The report on the global AR/VR in gaming market provides qualitative and quantitative analysis for the period from 2019 to 2027. The report predicts the global AR/VR in gaming market to grow with a CAGR of 18.94% over the forecast period from 2021-2027. The study on AR/VR in gaming market covers the analysis of the leading geographies such as North America, Europe, Asia-Pacific, and RoW for the period of 2019 to 2027.
The report on AR/VR in gaming market is a comprehensive study and presentation of drivers, restraints, opportunities, demand factors, market size, forecasts, and trends in the global AR/VR in gaming market over the period of 2019 to 2027. Moreover, the report is a collective presentation of primary and secondary research findings.
Porter's five forces model in the report provides insights into the competitive rivalry, supplier and buyer positions in the market and opportunities for the new entrants in the global AR/VR in gaming market over the period of 2019 to 2027. Further, Growth Matrix gave in the report brings an insight into the investment areas that existing or new market players can consider.
Our primary research involves extensive interviews and analysis of the opinions provided by the primary respondents. The primary research starts with identifying and approaching the primary respondents, the primary respondents are approached include
1. Key Opinion Leaders
2. Internal and External subject matter experts
3. Professionals and participants from the industry
2. Product/brand/marketing managers
3. CXO level executives
4. Regional/zonal/country managers
5. Vice President level executives.
Secondary research involves extensive exploring through the secondary sources of information available in both the public domain and paid sources. Each research study is based on over 500 hours of secondary research accompanied by primary research. The information obtained through the secondary sources is validated through the crosscheck on various data sources.
2. Government/institutional publications
3. Trade and associations journals
4. Databases such as WTO, OECD, World Bank, and among others.
5. Websites and publications by research agencies
The global AR/VR in gaming market is segmented on the basis of component, and platform.
The companies covered in the report include
2. Complete coverage of all the segments in the AR/VR in gaming market to analyze the trends, developments in the global market and forecast of market size up to 2027.
3. Comprehensive analysis of the companies operating in the global AR/VR in gaming market. The company profile includes analysis of product portfolio, revenue, SWOT analysis and latest developments of the company.
4. Growth Matrix presents an analysis of the product segments and geographies that market players should focus to invest, consolidate, expand and/or diversify.
The report on AR/VR in gaming market is a comprehensive study and presentation of drivers, restraints, opportunities, demand factors, market size, forecasts, and trends in the global AR/VR in gaming market over the period of 2019 to 2027. Moreover, the report is a collective presentation of primary and secondary research findings.
Porter's five forces model in the report provides insights into the competitive rivalry, supplier and buyer positions in the market and opportunities for the new entrants in the global AR/VR in gaming market over the period of 2019 to 2027. Further, Growth Matrix gave in the report brings an insight into the investment areas that existing or new market players can consider.
Report Findings
1) Drivers
- Advancements in AR and VR technologies
- Increasing disposable incomes and rise in the willingness to spend on entertainment
2) Restraints
- Latency and responsiveness issues in AR and VR
3) Opportunities
- Advent of innovative technologies such as smart glasses, and head-up displays
Research Methodology
A) Primary Research
Our primary research involves extensive interviews and analysis of the opinions provided by the primary respondents. The primary research starts with identifying and approaching the primary respondents, the primary respondents are approached include
1. Key Opinion Leaders
2. Internal and External subject matter experts
3. Professionals and participants from the industry
The primary research respondents typically include
1. Executives working with leading companies in the market under review2. Product/brand/marketing managers
3. CXO level executives
4. Regional/zonal/country managers
5. Vice President level executives.
B) Secondary Research
Secondary research involves extensive exploring through the secondary sources of information available in both the public domain and paid sources. Each research study is based on over 500 hours of secondary research accompanied by primary research. The information obtained through the secondary sources is validated through the crosscheck on various data sources.
The secondary sources of the data typically include
1. Company reports and publications2. Government/institutional publications
3. Trade and associations journals
4. Databases such as WTO, OECD, World Bank, and among others.
5. Websites and publications by research agencies
Segment Covered
The global AR/VR in gaming market is segmented on the basis of component, and platform.
The Global AR/VR In Gaming Market by Component
- Hardware
o Head-Mounted Displays
o Smart Glasses
o Handheld Devices
o Others - Software
- Content
The Global AR/VR In Gaming Market by Platform
- Console
- PC/Desktop
- Smartphone/Tablet
- Others
Company Profiles
The companies covered in the report include
- Meta Platforms, Inc
- Samsung Electronics Co. Ltd.
- Sony Corporation
- Nvidia Corporation
- HTC Corporation
- Ubisoft Entertainment SA
- Valve Corporation
- Niantic, Inc.
- Magic Leap, Inc.
- Pico Interactive Inc.
What does this Report Deliver?
1. Comprehensive analysis of the global as well as regional markets of the AR/VR in gaming market.2. Complete coverage of all the segments in the AR/VR in gaming market to analyze the trends, developments in the global market and forecast of market size up to 2027.
3. Comprehensive analysis of the companies operating in the global AR/VR in gaming market. The company profile includes analysis of product portfolio, revenue, SWOT analysis and latest developments of the company.
4. Growth Matrix presents an analysis of the product segments and geographies that market players should focus to invest, consolidate, expand and/or diversify.
This product will be delivered within 1-3 business days.
Table of Contents
1. Preface
2. Executive Summary
3. Global AR/VR In Gaming Market Overview
5. Global AR/VR In Gaming Market by Component
6. Global AR/VR In Gaming Market by Platform
7. Global AR/VR In Gaming Market by Region 2021-2027
8. Company Profiles and Competitive Landscape