Global AR Gaming Market to Grow at a CAGR of 151%, 2017-2021 with Augmented Pixels, Aurasma, Blippar, Catchoom, Wikitude & Zappar Leading the Way - Research and Markets

DUBLIN--()--Research and Markets has announced the addition of the "Global AR Gaming Market 2017-2021" report to their offering.

The global AR gaming market to grow at a CAGR of 151.43% during the period 2017-2021.

The 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.

Several AR vendors have used crowdfunding to raise capital for their projects. This has benefited the market in several ways. Firstly, it increases awareness among potential customers. Secondly, it encourages new vendors to enter the market, which, in turn, increases competitions and decreases ices. Thirdly, vendors will have a better idea about the demand for their products. They will be able to involve the potential buyers at the product development stage by directly communicating with them. This can help vendors to manufacture products based on requirements of customers. GoFundMe, Indiegogo, and Kickstarter are some of the popular crowdfunding sites.

According to the report, vendors in the global mobile AR and VR apps market have adopted crowdfunding strategies to raise funds for their projects. It has increased the awareness among potential customers and has provided enormous opportunities for small vendors to innovate and succeed in this competitive environment.

Key vendors

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

Key Topics Covered:

PART 01: Executive summary

PART 02: Scope of the report

PART 03: Research Methodology

PART 04: Introduction

PART 05: Market landscape

PART 06: Market segmentation by type

PART 07: Market segmentation by technology adopters

PART 08: Geographical segmentation

PART 09: Key leading countries

PART 10: Decision framework

PART 11: Drivers and challenges

PART 12: Market trends

PART 13: Vendor landscape

PART 14: Appendix

For more information about this report visit http://www.researchandmarkets.com/research/9wz856/global_ar_gaming

Contacts

Research and Markets
Laura Wood, Senior Manager
press@researchandmarkets.com
For E.S.T Office Hours Call 1-917-300-0470
For U.S./CAN Toll Free Call 1-800-526-8630
For GMT Office Hours Call +353-1-416-8900
U.S. Fax: 646-607-1907
Fax (outside U.S.): +353-1-481-1716
Related Topics: Gaming, Gambling

Contacts

Research and Markets
Laura Wood, Senior Manager
press@researchandmarkets.com
For E.S.T Office Hours Call 1-917-300-0470
For U.S./CAN Toll Free Call 1-800-526-8630
For GMT Office Hours Call +353-1-416-8900
U.S. Fax: 646-607-1907
Fax (outside U.S.): +353-1-481-1716
Related Topics: Gaming, Gambling