
The global market for Augmented Reality (AR) and Virtual Reality (VR) In Gaming was estimated to be worth US$ million in 2023 and is forecast to a readjusted size of US$ million by 2030 with a CAGR of % during the forecast period 2024-2030.
North American market for Augmented Reality (AR) and Virtual Reality (VR) In Gaming was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Asia-Pacific market for Augmented Reality (AR) and Virtual Reality (VR) In Gaming was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Europe market for Augmented Reality (AR) and Virtual Reality (VR) In Gaming was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The global key companies of Augmented Reality (AR) and Virtual Reality (VR) In Gaming include Niantic, Sony, Valve, Ubisoft, Next Games, Ludia Inc, Six To Start and esDot, etc. In 2023, the global five largest players hold a share approximately % in terms of revenue.
Report Scope
This report aims to provide a comprehensive presentation of the global market for Augmented Reality (AR) and Virtual Reality (VR) In Gaming, focusing on the total sales revenue, key companies market share and ranking, together with an analysis of Augmented Reality (AR) and Virtual Reality (VR) In Gaming by region & country, by Type, and by Application.
The Augmented Reality (AR) and Virtual Reality (VR) In Gaming market size, estimations, and forecasts are provided in terms of sales revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. With both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Augmented Reality (AR) and Virtual Reality (VR) In Gaming.
Market Segmentation
By Company
Niantic
Sony
Valve
Ubisoft
Next Games
Ludia Inc
Six To Start
esDot
Segment by Type:
Motion-tracking
Camera-tracking
RFID
GPS
Others
Segment by Application
Augmented Reality Game
Virtual Reality Game
Hybrid
By Region
North America
U.S.
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
China Taiwan
Southeast Asia
India
Latin America
Mexico
Brazil
Argentina
Middle East & Africa
Turkey
Saudi Arabia
UAE
Chapter Outline
Chapter 1: Introduces the report scope of the report, global total market size. This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 2: Detailed analysis of Augmented Reality (AR) and Virtual Reality (VR) In Gaming manufacturers competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 4: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 5: Revenue of Augmented Reality (AR) and Virtual Reality (VR) In Gaming in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 6: Revenue of Augmented Reality (AR) and Virtual Reality (VR) In Gaming in country level. It provides sigmate data by Type, and by Application for each country/region.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Conclusion.
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1 Market Overview
1.1 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Product Introduction
1.2 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size Forecast
1.3 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Trends & Drivers
1.3.1 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Industry Trends
1.3.2 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Drivers & Opportunity
1.3.3 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Challenges
1.3.4 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Restraints
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Competitive Analysis by Company
2.1 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Players Revenue Ranking (2023)
2.2 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue by Company (2019-2024)
2.3 Key Companies Augmented Reality (AR) and Virtual Reality (VR) In Gaming Manufacturing Base Distribution and Headquarters
2.4 Key Companies Augmented Reality (AR) and Virtual Reality (VR) In Gaming Product Offered
2.5 Key Companies Time to Begin Mass Production of Augmented Reality (AR) and Virtual Reality (VR) In Gaming
2.6 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Competitive Analysis
2.6.1 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Concentration Rate (2019-2024)
2.6.2 Global 5 and 10 Largest Companies by Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue in 2023
2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Augmented Reality (AR) and Virtual Reality (VR) In Gaming as of 2023)
2.7 Mergers & Acquisitions, Expansion
3 Segmentation by Type
3.1 Introduction by Type
3.1.1 Motion-tracking
3.1.2 Camera-tracking
3.1.3 RFID
3.1.4 GPS
3.1.5 Others
3.2 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value by Type
3.2.1 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value by Type (2019 VS 2023 VS 2030)
3.2.2 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value, by Type (2019-2030)
3.2.3 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value, by Type (%) (2019-2030)
4 Segmentation by Application
4.1 Introduction by Application
4.1.1 Augmented Reality Game
4.1.2 Virtual Reality Game
4.1.3 Hybrid
4.2 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value by Application
4.2.1 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value by Application (2019 VS 2023 VS 2030)
4.2.2 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value, by Application (2019-2030)
4.2.3 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value, by Application (%) (2019-2030)
5 Segmentation by Region
5.1 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value by Region
5.1.1 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value by Region: 2019 VS 2023 VS 2030
5.1.2 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value by Region (2019-2024)
5.1.3 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value by Region (2025-2030)
5.1.4 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value by Region (%), (2019-2030)
5.2 North America
5.2.1 North America Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value, 2019-2030
5.2.2 North America Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value by Country (%), 2023 VS 2030
5.3 Europe
5.3.1 Europe Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value, 2019-2030
5.3.2 Europe Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value by Country (%), 2023 VS 2030
5.4 Asia Pacific
5.4.1 Asia Pacific Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value, 2019-2030
5.4.2 Asia Pacific Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value by Country (%), 2023 VS 2030
5.5 South America
5.5.1 South America Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value, 2019-2030
5.5.2 South America Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value by Country (%), 2023 VS 2030
5.6 Middle East & Africa
5.6.1 Middle East & Africa Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value, 2019-2030
5.6.2 Middle East & Africa Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value by Country (%), 2023 VS 2030
6 Segmentation by Key Countries/Regions
6.1 Key Countries/Regions Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value Growth Trends, 2019 VS 2023 VS 2030
6.2 Key Countries/Regions Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value
6.3 United States
6.3.1 United States Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value, 2019-2030
6.3.2 United States Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value by Type (%), 2023 VS 2030
6.3.3 United States Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value by Application, 2023 VS 2030
6.4 Europe
6.4.1 Europe Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value, 2019-2030
6.4.2 Europe Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value by Type (%), 2023 VS 2030
6.4.3 Europe Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value by Application, 2023 VS 2030
6.5 China
6.5.1 China Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value, 2019-2030
6.5.2 China Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value by Type (%), 2023 VS 2030
6.5.3 China Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value by Application, 2023 VS 2030
6.6 Japan
6.6.1 Japan Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value, 2019-2030
6.6.2 Japan Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value by Type (%), 2023 VS 2030
6.6.3 Japan Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value by Application, 2023 VS 2030
6.7 South Korea
6.7.1 South Korea Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value, 2019-2030
6.7.2 South Korea Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value by Type (%), 2023 VS 2030
6.7.3 South Korea Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value by Application, 2023 VS 2030
6.8 Southeast Asia
6.8.1 Southeast Asia Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value, 2019-2030
6.8.2 Southeast Asia Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value by Type (%), 2023 VS 2030
6.8.3 Southeast Asia Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value by Application, 2023 VS 2030
6.9 India
6.9.1 India Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value, 2019-2030
6.9.2 India Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value by Type (%), 2023 VS 2030
6.9.3 India Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Value by Application, 2023 VS 2030
7 Company Profiles
7.1 Niantic
7.1.1 Niantic Profile
7.1.2 Niantic Main Business
7.1.3 Niantic Augmented Reality (AR) and Virtual Reality (VR) In Gaming Products, Services and Solutions
7.1.4 Niantic Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue (US$ Million) & (2019-2024)
7.1.5 Niantic Recent Developments
7.2 Sony
7.2.1 Sony Profile
7.2.2 Sony Main Business
7.2.3 Sony Augmented Reality (AR) and Virtual Reality (VR) In Gaming Products, Services and Solutions
7.2.4 Sony Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue (US$ Million) & (2019-2024)
7.2.5 Sony Recent Developments
7.3 Valve
7.3.1 Valve Profile
7.3.2 Valve Main Business
7.3.3 Valve Augmented Reality (AR) and Virtual Reality (VR) In Gaming Products, Services and Solutions
7.3.4 Valve Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue (US$ Million) & (2019-2024)
7.3.5 Ubisoft Recent Developments
7.4 Ubisoft
7.4.1 Ubisoft Profile
7.4.2 Ubisoft Main Business
7.4.3 Ubisoft Augmented Reality (AR) and Virtual Reality (VR) In Gaming Products, Services and Solutions
7.4.4 Ubisoft Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue (US$ Million) & (2019-2024)
7.4.5 Ubisoft Recent Developments
7.5 Next Games
7.5.1 Next Games Profile
7.5.2 Next Games Main Business
7.5.3 Next Games Augmented Reality (AR) and Virtual Reality (VR) In Gaming Products, Services and Solutions
7.5.4 Next Games Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue (US$ Million) & (2019-2024)
7.5.5 Next Games Recent Developments
7.6 Ludia Inc
7.6.1 Ludia Inc Profile
7.6.2 Ludia Inc Main Business
7.6.3 Ludia Inc Augmented Reality (AR) and Virtual Reality (VR) In Gaming Products, Services and Solutions
7.6.4 Ludia Inc Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue (US$ Million) & (2019-2024)
7.6.5 Ludia Inc Recent Developments
7.7 Six To Start
7.7.1 Six To Start Profile
7.7.2 Six To Start Main Business
7.7.3 Six To Start Augmented Reality (AR) and Virtual Reality (VR) In Gaming Products, Services and Solutions
7.7.4 Six To Start Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue (US$ Million) & (2019-2024)
7.7.5 Six To Start Recent Developments
7.8 esDot
7.8.1 esDot Profile
7.8.2 esDot Main Business
7.8.3 esDot Augmented Reality (AR) and Virtual Reality (VR) In Gaming Products, Services and Solutions
7.8.4 esDot Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue (US$ Million) & (2019-2024)
7.8.5 esDot Recent Developments
8 Industry Chain Analysis
8.1 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Industrial Chain
8.2 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Upstream Analysis
8.2.1 Key Raw Materials
8.2.2 Raw Materials Key Suppliers
8.2.3 Manufacturing Cost Structure
8.3 Midstream Analysis
8.4 Downstream Analysis (Customers Analysis)
8.5 Sales Model and Sales Channels
8.5.1 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Sales Model
8.5.2 Sales Channel
8.5.3 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Distributors
9 Research Findings and Conclusion
10 Appendix
10.1 Research Methodology
10.1.1 Methodology/Research Approach
10.1.2 Data Source
10.2 Author Details
10.3 Disclaimer
Niantic
Sony
Valve
Ubisoft
Next Games
Ludia Inc
Six To Start
esDot
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*If Applicable.
