Global Augmented Reality Gaming Market by Offering (Products, Software, and Services); By Access Device (Laptops and Personal Computers, Smartphones and Tablets, Gaming Stations, and Others); By End-Users (Casual Gamers and Professional Gamers); By Region (North America (U.S., Canada, Mexico, Rest Of North America), Europe (France, The UK, Spain, Germany, Italy, Denmark, Finland, Iceland, Sweden, Norway, Belgium, The Netherlands, Luxembourg, Rest of Europe), Asia Pacific (China, Japan, India, New Zealand, Australia, South Korea, Southeast Asia(Indonesia, Thailand, Malaysia, Singapore, Rest of Southeast Asia) Rest of Asia Pacific, Middle East & Africa (Saudi Arabia, UAE, Egypt, Kuwait, South Africa, Rest of Middle East & Africa) Latin America (Brazil, Argentina, Rest of Latin America)) - Global Insights, Growth, Size, Comparative Analysis, Trends and Forecast, 2022 – 2030
Industry Trends
The rise in affordability of augmented reality gaming along with the upsurge in a number of mobile gamers has primarily boosted the growth of the global augmented reality gaming market. For instance, according to the Digicapital, an AR/VR/XR adviser, the number of smartphone augmented reality users is anticipated to exceed 3.5 billion by 2022. The leading organizations in augmented reality industry are investing to incorporate AR gaming techniques in mobile devices, such as tablets and smartphones with an improved and enhanced gaming experience. In addition, technological advancements such as convergence of virtual and natural environment with the help of head mount displays (HMDs) and aligned augmented reality (AR) apparatus is projected to fuel the growth of the market. Augmented reality gaming (AR gaming) deals with the integration of audio content & game visual with the user's environment in real time. These games are mainly played on devices such as smartphones, portable gaming systems, and tablets. This gaming technology offers players with more immersive gameplay, entertainment, and control. The experience of gaming offered by augmented reality gaming is characterized into four aspects, such as emotional, mental, social, and physical. However, concerns associated with the privacy of the user along with the high initial capital investment needed for AR gaming equipment may hamper growth of the market to some extent. On the other hand, emerging applications of augmented reality gaming in education sector is likely to create lucrative growth opportunities for the market growth in the upcoming years.
The COVID-19 pandemic made social distancing as the new norm across the globe. However, this led to the proliferation of consumer technologies that helps to improve physical and mental health. This has boosted the growth of the global augmented reality gaming market. For instance, the recent study of AR gamers found that the playing of AR games had a positive effect on mental health during the COVID-19 pandemic. In addition, several market players in augmented reality gaming industry are increasingly aiming at offering superior user experience to customers.
In terms of revenue, the global augmented reality gaming market was valued at US$ 4,935.8 Mn in 2021 growing at a CAGR of 22.76% over the forecast period (2022 – 2030). The study analyses the market in terms of revenue across all the major regions, which have been bifurcated into countries.
Global Augmented Reality Gaming Market Revenue & Forecast, (US$ Million), 2015 – 2030
Offering Outlook:
Based on offering, augmented reality gaming market has been segmented into products, software, and services. Products followed by software and services to dominate the augmented reality gaming market in 2021. Software segment is anticipated to witness significant growth rate during the forecast period. Growth of this segment can be attributed to the emergence of new mobile-based AR gaming software solutions. For instance, in July 2021, OnePlus, a Chinese consumer electronics manufacturer launched interactive AR games ahead of its Nord 2 mobile phone launch.
Access Device Outlook:
Based on access device, the global augmented reality gaming market has been segmented into laptops and personal computers, smartphones and tablets, gaming stations, and others. Laptops and personal computers segment accounted for the highest market share in augmented reality gaming market in 2021. This is attributed to the fact that most of gamers play their AR games on desktop computers. In addition, proliferation of gaming laptops among end users creates growth opportunities for this segment.
End-Users Outlook:
Based on end-users, the global augmented reality gaming market has been segmented into casual gamers and professional gamers. Professional gamers accounted for the highest market share in augmented reality gaming market in 2021. This is mainly attributed to the ongoing esports industry growth across the globe. For instance, by 2024, Newzoo, one of the leading sources for games and esports analytics predicted that the growth rate for eSports enthusiasts from 2019-2024 will be approximately 7.7%.
Region Outlook:
Based on the regions, North America has emerged as the largest regional market in augmented reality gaming market in 2021. Growth of this region is mainly driven by early adoption of augmented reality gaming in the region. In addition to this, constant technological innovations in the AR gaming industry and upsurge in consumers’ disposable income boosts the growth of the market. In addition, the market players in this region are adopting various strategies to introduce new AR gaming solutions. For instance, in July 2020, Microsoft's Xbox gaming platform introduced 12 augmented reality (AR) lenses on photo-messaging app Snapchat to promote the upcoming release of its next-generation video game console.
Competitive Landscape
The report provides both, qualitative and quantitative research of global augmented reality gaming market, as well as provides comprehensive insights and development methods adopted by the key contenders. The report also offers extensive research on the key players in this market and details on the competitiveness of these players. Key business strategies such as mergers and acquisitions (M&A), affiliations, collaborations, and contracts adopted by these major market participants are also recognized and analysed in the report. For each company, the report studies their global presence, competitors, service offerings and specification amongst others.
Some of the key players operating in the global augmented reality gaming market are:
- 4experience
- Apple Inc.
- Augmenteo (Hootside)
- Directive Games.
- Lykkegaard Europe Limited (Lykke Studios)
- Microsoft
- NaturalMotion
- Qualcomm Technologies, Inc.
- Six to Start
- Sony Corporation
- Wikitude, a Qualcomm company
- Xplorer LLC
- Zappar Ltd.
- Other Market Participants
Global Augmented Reality Gaming Market:
By Offering
- Products
- Software
- Services
By Access Device
- Laptops and Personal Computers
- Smartphones and Tablets
- Gaming Stations
- Others
By End-Users
- Casual Gamers
- Professional Gamers
By Region
- North America
- U.S.
- Canada
- Mexico
- Rest of North America
- Europe
- France
- The UK
- Spain
- Germany
- Italy
- Nordic Countries
- Denmark
- Finland
- Iceland
- Sweden
- Norway
- Benelux Union
- Belgium
- The Netherlands
- Luxembourg
- Rest of Europe
- Asia Pacific
- China
- Japan
- India
- New Zealand
- Australia
- South Korea
- Southeast Asia
- Indonesia
- Thailand
- Malaysia
- Singapore
- Rest of Southeast Asia
- Rest of Asia Pacific
- Middle East & Africa
- Saudi Arabia
- UAE
- Egypt
- Kuwait
- South Africa
- Rest of Middle East & Africa
- Latin America
- Brazil
- Argentina
- Rest of Latin America
Table of Contents
1.
Market
Scope
1.1. Market Segmentation
1.2. Years Considered
1.2.1. Historic Years: 2015 - 2021
1.2.2. Base Year: 2021
1.2.3. Forecast Years: 2022 – 2030
2.
Key
Target Audiences
3.
Research
Methodology
3.1. Primary Research
3.1.1. Research Questionnaire
3.1.2. Global Percentage Breakdown
3.1.3. Primary Interviews: Key Opinion Leaders
(KOLs)
3.2. Secondary Research
3.2.1. Paid Databases
3.2.2. Secondary Sources
3.3. Market Size Estimates
3.3.1. Top-Down Approach
3.3.2. Bottom-Up Approach
3.4. Data Triangulation Methodology
3.5. Research Assumptions
4.
Recommendations
and Insights from AMI’s Perspective**
5.
Holistic
Overview of Augmented Reality Gaming Market
6.
Market
Synopsis: Augmented Reality Gaming
Market
7.
Augmented
Reality Gaming Market Analysis: Qualitative Perspective
7.1. Introduction
7.1.1. Product Definition
7.1.2. Industry Development
7.2. Market Dynamics
7.2.1. Drivers
7.2.2. Restraints
7.2.3. Opportunities
7.2.4. Challenges
7.3. Trends in Augmented Reality Gaming Market
7.4. Market Determinants Radar Chart
7.5. Macro-Economic and Micro-Economic Indicators:
Augmented Reality Gaming Market
7.6. Porter’s Five Force Analysis
7.7. Impact of Covid-19 on Augmented Reality
Gaming Market
8.
Global
Augmented Reality Gaming Market Analysis and Forecasts, 2022 – 2030
8.1. Overview
8.1.1. Global Augmented Reality Gaming Market
Revenue (US$ Mn)
8.2. Global Augmented Reality Gaming Market Revenue
(US$ Mn) and Forecasts, By Offerings
8.2.1. Products
8.2.1.1.
Definition
8.2.1.2.
Market
Estimation and Penetration, 2015 - 2021
8.2.1.3.
Market
Forecast, 2022 - 2030
8.2.1.4.
Compound
Annual Growth Rate (CAGR)
8.2.1.5.
Regional
Bifurcation
8.2.1.5.1.
North
America
8.2.1.5.1.1. Market Estimation, 2015 - 2021
8.2.1.5.1.2. Market Forecast, 2022 - 2030
8.2.1.5.2.
Europe
8.2.1.5.2.1. Market Estimation, 2015 - 2021
8.2.1.5.2.2. Market Forecast, 2022 - 2030
8.2.1.5.3.
Asia
Pacific
8.2.1.5.3.1. Market Estimation, 2015 - 2021
8.2.1.5.3.2. Market Forecast, 2022 - 2030
8.2.1.5.4.
Middle
East and Africa
8.2.1.5.4.1. Market Estimation, 2015 - 2021
8.2.1.5.4.2. Market Forecast, 2022 - 2030
8.2.1.5.5.
Latin
America
8.2.1.5.5.1. Market Estimation, 2015 - 2021
8.2.1.5.5.2. Market Forecast, 2022 - 2030
8.2.2. Software
8.2.2.1.
Definition
8.2.2.2.
Market
Estimation and Penetration, 2015 - 2021
8.2.2.3.
Market
Forecast, 2022 - 2030
8.2.2.4.
Compound
Annual Growth Rate (CAGR)
8.2.2.5.
Regional
Bifurcation
8.2.2.5.1.
North
America
8.2.2.5.1.1. Market Estimation, 2015 - 2021
8.2.2.5.1.2. Market Forecast, 2022 - 2030
8.2.2.5.2.
Europe
8.2.2.5.2.1. Market Estimation, 2015 - 2021
8.2.2.5.2.2. Market Forecast, 2022 - 2030
8.2.2.5.3.
Asia
Pacific
8.2.2.5.3.1. Market Estimation, 2015 - 2021
8.2.2.5.3.2. Market Forecast, 2022 - 2030
8.2.2.5.4.
Middle
East and Africa
8.2.2.5.4.1. Market Estimation, 2015 - 2021
8.2.2.5.4.2. Market Forecast, 2022 - 2030
8.2.2.5.5.
Latin
America
8.2.2.5.5.1. Market Estimation, 2015 - 2021
8.2.2.5.5.2. Market Forecast, 2022 - 2030
8.2.3. Services
8.2.3.1.
Definition
8.2.3.2.
Market
Estimation and Penetration, 2015 - 2021
8.2.3.3.
Market
Forecast, 2022 - 2030
8.2.3.4.
Compound
Annual Growth Rate (CAGR)
8.2.3.5.
Regional
Bifurcation
8.2.3.5.1.
North
America
8.2.3.5.1.1. Market Estimation, 2015 - 2021
8.2.3.5.1.2. Market Forecast, 2022 - 2030
8.2.3.5.2.
Europe
8.2.3.5.2.1. Market Estimation, 2015 - 2021
8.2.3.5.2.2. Market Forecast, 2022 - 2030
8.2.3.5.3.
Asia
Pacific
8.2.3.5.3.1. Market Estimation, 2015 - 2021
8.2.3.5.3.2. Market Forecast, 2022 - 2030
8.2.3.5.4.
Middle
East and Africa
8.2.3.5.4.1. Market Estimation, 2015 - 2021
8.2.3.5.4.2. Market Forecast, 2022 - 2030
8.2.3.5.5.
Latin
America
8.2.3.5.5.1. Market Estimation, 2015 - 2021
8.2.3.5.5.2. Market Forecast, 2022 - 2030
8.3. Key Segment for Channeling Investments
8.3.1. By Offerings
9.
Global
Augmented Reality Gaming Market Analysis and Forecasts, 2022 – 2030
9.1. Overview
9.2. Global Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Access Device
9.2.1. Laptops and Personal Computers
9.2.1.1.
Definition
9.2.1.2.
Market
Estimation and Penetration, 2015 - 2021
9.2.1.3.
Market
Forecast, 2022 - 2030
9.2.1.4.
Compound
Annual Growth Rate (CAGR)
9.2.1.5.
Regional
Bifurcation
9.2.1.5.1.
North
America
9.2.1.5.1.1. Market Estimation, 2015 - 2021
9.2.1.5.1.2. Market Forecast, 2022 - 2030
9.2.1.5.2.
Europe
9.2.1.5.2.1. Market Estimation, 2015 - 2021
9.2.1.5.2.2. Market Forecast, 2022 - 2030
9.2.1.5.3.
Asia
Pacific
9.2.1.5.3.1. Market Estimation, 2015 - 2021
9.2.1.5.3.2. Market Forecast, 2022 - 2030
9.2.1.5.4.
Middle East
and Africa
9.2.1.5.4.1. Market Estimation, 2015 - 2021
9.2.1.5.4.2. Market Forecast, 2022 - 2030
9.2.1.5.5.
Latin
America
9.2.1.5.5.1. Market Estimation, 2015 - 2021
9.2.1.5.5.2. Market Forecast, 2022 - 2030
9.2.2. Smartphones and Tablets
9.2.2.1.
Definition
9.2.2.2.
Market
Estimation and Penetration, 2015 - 2021
9.2.2.3.
Market
Forecast, 2022 - 2030
9.2.2.4.
Compound
Annual Growth Rate (CAGR)
9.2.2.5.
Regional
Bifurcation
9.2.2.5.1.
North
America
9.2.2.5.1.1. Market Estimation, 2015 - 2021
9.2.2.5.1.2. Market Forecast, 2022 - 2030
9.2.2.5.2.
Europe
9.2.2.5.2.1. Market Estimation, 2015 - 2021
9.2.2.5.2.2. Market Forecast, 2022 - 2030
9.2.2.5.3.
Asia
Pacific
9.2.2.5.3.1. Market Estimation, 2015 - 2021
9.2.2.5.3.2. Market Forecast, 2022 - 2030
9.2.2.5.4.
Middle
East and Africa
9.2.2.5.4.1. Market Estimation, 2015 - 2021
9.2.2.5.4.2. Market Forecast, 2022 - 2030
9.2.2.5.5.
Latin
America
9.2.2.5.5.1. Market Estimation, 2015 - 2021
9.2.2.5.5.2. Market Forecast, 2022 - 2030
9.2.3. Gaming Stations
9.2.3.1.
Definition
9.2.3.2.
Market
Estimation and Penetration, 2015 - 2021
9.2.3.3.
Market
Forecast, 2022 - 2030
9.2.3.4.
Compound
Annual Growth Rate (CAGR)
9.2.3.5.
Regional
Bifurcation
9.2.3.5.1.
North
America
9.2.3.5.1.1. Market Estimation, 2015 - 2021
9.2.3.5.1.2. Market Forecast, 2022 - 2030
9.2.3.5.2.
Europe
9.2.3.5.2.1. Market Estimation, 2015 - 2021
9.2.3.5.2.2. Market Forecast, 2022 - 2030
9.2.3.5.3.
Asia
Pacific
9.2.3.5.3.1. Market Estimation, 2015 - 2021
9.2.3.5.3.2. Market Forecast, 2022 - 2030
9.2.3.5.4.
Middle
East and Africa
9.2.3.5.4.1. Market Estimation, 2015 - 2021
9.2.3.5.4.2. Market Forecast, 2022 - 2030
9.2.3.5.5.
Latin America
9.2.3.5.5.1. Market Estimation, 2015 - 2021
9.2.3.5.5.2. Market Forecast, 2022 - 2030
9.2.4. Others
9.2.4.1.
Definition
9.2.4.2.
Market
Estimation and Penetration, 2015 - 2021
9.2.4.3.
Market
Forecast, 2022 - 2030
9.2.4.4.
Compound
Annual Growth Rate (CAGR)
9.2.4.5.
Regional
Bifurcation
9.2.4.5.1.
North
America
9.2.4.5.1.1. Market Estimation, 2015 - 2021
9.2.4.5.1.2. Market Forecast, 2022 - 2030
9.2.4.5.2.
Europe
9.2.4.5.2.1. Market Estimation, 2015 - 2021
9.2.4.5.2.2. Market Forecast, 2022 - 2030
9.2.4.5.3.
Asia
Pacific
9.2.4.5.3.1. Market Estimation, 2015 - 2021
9.2.4.5.3.2. Market Forecast, 2022 - 2030
9.2.4.5.4.
Middle
East and Africa
9.2.4.5.4.1. Market Estimation, 2015 - 2021
9.2.4.5.4.2. Market Forecast, 2022 - 2030
9.2.4.5.5.
Latin
America
9.2.4.5.5.1. Market Estimation, 2015 - 2021
9.2.4.5.5.2. Market Forecast, 2022 - 2030
9.3. Key Segment for Channeling Investments
9.3.1. By Access Device
10. Global Augmented Reality Gaming Market
Analysis and Forecasts, 2022 – 2030
10.1. Overview
10.2. Global Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By End-Users
10.2.1. Causal Gamers
10.2.1.1. Definition
10.2.1.2. Market Estimation and Penetration, 2015 -
2021
10.2.1.3. Market Forecast, 2022 - 2030
10.2.1.4. Compound Annual Growth Rate (CAGR)
10.2.1.5. Regional Bifurcation
10.2.1.5.1. North America
10.2.1.5.1.1. Market Estimation, 2015 - 2021
10.2.1.5.1.2. Market Forecast, 2022 - 2030
10.2.1.5.2. Europe
10.2.1.5.2.1. Market Estimation, 2015 - 2021
10.2.1.5.2.2. Market Forecast, 2022 - 2030
10.2.1.5.3. Asia Pacific
10.2.1.5.3.1. Market Estimation, 2015 - 2021
10.2.1.5.3.2. Market Forecast, 2022 - 2030
10.2.1.5.4. Middle East and Africa
10.2.1.5.4.1. Market Estimation, 2015 - 2021
10.2.1.5.4.2. Market Forecast, 2022 - 2030
10.2.1.5.5. Latin America
10.2.1.5.5.1. Market Estimation, 2015 - 2021
10.2.1.5.5.2. Market Forecast, 2022 - 2030
10.2.2. Professional Gamers
10.2.2.1. Definition
10.2.2.2. Market Estimation and Penetration, 2015 -
2021
10.2.2.3. Market Forecast, 2022 - 2030
10.2.2.4. Compound Annual Growth Rate (CAGR)
10.2.2.5. Regional Bifurcation
10.2.2.5.1. North America
10.2.2.5.1.1. Market Estimation, 2015 - 2021
10.2.2.5.1.2. Market Forecast, 2022 - 2030
10.2.2.5.2. Europe
10.2.2.5.2.1. Market Estimation, 2015 - 2021
10.2.2.5.2.2. Market Forecast, 2022 - 2030
10.2.2.5.3. Asia Pacific
10.2.2.5.3.1. Market Estimation, 2015 - 2021
10.2.2.5.3.2. Market Forecast, 2022 - 2030
10.2.2.5.4. Middle East and Africa
10.2.2.5.4.1. Market Estimation, 2015 - 2021
10.2.2.5.4.2. Market Forecast, 2022 - 2030
10.2.2.5.5. Latin America
10.2.2.5.5.1. Market Estimation, 2015 - 2021
10.2.2.5.5.2. Market Forecast, 2022 - 2030
10.3. Key Segment for Channeling Investments
10.3.1. By End-Users
11. North America Augmented Reality Gaming
Market Analysis and Forecasts, 2022 - 2030
11.1. Overview
11.1.1. North America Augmented Reality Gaming Market
Revenue (US$ Mn)
11.2. North America Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Offerings
11.2.1. Products
11.2.2. Software
11.2.3. Services
11.3. North America Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Access Device
11.3.1. Laptops and Personal Computers
11.3.2. Smartphones and Tablets
11.3.3. Gaming Stations
11.3.4. Others
11.4. North America Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By End-Users
11.4.1. Causal Gamers
11.4.2. Professional Gamers
11.5. North America Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Country
11.5.1. U.S
11.5.1.1. U.S Augmented Reality Gaming Market Revenue
(US$ Mn) and Forecasts, By Offerings
11.5.1.1.1. Products
11.5.1.1.2. Software
11.5.1.1.3. Services
11.5.1.2. U.S Augmented Reality Gaming Market Revenue
(US$ Mn) and Forecasts, By Access Device
11.5.1.2.1. Laptops and Personal Computers
11.5.1.2.2. Smartphones and Tablets
11.5.1.2.3. Gaming Stations
11.5.1.2.4. Others
11.5.1.3. U.S Augmented Reality Gaming Market Revenue
(US$ Mn) and Forecasts, By End-Users
11.5.1.3.1. Causal Gamers
11.5.1.3.2. Professional Gamers
11.5.2. Canada
11.5.2.1. Canada Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Offerings
11.5.2.1.1. Products
11.5.2.1.2. Software
11.5.2.1.3. Services
11.5.2.2. Canada Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Access Device
11.5.2.2.1. Laptops and Personal Computers
11.5.2.2.2. Smartphones and Tablets
11.5.2.2.3. Gaming Stations
11.5.2.2.4. Others
11.5.2.3. Canada Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By End-Users
11.5.2.3.1. Causal Gamers
11.5.2.3.2. Professional Gamers
11.5.3. Mexico
11.5.3.1. Mexico Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Offerings
11.5.3.1.1. Products
11.5.3.1.2. Software
11.5.3.1.3. Services
11.5.3.2. Mexico Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Access Device
11.5.3.2.1. Laptops and Personal Computers
11.5.3.2.2. Smartphones and Tablets
11.5.3.2.3. Gaming Stations
11.5.3.2.4. Others
11.5.3.3. Mexico Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By End-Users
11.5.3.3.1. Causal Gamers
11.5.3.3.2. Professional Gamers
11.5.4. Rest of North America
11.5.4.1. Rest of North America Augmented Reality
Gaming Market Revenue (US$ Mn) and Forecasts, By Offerings
11.5.4.1.1. Products
11.5.4.1.2. Software
11.5.4.1.3. Services
11.5.4.2. Rest of North America Augmented Reality
Gaming Market Revenue (US$ Mn) and Forecasts, By Access Device
11.5.4.2.1. Laptops and Personal Computers
11.5.4.2.2. Smartphones and Tablets
11.5.4.2.3. Gaming Stations
11.5.4.2.4. Others
11.5.4.3. Rest of North America Augmented Reality
Gaming Market Revenue (US$ Mn) and Forecasts, By End-Users
11.5.4.3.1. Causal Gamers
11.5.4.3.2. Professional Gamers
11.6. Key Segment for Channeling Investments
11.6.1. By Country
11.6.2. By Offerings
11.6.3. By Access Device
11.6.4. By End-Users
12. Europe Augmented Reality Gaming Market
Analysis and Forecasts, 2022 - 2030
12.1. Overview
12.1.1. Europe Augmented Reality Gaming Market
Revenue (US$ Mn)
12.2. Europe Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Offerings
12.2.1. Products
12.2.2. Software
12.2.3. Services
12.3. Europe Augmented Reality Gaming Market Revenue
(US$ Mn) and Forecasts, By Access Device
12.3.1. Laptops and Personal Computers
12.3.2. Smartphones and Tablets
12.3.3. Gaming Stations
12.3.4. Others
12.4. Europe Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By End-Users
12.4.1. Causal Gamers
12.4.2. Professional Gamers
12.5. Europe Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Country
12.5.1. France
12.5.1.1. France Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Offerings
12.5.1.1.1. Products
12.5.1.1.2. Software
12.5.1.1.3. Services
12.5.1.2. France Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Access Device
12.5.1.2.1. Laptops and Personal Computers
12.5.1.2.2. Smartphones and Tablets
12.5.1.2.3. Gaming Stations
12.5.1.2.4. Others
12.5.1.3. France Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By End-Users
12.5.1.3.1. Causal Gamers
12.5.1.3.2. Professional Gamers
12.5.2. The UK
12.5.2.1. The UK Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Offerings
12.5.2.1.1. Products
12.5.2.1.2. Software
12.5.2.1.3. Services
12.5.2.2. The UK Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Access Device
12.5.2.2.1. Laptops and Personal Computers
12.5.2.2.2. Smartphones and Tablets
12.5.2.2.3. Gaming Stations
12.5.2.2.4. Others
12.5.2.3. The UK Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By End-Users
12.5.2.3.1. Causal Gamers
12.5.2.3.2. Professional Gamers
12.5.3. Spain
12.5.3.1. Spain Augmented Reality Gaming Market Revenue
(US$ Mn) and Forecasts, By Offerings
12.5.3.1.1. Products
12.5.3.1.2. Software
12.5.3.1.3. Services
12.5.3.2. Spain Augmented Reality Gaming Market Revenue
(US$ Mn) and Forecasts, By Access Device
12.5.3.2.1. Laptops and Personal Computers
12.5.3.2.2. Smartphones and Tablets
12.5.3.2.3. Gaming Stations
12.5.3.2.4. Others
12.5.3.3. Spain Augmented Reality Gaming Market Revenue
(US$ Mn) and Forecasts, By End-Users
12.5.3.3.1. Causal Gamers
12.5.3.3.2. Professional Gamers
12.5.4. Germany
12.5.4.1. Germany Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Offerings
12.5.4.1.1. Products
12.5.4.1.2. Software
12.5.4.1.3. Services
12.5.4.2. Germany Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Access Device
12.5.4.2.1. Laptops and Personal Computers
12.5.4.2.2. Smartphones and Tablets
12.5.4.2.3. Gaming Stations
12.5.4.2.4. Others
12.5.4.3. Germany Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By End-Users
12.5.4.3.1. Causal Gamers
12.5.4.3.2. Professional Gamers
12.5.5. Italy
12.5.5.1. Italy Augmented Reality Gaming Market Revenue
(US$ Mn) and Forecasts, By Offerings
12.5.5.1.1. Products
12.5.5.1.2. Software
12.5.5.1.3. Services
12.5.5.2. Italy Augmented Reality Gaming Market Revenue
(US$ Mn) and Forecasts, By Access Device
12.5.5.2.1. Laptops and Personal Computers
12.5.5.2.2. Smartphones and Tablets
12.5.5.2.3. Gaming Stations
12.5.5.2.4. Others
12.5.5.3. Italy Augmented Reality Gaming Market Revenue
(US$ Mn) and Forecasts, By End-Users
12.5.5.3.1. Causal Gamers
12.5.5.3.2. Professional Gamers
12.5.6. Nordic Countries
12.5.6.1. Nordic Countries Augmented Reality Gaming
Market Revenue (US$ Mn) and Forecasts, By Offerings
12.5.6.1.1. Products
12.5.6.1.2. Software
12.5.6.1.3. Services
12.5.6.2. Nordic Countries Augmented Reality Gaming
Market Revenue (US$ Mn) and Forecasts, By Access Device
12.5.6.2.1. Laptops and Personal Computers
12.5.6.2.2. Smartphones and Tablets
12.5.6.2.3. Gaming Stations
12.5.6.2.4. Others
12.5.6.3. Nordic Countries Augmented Reality Gaming
Market Revenue (US$ Mn) and Forecasts, By End-Users
12.5.6.3.1. Causal Gamers
12.5.6.3.2. Professional Gamers
12.5.6.4. Nordic Countries Augmented Reality Gaming
Market Revenue (US$ Mn) and Forecasts, By Country
12.5.6.4.1. Denmark
12.5.6.4.2. Finland
12.5.6.4.3. Iceland
12.5.6.4.4. Sweden
12.5.6.4.5. Norway
12.5.7. Benelux Union
12.5.7.1. Benelux Union Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Offerings
12.5.7.1.1. Products
12.5.7.1.2. Software
12.5.7.1.3. Services
12.5.7.2. Benelux Union Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Access Device
12.5.7.2.1. Laptops and Personal Computers
12.5.7.2.2. Smartphones and Tablets
12.5.7.2.3. Gaming Stations
12.5.7.2.4. Others
12.5.7.3. Benelux Union Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By End-Users
12.5.7.3.1. Causal Gamers
12.5.7.3.2. Professional Gamers
12.5.7.4. Benelux Union Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Country
12.5.7.4.1. Belgium
12.5.7.4.2. The Netherlands
12.5.7.4.3. Luxembourg
12.5.8. Rest of Europe
12.5.8.1. Rest of Europe Augmented Reality Gaming
Market Revenue (US$ Mn) and Forecasts, By Offerings
12.5.8.1.1. Products
12.5.8.1.2. Software
12.5.8.1.3. Services
12.5.8.2. Rest of Europe Augmented Reality Gaming
Market Revenue (US$ Mn) and Forecasts, By Access Device
12.5.8.2.1. Laptops and Personal Computers
12.5.8.2.2. Smartphones and Tablets
12.5.8.2.3. Gaming Stations
12.5.8.2.4. Others
12.5.8.3. Rest of Europe Augmented Reality Gaming
Market Revenue (US$ Mn) and Forecasts, By End-Users
12.5.8.3.1. Causal Gamers
12.5.8.3.2. Professional Gamers
12.6. Key Segment for Channeling Investments
12.6.1. By Country
12.6.2. By Offerings
12.6.3. By Access Device
12.6.4. By End-Users
13. Asia Pacific Augmented Reality Gaming Market
Analysis and Forecasts, 2022 - 2030
13.1. Overview
13.1.1. Asia Pacific Augmented Reality Gaming Market
Revenue (US$ Mn)
13.2. Asia Pacific Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Offerings
13.2.1. Products
13.2.2. Software
13.2.3. Services
13.3. Asia Pacific Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Access Device
13.3.1. Laptops and Personal Computers
13.3.2. Smartphones and Tablets
13.3.3. Gaming Stations
13.3.4. Others
13.4. Asia Pacific Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By End-Users
13.4.1. Causal Gamers
13.4.2. Professional Gamers
13.5. Asia Pacific Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Country
13.5.1. China
13.5.1.1. China Augmented Reality Gaming Market Revenue
(US$ Mn) and Forecasts, By Offerings
13.5.1.1.1. Products
13.5.1.1.2. Software
13.5.1.1.3. Services
13.5.1.2. China Augmented Reality Gaming Market Revenue
(US$ Mn) and Forecasts, By Access Device
13.5.1.2.1. Laptops and Personal Computers
13.5.1.2.2. Smartphones and Tablets
13.5.1.2.3. Gaming Stations
13.5.1.2.4. Others
13.5.1.3. China Augmented Reality Gaming Market Revenue
(US$ Mn) and Forecasts, By End-Users
13.5.1.3.1. Causal Gamers
13.5.1.3.2. Professional Gamers
13.5.2. Japan
13.5.2.1. Japan Augmented Reality Gaming Market Revenue
(US$ Mn) and Forecasts, By Offerings
13.5.2.1.1. Products
13.5.2.1.2. Software
13.5.2.1.3. Services
13.5.2.2. Japan Augmented Reality Gaming Market Revenue
(US$ Mn) and Forecasts, By Access Device
13.5.2.2.1. Laptops and Personal Computers
13.5.2.2.2. Smartphones and Tablets
13.5.2.2.3. Gaming Stations
13.5.2.2.4. Others
13.5.2.3. Japan Augmented Reality Gaming Market Revenue
(US$ Mn) and Forecasts, By End-Users
13.5.2.3.1. Causal Gamers
13.5.2.3.2. Professional Gamers
13.5.3. India
13.5.3.1. India Augmented Reality Gaming Market Revenue
(US$ Mn) and Forecasts, By Offerings
13.5.3.1.1. Products
13.5.3.1.2. Software
13.5.3.1.3. Services
13.5.3.2. India Augmented Reality Gaming Market Revenue
(US$ Mn) and Forecasts, By Access Device
13.5.3.2.1. Laptops and Personal Computers
13.5.3.2.2. Smartphones and Tablets
13.5.3.2.3. Gaming Stations
13.5.3.2.4. Others
13.5.3.3. India Augmented Reality Gaming Market Revenue
(US$ Mn) and Forecasts, By End-Users
13.5.3.3.1. Causal Gamers
13.5.3.3.2. Professional Gamers
13.5.4. New Zealand
13.5.4.1. New Zealand Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Offerings
13.5.4.1.1. Products
13.5.4.1.2. Software
13.5.4.1.3. Services
13.5.4.2. New Zealand Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Access Device
13.5.4.2.1. Laptops and Personal Computers
13.5.4.2.2. Smartphones and Tablets
13.5.4.2.3. Gaming Stations
13.5.4.2.4. Others
13.5.4.3. New Zealand Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By End-Users
13.5.4.3.1. Causal Gamers
13.5.4.3.2. Professional Gamers
13.5.5. Australia
13.5.5.1. Australia Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Offerings
13.5.5.1.1. Products
13.5.5.1.2. Software
13.5.5.1.3. Services
13.5.5.2. Australia Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Access Device
13.5.5.2.1. Laptops and Personal Computers
13.5.5.2.2. Smartphones and Tablets
13.5.5.2.3. Gaming Stations
13.5.5.2.4. Others
13.5.5.3. Australia Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By End-Users
13.5.5.3.1. Causal Gamers
13.5.5.3.2. Professional Gamers
13.5.6. South Korea
13.5.6.1. South Korea Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Offerings
13.5.6.1.1. Products
13.5.6.1.2. Software
13.5.6.1.3. Services
13.5.6.2. South Korea Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Access Device
13.5.6.2.1. Laptops and Personal Computers
13.5.6.2.2. Smartphones and Tablets
13.5.6.2.3. Gaming Stations
13.5.6.2.4. Others
13.5.6.3. South Korea Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By End-Users
13.5.6.3.1. Causal Gamers
13.5.6.3.2. Professional Gamers
13.5.7. Southeast Asia
13.5.7.1. Southeast Asia Augmented Reality Gaming
Market Revenue (US$ Mn) and Forecasts, By Offerings
13.5.7.1.1. Products
13.5.7.1.2. Software
13.5.7.1.3. Services
13.5.7.2. Southeast Asia Augmented Reality Gaming
Market Revenue (US$ Mn) and Forecasts, By Access Device
13.5.7.2.1. Laptops and Personal Computers
13.5.7.2.2. Smartphones and Tablets
13.5.7.2.3. Gaming Stations
13.5.7.2.4. Others
13.5.7.3. Southeast Asia Augmented Reality Gaming
Market Revenue (US$ Mn) and Forecasts, By End-Users
13.5.7.3.1. Causal Gamers
13.5.7.3.2. Professional Gamers
13.5.7.4. Southeast Asia Augmented Reality Gaming
Market Revenue (US$ Mn) and Forecasts, By Country
13.5.7.4.1. Indonesia
13.5.7.4.2. Thailand
13.5.7.4.3. Malaysia
13.5.7.4.4. Singapore
13.5.7.4.5. Rest of Southeast Asia
13.5.8. Rest of Asia Pacific
13.5.8.1. Rest of Asia Pacific Augmented Reality Gaming
Market Revenue (US$ Mn) and Forecasts, By Offerings
13.5.8.1.1. Products
13.5.8.1.2. Software
13.5.8.1.3. Services
13.5.8.2. Rest of Asia Pacific Augmented Reality Gaming
Market Revenue (US$ Mn) and Forecasts, By Access Device
13.5.8.2.1. Laptops and Personal Computers
13.5.8.2.2. Smartphones and Tablets
13.5.8.2.3. Gaming Stations
13.5.8.2.4. Others
13.5.8.3. Rest of Asia Pacific Augmented Reality Gaming
Market Revenue (US$ Mn) and Forecasts, By End-Users
13.5.8.3.1. Causal Gamers
13.5.8.3.2. Professional Gamers
13.6. Key Segment for Channeling Investments
13.6.1. By Country
13.6.2. By Offerings
13.6.3. By Access Device
13.6.4. By End-Users
14. Middle East and Africa Augmented Reality
Gaming Market Analysis and Forecasts, 2022 - 2030
14.1. Overview
14.1.1. Middle East and Africa Augmented Reality
Gaming Market Revenue (US$ Mn)
14.2. Middle East and Africa Augmented Reality
Gaming Market Revenue (US$ Mn) and Forecasts, By Offerings
14.2.1. Products
14.2.2. Software
14.2.3. Services
14.3. Middle East and Africa Augmented Reality
Gaming Market Revenue (US$ Mn) and Forecasts, By Access Device
14.3.1. Laptops and Personal Computers
14.3.2. Smartphones and Tablets
14.3.3. Gaming Stations
14.3.4. Others
14.4. Middle East and Africa Augmented Reality
Gaming Market Revenue (US$ Mn) and Forecasts, By End-Users
14.4.1. Causal Gamers
14.4.2. Professional Gamers
14.5. Middle East and Africa Augmented Reality
Gaming Market Revenue (US$ Mn) and Forecasts, By Country
14.5.1. Saudi Arabia
14.5.1.1. Saudi Arabia Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Offerings
14.5.1.1.1. Products
14.5.1.1.2. Software
14.5.1.1.3. Services
14.5.1.2. Saudi Arabia Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Access Device
14.5.1.2.1. Laptops and Personal Computers
14.5.1.2.2. Smartphones and Tablets
14.5.1.2.3. Gaming Stations
14.5.1.2.4. Others
14.5.1.3. Saudi Arabia Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By End-Users
14.5.1.3.1. Causal Gamers
14.5.1.3.2. Professional Gamers
14.5.2. UAE
14.5.2.1. UAE Augmented Reality Gaming Market Revenue
(US$ Mn) and Forecasts, By Offerings
14.5.2.1.1. Products
14.5.2.1.2. Software
14.5.2.1.3. Services
14.5.2.2. UAE Augmented Reality Gaming Market Revenue
(US$ Mn) and Forecasts, By Access Device
14.5.2.2.1. Laptops and Personal Computers
14.5.2.2.2. Smartphones and Tablets
14.5.2.2.3. Gaming Stations
14.5.2.2.4. Others
14.5.2.3. UAE Augmented Reality Gaming Market Revenue
(US$ Mn) and Forecasts, By End-Users
14.5.2.3.1. Causal Gamers
14.5.2.3.2. Professional Gamers
14.5.3. Egypt
14.5.3.1. Egypt Augmented Reality Gaming Market Revenue
(US$ Mn) and Forecasts, By Offerings
14.5.3.1.1. Products
14.5.3.1.2. Software
14.5.3.1.3. Services
14.5.3.2. Egypt Augmented Reality Gaming Market Revenue
(US$ Mn) and Forecasts, By Access Device
14.5.3.2.1. Laptops and Personal Computers
14.5.3.2.2. Smartphones and Tablets
14.5.3.2.3. Gaming Stations
14.5.3.2.4. Others
14.5.3.3. Egypt Augmented Reality Gaming Market Revenue
(US$ Mn) and Forecasts, By End-Users
14.5.3.3.1. Causal Gamers
14.5.3.3.2. Professional Gamers
14.5.4. Kuwait
14.5.4.1. Kuwait Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Offerings
14.5.4.1.1. Products
14.5.4.1.2. Software
14.5.4.1.3. Services
14.5.4.2. Kuwait Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Access Device
14.5.4.2.1. Laptops and Personal Computers
14.5.4.2.2. Smartphones and Tablets
14.5.4.2.3. Gaming Stations
14.5.4.2.4. Others
14.5.4.3. Kuwait Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By End-Users
14.5.4.3.1. Causal Gamers
14.5.4.3.2. Professional Gamers
14.5.5. South Africa
14.5.5.1. South Africa Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Offerings
14.5.5.1.1. Products
14.5.5.1.2. Software
14.5.5.1.3. Services
14.5.5.2. South Africa Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Access Device
14.5.5.2.1. Laptops and Personal Computers
14.5.5.2.2. Smartphones and Tablets
14.5.5.2.3. Gaming Stations
14.5.5.2.4. Others
14.5.5.3. South Africa Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By End-Users
14.5.5.3.1. Causal Gamers
14.5.5.3.2. Professional Gamers
14.5.6. Rest of Middle East & Africa
14.5.6.1. Rest of Middle East & Africa Augmented
Reality Gaming Market Revenue (US$ Mn) and Forecasts, By Offerings
14.5.6.1.1. Products
14.5.6.1.2. Software
14.5.6.1.3. Services
14.5.6.2. Rest of Middle East & Africa Augmented
Reality Gaming Market Revenue (US$ Mn) and Forecasts, By Access Device
14.5.6.2.1. Laptops and Personal Computers
14.5.6.2.2. Smartphones and Tablets
14.5.6.2.3. Gaming Stations
14.5.6.2.4. Others
14.5.6.3. Rest of Middle East & Africa Augmented
Reality Gaming Market Revenue (US$ Mn) and Forecasts, By End-Users
14.5.6.3.1. Causal Gamers
14.5.6.3.2. Professional Gamers
14.6. Key Segment for Channeling Investments
14.6.1. By Country
14.6.2. By Offerings
14.6.3. By Access Device
14.6.4. By End-Users
15. Latin America Augmented Reality Gaming
Market Analysis and Forecasts, 2022 - 2030
15.1. Overview
15.1.1. Latin America Augmented Reality Gaming Market
Revenue (US$ Mn)
15.2. Latin America Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Offerings
15.2.1. Products
15.2.2. Software
15.2.3. Services
15.3. Latin America Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Access Device
15.3.1. Laptops and Personal Computers
15.3.2. Smartphones and Tablets
15.3.3. Gaming Stations
15.3.4. Others
15.4. Latin America Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By End-Users
15.4.1. Causal Gamers
15.4.2. Professional Gamers
15.5. Latin America Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Country
15.5.1. Brazil
15.5.1.1. Brazil Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Offerings
15.5.1.1.1. Products
15.5.1.1.2. Software
15.5.1.1.3. Services
15.5.1.2. Brazil Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Access Device
15.5.1.2.1. Laptops and Personal Computers
15.5.1.2.2. Smartphones and Tablets
15.5.1.2.3. Gaming Stations
15.5.1.2.4. Others
15.5.1.3. Brazil Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By End-Users
15.5.1.3.1. Causal Gamers
15.5.1.3.2. Professional Gamers
15.5.2. Argentina
15.5.2.1. Argentina Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Offerings
15.5.2.1.1. Products
15.5.2.1.2. Software
15.5.2.1.3. Services
15.5.2.2. Argentina Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By Access Device
15.5.2.2.1. Laptops and Personal Computers
15.5.2.2.2. Smartphones and Tablets
15.5.2.2.3. Gaming Stations
15.5.2.2.4. Others
15.5.2.3. Argentina Augmented Reality Gaming Market
Revenue (US$ Mn) and Forecasts, By End-Users
15.5.2.3.1. Causal Gamers
15.5.2.3.2. Professional Gamers
15.5.3. Rest of Latin America
15.5.3.1. Rest of Latin America Augmented Reality
Gaming Market Revenue (US$ Mn) and Forecasts, By Offerings
15.5.3.1.1. Products
15.5.3.1.2. Software
15.5.3.1.3. Services
15.5.3.2. Rest of Latin America Augmented Reality
Gaming Market Revenue (US$ Mn) and Forecasts, By Access Device
15.5.3.2.1. Laptops and Personal Computers
15.5.3.2.2. Smartphones and Tablets
15.5.3.2.3. Gaming Stations
15.5.3.2.4. Others
15.5.3.3. Rest of Latin America Augmented Reality
Gaming Market Revenue (US$ Mn) and Forecasts, By End-Users
15.5.3.3.1. Causal Gamers
15.5.3.3.2. Professional Gamers
15.6. Key Segment for Channeling Investments
15.6.1. By Country
15.6.2. By Offerings
15.6.3. By Access Device
15.6.4. By End-Users
16. Competitive Benchmarking
16.1. Brand Benchmarking
16.2. Market Share Analysis, 2021
16.3. Global Presence and Growth Strategies
16.3.1. Mergers and Acquisitions
16.3.2. Product Launches
16.3.3. Investments Trends
16.3.4. R&D Initiatives
17. Player Profiles
17.1. 4experience
17.1.1. Company Details
17.1.2. Company Overview
17.1.3. Product Offerings
17.1.4. Key Developments
17.1.5. Financial Analysis
17.1.6. SWOT Analysis
17.1.7. Business Strategies
17.2. Apple Inc.
17.2.1. Company Details
17.2.2. Company Overview
17.2.3. Product Offerings
17.2.4. Key Developments
17.2.5. Financial Analysis
17.2.6. SWOT Analysis
17.2.7. Business Strategies
17.3. Augmenteo (Hootside)
17.3.1. Company Details
17.3.2. Company Overview
17.3.3. Product Offerings
17.3.4. Key Developments
17.3.5. Financial Analysis
17.3.6. SWOT Analysis
17.3.7. Business Strategies
17.4. Directive Games.
17.4.1. Company Details
17.4.2. Company Overview
17.4.3. Product Offerings
17.4.4. Key Developments
17.4.5. Financial Analysis
17.4.6. SWOT Analysis
17.4.7. Business Strategies
17.5. Google
17.5.1. Company Details
17.5.2. Company Overview
17.5.3. Product Offerings
17.5.4. Key Developments
17.5.5. Financial Analysis
17.5.6. SWOT Analysis
17.5.7. Business Strategies
17.6. Lykkegaard Europe Limited (Lykke Studios)
17.6.1. Company Details
17.6.2. Company Overview
17.6.3. Product Offerings
17.6.4. Key Developments
17.6.5. Financial Analysis
17.6.6. SWOT Analysis
17.6.7. Business Strategies
17.7. Microsoft
17.7.1. Company Details
17.7.2. Company Overview
17.7.3. Product Offerings
17.7.4. Key Developments
17.7.5. Financial Analysis
17.7.6. SWOT Analysis
17.7.7. Business Strategies
17.8. NaturalMotion
17.8.1. Company Details
17.8.2. Company Overview
17.8.3. Product Offerings
17.8.4. Key Developments
17.8.5. Financial Analysis
17.8.6. SWOT Analysis
17.8.7. Business Strategies
17.9. Qualcomm Technologies, Inc.
17.9.1. Company Details
17.9.2. Company Overview
17.9.3. Product Offerings
17.9.4. Key Developments
17.9.5. Financial Analysis
17.9.6. SWOT Analysis
17.9.7. Business Strategies
17.10. Six to Start
17.10.1. Company Details
17.10.2. Company Overview
17.10.3. Product Offerings
17.10.4. Key Developments
17.10.5. Financial Analysis
17.10.6. SWOT Analysis
17.10.7. Business Strategies
17.11. Sony Corporation
17.11.1. Company Details
17.11.2. Company Overview
17.11.3. Product Offerings
17.11.4. Key Developments
17.11.5. Financial Analysis
17.11.6. SWOT Analysis
17.11.7. Business Strategies
17.12. Wikitude, a Qualcomm company
17.12.1. Company Details
17.12.2. Company Overview
17.12.3. Product Offerings
17.12.4. Key Developments
17.12.5. Financial Analysis
17.12.6. SWOT Analysis
17.12.7. Business Strategies
17.13. Xplorer LLC
17.13.1. Company Details
17.13.2. Company Overview
17.13.3. Product Offerings
17.13.4. Key Developments
17.13.5. Financial Analysis
17.13.6. SWOT Analysis
17.13.7. Business Strategies
17.14. Zappar Ltd.
17.14.1. Company Details
17.14.2. Company Overview
17.14.3. Product Offerings
17.14.4. Key Developments
17.14.5. Financial Analysis
17.14.6. SWOT Analysis
17.14.7. Business Strategies
17.15. Other Market Participants
18. Key Findings
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Enterprise User.
At Absolute Markets Insights, we are engaged in building both global as well as country specific reports. As a result, the approach taken for deriving the estimation and forecast for a specific country is a bit unique and different in comparison to the global research studies. In this case, we not only study the concerned market factors & trends prevailing in a particular country (from secondary research) but we also tend to calculate the actual market size & forecast from the revenue generated from the market participants involved in manufacturing or distributing the any concerned product. These companies can also be service providers. For analyzing any country specifically, we do consider the growth factors prevailing under the states/cities/county for the same. For instance, if we are analyzing an industry specific to United States, we primarily need to study about the states present under the same(where the product/service has the highest growth). Similar analysis will be followed by other countries. Our scope of the report changes with different markets.
Our research study is mainly implement through a mix of both secondary and primary research. Various sources such as industry magazines, trade journals, and government websites and trade associations are reviewed for gathering precise data. Primary interviews are conducted to validate the market size derived from secondary research. Industry experts, major manufacturers and distributors are contacted for further validation purpose on the current market penetration and growth trends.
Prominent participants in our primary research process include:
- Key Opinion Leaders namely the CEOs, CSOs, VPs, purchasing managers, amongst others
- Research and development participants, distributors/suppliers and subject matter experts
Secondary Research includes data extracted from paid data sources:
- Reuters
- Factiva
- Bloomberg
- One Source
- Hoovers
Research Methodology
Key Inclusions
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Why Absolute Markets Insights?
An effective strategy is the entity that influences a business to stand out of the crowd. An organization with a phenomenal strategy for success dependably has the edge over the rivals in the market. It offers the organizations a head start in planning their strategy. Absolute Market Insights is the new initiation in the industry that will furnish you with the lead your business needs. Absolute Market Insights is the best destination for your business intelligence and analytical solutions; essentially because our qualitative and quantitative sources of information are competent to give one-stop solutions. We inventively combine qualitative and quantitative research in accurate proportions to have the best report, which not only gives the most recent insights but also assists you to grow.