Global Augmented Reality / Virtual Reality Gaming Market - Industry Trends and Forecast to 2028

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Global Augmented Reality / Virtual Reality Gaming Market - Industry Trends and Forecast to 2028

  • ICT
  • Upcoming Report
  • Nov 2021
  • Global
  • 350 Pages
  • No of Tables: 220
  • No of Figures: 60

Global Augmented Reality/Virtual Reality Gaming Market, By Components (Hardware and Software), Connecting Device (Gaming Console, PC and Desktop and Smartphone), Organisation Size (Large Enterprises and Small and Medium-sized Enterprises), Application (Consumer and Enterprise), Industry Vertical (Entertainment and Media, Aerospace and Defense, Healthcare, Education, Manufacturing, Retail and Others), Country (U.S., Canada, Mexico, Brazil, Argentina, Rest of South America, Germany, Italy, U.K., France, Spain, Netherlands, Belgium, Switzerland, Turkey, Russia, Rest of Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific, Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of the Middle East and Africa) Industry Trends and Forecast to 2028.

Augmented Reality/Virtual Reality Gaming Market

Market Analysis and Insights: Global Augmented Reality/Virtual Reality Gaming Market

The augmented reality/virtual reality gaming market is expected to witness market growth at a rate of 19.0% in the forecast period of 2021 to 2028 and is expected to reach USD 42,403.58 million by 2028. Data Bridge Market Research report on augmented reality/virtual reality gaming market provides analysis and insights regarding the various factors expected to be prevalent throughout the forecast period while providing their impacts on the market's growth. The rise in the trends in video gaming is escalating the growth of augmented reality/virtual reality gaming market.

Augmented reality is known to be a technology, which utilizes the existing user’s environment and overlays the virtual or digital content or information over it to offer an immersive digital experience in a real-time environment. Virtual reality can be referred to as a technology that creates a simulated environment through the utilization of computer technology. Virtual reality provides an immersed 3D environment to the user by simulating various senses such as touch, vision, hearing, and even smell.

Major factors that are expected to boost the growth of the AUG augmented reality/virtual reality gaming market in the forecast period are the rise in the need for HMD in the gaming and entertainment industry. Furthermore, the consumers are demanding new-fangled sources of entertainment because of the rise in their expenditure capacity and are therefore, seen to be engaging in virtual reality games is further anticipated to propel the growth of the augmented reality/virtual reality gaming market. moreover, the usage of a three dimensional real time environment with the developed graphics and sound technology is further estimated to cushion the growth of the augmented reality/virtual reality gaming market. On the other hand, the dearth of efficient user experience design is further projected to impede the growth of the augmented reality/virtual reality gaming market in the timeline period.

  • In addition, the augmented deployment of VR technology in aerospace and defense and in the architecture and planning sector will further provide potential opportunities for the growth of the augmented reality/virtual reality gaming market in the coming years. However, the advancing risks and threats to data integrity which might further challenge the growth of the augmented reality/virtual reality gaming market in the near future.

This augmented reality/virtual reality gaming market report provides details of new recent developments, trade regulations, import-export analysis, production analysis, value chain optimization, market share, the impact of domestic and localized market players, analyses opportunities in terms of emerging revenue pockets, changes in market regulations, strategic market growth analysis, market size, category market growths, application niches and dominance, product approvals, product launches, geographic expansions, technological innovations in the market. To gain more info on the augmented reality/virtual reality gaming market, contact Data Bridge Market Research for an Analyst Brief. Our team will help you take an informed market decision to achieve market growth.

Global Augmented Reality/Virtual Reality Gaming Market Scope and Market Size

The augmented reality/virtual reality gaming market is segmented on the basis of components, connecting device, organisation size, applications, and industry vertical. The growth among segments helps you analyse niche pockets of growth and strategies to approach the market and determine your core application areas and the difference in your target markets.    

  • On the basis of components, the augmented reality/virtual reality gaming market has been segmented into hardware and software.
  • On the basis of connecting device, the augmented reality/virtual reality gaming market has been segmented into gaming console, PC and desktop and smartphone.
  • On the basis of organisation size, the augmented reality/virtual reality gaming market has been segmented into large enterprises and small and medium-sized enterprises.
  • On the basis of application, the augmented reality/virtual reality gaming market has been segmented into consumer and enterprise.
  • On the basis of industry vertical, the augmented reality/virtual reality gaming market has been segmented into entertainment and media, aerospace and defense, healthcare, education, manufacturing, retail and others.

Augmented Reality/Virtual Reality Gaming Market Country Level Analysis

The augmented reality/virtual reality gaming market is segmented on the basis of components, connecting device, organisation size, applications, and industry vertical.    

The countries covered in the augmented reality/virtual reality gaming market report are the U.S., Canada, and Mexico in North America, Brazil, Argentina, and the rest of South America as part of South America, Germany, Italy, U.K., France, Spain, Netherlands, Belgium, Switzerland, Turkey, Russia, Rest of Europe in Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific (APAC)  in the Asia-Pacific (APAC), Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa (MEA) as a part of the Middle East and Africa (MEA).

 Asia-Pacific dominates the augmented reality/virtual reality gaming market due to the large consumer base and augmented adoption of VR games on smartphones. Furthermore, the rise in the acceptance of technology, aided by high-speed 5G network deployment will further boost the growth of the augmented reality/virtual reality gaming market in the region during the forecast period. Latin America is projected to observe significant amount of growth in the augmented reality/virtual reality gaming market due to the rise in the number of start-ups in the virtual reality space. Moreover, the increase in the crowdfunding is further anticipated to propel the growth of the augmented reality/virtual reality gaming market in the region in the coming years.

The country section of the report also provides individual market impacting factors and changes in regulation in the market domestically that impact the current and future trends of the market. Data points like downstream and upstream value chain analysis, technical trends and porter's five forces analysis, case studies are some of the pointers used to forecast the market scenario for individual countries. Also, the presence and availability of global brands and their challenges faced due to large or scarce competition from local and domestic brands, the impact of domestic tariffs, and trade routes are considered while providing forecast analysis of the country data.   

Competitive Landscape and Augmented Reality/Virtual Reality Gaming Market Share Analysis

The augmented reality/virtual reality gaming market competitive landscape provides details by a competitor. Details included are company overview, company financials, revenue generated, market potential, investment in research and development, new market initiatives, regional presence, company strengths and weaknesses, product launch, product width and breadth, application dominance. The above data points provided are only related to the companies' focus related to the augmented reality/virtual reality gaming market.

The major players covered in the augmented reality/virtual reality gaming market report are FOVE, Inc., Google LLC, Facebook Technologies LLC., Razor, Sony Corporation, Zeiss International, AMD Global Telemedicine, GoPro, Inc., Largan Precision, NVIDIA Corporation, Qualcomm Technologies, Inc., bHaptics, HTC Corporation, SAMSUNG and TESLASUIT among other domestic and global players. Market share data is available for global, North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA), and South America separately. DBMR analysts understand competitive strengths and provide competitive analysis for each competitor separately.


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Research Methodology

Data collection and base year analysis are done using data collection modules with large sample sizes. The stage includes obtaining market information or related data through various sources and strategies. It includes examining and planning all the data acquired from the past in advance. It likewise envelops the examination of information inconsistencies seen across different information sources. The market data is analysed and estimated using market statistical and coherent models. Also, market share analysis and key trend analysis are the major success factors in the market report. To know more, please request an analyst call or drop down your inquiry.

The key research methodology used by DBMR research team is data triangulation which involves data mining, analysis of the impact of data variables on the market and primary (industry expert) validation. Data models include Vendor Positioning Grid, Market Time Line Analysis, Market Overview and Guide, Company Positioning Grid, Patent Analysis, Pricing Analysis, Company Market Share Analysis, Standards of Measurement, Global versus Regional and Vendor Share Analysis. To know more about the research methodology, drop in an inquiry to speak to our industry experts.

Customization Available

Data Bridge Market Research is a leader in advanced formative research. We take pride in servicing our existing and new customers with data and analysis that match and suits their goal. The report can be customized to include price trend analysis of target brands understanding the market for additional countries (ask for the list of countries), clinical trial results data, literature review, refurbished market and product base analysis. Market analysis of target competitors can be analyzed from technology-based analysis to market portfolio strategies. We can add as many competitors that you require data about in the format and data style you are looking for. Our team of analysts can also provide you data in crude raw excel files pivot tables (Fact book) or can assist you in creating presentations from the data sets available in the report.

Frequently Asked Questions

The Augmented Reality / Virtual Reality Gaming Market size will be worth USD 42,403.58 million by 2028.
The Augmented Reality / Virtual Reality Gaming Market growth rate will be 19.0% by 2028
The rise in the need for HMD in the gaming and entertainment industry and consumers are demanding new-fangled sources of entertainment because of the rise in their expenditure capacity are the growth drivers of the Augmented Reality / Virtual Reality Gaming Market.
The components, connecting device, organisation size, applications, and industry vertical are the factors on which the Augmented Reality / Virtual Reality Gaming Market research is based.
The major companies in the Augmented Reality / Virtual Reality Gaming Market are FOVE, Inc., Google LLC, Facebook Technologies LLC., Razor, Sony Corporation, Zeiss International, AMD Global Telemedicine, GoPro, Inc., Largan Precision, NVIDIA Corporation, Qualcomm Technologies, Inc., bHaptics, HTC Corporation, SAMSUNG and TESLASUIT.