市场调查报告书
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1423189
2024-2032 年扩增实境游戏市场报告(按组件、技术、设备、游戏类型和地区)Augmented Reality Gaming Market Report by Component, Technology, Device, Game Type, and Region 2024-2032 |
2023年全球扩增实境游戏市场规模达111亿美元。展望未来, IMARC Group预计到2032年市场规模将达到1,027亿美元,2024-2032年复合年增长率(CAGR)为27.2%。
目前,市场正受到技术进步和行动游戏玩家数量不断增加的推动。扩增现实,也称为AR,是数位资讯与使用者即时环境的整合。在游戏中,与虚拟实境不同,扩增实境利用现有环境并透过迭加不同的功能来增强它。除此之外,扩增实境还有助于透过使用装置相机为玩家创建具有强烈视讯、图形和声音的视图。对于智慧型手机上的游戏,扩增实境已成为一种重要工具,因为它使游戏玩家能够创建自己的角色、目标和赛车地形。它还使他们能够扫描当地环境,从而邀请邻居并创建虚拟赛道。
扩增实境技术是一项新技术,具有巨大的潜力。多年来,各大製造商推出了大量扩增实境应用程序,为游戏玩家提供了与现实世界互动的新方式。
行动游戏玩家数量的持续成长对扩增实境游戏的需求产生了积极影响。我们预计这一趋势将在未来五年内持续下去。
中国、美国和日本目前是该市场的主要需求驱动力。
获得高品质扩增实境游戏设备的初始成本较高,一般消费者很难买得起游戏机。
The global augmented reality gaming market size reached US$ 11.1 Billion in 2023. Looking forward, IMARC Group expects the market to reach US$ 102.7 Billion by 2032, exhibiting a growth rate (CAGR) of 27.2% during 2024-2032.
The market is currently being driven by the technological advancements, coupled with a rising number of mobile gamers. Augmented reality, also known as AR, is the integration of digital information with the real time environment of the user. In gaming, unlike virtual reality, augmented reality utilises existing environment and enhances it with an overlay of distinct features. In addition to this, augmented reality helps in creating a view for the players with intense video, graphics and sound by using a device-camera. For games on smartphones, augmented reality has become an important tool as it enables the gamers to create their own characters, targets and racing terrains. It also enables them to scan their local surroundings so as to invite their neighbors and create a virtual track.
The technology for augmented reality is new and has immense potential. Over the years, various large manufacturers have introduced numerous augmented reality applications which have presented the gamers with new ways to interact with the real world.
The continuous rise in the number of mobile gamers has created a positive impact on the demand for augmented reality games. We expect this trend to continue during the next five years.
China, the United States and Japan currently represent the key demand drivers for this market.
The initial cost of obtaining a high-quality augmented reality game equipment is high which makes it difficult for ordinary consumers to afford a console.
IMARC Group provides an analysis of the key trends in each sub-segment of the global augmented reality gaming market report, along with forecasts at the global and regional level from 2024-2032. Our report has categorized the market based on component, technology, device and game type.
Software
Hardware
Based on the component, the market has been segmented as software and hardware.
RFID
GPS
Mobile Tracking
Others
Based on the technology, the market has been segmented into RFID, GPS and mobile tracking.
Mobiles
HMDs
Smart Glasses
Based on the device, the market has been segmented as mobiles, HMDs and smart glasses.
Racing Games
Adventure Games
Fighting Games
Shooting Games
Mystery Thriller Games
Puzzle Games
Science Fiction Games
Others
On the basis of game type, the major segments covered include racing games, adventure games, fighting games, shooting games, mystery thriller games, puzzle games and science fiction games.
North America
Europe
Asia Pacific
Middle East and Africa
Latin America
Region-wise, the market has been segmented into North America, Asia Pacific, Europe, Middle East and Africa, and Latin America.
The competitive landscape of the market has also been examined with some of the key players being Augmented Pixels, Aurasma, Blippar, Catchoom, Infinity Augmented Reality, Metaio, Qualcomm, Total Immersion, VividWorks, Wikitude and Zappar.
This report provides a deep insight into the global augmented reality gaming market covering all its essential aspects. This ranges from macro overview of the market to micro details of the industry performance, recent trends, key market drivers and challenges, SWOT analysis, Porter's five forces analysis, value chain analysis, etc. This report is a must-read for entrepreneurs, investors, researchers, consultants, business strategists, and all those who have any kind of stake or are planning to foray into the augmented reality gaming market in any manner.