
The global Augmented Reality (AR) and Virtual Reality (VR) In Gaming market was valued at US$ million in 2023 and is anticipated to reach US$ million by 2030, witnessing a CAGR of % during the forecast period 2024-2030.
North American market for Augmented Reality (AR) and Virtual Reality (VR) In Gaming is estimated to increase from $ million in 2023 to 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 is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The global market for Augmented Reality (AR) and Virtual Reality (VR) In Gaming in Augmented Reality Game is estimated to increase from $ million in 2023 to $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The major global 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 world's top three vendors accounted for approximately % of the revenue.
This report aims to provide a comprehensive presentation of the global market for Augmented Reality (AR) and Virtual Reality (VR) In Gaming, 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.
Report Scope
The Augmented Reality (AR) and Virtual Reality (VR) In Gaming market size, estimations, and forecasts are provided in terms of revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Augmented Reality (AR) and Virtual Reality (VR) In Gaming market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Augmented Reality (AR) and Virtual Reality (VR) In Gaming companies, new entrants, and industry chain related companies in this market with information on the revenues, sales volume, and average price for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
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
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of Augmented Reality (AR) and Virtual Reality (VR) In Gaming companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: 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 5: 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 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.
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1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size Growth Rate by Type: 2019 VS 2023 VS 2030
1.2.2 Motion-tracking
1.2.3 Camera-tracking
1.2.4 RFID
1.2.5 GPS
1.2.6 Others
1.3 Market by Application
1.3.1 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Growth by Application: 2019 VS 2023 VS 2030
1.3.2 Augmented Reality Game
1.3.3 Virtual Reality Game
1.3.4 Hybrid
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Perspective (2019-2030)
2.2 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Growth Trends by Region
2.2.1 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Historic Market Size by Region (2019-2024)
2.2.3 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Forecasted Market Size by Region (2025-2030)
2.3 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Dynamics
2.3.1 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Industry Trends
2.3.2 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Drivers
2.3.3 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Challenges
2.3.4 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Augmented Reality (AR) and Virtual Reality (VR) In Gaming Players by Revenue
3.1.1 Global Top Augmented Reality (AR) and Virtual Reality (VR) In Gaming Players by Revenue (2019-2024)
3.1.2 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue Market Share by Players (2019-2024)
3.2 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue
3.4 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Concentration Ratio
3.4.1 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue in 2023
3.5 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Key Players Head office and Area Served
3.6 Key Players Augmented Reality (AR) and Virtual Reality (VR) In Gaming Product Solution and Service
3.7 Date of Enter into Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Breakdown Data by Type
4.1 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Historic Market Size by Type (2019-2024)
4.2 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Forecasted Market Size by Type (2025-2030)
5 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Breakdown Data by Application
5.1 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Historic Market Size by Application (2019-2024)
5.2 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size (2019-2030)
6.2 North America Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size by Country (2019-2024)
6.4 North America Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size (2019-2030)
7.2 Europe Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size by Country (2019-2024)
7.4 Europe Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size by Country (2025-2030)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size (2019-2030)
8.2 Asia-Pacific Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Growth Rate by Region: 2019 VS 2023 VS 2030
8.3 Asia-Pacific Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size by Region (2019-2024)
8.4 Asia-Pacific Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size by Region (2025-2030)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size (2019-2030)
9.2 Latin America Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size by Country (2019-2024)
9.4 Latin America Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size (2019-2030)
10.2 Middle East & Africa Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size by Country (2019-2024)
10.4 Middle East & Africa Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size by Country (2025-2030)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Niantic
11.1.1 Niantic Company Detail
11.1.2 Niantic Business Overview
11.1.3 Niantic Augmented Reality (AR) and Virtual Reality (VR) In Gaming Introduction
11.1.4 Niantic Revenue in Augmented Reality (AR) and Virtual Reality (VR) In Gaming Business (2019-2024)
11.1.5 Niantic Recent Development
11.2 Sony
11.2.1 Sony Company Detail
11.2.2 Sony Business Overview
11.2.3 Sony Augmented Reality (AR) and Virtual Reality (VR) In Gaming Introduction
11.2.4 Sony Revenue in Augmented Reality (AR) and Virtual Reality (VR) In Gaming Business (2019-2024)
11.2.5 Sony Recent Development
11.3 Valve
11.3.1 Valve Company Detail
11.3.2 Valve Business Overview
11.3.3 Valve Augmented Reality (AR) and Virtual Reality (VR) In Gaming Introduction
11.3.4 Valve Revenue in Augmented Reality (AR) and Virtual Reality (VR) In Gaming Business (2019-2024)
11.3.5 Valve Recent Development
11.4 Ubisoft
11.4.1 Ubisoft Company Detail
11.4.2 Ubisoft Business Overview
11.4.3 Ubisoft Augmented Reality (AR) and Virtual Reality (VR) In Gaming Introduction
11.4.4 Ubisoft Revenue in Augmented Reality (AR) and Virtual Reality (VR) In Gaming Business (2019-2024)
11.4.5 Ubisoft Recent Development
11.5 Next Games
11.5.1 Next Games Company Detail
11.5.2 Next Games Business Overview
11.5.3 Next Games Augmented Reality (AR) and Virtual Reality (VR) In Gaming Introduction
11.5.4 Next Games Revenue in Augmented Reality (AR) and Virtual Reality (VR) In Gaming Business (2019-2024)
11.5.5 Next Games Recent Development
11.6 Ludia Inc
11.6.1 Ludia Inc Company Detail
11.6.2 Ludia Inc Business Overview
11.6.3 Ludia Inc Augmented Reality (AR) and Virtual Reality (VR) In Gaming Introduction
11.6.4 Ludia Inc Revenue in Augmented Reality (AR) and Virtual Reality (VR) In Gaming Business (2019-2024)
11.6.5 Ludia Inc Recent Development
11.7 Six To Start
11.7.1 Six To Start Company Detail
11.7.2 Six To Start Business Overview
11.7.3 Six To Start Augmented Reality (AR) and Virtual Reality (VR) In Gaming Introduction
11.7.4 Six To Start Revenue in Augmented Reality (AR) and Virtual Reality (VR) In Gaming Business (2019-2024)
11.7.5 Six To Start Recent Development
11.8 esDot
11.8.1 esDot Company Detail
11.8.2 esDot Business Overview
11.8.3 esDot Augmented Reality (AR) and Virtual Reality (VR) In Gaming Introduction
11.8.4 esDot Revenue in Augmented Reality (AR) and Virtual Reality (VR) In Gaming Business (2019-2024)
11.8.5 esDot Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
Niantic
Sony
Valve
Ubisoft
Next Games
Ludia Inc
Six To Start
esDot
Ìý
Ìý
*If Applicable.
