Table of Content
1 Introduction
1.1 Objective of the Study
1.2 Definition of the Market
1.3 Market Scope
1.3.1 Market Segment by Type, Application and Marketing Channel
1.3.2 Major Regions Covered (North America, Europe, Asia Pacific, Mid East & Africa)
1.4 Years Considered for the Study (2015-2028)
1.5 Currency Considered (U.S. Dollar)
1.6 Stakeholders
2 Key Findings of the Study
3 Market Dynamics
3.1 Driving Factors for this Market
3.2 Factors Challenging the Market
3.3 Opportunities of the Global AR Gaming Market (Regions, Growing/Emerging Downstream Market Analysis)
3.4 Technological and Market Developments in the AR Gaming Market
3.5 Industry News by Region
3.6 Regulatory Scenario by Region/Country
3.7 Market Investment Scenario Strategic Recommendations Analysis
4 Value Chain of the AR Gaming Market
4.1 Value Chain Status
4.2 Upstream Raw Material Analysis
4.3 Midstream Major Company Analysis (by Manufacturing Base, by Product Type)
4.4 Distributors/Traders
4.5 Downstream Major Customer Analysis (by Region)
5 Global AR Gaming Market-Segmentation by Type
5.1 Mobile Devices
5.2 HMDs
5.3 Smart Glasses
6 Global AR Gaming Market-Segmentation by Application
6.1 Consumer electronics
6.2 Education
6.3 Entertainment
6.4 Others
7 Global AR Gaming Market-Segmentation by Marketing Channel
7.1 Traditional Marketing Channel (Offline)
7.2 Online Channel
8 Competitive Intelligence - Company Profiles
8.1 Blippar
8.1.1 Blippar Profile
8.1.2 Blippar Sales, Growth Rate and Global Market Share from 2015-2020
8.1.3 Blippar Product/Solution Launches and Enhancements Analysis
8.1.4 Blippar Business Overview/Recent Development/Acquisitions
8.2 VividWorks
8.2.1 VividWorks Profile
8.2.2 VividWorks Sales, Growth Rate and Global Market Share from 2015-2020
8.2.3 VividWorks Product/Solution Launches and Enhancements Analysis
8.2.4 VividWorks Business Overview/Recent Development/Acquisitions
8.3 Infinity Augmented Reality
8.3.1 Infinity Augmented Reality Profile
8.3.2 Infinity Augmented Reality Sales, Growth Rate and Global Market Share from 2015-2020
8.3.3 Infinity Augmented Reality Product/Solution Launches and Enhancements Analysis
8.3.4 Infinity Augmented Reality Business Overview/Recent Development/Acquisitions
8.4 Wikitude
8.4.1 Wikitude Profile
8.4.2 Wikitude Sales, Growth Rate and Global Market Share from 2015-2020
8.4.3 Wikitude Product/Solution Launches and Enhancements Analysis
8.4.4 Wikitude Business Overview/Recent Development/Acquisitions
8.5 Catchoom
8.5.1 Catchoom Profile
8.5.2 Catchoom Sales, Growth Rate and Global Market Share from 2015-2020
8.5.3 Catchoom Product/Solution Launches and Enhancements Analysis
8.5.4 Catchoom Business Overview/Recent Development/Acquisitions
8.6 Qualcomm Technologies
8.6.1 Qualcomm Technologies Profile
8.6.2 Qualcomm Technologies Sales, Growth Rate and Global Market Share from 2015-2020
8.6.3 Qualcomm Technologies Product/Solution Launches and Enhancements Analysis
8.6.4 Qualcomm Technologies Business Overview/Recent Development/Acquisitions
8.7 Aurasma
8.7.1 Aurasma Profile
8.7.2 Aurasma Sales, Growth Rate and Global Market Share from 2015-2020
8.7.3 Aurasma Product/Solution Launches and Enhancements Analysis
8.7.4 Aurasma Business Overview/Recent Development/Acquisitions
8.8 Augmented Pixels
8.8.1 Augmented Pixels Profile
8.8.2 Augmented Pixels Sales, Growth Rate and Global Market Share from 2015-2020
8.8.3 Augmented Pixels Product/Solution Launches and Enhancements Analysis
8.8.4 Augmented Pixels Business Overview/Recent Development/Acquisitions
8.9 Total Immersion
8.9.1 Total Immersion Profile
8.9.2 Total Immersion Sales, Growth Rate and Global Market Share from 2015-2020
8.9.3 Total Immersion Product/Solution Launches and Enhancements Analysis
8.9.4 Total Immersion Business Overview/Recent Development/Acquisitions
8.10 Zappar
8.10.1 Zappar Profile
8.10.2 Zappar Sales, Growth Rate and Global Market Share from 2015-2020
8.10.3 Zappar Product/Solution Launches and Enhancements Analysis
8.10.4 Zappar Business Overview/Recent Development/Acquisitions
9 Global AR Gaming Market-Segmentation by Geography
10 North America
10.1 North America AR Gaming Production, Ex-factory Price, Revenue, Gross Margin (%) and Gross Analysis from 2015-2020
10.2 North America AR Gaming Consumption, Terminal Price, Consumption Value and Channel Margin Analysis from 2015-2020
10.3 North America AR Gaming Production Analysis from 2015-2020
10.4 North America AR Gaming Consumption Analysis from 2015-2020
10.5 North America AR Gaming Import and Export from 2015-2020
10.6 North America AR Gaming Value, Production and Market Share by Type (2015-2020)
10.7 North America AR Gaming Consumption, Value and Market Share by Application (2015-2020)
10.8 North America AR Gaming by Country (United States, Canada)
10.8.1 North America AR Gaming Sales by Country (2015-2020)
10.8.2 North America AR Gaming Consumption Value by Country (2015-2020)
10.9 North America AR Gaming Market PEST Analysis
11 Europe
11.1 Europe AR Gaming Production, Ex-factory Price, Revenue, Gross Margin (%) and Gross Analysis from 2015-2020
11.2 Europe AR Gaming Consumption, Terminal Price, Consumption Value and Channel Margin Analysis from 2015-2020
11.3 Europe AR Gaming Production Analysis from 2015-2020
11.4 Europe AR Gaming Consumption Analysis from 2015-2020
11.5 Europe AR Gaming Import and Export from 2015-2020
11.6 Europe AR Gaming Value, Production and Market Share by Type (2015-2020)
11.7 Europe AR Gaming Consumption, Value and Market Share by Application (2015-2020)
11.8 Europe AR Gaming by Country (Germany, UK, France, Italy, Spain, Russia, Netherlands, Turkey, Switzerland, Sweden, Poland, Belgium)
11.8.1 Europe AR Gaming Sales by Country (2015-2020)
11.8.2 Europe AR Gaming Consumption Value by Country (2015-2020)
11.9 Europe AR Gaming Market PEST Analysis
12 Asia-Pacific
12.1 Asia-Pacific AR Gaming Production, Ex-factory Price, Revenue, Gross Margin (%) and Gross Analysis from 2015-2020
12.2 Asia-Pacific AR Gaming Consumption, Terminal Price, Consumption Value and Channel Margin Analysis from 2015-2020
12.3 Asia-Pacific AR Gaming Production Analysis from 2015-2020
12.4 Asia-Pacific AR Gaming Consumption Analysis from 2015-2020
12.5 Asia-Pacific AR Gaming Import and Export from 2015-2020
12.6 Asia-Pacific AR Gaming Value, Production and Market Share by Type (2015-2020)
12.7 Asia-Pacific AR Gaming Consumption, Value and Market Share by Application (2015-2020)
12.8 Asia-Pacific AR Gaming by Country (China, Japan, South Korea, Australia, India, Taiwan, Indonesia, Thailand, Philippines, Malaysia)
12.8.1 Asia-Pacific AR Gaming Sales by Country (2015-2020)
12.8.2 Asia-Pacific AR Gaming Consumption Value by Country (2015-2020)
12.9 Asia-Pacific AR Gaming Market PEST Analysis
13 Latin America
13.1 Latin America AR Gaming Production, Ex-factory Price, Revenue, Gross Margin (%) and Gross Analysis from 2015-2020
13.2 Latin America AR Gaming Consumption, Terminal Price, Consumption Value and Channel Margin Analysis from 2015-2020
13.3 Latin America AR Gaming Production Analysis from 2015-2020
13.4 Latin America AR Gaming Consumption Analysis from 2015-2020
13.5 Latin America AR Gaming Import and Export from 2015-2020
13.6 Latin America AR Gaming Value, Production and Market Share by Type (2015-2020)
13.7 Latin America AR Gaming Consumption, Value and Market Share by Application (2015-2020)
13.8 Latin America AR Gaming by Country (Brazil, Mexico, Argentina, Columbia, Chile)
13.8.1 Latin America AR Gaming Sales by Country (2015-2020)
13.8.2 Latin America AR Gaming Consumption Value by Country (2015-2020)
13.9 Latin America AR Gaming Market PEST Analysis
14 Middle East & Africa
14.1 Middle East & Africa AR Gaming Production, Ex-factory Price, Revenue, Gross Margin (%) and Gross Analysis from 2015-2020
14.2 Middle East & Africa AR Gaming Consumption, Terminal Price, Consumption Value and Channel Margin Analysis from 2015-2020
14.3 Middle East & Africa AR Gaming Production Analysis from 2015-2020
14.4 Middle East & Africa AR Gaming Consumption Analysis from 2015-2020
14.5 Middle East & Africa AR Gaming Import and Export from 2015-2020
14.6 Middle East & Africa AR Gaming Value, Production and Market Share by Type (2015-2020)
14.7 Middle East & Africa AR Gaming Consumption, Value and Market Share by Application (2015-2020)
14.8 Middle East & Africa AR Gaming by Country (Saudi Arabia, UAE, Egypt, Nigeria, South Africa)
14.8.1 Middle East & Africa AR Gaming Sales by Country (2015-2020)
14.8.2 Middle East & Africa AR Gaming Consumption Value by Country (2015-2020)
14.9 Middle East & Africa AR Gaming Market PEST Analysis
15 Future Forecast of the Global AR Gaming Market from 2020-2028
15.1 Future Forecast of the Global AR Gaming Market from 2020-2028 Segment by Region
15.2 Global AR Gaming Production and Growth Rate Forecast by Type (2020-2028)
15.3 Global AR Gaming Consumption and Growth Rate Forecast by Application (2020-2028)
16 Appendix
16.1 Methodology
16.2 Research Data Source