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Augmented Reality (AR) Gaming Market - Global Drivers' Restraints' Opportunities' Trends' and Forecasts to 2023

Augmented Reality (AR) Gaming Market - Global Drivers' Restraints' Opportunities'...

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Augmented Reality (AR) Gaming Market - Global Drivers' Restraints' Opportunities' Trends' and Forecasts to 2023
Augmented Reality (AR) Gaming Market...
Report Code
RO9/122/1057

Publish Date
21/Jun/2017

Pages
83
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Table of Contents
1 Industry Outlook
1.1 Industry Overview
1.2 Industry Trends
1.3 Pest Analysis
2 Report Outline
2.1 Report Scope
2.2 Report Summary
2.3 Research Methodology
2.4 Report Assumptions
3 Market Snapshot
3.1 Total Addressable Market (TAM)
3.2 Segmented Addressable Market (SAM)
3.2.1 AR Gaming Market Segmentation by Types
3.3 Related Markets
3.3.1 Alternate Reality Gaming (ARG)
3.3.2 AR in digital marketing
4 Market Outlook
4.1 Overview
4.2 Market Definition - Infoholic Research
4.3 Market Trends and Impact
4.4 Market Segmentation
4.5 Porter 5 (Five) Forces
5 Market Characteristics
5.1 Evolution
5.2 Ecosystem
5.3 Value Chain
5.4 Major Challenges Faced by AR Industry
5.5 Marketing Dynamics
5.5.1 Drivers
5.5.1.1 Increased integration of AR into mobile devices
5.5.1.2 Growing mobile gaming market
5.5.1.3 Technology advancements in video gaming
5.5.2 Restraints
5.5.2.1 Lack of content in AR
5.5.2.2 High cost
5.5.3 Opportunities
5.5.3.1 Increasing R&D investments in AR
5.5.3.2 IoT & analytics market
5.5.3.3 Business Opportunities in South East Asian countries
5.5.4 DRO - Impact Analysis
5.5.5 Key Stakeholders
6 Technologies: Market Size and Analysis
6.1 Overview
6.2 RFID
6.2.1 Market size and analysis
6.3 GPS
6.3.1 Market size and analysis
6.4 Motion Tracking
6.4.1 Market size and analysis
6.5 Others
6.5.1 Market size and analysis
7 Devices: Market Size and Analysis
7.1 Overview
7.2 Smartphones
7.2.1 Market size and Analysis
7.3 HMDs
7.3.1 Market size and analysis
7.4 Smart glasses
7.4.1 Market size and analysis
8 Technology Adopters: Market Size and Analysis
8.1 Overview
8.2 Innovators
8.2.1 Market size and analysis
8.3 Early Adopters
8.3.1 Market size and analysis
8.4 Early Majority
8.4.1 Market size and analysis
9 Regions: Market Size and Analysis
9.1 Overview
9.2 Americas
9.2.1 Market size and analysis
9.2.2 DRO for Americas
9.2.3 US
9.2.4 Canada
9.2.5 Mexico
9.2.6 Brazil
9.3 Europe
9.3.1 Market size and analysis
9.3.2 DRO for Europe
9.3.3 UK
9.3.4 Germany
9.3.5 France
9.3.6 Spain
9.4 Asia Pacific
9.4.1 Market size and analysis
9.4.2 DRO for Asia Pacific
9.4.3 China
9.4.4 India
9.4.5 South Korea
9.4.6 South East Asian Countries
9.5 MEA
9.5.1 Market size and analysis
9.5.2 DRO for MEA
9.5.3 GCC Countries
10 Vendor Profiles
10.1 Microsoft
10.1.1 Overview
10.1.2 Business Units
10.1.3 Geographic Revenue
10.1.4 Business Focus
10.1.5 SWOT Analysis
10.1.6 Business Strategy
10.2 Google
10.2.1 Overview
10.2.2 Business Units
10.2.3 Geographic Revenue
10.2.4 Business Focus
10.2.5 SWOT Analysis
10.2.6 Business Strategy
10.3 Apple
10.3.1 Overview
10.3.2 Business Segments
10.3.3 Geographic Revenue
10.3.4 Business Focus
10.3.5 SWOT Analysis
10.3.6 Business Strategy
10.4 Sony Corporation
10.4.1 Overview
10.4.2 Business Segments
10.4.3 Geographic Revenue
10.4.4 Business Focus
10.4.5 SWOT Analysis
10.4.6 Business Strategy
10.5 Nintendo Co.' Ltd.
10.5.1 Overview
10.5.2 Business Segments
10.5.3 Geographic Revenue
10.5.4 Business Focus
10.5.5 SWOT Analysis
10.5.6 Business Strategy
11 Companies to Watch for
11.1 Niantic' Inc.
11.1.1 Overview
11.1.2 Niantic in AR gaming market
11.2 Cast AR
11.2.1 Overview
11.2.2 Cast AR in AR gaming market
11.3 Gamar
11.3.1 Overview
11.3.2 Gamar in AR gaming market
Annexure
Abbreviations

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