Press release
Augmented Reality (AR) Gaming Market: The Latest Trends | Blippar, Catchoom, Aurasma
A new research document is added in HTF MI database of 200 pages, titled as 'Global Augmented Reality (AR) Gaming Market Size study, by Component (Hardware, Software), by Technology (RFID, GPS, Mobile Tracking), by Device Type (Mobiles, HMDs (Head-Mounted Displays), Smart Glasses) and Regional Forecasts 2020-2027.' with detailed analysis, Competitive landscape, forecast and strategies. The study covers geographic analysis that includes regions like Asia Pacific, North America, Europe, Latin America and Rest of the World and important players/vendors such as Blippar, LLC (UK), Catchoom (Spain), Aurasma (UK), Infinity Augmented Reality Inc. . (Israel), Apple Inc. (US), Qualcomm Technologies (US), Total Immersion (France), VividWorks Ltd. (Finland), Zappar Limited (UK), Wikitude GmbH (Austria) etc. The Study will help you gain market insights, upcoming trends and influencing growth prospects for forecast period of 2020-2026.Access sample report @ https://www.htfmarketreport.com/sample-report/2711008-global-augmented-reality-16
Summary
Global Augmented Reality (AR) Gaming Market is valued approximately at USD XX billion in 2019 and is anticipated to grow with a CAGR of XX% over the forecast period 2020-2027.Augmented Reality (AR) Gaming is a virtual real time gaming device that synchronizes audio and visual content of the game to the user’s environment. AR Gaming aims to connect real world to the virtual world to utilize the existing environment as a play field experience. AR Games operate with several electronic devices such as smartphones, tablets, laptops and other gaming systems. For Instance: As per data from Statista in 2020, 10.34% of rise in smartphone users has been observed as compared to 2018. Rising interests of the individuals worldwide to adopt digital, online and virtual Games is the major factor driving the growth of the market. For Instance: As per reports by CNBC in 2017, digital video game sales experienced approximately 11% year-on-year rise. Increase in the acceptance of AR Games in the entertainment industry which provides more interactive style of playing games boosts the market growth. Further, rise in the capability and affordability of consumers to expend on AR Games coupled with increase in availability of variety of games support the market growth. Further, technological advancements and new innovative options in AR Games seeks attention of the customers, majorly youngsters. Modern augmented reality gaming devices are fabricated with sensors and receptors which deliver users a thrilling, exciting and adventurous experience. Further development in the audio technologies and graphic technologies create several opportunities for the market growth. However, tedious process to set up the system, initial high investments and safety & privacy issues are some major factors restraining the growth of the market over the forecasted period 2020-2027.
The regional analysis of global Augmented Reality (AR) Gaming market is considered for the key regions such as Asia Pacific, North America, Europe, Latin America and Rest of the World. North America is the leading/significant region across the world due to rising disposable income and technological advancements in gaming sector. Whereas, Asia-Pacific is also anticipated to exhibit highest growth rate / CAGR over the forecast period 2020-2027. Factors such as rise in acceptance of the AR Games along with digital technologies create a lucrative growth in the region over the forecasted period 2020-2027.
Major market player included in this report are:
Blippar, LLC (UK), Catchoom (Spain), Aurasma (UK), Infinity Augmented Reality Inc. . (Israel), Apple Inc. (US), Qualcomm Technologies (US), Total Immersion (France), VividWorks Ltd. (Finland), Zappar Limited (UK), Wikitude GmbH (Austria)
The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:
View Detailed Table of Content @ https://www.htfmarketreport.com/reports/2711008-global-augmented-reality-16
By Component:
Hardware, Software
By Technology: RFID, GPS, Mobile Tracking
By Device Type: Mobiles, HMDs, Smart Glasses
By Region:
North America (U.S., Canada)
Europe (UK, Germany)
Asia Pacific (China, India, Japan)
Latin America (Brazil, Mexico)
Rest of the World
Furthermore, years considered for the study are as follows:
Historical year – 2016, 2017, 2018
Base year – 2019
Forecast period – 2020 to 2026
Target Audience of the Global Augmented Reality (AR) Gaming Market in Market Study:
Key Consulting Companies & Advisors
Large, medium-sized, and small enterprises
Venture capitalists
Value-Added Resellers (VARs)
Third-party knowledge providers
Investment bankers
Investors
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Chapter 1. Executive Summary
1.1. Market Snapshot
1.2. Global & Segmental Market Estimates & Forecasts, 2018-2027 (USD Billion)
1.3. Key Trends
1.4. Estimation Methodology
1.5. Research Assumption
Chapter 2. Global Augmented Reality (AR) Gaming Market Definition and Scope
2.1. Objective of the Study
2.2. Market Definition & Scope
2.3. Years Considered for the Study
2.4. Currency Conversion Rates
Chapter 3. Global Augmented Reality (AR) Gaming Market Dynamics
3.1. Augmented Reality (AR) Gaming Market Impact Analysis (2018-2027)
3.1.1. Market Drivers
3.1.2. Market Challenges
3.1.3. Market Opportunities
Chapter 4. Global Augmented Reality (AR) Gaming Market: Industry Analysis
4.1. Porter’s 5 Force Model
4.2. PEST Analysis
4.3. Investment Adoption Model
4.4. Analyst Recommendation & Conclusion
Chapter 5. Global Augmented Reality (AR) Gaming Market, by Component
5.1. Market Snapshot
5.2. Global Augmented Reality (AR) Gaming Market by Component, Performance - Potential Analysis
5.3. Global Augmented Reality (AR) Gaming Market Estimates & Forecasts by Component 2017-2027 (USD Billion)
5.4. Augmented Reality (AR) Gaming Market, Sub Segment Analysis
....Continued
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About Author:
HTF Market Report is a wholly owned brand of HTF market Intelligence Consulting Private Limited. HTF Market Report global research and market intelligence consulting organization is uniquely positioned to not only identify growth opportunities but to also empower and inspire you to create visionary growth strategies for futures, enabled by our extraordinary depth and breadth of thought leadership, research, tools, events and experience that assist you for making goals into a reality. Our understanding of the interplay between industry convergence, Mega Trends, technologies and market trends provides our clients with new business models and expansion opportunities. We are focused on identifying the “Accurate Forecast” in every industry we cover so our clients can reap the benefits of being early market entrants and can accomplish their “Goals & Objectives”.
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