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Augmented Reality Market for Gaming: Global Industry Analysis, Market Size, Share, Trends, Application Analysis, Growth and Forecast, 2022-2027

“Augmented Reality Market for Gaming Market: Industry Analysis, Market Size, Share, Trends, Application Analysis, Growth and Forecast, 2022-2027” provides a deep and thorough evaluation of the augmented reality market for gaming by type (mobile devices, HMDs, and smart glasses); by technology adopters (innovators, early adopters, and early majority); and by geography (North America, Europe, Asia-Pacific, Latin topical America and Middle East & Africa). Augmented reality (AR) for gaming involves the integration of digital information with the real-time environment of the user. It enhances the actual world by superimposing a pre-created environment or distinct features of the game. In recent years, AR has gained traction due to its immersive experience, and intense graphics, audio and video.

The growing number of gamers, and increasing penetration of the internet, smartphones and tablets represent the primary factors driving the global augmented reality for gaming market. In addition, the rising adoption of AR equipment for performing day-to-day activities, such as calling, is contributing to the market growth. Furthermore, rapid technological innovations, high consumer disposable incomes and the introduction of numerous AR-powered games are some of the other factors anticipated to positively influence the market in the coming years.

Beginning with a global overview, the report explores the dynamics that have a strong influence on the augmented reality market for gaming and can also impact its future growth. Taking 2021 as the base year, the report covers the historical market scenarios from 2016-2021 and provides forecasts till 2027. This includes the study of value and volume trends and pricing history. Growth inducing factors, market restraints and recent developments have also been analysed in the report in order to provide deeper knowledge about the industry. On a regional basis, the report examines the augmented reality market for gaming market in North America, Europe, Asia-Pacific, Latin America and Middle East & Africa. For each of these regions, the report studies the augmented reality market for gaming market in detail for latest trends, outlook and opportunities. 

Segmentation by Type:

  • Mobile Devices
  • HMDs 
  • Smart Glasses

 Segmentation by Technology Adopters:

  • Innovators
  • Early Adopters
  • Early Majority

 Segmentation by Region:

  • Asia-Pacific
  • Europe
  • Latin America
  • North America
  • Middle East & Africa

Competitive Landscape:

  • Aurasma
  • Blippar
  • Catchoom
  • Infinity Augmented Reality
  • Qualcomm Technologies

The price margins for the products along with the various success and risk factors for manufacturers have also been covered in the report. Moreover, in order to determine market attractiveness, the report analyses the augmented reality market for gaming along the parameters of the porter’s five forces model. This model examines the degree of competition in the augmented reality market for gaming by analysing the threat posed by new entrants and substitutes, and the bargaining power of suppliers and buyers. Swot analysis of the market has also been presented in the report which highlights the strengths, weaknesses, opportunities and threats pertaining to the augmented reality market for gaming. Furthermore, the value chain analysis of the augmented reality market for gaming has also been covered in the report. This comprises of all the activities in the value chain, such as the procurement of various raw materials, manufacturing and sales of the products, and their distribution.

Highlights of The Augmented Reality Market for Gaming Market

  • Historical and current scenario
  • Trends and developments
  • Impact of COVID-19
  • Market forecast
  • Price analysis and forecast
  • Porter’s five forces analysis
  • SWOT analysis
  • Value chain analysis

The report is a result of exhaustive primary and secondary research undertaken by analysts having years of experience in the augmented reality market for gaming. All the qualitative and quantitative aspects of the industry have been covered and the collected data has been analyzed and presented in the form of easily comprehensible charts, graphs, and tables.

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