Global Augmented Reality in Gaming Market 2016-2020

ゲーム産業におけるAR(拡張現実)の世界市場

◆タイトル:Global Augmented Reality in Gaming Market 2016-2020
◆商品コード:IRTNTR8913
◆調査・発行会社:Technavio (Infiniti Research Ltd.)
◆発行日:2016年4月15日
◆ページ数:52
◆資料形式:PDF / 英語
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◆調査対象地域:グローバル
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【資料の概要】

当調査レポートでは、ゲーム産業におけるAR(拡張現実)の世界市場について調査・分析し、エグゼクティブサマリー、市場概観、市場概観、業界の構造分析、ゲーム産業におけるAR(拡張現実)の世界市場規模及び予測、地域別分析/市場規模、市場の成長要因、市場の課題、市場動向、競争状況などの情報をお届けいたします。

About Augmented Reality Market for Gaming
AR technology blends digital content with the physical world. It allows users to scan the physical environment and provides an enhanced or augmented experience by adding virtual computer-generated information. End-users can make use of this technology through apps developed for mobile devices.
Gaming is an important consumer segment that AR can revolutionize. Most mobile games are preloaded with the developer versions of terrains, levels, and characters. AR gives gamers the opportunity to create their own racing terrains, characters, and targets. For instance, individuals waiting in a metro station can scan their surroundings to create their version of the “Subway Surfers” game. The user could be the character running on tracks or jumping over trains. Similarly, an office space could be converted into a skating rink, and the gamer could be the character skating around the office. Racing games can also become a whole new experience. Players can scan their local surroundings to create a virtual track and invite neighbors and friends to race.

Technavio’s analysts forecast the global AR market for gaming to grow at a CAGR of 174.2% during the period 2016-2020.

[Covered in this report]
The report covers the present scenario and the growth prospects of the global AR market for gaming during 2016-2020. To calculate the market size, the report covers the revenue generated from the sales of AR gaming apps as well as in-app purchases made by individual consumers.

The market is divided into the following segments based on geography:
• Americas
• APAC
• EMEA

Technavio’s report, Global Augmented Reality Market for Gaming 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

[Key vendors]
• Augmented Pixels
• Aurasma
• Blippar
• Catchoom
• Infinity Augmented Reality
• Metaio
• Qualcomm
• Total Immersion
• VividWorks
• Wikitude
• Zappar

[Market driver]
• Increased integration of AR into mobile devices
• For a full, detailed list, view our report

[Market challenge]
• Lack of content
• For a full, detailed list, view our report

[Market trend]
• Crowdfunding of AR projects
• For a full, detailed list, view our report

[Key questions answered in this report]
• What will the market size be in 2020 and what will the growth rate be?
• What are the key market trends?
• What is driving this market?
• What are the challenges to market growth?
• Who are the key vendors in this market space?
• What are the market opportunities and threats faced by the key vendors?
• What are the strengths and weaknesses of the key vendors?

※You can request one free hour of our analyst’s time when you purchase this market report. Details are provided within the report.

【資料の目次】

PART 01: Executive summary
• Highlights

PART 02: Scope of the report
• Market overview

PART 03: Market research methodology
• Research methodology
• Economic indicators

PART 04: Introduction
• Key market highlights
• Market prospects of AR

PART 05: Mobile AR value chain

PART 06: Market landscape
• Market size and forecast
• Five forces analysis

PART 07: Geographical segmentation
• EMEA
• Americas
• APAC

PART 08: Market drivers
• Increased integration of AR into mobile devices
• Growing mobile gaming market
• Simultaneous localization and mapping technology

PART 09: Impact of drivers

PART 10: Market challenges
• Lack of content
• Connectivity issues
• Lack of awareness and limitations

PART 11: Impact of drivers and challenges

PART 12: Market trends
• Crowdfunding of AR projects
• Emergence of depth-sensing cameras
• Interoperability across mobile platforms

PART 13: Buying behavior

PART 14: Vendor landscape
• Competitive scenario
• Key vendors

PART 15: Market summary
• Market attractiveness

PART 16: Analyst insights

PART 17: Appendix
• List of abbreviations

PART 18: Explore Technavio

[List of Exhibits]

Exhibit 01: AR ecosystem
Exhibit 02: Timeline of AR technology
Exhibit 03: Mobile AR value chain: Current state
Exhibit 04: Mobile AR value chain: Future state
Exhibit 05: Mobile AR value chain: Catchoom
Exhibit 06: Global AR market for gaming 2015-2020 ($ millions)
Exhibit 07: Five forces analysis
Exhibit 08: Global AR market for gaming: Geographical segmentation 2015
Exhibit 09: Global AR market for gaming by geography 2015-2020
Exhibit 10: Global AR market for gaming by geography 2015-2020 ($ millions)
Exhibit 11: AR market for gaming in EMEA 2015-2020 ($ millions)
Exhibit 12: AR market for gaming in Americas 2015-2020 ($ millions)
Exhibit 13: AR market for gaming in APAC 2015-2020 ($ millions)
Exhibit 14: Global AR market for gaming: CAGR comparison by geography
Exhibit 15: Impact of drivers
Exhibit 16: Impact of drivers and challenges
Exhibit 17: Vendor selection parameters
Exhibit 18: Global AR market for gaming: Traction by geography
Exhibit 19: Mobile device shipments 2015-2020 (billions of units)
Exhibit 20: Addressable market for AR gaming 2015-2020 (billions of users)
Exhibit 21: Average revenue per user 2015-2020



【掲載企業】

Augmented Pixels, Aurasma, Blippar, Catchoom, Infinity Augmented Reality, Metaio, Qualcomm, Total Immersion, VividWorks, Wikitude, Zappar.


【資料のキーワード】

AR(拡張現実)、拡張現実技術、ゲーム

【調査方法】

一次資料による調査(業界専門家、ベンダー、代理店、顧客等を対象にしたデプスインタビュー調査など)及び二次資料による調査(Technavio独自のプラットフォーム、産業書籍、企業報告書、ニュース記事、アナリストレポート、貿易協会、政府機関発行データなど)

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