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Global AR and VR Gaming Industry Outlook 2024: Overview, Opportunities, Key Companies and Forecast to 2034


Published on: 2024-01-04 | No of Pages : 411 | Industry : Service & Software

Publisher : GRD Survey | Format : PDF

Global AR and VR Gaming Industry Outlook 2024: Overview, Opportunities, Key Companies and Forecast to 2034

Executive Summary

According to GRD Survey data, the global AR and VR Gaming market is estimated at million US$ in 2021 and is expected to million US$ by the end of 2028, growing at a CAGR of % in the forecast period from 2022 to 2028.

This report studies the AR and VR Gaming market dynamics from angles such as new entries, mergers and acquisitions, fundings, exit and major technology breakthroughs. Market performance is evaluated through market size (Million USD) by players, regions, product types and end industries. This report also studies the global market competition landscape, market drivers and trends, opportunities and challenges, risks and entry barriers, sales channels, distributors and Porter's Five Forces Analysis.

Geographically, this report is segmented into several key regions, with revenue, market share and growth Rate of AR and VR Gaming in these regions, from 2016 to 2027, covering
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Italy, Spain and Russia, etc.)
Asia-Pacific (China, Japan, Korea, Southeast Asia, India, Australia)
South America (Brazil, Argentina, Colombia, etc.)
Middle East and Africa (Turkey, Saudi Arabia, South Africa, etc.)

Market Snapshot, By Product Type
Gaming Console
PC/ Desktop
Smartphone

Market Snapshot, By Application
Kids
Adults

Main Market Players Analyzed in this report, including
Vertigo Games
Ubisoft
Survios
Stress Level Zero
Spectral Illusions
Sony
Puzzle video game
Polyarc
Playful Corp.
OZWE Games
Owlchemy Labs
Orange Bridge Studios
Microsoft
Maxint
MAD Virtual Reality Studio
Luden.io
KUNOS-Simulazioni Srl
Frontier Developments
Force Field
Epic Games
Croteam
CCP Games
Capcom
Bossa Studios
Bethesda Softworks
Beat Games
Antler Interactive
Adult Swim

The study objectives of this report are
To study and analyze the global AR and VR Gaming market size (Million USD) by company, key regions/countries, products and application, history data from 2016 to 2020, and forecast to 2027.
To understand industry structure of AR and VR Gaming market by identifying its various subsegments.
To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
To identify the key global AR and VR Gaming manufacturers and regional typical players, to define, describe and analyze their sales volume, value, market share, market competition landscape, SWOT analysis and development plans in next few years.
To analyze the AR and VR Gaming market with respect to individual growth trends, future prospects, and their contribution to the total market.
To project the value and volume of AR and VR Gaming submarkets, with respect to key regions (along with their respective key countries).
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 AR and VR Gaming are as follows
History Year2016-2020
Base Year2020
Estimated Year2021
Forecast Year 2021 to 2027

This report includes the estimation of market size from top-down approach by analyzing major submarkets and their major driving factors, and verified from bottom-up approaches. 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 from primary sources.

For the data information by region, company, type and application, 2020 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

Key Stakeholders Considered in the study
Raw material vendors
Distributors/traders/wholesalers/suppliers
Regulatory authorities, including government agencies and NGO
Commercial research & development (R&D) institutions
Importers and exporters
Government organizations, research organizations, and consulting firms
Trade/Industrial associations
End-use industries

Table of Content

Global AR and VR Gaming Industry Outlook 2022: Overview, Opportunities, Key Companies and Forecast to 2028.pdf

List of Figure

Table of Contents

1 Market Definition & Scope
1.1 Definition & Scope
1.2 AR and VR Gaming Product Specifications
1.3 Main Events (Entry, M&A, Exit, Technology and Capital Activity)
1.4 Global AR and VR Gaming Market Performance and Outlook

2 Market Development Performance under COVID-19
2.1 Influencing Factors of Industry Development in the Next Five Years
2.1.1 Drivers
2.1.2 Restraints
2.1.3 Opportunities
2.2 Porter’s Five Forces Analysis
2.3 Comparison of Alternatives and AR and VR Gaming

3 3 Industrial Lift Cycle and Main Buyers Analysis
3.1 Industry Life Cycle Analysis
3.2 Key Buying Industries/Consumers
3.2.1 Major Buyers in Kids
3.2.2 Major Buyers in Adults

4 Market Segment: by Type
4.1 AR and VR Gaming Type Introduction
4.1.1 Gaming Console
4.1.2 PC/ Desktop
4.1.3 Smartphone
4.2 Global AR and VR Gaming Revenue by Type 2016-2021

5 Market Segment: by Application
5.1 AR and VR Gaming Type Introduction
5.1.1 Kids
5.1.2 Adults
5.2 Global AR and VR Gaming Revenue by Application 2016-2021

6 Marke Segment: by Region
6.1 Global AR and VR Gaming Market by Region
6.2 North America AR and VR Gaming Market 2016-2021
6.3 Europe AR and VR Gaming Market 2016-2021
6.4 Asia Pacific AR and VR Gaming Market 2016-2021
6.5 South America AR and VR Gaming Market 2016-2021
6.6 Middle East and Africa AR and VR Gaming Market 2016-2021

7 North America
7.1 North America AR and VR Gaming Market by Country 2016-2021
7.2 United States
7.3 Canada
7.4 Mexico

8 Europe
8.1 Europe AR and VR Gaming Market by Country 2016-2021
8.2 Germany
8.3 France
8.4 UK
8.5 Italy
8.6 Russia
8.7 Spain

9 Asia Pacific
9.1 Asia Pacific AR and VR Gaming Market by Country 2016-2021
9.2 China
9.3 Japan
9.4 Korea
9.5 Southeast Asia
9.6 India
9.7 Australia

10 South America
10.1 South America AR and VR Gaming Market by Country 2016-2021
10.2 Brazil
10.3 Argentina
10.4 Colombia

11 Middle East and Africa
11.1 Middle East and Africa AR and VR Gaming Market by Country 2016-2021
11.2 Turkey
11.3 Saudi Arabia
11.4 South Africa

12 Key Participants Company Information
12.1 Vertigo Games
12.1.1 Vertigo Games Company Information
12.1.2 Vertigo Games AR and VR Gaming Product Portfolio, Specification and Application
12.1.3 Vertigo Games AR and VR Gaming Revenue and Gross Margin (2019-2021)
12.1.4 Vertigo Games Key Development
12.2 Ubisoft
12.2.1 Ubisoft Company Information
12.2.2 Ubisoft AR and VR Gaming Product Portfolio, Specification and Application
12.2.3 Ubisoft AR and VR Gaming Revenue and Gross Margin (2019-2021)
12.2.4 Ubisoft Key Development
12.3 Survios
12.3.1 Survios Company Information
12.3.2 Survios AR and VR Gaming Product Portfolio, Specification and Application
12.3.3 Survios AR and VR Gaming Revenue and Gross Margin (2019-2021)
12.3.4 Survios Key Development
12.4 Stress Level Zero
12.4.1 Stress Level Zero Company Information
12.4.2 Stress Level Zero AR and VR Gaming Product Portfolio, Specification and Application
12.4.3 Stress Level Zero AR and VR Gaming Revenue and Gross Margin (2019-2021)
12.4.4 Stress Level Zero Key Development
12.5 Spectral Illusions
12.5.1 Spectral Illusions Company Information
12.5.2 Spectral Illusions AR and VR Gaming Product Portfolio, Specification and Application
12.5.3 Spectral Illusions AR and VR Gaming Revenue and Gross Margin (2019-2021)
12.5.4 Spectral Illusions Key Development
12.6 Sony
12.6.1 Sony Company Information
12.6.2 Sony AR and VR Gaming Product Portfolio, Specification and Application
12.6.3 Sony AR and VR Gaming Revenue and Gross Margin (2019-2021)
12.6.4 Sony Key Development
12.7 Puzzle video game
12.7.1 Puzzle video game Company Information
12.7.2 Puzzle video game AR and VR Gaming Product Portfolio, Specification and Application
12.7.3 Puzzle video game AR and VR Gaming Revenue and Gross Margin (2019-2021)
12.7.4 Sony Key Development
12.9 Playful Corp.
12.9.1 Playful Corp. Company Information
12.9.2 Playful Corp. AR and VR Gaming Product Portfolio, Specification and Application
12.9.3 Playful Corp. AR and VR Gaming Revenue and Gross Margin (2019-2021)
12.9.4 Playful Corp. Key Development
12.8 Polyarc
12.8.1 Polyarc Company Information
12.8.2 Polyarc AR and VR Gaming Product Portfolio, Specification and Application
12.8.3 Polyarc AR and VR Gaming Revenue and Gross Margin (2019-2021)
12.8.4 Polyarc Key Development
12.11 Owlchemy Labs
12.11.1 Owlchemy Labs Company Information
12.11.2 Owlchemy Labs AR and VR Gaming Product Portfolio, Specification and Application
12.11.3 Owlchemy Labs AR and VR Gaming Revenue and Gross Margin (2019-2021)
12.11.4 Owlchemy Labs Key Development
12.12 Orange Bridge Studios
12.12.1 Orange Bridge Studios Company Information
12.12.2 Orange Bridge Studios AR and VR Gaming Product Portfolio, Specification and Application
12.12.3 Orange Bridge Studios AR and VR Gaming Revenue and Gross Margin (2019-2021)
12.12.4 Orange Bridge Studios Key Development
12.13 Microsoft
12.13.1 Microsoft Company Information
12.13.2 Microsoft AR and VR Gaming Product Portfolio, Specification and Application
12.13.3 Microsoft AR and VR Gaming Revenue and Gross Margin (2019-2021)
12.13.4 Microsoft Key Development
12.14 Maxint
12.14.1 Maxint Company Information
12.14.2 Maxint AR and VR Gaming Product Portfolio, Specification and Application
12.14.3 Maxint AR and VR Gaming Revenue and Gross Margin (2019-2021)
12.14.4 Maxint Key Development
12.15 MAD Virtual Reality Studio
12.15.1 MAD Virtual Reality Studio Company Information
12.15.2 MAD Virtual Reality Studio AR and VR Gaming Product Portfolio, Specification and Application
12.15.3 MAD Virtual Reality Studio AR and VR Gaming Revenue and Gross Margin (2019-2021)
12.15.4 MAD Virtual Reality Studio Key Development
12.17 KUNOS-Simulazioni Srl
12.18 Frontier Developments
12.19 Force Field
12.20 Epic Games
12.21 Croteam
12.22 CCP Games
12.23 Capcom
12.24 Bossa Studios
12.25 Bethesda Softworks
12.26 Beat Games
12.27 Antler Interactive
12.28 Adult Swim

13 Global AR and VR Gaming Market Forecast by Region by Type and by Application
13.1 Global AR and VR Gaming Revenue Forecast 2022-2027
13.2 Global AR and VR Gaming Forecast by Regions
13.3 Global AR and VR Gaming Forecast by Type
13.4 Global AR and VR Gaming Forecast by Application

14 Analyst Views and Conclusions

15 Methodology and Data Source
15.1 Methodology
15.2 Research Data Source
15.2.1 Secondary Data
15.2.2 Primary Data
15.2.3 Market Size Estimation
15.3 Legal Disclaimer