Report Detail

Service & Software Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size, Status and Forecast 2020-2026

  • RnM3940930
  • |
  • 30 March, 2020
  • |
  • Global
  • |
  • 91 Pages
  • |
  • QYResearch
  • |
  • Service & Software

This report focuses on the global Augmented Reality(AR) and Virtual Reality(VR) In Gaming status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Augmented Reality(AR) and Virtual Reality(VR) In Gaming development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.

The key players covered in this study
Niantic
Sony
Valve
Ubisoft
Next Games
Ludia Inc
Six To Start
esDot

Market segment by Type, the product can be split into
Motion-tracking
Camera-tracking
RFID
GPS
Others
Market segment by Application, split into
Augmented Reality Game
Virtual Reality Game
Hybrid

Market segment by Regions/Countries, this report covers
North America
Europe
China
Japan
Southeast Asia
India
Central & South America

The study objectives of this report are:
To analyze global Augmented Reality(AR) and Virtual Reality(VR) In Gaming status, future forecast, growth opportunity, key market and key players.
To present the Augmented Reality(AR) and Virtual Reality(VR) In Gaming development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by type, market and key regions.

In this study, the years considered to estimate the market size of Augmented Reality(AR) and Virtual Reality(VR) In Gaming are as follows:
History Year: 2015-2019
Base Year: 2019
Estimated Year: 2020
Forecast Year 2020 to 2026
For the data information by region, company, type and application, 2019 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.


Table of Contents

    1 Report Overview

    • 1.1 Study Scope
    • 1.2 Key Market Segments
    • 1.3 Players Covered: Ranking by Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue
    • 1.4 Market Analysis by Type
      • 1.4.1 Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size Growth Rate by Type: 2020 VS 2026
      • 1.4.2 Motion-tracking
      • 1.4.3 Camera-tracking
      • 1.4.4 RFID
      • 1.4.5 GPS
      • 1.4.6 Others
    • 1.5 Market by Application
      • 1.5.1 Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Share by Application: 2020 VS 2026
      • 1.5.2 Augmented Reality Game
      • 1.5.3 Virtual Reality Game
      • 1.5.4 Hybrid
    • 1.6 Study Objectives
    • 1.7 Years Considered

    2 Global Growth Trends by Regions

    • 2.1 Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Perspective (2015-2026)
    • 2.2 Augmented Reality(AR) and Virtual Reality(VR) In Gaming Growth Trends by Regions
      • 2.2.1 Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size by Regions: 2015 VS 2020 VS 2026
      • 2.2.2 Augmented Reality(AR) and Virtual Reality(VR) In Gaming Historic Market Share by Regions (2015-2020)
      • 2.2.3 Augmented Reality(AR) and Virtual Reality(VR) In Gaming Forecasted Market Size by Regions (2021-2026)
    • 2.3 Industry Trends and Growth Strategy
      • 2.3.1 Market Top Trends
      • 2.3.2 Market Drivers
      • 2.3.3 Market Challenges
      • 2.3.4 Porter’s Five Forces Analysis
      • 2.3.5 Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Growth Strategy
      • 2.3.6 Primary Interviews with Key Augmented Reality(AR) and Virtual Reality(VR) In Gaming Players (Opinion Leaders)

    3 Competition Landscape by Key Players

    • 3.1 Global Top Augmented Reality(AR) and Virtual Reality(VR) In Gaming Players by Market Size
      • 3.1.1 Global Top Augmented Reality(AR) and Virtual Reality(VR) In Gaming Players by Revenue (2015-2020)
      • 3.1.2 Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue Market Share by Players (2015-2020)
      • 3.1.3 Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
    • 3.2 Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Concentration Ratio
      • 3.2.1 Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Concentration Ratio (CR5 and HHI)
      • 3.2.2 Global Top 10 and Top 5 Companies by Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue in 2019
    • 3.3 Augmented Reality(AR) and Virtual Reality(VR) In Gaming Key Players Head office and Area Served
    • 3.4 Key Players Augmented Reality(AR) and Virtual Reality(VR) In Gaming Product Solution and Service
    • 3.5 Date of Enter into Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market
    • 3.6 Mergers & Acquisitions, Expansion Plans

    4 Breakdown Data by Type (2015-2026)

    • 4.1 Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Historic Market Size by Type (2015-2020)
    • 4.2 Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Forecasted Market Size by Type (2021-2026)

    5 Augmented Reality(AR) and Virtual Reality(VR) In Gaming Breakdown Data by Application (2015-2026)

    • 5.1 Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size by Application (2015-2020)
    • 5.2 Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Forecasted Market Size by Application (2021-2026)

    6 North America

    • 6.1 North America Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size (2015-2020)
    • 6.2 Augmented Reality(AR) and Virtual Reality(VR) In Gaming Key Players in North America (2019-2020)
    • 6.3 North America Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size by Type (2015-2020)
    • 6.4 North America Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size by Application (2015-2020)

    7 Europe

    • 7.1 Europe Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size (2015-2020)
    • 7.2 Augmented Reality(AR) and Virtual Reality(VR) In Gaming Key Players in Europe (2019-2020)
    • 7.3 Europe Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size by Type (2015-2020)
    • 7.4 Europe Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size by Application (2015-2020)

    8 China

    • 8.1 China Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size (2015-2020)
    • 8.2 Augmented Reality(AR) and Virtual Reality(VR) In Gaming Key Players in China (2019-2020)
    • 8.3 China Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size by Type (2015-2020)
    • 8.4 China Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size by Application (2015-2020)

    9 Japan

    • 9.1 Japan Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size (2015-2020)
    • 9.2 Augmented Reality(AR) and Virtual Reality(VR) In Gaming Key Players in Japan (2019-2020)
    • 9.3 Japan Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size by Type (2015-2020)
    • 9.4 Japan Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size by Application (2015-2020)

    10 Southeast Asia

    • 10.1 Southeast Asia Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size (2015-2020)
    • 10.2 Augmented Reality(AR) and Virtual Reality(VR) In Gaming Key Players in Southeast Asia (2019-2020)
    • 10.3 Southeast Asia Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size by Type (2015-2020)
    • 10.4 Southeast Asia Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size by Application (2015-2020)

    11 India

    • 11.1 India Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size (2015-2020)
    • 11.2 Augmented Reality(AR) and Virtual Reality(VR) In Gaming Key Players in India (2019-2020)
    • 11.3 India Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size by Type (2015-2020)
    • 11.4 India Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size by Application (2015-2020)

    12 Central & South America

    • 12.1 Central & South America Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size (2015-2020)
    • 12.2 Augmented Reality(AR) and Virtual Reality(VR) In Gaming Key Players in Central & South America (2019-2020)
    • 12.3 Central & South America Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size by Type (2015-2020)
    • 12.4 Central & South America Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size by Application (2015-2020)

    13 Key Players Profiles

    • 13.1 Niantic
      • 13.1.1 Niantic Company Details
      • 13.1.2 Niantic Business Overview and Its Total Revenue
      • 13.1.3 Niantic Augmented Reality(AR) and Virtual Reality(VR) In Gaming Introduction
      • 13.1.4 Niantic Revenue in Augmented Reality(AR) and Virtual Reality(VR) In Gaming Business (2015-2020))
      • 13.1.5 Niantic Recent Development
    • 13.2 Sony
      • 13.2.1 Sony Company Details
      • 13.2.2 Sony Business Overview and Its Total Revenue
      • 13.2.3 Sony Augmented Reality(AR) and Virtual Reality(VR) In Gaming Introduction
      • 13.2.4 Sony Revenue in Augmented Reality(AR) and Virtual Reality(VR) In Gaming Business (2015-2020)
      • 13.2.5 Sony Recent Development
    • 13.3 Valve
      • 13.3.1 Valve Company Details
      • 13.3.2 Valve Business Overview and Its Total Revenue
      • 13.3.3 Valve Augmented Reality(AR) and Virtual Reality(VR) In Gaming Introduction
      • 13.3.4 Valve Revenue in Augmented Reality(AR) and Virtual Reality(VR) In Gaming Business (2015-2020)
      • 13.3.5 Valve Recent Development
    • 13.4 Ubisoft
      • 13.4.1 Ubisoft Company Details
      • 13.4.2 Ubisoft Business Overview and Its Total Revenue
      • 13.4.3 Ubisoft Augmented Reality(AR) and Virtual Reality(VR) In Gaming Introduction
      • 13.4.4 Ubisoft Revenue in Augmented Reality(AR) and Virtual Reality(VR) In Gaming Business (2015-2020)
      • 13.4.5 Ubisoft Recent Development
    • 13.5 Next Games
      • 13.5.1 Next Games Company Details
      • 13.5.2 Next Games Business Overview and Its Total Revenue
      • 13.5.3 Next Games Augmented Reality(AR) and Virtual Reality(VR) In Gaming Introduction
      • 13.5.4 Next Games Revenue in Augmented Reality(AR) and Virtual Reality(VR) In Gaming Business (2015-2020)
      • 13.5.5 Next Games Recent Development
    • 13.6 Ludia Inc
      • 13.6.1 Ludia Inc Company Details
      • 13.6.2 Ludia Inc Business Overview and Its Total Revenue
      • 13.6.3 Ludia Inc Augmented Reality(AR) and Virtual Reality(VR) In Gaming Introduction
      • 13.6.4 Ludia Inc Revenue in Augmented Reality(AR) and Virtual Reality(VR) In Gaming Business (2015-2020)
      • 13.6.5 Ludia Inc Recent Development
    • 13.7 Six To Start
      • 13.7.1 Six To Start Company Details
      • 13.7.2 Six To Start Business Overview and Its Total Revenue
      • 13.7.3 Six To Start Augmented Reality(AR) and Virtual Reality(VR) In Gaming Introduction
      • 13.7.4 Six To Start Revenue in Augmented Reality(AR) and Virtual Reality(VR) In Gaming Business (2015-2020)
      • 13.7.5 Six To Start Recent Development
    • 13.8 esDot
      • 13.8.1 esDot Company Details
      • 13.8.2 esDot Business Overview and Its Total Revenue
      • 13.8.3 esDot Augmented Reality(AR) and Virtual Reality(VR) In Gaming Introduction
      • 13.8.4 esDot Revenue in Augmented Reality(AR) and Virtual Reality(VR) In Gaming Business (2015-2020)
      • 13.8.5 esDot Recent Development

    14 Analyst's Viewpoints/Conclusions

      15 Appendix

      • 15.1 Research Methodology
        • 15.1.1 Methodology/Research Approach
        • 15.1.2 Data Source
      • 15.2 Disclaimer

      Summary:
      Get latest Market Research Reports on Augmented Reality(AR) and Virtual Reality(VR) In Gaming. Industry analysis & Market Report on Augmented Reality(AR) and Virtual Reality(VR) In Gaming is a syndicated market report, published as Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size, Status and Forecast 2020-2026. It is complete Research Study and Industry Analysis of Augmented Reality(AR) and Virtual Reality(VR) In Gaming market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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