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AR and VR Gaming-Global Market Insights and Sales Trends 2025

AR and VR Gaming-Global Market Insights and Sales Trends 2025

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1871934

No of Pages : 121

Synopsis
The global AR and VR Gaming market size is expected to reach US$ million by 2029, growing at a CAGR of % from 2023 to 2029. The market is mainly driven by the significant applications of AR and VR Gaming in various end use industries. The expanding demands from the Kids and Adults, are propelling AR and VR Gaming market. Gaming Console, one of the segments analysed in this report, is projected to record % CAGR and reach US$ million by the end of the analysis period. Growth in the PC/ Desktop segment is estimated at % CAGR for the next seven-year period.
Asia Pacific shows high growth potential for AR and VR Gaming market, driven by demand from China, the second largest economy with some signs of stabilising, the AR and VR Gaming market in China is forecast to reach US$ million by 2029, trailing a CAGR of % over the 2023-2029 period, while the U.S. market will reach US$ million by 2029, exhibiting a CAGR of % during the same period.
Report Objectives
This report provides market insight on the different segments, by players, by Type, by Application. Market size and forecast (2018-2029) has been provided in the report. The primary objectives of this report are to provide 1) global market size and forecasts, growth rates, market dynamics, industry structure and developments, market situation, trends; 2) global market share and ranking by company; 3) comprehensive presentation of the global market for AR and VR Gaming, with both quantitative and qualitative analysis through detailed segmentation; 4) detailed value chain analysis and review of growth factors essential for the existing market players and new entrants; 5) emerging opportunities in the market and the future impact of major drivers and restraints of the market.
Key Features of The Study:
This report provides in-depth analysis of the global AR and VR Gaming market, and provides market size (US$ million) and CAGR for the forecast period (2023-2029), considering 2022 as the base year.
This report profiles key players in the global AR and VR Gaming market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, AR and VR Gaming sales data, market share and ranking.
This report elucidates potential market opportunities across different segments and explains attractive investment proposition matrices for this market.
This report illustrates key insights about market drivers, restraints, opportunities, market trends, regional outlook.
Key companies of AR and VR Gaming covered in this report include Owlchemy Labs, Luden.io, OZWE Games, Ubisoft, Force Field, Antler Interactive, Survios, Vertigo Games and CCP Games, etc.
The global AR and VR Gaming market report caters to various stakeholders in this industry including investors, suppliers, product players, distributors, new entrants, and financial analysts.
Market Segmentation
Company Profiles:
Owlchemy Labs
Luden.io
OZWE Games
Ubisoft
Force Field
Antler Interactive
Survios
Vertigo Games
CCP Games
MAD Virtual Reality Studio
Maxint
Spectral Illusions
Croteam
Beat Games
Epic Games
Bethesda Softworks
Orange Bridge Studios
Polyarc
Frontier Developments
Puzzle video game
Microsoft
Adult Swim
Capcom
Bossa Studios
Stress Level Zero
KUNOS-Simulazioni Srl
Sony
Playful Corp.
Global AR and VR Gaming market, by region:
North America (U.S., Canada, Mexico)
Europe (Germany, France, UK, Italy, etc.)
Asia Pacific (China, Japan, South Korea, Southeast Asia, India, etc.)
South America (Brazil, etc.)
Middle East and Africa (Turkey, GCC Countries, Africa, etc.)
Global AR and VR Gaming market, Segment by Type:
Gaming Console
PC/ Desktop
Smartphone
Global AR and VR Gaming market, by Application
Kids
Adults
Core Chapters
Chapter One: Introduces the report scope of the report, executive summary of global and regional market size and CAGR for the history and forecast period (2018-2023, 2024-2029). It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter Two: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter Three: Provides the analysis of various market segments by 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 Four: Detailed analysis of AR and VR Gaming companies’ competitive landscape, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter Five: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product introduction, revenue, recent development, etc.
Chapter Six, Seven, Eight, Nine and Ten: North America, Europe, Asia Pacific, Latin America, Middle East & Africa, revenue by country.
Chapter Eleven: this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter Twelve: Research Finding/Conclusion
Index
1 Market Overview of AR and VR Gaming
1.1 AR and VR Gaming Market Overview
1.1.1 AR and VR Gaming Product Scope
1.1.2 AR and VR Gaming Market Status and Outlook
1.2 Global AR and VR Gaming Market Size Overview by Region 2018 VS 2022 VS 2029
1.3 Global AR and VR Gaming Market Size by Region (2018-2029)
1.4 Global AR and VR Gaming Historic Market Size by Region (2018-2023)
1.5 Global AR and VR Gaming Market Size Forecast by Region (2024-2029)
1.6 Key Regions, AR and VR Gaming Market Size (2018-2029)
1.6.1 North America AR and VR Gaming Market Size (2018-2029)
1.6.2 Europe AR and VR Gaming Market Size (2018-2029)
1.6.3 Asia-Pacific AR and VR Gaming Market Size (2018-2029)
1.6.4 Latin America AR and VR Gaming Market Size (2018-2029)
1.6.5 Middle East & Africa AR and VR Gaming Market Size (2018-2029)
2 AR and VR Gaming Market by Type
2.1 Introduction
2.1.1 Gaming Console
2.1.2 PC/ Desktop
2.1.3 Smartphone
2.2 Global AR and VR Gaming Market Size by Type: 2018 VS 2022 VS 2029
2.2.1 Global AR and VR Gaming Historic Market Size by Type (2018-2023)
2.2.2 Global AR and VR Gaming Forecasted Market Size by Type (2024-2029)
2.3 Key Regions Market Size by Type
2.3.1 North America AR and VR Gaming Revenue Breakdown by Type (2018-2029)
2.3.2 Europe AR and VR Gaming Revenue Breakdown by Type (2018-2029)
2.3.3 Asia-Pacific AR and VR Gaming Revenue Breakdown by Type (2018-2029)
2.3.4 Latin America AR and VR Gaming Revenue Breakdown by Type (2018-2029)
2.3.5 Middle East and Africa AR and VR Gaming Revenue Breakdown by Type (2018-2029)
3 AR and VR Gaming Market Overview by Application
3.1 Introduction
3.1.1 Kids
3.1.2 Adults
3.2 Global AR and VR Gaming Market Size by Application: 2018 VS 2022 VS 2029
3.2.1 Global AR and VR Gaming Historic Market Size by Application (2018-2023)
3.2.2 Global AR and VR Gaming Forecasted Market Size by Application (2024-2029)
3.3 Key Regions Market Size by Application
3.3.1 North America AR and VR Gaming Revenue Breakdown by Application (2018-2029)
3.3.2 Europe AR and VR Gaming Revenue Breakdown by Application (2018-2029)
3.3.3 Asia-Pacific AR and VR Gaming Revenue Breakdown by Application (2018-2029)
3.3.4 Latin America AR and VR Gaming Revenue Breakdown by Application (2018-2029)
3.3.5 Middle East and Africa AR and VR Gaming Revenue Breakdown by Application (2018-2029)
4 AR and VR Gaming Competition Analysis by Players
4.1 Global AR and VR Gaming Market Size by Players (2018-2023)
4.2 Global Top Players by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in AR and VR Gaming as of 2022)
4.3 Date of Key Players Enter into AR and VR Gaming Market
4.4 Global Top Players AR and VR Gaming Headquarters and Area Served
4.5 Key Players AR and VR Gaming Product Solution and Service
4.6 Competitive Status
4.6.1 AR and VR Gaming Market Concentration Rate
4.6.2 Mergers & Acquisitions, Expansion Plans
5 Company (Top Players) Profiles
5.1 Owlchemy Labs
5.1.1 Owlchemy Labs Profile
5.1.2 Owlchemy Labs Main Business
5.1.3 Owlchemy Labs AR and VR Gaming Products, Services and Solutions
5.1.4 Owlchemy Labs AR and VR Gaming Revenue (US$ Million) & (2018-2023)
5.1.5 Owlchemy Labs Recent Developments
5.2 Luden.io
5.2.1 Luden.io Profile
5.2.2 Luden.io Main Business
5.2.3 Luden.io AR and VR Gaming Products, Services and Solutions
5.2.4 Luden.io AR and VR Gaming Revenue (US$ Million) & (2018-2023)
5.2.5 Luden.io Recent Developments
5.3 OZWE Games
5.3.1 OZWE Games Profile
5.3.2 OZWE Games Main Business
5.3.3 OZWE Games AR and VR Gaming Products, Services and Solutions
5.3.4 OZWE Games AR and VR Gaming Revenue (US$ Million) & (2018-2023)
5.3.5 Ubisoft Recent Developments
5.4 Ubisoft
5.4.1 Ubisoft Profile
5.4.2 Ubisoft Main Business
5.4.3 Ubisoft AR and VR Gaming Products, Services and Solutions
5.4.4 Ubisoft AR and VR Gaming Revenue (US$ Million) & (2018-2023)
5.4.5 Ubisoft Recent Developments
5.5 Force Field
5.5.1 Force Field Profile
5.5.2 Force Field Main Business
5.5.3 Force Field AR and VR Gaming Products, Services and Solutions
5.5.4 Force Field AR and VR Gaming Revenue (US$ Million) & (2018-2023)
5.5.5 Force Field Recent Developments
5.6 Antler Interactive
5.6.1 Antler Interactive Profile
5.6.2 Antler Interactive Main Business
5.6.3 Antler Interactive AR and VR Gaming Products, Services and Solutions
5.6.4 Antler Interactive AR and VR Gaming Revenue (US$ Million) & (2018-2023)
5.6.5 Antler Interactive Recent Developments
5.7 Survios
5.7.1 Survios Profile
5.7.2 Survios Main Business
5.7.3 Survios AR and VR Gaming Products, Services and Solutions
5.7.4 Survios AR and VR Gaming Revenue (US$ Million) & (2018-2023)
5.7.5 Survios Recent Developments
5.8 Vertigo Games
5.8.1 Vertigo Games Profile
5.8.2 Vertigo Games Main Business
5.8.3 Vertigo Games AR and VR Gaming Products, Services and Solutions
5.8.4 Vertigo Games AR and VR Gaming Revenue (US$ Million) & (2018-2023)
5.8.5 Vertigo Games Recent Developments
5.9 CCP Games
5.9.1 CCP Games Profile
5.9.2 CCP Games Main Business
5.9.3 CCP Games AR and VR Gaming Products, Services and Solutions
5.9.4 CCP Games AR and VR Gaming Revenue (US$ Million) & (2018-2023)
5.9.5 CCP Games Recent Developments
5.10 MAD Virtual Reality Studio
5.10.1 MAD Virtual Reality Studio Profile
5.10.2 MAD Virtual Reality Studio Main Business
5.10.3 MAD Virtual Reality Studio AR and VR Gaming Products, Services and Solutions
5.10.4 MAD Virtual Reality Studio AR and VR Gaming Revenue (US$ Million) & (2018-2023)
5.10.5 MAD Virtual Reality Studio Recent Developments
5.11 Maxint
5.11.1 Maxint Profile
5.11.2 Maxint Main Business
5.11.3 Maxint AR and VR Gaming Products, Services and Solutions
5.11.4 Maxint AR and VR Gaming Revenue (US$ Million) & (2018-2023)
5.11.5 Maxint Recent Developments
5.12 Spectral Illusions
5.12.1 Spectral Illusions Profile
5.12.2 Spectral Illusions Main Business
5.12.3 Spectral Illusions AR and VR Gaming Products, Services and Solutions
5.12.4 Spectral Illusions AR and VR Gaming Revenue (US$ Million) & (2018-2023)
5.12.5 Spectral Illusions Recent Developments
5.13 Croteam
5.13.1 Croteam Profile
5.13.2 Croteam Main Business
5.13.3 Croteam AR and VR Gaming Products, Services and Solutions
5.13.4 Croteam AR and VR Gaming Revenue (US$ Million) & (2018-2023)
5.13.5 Croteam Recent Developments
5.14 Beat Games
5.14.1 Beat Games Profile
5.14.2 Beat Games Main Business
5.14.3 Beat Games AR and VR Gaming Products, Services and Solutions
5.14.4 Beat Games AR and VR Gaming Revenue (US$ Million) & (2018-2023)
5.14.5 Beat Games Recent Developments
5.15 Epic Games
5.15.1 Epic Games Profile
5.15.2 Epic Games Main Business
5.15.3 Epic Games AR and VR Gaming Products, Services and Solutions
5.15.4 Epic Games AR and VR Gaming Revenue (US$ Million) & (2018-2023)
5.15.5 Epic Games Recent Developments
5.16 Bethesda Softworks
5.16.1 Bethesda Softworks Profile
5.16.2 Bethesda Softworks Main Business
5.16.3 Bethesda Softworks AR and VR Gaming Products, Services and Solutions
5.16.4 Bethesda Softworks AR and VR Gaming Revenue (US$ Million) & (2018-2023)
5.16.5 Bethesda Softworks Recent Developments
5.17 Orange Bridge Studios
5.17.1 Orange Bridge Studios Profile
5.17.2 Orange Bridge Studios Main Business
5.17.3 Orange Bridge Studios AR and VR Gaming Products, Services and Solutions
5.17.4 Orange Bridge Studios AR and VR Gaming Revenue (US$ Million) & (2018-2023)
5.17.5 Orange Bridge Studios Recent Developments
5.18 Polyarc
5.18.1 Polyarc Profile
5.18.2 Polyarc Main Business
5.18.3 Polyarc AR and VR Gaming Products, Services and Solutions
5.18.4 Polyarc AR and VR Gaming Revenue (US$ Million) & (2018-2023)
5.18.5 Polyarc Recent Developments
5.19 Frontier Developments
5.19.1 Frontier Developments Profile
5.19.2 Frontier Developments Main Business
5.19.3 Frontier Developments AR and VR Gaming Products, Services and Solutions
5.19.4 Frontier Developments AR and VR Gaming Revenue (US$ Million) & (2018-2023)
5.19.5 Frontier Developments Recent Developments
5.20 Puzzle video game
5.20.1 Puzzle video game Profile
5.20.2 Puzzle video game Main Business
5.20.3 Puzzle video game AR and VR Gaming Products, Services and Solutions
5.20.4 Puzzle video game AR and VR Gaming Revenue (US$ Million) & (2018-2023)
5.20.5 Puzzle video game Recent Developments
5.21 Microsoft
5.21.1 Microsoft Profile
5.21.2 Microsoft Main Business
5.21.3 Microsoft AR and VR Gaming Products, Services and Solutions
5.21.4 Microsoft AR and VR Gaming Revenue (US$ Million) & (2018-2023)
5.21.5 Microsoft Recent Developments
5.22 Adult Swim
5.22.1 Adult Swim Profile
5.22.2 Adult Swim Main Business
5.22.3 Adult Swim AR and VR Gaming Products, Services and Solutions
5.22.4 Adult Swim AR and VR Gaming Revenue (US$ Million) & (2018-2023)
5.22.5 Adult Swim Recent Developments
5.23 Capcom
5.23.1 Capcom Profile
5.23.2 Capcom Main Business
5.23.3 Capcom AR and VR Gaming Products, Services and Solutions
5.23.4 Capcom AR and VR Gaming Revenue (US$ Million) & (2018-2023)
5.23.5 Capcom Recent Developments
5.24 Bossa Studios
5.24.1 Bossa Studios Profile
5.24.2 Bossa Studios Main Business
5.24.3 Bossa Studios AR and VR Gaming Products, Services and Solutions
5.24.4 Bossa Studios AR and VR Gaming Revenue (US$ Million) & (2018-2023)
5.24.5 Bossa Studios Recent Developments
5.25 Stress Level Zero
5.25.1 Stress Level Zero Profile
5.25.2 Stress Level Zero Main Business
5.25.3 Stress Level Zero AR and VR Gaming Products, Services and Solutions
5.25.4 Stress Level Zero AR and VR Gaming Revenue (US$ Million) & (2018-2023)
5.25.5 Stress Level Zero Recent Developments
5.26 KUNOS-Simulazioni Srl
5.26.1 KUNOS-Simulazioni Srl Profile
5.26.2 KUNOS-Simulazioni Srl Main Business
5.26.3 KUNOS-Simulazioni Srl AR and VR Gaming Products, Services and Solutions
5.26.4 KUNOS-Simulazioni Srl AR and VR Gaming Revenue (US$ Million) & (2018-2023)
5.26.5 KUNOS-Simulazioni Srl Recent Developments
5.27 Sony
5.27.1 Sony Profile
5.27.2 Sony Main Business
5.27.3 Sony AR and VR Gaming Products, Services and Solutions
5.27.4 Sony AR and VR Gaming Revenue (US$ Million) & (2018-2023)
5.27.5 Sony Recent Developments
5.28 Playful Corp.
5.28.1 Playful Corp. Profile
5.28.2 Playful Corp. Main Business
5.28.3 Playful Corp. AR and VR Gaming Products, Services and Solutions
5.28.4 Playful Corp. AR and VR Gaming Revenue (US$ Million) & (2018-2023)
5.28.5 Playful Corp. Recent Developments
6 North America
6.1 North America AR and VR Gaming Market Size by Country (2018-2029)
6.2 United States
6.3 Canada
7 Europe
7.1 Europe AR and VR Gaming Market Size by Country (2018-2029)
7.2 Germany
7.3 France
7.4 U.K.
7.5 Italy
7.6 Russia
7.7 Nordic Countries
7.8 Rest of Europe
8 Asia-Pacific
8.1 Asia-Pacific AR and VR Gaming Market Size by Region (2018-2029)
8.2 China
8.3 Japan
8.4 South Korea
8.5 Southeast Asia
8.6 India
8.7 Australia
8.8 Rest of Asia-Pacific
9 Latin America
9.1 Latin America AR and VR Gaming Market Size by Country (2018-2029)
9.2 Mexico
9.3 Brazil
9.4 Rest of Latin America
10 Middle East & Africa
10.1 Middle East & Africa AR and VR Gaming Market Size by Country (2018-2029)
10.2 Turkey
10.3 Saudi Arabia
10.4 UAE
10.5 Rest of Middle East & Africa
11 AR and VR Gaming Market Dynamics
11.1 AR and VR Gaming Industry Trends
11.2 AR and VR Gaming Market Drivers
11.3 AR and VR Gaming Market Challenges
11.4 AR and VR Gaming Market Restraints
12 Research Finding /Conclusion
13 Methodology and Data Source
13.1 Methodology/Research Approach
13.1.1 Research Programs/Design
13.1.2 Market Size Estimation
13.1.3 Market Breakdown and Data Triangulation
13.2 Data Source
13.2.1 Secondary Sources
13.2.2 Primary Sources
13.3 Disclaimer
13.4 Author List

Published By : QY Research

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