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Global AR Gaming Market Research Report 2024

Global AR Gaming Market Research Report 2024

Publishing Date : Jan, 2024

License Type :
 

Report Code : 1714530

No of Pages : 89

Synopsis
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.
The global AR Gaming market was valued at US$ 679.2 million in 2023 and is anticipated to reach US$ 1027.9 million by 2030, witnessing a CAGR of 6.1% during the forecast period 2024-2030.
In terms of geography, EMEA led the global AR gaming market during 2016. However, as per the Technavio’s market research 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.
This report aims to provide a comprehensive presentation of the global market for AR 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 AR Gaming.
Report Scope
The AR 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 AR 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 AR 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
Catchoom
Infinity Augmented Reality
Qualcomm Technologies
Augmented Pixels
Aurasma
Blippar
Total Immersion
VividWorks
Wikitude
Zappar
Segment by Type
Mobile Devices
HMDs
Smart Glasses
Segment by Application
Innovators
Early Adopters
Early Majority
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 AR 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.
Index
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global AR Gaming Market Size Growth Rate by Type: 2019 VS 2023 VS 2030
1.2.2 Mobile Devices
1.2.3 HMDs
1.2.4 Smart Glasses
1.3 Market by Application
1.3.1 Global AR Gaming Market Growth by Application: 2019 VS 2023 VS 2030
1.3.2 Innovators
1.3.3 Early Adopters
1.3.4 Early Majority
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global AR Gaming Market Perspective (2019-2030)
2.2 AR Gaming Growth Trends by Region
2.2.1 Global AR Gaming Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 AR Gaming Historic Market Size by Region (2019-2024)
2.2.3 AR Gaming Forecasted Market Size by Region (2025-2030)
2.3 AR Gaming Market Dynamics
2.3.1 AR Gaming Industry Trends
2.3.2 AR Gaming Market Drivers
2.3.3 AR Gaming Market Challenges
2.3.4 AR Gaming Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top AR Gaming Players by Revenue
3.1.1 Global Top AR Gaming Players by Revenue (2019-2024)
3.1.2 Global AR Gaming Revenue Market Share by Players (2019-2024)
3.2 Global AR Gaming Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by AR Gaming Revenue
3.4 Global AR Gaming Market Concentration Ratio
3.4.1 Global AR Gaming Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by AR Gaming Revenue in 2023
3.5 AR Gaming Key Players Head office and Area Served
3.6 Key Players AR Gaming Product Solution and Service
3.7 Date of Enter into AR Gaming Market
3.8 Mergers & Acquisitions, Expansion Plans
4 AR Gaming Breakdown Data by Type
4.1 Global AR Gaming Historic Market Size by Type (2019-2024)
4.2 Global AR Gaming Forecasted Market Size by Type (2025-2030)
5 AR Gaming Breakdown Data by Application
5.1 Global AR Gaming Historic Market Size by Application (2019-2024)
5.2 Global AR Gaming Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America AR Gaming Market Size (2019-2030)
6.2 North America AR Gaming Market Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America AR Gaming Market Size by Country (2019-2024)
6.4 North America AR Gaming Market Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe AR Gaming Market Size (2019-2030)
7.2 Europe AR Gaming Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe AR Gaming Market Size by Country (2019-2024)
7.4 Europe AR 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 AR Gaming Market Size (2019-2030)
8.2 Asia-Pacific AR Gaming Market Growth Rate by Region: 2019 VS 2023 VS 2030
8.3 Asia-Pacific AR Gaming Market Size by Region (2019-2024)
8.4 Asia-Pacific AR 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 AR Gaming Market Size (2019-2030)
9.2 Latin America AR Gaming Market Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America AR Gaming Market Size by Country (2019-2024)
9.4 Latin America AR Gaming Market Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa AR Gaming Market Size (2019-2030)
10.2 Middle East & Africa AR Gaming Market Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa AR Gaming Market Size by Country (2019-2024)
10.4 Middle East & Africa AR Gaming Market Size by Country (2025-2030)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Catchoom
11.1.1 Catchoom Company Detail
11.1.2 Catchoom Business Overview
11.1.3 Catchoom AR Gaming Introduction
11.1.4 Catchoom Revenue in AR Gaming Business (2019-2024)
11.1.5 Catchoom Recent Development
11.2 Infinity Augmented Reality
11.2.1 Infinity Augmented Reality Company Detail
11.2.2 Infinity Augmented Reality Business Overview
11.2.3 Infinity Augmented Reality AR Gaming Introduction
11.2.4 Infinity Augmented Reality Revenue in AR Gaming Business (2019-2024)
11.2.5 Infinity Augmented Reality Recent Development
11.3 Qualcomm Technologies
11.3.1 Qualcomm Technologies Company Detail
11.3.2 Qualcomm Technologies Business Overview
11.3.3 Qualcomm Technologies AR Gaming Introduction
11.3.4 Qualcomm Technologies Revenue in AR Gaming Business (2019-2024)
11.3.5 Qualcomm Technologies Recent Development
11.4 Augmented Pixels
11.4.1 Augmented Pixels Company Detail
11.4.2 Augmented Pixels Business Overview
11.4.3 Augmented Pixels AR Gaming Introduction
11.4.4 Augmented Pixels Revenue in AR Gaming Business (2019-2024)
11.4.5 Augmented Pixels Recent Development
11.5 Aurasma
11.5.1 Aurasma Company Detail
11.5.2 Aurasma Business Overview
11.5.3 Aurasma AR Gaming Introduction
11.5.4 Aurasma Revenue in AR Gaming Business (2019-2024)
11.5.5 Aurasma Recent Development
11.6 Blippar
11.6.1 Blippar Company Detail
11.6.2 Blippar Business Overview
11.6.3 Blippar AR Gaming Introduction
11.6.4 Blippar Revenue in AR Gaming Business (2019-2024)
11.6.5 Blippar Recent Development
11.7 Total Immersion
11.7.1 Total Immersion Company Detail
11.7.2 Total Immersion Business Overview
11.7.3 Total Immersion AR Gaming Introduction
11.7.4 Total Immersion Revenue in AR Gaming Business (2019-2024)
11.7.5 Total Immersion Recent Development
11.8 VividWorks
11.8.1 VividWorks Company Detail
11.8.2 VividWorks Business Overview
11.8.3 VividWorks AR Gaming Introduction
11.8.4 VividWorks Revenue in AR Gaming Business (2019-2024)
11.8.5 VividWorks Recent Development
11.9 Wikitude
11.9.1 Wikitude Company Detail
11.9.2 Wikitude Business Overview
11.9.3 Wikitude AR Gaming Introduction
11.9.4 Wikitude Revenue in AR Gaming Business (2019-2024)
11.9.5 Wikitude Recent Development
11.10 Zappar
11.10.1 Zappar Company Detail
11.10.2 Zappar Business Overview
11.10.3 Zappar AR Gaming Introduction
11.10.4 Zappar Revenue in AR Gaming Business (2019-2024)
11.10.5 Zappar 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

Published By : QY Research

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