Augmented Reality (AR) Gaming Market Size Research & Analysis - PowerPoint PPT Presentation

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Augmented Reality (AR) Gaming Market Size Research & Analysis

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The global augmented reality (AR) gaming market is estimated to garner a revenue of USD 32.0 Billion by the end of 2031 by growing at a CAGR of ~22% over the forecast period, i.e., 2022 – 2031. – PowerPoint PPT presentation

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Title: Augmented Reality (AR) Gaming Market Size Research & Analysis


1
Global Augmented Reality (AR) Gaming Market
Growth to be Propelled by Increasing Download of
Games by CAGR of 22 During 2022 2031 Kenneth
Research published a report titled Augmented
Reality (AR) Gaming Market Global Demand
Analysis Opportunity Outlook 2031 which
delivers detailed overview of the global
augmented reality (AR) gaming market in terms of
market segmentation by component, technology,
device type, game type, product, application,
and by region. Further, for the in-depth
analysis, the report encompasses the industry
growth indicators, restraints, supply and demand
risk, along with detailed discussion on current
and future market trends that are associated with
the growth of the market.
The global augmented reality (AR) gaming market
is estimated to grow at a CAGR of 22 over the
forecast period, i.e., 2022-2031. The market is
segmented by component into software, and
hardware. Out of these, the hardware segment is
anticipated to hold the largest share over the
forecast period owing to the increasing
2
number of hardware devices in the form of
laptops, smartphones, and other devices that
have a speaker to record the voice, a camera to
capture, and head mounted-displays. Increasing
download of games is anticipated to surge the
growth of the global augmented reality (AR)
gaming market. Moreover, growing sales for
digital video games are further expected to
increase the growth of the market. Geographically,
the global augmented reality (AR) gaming market
is segmented into five major regions including
North America, Europe, Asia Pacific, Latin
America and Middle East Africa region. Out of
them, the market in the North America region is
projected to hold the largest market share by
the end of 2031 on the back of rising consumers
disposable income, and earlier adoption of
augmented reality games. For more
descriptions_at_https//www.kennethresearch.com/repor
t-details/augmented- reality-ar-gaming-market/100
85237 The research is global in nature and covers
detailed analysis on the market in North America
(U.S., Canada), Europe (U.K., Germany, France,
Italy, Spain, Hungary, Belgium, Netherlands
Luxembourg, NORDIC Finland, Sweden, Norway,
Denmark, Poland, Turkey, Russia, Rest of
Europe), Latin America (Brazil, Mexico,
Argentina, Rest of Latin America), Asia-Pacific
(China, India, Japan, South Korea, Indonesia,
Singapore, Malaysia, Australia, New Zealand,
Rest of Asia-Pacific), Middle East and Africa
(Israel, GCC Saudi Arabia, UAE, Bahrain,
Kuwait, Qatar, Oman, North Africa, South Africa,
Rest of Middle East and Africa). In addition,
analysis comprising market size, Y-O-Y growth
opportunity analysis, market players competitive
study, investment opportunities, demand for
future outlook etc. has also been covered and
displayed in the research report. Rising
Disposable Income to Drive the Growth of the
Market In the year 2019, the United Kingdom gross
disposable income accounted to USD 1,419
Billion There has been rise in the download of
games apps followed by the rising disposable
income as it increases the amount of money left
to save or spend after tax are deducted.
3
Hence, it is projected to boost the growth of the
global augmented reality (AR) gaming
market. However, high cost for the deployment of
the system, a complex process to setup the
system, and issues related to privacy are
expected to operate as key restraint to the
growth of global augmented reality (AR) gaming
market over the forecast period. This report also
provides the existing competitive scenario of
some of the key players of the global augmented
reality (AR) gaming market which includes company
profiling of Augmented Pixels Inc., Auganix
Ltd.(Aurasma), Blippar Group Limited, Catchoom
Technologies., S.L., Infinity Augmented Reality
Inc, Apple Inc (Metaio GmbH) , Qualcomm
Technologies, Inc., VividWorks, Tilt Five, Inc.,
Zappar Ltd., and others. The profiling enfolds
key information of the companies which
encompasses business overview, products and
services, key financials and recent news and
developments. On the whole, the report depicts
detailed overview of the global augmented reality
(AR) gaming market that will help industry
consultants, equipment manufacturers, existing
players searching for expansion opportunities,
new players searching possibilities and other
stakeholders to align their market centric
strategies according to the ongoing and expected
trends in the future. Request Report Sample_at_
https//www.kennethresearch.com/sample-request-
10085237 Kenneth Research is a leading service
provider for strategic market research and
consulting. We aim to provide unbiased,
unparalleled market insights and industry
analysis to help industries, conglomerates and
executives to take wise decisions for their
future marketing strategy, expansion and
investment etc. We believe every business can
expand to its new horizon, provided a right
guidance at a right time is available through
strategic minds. Our out of box thinking helps
our clients to take wise decision in order to
avoid future uncertainties. Contact for more
Info AJ Daniel
4
Email sales_at_kennethresearch.com U.S. Phone 1
313 462 0609
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