

The global AR Gaming market size was valued at US$ 664.4 million in 2023. With growing demand in downstream market, the AR Gaming is forecast to a readjusted size of US$ 1020.9 million by 2030 with a CAGR of 6.3% during review period.
The research report highlights the growth potential of the global AR Gaming market. AR Gaming are expected to show stable growth in the future market. However, product differentiation, reducing costs, and supply chain optimization remain crucial for the widespread adoption of AR Gaming. Market players need to invest in research and development, forge strategic partnerships, and align their offerings with evolving consumer preferences to capitalize on the immense opportunities presented by the AR Gaming market.
Mobile device manufacturers recently started integrating AR technology into their devices to offer an enhanced user experience and boost their value proportion. Combine this with the integration of powerful processors and 3D cameras, today’s smartphones are becoming an ideal platform for AR gaming.
In terms of geography, EMEA led the global AR gaming market during 2016. However, as per the Technavio’s 91ÖÆÆ¬³§ report, the Americas is predicted to lead the global AR gaming market during the forecast period. Factors like the rise in number of software applications for mobile devices and presence of leading vendors and AR game developers in Europe drive the market’s growth in EMEA. Furthermore, the increased adoption of the AR gaming market in the Americas propels the market’s growth in the future.
Key Features:
The report on AR Gaming market reflects various aspects and provide valuable insights into the industry.
Market Size and Growth: The research report provide an overview of the current size and growth of the AR Gaming market. It may include historical data, market segmentation by Type (e.g., Mobile Devices, HMDs), and regional breakdowns.
Market Drivers and Challenges: The report can identify and analyse the factors driving the growth of the AR Gaming market, such as government regulations, environmental concerns, technological advancements, and changing consumer preferences. It can also highlight the challenges faced by the industry, including infrastructure limitations, range anxiety, and high upfront costs.
Competitive Landscape: The research report provides analysis of the competitive landscape within the AR Gaming market. It includes profiles of key players, their market share, strategies, and product offerings. The report can also highlight emerging players and their potential impact on the market.
Technological Developments: The research report can delve into the latest technological developments in the AR Gaming industry. This include advancements in AR Gaming technology, AR Gaming new entrants, AR Gaming new investment, and other innovations that are shaping the future of AR Gaming.
Downstream Procumbent Preference: The report can shed light on customer procumbent behaviour and adoption trends in the AR Gaming market. It includes factors influencing customer ' purchasing decisions, preferences for AR Gaming product.
Government Policies and Incentives: The research report analyse the impact of government policies and incentives on the AR Gaming market. This may include an assessment of regulatory frameworks, subsidies, tax incentives, and other measures aimed at promoting AR Gaming market. The report also evaluates the effectiveness of these policies in driving market growth.
Environmental Impact and Sustainability: The research report assess the environmental impact and sustainability aspects of the AR Gaming market.
Market Forecasts and Future Outlook: Based on the analysis conducted, the research report provide market forecasts and outlook for the AR Gaming industry. This includes projections of market size, growth rates, regional trends, and predictions on technological advancements and policy developments.
Recommendations and Opportunities: The report conclude with recommendations for industry stakeholders, policymakers, and investors. It highlights potential opportunities for market players to capitalize on emerging trends, overcome challenges, and contribute to the growth and development of the AR Gaming market.
Market Segmentation:
AR Gaming market is split by Type and by Application. For the period 2019-2030, the growth among segments provides accurate calculations and forecasts for consumption value by Type, and by Application in terms of value.
Segmentation by type
Mobile Devices
HMDs
Smart Glasses
Segmentation by application
Innovators
Early Adopters
Early Majority
This report also splits the market by region:
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries
The below companies that are profiled have been selected based on inputs gathered from primary experts and analyzing the company's coverage, product portfolio, its market penetration.
Catchoom
Infinity Augmented Reality
Qualcomm Technologies
Augmented Pixels
Aurasma
Blippar
Total Immersion
VividWorks
Wikitude
Zappar
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Scope of the Report
1.1 Market Introduction
1.2 Years Considered
1.3 Research Objectives
1.4 Market Research Methodology
1.5 Research Process and Data Source
1.6 Economic Indicators
1.7 Currency Considered
1.8 Market Estimation Caveats
2 Executive Summary
2.1 World Market Overview
2.1.1 Global AR Gaming Market Size 2019-2030
2.1.2 AR Gaming Market Size CAGR by Region 2019 VS 2023 VS 2030
2.2 AR Gaming Segment by Type
2.2.1 Mobile Devices
2.2.2 HMDs
2.2.3 Smart Glasses
2.3 AR Gaming Market Size by Type
2.3.1 AR Gaming Market Size CAGR by Type (2019 VS 2023 VS 2030)
2.3.2 Global AR Gaming Market Size Market Share by Type (2019-2024)
2.4 AR Gaming Segment by Application
2.4.1 Innovators
2.4.2 Early Adopters
2.4.3 Early Majority
2.5 AR Gaming Market Size by Application
2.5.1 AR Gaming Market Size CAGR by Application (2019 VS 2023 VS 2030)
2.5.2 Global AR Gaming Market Size Market Share by Application (2019-2024)
3 AR Gaming Market Size by Player
3.1 AR Gaming Market Size Market Share by Players
3.1.1 Global AR Gaming Revenue by Players (2019-2024)
3.1.2 Global AR Gaming Revenue Market Share by Players (2019-2024)
3.2 Global AR Gaming Key Players Head office and Products Offered
3.3 Market Concentration Rate Analysis
3.3.1 Competition Landscape Analysis
3.3.2 Concentration Ratio (CR3, CR5 and CR10) & (2022-2024)
3.4 New Products and Potential Entrants
3.5 Mergers & Acquisitions, Expansion
4 AR Gaming by Regions
4.1 AR Gaming Market Size by Regions (2019-2024)
4.2 Americas AR Gaming Market Size Growth (2019-2024)
4.3 APAC AR Gaming Market Size Growth (2019-2024)
4.4 Europe AR Gaming Market Size Growth (2019-2024)
4.5 Middle East & Africa AR Gaming Market Size Growth (2019-2024)
5 Americas
5.1 Americas AR Gaming Market Size by Country (2019-2024)
5.2 Americas AR Gaming Market Size by Type (2019-2024)
5.3 Americas AR Gaming Market Size by Application (2019-2024)
5.4 United States
5.5 Canada
5.6 Mexico
5.7 Brazil
6 APAC
6.1 APAC AR Gaming Market Size by Region (2019-2024)
6.2 APAC AR Gaming Market Size by Type (2019-2024)
6.3 APAC AR Gaming Market Size by Application (2019-2024)
6.4 China
6.5 Japan
6.6 Korea
6.7 Southeast Asia
6.8 India
6.9 Australia
7 Europe
7.1 Europe AR Gaming by Country (2019-2024)
7.2 Europe AR Gaming Market Size by Type (2019-2024)
7.3 Europe AR Gaming Market Size by Application (2019-2024)
7.4 Germany
7.5 France
7.6 UK
7.7 Italy
7.8 Russia
8 Middle East & Africa
8.1 Middle East & Africa AR Gaming by Region (2019-2024)
8.2 Middle East & Africa AR Gaming Market Size by Type (2019-2024)
8.3 Middle East & Africa AR Gaming Market Size by Application (2019-2024)
8.4 Egypt
8.5 South Africa
8.6 Israel
8.7 Turkey
8.8 GCC Countries
9 Market Drivers, Challenges and Trends
9.1 Market Drivers & Growth Opportunities
9.2 Market Challenges & Risks
9.3 Industry Trends
10 Global AR Gaming Market Forecast
10.1 Global AR Gaming Forecast by Regions (2025-2030)
10.1.1 Global AR Gaming Forecast by Regions (2025-2030)
10.1.2 Americas AR Gaming Forecast
10.1.3 APAC AR Gaming Forecast
10.1.4 Europe AR Gaming Forecast
10.1.5 Middle East & Africa AR Gaming Forecast
10.2 Americas AR Gaming Forecast by Country (2025-2030)
10.2.1 United States AR Gaming Market Forecast
10.2.2 Canada AR Gaming Market Forecast
10.2.3 Mexico AR Gaming Market Forecast
10.2.4 Brazil AR Gaming Market Forecast
10.3 APAC AR Gaming Forecast by Region (2025-2030)
10.3.1 China AR Gaming Market Forecast
10.3.2 Japan AR Gaming Market Forecast
10.3.3 Korea AR Gaming Market Forecast
10.3.4 Southeast Asia AR Gaming Market Forecast
10.3.5 India AR Gaming Market Forecast
10.3.6 Australia AR Gaming Market Forecast
10.4 Europe AR Gaming Forecast by Country (2025-2030)
10.4.1 Germany AR Gaming Market Forecast
10.4.2 France AR Gaming Market Forecast
10.4.3 UK AR Gaming Market Forecast
10.4.4 Italy AR Gaming Market Forecast
10.4.5 Russia AR Gaming Market Forecast
10.5 Middle East & Africa AR Gaming Forecast by Region (2025-2030)
10.5.1 Egypt AR Gaming Market Forecast
10.5.2 South Africa AR Gaming Market Forecast
10.5.3 Israel AR Gaming Market Forecast
10.5.4 Turkey AR Gaming Market Forecast
10.5.5 GCC Countries AR Gaming Market Forecast
10.6 Global AR Gaming Forecast by Type (2025-2030)
10.7 Global AR Gaming Forecast by Application (2025-2030)
11 Key Players Analysis
11.1 Catchoom
11.1.1 Catchoom Company Information
11.1.2 Catchoom AR Gaming Product Offered
11.1.3 Catchoom AR Gaming Revenue, Gross Margin and Market Share (2019-2024)
11.1.4 Catchoom Main Business Overview
11.1.5 Catchoom Latest Developments
11.2 Infinity Augmented Reality
11.2.1 Infinity Augmented Reality Company Information
11.2.2 Infinity Augmented Reality AR Gaming Product Offered
11.2.3 Infinity Augmented Reality AR Gaming Revenue, Gross Margin and Market Share (2019-2024)
11.2.4 Infinity Augmented Reality Main Business Overview
11.2.5 Infinity Augmented Reality Latest Developments
11.3 Qualcomm Technologies
11.3.1 Qualcomm Technologies Company Information
11.3.2 Qualcomm Technologies AR Gaming Product Offered
11.3.3 Qualcomm Technologies AR Gaming Revenue, Gross Margin and Market Share (2019-2024)
11.3.4 Qualcomm Technologies Main Business Overview
11.3.5 Qualcomm Technologies Latest Developments
11.4 Augmented Pixels
11.4.1 Augmented Pixels Company Information
11.4.2 Augmented Pixels AR Gaming Product Offered
11.4.3 Augmented Pixels AR Gaming Revenue, Gross Margin and Market Share (2019-2024)
11.4.4 Augmented Pixels Main Business Overview
11.4.5 Augmented Pixels Latest Developments
11.5 Aurasma
11.5.1 Aurasma Company Information
11.5.2 Aurasma AR Gaming Product Offered
11.5.3 Aurasma AR Gaming Revenue, Gross Margin and Market Share (2019-2024)
11.5.4 Aurasma Main Business Overview
11.5.5 Aurasma Latest Developments
11.6 Blippar
11.6.1 Blippar Company Information
11.6.2 Blippar AR Gaming Product Offered
11.6.3 Blippar AR Gaming Revenue, Gross Margin and Market Share (2019-2024)
11.6.4 Blippar Main Business Overview
11.6.5 Blippar Latest Developments
11.7 Total Immersion
11.7.1 Total Immersion Company Information
11.7.2 Total Immersion AR Gaming Product Offered
11.7.3 Total Immersion AR Gaming Revenue, Gross Margin and Market Share (2019-2024)
11.7.4 Total Immersion Main Business Overview
11.7.5 Total Immersion Latest Developments
11.8 VividWorks
11.8.1 VividWorks Company Information
11.8.2 VividWorks AR Gaming Product Offered
11.8.3 VividWorks AR Gaming Revenue, Gross Margin and Market Share (2019-2024)
11.8.4 VividWorks Main Business Overview
11.8.5 VividWorks Latest Developments
11.9 Wikitude
11.9.1 Wikitude Company Information
11.9.2 Wikitude AR Gaming Product Offered
11.9.3 Wikitude AR Gaming Revenue, Gross Margin and Market Share (2019-2024)
11.9.4 Wikitude Main Business Overview
11.9.5 Wikitude Latest Developments
11.10 Zappar
11.10.1 Zappar Company Information
11.10.2 Zappar AR Gaming Product Offered
11.10.3 Zappar AR Gaming Revenue, Gross Margin and Market Share (2019-2024)
11.10.4 Zappar Main Business Overview
11.10.5 Zappar Latest Developments
12 Research Findings and Conclusion
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*If Applicable.