Industry Growth Insights published a new data on “Augmented Reality and Virtual Reality in Gaming Market”. The research report is titled “Augmented Reality and Virtual Reality in Gaming Market research by Types (Head Mounted Displays, Smart Glass, Handheld Devices), By Applications (Private, Commerce), By Players/Companies Zco Corporation, Facebook, Samsung Electronics Co. Ltd, HTC Corporation, Lenovo, Acer, FOVE, Inc., Beijing ANTVR Technology CO., LTD, Pico Interactive Inc., LG Electronics”.
Scope Of The Report
Report Attributes
Report Details
Report Title
Augmented Reality and Virtual Reality in Gaming Market Research Report
By Type
Head Mounted Displays, Smart Glass, Handheld Devices
By Application
Private, Commerce
By Companies
Zco Corporation, Facebook, Samsung Electronics Co. Ltd, HTC Corporation, Lenovo, Acer, FOVE, Inc., Beijing ANTVR Technology CO., LTD, Pico Interactive Inc., LG Electronics
Regions Covered
North America, Europe, APAC, Latin America, MEA
Base Year
2021
Historical Year
2019 to 2020 (Data from 2010 can be provided as per availability)
Forecast Year
2030
Number of Pages
187
Number of Tables & Figures
131
Customization Available
Yes, the report can be customized as per your need.
Global Augmented Reality and Virtual Reality in Gaming Market Report Segments:
The global Augmented Reality and Virtual Reality in Gaming market is segmented on the basis of:
Types
Head Mounted Displays, Smart Glass, Handheld Devices
The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.
Applications
Private, Commerce
The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.
Some of the companies that are profiled in this report are:
- Zco Corporation
- Samsung Electronics Co. Ltd
- HTC Corporation
- Lenovo
- Acer
- FOVE, Inc.
- Beijing ANTVR Technology CO., LTD
- Pico Interactive Inc.
- LG Electronics
Highlights of The Augmented Reality and Virtual Reality in Gaming Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Head Mounted Displays
- Smart Glass
- Handheld Devices
- By Application:
- Private
- Commerce
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Augmented Reality and Virtual Reality in Gaming Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.
Regional Analysis
- North America
- Europe
- Asia Pacific
- Middle East & Africa
- Latin America
Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.
The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.
How you may use our products:
- Correctly Positioning New Products
- Market Entry Strategies
- Business Expansion Strategies
- Consumer Insights
- Understanding Competition Scenario
- Product & Brand Management
- Channel & Customer Management
- Identifying Appropriate Advertising Appeals
8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
Augmented Reality (AR) and Virtual Reality (VR) are technologies that allow users to experience a simulated environment that is overlayed on the real world. In AR, digital objects are placed in the physical world, while VR creates an immersive environment where users can interact with 3D objects and people. Gaming is one of the most popular uses for AR and VR technology, as it allows players to explore new worlds or fight against enemies in unique ways.
Some of the major companies in the augmented reality and virtual reality in gaming market are Zco Corporation, Facebook, Samsung Electronics Co. Ltd, HTC Corporation, Lenovo, Acer, FOVE, Inc., Beijing ANTVR Technology CO., LTD, Pico Interactive Inc., LG Electronics.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Augmented Reality and Virtual Reality in Gaming Market Overview 4.1 Introduction 4.1.1 Market Taxonomy 4.1.2 Market Definition 4.1.3 Macro-Economic Factors Impacting the Market Growth 4.2 Augmented Reality and Virtual Reality in Gaming Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 Augmented Reality and Virtual Reality in Gaming Market - Supply Chain Analysis 4.3.1 List of Key Suppliers 4.3.2 List of Key Distributors 4.3.3 List of Key Consumers 4.4 Key Forces Shaping the Augmented Reality and Virtual Reality in Gaming Market 4.4.1 Bargaining Power of Suppliers 4.4.2 Bargaining Power of Buyers 4.4.3 Threat of Substitution 4.4.4 Threat of New Entrants 4.4.5 Competitive Rivalry 4.5 Global Augmented Reality and Virtual Reality in Gaming Market Size & Forecast, 2018-2028 4.5.1 Augmented Reality and Virtual Reality in Gaming Market Size and Y-o-Y Growth 4.5.2 Augmented Reality and Virtual Reality in Gaming Market Absolute $ Opportunity
Chapter 5 Global Augmented Reality and Virtual Reality in Gaming Market Analysis and Forecast by Type
5.1 Introduction
5.1.1 Key Market Trends & Growth Opportunities by Type
5.1.2 Basis Point Share (BPS) Analysis by Type
5.1.3 Absolute $ Opportunity Assessment by Type
5.2 Augmented Reality and Virtual Reality in Gaming Market Size Forecast by Type
5.2.1 Head Mounted Displays
5.2.2 Smart Glass
5.2.3 Handheld Devices
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global Augmented Reality and Virtual Reality in Gaming Market Analysis and Forecast by Applications
6.1 Introduction
6.1.1 Key Market Trends & Growth Opportunities by Applications
6.1.2 Basis Point Share (BPS) Analysis by Applications
6.1.3 Absolute $ Opportunity Assessment by Applications
6.2 Augmented Reality and Virtual Reality in Gaming Market Size Forecast by Applications
6.2.1 Private
6.2.2 Commerce
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global Augmented Reality and Virtual Reality in Gaming Market Analysis and Forecast by Region
7.1 Introduction
7.1.1 Key Market Trends & Growth Opportunities by Region
7.1.2 Basis Point Share (BPS) Analysis by Region
7.1.3 Absolute $ Opportunity Assessment by Region
7.2 Augmented Reality and Virtual Reality in Gaming Market Size Forecast by Region
7.2.1 North America
7.2.2 Europe
7.2.3 Asia Pacific
7.2.4 Latin America
7.2.5 Middle East & Africa (MEA)
7.3 Market Attractiveness Analysis by Region
Chapter 8 Coronavirus Disease (COVID-19) Impact
8.1 Introduction
8.2 Current & Future Impact Analysis
8.3 Economic Impact Analysis
8.4 Government Policies
8.5 Investment Scenario
Chapter 9 North America Augmented Reality and Virtual Reality in Gaming Analysis and Forecast
9.1 Introduction
9.2 North America Augmented Reality and Virtual Reality in Gaming Market Size Forecast by Country
9.2.1 U.S.
9.2.2 Canada
9.3 Basis Point Share (BPS) Analysis by Country
9.4 Absolute $ Opportunity Assessment by Country
9.5 Market Attractiveness Analysis by Country
9.6 North America Augmented Reality and Virtual Reality in Gaming Market Size Forecast by Type
9.6.1 Head Mounted Displays
9.6.2 Smart Glass
9.6.3 Handheld Devices
9.7 Basis Point Share (BPS) Analysis by Type
9.8 Absolute $ Opportunity Assessment by Type
9.9 Market Attractiveness Analysis by Type
9.10 North America Augmented Reality and Virtual Reality in Gaming Market Size Forecast by Applications
9.10.1 Private
9.10.2 Commerce
9.11 Basis Point Share (BPS) Analysis by Applications
9.12 Absolute $ Opportunity Assessment by Applications
9.13 Market Attractiveness Analysis by Applications
Chapter 10 Europe Augmented Reality and Virtual Reality in Gaming Analysis and Forecast
10.1 Introduction
10.2 Europe Augmented Reality and Virtual Reality in Gaming Market Size Forecast by Country
10.2.1 Germany
10.2.2 France
10.2.3 Italy
10.2.4 U.K.
10.2.5 Spain
10.2.6 Russia
10.2.7 Rest of Europe
10.3 Basis Point Share (BPS) Analysis by Country
10.4 Absolute $ Opportunity Assessment by Country
10.5 Market Attractiveness Analysis by Country
10.6 Europe Augmented Reality and Virtual Reality in Gaming Market Size Forecast by Type
10.6.1 Head Mounted Displays
10.6.2 Smart Glass
10.6.3 Handheld Devices
10.7 Basis Point Share (BPS) Analysis by Type
10.8 Absolute $ Opportunity Assessment by Type
10.9 Market Attractiveness Analysis by Type
10.10 Europe Augmented Reality and Virtual Reality in Gaming Market Size Forecast by Applications
10.10.1 Private
10.10.2 Commerce
10.11 Basis Point Share (BPS) Analysis by Applications
10.12 Absolute $ Opportunity Assessment by Applications
10.13 Market Attractiveness Analysis by Applications
Chapter 11 Asia Pacific Augmented Reality and Virtual Reality in Gaming Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific Augmented Reality and Virtual Reality in Gaming Market Size Forecast by Country
11.2.1 China
11.2.2 Japan
11.2.3 South Korea
11.2.4 India
11.2.5 Australia
11.2.6 South East Asia (SEA)
11.2.7 Rest of Asia Pacific (APAC)
11.3 Basis Point Share (BPS) Analysis by Country
11.4 Absolute $ Opportunity Assessment by Country
11.5 Market Attractiveness Analysis by Country
11.6 Asia Pacific Augmented Reality and Virtual Reality in Gaming Market Size Forecast by Type
11.6.1 Head Mounted Displays
11.6.2 Smart Glass
11.6.3 Handheld Devices
11.7 Basis Point Share (BPS) Analysis by Type
11.8 Absolute $ Opportunity Assessment by Type
11.9 Market Attractiveness Analysis by Type
11.10 Asia Pacific Augmented Reality and Virtual Reality in Gaming Market Size Forecast by Applications
11.10.1 Private
11.10.2 Commerce
11.11 Basis Point Share (BPS) Analysis by Applications
11.12 Absolute $ Opportunity Assessment by Applications
11.13 Market Attractiveness Analysis by Applications
Chapter 12 Latin America Augmented Reality and Virtual Reality in Gaming Analysis and Forecast
12.1 Introduction
12.2 Latin America Augmented Reality and Virtual Reality in Gaming Market Size Forecast by Country
12.2.1 Brazil
12.2.2 Mexico
12.2.3 Rest of Latin America (LATAM)
12.3 Basis Point Share (BPS) Analysis by Country
12.4 Absolute $ Opportunity Assessment by Country
12.5 Market Attractiveness Analysis by Country
12.6 Latin America Augmented Reality and Virtual Reality in Gaming Market Size Forecast by Type
12.6.1 Head Mounted Displays
12.6.2 Smart Glass
12.6.3 Handheld Devices
12.7 Basis Point Share (BPS) Analysis by Type
12.8 Absolute $ Opportunity Assessment by Type
12.9 Market Attractiveness Analysis by Type
12.10 Latin America Augmented Reality and Virtual Reality in Gaming Market Size Forecast by Applications
12.10.1 Private
12.10.2 Commerce
12.11 Basis Point Share (BPS) Analysis by Applications
12.12 Absolute $ Opportunity Assessment by Applications
12.13 Market Attractiveness Analysis by Applications
Chapter 13 Middle East & Africa (MEA) Augmented Reality and Virtual Reality in Gaming Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) Augmented Reality and Virtual Reality in Gaming Market Size Forecast by Country
13.2.1 Saudi Arabia
13.2.2 South Africa
13.2.3 UAE
13.2.4 Rest of Middle East & Africa (MEA)
13.3 Basis Point Share (BPS) Analysis by Country
13.4 Absolute $ Opportunity Assessment by Country
13.5 Market Attractiveness Analysis by Country
13.6 Middle East & Africa (MEA) Augmented Reality and Virtual Reality in Gaming Market Size Forecast by Type
13.6.1 Head Mounted Displays
13.6.2 Smart Glass
13.6.3 Handheld Devices
13.7 Basis Point Share (BPS) Analysis by Type
13.8 Absolute $ Opportunity Assessment by Type
13.9 Market Attractiveness Analysis by Type
13.10 Middle East & Africa (MEA) Augmented Reality and Virtual Reality in Gaming Market Size Forecast by Applications
13.10.1 Private
13.10.2 Commerce
13.11 Basis Point Share (BPS) Analysis by Applications
13.12 Absolute $ Opportunity Assessment by Applications
13.13 Market Attractiveness Analysis by Applications
Chapter 14 Competition Landscape
14.1 Augmented Reality and Virtual Reality in Gaming Market: Competitive Dashboard
14.2 Global Augmented Reality and Virtual Reality in Gaming Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 Zco Corporation
14.3.2 Facebook
14.3.3 Samsung Electronics Co. Ltd
14.3.4 HTC Corporation
14.3.5 Lenovo
14.3.6 Acer
14.3.7 FOVE, Inc.
14.3.8 Beijing ANTVR Technology CO., LTD
14.3.9 Pico Interactive Inc.
14.3.10 LG Electronics