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Turning on the augmented reality (AR) gaming market

Turning on the augumented reality (AR) gaming market

Video games are becoming more and more realistic. Some companies are even working to develop augmented reality (AR) gaming systems.

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Augmented reality (AR) involves the use of special electronic devices to create an immersive experience in which the use feels like he or she is in a real world. AR gaming is still in its early stages of development, though experts predict it will grow rapidly in the following years. Two new reports explore the AR gaming market, revealing insight into this market.

According to the Global AR Gaming Market 2017-2021 report by Big Market Research, the global AR gaming market is expected to grow at a compound annual growth rate (CAGR) of approximately 151.43% through the forecast period.

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As explained in the report, AT technology first appeared during the late 1950s with a theater-like machine that engaged all five senses: sight, touch, hearing, smell, and sound. Since then, companies from across the world have been working to develop new and improved AR systems, including those for gaming. Some of the market drivers cited in this report include a growing awareness for AR technology, as well as an overall growth in video gaming technology. However, the current lack of content with AR gaming could hinder its growth. For a complete list of market drivers and challenges, check out the report.

The Global Augmented Reality and Virtu…recast, 2016-2022 report by ResearchnReports is a second in-depth analysis of the global AR gaming and VR market. Like the previous report, it covers both current and future scenarios for the market. According to this report, the AR market will grow at a CAGR of 85.4% and the VR market will grow at 44.% through 2022. It's important to note, however, that this report encompasses all forms of AR and VR, only one of which is gaming. Market drivers cited for this substantial growth include a growing presence of smartphones and tablet computers, as well as increasing interest in large big-name tech companies.

While gaming is a key segment of the AR and VR market, this report cites commercial applications as generating the highest revenue for companies. AR, for instance, is used in retail to provide customers with specific information about products via their smartphone or tablet. In 2015, though, consumer applications generated the highest revenue.

Some of the key AR and VR gaming vendors profiled in this report include Samsung Electronics Co, Ltd., Microsoft Corporation, Google Inc., Seiko Epson Corporation, HTC Corporation, Intel Corporation, Qualcomm Inc., Himax Technologies, Vuzix Corporation, Oculus VR, LLC, Osterhout Design Group (ODG), Wikitude GMBH, and EON Reality.

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Paul Hosking - Market Research NewsPaul Hosking
Category: New MediaCompany about: Paul Hosking, founder of WhaTech writes from his experience with Market Research Reports. Sharing the latest and most interesting reports. Giving investors the "heads up" on what's next!