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(AR) gaming market global forecast 2017-2022 detailed in new research report

(AR) gaming market global forecast 2017-2022 detailed in new research report

Latest Report Available at Orbis research AR Gaming Market provides pin-point analysis for changing competitive dynamics and a forward looking perspective on different factors driving or restraining industry growth.

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This report studies the global AR Gaming market, analyzes and researches the AR Gaming development status and forecast in United States, EU, Japan, China, India and Southeast Asia. This report focuses on the top players in global market, like 
Blippar 
Catchoom 
Qualcomm Technologies 
Total Immersion 
VividWorks 
Samsung 
Sony 
Augmented Pixels 
Aurasma 
VividWorks 
Wikitude 
Zappar

Market segment by Regions/Countries, this report covers 
United States 
EU 
Japan 
China 
India 
Southeast Asia

Market segment by Type, AR Gaming can be split into 
Mobile Devices 
HMDs 
Smart Glasses

Market segment by Application, AR Gaming can be split into 
Innovators 
Early Adopters 
Early Majority

If you have any special requirements, please let us know and we will offer you the report as you want.

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Some points from TOC:

Chapter One: Industry Overview of AR Gaming
1.1 AR Gaming Market Overview
1.1.1 AR Gaming Product Scope
1.1.2 Market Status and Outlook
1.2 Global AR Gaming Market Size and Analysis by Regions
1.2.1 United States
1.2.2 EU
1.2.3 Japan
1.2.4 China
1.2.5 India
1.2.6 Southeast Asia
1.3 AR Gaming Market by Type
1.3.1 Mobile Devices
1.3.2 HMDs
1.3.3 Smart Glasses
1.4 AR Gaming Market by End Users/Application
1.4.1 Innovators
1.4.2 Early Adopters
1.4.3 Early Majority

Access a copy of AR Gaming Market visit @     www.orbisresearch.com/contact/purchase/331414   

Chapter Two: Global AR Gaming Competition Analysis by Players
2.1 AR Gaming Market Size (Value) by Players (2016 and 2017)
2.2 Competitive Status and Trend
2.2.1 Market Concentration Rate
2.2.2 Product/Service Differences
2.2.3 New Entrants
2.2.4 The Technology Trends in Future

Chapter Three: Company (Top Players) Profiles
3.1 Blippar
3.1.1 Company Profile
3.1.2 Main Business/Business Overview
3.1.3 Products, Services and Solutions
3.1.4 AR Gaming Revenue (Value) (2012-2017)
3.1.5 Recent Developments
3.2 Catchoom
3.2.1 Company Profile
3.2.2 Main Business/Business Overview
3.2.3 Products, Services and Solutions
3.2.4 AR Gaming Revenue (Value) (2012-2017)
3.2.5 Recent Developments
3.3 Qualcomm Technologies
3.3.1 Company Profile
3.3.2 Main Business/Business Overview
3.3.3 Products, Services and Solutions
3.3.4 AR Gaming Revenue (Value) (2012-2017)
3.3.5 Recent Developments
3.4 Total Immersion
3.4.1 Company Profile
3.4.2 Main Business/Business Overview
3.4.3 Products, Services and Solutions
3.4.4 AR Gaming Revenue (Value) (2012-2017)
3.4.5 Recent Developments
3.5 VividWorks
3.5.1 Company Profile
3.5.2 Main Business/Business Overview
3.5.3 Products, Services and Solutions
3.5.4 AR Gaming Revenue (Value) (2012-2017)
3.5.5 Recent Developments
3.6 Samsung
3.6.1 Company Profile
3.6.2 Main Business/Business Overview
3.6.3 Products, Services and Solutions
3.6.4 AR Gaming Revenue (Value) (2012-2017)
3.6.5 Recent Developments
3.7 Sony
3.7.1 Company Profile
3.7.2 Main Business/Business Overview
3.7.3 Products, Services and Solutions
3.7.4 AR Gaming Revenue (Value) (2012-2017)
3.7.5 Recent Developments
3.8 Augmented Pixels
3.8.1 Company Profile
3.8.2 Main Business/Business Overview
3.8.3 Products, Services and Solutions
3.8.4 AR Gaming Revenue (Value) (2012-2017)
3.8.5 Recent Developments
3.9 Aurasma
3.9.1 Company Profile
3.9.2 Main Business/Business Overview
3.9.3 Products, Services and Solutions
3.9.4 AR Gaming Revenue (Value) (2012-2017)
3.9.5 Recent Developments
3.10 VividWorks
3.10.1 Company Profile
3.10.2 Main Business/Business Overview
3.10.3 Products, Services and Solutions
3.10.4 AR Gaming Revenue (Value) (2012-2017)
3.10.5 Recent Developments
3.11 Wikitude
3.12 Zappar

Chapter Four: Global AR Gaming Market Size by Type and Application (2012-2017)
4.1 Global AR Gaming Market Size by Type (2012-2017)
4.2 Global AR Gaming Market Size by Application (2012-2017)
4.3 Potential Application of AR Gaming in Future
4.4 Top Consumer/End Users of AR Gaming

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