Published on : Jul 19, 2017
Albany, New York, July 19, 2017: The report, titled “Global AR Gaming Market Size, Status and Forecast 2022,” segments the market for AR gaming on the basis of type, application, and region, and provides estimations for each of those as well as the global projections. A number of leading companies have also been profiled in this report, with emphasis on representing the competitive landscape and the possibilities of entrance for new players.
As per the findings of the report, the global market for AR in the gaming field will continue to expand at a robust rate during the forecast period of 2017 to 2022, owing to factors such as increased integration of AR into mobile devices, growing mobile gaming market, and simultaneous localization and mapping technology. On the other hand, the lack of content, the limited awareness among the prospect players, limitations of the AR in gaming, and connectivity issues are some of the key factors challenging the market for AR gaming from attaining its true potential. Nevertheless, the crowdfunding of AR projects, interoperability across mobile platforms, and the emergence of depth-sensing cameras are some of the trends that are expected to open new opportunities for the vendors operating in the global AR gaming market.
Based on type, the report segments the global AR gaming market into heat mounted display (HMD), mobile devices, and smart glasses, while on the basis of application, the market has been categorized into early majority, early adopters, and innovators. Currently, innovators serve the maximum demand, although early majority segment is expected to gain traction quicker during the forecast period, gaining from changing interest of the enthusiasts.
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Geographically, the report takes stock of the potential of the global AR gaming market in the regions of Southeast Asia and the European Union, as well as in the countries of United States, China, India, and Japan. In the present scenario, the U.S. is the most lucrative country-wide market for AR gaming, followed distantly by the European Union. Ubiquity of smartphones and other media tablets including iPads is one of the primary factors driving the AR gaming market in the U.S.
Some of the leading companies operating in the global AR gaming market, which have been profiled in this report, are Sony, Catchoom, Blippar, Total Immersion, Qualcomm Technologies, Samsung, VividWorks, VividWorks, Aurasma, Augmented Pixels, Zappar, and Wikitude. Currently, the market is highly competitive and fragmented. With financially equipped companies taking over the development of AR technology and concentrating on niche customers to distinguish themselves from their competitors, the dynamics of the global AR gaming market is expected to change in the near future.
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