About Augmented
Reality Market for Gaming
AR technology blends digital content with the physical
world. It allows users to scan the physical environment and provides an
enhanced or augmented experience by adding virtual computer-generated
information. End-users can make use of this technology through apps developed
for mobile devices.
Gaming is an important consumer segment that AR can revolutionize. Most mobile games are preloaded with the developer versions of terrains, levels, and characters. AR gives gamers the opportunity to create their own racing terrains, characters, and targets. For instance, individuals waiting in a metro station can scan their surroundings to create their version of the “Subway Surfers” game. The user could be the character running on tracks or jumping over trains. Similarly, an office space could be converted into a skating rink, and the gamer could be the character skating around the office. Racing games can also become a whole new experience. Players can scan their local surroundings to create a virtual track and invite neighbors and friends to race.
Gaming is an important consumer segment that AR can revolutionize. Most mobile games are preloaded with the developer versions of terrains, levels, and characters. AR gives gamers the opportunity to create their own racing terrains, characters, and targets. For instance, individuals waiting in a metro station can scan their surroundings to create their version of the “Subway Surfers” game. The user could be the character running on tracks or jumping over trains. Similarly, an office space could be converted into a skating rink, and the gamer could be the character skating around the office. Racing games can also become a whole new experience. Players can scan their local surroundings to create a virtual track and invite neighbors and friends to race.
Technavio’s analysts forecast the global AR market for
gaming to grow at a CAGR of 174.2% during the period 2016-2020.
Covered in this
report
The report covers the present scenario and the growth prospects of the global AR market for gaming during 2016-2020. To calculate the market size, the report covers the revenue generated from the sales of AR gaming apps as well as in-app purchases made by individual consumers.
The report covers the present scenario and the growth prospects of the global AR market for gaming during 2016-2020. To calculate the market size, the report covers the revenue generated from the sales of AR gaming apps as well as in-app purchases made by individual consumers.
The market is divided into the following segments based on
geography:
• Americas
• APAC
• EMEA
• Americas
• APAC
• EMEA
Technavio's report, Global Augmented Reality Market for
Gaming 2016-2020, has been prepared based on an in-depth market analysis with
inputs from industry experts. The report covers the market landscape and its
growth prospects over the coming years. The report also includes a discussion
of the key vendors operating in this market.
Complete report details @ https://www.wiseguyreports.com/reports/417242/global-augmented-reality-in-gaming-market-2016
Key vendors
• Augmented Pixels
• Aurasma
• Blippar
• Catchoom
• Infinity Augmented Reality
• Metaio
• Qualcomm
• Total Immersion
• VividWorks
• Wikitude
• Zappar
• Augmented Pixels
• Aurasma
• Blippar
• Catchoom
• Infinity Augmented Reality
• Metaio
• Qualcomm
• Total Immersion
• VividWorks
• Wikitude
• Zappar
Market driver
• Increased integration of AR into mobile devices
• For a full, detailed list, view our report
• Increased integration of AR into mobile devices
• For a full, detailed list, view our report
Market
challenge
• Lack of content
• For a full, detailed list, view our report
• Lack of content
• For a full, detailed list, view our report
Market trend
• Crowdfunding of AR projects
• For a full, detailed list, view our report
• Crowdfunding of AR projects
• For a full, detailed list, view our report
Key questions
answered in this report
• What will the market size be in 2020 and what will the growth rate be?
• What are the key market trends?
• What is driving this market?
• What are the challenges to market growth?
• Who are the key vendors in this market space?
• What are the market opportunities and threats faced by the key vendors?
• What are the strengths and weaknesses of the key vendors?
• What will the market size be in 2020 and what will the growth rate be?
• What are the key market trends?
• What is driving this market?
• What are the challenges to market growth?
• Who are the key vendors in this market space?
• What are the market opportunities and threats faced by the key vendors?
• What are the strengths and weaknesses of the key vendors?
Make an enquiry before buying this
Report @ https://www.wiseguyreports.com/enquiry/417242/global-augmented-reality-in-gaming-market-2016
Table of Content
PART 01: Executive summary
• Highlights
PART 02: Scope of the report
• Market overview
PART 03: Market research methodology
• Research methodology
• Economic indicators
PART 04: Introduction
• Key market highlights
• Market prospects of AR
PART 05: Mobile AR value chain
PART 06: Market landscape
• Market size and forecast
• Five forces analysis
PART 07: Geographical segmentation
• EMEA
• Americas
• APAC
PART 08: Market drivers
• Increased integration of AR into mobile devices
• Growing mobile gaming market
• Simultaneous localization and mapping technology
PART 09: Impact of drivers
PART 10: Market challenges
• Lack of content
• Connectivity issues
• Lack of awareness and limitations
PART 11: Impact of drivers and challenges
PART 12: Market trends
• Crowdfunding of AR projects
• Emergence of depth-sensing cameras
• Interoperability across mobile platforms
PART 13: Buying behavior
PART 14: Vendor landscape
• Competitive scenario
• Key vendors
PART 15: Market summary
• Market attractiveness
PART 16: Analyst insights
PART 17: Appendix
• List of abbreviations
PART 18: Explore Technavio
• Highlights
PART 02: Scope of the report
• Market overview
PART 03: Market research methodology
• Research methodology
• Economic indicators
PART 04: Introduction
• Key market highlights
• Market prospects of AR
PART 05: Mobile AR value chain
PART 06: Market landscape
• Market size and forecast
• Five forces analysis
PART 07: Geographical segmentation
• EMEA
• Americas
• APAC
PART 08: Market drivers
• Increased integration of AR into mobile devices
• Growing mobile gaming market
• Simultaneous localization and mapping technology
PART 09: Impact of drivers
PART 10: Market challenges
• Lack of content
• Connectivity issues
• Lack of awareness and limitations
PART 11: Impact of drivers and challenges
PART 12: Market trends
• Crowdfunding of AR projects
• Emergence of depth-sensing cameras
• Interoperability across mobile platforms
PART 13: Buying behavior
PART 14: Vendor landscape
• Competitive scenario
• Key vendors
PART 15: Market summary
• Market attractiveness
PART 16: Analyst insights
PART 17: Appendix
• List of abbreviations
PART 18: Explore Technavio
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sales@wiseguyreports.com
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