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Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market - Global Outlook and Forecast 2021-2027

April 2021 | 93 pages | ID: AD624247073AEN
Market Monitor Global

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This report contains market size and forecasts of Augmented Reality(AR) and Virtual Reality(VR) In Gaming in Global, including the following market information:

Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Revenue, 2016-2021, 2022-2027, ($ millions)

Global top five companies in 2020 (%)

The global Augmented Reality(AR) and Virtual Reality(VR) In Gaming market was valued at xx million in 2020 and is projected to reach US$ xx million by 2027, at a CAGR of xx% during the forecast period.

MARKET MONITOR GLOBAL, INC (MMG) has surveyed the Augmented Reality(AR) and Virtual Reality(VR) In Gaming companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.

Total Market by Segment:

Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market, By Type, 2016-2021, 2022-2027 ($ millions)

Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Segment Percentages, By Type, 2020 (%)
  • Motion-tracking
  • Camera-tracking
  • RFID
  • GPS
  • Others
China Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market, By Application, 2016-2021, 2022-2027 ($ millions)

China Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Segment Percentages, By Application, 2020 (%)
  • Augmented Reality Game
  • Virtual Reality Game
  • Hybrid
Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market, By Region and Country, 2016-2021, 2022-2027 ($ Millions)

Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Segment Percentages, By Region and Country, 2020 (%)
  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • France
    • U.K.
    • Italy
    • Russia
    • Nordic Countries
    • Benelux
    • Rest of Europe
  • Asia
    • China
    • Japan
    • South Korea
    • Southeast Asia
    • India
    • Rest of Asia
  • South America
    • Brazil
    • Argentina
    • Rest of South America
  • Middle East & Africa
    • Turkey
    • Israel
    • Saudi Arabia
    • UAE
    • Rest of Middle East & Africa
Competitor Analysis

The report also provides analysis of leading market participants including:

Total Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Competitors Revenues in Global, by Players 2016-2021 (Estimated), ($ millions)

Total Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Competitors Revenues Share in Global, by Players 2020 (%)

Further, the report presents profiles of competitors in the market, including the following:
  • Niantic
  • Sony
  • Valve
  • Ubisoft
  • Next Games
  • Ludia Inc
  • Six To Start
  • esDot
1 INTRODUCTION TO RESEARCH & ANALYSIS REPORTS

1.1 Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Definition
1.2 Market Segments
  1.2.1 Market by Type
  1.2.2 Market by Application
1.3 Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Overview
1.4 Features & Benefits of This Report
1.5 Methodology & Sources of Information
  1.5.1 Research Methodology
  1.5.2 Research Process
  1.5.3 Base Year
  1.5.4 Report Assumptions & Caveats

2 GLOBAL AUGMENTED REALITY(AR) AND VIRTUAL REALITY(VR) IN GAMING OVERALL MARKET SIZE

2.1 Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size: 2021 VS 2027
2.2 Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size, Prospects & Forecasts: 2016-2027
2.3 Key Market Trends, Opportunity, Drivers and Restraints
  2.3.1 Market Opportunities & Trends
  2.3.2 Market Drivers
  2.3.3 Market Restraints

3 COMPANY LANDSCAPE

3.1 Top Augmented Reality(AR) and Virtual Reality(VR) In Gaming Players in Global Market
3.2 Top Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Companies Ranked by Revenue
3.3 Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue by Companies
3.4 Top 3 and Top 5 Augmented Reality(AR) and Virtual Reality(VR) In Gaming Companies in Global Market, by Revenue in 2020
3.5 Global Companies Augmented Reality(AR) and Virtual Reality(VR) In Gaming Product Type
3.6 Tier 1, Tier 2 and Tier 3 Augmented Reality(AR) and Virtual Reality(VR) In Gaming Players in Global Market
  3.6.1 List of Global Tier 1 Augmented Reality(AR) and Virtual Reality(VR) In Gaming Companies
  3.6.2 List of Global Tier 2 and Tier 3 Augmented Reality(AR) and Virtual Reality(VR) In Gaming Companies

4 MARKET SIGHTS BY PRODUCT

4.1 Overview
  4.1.1 By Type - Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size Markets, 2021 & 2027
  4.1.2 Motion-tracking
  4.1.3 Camera-tracking
  4.1.4 RFID
  4.1.5 GPS
  4.1.6 Others
4.2 By Type - Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue & Forecasts
  4.2.1 By Type - Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, 2016-2021
  4.2.2 By Type - Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, 2022-2027
  4.2.3 By Type - Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue Market Share, 2016-2027

5 SIGHTS BY APPLICATION

5.1 Overview
  5.1.1 By Application - Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size, 2021 & 2027
  5.1.2 Augmented Reality Game
  5.1.3 Virtual Reality Game
  5.1.4 Hybrid
5.2 By Application - Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue & Forecasts
  5.2.1 By Application - Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, 2016-2021
  5.2.2 By Application - Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, 2022-2027
  5.2.3 By Application - Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue Market Share, 2016-2027

6 SIGHTS BY REGION

6.1 By Region - Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size, 2021 & 2027
6.2 By Region - Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue & Forecasts
  6.2.1 By Region - Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, 2016-2021
  6.2.2 By Region - Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, 2022-2027
  6.2.3 By Region - Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue Market Share, 2016-2027
6.3 North America
  6.3.1 By Country - North America Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, 2016-2027
  6.3.2 US Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size, 2016-2027
  6.3.3 Canada Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size, 2016-2027
  6.3.4 Mexico Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size, 2016-2027
6.4 Europe
  6.4.1 By Country - Europe Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, 2016-2027
  6.4.2 Germany Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size, 2016-2027
  6.4.3 France Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size, 2016-2027
  6.4.4 U.K. Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size, 2016-2027
  6.4.5 Italy Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size, 2016-2027
  6.4.6 Russia Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size, 2016-2027
  6.4.7 Nordic Countries Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size, 2016-2027
  6.4.8 Benelux Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size, 2016-2027
6.5 Asia
  6.5.1 By Region - Asia Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, 2016-2027
  6.5.2 China Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size, 2016-2027
  6.5.3 Japan Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size, 2016-2027
  6.5.4 South Korea Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size, 2016-2027
  6.5.5 Southeast Asia Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size, 2016-2027
  6.5.6 India Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size, 2016-2027
6.6 South America
  6.6.1 By Country - South America Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, 2016-2027
  6.6.2 Brazil Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size, 2016-2027
  6.6.3 Argentina Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size, 2016-2027
6.7 Middle East & Africa
  6.7.1 By Country - Middle East & Africa Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, 2016-2027
  6.7.2 Turkey Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size, 2016-2027
  6.7.3 Israel Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size, 2016-2027
  6.7.4 Saudi Arabia Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size, 2016-2027
  6.7.5 UAE Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size, 2016-2027

7 PLAYERS PROFILES

7.1 Niantic
  7.1.1 Niantic Corporate Summary
  7.1.2 Niantic Business Overview
  7.1.3 Niantic Augmented Reality(AR) and Virtual Reality(VR) In Gaming Major Product Offerings
  7.1.4 Niantic Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue in Global (2016-2021)
  7.1.5 Niantic Key News
7.2 Sony
  7.2.1 Sony Corporate Summary
  7.2.2 Sony Business Overview
  7.2.3 Sony Augmented Reality(AR) and Virtual Reality(VR) In Gaming Major Product Offerings
  7.2.4 Sony Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue in Global (2016-2021)
  7.2.5 Sony Key News
7.3 Valve
  7.3.1 Valve Corporate Summary
  7.3.2 Valve Business Overview
  7.3.3 Valve Augmented Reality(AR) and Virtual Reality(VR) In Gaming Major Product Offerings
  7.3.4 Valve Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue in Global (2016-2021)
  7.3.5 Valve Key News
7.4 Ubisoft
  7.4.1 Ubisoft Corporate Summary
  7.4.2 Ubisoft Business Overview
  7.4.3 Ubisoft Augmented Reality(AR) and Virtual Reality(VR) In Gaming Major Product Offerings
  7.4.4 Ubisoft Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue in Global (2016-2021)
  7.4.5 Ubisoft Key News
7.5 Next Games
  7.5.1 Next Games Corporate Summary
  7.5.2 Next Games Business Overview
  7.5.3 Next Games Augmented Reality(AR) and Virtual Reality(VR) In Gaming Major Product Offerings
  7.5.4 Next Games Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue in Global (2016-2021)
  7.5.5 Next Games Key News
7.6 Ludia Inc
  7.6.1 Ludia Inc Corporate Summary
  7.6.2 Ludia Inc Business Overview
  7.6.3 Ludia Inc Augmented Reality(AR) and Virtual Reality(VR) In Gaming Major Product Offerings
  7.6.4 Ludia Inc Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue in Global (2016-2021)
  7.6.5 Ludia Inc Key News
7.7 Six To Start
  7.7.1 Six To Start Corporate Summary
  7.7.2 Six To Start Business Overview
  7.7.3 Six To Start Augmented Reality(AR) and Virtual Reality(VR) In Gaming Major Product Offerings
  7.4.4 Six To Start Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue in Global (2016-2021)
  7.7.5 Six To Start Key News
7.8 esDot
  7.8.1 esDot Corporate Summary
  7.8.2 esDot Business Overview
  7.8.3 esDot Augmented Reality(AR) and Virtual Reality(VR) In Gaming Major Product Offerings
  7.8.4 esDot Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue in Global (2016-2021)
  7.8.5 esDot Key News

8 CONCLUSION

9 APPENDIX

9.1 Note
9.2 Examples of Clients
9.3 Disclaimer
LIST OF TABLES

Table 1. Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Opportunities & Trends in Global Market
Table 2. Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Drivers in Global Market
Table 3. Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Restraints in Global Market
Table 4. Key Players of Augmented Reality(AR) and Virtual Reality(VR) In Gaming in Global Market
Table 5. Top Augmented Reality(AR) and Virtual Reality(VR) In Gaming Players in Global Market, Ranking by Revenue (2019)
Table 6. Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue by Companies, (US$, Mn), 2016-2021
Table 7. Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue Share by Companies, 2016-2021
Table 8. Global Companies Augmented Reality(AR) and Virtual Reality(VR) In Gaming Product Type
Table 9. List of Global Tier 1 Augmented Reality(AR) and Virtual Reality(VR) In Gaming Companies, Revenue (US$, Mn) in 2020 and Market Share
Table 10. List of Global Tier 2 and Tier 3 Augmented Reality(AR) and Virtual Reality(VR) In Gaming Companies, Revenue (US$, Mn) in 2020 and Market Share
Table 11. By Type – Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, (US$, Mn), 2021 VS 2027
Table 12. By Type - Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue in Global (US$, Mn), 2016-2021
Table 13. By Type - Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue in Global (US$, Mn), 2022-2027
Table 14. By Application – Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, (US$, Mn), 2021 VS 2027
Table 15. By Application - Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue in Global (US$, Mn), 2016-2021
Table 16. By Application - Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue in Global (US$, Mn), 2022-2027
Table 17. By Region – Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, (US$, Mn), 2021 VS 2027
Table 18. By Region - Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue (US$, Mn), 2016-2021
Table 19. By Region - Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue (US$, Mn), 2022-2027
Table 20. By Country - North America Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, (US$, Mn), 2016-2021
Table 21. By Country - North America Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, (US$, Mn), 2022-2027
Table 22. By Country - Europe Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, (US$, Mn), 2016-2021
Table 23. By Country - Europe Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, (US$, Mn), 2022-2027
Table 24. By Region - Asia Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, (US$, Mn), 2016-2021
Table 25. By Region - Asia Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, (US$, Mn), 2022-2027
Table 26. By Country - South America Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, (US$, Mn), 2016-2021
Table 27. By Country - South America Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, (US$, Mn), 2022-2027
Table 28. By Country - Middle East & Africa Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, (US$, Mn), 2016-2021
Table 29. By Country - Middle East & Africa Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, (US$, Mn), 2022-2027
Table 30. Niantic Corporate Summary
Table 31. Niantic Augmented Reality(AR) and Virtual Reality(VR) In Gaming Product Offerings
Table 32. Niantic Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue (US$, Mn), (2016-2021)
Table 33. Sony Corporate Summary
Table 34. Sony Augmented Reality(AR) and Virtual Reality(VR) In Gaming Product Offerings
Table 35. Sony Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue (US$, Mn), (2016-2021)
Table 36. Valve Corporate Summary
Table 37. Valve Augmented Reality(AR) and Virtual Reality(VR) In Gaming Product Offerings
Table 38. Valve Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue (US$, Mn), (2016-2021)
Table 39. Ubisoft Corporate Summary
Table 40. Ubisoft Augmented Reality(AR) and Virtual Reality(VR) In Gaming Product Offerings
Table 41. Ubisoft Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue (US$, Mn), (2016-2021)
Table 42. Next Games Corporate Summary
Table 43. Next Games Augmented Reality(AR) and Virtual Reality(VR) In Gaming Product Offerings
Table 44. Next Games Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue (US$, Mn), (2016-2021)
Table 45. Ludia Inc Corporate Summary
Table 46. Ludia Inc Augmented Reality(AR) and Virtual Reality(VR) In Gaming Product Offerings
Table 47. Ludia Inc Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue (US$, Mn), (2016-2021)
Table 48. Six To Start Corporate Summary
Table 49. Six To Start Augmented Reality(AR) and Virtual Reality(VR) In Gaming Product Offerings
Table 50. Six To Start Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue (US$, Mn), (2016-2021)
Table 51. esDot Corporate Summary
Table 52. esDot Augmented Reality(AR) and Virtual Reality(VR) In Gaming Product Offerings
Table 53. esDot Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue (US$, Mn), (2016-2021)

LIST OF FIGURES

Figure 1. Augmented Reality(AR) and Virtual Reality(VR) In Gaming Segment by Type
Figure 2. Augmented Reality(AR) and Virtual Reality(VR) In Gaming Segment by Application
Figure 3. Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Overview: 2020
Figure 4. Key Caveats
Figure 5. Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Size: 2021 VS 2027 (US$, Mn)
Figure 6. Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, 2016-2027 (US$, Mn)
Figure 7. The Top 3 and 5 Players Market Share by Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue in 2020
Figure 8. By Type - Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue Market Share, 2016-2027
Figure 9. By Application - Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue Market Share, 2016-2027
Figure 10. By Region - Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue Market Share, 2016-2027
Figure 11. By Country - North America Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue Market Share, 2016-2027
Figure 12. US Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, (US$, Mn), 2016-2027
Figure 13. Canada Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, (US$, Mn), 2016-2027
Figure 14. Mexico Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, (US$, Mn), 2016-2027
Figure 15. By Country - Europe Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue Market Share, 2016-2027
Figure 16. Germany Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, (US$, Mn), 2016-2027
Figure 17. France Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, (US$, Mn), 2016-2027
Figure 18. U.K. Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, (US$, Mn), 2016-2027
Figure 19. Italy Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, (US$, Mn), 2016-2027
Figure 20. Russia Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, (US$, Mn), 2016-2027
Figure 21. Nordic Countries Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, (US$, Mn), 2016-2027
Figure 22. Benelux Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, (US$, Mn), 2016-2027
Figure 23. By Region - Asia Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue Market Share, 2016-2027
Figure 24. China Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, (US$, Mn), 2016-2027
Figure 25. Japan Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, (US$, Mn), 2016-2027
Figure 26. South Korea Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, (US$, Mn), 2016-2027
Figure 27. Southeast Asia Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, (US$, Mn), 2016-2027
Figure 28. India Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, (US$, Mn), 2016-2027
Figure 29. By Country - South America Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue Market Share, 2016-2027
Figure 30. Brazil Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, (US$, Mn), 2016-2027
Figure 31. Argentina Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, (US$, Mn), 2016-2027
Figure 32. By Country - Middle East & Africa Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue Market Share, 2016-2027
Figure 33. Turkey Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, (US$, Mn), 2016-2027
Figure 34. Israel Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, (US$, Mn), 2016-2027
Figure 35. Saudi Arabia Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, (US$, Mn), 2016-2027
Figure 36. UAE Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue, (US$, Mn), 2016-2027
Figure 37. Niantic Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 38. Sony Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 39. Valve Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 40. Ubisoft Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 41. Next Games Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 42. Ludia Inc Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 43. Six To Start Augmented Reality(AR) and Virtual Reality(VR) In Gaming Revenue Year Over Year Growth (US$, Mn) & (2016-2021)


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