About Augmented Reality Market for Gaming AR technology blends digital content with the physical world. It allows users to scan the physical environment and provides an enhanced or augmented experience by adding virtual computer-generated information. End-users can make use of this technology through apps developed for mobile devices. Gaming is an important consumer segment that AR can revolutionize. Most mobile games are preloaded with the developer versions of terrains, levels, and characters. AR gives gamers the opportunity to create their own racing terrains, characters, and targets. For instance, individuals waiting in a metro station can scan their surroundings to create their version of the “Subway Surfers” game. The user could be the character running on tracks or jumping over trains. Similarly, an office space could be converted into a skating rink, and the gamer could be the character skating around the office. Racing games can also become a whole new experience. Players can scan their local surroundings to create a virtual track and invite neighbors and friends to race. Technavio’s analysts forecast the... Research Beam Model: Research Beam Product ID: 456489 2500 USD New
Global Augmented Reality in Gaming Market 2016-2020
 
 

Global Augmented Reality in Gaming Market 2016-2020

  • Category : ICT & Media
  • Published On : April   2016
  • Pages : 52
  • Publisher : Technavio
 
 
 
About Augmented Reality Market for Gaming

AR technology blends digital content with the physical world. It allows users to scan the physical environment and provides an enhanced or augmented experience by adding virtual computer-generated information. End-users can make use of this technology through apps developed for mobile devices.
Gaming is an important consumer segment that AR can revolutionize. Most mobile games are preloaded with the developer versions of terrains, levels, and characters. AR gives gamers the opportunity to create their own racing terrains, characters, and targets. For instance, individuals waiting in a metro station can scan their surroundings to create their version of the “Subway Surfers” game. The user could be the character running on tracks or jumping over trains. Similarly, an office space could be converted into a skating rink, and the gamer could be the character skating around the office. Racing games can also become a whole new experience. Players can scan their local surroundings to create a virtual track and invite neighbors and friends to race.

Technavio’s analysts forecast the global AR market for gaming to grow at a CAGR of 174.2% during the period 2016-2020.

Covered in this report
The report covers the present scenario and the growth prospects of the global AR market for gaming during 2016-2020. To calculate the market size, the report covers the revenue generated from the sales of AR gaming apps as well as in-app purchases made by individual consumers.

The market is divided into the following segments based on geography:
• Americas
• APAC
• EMEA

Technavio's report, Global Augmented Reality Market for Gaming 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
• Augmented Pixels
• Aurasma
• Blippar
• Catchoom
• Infinity Augmented Reality
• Metaio
• Qualcomm
• Total Immersion
• VividWorks
• Wikitude
• Zappar

Market driver
• Increased integration of AR into mobile devices
• For a full, detailed list, view our report

Market challenge
• Lack of content
• For a full, detailed list, view our report

Market trend
• Crowdfunding of AR projects
• For a full, detailed list, view our report

Key questions answered in this report
• What will the market size be in 2020 and what will the growth rate be?
• What are the key market trends?
• What is driving this market?
• What are the challenges to market growth?
• Who are the key vendors in this market space?
• What are the market opportunities and threats faced by the key vendors?
• What are the strengths and weaknesses of the key vendors?

You can request one free hour of our analyst’s time when you purchase this market report. Details are provided within the report.
PART 01: Executive summary
• Highlights
PART 02: Scope of the report
• Market overview
PART 03: Market research methodology
• Research methodology
• Economic indicators
PART 04: Introduction
• Key market highlights
• Market prospects of AR
PART 05: Mobile AR value chain
PART 06: Market landscape
• Market size and forecast
• Five forces analysis
PART 07: Geographical segmentation
• EMEA
• Americas
• APAC
PART 08: Market drivers
• Increased integration of AR into mobile devices
• Growing mobile gaming market
• Simultaneous localization and mapping technology
PART 09: Impact of drivers
PART 10: Market challenges
• Lack of content
• Connectivity issues
• Lack of awareness and limitations
PART 11: Impact of drivers and challenges
PART 12: Market trends
• Crowdfunding of AR projects
• Emergence of depth-sensing cameras
• Interoperability across mobile platforms
PART 13: Buying behavior
PART 14: Vendor landscape
• Competitive scenario
• Key vendors
PART 15: Market summary
• Market attractiveness
PART 16: Analyst insights
PART 17: Appendix
• List of abbreviations
PART 18: Explore Technavio
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List of Exhibits
Exhibit 01: AR ecosystem
Exhibit 02: Timeline of AR technology
Exhibit 03: Mobile AR value chain: Current state
Exhibit 04: Mobile AR value chain: Future state
Exhibit 05: Mobile AR value chain: Catchoom
Exhibit 06: Global AR market for gaming 2015-2020 ($ millions)
Exhibit 07: Five forces analysis
Exhibit 08: Global AR market for gaming: Geographical segmentation 2015
Exhibit 09: Global AR market for gaming by geography 2015-2020
Exhibit 10: Global AR market for gaming by geography 2015-2020 ($ millions)
Exhibit 11: AR market for gaming in EMEA 2015-2020 ($ millions)
Exhibit 12: AR market for gaming in Americas 2015-2020 ($ millions)
Exhibit 13: AR market for gaming in APAC 2015-2020 ($ millions)
Exhibit 14: Global AR market for gaming: CAGR comparison by geography
Exhibit 15: Impact of drivers
Exhibit 16: Impact of drivers and challenges
Exhibit 17: Vendor selection parameters
Exhibit 18: Global AR market for gaming: Traction by geography
Exhibit 19: Mobile device shipments 2015-2020 (billions of units)
Exhibit 20: Addressable market for AR gaming 2015-2020 (billions of users)
Exhibit 21: Average revenue per user 2015-2020

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