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Global Augmented Reality Gaming Market Exploring Future Growth and Trends by 2018-2025 : Blippar, Catchoom, Qualcomm

Qyresearchreports include new market research report "Global Augmented Reality Gaming Market Insights, Forecast to 2025" to its huge collection of research reports.

 

New York, NY -- (SBWIRE) -- 02/14/2019 -- Augmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics or GPS data. It is related to a more general concept called mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. As a result, the technology functions by enhancing ones current perception of reality.

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North America is anticipated to emerge as a leading global augmented reality market in overall gaming business. This growth has been spurred by growth in consumers disposable income and constant technological innovation. However, South Korea and China in Asia Pacific region are poised to remain as lucrative growth regions throughout the forecast period. From the global standpoint, factors such as technological breakthroughs are foreseen to drive market growth, whereas the upgrade cost of augmented reality devices and high maintenance is expected to curtail growth to some extent.

The Augmented Reality Gaming market was valued at xx Million US$ in 2018 and is projected to reach xx Million US$ by 2025, at a CAGR of xx% during the forecast period. In this study, 2018 has been considered as the base year and 2019 to 2025 as the forecast period to estimate the market size for Augmented Reality Gaming.

This report presents the worldwide Augmented Reality Gaming market size (value, production and consumption), splits the breakdown (data status 2014-2019 and forecast to 2025), by manufacturers, region, type and application.
This study also analyzes the market status, market share, growth rate, future trends, market drivers, opportunities and challenges, risks and entry barriers, sales channels, distributors and Porter's Five Forces Analysis.

The following manufacturers are covered in this report:
Augmented Pixels
Aurasma
Blippar
Catchoom
Infinity Augmented Reality
Metaio
Qualcomm
Total Immersion
VividWorks
Wikitude
Zappar

Augmented Reality Gaming Breakdown Data by Type
Head Mounted Display
Handheld Display
Spatial Display

Augmented Reality Gaming Breakdown Data by Application
Commercial Use
Home Use

Complete report with detailed table of content is available at: https://www.qyresearchreports.com/report/global-augmented-reality-gaming-market-insights-forecast-to-2025.htm

Augmented Reality Gaming Production by Region
United States
Europe
China
Japan
South Korea
Other Regions

The study objectives of this report are:

To analyze and study the global Augmented Reality Gaming capacity, production, value, consumption, status (2013-2017) and forecast (2018-2025);
Focuses on the key Augmented Reality Gaming manufacturers, to study the capacity, production, value, market share and development plans in future.
Focuses on the global key manufacturers, to define, describe and analyze the market competition landscape, SWOT analysis.
To define, describe and forecast the market by type, application and region.
To analyze the global and key regions market potential and advantage, opportunity and challenge, restraints and risks.
To identify significant trends and factors driving or inhibiting the market growth.
To analyze the opportunities in the market for stakeholders by identifying the high growth segments.
To strategically analyze each submarket with respect to individual growth trend and their contribution to the market
To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market
To strategically profile the key players and comprehensively analyze their growth strategies.

In this study, the years considered to estimate the market size of Augmented Reality Gaming :
History Year: 2014 - 2018
Base Year: 2018
Estimated Year: 2019
Forecast Year: 2019 - 2025

This report includes the estimation of market size for value (million USD) and volume (K Units). Both top-down and bottom-up approaches have been used to estimate and validate the market size of Augmented Reality Gaming market, to estimate the size of various other dependent submarkets in the overall market. Key players in the market have been identified through secondary research, and their market shares have been determined through primary and secondary research. All percentage shares, splits, and breakdowns have been determined using secondary sources and verified primary sources.

For the data information by region, company, type and application, 2017 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

Key Stakeholders

Augmented Reality Gaming Manufacturers
Augmented Reality Gaming Distributors/Traders/Wholesalers
Augmented Reality Gaming Subcomponent Manufacturers
Industry Association
Downstream Vendors

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