Published :
Tables : 35
Figures : 20
Category : Information & Communications Technology
No. of Pages : 150
Report Code : ICT1055
Augmented Reality Gaming Market Introduction: Global Augmented Reality Gaming Market is estimated to value over USD 80 billion by 2027 end and register a CAGR of over 28.9% during the forecast period 2020 to 2027. Augmented reality (AR) technology has been around since 1960 which was named ‘AR’ in 1990 by Thomas Caudell, a Boeing researcher. Ivan Sutherland designed the first head-mounted display (HMD) in 1968 which was called The Sword of Damocles. This laid the foundation of AR that we use today. In the year 2000, AR Quake, the first AR game, was launched. In this game, players had to not only wear an HMD but also a backpack consisting of a computer and gyroscopes. The first smartphone AR game- AR tennis, a two-player AR game, was launched in the year 2005 which was exclusively developed for Nokia phones. Blippar, in 2014, developed the first AR game for Google Glass which was demonstrated at the Mobile World Congress. According to Blippar, the number of AR users in the United States was around 37 million in 2017 and it is predicted that it will grow up to 67 million by 2020 which shall open numerous profitable opportunities for the global augmented reality gaming market to thrive. However, the AR devices are difficult to set up and the initial investments for acquiring equipment are quite high. These factors can be responsible for restraining the market growth. Furthermore, virtual reality (VR) gaming devices are stiff competitors for this market as these devices are easy to set up and are less expensive then AR devices. The infamous Netflix original TV series, Stranger Things, is getting its own AR game which will be developed by Next Games, who developed a location-based game 'Our World' based on the TV show The Walking Dead. Games based on popular stories can help augment the market size significantly as there is a huge fan-base of something like Harry Potter and these people will surely play games related to or based upon these infamous narratives and this shall augment the market growth. Augmented Reality Gaming Market Segmentation: By Component Software Hardware By Technology RFID GPS Mobile Tracking Others By Device Mobiles Head Mounted Devices (HMDs) Smart Glasses By Game Type Racing Games Adventure Games Fighting Games Shooting Games Mystery Thriller Games Puzzle Games Science Fiction Games Others By Region North America Europe Asia Pacific Middle East & Africa Latin Americ FutureWise Key Takeaways: With games like Pokémon GO and Harry Potter Wizards United, the AR gaming on mobile devices shall rise exponentially creating numerous opportunities for game developers to develop interesting AR games considering how all the new-generation high-end mobile phones are integrated with latest augmented reality frameworks Microsoft collaborating with Epic Games for integrating Epic’s AR framework on Microsoft’s HoloLens shall increase the market growth significantly. Therefore, new AR games will not require hefty setups like the ones required for AR Quake. Even the HMDs will become redundant once these AR eye wears are available at an affordable price in the market. Key Market Players: Apple Microsoft Sony Google Objectives of the Study: To provide with an exhaustive analysis on the augmented reality gaming market by component, by technology, by device, by game type and by region To cater comprehensive information on factors impacting market growth (drivers, restraints, opportunities, and industry-specific restraints) To evaluate and forecast micro-markets and the overall market To predict the market size, in key regions (along with countries)— North America, Europe, Asia Pacific, Middle East & Africa and Latin America To record evaluate and competitive landscape mapping- product launches, technological advancements, mergers and expansions Profiling of companies to evaluate their market shares, strategies, financials and core competencies
Global Augmented Reality Gaming Market is estimated to value over USD 80 billion by 2027 end and register a CAGR of over 28.9% during the forecast period 2020 to 2027.
Augmented reality (AR) technology has been around since 1960 which was named ‘AR’ in 1990 by Thomas Caudell, a Boeing researcher. Ivan Sutherland designed the first head-mounted display (HMD) in 1968 which was called The Sword of Damocles. This laid the foundation of AR that we use today. In the year 2000, AR Quake, the first AR game, was launched. In this game, players had to not only wear an HMD but also a backpack consisting of a computer and gyroscopes. The first smartphone AR game- AR tennis, a two-player AR game, was launched in the year 2005 which was exclusively developed for Nokia phones. Blippar, in 2014, developed the first AR game for Google Glass which was demonstrated at the Mobile World Congress.
According to Blippar, the number of AR users in the United States was around 37 million in 2017 and it is predicted that it will grow up to 67 million by 2020 which shall open numerous profitable opportunities for the global augmented reality gaming market to thrive.
However, the AR devices are difficult to set up and the initial investments for acquiring equipment are quite high. These factors can be responsible for restraining the market growth. Furthermore, virtual reality (VR) gaming devices are stiff competitors for this market as these devices are easy to set up and are less expensive then AR devices.
The infamous Netflix original TV series, Stranger Things, is getting its own AR game which will be developed by Next Games, who developed a location-based game 'Our World' based on the TV show The Walking Dead. Games based on popular stories can help augment the market size significantly as there is a huge fan-base of something like Harry Potter and these people will surely play games related to or based upon these infamous narratives and this shall augment the market growth.
Augmented Reality Gaming Market Segmentation:
By Component
By Technology
By Device
By Game Type
By Region
FutureWise Key Takeaways:
Key Market Players:
Objectives of the Study:
1 Introduction 2 Research Scope and Methodology 2.1 Objectives of the Study 2.2 Stakeholders 2.3 Data Sources 2.3.1 Primary Sources 2.3.2 Secondary Sources 2.4 Market Estimation 2.4.1 Bottom-Up Approach 2.4.2 Top-Down Approach 2.5 Forecasting Methodology 3 Executive Summary 4 Introduction 4.1 Overview 4.2 Key Industry Trends 5 Global Augmented Reality Gaming Market 5.1 Market Overview 5.2 Market Performance 5.3 Market Fragmentation by Component 5.4 Market Fragmentation by Technology 5.5 Market Fragmentation by Device 5.6 Market Fragmentation by Game Type 5.7 Market Fragmentation by Region 5.8 Market Forecast 5.9 SWOT Analysis 5.9.1 Overview 5.9.2 Strengths 5.9.3 Weaknesses 5.9.4 Opportunities 5.9.5 Threats 5.10 Value Chain Analysis 5.10.1 Overview 5.10.2 Research and Development 5.10.3 Input 5.10.4 Products and Services 5.10.5 Marketing and Distribution 5.10.6 End-Users 5.10.7 Post Sales Services 5.11 Porters Five Forces Analysis 5.11.1 Overview 5.11.2 Bargaining Power of Buyers 5.11.3 Bargaining Power of Suppliers 5.11.4 Degree of Competition 5.11.5 Threat of New Entrants 5.11.6 Threat of Substitutes 5.12 Price Analysis 6 Market Fragmentation by Component 6.1 Software 6.2 Hardware 7 Market Fragmentation by Technology 7.1 RFID 7.2 GPS 7.3 Mobile Tracking 7.4 Others 8 Market Fragmentation by Device 8.1 Mobiles 8.2 HMDs 8.3 Smart Glasses 9 Market Fragmentation by Game Type 9.1 Racing Games 9.2 Adventure Games 9.3 Fighting Games 9.4 Shooting Games 9.5 Mystery Thriller Games 9.6 Puzzle Games 9.7 Science Fiction Games 9.8 Others 10 Market Fragmentation by Region 10.1 North America 10.2 Europe 10.3 Asia Pacific 10.4 Middle East and Africa 10.5 Latin America 11 Competitive Landscape 11.1 Market Structure 11.2 Key Players 11.3 Profiles of Key Players 11.3.1 Augmented Pixels 11.3.2 Aurasma 11.3.3 Blippar 11.3.4 Catchoom 11.3.5 Infinity Augmented Reality 11.3.6 Metaio 11.3.7 Qualcomm 11.3.8 Total Immersion 11.3.9 VividWorks 11.3.10 Wikitude 11.3.11 Zappar 12 Research Finding and Conclusion 13 Research Methodology 14 Research Data Source
1 Introduction
2 Research Scope and Methodology
2.1 Objectives of the Study
2.2 Stakeholders
2.3 Data Sources
2.3.1 Primary Sources
2.3.2 Secondary Sources
2.4 Market Estimation
2.4.1 Bottom-Up Approach
2.4.2 Top-Down Approach
2.5 Forecasting Methodology
3 Executive Summary
4 Introduction
4.1 Overview
4.2 Key Industry Trends
5 Global Augmented Reality Gaming Market
5.1 Market Overview
5.2 Market Performance
5.3 Market Fragmentation by Component
5.4 Market Fragmentation by Technology
5.5 Market Fragmentation by Device
5.6 Market Fragmentation by Game Type
5.7 Market Fragmentation by Region
5.8 Market Forecast
5.9 SWOT Analysis
5.9.1 Overview
5.9.2 Strengths
5.9.3 Weaknesses
5.9.4 Opportunities
5.9.5 Threats
5.10 Value Chain Analysis
5.10.1 Overview
5.10.2 Research and Development
5.10.3 Input
5.10.4 Products and Services
5.10.5 Marketing and Distribution
5.10.6 End-Users
5.10.7 Post Sales Services
5.11 Porters Five Forces Analysis
5.11.1 Overview
5.11.2 Bargaining Power of Buyers
5.11.3 Bargaining Power of Suppliers
5.11.4 Degree of Competition
5.11.5 Threat of New Entrants
5.11.6 Threat of Substitutes
5.12 Price Analysis
6 Market Fragmentation by Component
6.1 Software
6.2 Hardware
7 Market Fragmentation by Technology
7.1 RFID
7.2 GPS
7.3 Mobile Tracking
7.4 Others
8 Market Fragmentation by Device
8.1 Mobiles
8.2 HMDs
8.3 Smart Glasses
9 Market Fragmentation by Game Type
9.1 Racing Games
9.2 Adventure Games
9.3 Fighting Games
9.4 Shooting Games
9.5 Mystery Thriller Games
9.6 Puzzle Games
9.7 Science Fiction Games
9.8 Others
10 Market Fragmentation by Region
10.1 North America
10.2 Europe
10.3 Asia Pacific
10.4 Middle East and Africa
10.5 Latin America
11 Competitive Landscape
11.1 Market Structure
11.2 Key Players
11.3 Profiles of Key Players
11.3.1 Augmented Pixels
11.3.2 Aurasma
11.3.3 Blippar
11.3.4 Catchoom
11.3.5 Infinity Augmented Reality
11.3.6 Metaio
11.3.7 Qualcomm
11.3.8 Total Immersion
11.3.9 VividWorks
11.3.10 Wikitude
11.3.11 Zappar
12 Research Finding and Conclusion
13 Research Methodology
14 Research Data Source
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