市場調査レポート
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1423189
拡張現実ゲーム市場レポート:コンポーネント、技術、デバイス、ゲームタイプ、地域別、2024年~2032年Augmented Reality Gaming Market Report by Component, Technology, Device, Game Type, and Region 2024-2032 |
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拡張現実ゲーム市場レポート:コンポーネント、技術、デバイス、ゲームタイプ、地域別、2024年~2032年 |
出版日: 2024年01月30日
発行: IMARC
ページ情報: 英文 147 Pages
納期: 2~3営業日
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世界の拡張現実ゲーム市場規模は2023年に111億米ドルに達しました。今後、IMARC Groupは、2024年から2032年の間に27.2%の成長率(CAGR)を示し、市場は2032年までに1,027億米ドルに達すると予測しています。
同市場は現在、モバイルゲーマーの増加と相まって、技術の進歩によって牽引されています。ARとしても知られる拡張現実は、デジタル情報をユーザーのリアルタイム環境に統合することです。ゲームでは、仮想現実とは異なり、拡張現実は既存の環境を利用し、明確な機能のオーバーレイで拡張します。これに加えて、拡張現実は、デバイス・カメラを使用することで、強烈なビデオ、グラフィックス、サウンドでプレイヤーの視界を作り出すのに役立ちます。スマートフォン上のゲームでは、拡張現実は、ゲーマーが自分のキャラクター、ターゲット、レースの地形を作成することを可能にするため、重要なツールとなっています。また、周囲の環境をスキャンして隣人を招待したり、仮想コースを作成したりすることもできます。
拡張現実の技術は新しく、計り知れない可能性を秘めています。長年にわたり、さまざまな大手メーカーが多数の拡張現実アプリケーションを発表し、ゲーマーに現実世界との新しい関わり方を提示してきました。
モバイルゲーマーの継続的な増加は、拡張現実ゲームの需要に好影響を与えています。この動向は今後5年間も続くと予想されます。
現在、中国、米国、日本がこの市場の主要な需要促進要因となっています。
高品質の拡張現実ゲーム機器を入手するための初期費用は高く、一般消費者がゲーム機を購入するのは困難です。
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.