Market Overview:
The global mixed reality game market is expected to grow at a CAGR of XX% during the forecast period from 2018 to 2030. The growth in this market can be attributed to the increasing demand for mixed reality games from smartphone users and the growing popularity of multiplayer gaming. In terms of type, the single player segment is expected to dominate the global mixed reality game market during the forecast period. This can be attributed to factors such as ease-of-use and low cost of development for single player games. In terms of application, smartphones are expected to account for a major share of the global mixed reality game market during the forecast period.
Product Definition:
Mixed Reality Game is a computer game that merges the real world with the virtual world. Mixed Reality Games are important because they allow people to experience a new kind of gameplay that blends the physical and digital worlds together.
Single Player:
Single player is a game where the user plays by themselves. In mixed reality games, single player mode is used to test the Mixed Reality (MR) technology in real world environment. The MR technology enhances the gaming experience by creating an artificial 3D world which reacts and responds to movements of users.
The growing trend of social media gaming and increasing penetration of smartphones has led many developers to target mobile platforms as their primary platform for developing games.
Multi Player:
Multi-player is a feature that allows multiple users to interact with the real world through their smartphones or headsets. It creates an experience of being present in the virtual environment where all participants can see, hear and feel as if they are present in the same space. The technology has evolved over time from simple 3D viewing to multi-user interaction through various devices such as head-mounted displays, gloves and body sensors among others.
Application Insights:
The global mixed reality game market is segmented by application into smartphone terminal, PC terminal, and other. The smartphone/ tablet based games dominated the overall industry in terms of revenue share in 2017. This can be attributed to the increasing availability of smart devices coupled with rising consumer preference for mobile gaming over traditional console gaming. Furthermore, a large number of games are available for smartphones that support MR technology which encourages users to spend on these devices as opposed to PCs or consoles where only a limited number of titles are available due to high costs associated with them.
The PC-based MR games have greater potential than their smartphone counterparts as they offer more immersive experiences due to higher hardware requirements.
Regional Analysis:
North America dominated the global market in terms of revenue share in 2017. The region is expected to continue its dominance over the forecast period owing to increasing investments by technology companies and presence of a large number of industry players. Moreover, growing popularity and adoption of these devices are also contributing towards regional growth. Increasing use cases such as training simulations, gaming applications, augmented reality are driving the regional demand for mixed reality games.
Asia Pacific is anticipated to be one of the fastest-growing regions due to increasing penetration rates coupled with rising disposable income levels among consumers especially in China.
Growth Factors:
- Increasing demand for Mixed Reality games from the entertainment sector
- Growing popularity of VR headsets and accessories
- Proliferation of AR content and apps in the market
- Rising demand for MR games from the education sector
- Increasing investments in R&D by game developers to create innovative MR games
Scope Of The Report
Report Attributes
Report Details
Report Title
Mixed Reality Game Market Research Report
By Type
Single Player, Multi Player
By Application
Smartphone Terminal, PC Terminal, Other
By Companies
Canon Inc., PlayStation, Oculus, Seiko Epson Corporation, Infinity Augmented Reality Inc., CCP, Microsoft Corporation, Osterhout Design Group, Lenovo Group Ltd., Six Flags Entertainment Corporation, Dagri LLC, HTC Corporation, Meta Company, Magic Leap Inc., Recon Instruments Inc., Ubisoft Entertainment, Samsung Electronics Co. Ltd.
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
139
Number of Tables & Figures
98
Customization Available
Yes, the report can be customized as per your need.
Global Mixed Reality Game Market Report Segments:
The global Mixed Reality Game market is segmented on the basis of:
Types
Single Player, Multi Player
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
Smartphone Terminal, PC Terminal, Other
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:
- Canon Inc.
- PlayStation
- Oculus
- Seiko Epson Corporation
- Infinity Augmented Reality Inc.
- CCP
- Microsoft Corporation
- Osterhout Design Group
- Lenovo Group Ltd.
- Six Flags Entertainment Corporation
- Dagri LLC
- HTC Corporation
- Meta Company
- Magic Leap Inc.
- Recon Instruments Inc.
- Ubisoft Entertainment
- Samsung Electronics Co. Ltd.
Highlights of The Mixed Reality Game 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:
- Single Player
- Multi Player
- By Application:
- Smartphone Terminal
- PC Terminal
- Other
- 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 Mixed Reality Game 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?
Mixed Reality Game is a type of game that uses both virtual and real-world elements. Players use their devices to interact with the game environment, which can include objects, people, and locations. This allows for more immersive experiences than traditional games.
Some of the major players in the mixed reality game market are Canon Inc., PlayStation, Oculus, Seiko Epson Corporation, Infinity Augmented Reality Inc., CCP, Microsoft Corporation, Osterhout Design Group, Lenovo Group Ltd., Six Flags Entertainment Corporation, Dagri LLC, HTC Corporation, Meta Company, Magic Leap Inc., Recon Instruments Inc., Ubisoft Entertainment, Samsung Electronics Co. Ltd..
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Mixed Reality Game 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 Mixed Reality Game Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 Mixed Reality Game 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 Mixed Reality Game 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 Mixed Reality Game Market Size & Forecast, 2018-2028 4.5.1 Mixed Reality Game Market Size and Y-o-Y Growth 4.5.2 Mixed Reality Game Market Absolute $ Opportunity
Chapter 5 Global Mixed Reality Game 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 Mixed Reality Game Market Size Forecast by Type
5.2.1 Single Player
5.2.2 Multi Player
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global Mixed Reality Game 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 Mixed Reality Game Market Size Forecast by Applications
6.2.1 Smartphone Terminal
6.2.2 PC Terminal
6.2.3 Other
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global Mixed Reality Game 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 Mixed Reality Game 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 Mixed Reality Game Analysis and Forecast
9.1 Introduction
9.2 North America Mixed Reality Game 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 Mixed Reality Game Market Size Forecast by Type
9.6.1 Single Player
9.6.2 Multi Player
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 Mixed Reality Game Market Size Forecast by Applications
9.10.1 Smartphone Terminal
9.10.2 PC Terminal
9.10.3 Other
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 Mixed Reality Game Analysis and Forecast
10.1 Introduction
10.2 Europe Mixed Reality Game 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 Mixed Reality Game Market Size Forecast by Type
10.6.1 Single Player
10.6.2 Multi Player
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 Mixed Reality Game Market Size Forecast by Applications
10.10.1 Smartphone Terminal
10.10.2 PC Terminal
10.10.3 Other
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 Mixed Reality Game Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific Mixed Reality Game 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 Mixed Reality Game Market Size Forecast by Type
11.6.1 Single Player
11.6.2 Multi Player
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 Mixed Reality Game Market Size Forecast by Applications
11.10.1 Smartphone Terminal
11.10.2 PC Terminal
11.10.3 Other
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 Mixed Reality Game Analysis and Forecast
12.1 Introduction
12.2 Latin America Mixed Reality Game 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 Mixed Reality Game Market Size Forecast by Type
12.6.1 Single Player
12.6.2 Multi Player
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 Mixed Reality Game Market Size Forecast by Applications
12.10.1 Smartphone Terminal
12.10.2 PC Terminal
12.10.3 Other
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) Mixed Reality Game Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) Mixed Reality Game 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) Mixed Reality Game Market Size Forecast by Type
13.6.1 Single Player
13.6.2 Multi Player
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) Mixed Reality Game Market Size Forecast by Applications
13.10.1 Smartphone Terminal
13.10.2 PC Terminal
13.10.3 Other
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 Mixed Reality Game Market: Competitive Dashboard
14.2 Global Mixed Reality Game Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 Canon Inc.
14.3.2 PlayStation
14.3.3 Oculus
14.3.4 Seiko Epson Corporation
14.3.5 Infinity Augmented Reality Inc.
14.3.6 CCP
14.3.7 Microsoft Corporation
14.3.8 Osterhout Design Group
14.3.9 Lenovo Group Ltd.
14.3.10 Six Flags Entertainment Corporation
14.3.11 Dagri LLC
14.3.12 HTC Corporation
14.3.13 Meta Company
14.3.14 Magic Leap Inc.
14.3.15 Recon Instruments Inc.
14.3.16 Ubisoft Entertainment
14.3.17 Samsung Electronics Co. Ltd.