Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market, Global Outlook and Forecast 2023-2029

Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market, Global Outlook and Forecast 2023-2029

Report Code: KNJ1566767 | No. of Pages: 66 | Category: Services
Publisher: Market Monitor Global | Date of Publish: Mar-2023
This report aims to provide a comprehensive presentation of the global market for Augmented Reality (AR) and Virtual Reality (VR) In Gaming, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Augmented Reality (AR) and Virtual Reality (VR) In Gaming. This report contains market size and forecasts of Augmented Reality (AR) and Virtual Reality (VR) In Gaming in global, including the following market information:
Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Revenue, 2018-2023, 2024-2029, ($ millions)
Global top five companies in 2022 (%)
The global Augmented Reality (AR) and Virtual Reality (VR) In Gaming market was valued at US$ million in 2022 and is projected to reach US$ million by 2029, at a CAGR of % during the forecast period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
The U.S. Market is Estimated at $ Million in 2022, While China is to reach $ Million.
Motion-tracking Segment to Reach $ Million by 2029, with a % CAGR in next six years.
The global key manufacturers of Augmented Reality (AR) and Virtual Reality (VR) In Gaming include Niantic, Sony, Valve, Ubisoft, Next Games, Ludia Inc, Six To Start and esDot, etc. in 2022, the global top five players have a share approximately % in terms of revenue.
MARKET MONITOR GLOBAL, INC (MMG) has surveyed the Augmented Reality (AR) and Virtual Reality (VR) In Gaming companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market, by Type, 2018-2023, 2024-2029 ($ millions)
Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Segment Percentages, by Type, 2022 (%)
    Motion-tracking
    Camera-tracking
    RFID
    GPS
    Others
Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market, by Application, 2018-2023, 2024-2029 ($ millions)
Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Segment Percentages, by Application, 2022 (%)
    Augmented Reality Game
    Virtual Reality Game
    Hybrid
Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market, By Region and Country, 2018-2023, 2024-2029 ($ Millions)
Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Segment Percentages, By Region and Country, 2022 (%)
    North America
        US
        Canada
        Mexico
    Europe
        Germany
        France
        U.K.
        Italy
        Russia
        Nordic Countries
        Benelux
        Rest of Europe
    Asia
        China
        Japan
        South Korea
        Southeast Asia
        India
        Rest of Asia
    South America
        Brazil
        Argentina
        Rest of South America
    Middle East & Africa
        Turkey
        Israel
        Saudi Arabia
        UAE
        Rest of Middle East & Africa
Competitor Analysis
The report also provides analysis of leading market participants including:
Key companies Augmented Reality (AR) and Virtual Reality (VR) In Gaming revenues in global market, 2018-2023 (estimated), ($ millions)
Key companies Augmented Reality (AR) and Virtual Reality (VR) In Gaming revenues share in global market, 2022 (%)
Further, the report presents profiles of competitors in the market, key players include:
    Niantic
    Sony
    Valve
    Ubisoft
    Next Games
    Ludia Inc
    Six To Start
    esDot
Outline of Major Chapters:
Chapter 1: Introduces the definition of Augmented Reality (AR) and Virtual Reality (VR) In Gaming, market overview.
Chapter 2: Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming market size in revenue.
Chapter 3: Detailed analysis of Augmented Reality (AR) and Virtual Reality (VR) In Gaming company competitive landscape, revenue and market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: 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 5: 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 6: Sales of Augmented Reality (AR) and Virtual Reality (VR) In Gaming in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space of each country in the world.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 8: The main points and conclusions of the report.
1 Introduction to Research & Analysis Reports
    1.1 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Definition
    1.2 Market Segments
        1.2.1 Market by Type
        1.2.2 Market by Application
    1.3 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Overview
    1.4 Features & Benefits of This Report
    1.5 Methodology & Sources of Information
        1.5.1 Research Methodology
        1.5.2 Research Process
        1.5.3 Base Year
        1.5.4 Report Assumptions & Caveats
2 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Overall Market Size
    2.1 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size: 2022 VS 2029
    2.2 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size, Prospects & Forecasts: 2018-2029
    2.3 Key Market Trends, Opportunity, Drivers and Restraints
        2.3.1 Market Opportunities & Trends
        2.3.2 Market Drivers
        2.3.3 Market Restraints
3 Company Landscape
    3.1 Top Augmented Reality (AR) and Virtual Reality (VR) In Gaming Players in Global Market
    3.2 Top Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Companies Ranked by Revenue
    3.3 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue by Companies
    3.4 Top 3 and Top 5 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Companies in Global Market, by Revenue in 2022
    3.5 Global Companies Augmented Reality (AR) and Virtual Reality (VR) In Gaming Product Type
    3.6 Tier 1, Tier 2 and Tier 3 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Players in Global Market
        3.6.1 List of Global Tier 1 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Companies
        3.6.2 List of Global Tier 2 and Tier 3 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Companies
4 Market Sights by Product
    4.1 Overview
        4.1.1 By Type - Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size Markets, 2022 & 2029
        4.1.2 Motion-tracking
        4.1.3 Camera-tracking
        4.1.4 RFID
        4.1.5 GPS
        4.1.6 Others
    4.2 By Type - Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue & Forecasts
        4.2.1 By Type - Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue, 2018-2023
        4.2.2 By Type - Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue, 2024-2029
        4.2.3 By Type - Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue Market Share, 2018-2029
5 Sights by Application
    5.1 Overview
        5.1.1 By Application - Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size, 2022 & 2029
        5.1.2 Augmented Reality Game
        5.1.3 Virtual Reality Game
        5.1.4 Hybrid
    5.2 By Application - Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue & Forecasts
        5.2.1 By Application - Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue, 2018-2023
        5.2.2 By Application - Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue, 2024-2029
        5.2.3 By Application - Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue Market Share, 2018-2029
6 Sights by Region
    6.1 By Region - Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size, 2022 & 2029
    6.2 By Region - Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue & Forecasts
        6.2.1 By Region - Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue, 2018-2023
        6.2.2 By Region - Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue, 2024-2029
        6.2.3 By Region - Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue Market Share, 2018-2029
    6.3 North America
        6.3.1 By Country - North America Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue, 2018-2029
        6.3.2 US Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size, 2018-2029
        6.3.3 Canada Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size, 2018-2029
        6.3.4 Mexico Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size, 2018-2029
    6.4 Europe
        6.4.1 By Country - Europe Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue, 2018-2029
        6.4.2 Germany Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size, 2018-2029
        6.4.3 France Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size, 2018-2029
        6.4.4 U.K. Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size, 2018-2029
        6.4.5 Italy Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size, 2018-2029
        6.4.6 Russia Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size, 2018-2029
        6.4.7 Nordic Countries Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size, 2018-2029
        6.4.8 Benelux Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size, 2018-2029
    6.5 Asia
        6.5.1 By Region - Asia Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue, 2018-2029
        6.5.2 China Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size, 2018-2029
        6.5.3 Japan Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size, 2018-2029
        6.5.4 South Korea Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size, 2018-2029
        6.5.5 Southeast Asia Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size, 2018-2029
        6.5.6 India Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size, 2018-2029
    6.6 South America
        6.6.1 By Country - South America Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue, 2018-2029
        6.6.2 Brazil Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size, 2018-2029
        6.6.3 Argentina Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size, 2018-2029
    6.7 Middle East & Africa
        6.7.1 By Country - Middle East & Africa Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue, 2018-2029
        6.7.2 Turkey Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size, 2018-2029
        6.7.3 Israel Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size, 2018-2029
        6.7.4 Saudi Arabia Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size, 2018-2029
        6.7.5 UAE Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size, 2018-2029
7 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Companies Profiles
    7.1 Niantic
        7.1.1 Niantic Company Summary
        7.1.2 Niantic Business Overview
        7.1.3 Niantic Augmented Reality (AR) and Virtual Reality (VR) In Gaming Major Product Offerings
        7.1.4 Niantic Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue in Global Market (2018-2023)
        7.1.5 Niantic Key News & Latest Developments
    7.2 Sony
        7.2.1 Sony Company Summary
        7.2.2 Sony Business Overview
        7.2.3 Sony Augmented Reality (AR) and Virtual Reality (VR) In Gaming Major Product Offerings
        7.2.4 Sony Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue in Global Market (2018-2023)
        7.2.5 Sony Key News & Latest Developments
    7.3 Valve
        7.3.1 Valve Company Summary
        7.3.2 Valve Business Overview
        7.3.3 Valve Augmented Reality (AR) and Virtual Reality (VR) In Gaming Major Product Offerings
        7.3.4 Valve Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue in Global Market (2018-2023)
        7.3.5 Valve Key News & Latest Developments
    7.4 Ubisoft
        7.4.1 Ubisoft Company Summary
        7.4.2 Ubisoft Business Overview
        7.4.3 Ubisoft Augmented Reality (AR) and Virtual Reality (VR) In Gaming Major Product Offerings
        7.4.4 Ubisoft Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue in Global Market (2018-2023)
        7.4.5 Ubisoft Key News & Latest Developments
    7.5 Next Games
        7.5.1 Next Games Company Summary
        7.5.2 Next Games Business Overview
        7.5.3 Next Games Augmented Reality (AR) and Virtual Reality (VR) In Gaming Major Product Offerings
        7.5.4 Next Games Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue in Global Market (2018-2023)
        7.5.5 Next Games Key News & Latest Developments
    7.6 Ludia Inc
        7.6.1 Ludia Inc Company Summary
        7.6.2 Ludia Inc Business Overview
        7.6.3 Ludia Inc Augmented Reality (AR) and Virtual Reality (VR) In Gaming Major Product Offerings
        7.6.4 Ludia Inc Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue in Global Market (2018-2023)
        7.6.5 Ludia Inc Key News & Latest Developments
    7.7 Six To Start
        7.7.1 Six To Start Company Summary
        7.7.2 Six To Start Business Overview
        7.7.3 Six To Start Augmented Reality (AR) and Virtual Reality (VR) In Gaming Major Product Offerings
        7.7.4 Six To Start Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue in Global Market (2018-2023)
        7.7.5 Six To Start Key News & Latest Developments
    7.8 esDot
        7.8.1 esDot Company Summary
        7.8.2 esDot Business Overview
        7.8.3 esDot Augmented Reality (AR) and Virtual Reality (VR) In Gaming Major Product Offerings
        7.8.4 esDot Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue in Global Market (2018-2023)
        7.8.5 esDot Key News & Latest Developments
8 Conclusion
9 Appendix
    9.1 Note
    9.2 Examples of Clients
    9.3 Disclaimer

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