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AR Gaming-Global Market Insights and Sales Trends 2025

AR Gaming-Global Market Insights and Sales Trends 2025

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1859112

No of Pages : 101

Synopsis
Mobile device manufacturers recently started integrating AR technology into their devices to offer an enhanced user experience and boost their value proportion. Combine this with the integration of powerful processors and 3D cameras, today’s smartphones are becoming an ideal platform for AR gaming.
The global AR Gaming market size is expected to reach US$ 8631.9 million by 2029, growing at a CAGR of 12.7% from 2023 to 2029. The market is mainly driven by the significant applications of AR Gaming in various end use industries. The expanding demands from the Innovators, Early Adopters and Early Majority,, are propelling AR Gaming market. Mobile Devices, 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 HMDs segment is estimated at % CAGR for the next seven-year period.
In terms of geography, EMEA led the global AR gaming market during 2016. However, as per the Technavio’s market research report, the Americas is predicted to lead the global AR gaming market during the forecast period. Factors like the rise in number of software applications for mobile devices and presence of leading vendors and AR game developers in Europe drive the market’s growth in EMEA. Furthermore, the increased adoption of the AR gaming market in the Americas propels the market’s growth in the future.
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 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 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 Gaming market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, AR 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 Gaming covered in this report include Catchoom, Infinity Augmented Reality, Qualcomm Technologies, Augmented Pixels, Aurasma, Blippar, Total Immersion, VividWorks and Wikitude, etc.
The global AR 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:
Catchoom
Infinity Augmented Reality
Qualcomm Technologies
Augmented Pixels
Aurasma
Blippar
Total Immersion
VividWorks
Wikitude
Zappar
Global AR 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 Gaming market, Segment by Type:
Mobile Devices
HMDs
Smart Glasses
Global AR Gaming market, by Application
Innovators
Early Adopters
Early Majority
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 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 Gaming
1.1 AR Gaming Market Overview
1.1.1 AR Gaming Product Scope
1.1.2 AR Gaming Market Status and Outlook
1.2 Global AR Gaming Market Size Overview by Region 2018 VS 2022 VS 2029
1.3 Global AR Gaming Market Size by Region (2018-2029)
1.4 Global AR Gaming Historic Market Size by Region (2018-2023)
1.5 Global AR Gaming Market Size Forecast by Region (2024-2029)
1.6 Key Regions, AR Gaming Market Size (2018-2029)
1.6.1 North America AR Gaming Market Size (2018-2029)
1.6.2 Europe AR Gaming Market Size (2018-2029)
1.6.3 Asia-Pacific AR Gaming Market Size (2018-2029)
1.6.4 Latin America AR Gaming Market Size (2018-2029)
1.6.5 Middle East & Africa AR Gaming Market Size (2018-2029)
2 AR Gaming Market by Type
2.1 Introduction
2.1.1 Mobile Devices
2.1.2 HMDs
2.1.3 Smart Glasses
2.2 Global AR Gaming Market Size by Type: 2018 VS 2022 VS 2029
2.2.1 Global AR Gaming Historic Market Size by Type (2018-2023)
2.2.2 Global AR Gaming Forecasted Market Size by Type (2024-2029)
2.3 Key Regions Market Size by Type
2.3.1 North America AR Gaming Revenue Breakdown by Type (2018-2029)
2.3.2 Europe AR Gaming Revenue Breakdown by Type (2018-2029)
2.3.3 Asia-Pacific AR Gaming Revenue Breakdown by Type (2018-2029)
2.3.4 Latin America AR Gaming Revenue Breakdown by Type (2018-2029)
2.3.5 Middle East and Africa AR Gaming Revenue Breakdown by Type (2018-2029)
3 AR Gaming Market Overview by Application
3.1 Introduction
3.1.1 Innovators
3.1.2 Early Adopters
3.1.3 Early Majority
3.2 Global AR Gaming Market Size by Application: 2018 VS 2022 VS 2029
3.2.1 Global AR Gaming Historic Market Size by Application (2018-2023)
3.2.2 Global AR Gaming Forecasted Market Size by Application (2024-2029)
3.3 Key Regions Market Size by Application
3.3.1 North America AR Gaming Revenue Breakdown by Application (2018-2029)
3.3.2 Europe AR Gaming Revenue Breakdown by Application (2018-2029)
3.3.3 Asia-Pacific AR Gaming Revenue Breakdown by Application (2018-2029)
3.3.4 Latin America AR Gaming Revenue Breakdown by Application (2018-2029)
3.3.5 Middle East and Africa AR Gaming Revenue Breakdown by Application (2018-2029)
4 AR Gaming Competition Analysis by Players
4.1 Global AR 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 Gaming as of 2022)
4.3 Date of Key Players Enter into AR Gaming Market
4.4 Global Top Players AR Gaming Headquarters and Area Served
4.5 Key Players AR Gaming Product Solution and Service
4.6 Competitive Status
4.6.1 AR Gaming Market Concentration Rate
4.6.2 Mergers & Acquisitions, Expansion Plans
5 Company (Top Players) Profiles
5.1 Catchoom
5.1.1 Catchoom Profile
5.1.2 Catchoom Main Business
5.1.3 Catchoom AR Gaming Products, Services and Solutions
5.1.4 Catchoom AR Gaming Revenue (US$ Million) & (2018-2023)
5.1.5 Catchoom Recent Developments
5.2 Infinity Augmented Reality
5.2.1 Infinity Augmented Reality Profile
5.2.2 Infinity Augmented Reality Main Business
5.2.3 Infinity Augmented Reality AR Gaming Products, Services and Solutions
5.2.4 Infinity Augmented Reality AR Gaming Revenue (US$ Million) & (2018-2023)
5.2.5 Infinity Augmented Reality Recent Developments
5.3 Qualcomm Technologies
5.3.1 Qualcomm Technologies Profile
5.3.2 Qualcomm Technologies Main Business
5.3.3 Qualcomm Technologies AR Gaming Products, Services and Solutions
5.3.4 Qualcomm Technologies AR Gaming Revenue (US$ Million) & (2018-2023)
5.3.5 Augmented Pixels Recent Developments
5.4 Augmented Pixels
5.4.1 Augmented Pixels Profile
5.4.2 Augmented Pixels Main Business
5.4.3 Augmented Pixels AR Gaming Products, Services and Solutions
5.4.4 Augmented Pixels AR Gaming Revenue (US$ Million) & (2018-2023)
5.4.5 Augmented Pixels Recent Developments
5.5 Aurasma
5.5.1 Aurasma Profile
5.5.2 Aurasma Main Business
5.5.3 Aurasma AR Gaming Products, Services and Solutions
5.5.4 Aurasma AR Gaming Revenue (US$ Million) & (2018-2023)
5.5.5 Aurasma Recent Developments
5.6 Blippar
5.6.1 Blippar Profile
5.6.2 Blippar Main Business
5.6.3 Blippar AR Gaming Products, Services and Solutions
5.6.4 Blippar AR Gaming Revenue (US$ Million) & (2018-2023)
5.6.5 Blippar Recent Developments
5.7 Total Immersion
5.7.1 Total Immersion Profile
5.7.2 Total Immersion Main Business
5.7.3 Total Immersion AR Gaming Products, Services and Solutions
5.7.4 Total Immersion AR Gaming Revenue (US$ Million) & (2018-2023)
5.7.5 Total Immersion Recent Developments
5.8 VividWorks
5.8.1 VividWorks Profile
5.8.2 VividWorks Main Business
5.8.3 VividWorks AR Gaming Products, Services and Solutions
5.8.4 VividWorks AR Gaming Revenue (US$ Million) & (2018-2023)
5.8.5 VividWorks Recent Developments
5.9 Wikitude
5.9.1 Wikitude Profile
5.9.2 Wikitude Main Business
5.9.3 Wikitude AR Gaming Products, Services and Solutions
5.9.4 Wikitude AR Gaming Revenue (US$ Million) & (2018-2023)
5.9.5 Wikitude Recent Developments
5.10 Zappar
5.10.1 Zappar Profile
5.10.2 Zappar Main Business
5.10.3 Zappar AR Gaming Products, Services and Solutions
5.10.4 Zappar AR Gaming Revenue (US$ Million) & (2018-2023)
5.10.5 Zappar Recent Developments
6 North America
6.1 North America AR Gaming Market Size by Country (2018-2029)
6.2 U.S.
6.3 Canada
7 Europe
7.1 Europe AR 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 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 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 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 Gaming Market Dynamics
11.1 AR Gaming Industry Trends
11.2 AR Gaming Market Drivers
11.3 AR Gaming Market Challenges
11.4 AR 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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