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
  • Nov 2021
  • Global
  • 350 Pages
  • No of Tables: 220
  • No of Figures: 60
  • Author : Megha Gupta

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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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Table of Content

1 INTRODUCTION

1.1 OBJECTIVES OF THE STUDY

1.2 MARKET DEFINITION

1.3 OVERVIEW OF GLOBAL AUGMENTED REALITY / VIRTUAL REALITY GAMING MARKET

1.4 CURRENCY AND PRICING

1.5 LIMITATION

1.6 MARKETS COVERED

2 MARKET SEGMENTATION

2.1 KEY TAKEAWAYS

2.2 ARRIVING AT THE GLOBAL AUGMENTED REALITY / VIRTUAL REALITY GAMING MARKET

2.2.1 VENDOR POSITIONING GRID

2.2.2 TECHNOLOGY LIFE LINE CURVE

2.2.3 MARKET GUIDE

2.2.4 COMPANY POSITIONING GRID

2.2.5 COMAPANY MARKET SHARE ANALYSIS

2.2.6 MULTIVARIATE MODELLING

2.2.7 TOP TO BOTTOM ANALYSIS

2.2.8 STANDARDS OF MEASUREMENT

2.2.9 VENDOR SHARE ANALYSIS

2.2.10 DATA POINTS FROM KEY PRIMARY INTERVIEWS

2.2.11 DATA POINTS FROM KEY SECONDARY DATABASES

2.3 GLOBAL AUGMENTED REALITY / VIRTUAL REALITY GAMING MARKET: RESEARCH SNAPSHOT

2.4 ASSUMPTIONS

3 MARKET OVERVIEW AND INDUSTRY TRENDS

3.1 DRIVERS

3.2 RESTRAINTS

3.3 OPPORTUNITIES

3.4 CHALLENGES

4 EXECUTIVE SUMMARY

5 PREMIUM INSIGHTS

5.1 PORTER’S FIVE FORCES ANALYSIS

5.2 REGULATORY STANDARDS

5.3 INDUSTRY ANALYSIS & FUTURISTIC SCENARIO

5.4 PENETRATION AND GROWTH POSPECT MAPPING

5.5 NEW BUSINESS AND EMERGING BUSINESS'S REVENUE OPPORTUNITIES

5.6 GO TO MARKET STRATEGY

5.7 PESTLE ANALYSIS

5.8 VALUE CHAIN ANALYSIS

5.9 CUSTOMER PREFERENCES

5.1 TECHNOLOGY ANALYSIS

5.10.1 KEY TECHNOLOGIES

5.10.2 COMPLEMENTARY TECHNOLOGIES

5.10.3 ADJACENT TECHNOLOGIES

FIGURE 1 TECHNOLOGY MATRIX

Company Product/Service offered

5.11 COMPANY COMPETITIVE ANALYSIS

5.11.1 STRATEGIC DEVELOPMENT

5.11.2 TECHNOLOGY IMPLEMENTATION PROCESS

5.11.2.1. CHALLENGES

5.11.2.2. INHOUSE IMPLEMENTATION/OUTSOURCED (THIRD PARTY) IMPLEMENTATION

5.11.3 CUSTOMER BASE

5.11.4 SERVICE POSITIONING

5.11.5 CUSTOMER FEEDBACK/RATING (B2B OR B2C)

5.11.6 APPLICATION REACH

5.11.7 SERVICE PLATFORM MATRIX

FIGURE 2 COMPANY COMPARATIVE ANALYSIS

Parameters Company A

Market Share

Growth (%)

Target Audience

Price Structure

Market Strategies

Customer Feedback

Service Positioning

Customer Feedback/Rating

Strategic Development

Application Reach

6 GLOBAL AUGMENTED REALITY / VIRTUAL REALITY GAMING MARKET, BY OFFERING

6.1 OVERVIEW

6.2 DEVICE

6.2.1 DEVICES

6.2.2 SMART GLASSES

6.2.3 GLOVES

6.2.4 HEAD MOUNTED DISPLAYS (HMDS)

6.2.5 OTHERS

6.3 SOFTWARE

6.3.1 TYPE

6.3.1.1. AR SOFTWARE

6.3.1.2. VR CONTENT CREATION

6.3.1.3. OTHERS

6.3.2 DEPLOYMENT

6.3.2.1. CLOUD

6.3.2.2. ON PREMISE

6.4 SERVICES

6.4.1 PROFESSIONAL SERVICES

6.4.1.1. SUPPORT AND MAINTENANCE

6.4.1.2. TRAINING AND CONSULTING

6.4.1.3. SYSTEM INTEGRATION

6.4.2 MANAGED SERVICES

7 GLOBAL AUGMENTED REALITY / VIRTUAL REALITY GAMING MARKET, BY DEVICE TYPE

7.1 OVERVIEW

7.2 TABLETS

7.3 SMARTPHONES

7.4 COMPUTER

7.5 GAMING CONSOLES

7.6 OTHERS

8 GLOBAL AUGMENTED REALITY / VIRTUAL REALITY GAMING MARKET, BY TECHNOLOGY

8.1 OVERVIEW

8.2 AUGMENTED REALITY

8.2.1 MARKER BASED

8.2.2 MARKLESS

8.2.3 ANCHOR BASED

8.3 VIRTUAL REALITY

8.3.1 FULLY AND SEMMI IMMERSIVE

8.3.2 NON-IMMERSIVE

9 GLOBAL AUGMENTED REALITY / VIRTUAL REALITY GAMING MARKET, BY USER TYPE

9.1 OVERVIEW

9.2 INDIVIDUAL

9.2.1 BY GAME TYPE

9.2.1.1. AUGMENTED REALITY GAMES

9.2.1.1.1. LOCATION-BASED AR GAMES

9.2.1.1.2. AR SPORTS GAMES

9.2.1.1.3. PUZZLE GAMES

9.2.1.1.4. SOCIAL GAMES

9.2.1.1.5. EDUCATIONAL GAMES

9.2.1.1.6. OTHERS

9.2.1.2. VIRTUAL REALITY GAMES

9.2.1.2.1. FIRST-PERSON SHOOTER (FPS) VR GAMES

9.2.1.2.2. ACTION-ADVENTURE VR GAMES

9.2.1.2.3. STIMULATION VR GAMES

9.2.1.2.4. PUZZLE VR GAMES

9.2.1.2.5. SPORTS VR GAMES

9.2.1.2.6. SOCIAL VR GAMES

9.2.1.2.7. NARRATIVE & STORY-DRIVEN VR GAMES

9.2.1.2.8. EDUCATIONAL VR GAMES

9.2.1.2.9. OTHERS

9.3 COMMERCIAL

9.3.1 BY TYPE

9.3.1.1. TRADE SHOWS

9.3.1.2. CONFERENCES

9.3.1.3. CORPORATE PARTIES

9.3.1.4. OTHERS

9.3.2 BY GAME TYPE

9.3.2.1. AUGMENTED REALITY GAMES

9.3.2.1.1. LOCATION-BASED AR GAMES

9.3.2.1.2. AR SPORTS GAMES

9.3.2.1.3. PUZZLE GAMES

9.3.2.1.4. SOCIAL GAMES

9.3.2.1.5. EDUCATIONAL GAMES

9.3.2.1.6. OTHERS

9.3.2.2. VIRTUAL REALITY GAMES

9.3.2.2.1. FIRST-PERSON SHOOTER (FPS) VR GAMES

9.3.2.2.2. ACTION-ADVENTURE VR GAMES

9.3.2.2.3. STIMULATION VR GAMES

9.3.2.2.4. PUZZLE VR GAMES

9.3.2.2.5. SPORTS VR GAMES

9.3.2.2.6. SOCIAL VR GAMES

9.3.2.2.7. NARRATIVE & STORY-DRIVEN VR GAMES

9.3.2.2.8. EDUCATIONAL VR GAMES

9.3.2.2.9. OTHERS

10 GLOBAL AUGMENTED REALITY / VIRTUAL REALITY GAMING MARKET, BY GAME TYPE

10.1 OVERVIEW

10.2 AUGMENTED REALITY GAMES

10.2.1 BY TYPE

10.2.1.1. LOCATION-BASED AR GAMES

10.2.1.2. AR SPORTS GAMES

10.2.1.3. PUZZLE GAMES

10.2.1.4. SOCIAL GAMES

10.2.1.5. EDUCATIONAL GAMES

10.2.1.6. OTHERS

10.3 VIRTUAL REALITY GAMES

10.3.1 BY TYPE

10.3.1.1. FIRST-PERSON SHOOTER (FPS) VR GAMES

10.3.1.2. ACTION-ADVENTURE VR GAMES

10.3.1.3. STIMULATION VR GAMES

10.3.1.4. PUZZLE VR GAMES

10.3.1.5. SPORTS VR GAMES

10.3.1.6. SOCIAL VR GAMES

10.3.1.7. NARRATIVE & STORY-DRIVEN VR GAMES

10.3.1.8. EDUCATIONAL VR GAMES

10.3.1.9. OTHERS

11 GLOBAL AUGMENTED REALITY / VIRTUAL REALITY GAMING MARKET, BY MONETIZATION MODEL

11.1 OVERVIEW

11.2 ONE TIME PURCHASE

11.3 FREEMIUM MODEL

11.4 SUBSCRIPTION MODEL

12 GLOBAL AUGMENTED REALITY / VIRTUAL REALITY GAMING MARKET, BY DISTRIBUTION CHANNEL

12.1 OVERVIEW

12.2 ONLINE

12.3 OFFLINE

13 GLOBAL AUGMENTED REALITY / VIRTUAL REALITY GAMING MARKET, BY GEOGRAPHY

13.1 GLOBAL AUGMENTED REALITY / VIRTUAL REALITY GAMING MARKET, (ALL SEGMENTATION PROVIDED ABOVE IS REPRESENTED IN THIS CHAPTER BY COUNTRY)

13.1.1 NORTH AMERICA

13.1.1.1. U.S.

13.1.1.2. CANADA

13.1.1.3. MEXICO

13.1.2 EUROPE

13.1.2.1. GERMANY

13.1.2.2. FRANCE

13.1.2.3. U.K.

13.1.2.4. ITALY

13.1.2.5. SPAIN

13.1.2.6. RUSSIA

13.1.2.7. TURKEY

13.1.2.8. BELGIUM

13.1.2.9. NETHERLANDS

13.1.2.10. SWITZERLAND

13.1.2.11. DENMARK

13.1.2.12. POLAND

13.1.2.13. SWEDEN

13.1.2.14. NORWAY

13.1.2.15. FINLAND

13.1.2.16. REST OF EUROPE

13.1.3 ASIA-PACIFIC

13.1.3.1. CHINA

13.1.3.2. JAPAN

13.1.3.3. INDIA

13.1.3.4. SOUTH KOREA

13.1.3.5. AUSTRALIA

13.1.3.6. SINGAPORE

13.1.3.7. MALAYSIA

13.1.3.8. THAILAND

13.1.3.9. INDONESIA

13.1.3.10. PHILIPPINES

13.1.3.11. NEW ZEALAND

13.1.3.12. TAIWAN

13.1.3.13. VIETNAM

13.1.3.14. REST OF ASIA-PACIFIC

13.1.4 SOUTH AMERICA

13.1.4.1. BRAZIL

13.1.4.2. ARGENTINA

13.1.4.3. CHILE

13.1.4.4. COLOMBIA

13.1.4.5. PERU

13.1.4.6. REST OF SOUTH AMERICA

13.1.5 MIDDLE EAST AND AFRICA

13.1.5.1. SOUTH AFRICA

13.1.5.2. EGYPT

13.1.5.3. SAUDI ARABIA

13.1.5.4. U.A.E

13.1.5.5. ISRAEL

13.1.5.6. KUWAIT

13.1.5.7. OMAN

13.1.5.8. QATAR

13.1.5.9. BAHRAIN

13.1.5.10. REST OF MIDDLE EAST AND AFRICA

13.1.6 KEY PRIMARY INSIGHTS: BY MAJOR COUNTRIES

14 GLOBAL AUGMENTED REALITY / VIRTUAL REALITY GAMING MARKET, COMPANY LANDSCAPE

14.1 COMPANY SHARE ANALYSIS: GLOBAL

14.2 COMPANY SHARE ANALYSIS: NORTH AMERICA

14.3 COMPANY SHARE ANALYSIS: EUROPE

14.4 COMPANY SHARE ANALYSIS: ASIA PACIFIC

14.5 MERGERS & ACQUISITIONS

14.6 NEW PRODUCT DEVELOPMENT & APPROVALS

14.7 EXPANSIONS

14.8 REGULATORY CHANGES

14.9 PARTNERSHIP AND OTHER STRATEGIC DEVELOPMENTS

15 GLOBAL AUGMENTED REALITY / VIRTUAL REALITY GAMING MARKET, SWOT & DBMR ANALYSIS

16 GLOBAL AUGMENTED REALITY / VIRTUAL REALITY GAMING MARKET, COMPANY PROFILE

16.1 AUGMENTED PIXELS INC. (QUALCOMM)

16.1.1 COMPANY SNAPSHOT

16.1.2 REVENUE ANALYSIS

16.1.3 PRODUCT PORTFOLIO

16.1.4 RECENT DEVELOPMENTS

16.2 METAIO (APPLE)

16.2.1 COMPANY SNAPSHOT

16.2.2 REVENUE ANALYSIS

16.2.3 PRODUCT PORTFOLIO

16.2.4 RECENT DEVELOPMENTS

16.3 ZAPPAR LTD.

16.3.1 COMPANY SNAPSHOT

16.3.2 REVENUE ANALYSIS

16.3.3 PRODUCT PORTFOLIO

16.3.4 RECENT DEVELOPMENTS

16.4 MICROSOFT

16.4.1 COMPANY SNAPSHOT

16.4.2 REVENUE ANALYSIS

16.4.3 PRODUCT PORTFOLIO

16.4.4 RECENT DEVELOPMENTS

16.5 META (OCULUS)

16.5.1 COMPANY SNAPSHOT

16.5.2 REVENUE ANALYSIS

16.5.3 PRODUCT PORTFOLIO

16.5.4 RECENT DEVELOPMENTS

16.6 SAMSUNG

16.6.1 COMPANY SNAPSHOT

16.6.2 REVENUE ANALYSIS

16.6.3 PRODUCT PORTFOLIO

16.6.4 RECENT DEVELOPMENTS

16.7 GOOGLE

16.7.1 COMPANY SNAPSHOT

16.7.2 REVENUE ANALYSIS

16.7.3 PRODUCT PORTFOLIO

16.7.4 RECENT DEVELOPMENTS

16.8 ULTRALEAP LIMITED

16.8.1 COMPANY SNAPSHOT

16.8.2 REVENUE ANALYSIS

16.8.3 PRODUCT PORTFOLIO

16.8.4 RECENT DEVELOPMENTS

16.9 VIRTUIX

16.9.1 COMPANY SNAPSHOT

16.9.2 REVENUE ANALYSIS

16.9.3 PRODUCT PORTFOLIO

16.9.4 RECENT DEVELOPMENTS

16.1 SONY INTERACTIVE ENTERTAINMENT

16.10.1 COMPANY SNAPSHOT

16.10.2 REVENUE ANALYSIS

16.10.3 PRODUCT PORTFOLIO

16.10.4 RECENT DEVELOPMENTS

16.11 HTC CORPORATION

16.11.1 COMPANY SNAPSHOT

16.11.2 REVENUE ANALYSIS

16.11.3 PRODUCT PORTFOLIO

16.11.4 RECENT DEVELOPMENTS

16.12 VALVE CORPORATION

16.12.1 COMPANY SNAPSHOT

16.12.2 REVENUE ANALYSIS

16.12.3 PRODUCT PORTFOLIO

16.12.4 RECENT DEVELOPMENTS

16.13 UNITY TECHNOLOGIES

16.13.1 COMPANY SNAPSHOT

16.13.2 REVENUE ANALYSIS

16.13.3 PRODUCT PORTFOLIO

16.13.4 RECENT DEVELOPMENTS

16.14 MAGIC LEAP, INC.

16.14.1 COMPANY SNAPSHOT

16.14.2 REVENUE ANALYSIS

16.14.3 PRODUCT PORTFOLIO

16.14.4 RECENT DEVELOPMENTS

16.15 VUZIX

16.15.1 COMPANY SNAPSHOT

16.15.2 REVENUE ANALYSIS

16.15.3 PRODUCT PORTFOLIO

16.15.4 RECENT DEVELOPMENTS

16.16 SNAP INC.

16.16.1 COMPANY SNAPSHOT

16.16.2 REVENUE ANALYSIS

16.16.3 PRODUCT PORTFOLIO

16.16.4 RECENT DEVELOPMENTS

16.17 XREAL, INC

16.17.1 COMPANY SNAPSHOT

16.17.2 REVENUE ANALYSIS

16.17.3 PRODUCT PORTFOLIO

16.17.4 RECENT DEVELOPMENTS

16.18 VARJO

16.18.1 COMPANY SNAPSHOT

16.18.2 REVENUE ANALYSIS

16.18.3 PRODUCT PORTFOLIO

16.18.4 RECENT DEVELOPMENTS

16.19 PICO IMMERSIVE PTE.LTD.

16.19.1 COMPANY SNAPSHOT

16.19.2 REVENUE ANALYSIS

16.19.3 PRODUCT PORTFOLIO

16.19.4 RECENT DEVELOPMENTS

16.2 LYNX

16.20.1 COMPANY SNAPSHOT

16.20.2 REVENUE ANALYSIS

16.20.3 PRODUCT PORTFOLIO

16.20.4 RECENT DEVELOPMENTS

17 GLOBAL AUGMENTED REALITY / VIRTUAL REALITY GAMING MARKET, COMPANY PROFILE (GAMING)

17.1 BLIPPAR LTD.

17.2 OLIVEX HOLDINGS LIMITED

17.3 NIANTIC

17.4 EPIC GAMES, INC.

17.5 MILKROOM STUDIOS GMBH

17.6 TOTAL IMMERSION

17.7 SURVIOS, INC.

17.8 OTHERS

NOTE: THE COMPANIES PROFILED IS NOT EXHAUSTIVE LIST AND IS AS PER OUR PREVIOUS CLIENT REQUIREMENT. WE PROFILE MORE THAN 100 COMPANIES IN OUR STUDY AND HENCE THE LIST OF COMPANIES CAN BE MODIFIED OR REPLACED ON REQUEST

18 CONCLUSION

19 RELATED REPORTS

20 ABOUT DATA BRIDGE MARKET RESEARCH

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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.

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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.

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