Global AR Gaming Market Research Report 2024(Status and Outlook)

Global AR Gaming Market Research Report 2024(Status and Outlook)



Report Overview:

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 Size was estimated at USD 4221.57 million in 2023 and is projected to reach USD 8650.03 million by 2029, exhibiting a CAGR of 12.70% during the forecast period.

This report provides a deep insight into the global AR Gaming market covering all its essential aspects. This ranges from a macro overview of the market to micro details of the market size, competitive landscape, development trend, niche market, key market drivers and challenges, SWOT analysis, Porter’s five forces analysis, value chain analysis, etc.

The analysis helps the reader to shape the competition within the industries and strategies for the competitive environment to enhance the potential profit. Furthermore, it provides a simple framework for evaluating and accessing the position of the business organization. The report structure also focuses on the competitive landscape of the Global AR Gaming Market, this report introduces in detail the market share, market performance, product situation, operation situation, etc. of the main players, which helps the readers in the industry to identify the main competitors and deeply understand the competition pattern of the market.

In a word, this report is a must-read for industry players, investors, researchers, consultants, business strategists, and all those who have any kind of stake or are planning to foray into the AR Gaming market in any manner.

Global AR Gaming Market: Market Segmentation Analysis

The research report includes specific segments by region (country), manufacturers, Type, and Application. Market segmentation creates subsets of a market based on product type, end-user or application, Geographic, and other factors. By understanding the market segments, the decision-maker can leverage this targeting in the product, sales, and marketing strategies. Market segments can power your product development cycles by informing how you create product offerings for different segments.

Key Company

Catchoom

Infinity Augmented Reality

Qualcomm Technologies

Augmented Pixels

Aurasma

Blippar

Total Immersion

VividWorks

Wikitude

Zappar

Market Segmentation (by Type)

Mobile Devices

HMDs

Smart Glasses

Market Segmentation (by Application)

Innovators

Early Adopters

Early Majority

Geographic Segmentation
  • North America (USA, Canada, Mexico)
  • Europe (Germany, UK, France, Russia, Italy, Rest of Europe)
  • Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Rest of Asia-Pacific)
  • South America (Brazil, Argentina, Columbia, Rest of South America)
  • The Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria, South Africa, Rest of MEA)
Key Benefits of This Market Research:
  • Industry drivers, restraints, and opportunities covered in the study
  • Neutral perspective on the market performance
  • Recent industry trends and developments
  • Competitive landscape & strategies of key players
  • Potential & niche segments and regions exhibiting promising growth covered
  • Historical, current, and projected market size, in terms of value
  • In-depth analysis of the AR Gaming Market
  • Overview of the regional outlook of the AR Gaming Market:
Key Reasons to Buy this Report:
  • Access to date statistics compiled by our researchers. These provide you with historical and forecast data, which is analyzed to tell you why your market is set to change
  • This enables you to anticipate market changes to remain ahead of your competitors
  • You will be able to copy data from the Excel spreadsheet straight into your marketing plans, business presentations, or other strategic documents
  • The concise analysis, clear graph, and table format will enable you to pinpoint the information you require quickly
  • Provision of market value (USD Billion) data for each segment and sub-segment
  • Indicates the region and segment that is expected to witness the fastest growth as well as to dominate the market
  • Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region
  • Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions, and acquisitions in the past five years of companies profiled
  • Extensive company profiles comprising of company overview, company insights, product benchmarking, and SWOT analysis for the major market players
  • The current as well as the future market outlook of the industry concerning recent developments which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions
  • Includes in-depth analysis of the market from various perspectives through Porter’s five forces analysis
  • Provides insight into the market through Value Chain
  • Market dynamics scenario, along with growth opportunities of the market in the years to come
  • 6-month post-sales analyst support
Customization of the Report

In case of any queries or customization requirements, please connect with our sales team, who will ensure that your requirements are met.

Note: this report may need to undergo a final check or review and this could take about 48 hours.

Chapter Outline

Chapter 1 mainly introduces the statistical scope of the report, market division standards, and market research methods.

Chapter 2 is an executive summary of different market segments (by region, product type, 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 AR Gaming Market and its likely evolution in the short to mid-term, and long term.

Chapter 3 makes a detailed analysis of the Market's Competitive Landscape of the market and provides the market share, capacity, output, price, latest development plan, merger, and acquisition information of the main manufacturers in the market.

Chapter 4 is the analysis of the whole market industrial chain, including the upstream and downstream of the industry, as well as Porter's five forces analysis.

Chapter 5 introduces the 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 6 provides the analysis of various market segments according to product types, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.

Chapter 7 provides the analysis of various market segments according to 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 8 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 9 introduces the basic situation of the main companies in the market in detail, including product sales revenue, sales volume, price, gross profit margin, market share, product introduction, recent development, etc.

Chapter 10 provides a quantitative analysis of the market size and development potential of each region in the next five years.

Chapter 11 provides a quantitative analysis of the market size and development potential of each market segment (product type and application) in the next five years.

Chapter 12 is the main points and conclusions of the report.


1 Research Methodology and Statistical Scope
1.1 Market Definition and Statistical Scope of AR Gaming
1.2 Key Market Segments
1.2.1 AR Gaming Segment by Type
1.2.2 AR Gaming Segment by Application
1.3 Methodology & Sources of Information
1.3.1 Research Methodology
1.3.2 Research Process
1.3.3 Market Breakdown and Data Triangulation
1.3.4 Base Year
1.3.5 Report Assumptions & Caveats
2 AR Gaming Market Overview
2.1 Global Market Overview
2.2 Market Segment Executive Summary
2.3 Global Market Size by Region
3 AR Gaming Market Competitive Landscape
3.1 Global AR Gaming Revenue Market Share by Company (2019-2024)
3.2 AR Gaming Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Company AR Gaming Market Size Sites, Area Served, Product Type
3.4 AR Gaming Market Competitive Situation and Trends
3.4.1 AR Gaming Market Concentration Rate
3.4.2 Global 5 and 10 Largest AR Gaming Players Market Share by Revenue
3.4.3 Mergers & Acquisitions, Expansion
4 AR Gaming Value Chain Analysis
4.1 AR Gaming Value Chain Analysis
4.2 Midstream Market Analysis
4.3 Downstream Customer Analysis
5 The Development and Dynamics of AR Gaming Market
5.1 Key Development Trends
5.2 Driving Factors
5.3 Market Challenges
5.4 Market Restraints
5.5 Industry News
5.5.1 Mergers & Acquisitions
5.5.2 Expansions
5.5.3 Collaboration/Supply Contracts
5.6 Industry Policies
6 AR Gaming Market Segmentation by Type
6.1 Evaluation Matrix of Segment Market Development Potential (Type)
6.2 Global AR Gaming Market Size Market Share by Type (2019-2024)
6.3 Global AR Gaming Market Size Growth Rate by Type (2019-2024)
7 AR Gaming Market Segmentation by Application
7.1 Evaluation Matrix of Segment Market Development Potential (Application)
7.2 Global AR Gaming Market Size (M USD) by Application (2019-2024)
7.3 Global AR Gaming Market Size Growth Rate by Application (2019-2024)
8 AR Gaming Market Segmentation by Region
8.1 Global AR Gaming Market Size by Region
8.1.1 Global AR Gaming Market Size by Region
8.1.2 Global AR Gaming Market Size Market Share by Region
8.2 North America
8.2.1 North America AR Gaming Market Size by Country
8.2.2 U.S.
8.2.3 Canada
8.2.4 Mexico
8.3 Europe
8.3.1 Europe AR Gaming Market Size by Country
8.3.2 Germany
8.3.3 France
8.3.4 U.K.
8.3.5 Italy
8.3.6 Russia
8.4 Asia Pacific
8.4.1 Asia Pacific AR Gaming Market Size by Region
8.4.2 China
8.4.3 Japan
8.4.4 South Korea
8.4.5 India
8.4.6 Southeast Asia
8.5 South America
8.5.1 South America AR Gaming Market Size by Country
8.5.2 Brazil
8.5.3 Argentina
8.5.4 Columbia
8.6 Middle East and Africa
8.6.1 Middle East and Africa AR Gaming Market Size by Region
8.6.2 Saudi Arabia
8.6.3 UAE
8.6.4 Egypt
8.6.5 Nigeria
8.6.6 South Africa
9 Key Companies Profile
9.1 Catchoom
9.1.1 Catchoom AR Gaming Basic Information
9.1.2 Catchoom AR Gaming Product Overview
9.1.3 Catchoom AR Gaming Product Market Performance
9.1.4 Catchoom AR Gaming SWOT Analysis
9.1.5 Catchoom Business Overview
9.1.6 Catchoom Recent Developments
9.2 Infinity Augmented Reality
9.2.1 Infinity Augmented Reality AR Gaming Basic Information
9.2.2 Infinity Augmented Reality AR Gaming Product Overview
9.2.3 Infinity Augmented Reality AR Gaming Product Market Performance
9.2.4 Catchoom AR Gaming SWOT Analysis
9.2.5 Infinity Augmented Reality Business Overview
9.2.6 Infinity Augmented Reality Recent Developments
9.3 Qualcomm Technologies
9.3.1 Qualcomm Technologies AR Gaming Basic Information
9.3.2 Qualcomm Technologies AR Gaming Product Overview
9.3.3 Qualcomm Technologies AR Gaming Product Market Performance
9.3.4 Catchoom AR Gaming SWOT Analysis
9.3.5 Qualcomm Technologies Business Overview
9.3.6 Qualcomm Technologies Recent Developments
9.4 Augmented Pixels
9.4.1 Augmented Pixels AR Gaming Basic Information
9.4.2 Augmented Pixels AR Gaming Product Overview
9.4.3 Augmented Pixels AR Gaming Product Market Performance
9.4.4 Augmented Pixels Business Overview
9.4.5 Augmented Pixels Recent Developments
9.5 Aurasma
9.5.1 Aurasma AR Gaming Basic Information
9.5.2 Aurasma AR Gaming Product Overview
9.5.3 Aurasma AR Gaming Product Market Performance
9.5.4 Aurasma Business Overview
9.5.5 Aurasma Recent Developments
9.6 Blippar
9.6.1 Blippar AR Gaming Basic Information
9.6.2 Blippar AR Gaming Product Overview
9.6.3 Blippar AR Gaming Product Market Performance
9.6.4 Blippar Business Overview
9.6.5 Blippar Recent Developments
9.7 Total Immersion
9.7.1 Total Immersion AR Gaming Basic Information
9.7.2 Total Immersion AR Gaming Product Overview
9.7.3 Total Immersion AR Gaming Product Market Performance
9.7.4 Total Immersion Business Overview
9.7.5 Total Immersion Recent Developments
9.8 VividWorks
9.8.1 VividWorks AR Gaming Basic Information
9.8.2 VividWorks AR Gaming Product Overview
9.8.3 VividWorks AR Gaming Product Market Performance
9.8.4 VividWorks Business Overview
9.8.5 VividWorks Recent Developments
9.9 Wikitude
9.9.1 Wikitude AR Gaming Basic Information
9.9.2 Wikitude AR Gaming Product Overview
9.9.3 Wikitude AR Gaming Product Market Performance
9.9.4 Wikitude Business Overview
9.9.5 Wikitude Recent Developments
9.10 Zappar
9.10.1 Zappar AR Gaming Basic Information
9.10.2 Zappar AR Gaming Product Overview
9.10.3 Zappar AR Gaming Product Market Performance
9.10.4 Zappar Business Overview
9.10.5 Zappar Recent Developments
10 AR Gaming Regional Market Forecast
10.1 Global AR Gaming Market Size Forecast
10.2 Global AR Gaming Market Forecast by Region
10.2.1 North America Market Size Forecast by Country
10.2.2 Europe AR Gaming Market Size Forecast by Country
10.2.3 Asia Pacific AR Gaming Market Size Forecast by Region
10.2.4 South America AR Gaming Market Size Forecast by Country
10.2.5 Middle East and Africa Forecasted Consumption of AR Gaming by Country
11 Forecast Market by Type and by Application (2025-2030)
11.1 Global AR Gaming Market Forecast by Type (2025-2030)
11.2 Global AR Gaming Market Forecast by Application (2025-2030)
12 Conclusion and Key Findings

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