1 Major Buyers in Innovators

3.2.2 Major Buyers in Early Adopters


4 Market Segment: by Type
4.1 AR Gaming Type Introduction
4.1.1 Mobile Devices

4.1.2 HMDs

4.1.3 Smart Glasses
4.2 Global AR Gaming Revenue by Type 2016-2021

5 Market Segment: by Application
5.1 AR Gaming Type Introduction
5.1.1 Innovators

5.1.2 Early Adopters

5.1.3 Early Majority
5.2 Global AR Gaming Revenue by Application 2016-2021

6 Marke Segment: by Region
6.1 Global AR Gaming Market by Region
6.2 North America AR Gaming Market 2016-2021
6.3 Europe AR Gaming Market 2016-2021
6.4 Asia Pacific AR Gaming Market 2016-2021
6.5 South America AR Gaming Market 2016-2021
6.6 Middle East and Africa AR Gaming Market 2016-2021

7 North America
7.1 North America AR Gaming Market by Country 2016-2021
7.2 United States
7.3 Canada
7.4 Mexico

8 Europe
8.1 Europe AR Gaming Market by Country 2016-2021
8.2 Germany
8.3 France
8.4 UK
8.5 Italy
8.6 Russia
8.7 Spain

9 Asia Pacific
9.1 Asia Pacific AR Gaming Market by Country 2016-2021
9.2 China
9.3 Japan
9.4 Korea
9.5 Southeast Asia
9.6 India
9.7 Australia

10 South America
10.1 South America AR Gaming Market by Country 2016-2021
10.2 Brazil
10.3 Argentina
10.4 Colombia

11 Middle East and Africa
11.1 Middle East and Africa AR Gaming Market by Country 2016-2021
11.2 Turkey
11.3 Saudi Arabia
11.4 South Africa

12 Key Participants Company Information
12.1 Zappar

12.1.1 Zappar
Company Information
12.1.2 Zappar
AR Gaming Product Portfolio, Specification and Application
12.1.3 Zappar
AR Gaming Revenue and Gross Margin (2019-2021)
12.1.4 Zappar
Key Development
12.2 Wikitude

12.2.1 Wikitude
Company Information
12.2.2 Wikitude
AR Gaming Product Portfolio, Specification and Application
12.2.3 Wikitude
AR Gaming Revenue and Gross Margin (2019-2021)
12.2.4 Wikitude
Key Development
12.3 VividWorks

12.3.1 VividWorks
Company Information
12.3.2 VividWorks
AR Gaming Product Portfolio, Specification and Application
12.3.3 VividWorks
AR Gaming Revenue and Gross Margin (2019-2021)
12.3.4 VividWorks
Key Development
12.4 Total Immersion

12.4.1 Total Immersion
Company Information
12.4.2 Total Immersion
AR Gaming Product Portfolio, Specification and Application
12.4.3 Total Immersion
AR Gaming Revenue and Gross Margin (2019-2021)
12.4.4 Total Immersion
Key Development
12.5 Qualcomm Technologies

12.5.1 Qualcomm Technologies
Company Information
12.5.2 Qualcomm Technologies
AR Gaming Product Portfolio, Specification and Application
12.5.3 Qualcomm Technologies
AR Gaming Revenue and Gross Margin (2019-2021)
12.5.4 Qualcomm Technologies
Key Development
12.6 Infinity Augmented Reality

12.6.1 Infinity Augmented Reality
Company Information
12.6.2 Infinity Augmented Reality
AR Gaming Product Portfolio, Specification and Application
12.6.3 Infinity Augmented Reality
AR Gaming Revenue and Gross Margin (2019-2021)
12.6.4 Infinity Augmented Reality
Key Development
12.7 Catchoom

12.7.1 Catchoom
Company Information
12.7.2 Catchoom
AR Gaming Product Portfolio, Specification and Application
12.7.3 Catchoom
AR Gaming Revenue and Gross Margin (2019-2021)
12.7.4 Infinity Augmented Reality
Key Development
12.9 Aurasma

12.9.1 Aurasma
Company Information
12.9.2 Aurasma
AR Gaming Product Portfolio, Specification and Application
12.9.3 Aurasma
AR Gaming Revenue and Gross Margin (2019-2021)
12.9.4 Aurasma
Key Development
12.8 Blippar

12.8.1 Blippar
Company Information
12.8.2 Blippar
AR Gaming Product Portfolio, Specification and Application
12.8.3 Blippar
AR Gaming Revenue and Gross Margin (2019-2021)
12.8.4 Blippar
Key Development

13 Global AR Gaming Market Forecast by Region by Type and by Application
13.1 Global AR Gaming Revenue Forecast 2022-2027
13.2 Global AR Gaming Forecast by Regions
13.3 Global AR Gaming Forecast by Type
13.4 Global AR Gaming Forecast by Application

14 Analyst Views and Conclusions

15 Methodology and Data Source
15.1 Methodology
15.2 Research Data Source
15.2.1 Secondary Data
15.2.2 Primary Data
15.2.3 Market Size Estimation
15.3 Legal Disclaimer

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