
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.
The global Augmented Reality Gaming market was valued at US$ million in 2022 and is anticipated to reach US$ million by 2029, witnessing a CAGR of % during the forecast period 2023-2029. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
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.
Report Scope
This report aims to provide a comprehensive presentation of the global market for Augmented Reality 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 Gaming.
The Augmented Reality Gaming market size, estimations, and forecasts are provided in terms of output/shipments (K Units) and revenue ($ millions), considering 2022 as the base year, with history and forecast data for the period from 2018 to 2029. This report segments the global Augmented Reality 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 Gaming manufacturers, new entrants, and industry chain related companies in this market with information on the revenues, production, and average price for the overall market and the sub-segments across the different segments, by company, by type, by application, and by regions.
By Company
Augmented Pixels
Aurasma
Blippar
Catchoom
Infinity Augmented Reality
Metaio
Qualcomm
Total Immersion
VividWorks
Wikitude
Zappar
Segment by Type
Head Mounted Display
Handheld Display
Spatial Display
Segment by Application
Commercial Use
Home Use
Production by Region
North America
Europe
China
Japan
South Korea
Consumption 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
Core Chapters
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by region, 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: Detailed analysis of Augmented Reality Gaming manufacturers competitive landscape, price, production and value market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Production/output, value of Augmented Reality Gaming by region/country. It provides a quantitative analysis of the market size and development potential of each region in the next six years.
Chapter 4: Consumption of Augmented Reality Gaming in regional level and country level. 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 production of each country in the world.
Chapter 5: 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 6: 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 7: Provides profiles of key players, introducing the basic situation of the key companies in the market in detail, including product production/output, value, price, gross margin, product introduction, recent development, etc.
Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Introduces 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 10: The main points and conclusions of the report.
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Augmented Reality Gaming Market Overview
1.1 Product Definition
1.2 Augmented Reality Gaming Segment by Type
1.2.1 Global Augmented Reality Gaming Market Value Growth Rate Analysis by Type 2022 VS 2029
1.2.2 Head Mounted Display
1.2.3 Handheld Display
1.2.4 Spatial Display
1.3 Augmented Reality Gaming Segment by Application
1.3.1 Global Augmented Reality Gaming Market Value Growth Rate Analysis by Application: 2022 VS 2029
1.3.2 Commercial Use
1.3.3 Home Use
1.4 Global Market Growth Prospects
1.4.1 Global Augmented Reality Gaming Production Value Estimates and Forecasts (2018-2029)
1.4.2 Global Augmented Reality Gaming Production Capacity Estimates and Forecasts (2018-2029)
1.4.3 Global Augmented Reality Gaming Production Estimates and Forecasts (2018-2029)
1.4.4 Global Augmented Reality Gaming Market Average Price Estimates and Forecasts (2018-2029)
1.5 Assumptions and Limitations
2 Market Competition by Manufacturers
2.1 Global Augmented Reality Gaming Production Market Share by Manufacturers (2018-2023)
2.2 Global Augmented Reality Gaming Production Value Market Share by Manufacturers (2018-2023)
2.3 Global Key Players of Augmented Reality Gaming, Industry Ranking, 2021 VS 2022 VS 2023
2.4 Global Augmented Reality Gaming Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
2.5 Global Augmented Reality Gaming Average Price by Manufacturers (2018-2023)
2.6 Global Key Manufacturers of Augmented Reality Gaming, Manufacturing Base Distribution and Headquarters
2.7 Global Key Manufacturers of Augmented Reality Gaming, Product Offered and Application
2.8 Global Key Manufacturers of Augmented Reality Gaming, Date of Enter into This Industry
2.9 Augmented Reality Gaming Market Competitive Situation and Trends
2.9.1 Augmented Reality Gaming Market Concentration Rate
2.9.2 Global 5 and 10 Largest Augmented Reality Gaming Players Market Share by Revenue
2.10 Mergers & Acquisitions, Expansion
3 Augmented Reality Gaming Production by Region
3.1 Global Augmented Reality Gaming Production Value Estimates and Forecasts by Region: 2018 VS 2022 VS 2029
3.2 Global Augmented Reality Gaming Production Value by Region (2018-2029)
3.2.1 Global Augmented Reality Gaming Production Value Market Share by Region (2018-2023)
3.2.2 Global Forecasted Production Value of Augmented Reality Gaming by Region (2024-2029)
3.3 Global Augmented Reality Gaming Production Estimates and Forecasts by Region: 2018 VS 2022 VS 2029
3.4 Global Augmented Reality Gaming Production by Region (2018-2029)
3.4.1 Global Augmented Reality Gaming Production Market Share by Region (2018-2023)
3.4.2 Global Forecasted Production of Augmented Reality Gaming by Region (2024-2029)
3.5 Global Augmented Reality Gaming Market Price Analysis by Region (2018-2023)
3.6 Global Augmented Reality Gaming Production and Value, Year-over-Year Growth
3.6.1 North America Augmented Reality Gaming Production Value Estimates and Forecasts (2018-2029)
3.6.2 Europe Augmented Reality Gaming Production Value Estimates and Forecasts (2018-2029)
3.6.3 China Augmented Reality Gaming Production Value Estimates and Forecasts (2018-2029)
3.6.4 Japan Augmented Reality Gaming Production Value Estimates and Forecasts (2018-2029)
3.6.5 South Korea Augmented Reality Gaming Production Value Estimates and Forecasts (2018-2029)
4 Augmented Reality Gaming Consumption by Region
4.1 Global Augmented Reality Gaming Consumption Estimates and Forecasts by Region: 2018 VS 2022 VS 2029
4.2 Global Augmented Reality Gaming Consumption by Region (2018-2029)
4.2.1 Global Augmented Reality Gaming Consumption by Region (2018-2023)
4.2.2 Global Augmented Reality Gaming Forecasted Consumption by Region (2024-2029)
4.3 North America
4.3.1 North America Augmented Reality Gaming Consumption Growth Rate by Country: 2018 VS 2022 VS 2029
4.3.2 North America Augmented Reality Gaming Consumption by Country (2018-2029)
4.3.3 U.S.
4.3.4 Canada
4.4 Europe
4.4.1 Europe Augmented Reality Gaming Consumption Growth Rate by Country: 2018 VS 2022 VS 2029
4.4.2 Europe Augmented Reality Gaming Consumption by Country (2018-2029)
4.4.3 Germany
4.4.4 France
4.4.5 U.K.
4.4.6 Italy
4.4.7 Russia
4.5 Asia Pacific
4.5.1 Asia Pacific Augmented Reality Gaming Consumption Growth Rate by Region: 2018 VS 2022 VS 2029
4.5.2 Asia Pacific Augmented Reality Gaming Consumption by Region (2018-2029)
4.5.3 China
4.5.4 Japan
4.5.5 South Korea
4.5.6 China Taiwan
4.5.7 Southeast Asia
4.5.8 India
4.6 Latin America, Middle East & Africa
4.6.1 Latin America, Middle East & Africa Augmented Reality Gaming Consumption Growth Rate by Country: 2018 VS 2022 VS 2029
4.6.2 Latin America, Middle East & Africa Augmented Reality Gaming Consumption by Country (2018-2029)
4.6.3 Mexico
4.6.4 Brazil
4.6.5 Turkey
5 Segment by Type
5.1 Global Augmented Reality Gaming Production by Type (2018-2029)
5.1.1 Global Augmented Reality Gaming Production by Type (2018-2023)
5.1.2 Global Augmented Reality Gaming Production by Type (2024-2029)
5.1.3 Global Augmented Reality Gaming Production Market Share by Type (2018-2029)
5.2 Global Augmented Reality Gaming Production Value by Type (2018-2029)
5.2.1 Global Augmented Reality Gaming Production Value by Type (2018-2023)
5.2.2 Global Augmented Reality Gaming Production Value by Type (2024-2029)
5.2.3 Global Augmented Reality Gaming Production Value Market Share by Type (2018-2029)
5.3 Global Augmented Reality Gaming Price by Type (2018-2029)
6 Segment by Application
6.1 Global Augmented Reality Gaming Production by Application (2018-2029)
6.1.1 Global Augmented Reality Gaming Production by Application (2018-2023)
6.1.2 Global Augmented Reality Gaming Production by Application (2024-2029)
6.1.3 Global Augmented Reality Gaming Production Market Share by Application (2018-2029)
6.2 Global Augmented Reality Gaming Production Value by Application (2018-2029)
6.2.1 Global Augmented Reality Gaming Production Value by Application (2018-2023)
6.2.2 Global Augmented Reality Gaming Production Value by Application (2024-2029)
6.2.3 Global Augmented Reality Gaming Production Value Market Share by Application (2018-2029)
6.3 Global Augmented Reality Gaming Price by Application (2018-2029)
7 Key Companies Profiled
7.1 Augmented Pixels
7.1.1 Augmented Pixels Augmented Reality Gaming Corporation Information
7.1.2 Augmented Pixels Augmented Reality Gaming Product Portfolio
7.1.3 Augmented Pixels Augmented Reality Gaming Production, Value, Price and Gross Margin (2018-2023)
7.1.4 Augmented Pixels Main Business and Markets Served
7.1.5 Augmented Pixels Recent Developments/Updates
7.2 Aurasma
7.2.1 Aurasma Augmented Reality Gaming Corporation Information
7.2.2 Aurasma Augmented Reality Gaming Product Portfolio
7.2.3 Aurasma Augmented Reality Gaming Production, Value, Price and Gross Margin (2018-2023)
7.2.4 Aurasma Main Business and Markets Served
7.2.5 Aurasma Recent Developments/Updates
7.3 Blippar
7.3.1 Blippar Augmented Reality Gaming Corporation Information
7.3.2 Blippar Augmented Reality Gaming Product Portfolio
7.3.3 Blippar Augmented Reality Gaming Production, Value, Price and Gross Margin (2018-2023)
7.3.4 Blippar Main Business and Markets Served
7.3.5 Blippar Recent Developments/Updates
7.4 Catchoom
7.4.1 Catchoom Augmented Reality Gaming Corporation Information
7.4.2 Catchoom Augmented Reality Gaming Product Portfolio
7.4.3 Catchoom Augmented Reality Gaming Production, Value, Price and Gross Margin (2018-2023)
7.4.4 Catchoom Main Business and Markets Served
7.4.5 Catchoom Recent Developments/Updates
7.5 Infinity Augmented Reality
7.5.1 Infinity Augmented Reality Augmented Reality Gaming Corporation Information
7.5.2 Infinity Augmented Reality Augmented Reality Gaming Product Portfolio
7.5.3 Infinity Augmented Reality Augmented Reality Gaming Production, Value, Price and Gross Margin (2018-2023)
7.5.4 Infinity Augmented Reality Main Business and Markets Served
7.5.5 Infinity Augmented Reality Recent Developments/Updates
7.6 Metaio
7.6.1 Metaio Augmented Reality Gaming Corporation Information
7.6.2 Metaio Augmented Reality Gaming Product Portfolio
7.6.3 Metaio Augmented Reality Gaming Production, Value, Price and Gross Margin (2018-2023)
7.6.4 Metaio Main Business and Markets Served
7.6.5 Metaio Recent Developments/Updates
7.7 Qualcomm
7.7.1 Qualcomm Augmented Reality Gaming Corporation Information
7.7.2 Qualcomm Augmented Reality Gaming Product Portfolio
7.7.3 Qualcomm Augmented Reality Gaming Production, Value, Price and Gross Margin (2018-2023)
7.7.4 Qualcomm Main Business and Markets Served
7.7.5 Qualcomm Recent Developments/Updates
7.8 Total Immersion
7.8.1 Total Immersion Augmented Reality Gaming Corporation Information
7.8.2 Total Immersion Augmented Reality Gaming Product Portfolio
7.8.3 Total Immersion Augmented Reality Gaming Production, Value, Price and Gross Margin (2018-2023)
7.8.4 Total Immersion Main Business and Markets Served
7.7.5 Total Immersion Recent Developments/Updates
7.9 VividWorks
7.9.1 VividWorks Augmented Reality Gaming Corporation Information
7.9.2 VividWorks Augmented Reality Gaming Product Portfolio
7.9.3 VividWorks Augmented Reality Gaming Production, Value, Price and Gross Margin (2018-2023)
7.9.4 VividWorks Main Business and Markets Served
7.9.5 VividWorks Recent Developments/Updates
7.10 Wikitude
7.10.1 Wikitude Augmented Reality Gaming Corporation Information
7.10.2 Wikitude Augmented Reality Gaming Product Portfolio
7.10.3 Wikitude Augmented Reality Gaming Production, Value, Price and Gross Margin (2018-2023)
7.10.4 Wikitude Main Business and Markets Served
7.10.5 Wikitude Recent Developments/Updates
7.11 Zappar
7.11.1 Zappar Augmented Reality Gaming Corporation Information
7.11.2 Zappar Augmented Reality Gaming Product Portfolio
7.11.3 Zappar Augmented Reality Gaming Production, Value, Price and Gross Margin (2018-2023)
7.11.4 Zappar Main Business and Markets Served
7.11.5 Zappar Recent Developments/Updates
8 Industry Chain and Sales Channels Analysis
8.1 Augmented Reality Gaming Industry Chain Analysis
8.2 Augmented Reality Gaming Key Raw Materials
8.2.1 Key Raw Materials
8.2.2 Raw Materials Key Suppliers
8.3 Augmented Reality Gaming Production Mode & Process
8.4 Augmented Reality Gaming Sales and Marketing
8.4.1 Augmented Reality Gaming Sales Channels
8.4.2 Augmented Reality Gaming Distributors
8.5 Augmented Reality Gaming Customers
9 Augmented Reality Gaming Market Dynamics
9.1 Augmented Reality Gaming Industry Trends
9.2 Augmented Reality Gaming Market Drivers
9.3 Augmented Reality Gaming Market Challenges
9.4 Augmented Reality Gaming Market Restraints
10 Research Finding and Conclusion
11 Methodology and Data Source
11.1 Methodology/Research Approach
11.1.1 Research Programs/Design
11.1.2 Market Size Estimation
11.1.3 Market Breakdown and Data Triangulation
11.2 Data Source
11.2.1 Secondary Sources
11.2.2 Primary Sources
11.3 Author List
11.4 Disclaimer
Augmented Pixels
Aurasma
Blippar
Catchoom
Infinity Augmented Reality
Metaio
Qualcomm
Total Immersion
VividWorks
Wikitude
Zappar
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*If Applicable.
