Global Augmented Reality Gaming Market Research Report 2019-2025

Published On: Jul 2019

Format: PDF

Publisher: QY Research

Pages: 100

Report ID: 6348

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.
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.

The global Augmented Reality Gaming market is valued at xx million US$ in 2018 is expected to reach xx million US$ by the end of 2025, growing at a CAGR of xx% during 2019-2025.
This report focuses on Augmented Reality Gaming volume and value at global level, regional level and company level. From a global perspective, this report represents overall Augmented Reality Gaming market size by analyzing historical data and future prospect. Regionally, this report focuses on several key regions: North America, Europe, China and Japan.
At company level, this report focuses on the production capacity, ex-factory price, revenue and market share for each manufacturer covered in this report.

The following manufacturers are covered:
Augmented Pixels
Aurasma
Blippar
Catchoom
Infinity Augmented Reality
Metaio
Qualcomm
Total Immersion
VividWorks
Wikitude
Zappar

Segment by Regions
North America
Europe
China
Japan

Segment by Type
Head Mounted Display
Handheld Display
Spatial Display

Segment by Application
Commercial Use
Home Use

Table of Contents

Executive Summary
1 Augmented Reality Gaming Market Overview
1.1 Product Overview and Scope of Augmented Reality Gaming
1.2 Augmented Reality Gaming Segment by Type
1.2.1 Global Augmented Reality Gaming Production Growth Rate Comparison by Type (2014-2025)
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 Augmented Reality Gaming Consumption Comparison by Application (2014-2025)
1.3.2 Commercial Use
1.3.3 Home Use
1.4 Global Augmented Reality Gaming Market by Region
1.4.1 Global Augmented Reality Gaming Market Size Region
1.4.2 North America Status and Prospect (2014-2025)
1.4.3 Europe Status and Prospect (2014-2025)
1.4.4 China Status and Prospect (2014-2025)
1.4.5 Japan Status and Prospect (2014-2025)
1.5 Global Augmented Reality Gaming Market Size
1.5.1 Global Augmented Reality Gaming Revenue (2014-2025)
1.5.2 Global Augmented Reality Gaming Production (2014-2025)

2 Global Augmented Reality Gaming Market Competition by Manufacturers
2.1 Global Augmented Reality Gaming Production Market Share by Manufacturers (2014-2019)
2.2 Global Augmented Reality Gaming Revenue Share by Manufacturers (2014-2019)
2.3 Global Augmented Reality Gaming Average Price by Manufacturers (2014-2019)
2.4 Manufacturers Augmented Reality Gaming Production Sites, Area Served, Product Types
2.5 Augmented Reality Gaming Market Competitive Situation and Trends
2.5.1 Augmented Reality Gaming Market Concentration Rate
2.5.2 Augmented Reality Gaming Market Share of Top 3 and Top 5 Manufacturers
2.5.3 Mergers & Acquisitions, Expansion

3 Global Augmented Reality Gaming Production Market Share by Regions
3.1 Global Augmented Reality Gaming Production Market Share by Regions
3.2 Global Augmented Reality Gaming Revenue Market Share by Regions (2014-2019)
3.3 Global Augmented Reality Gaming Production, Revenue, Price and Gross Margin (2014-2019)
3.4 North America Augmented Reality Gaming Production
3.4.1 North America Augmented Reality Gaming Production Growth Rate (2014-2019)
3.4.2 North America Augmented Reality Gaming Production, Revenue, Price and Gross Margin (2014-2019)
3.5 Europe Augmented Reality Gaming Production
3.5.1 Europe Augmented Reality Gaming Production Growth Rate (2014-2019)
3.5.2 Europe Augmented Reality Gaming Production, Revenue, Price and Gross Margin (2014-2019)
3.6 China Augmented Reality Gaming Production (2014-2019)
3.6.1 China Augmented Reality Gaming Production Growth Rate (2014-2019)
3.6.2 China Augmented Reality Gaming Production, Revenue, Price and Gross Margin (2014-2019)
3.7 Japan Augmented Reality Gaming Production (2014-2019)
3.7.1 Japan Augmented Reality Gaming Production Growth Rate (2014-2019)
3.7.2 Japan Augmented Reality Gaming Production, Revenue, Price and Gross Margin (2014-2019)

4 Global Augmented Reality Gaming Consumption by Regions
4.1 Global Augmented Reality Gaming Consumption by Regions
4.2 North America Augmented Reality Gaming Consumption (2014-2019)
4.3 Europe Augmented Reality Gaming Consumption (2014-2019)
4.4 China Augmented Reality Gaming Consumption (2014-2019)
4.5 Japan Augmented Reality Gaming Consumption (2014-2019)

5 Global Augmented Reality Gaming Production, Revenue, Price Trend by Type
5.1 Global Augmented Reality Gaming Production Market Share by Type (2014-2019)
5.2 Global Augmented Reality Gaming Revenue Market Share by Type (2014-2019)
5.3 Global Augmented Reality Gaming Price by Type (2014-2019)
5.4 Global Augmented Reality Gaming Production Growth by Type (2014-2019)

6 Global Augmented Reality Gaming Market Analysis by Applications
6.1 Global Augmented Reality Gaming Consumption Market Share by Application (2014-2019)
6.2 Global Augmented Reality Gaming Consumption Growth Rate by Application (2014-2019)

7 Company Profiles and Key Figures in Augmented Reality Gaming Business
7.1 Augmented Pixels
7.1.1 Augmented Pixels Augmented Reality Gaming Production Sites and Area Served
7.1.2 Augmented Reality Gaming Product Introduction, Application and Specification
7.1.3 Augmented Pixels Augmented Reality Gaming Production, Revenue, Price and Gross Margin (2014-2019)
7.1.4 Main Business and Markets Served
7.2 Aurasma
7.2.1 Aurasma Augmented Reality Gaming Production Sites and Area Served
7.2.2 Augmented Reality Gaming Product Introduction, Application and Specification
7.2.3 Aurasma Augmented Reality Gaming Production, Revenue, Price and Gross Margin (2014-2019)
7.2.4 Main Business and Markets Served
7.3 Blippar
7.3.1 Blippar Augmented Reality Gaming Production Sites and Area Served
7.3.2 Augmented Reality Gaming Product Introduction, Application and Specification
7.3.3 Blippar Augmented Reality Gaming Production, Revenue, Price and Gross Margin (2014-2019)
7.3.4 Main Business and Markets Served
7.4 Catchoom
7.4.1 Catchoom Augmented Reality Gaming Production Sites and Area Served
7.4.2 Augmented Reality Gaming Product Introduction, Application and Specification
7.4.3 Catchoom Augmented Reality Gaming Production, Revenue, Price and Gross Margin (2014-2019)
7.4.4 Main Business and Markets Served
7.5 Infinity Augmented Reality
7.5.1 Infinity Augmented Reality Augmented Reality Gaming Production Sites and Area Served
7.5.2 Augmented Reality Gaming Product Introduction, Application and Specification
7.5.3 Infinity Augmented Reality Augmented Reality Gaming Production, Revenue, Price and Gross Margin (2014-2019)
7.5.4 Main Business and Markets Served
7.6 Metaio
7.6.1 Metaio Augmented Reality Gaming Production Sites and Area Served
7.6.2 Augmented Reality Gaming Product Introduction, Application and Specification
7.6.3 Metaio Augmented Reality Gaming Production, Revenue, Price and Gross Margin (2014-2019)
7.6.4 Main Business and Markets Served
7.7 Qualcomm
7.7.1 Qualcomm Augmented Reality Gaming Production Sites and Area Served
7.7.2 Augmented Reality Gaming Product Introduction, Application and Specification
7.7.3 Qualcomm Augmented Reality Gaming Production, Revenue, Price and Gross Margin (2014-2019)
7.7.4 Main Business and Markets Served
7.8 Total Immersion
7.8.1 Total Immersion Augmented Reality Gaming Production Sites and Area Served
7.8.2 Augmented Reality Gaming Product Introduction, Application and Specification
7.8.3 Total Immersion Augmented Reality Gaming Production, Revenue, Price and Gross Margin (2014-2019)
7.8.4 Main Business and Markets Served
7.9 VividWorks
7.9.1 VividWorks Augmented Reality Gaming Production Sites and Area Served
7.9.2 Augmented Reality Gaming Product Introduction, Application and Specification
7.9.3 VividWorks Augmented Reality Gaming Production, Revenue, Price and Gross Margin (2014-2019)
7.9.4 Main Business and Markets Served
7.10 Wikitude
7.10.1 Wikitude Augmented Reality Gaming Production Sites and Area Served
7.10.2 Augmented Reality Gaming Product Introduction, Application and Specification
7.10.3 Wikitude Augmented Reality Gaming Production, Revenue, Price and Gross Margin (2014-2019)
7.10.4 Main Business and Markets Served
7.11 Zappar

8 Augmented Reality Gaming Manufacturing Cost Analysis
8.1 Augmented Reality Gaming Key Raw Materials Analysis
8.1.1 Key Raw Materials
8.1.2 Price Trend of Key Raw Materials
8.1.3 Key Suppliers of Raw Materials
8.2 Proportion of Manufacturing Cost Structure
8.3 Manufacturing Process Analysis of Augmented Reality Gaming
8.4 Augmented Reality Gaming Industrial Chain Analysis

9 Marketing Channel, Distributors and Customers
9.1 Marketing Channel
9.1.1 Direct Marketing
9.1.2 Indirect Marketing
9.2 Augmented Reality Gaming Distributors List
9.3 Augmented Reality Gaming Customers

10 Market Dynamics
10.1 Market Trends
10.2 Opportunities
10.3 Market Drivers
10.4 Challenges
10.5 Influence Factors

11 Global Augmented Reality Gaming Market Forecast
11.1 Global Augmented Reality Gaming Production, Revenue Forecast
11.1.1 Global Augmented Reality Gaming Production Growth Rate Forecast (2019-2025)
11.1.2 Global Augmented Reality Gaming Revenue and Growth Rate Forecast (2019-2025)
11.1.3 Global Augmented Reality Gaming Price and Trend Forecast (2019-2025)
11.2 Global Augmented Reality Gaming Production Forecast by Regions (2019-2025)
11.2.1 North America Augmented Reality Gaming Production, Revenue Forecast (2019-2025)
11.2.2 Europe Augmented Reality Gaming Production, Revenue Forecast (2019-2025)
11.2.3 China Augmented Reality Gaming Production, Revenue Forecast (2019-2025)
11.2.4 Japan Augmented Reality Gaming Production, Revenue Forecast (2019-2025)
11.3 Global Augmented Reality Gaming Consumption Forecast by Regions (2019-2025)
11.3.1 North America Augmented Reality Gaming Consumption Forecast (2019-2025)
11.3.2 Europe Augmented Reality Gaming Consumption Forecast (2019-2025)
11.3.3 China Augmented Reality Gaming Consumption Forecast (2019-2025)
11.3.4 Japan Augmented Reality Gaming Consumption Forecast (2019-2025)
11.4 Global Augmented Reality Gaming Production, Revenue and Price Forecast by Type (2019-2025)
11.5 Global Augmented Reality Gaming Consumption Forecast by Application (2019-2025)

12 Research Findings and Conclusion

13 Methodology and Data Source
13.1 Methodology/Research Approach
13.1.1 Research Programs/Design
13.1.2 Market Size Estimation
13.1.3 Market Breakdown and Data Triangulation
13.2 Data Source
13.2.1 Secondary Sources
13.2.2 Primary Sources
13.3 Author List
13.4 Disclaimer