Cover Image

遊戲的擴增實境 (AR) 的全球市場:2016年∼2020年

Global Augmented Reality in Gaming Market 2016-2020

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 356756
出版日期 內容資訊 英文 52 Pages
Back to Top
遊戲的擴增實境 (AR) 的全球市場:2016年∼2020年 Global Augmented Reality in Gaming Market 2016-2020
出版日期: 2016年04月15日 內容資訊: 英文 52 Pages



第1章 摘要整理

第2章 報告的範圍

第3章 市場調查的方法

  • 調查方法
  • 經濟指標

第4章 簡介

第5章 行動AR的價值鏈

第6章 市場的狀況

  • 市場規模與預測
  • 波特的五力分析

第7章 各階段市場區隔

  • 歐洲/中東/非洲
  • 南北美洲
  • 亞太地區

第8章 推動市場的要素

  • 行動設備的AR引進擴大
  • 手機遊戲市場成長
  • 同時定位地圖作成技術

第9章 推動市場要素的影響

第10章 市場課題

第11章 促進要素與課題的影響

第12章 市場趨勢

  • AR計劃的群眾集資
  • depth相機的登場
  • 移動平台間的互通性

第13章 購買行動

第14章 供應商狀況

  • 競爭模式
  • 主要供應商

第15章 市場摘要

  • 市場魅力

第16章 分析師的見解

第17章 附錄

第18章 Technavio的其他報告

Product Code: IRTNTR8913

About Augmented Reality Market for Gaming

AR technology blends digital content with the physical world. It allows users to scan the physical environment and provides an enhanced or augmented experience by adding virtual computer-generated information. End-users can make use of this technology through apps developed for mobile devices.

Gaming is an important consumer segment that AR can revolutionize. Most mobile games are preloaded with the developer versions of terrains, levels, and characters. AR gives gamers the opportunity to create their own racing terrains, characters, and targets. For instance, individuals waiting in a metro station can scan their surroundings to create their version of the "Subway Surfers" game. The user could be the character running on tracks or jumping over trains. Similarly, an office space could be converted into a skating rink, and the gamer could be the character skating around the office. Racing games can also become a whole new experience. Players can scan their local surroundings to create a virtual track and invite neighbors and friends to race.

Technavio's analysts forecast the global AR market for gaming to grow at a CAGR of 174.2% during the period 2016-2020.

Covered in this report

The report covers the present scenario and the growth prospects of the global AR market for gaming during 2016-2020. To calculate the market size, the report covers the revenue generated from the sales of AR gaming apps as well as in-app purchases made by individual consumers.

The market is divided into the following segments based on geography:

  • Americas
  • APAC
  • EMEA

Technavio's report, Global Augmented Reality Market for Gaming 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors

  • Augmented Pixels
  • Aurasma
  • Blippar
  • Catchoom
  • Infinity Augmented Reality
  • Metaio
  • Qualcomm
  • Total Immersion
  • VividWorks
  • Wikitude
  • Zappar

Market driver

  • Increased integration of AR into mobile devices
  • For a full, detailed list, view our report

Market challenge

  • Lack of content
  • For a full, detailed list, view our report

Market trend

  • Crowdfunding of AR projects
  • For a full, detailed list, view our report

Key questions answered in this report

  • What will the market size be in 2020 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?
  • What are the market opportunities and threats faced by the key vendors?
  • What are the strengths and weaknesses of the key vendors?

You can request one free hour of our analyst's time when you purchase this market report. Details are provided within the report.

Table of Contents

PART 01: Executive summary

  • Highlights

PART 02: Scope of the report

  • Market overview

PART 03: Market research methodology

  • Research methodology
  • Economic indicators

PART 04: Introduction

  • Key market highlights
  • Market prospects of AR

PART 05: Mobile AR value chain

PART 06: Market landscape

  • Market size and forecast
  • Five forces analysis

PART 07: Geographical segmentation

  • EMEA
  • Americas
  • APAC

PART 08: Market drivers

  • Increased integration of AR into mobile devices
  • Growing mobile gaming market
  • Simultaneous localization and mapping technology

PART 09: Impact of drivers

PART 10: Market challenges

  • Lack of content
  • Connectivity issues
  • Lack of awareness and limitations

PART 11: Impact of drivers and challenges

PART 12: Market trends

  • Crowdfunding of AR projects
  • Emergence of depth-sensing cameras
  • Interoperability across mobile platforms

PART 13: Buying behavior

PART 14: Vendor landscape

  • Competitive scenario
  • Key vendors

PART 15: Market summary

  • Market attractiveness

PART 16: Analyst insights

PART 17: Appendix

  • List of abbreviations

PART 18: Explore Technavio

List of Exhibits

  • Exhibit 01: AR ecosystem
  • Exhibit 02: Timeline of AR technology
  • Exhibit 03: Mobile AR value chain: Current state
  • Exhibit 04: Mobile AR value chain: Future state
  • Exhibit 05: Mobile AR value chain: Catchoom
  • Exhibit 06: Global AR market for gaming 2015-2020 ($ millions)
  • Exhibit 07: Five forces analysis
  • Exhibit 08: Global AR market for gaming: Geographical segmentation 2015
  • Exhibit 09: Global AR market for gaming by geography 2015-2020
  • Exhibit 10: Global AR market for gaming by geography 2015-2020 ($ millions)
  • Exhibit 11: AR market for gaming in EMEA 2015-2020 ($ millions)
  • Exhibit 12: AR market for gaming in Americas 2015-2020 ($ millions)
  • Exhibit 13: AR market for gaming in APAC 2015-2020 ($ millions)
  • Exhibit 14: Global AR market for gaming: CAGR comparison by geography
  • Exhibit 15: Impact of drivers
  • Exhibit 16: Impact of drivers and challenges
  • Exhibit 17: Vendor selection parameters
  • Exhibit 18: Global AR market for gaming: Traction by geography
  • Exhibit 19: Mobile device shipments 2015-2020 (billions of units)
  • Exhibit 20: Addressable market for AR gaming 2015-2020 (billions of users)
  • Exhibit 21: Average revenue per user 2015-2020
Back to Top