Report Description
Augmented Reality Gaming Market Outlook 2031
The global augmented reality gaming market size is at USD 8.4 Billion in the year 2022 and is expected to surpass USD 90.32 Billion by 2031 expanding at a CAGR of 30.2% during the forecast period, 2023–2031. The growth of the market is attributed to the increasing availability and rising affordability of augmented reality games.
Augmented reality (AR) gaming is the amalgamation of game audio and visual content with the gamers environment in real time. The games are typically operated on devices, such as portable gaming devices, smartphone, and tablet. AR gaming uses the present environment and makes a playing field within it.
These games often overlays a pre-created environment on top of a gamers real environment. AR gaming increases the live field, by taking benefit of the diversity of the real-world surroundings to keep the game interesting and engaging.
Pokemon Go game is considered as a breakthrough in AR gaming, which uses a clock, smartphone’s camera, GPS, and gyroscope to enable a location-based AR environment.
The COVID-19 pandemic outbreak had positive impact on the market. During the pandemic, the social distancing norms and lockdown imposed by government bodies across the region, resulted in surge in online gaming activities. AR gaming was widely used as indoor engaging activity by users.
Augmented Reality Gaming Market Trends, Drivers, Restraints, and Opportunities
- Growing use of AR in gaming equipment production to deliver near to reality experience while playing is one of the key factors driving the market growth.
- Surging adoption of AR equipment to conduct day-to-day tasks across the globe, such as meeting and augmented calling is projected to boost the market during the forecast period.
- Setting up dedicated AR game session is tedious task, which acts as a major challenge that can restrict the market growth in the coming years.
- Rising concern regarding privacy of gamer as most of the AR games ask users personal information is expected to hamper the market growth during the projected timeline.
- Increasing investment by key players for incorporation of AR gaming technology into smartphone and tablet for improved gaming experience is anticipated to create significant growth opportunities for the market.
Scope of Augmented Reality Gaming Market Report
The report on the global augmented reality gaming market includes an assessment of the market, trends, segments, and regional markets. Overview and dynamics have also been included in the report.
Attributes
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Details
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Report Title
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Augmented Reality Gaming Market - Global Industry Analysis, Growth, Share, Size, Trends, and Forecast
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Base Year
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2022
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Historic Data
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2016–2021
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Forecast Period
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2023–2031
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Segmentation
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Product Types (Partial Augmented Reality Gaming and Completely Immersive Augmented Reality Gaming) and Applicative Components (Software Components and Hardware Components)
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Regional Scope
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Asia Pacific, North America, Latin America, Europe, and Middle East & Africa
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Report Coverage
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Company Share, Market Analysis and Size, Competitive Landscape, Growth Factors, and Trends, and Revenue Forecast
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Key Players Covered in the Report
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Microsoft Corp.; Sony Group Corp.; Aurasma; Catchoom Technologies S L; Metaio; Total Immersion; Zappar Ltd.; Apple Inc.; Google Inc.; Augmented Pixels Inc.; Blippar; Infinity Augmented Reality Ltd.; Qualcomm Technologies Inc.; Wikitude; and VividWorks
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Augmented Reality Gaming Market Segment Insights
Product Types Segment Analysis
Based on product types, the global augmented reality gaming market is divided into partial augmented reality gaming and completely immersive augmented reality gaming.
The completely immersive augmented reality gaming segment is estimated to expand at robust growth rate during the forecast period due to the technology offers direct and enhanced experience of virtual environments. However, the partial augmented reality gaming segment is anticipated to expand at a substantial CAGR during the forecast period owing to it enables user to stay connected with their physical surrounding while providing partial AR experience.
Applicative Components Segment Analysis
On the basis of applicative components, the market is bifurcated into software components and hardware components. The hardware segment is expected to grow at a rapid pace during the forecast period due to it helps in collecting and displaying data and information as well as to process it. Additionally, sensor receptors integrated on AR gaming equipments transfer physical human gestures to the gaming platforms, to deliver users an exciting and lively adventurous experience, which is driving the segment growth further.
On the other hand, the software segment is anticipated to expand at a substantial CAGR in the coming years attributed to it provides near live experience to user.
Regional Analysis
In terms of region, the global augmented reality gaming market is classified as Asia Pacific, North America, Latin America, Europe, and Middle East & Africa. North America is anticipated to constitute a key share of the market during the projected period owing to the growing consumers' disposable income, presence of key global players, and constant technological innovation in the region. However, the market of Asia Pacific is anticipated to grow at a rapid pace during the forecast period due to rising number of gamers and technological advancements in AR technology in the region.
Segments
The global augmented reality gaming market has been segmented on the basis of
Product Types
- Partial Augmented Reality Gaming
- Completely Immersive Augmented Reality Gaming
Applicative Components
- Software Components
- Hardware Components
Regions
- Asia Pacific
- North America
- Latin America
- Europe
- Middle East & Africa
Key Players
- Microsoft Corp.
- Sony Group Corp.
- Aurasma
- Catchoom Technologies S L
- Metaio
- Total Immersion
- Zappar Ltd.
- Apple Inc.
- Google Inc.
- Augmented Pixels Inc.
- Blippar
- Infinity Augmented Reality Ltd.
- Qualcomm Technologies Inc.
- Wikitude
- VividWorks
Competitive Landscape
Key players competing in the global augmented reality gaming market are Microsoft Corp.; Sony Group Corp.; Aurasma; Catchoom Technologies S L; Metaio; Total Immersion; Zappar Ltd.; Apple Inc.; Google Inc.; Augmented Pixels Inc.; Blippar; Infinity Augmented Reality Ltd.; Qualcomm Technologies Inc.; Wikitude; and VividWorks.
Companies are focusing on investments in R&D sector for advancements in AR gaming market to maintain their competitive position in the market. Companies have been widely engaged in strategic partnership, merger & acquisition, new product launch, and collaborations to boost their market share and acquiring new buyers.
For instance, in January 2021, Niantic a US based software development company, which created Pokemon GO game acquired a small SF tournament organization platform and gaming startup building a league to help gamers to create their individual groups around popular titles.
- In February 2021, Nonvoice Agency, a 5G app agency announced partnership with publisher Reality Gaming Group to integrate mobile AR combat game Reality Clash to Nonvoice Agency’s 5G apps portfolio.
- In April 2021, Security First International Holdings Inc. launched the ViRiZ Go, a location-based mobile game, to the WAZE community. The newly launched mobile game is based on AR technology and uses GPS tracker to keep virtual 3D objects at preferred locations for detection by operators through virtual camera technology of ViRiZ.

Table Of Content
1. Executive Summary
2. Assumptions and Acronyms Used
3. Research Methodology
4. Augmented Reality Gaming Market Overview
4.1. Introduction
4.1.1. Market Taxonomy
4.1.2. Market Definition
4.2. Macro-Economic Factors
4.2.1. Industry Outlook
4.3. Augmented Reality Gaming Market Dynamics
4.3.1. Market Drivers
4.3.2. Market Restraints
4.3.3. Opportunity
4.3.4. Market Trends
4.4. Augmented Reality Gaming Market - Supply Chain
4.5. Global Augmented Reality Gaming Market Forecast
4.5.1. Augmented Reality Gaming Market Size (US$ Mn) and Y-o-Y Growth
4.5.2. Augmented Reality Gaming Market Size (000’ Units) and Y-o-Y Growth
4.5.3. Augmented Reality Gaming Market Absolute $ Opportunity
5. Global Augmented Reality Gaming Market Analysis and Forecast by Region
5.1. Market Trends
5.2. Introduction
5.2.1. Basis Point Share (BPS) Analysis by Region
5.2.2. Y-o-Y Growth Projections by Region
5.3. Augmented Reality Gaming Market Size and Volume Forecast by Region
5.3.1. North America
5.3.2. Latin America
5.3.3. Europe
5.3.4. Asia Pacific
5.3.5. Middle East and Africa (MEA)
5.4. Absolute $ Opportunity Assessment by Region
5.5. Market Attractiveness/Growth Potential Analysis by Region
5.6. Global Augmented Reality Gaming Demand Share Forecast, 2019-2026
6. North America Augmented Reality Gaming Market Analysis and Forecast
6.1. Introduction
6.1.1. Basis Point Share (BPS) Analysis by Country
6.1.2. Y-o-Y Growth Projections by Country
6.2. North America Augmented Reality Gaming Market Size and Volume Forecast by Country
6.2.1. U.S.
6.2.2. Canada
6.3. Absolute $ Opportunity Assessment by Country
6.4. Market Attractiveness/Growth Potential Analysis
6.4.1. By Country
6.4.2. By Product Type
6.4.3. By Application
6.5. North America Augmented Reality Gaming Demand Share Forecast, 2019-2026
7. Latin America Augmented Reality Gaming Market Analysis and Forecast
7.1. Introduction
7.1.1. Basis Point Share (BPS) Analysis by Country
7.1.2. Y-o-Y Growth Projections by Country
7.1.3. Latin America Average Pricing Analysis
7.2. Latin America Augmented Reality Gaming Market Size and Volume Forecast by Country
7.2.1. Brazil
7.2.2. Mexico
7.2.3. Rest of Latin America
7.3. Absolute $ Opportunity Assessment by Country
7.4. Market Attractiveness/Growth Potential Analysis
7.4.1. By Country
7.4.2. By Product Type
7.4.3. By Application
7.5. Latin America Augmented Reality Gaming Demand Share Forecast, 2019-2026
8. Europe Augmented Reality Gaming Market Analysis and Forecast
8.1. Introduction
8.1.1. Basis Point Share (BPS) Analysis by Country
8.1.2. Y-o-Y Growth Projections by Country
8.1.3. Europe Average Pricing Analysis
8.2. Europe Augmented Reality Gaming Market Size and Volume Forecast by Country
8.2.1. Germany
8.2.2. France
8.2.3. Italy
8.2.4. U.K.
8.2.5. Spain
8.2.6. Russia
8.2.7. Rest of Europe
8.3. Absolute $ Opportunity Assessment by Country
8.4. Market Attractiveness/Growth Potential Analysis
8.4.1. By Country
8.4.2. By Product Type
8.4.3. By Application
8.5. Europe Augmented Reality Gaming Demand Share Forecast, 2019-2026
9. Asia Pacific Augmented Reality Gaming Market Analysis and Forecast
9.1. Introduction
9.1.1. Basis Point Share (BPS) Analysis by Country
9.1.2. Y-o-Y Growth Projections by Country
9.1.3. Asia Pacific Average Pricing Analysis
9.2. Asia Pacific Augmented Reality Gaming Market Size and Volume Forecast by Country
9.2.1. China
9.2.2. Japan
9.2.3. South Korea
9.2.4. India
9.2.5. Australia
9.2.6. Rest of Asia Pacific (APAC)
9.3. Absolute $ Opportunity Assessment by Country
9.4. Market Attractiveness/Growth Potential Analysis
9.4.1. By Country
9.4.2. By Product Type
9.4.3. By Application
9.5. Asia Pacific Augmented Reality Gaming Demand Share Forecast, 2019-2026
10. Middle East & Africa Augmented Reality Gaming Market Analysis and Forecast
10.1. Introduction
10.1.1. Basis Point Share (BPS) Analysis by Country
10.1.2. Y-o-Y Growth Projections by Country
10.1.3. Middle East & Africa Average Pricing Analysis
10.2. Middle East & Africa Augmented Reality Gaming Market Size and Volume Forecast by Country
10.2.1. Saudi Arabia
10.2.2. South Africa
10.2.3. UAE
10.2.4. Rest of Middle East & Africa (MEA)
10.3. Absolute $ Opportunity Assessment by Country
10.4. Market Attractiveness/Growth Potential Analysis
10.4.1. By Country
10.4.2. By Product Type
10.4.3. By Application
10.5. Middle East & Africa Augmented Reality Gaming Demand Share Forecast, 2019-2026
11. Competition Landscape
11.1. Global Augmented Reality Gaming Market: Market Share Analysis
11.2. Augmented Reality Gaming Distributors and Customers
11.3. Augmented Reality Gaming Market: Competitive Dashboard
11.4. Company Profiles (Details: Overview, Financials, Developments, Strategy)
11.4.1. Microsoft Corp.
11.4.2.
Sony Group Corp.
11.4.3.
Aurasma
11.4.4.
Catchoom Technologies S L
11.4.5.
Metaio
11.4.6.
Total Immersion
11.4.7.
Zappar Ltd.
11.4.8.
Apple Inc.&