ARゲームの世界市場2017-2021

◆英語タイトル:Global AR Gaming Market 2017-2021
◆発行会社/調査会社:Technavio
◆商品コード:IRTNTR11625
◆発行日:2017年3月16日
◆調査対象地域:グローバル
◆産業分野:ゲーム
◆ページ数:70
◆レポート言語:英語
◆レポート形式:PDF
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当調査レポートでは、ARゲーム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、ARゲームの世界市場規模及び予測、種類別分析、技術別分析、地域別分析/市場規模、主要国別分析、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。
*** レポート概要(サマリー)***

About AR Gaming
The first stage of AR began in the late 1950s when Sensorama was invented. The machine was similar to a mini theater that would engage all five senses and create an immersive experience at the cinema. Since the invention of Sensorama, many ideas that could enable people to interact with their environment have come up. One such is the virtual reality (VR) technology that creates a simulated environment around an individual where simultaneous interactions occur in both the virtual and physical space. With the development of VR technology, the AR technology emerged. To overcome limitations of VR and to improve visual experiences, the VR and AR technology were combined to create mixed reality. However, the mixed reality technology failed to success because of its high expense.

Technavio’s analysts forecast the global AR gaming market to grow at a CAGR of 151.43% during the period 2017-2021.

[Covered in this report]
The report covers the present scenario and the growth prospects of the global AR gaming market for 2017-2021. To calculate the market size, the report considers the global demand for AR gaming.

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

Technavio’s report, Global AR Gaming Market 2017-2021, 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
• Qualcomm Technologies
• Total Immersion
• VividWorks
• Wikitude
• Zappar

[Market driver]
• Growing awareness of AR technology
• For a full, detailed list, view our report

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

[Market trend]
• Growing investments through crowdfunding
• For a full, detailed list, view our report

[Key questions answered in this report]
• What will the market size be in 2021 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.

*** レポート目次(コンテンツ)***

Table of Contents
PART 01: Executive summary

PART 02: Scope of the report

PART 03: Research Methodology

PART 04: Introduction
• Key market highlights

PART 05: Market landscape
• Market size and forecast
• Five forces analysis

PART 06: Market segmentation by type
• Global AR gaming market by type
• Global AR gaming market by mobile devices
• Global AR gaming market by HMDs
• Global AR gaming market by smart glasses

PART 07: Market segmentation by technology adopters
• Global AR gaming market segmentation by technology adopters
• Global AR gaming market by innovators
• Global AR gaming market by early adopters
• Global AR gaming market by early majority

PART 08: Geographical segmentation
• Global AR gaming market by geography
• AR gaming market in EMEA
• AR gaming market in Americas
• AR gaming market in APAC

PART 09: Key leading countries
• Key leading countries
• AR gaming market in US
• AR gaming market in UK

PART 10: Decision framework

PART 11: Drivers and challenges
• Market drivers
• Impact of drivers on key customer segments
• Market challenges
• Impact of challenges on key customer segments

PART 12: Market trends

PART 13: Vendor landscape
• Competitive scenario
• Key leading vendors

PART 14: Appendix
• List of abbreviations

[List of Exhibits]

Exhibit 01: Global AR gaming market 2016-2021 ($ millions)
Exhibit 02: Five forces analysis
Exhibit 03: Global AR gaming market segmentation by type 2016 and 2021 (share)
Exhibit 04: Global AR gaming market by mobile devices 2016-2021 ($ millions)
Exhibit 05: Global AR gaming market by HMDs 2016-2021 ($ millions)
Exhibit 06: Global AR gaming market by smart glasses 2016-2021 ($ millions)
Exhibit 07: Global AR gaming market by technology adopters 2016 and 2021 (share)
Exhibit 08: Global AR gaming market by innovators 2016-2021 ($ millions)
Exhibit 09: Global AR gaming market by early adopters 2016-2021 ($ millions)
Exhibit 10: Global AR gaming market by early majority 2016-2021 ($ millions)
Exhibit 11: Global AR gaming market by geography 2016 and 2021 (share)
Exhibit 12: AR gaming market in EMEA 2016-2021 ($ millions)
Exhibit 13: AR gaming market in Americas 2016-2021 ($ millions)
Exhibit 14: AR gaming market in APAC 2016-2021 ($ millions)
Exhibit 15: Top 10 countries 2016 (revenue)
Exhibit 16: Top 10 countries by revenue and market share 2016
Exhibit 17: AR gaming market in US 2016-2021 ($ millions)
Exhibit 18: AR gaming market in UK 2016-2021 ($ millions)
Exhibit 19: Impact of drivers
Exhibit 20: Impact of challenges



*** 掲載企業 ***

Augmented Pixels, Aurasma, Blippar, Catchoom, Infinity Augmented Reality, Qualcomm Technologies, Total Immersion, VividWorks, Wikitude, and Zappar

*** レポートのキーワード ***

AR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)

*** 免責事項 ***
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