DUBLIN, April 27, 2016 /PRNewswire/ --
Research and Markets has announced the addition of the "Global Augmented Reality in Gaming Market 2016-2020" report to their offering.
The global AR market for gaming is projected to grow at a CAGR of 174.2% during the period 2016-2020.
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.
A number of AR vendors have used crowdfunding to raise capital for their projects. This is helping the market in different ways. It increases awareness among potential customers and encourages new vendors to enter the market, leading to greater competition and lower prices. It also allows vendors to forecast the demand for their products, directly communicate with potential buyers, and involve them in product development.
According to the report, manufacturers increasingly integrate AR solutions into mobile devices such as smartphones, tablets, and phablets to enhance their value proposition and enrich user experience. This increased integration is expected to boost the growth of the market during the forecast period, especially with the growing penetration of smartphones and tablets.
Further, the report states that there are many AR gaming apps, produced by individuals and companies, available in the market. A majority of them have failed, however, because of poor content and the lack of ability to add new content.
- Augmented Pixels
- Infinity Augmented Reality
- Total Immersion
Key Topics Covered:
PART 01: Executive summary
PART 02: Scope of the report
PART 03: Market research methodology
PART 04: Introduction
PART 05: Mobile AR value chain
PART 06: Market landscape
PART 07: Geographical segmentation
PART 08: Market drivers
PART 09: Impact of drivers
PART 10: Market challenges
PART 11: Impact of drivers and challenges
PART 12: Market trends
PART 13: Buying behavior
PART 14: Vendor landscape
PART 15: Market summary
PART 16: Analyst insights
For more information visit http://www.researchandmarkets.com/research/f3x9m2/global_augmented
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SOURCE Research and Markets