Market Overview:
The global augmented reality gaming market size reached US$ 8.4 Billion in 2022. Looking forward, IMARC Group expects the market to reach US$ 43.1 Billion by 2028, exhibiting a growth rate (CAGR) of 30.2% during 2023-2028.
The market is currently being driven by the technological advancements, coupled with a rising number of mobile gamers. Augmented reality, also known as AR, is the integration of digital information with the real time environment of the user. In gaming, unlike virtual reality, augmented reality utilises existing environment and enhances it with an overlay of distinct features. In addition to this, augmented reality helps in creating a view for the players with intense video, graphics and sound by using a device-camera. For games on smartphones, augmented reality has become an important tool as it enables the gamers to create their own characters, targets and racing terrains. It also enables them to scan their local surroundings so as to invite their neighbors and create a virtual track.
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Note: Information in the above chart consists of dummy data and is only shown here for representation purpose. Kindly contact us for the actual market size and trends.
Global Augmented Reality Gaming Market: Drivers/Constraints:
- The technology for augmented reality is new and has immense potential. Over the years, various large manufacturers have introduced numerous augmented reality applications which have presented the gamers with new ways to interact with the real world.
- The continuous rise in the number of mobile gamers has created a positive impact on the demand for augmented reality games. We expect this trend to continue during the next five years.
- China, the United States and Japan currently represent the key demand drivers for this market.
- The initial cost of obtaining a high-quality augmented reality game equipment is high which makes it difficult for ordinary consumers to afford a console.
Key Market Segmentation:
IMARC Group provides an analysis of the key trends in each sub-segment of the global augmented reality gaming market report, along with forecasts at the global and regional level from 2023-2028. Our report has categorized the market based on component, technology, device and game type.
Breakup by Component:
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Note: Information in the above chart consists of dummy data and is only shown here for representation purpose. Kindly contact us for the actual market size and trends.
Based on the component, the market has been segmented as software and hardware.
Breakup by Technology:
- RFID
- GPS
- Mobile Tracking
- Others
Based on the technology, the market has been segmented into RFID, GPS and mobile tracking.
Breakup by Device:
- Mobiles
- HMDs
- Smart Glasses
Based on the device, the market has been segmented as mobiles, HMDs and smart glasses.
Breakup by Game Type:
- Racing Games
- Adventure Games
- Fighting Games
- Shooting Games
- Mystery Thriller Games
- Puzzle Games
- Science Fiction Games
- Others
On the basis of game type, the major segments covered include racing games, adventure games, fighting games, shooting games, mystery thriller games, puzzle games and science fiction games.
Breakup by Region:
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- North America
- Europe
- Asia Pacific
- Middle East and Africa
- Latin America
Region-wise, the market has been segmented into North America, Asia Pacific, Europe, Middle East and Africa, and Latin America.
Competitive Landscape:
The competitive landscape of the market has also been examined with some of the key players being Augmented Pixels, Aurasma, Blippar, Catchoom, Infinity Augmented Reality, Metaio, Qualcomm, Total Immersion, VividWorks, Wikitude and Zappar.
This report provides a deep insight into the global augmented reality gaming market covering all its essential aspects. This ranges from macro overview of the market to micro details of the industry performance, recent trends, key market drivers and challenges, SWOT analysis, Porter’s five forces analysis, value chain analysis, etc. This report is a must-read for entrepreneurs, investors, researchers, consultants, business strategists, and all those who have any kind of stake or are planning to foray into the augmented reality gaming market in any manner.
Report Coverage:
Report Features |
Details |
Base Year of the Analysis |
2022 |
Historical Period |
2017-2022 |
Forecast Period |
2023-2028 |
Units |
US$ Billion |
Segment Coverage |
Component, Technology, Device, Game Type, Region |
Region Covered |
Asia Pacific, Europe, North America, Latin America, Middle East and Africa |
Companies Covered |
Augmented Pixels, Aurasma, Blippar, Catchoom, Infinity Augmented Reality, Metaio, Qualcomm, Total Immersion, VividWorks, Wikitude and Zappar |
Customization Scope |
10% Free Customization |
Report Price and Purchase Option |
Single User License: US$ 2499
Five User License: US$ 3499
Corporate License: US$ 4499 |
Post-Sale Analyst Support |
10-12 Weeks |
Delivery Format |
PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request) |