Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Augmented Reality and Virtual Reality in Gaming Market by Type (Head Mounted Displays, Smart Glass, Handheld Devices), By Application (Private, Commerce) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Augmented Reality and Virtual Reality in Gaming Market by Type (Head Mounted Displays, Smart Glass, Handheld Devices), By Application (Private, Commerce) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 228833 4200 Service & Software 377 187 Pages 5 (34)
                                          

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 Industry Outlook


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:

  1. Zco Corporation
  2. Facebook
  3. Samsung Electronics Co. Ltd
  4. HTC Corporation
  5. Lenovo
  6. Acer
  7. FOVE, Inc.
  8. Beijing ANTVR Technology CO., LTD
  9. Pico Interactive Inc.
  10. LG Electronics

Global Augmented Reality and Virtual Reality in Gaming Market Overview


Highlights of The Augmented Reality and Virtual Reality in Gaming Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Head Mounted Displays
    2. Smart Glass
    3. Handheld Devices
  1. By Application:

    1. Private
    2. Commerce
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. 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
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  • Consumer Insights
  • Understanding Competition Scenario
  • Product & Brand Management
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Global Augmented Reality and Virtual Reality in Gaming Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. 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

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