Rise of Mobile Gamers Impacts Positively on Demand for Augmented Reality Gaming: Expected to Continue from 2019-2024 - ResearchAndMarkets.com

DUBLIN--()--The "Augmented Reality Gaming Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2019-2024" report has been added to ResearchAndMarkets.com's offering.

The global augmented reality gaming market is currently being catalyzed by 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.

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 Topics Covered:

1 Preface

2 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 Breakup by Component

5.4 Market Breakup by Technology

5.5 Market Breakup by Device

5.6 Market Breakup by Game Type

5.7 Market Breakup 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 Breakup by Component

6.1 Software

6.2 Hardware

7 Market Breakup by Technology

7.1 RFID

7.2 GPS

7.3 Mobile Tracking

7.4 Others

8 Market Breakup by Device

8.1 Mobiles

8.2 HMDs

8.3 Smart Glasses

9 Market Breakup 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 Breakup 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

For more information about this report visit https://www.researchandmarkets.com/r/g98zqp

Contacts

ResearchAndMarkets.com
Laura Wood, Senior Press Manager
press@researchandmarkets.com
For E.S.T Office Hours Call 1-917-300-0470
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Related Topics: Gaming, Virtual and Augmented Reality

Contacts

ResearchAndMarkets.com
Laura Wood, Senior Press Manager
press@researchandmarkets.com
For E.S.T Office Hours Call 1-917-300-0470
For U.S./CAN Toll Free Call 1-800-526-8630
For GMT Office Hours Call +353-1-416-8900
Related Topics: Gaming, Virtual and Augmented Reality