AR Gaming Market Size, Share, Growth, Trends, Key Players and 2025 Forecast Report

Global AR Gaming market report highlights the key driving and restraining forces for this market and also provides a detailed study of the future trends and developments of the market. It then attracts the strangest insights of this business and creates a forecast for the period 2019 to 2025.

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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.

In terms of geography, EMEA led the global AR gaming market during 2016. However, as per the Orian Research's market 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.

The AR Gaming market size portion covers market revenue along with the markets historical growth and future projections. The analysis of development activities and new solutions in the report will strengthen players’ geographical scope as well as help them expand their market dynamics and increase competition among the players. AR Gaming industry report also breaks down the segment of the product type & revenue, price, market, and growth rate of key regions, and also divides it through the application.

The AR Gaming market research enfolds all the details related to the industry like growth opportunities, technological developments, threats to market growth, and futuristic market trend. The AR Gaming market study is a comprehensive study and presentation of drivers, restraints, opportunities, demand factors, market size, forecasts, and trends in the global market over the period of 2014 to 2025.

Key Companies Analyzed in this Report are:
• Catchoom
• Infinity Augmented Reality
• Qualcomm Technologies
• Augmented Pixels
• Aurasma
• Blippar
• Total Immersion
• VividWorks
• Wikitude
• Zappar

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In the following section, the report provides the AR Gaming company outline, statements of the product, and performance values. With the support of the arithmetical study, the report demonstrates the complete international AR Gaming market inclusive of amplitude, production, manufacturing value, loss/gain, AR Gaming supply/demand and import/export. The AR Gaming market report is divided into key companies, by regions, and by various sectors such as application, type for the competitive landscape analyze.

Analysis of various AR Gaming categories of product and end-user applications, product types of AR Gaming market is estimated on the basis of previous market and present market scenario. It involved Global AR Gaming market values with respect to growth rate, market size, and share and consumption. Further, it gives details, prerequisite, and features of AR Gaming market that boost the growth of the AR Gaming industry.

Market segment by Type, the product can be split into
• Mobile Devices
• HMDs
• Smart Glasses

Market segment by Application, split into
• Innovators
• Early Adopters
• Early Majority

Market segment by Regions/Countries, this report covers:-
• United States
• Europe
• China
• Japan
• Southeast Asia
• India
• Central & South America

The study objectives of this report are:-
• To analyze global AR Gaming status, future forecast, growth opportunity, key market and key players.
• To present the AR Gaming development in United States, Europe and China.
• To strategically profile the key players and comprehensively analyze their development plan and strategies.
• To define, describe and forecast the market by product type, market and key regions.

In this study, the years considered to estimate the market size of AR Gaming are as follows:-
• History Year: 2014-2018
• Base Year: 2018
• Estimated Year: 2019
• Forecast Year 2019 to 2025

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Major Points Covered in Table of Contents:
1 Study Coverage
2 Executive Summary
3 Market Size by Manufacturers
4 AR Gaming Production by Regions
5 AR Gaming Consumption by Regions
6 Market Size by Type
7 Market Size by Application
8 Manufacturers Profiles
9 Production Forecasts
10 Consumption Forecast
11 Upstream, Industry Chain and Downstream Customers Analysis
12 Opportunities & Challenges, Threat and Affecting Factors
13 Key Findings
14 Appendix

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