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Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Research Report 2025
Published Date: July 2025
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Report Code: QYRE-Auto-1Y8347
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Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Research Report 2025

Code: QYRE-Auto-1Y8347
Report
July 2025
Pages:76
QYResearch
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DESCRIPTION
TABLE OF CONTENT
TABLES & FIGURES

Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market

The global market for Augmented Reality (AR) and Virtual Reality (VR) In Gaming was valued at US$ million in the year 2024 and is projected to reach a revised size of US$ million by 2031, growing at a CAGR of %during the forecast period.
North American market for Augmented Reality (AR) and Virtual Reality (VR) In Gaming is estimated to increase from $ million in 2024 to reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.
Asia-Pacific market for Augmented Reality (AR) and Virtual Reality (VR) In Gaming is estimated to increase from $ million in 2024 to reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.
The global market for Augmented Reality (AR) and Virtual Reality (VR) In Gaming in Augmented Reality Game is estimated to increase from $ million in 2024 to $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.
The major global companies of Augmented Reality (AR) and Virtual Reality (VR) In Gaming include Niantic, Sony, Valve, Ubisoft, Next Games, Ludia Inc, Six To Start, esDot, etc. In 2024, the world's top three vendors accounted for approximately % of the revenue.
This report aims to provide a comprehensive presentation of the global market for Augmented Reality (AR) and Virtual Reality (VR) In Gaming, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Augmented Reality (AR) and Virtual Reality (VR) In Gaming.
The Augmented Reality (AR) and Virtual Reality (VR) In Gaming market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. This report segments the global Augmented Reality (AR) and Virtual Reality (VR) In Gaming market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Augmented Reality (AR) and Virtual Reality (VR) In Gaming companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
Market Segmentation

Scope of Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Report

Report Metric Details
Report Name Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market
Segment by Type
  • Motion-tracking
  • Camera-tracking
  • RFID
  • GPS
  • Others
Segment by Application
  • Augmented Reality Game
  • Virtual Reality Game
  • Hybrid
By Region
  • North America (United States, Canada)
  • Europe (Germany, France, UK, Italy, Russia) Rest of Europe
  • Nordic Countries
  • Asia-Pacific (China, Japan, South Korea)
  • Southeast Asia (India, Australia)
  • Rest of Asia
  • Latin America (Mexico, Brazil)
  • Rest of Latin America
  • Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of MEA)
By Company Niantic, Sony, Valve, Ubisoft, Next Games, Ludia Inc, Six To Start, esDot
Forecast units USD million in value
Report coverage Revenue and volume forecast, company share, competitive landscape, growth factors and trends

Chapter Outline

  • Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
  • Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
  • Chapter 3: Detailed analysis of Augmented Reality (AR) and Virtual Reality (VR) In Gaming company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
  • Chapter 4: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
  • Chapter 5: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
  • Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
  • Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
  • Chapter 12: The main points and conclusions of the report.

FAQ for this report

Who are the main players in the Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market report?

Ans: The main players in the Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market are Niantic, Sony, Valve, Ubisoft, Next Games, Ludia Inc, Six To Start, esDot

What are the Application segmentation covered in the Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market report?

Ans: The Applications covered in the Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market report are Augmented Reality Game, Virtual Reality Game, Hybrid

What are the Type segmentation covered in the Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market report?

Ans: The Types covered in the Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market report are Motion-tracking, Camera-tracking, RFID, GPS, Others

1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size Growth Rate by Type: 2020 VS 2024 VS 2031
1.2.2 Motion-tracking
1.2.3 Camera-tracking
1.2.4 RFID
1.2.5 GPS
1.2.6 Others
1.3 Market by Application
1.3.1 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Growth by Application: 2020 VS 2024 VS 2031
1.3.2 Augmented Reality Game
1.3.3 Virtual Reality Game
1.3.4 Hybrid
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Perspective (2020-2031)
2.2 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Growth Trends by Region
2.2.1 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size by Region: 2020 VS 2024 VS 2031
2.2.2 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Historic Market Size by Region (2020-2025)
2.2.3 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Forecasted Market Size by Region (2026-2031)
2.3 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Dynamics
2.3.1 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Industry Trends
2.3.2 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Drivers
2.3.3 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Challenges
2.3.4 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Augmented Reality (AR) and Virtual Reality (VR) In Gaming Players by Revenue
3.1.1 Global Top Augmented Reality (AR) and Virtual Reality (VR) In Gaming Players by Revenue (2020-2025)
3.1.2 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue Market Share by Players (2020-2025)
3.2 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players Ranking by Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue
3.4 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Concentration Ratio
3.4.1 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue in 2024
3.5 Global Key Players of Augmented Reality (AR) and Virtual Reality (VR) In Gaming Head office and Area Served
3.6 Global Key Players of Augmented Reality (AR) and Virtual Reality (VR) In Gaming, Product and Application
3.7 Global Key Players of Augmented Reality (AR) and Virtual Reality (VR) In Gaming, Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Breakdown Data by Type
4.1 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Historic Market Size by Type (2020-2025)
4.2 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Forecasted Market Size by Type (2026-2031)
5 Augmented Reality (AR) and Virtual Reality (VR) In Gaming Breakdown Data by Application
5.1 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Historic Market Size by Application (2020-2025)
5.2 Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Forecasted Market Size by Application (2026-2031)
6 North America
6.1 North America Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size (2020-2031)
6.2 North America Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Growth Rate by Country: 2020 VS 2024 VS 2031
6.3 North America Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size by Country (2020-2025)
6.4 North America Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size by Country (2026-2031)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size (2020-2031)
7.2 Europe Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Growth Rate by Country: 2020 VS 2024 VS 2031
7.3 Europe Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size by Country (2020-2025)
7.4 Europe Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size by Country (2026-2031)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size (2020-2031)
8.2 Asia-Pacific Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Growth Rate by Region: 2020 VS 2024 VS 2031
8.3 Asia-Pacific Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size by Region (2020-2025)
8.4 Asia-Pacific Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size by Region (2026-2031)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size (2020-2031)
9.2 Latin America Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Growth Rate by Country: 2020 VS 2024 VS 2031
9.3 Latin America Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size by Country (2020-2025)
9.4 Latin America Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size by Country (2026-2031)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size (2020-2031)
10.2 Middle East & Africa Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Growth Rate by Country: 2020 VS 2024 VS 2031
10.3 Middle East & Africa Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size by Country (2020-2025)
10.4 Middle East & Africa Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size by Country (2026-2031)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Niantic
11.1.1 Niantic Company Details
11.1.2 Niantic Business Overview
11.1.3 Niantic Augmented Reality (AR) and Virtual Reality (VR) In Gaming Introduction
11.1.4 Niantic Revenue in Augmented Reality (AR) and Virtual Reality (VR) In Gaming Business (2020-2025)
11.1.5 Niantic Recent Development
11.2 Sony
11.2.1 Sony Company Details
11.2.2 Sony Business Overview
11.2.3 Sony Augmented Reality (AR) and Virtual Reality (VR) In Gaming Introduction
11.2.4 Sony Revenue in Augmented Reality (AR) and Virtual Reality (VR) In Gaming Business (2020-2025)
11.2.5 Sony Recent Development
11.3 Valve
11.3.1 Valve Company Details
11.3.2 Valve Business Overview
11.3.3 Valve Augmented Reality (AR) and Virtual Reality (VR) In Gaming Introduction
11.3.4 Valve Revenue in Augmented Reality (AR) and Virtual Reality (VR) In Gaming Business (2020-2025)
11.3.5 Valve Recent Development
11.4 Ubisoft
11.4.1 Ubisoft Company Details
11.4.2 Ubisoft Business Overview
11.4.3 Ubisoft Augmented Reality (AR) and Virtual Reality (VR) In Gaming Introduction
11.4.4 Ubisoft Revenue in Augmented Reality (AR) and Virtual Reality (VR) In Gaming Business (2020-2025)
11.4.5 Ubisoft Recent Development
11.5 Next Games
11.5.1 Next Games Company Details
11.5.2 Next Games Business Overview
11.5.3 Next Games Augmented Reality (AR) and Virtual Reality (VR) In Gaming Introduction
11.5.4 Next Games Revenue in Augmented Reality (AR) and Virtual Reality (VR) In Gaming Business (2020-2025)
11.5.5 Next Games Recent Development
11.6 Ludia Inc
11.6.1 Ludia Inc Company Details
11.6.2 Ludia Inc Business Overview
11.6.3 Ludia Inc Augmented Reality (AR) and Virtual Reality (VR) In Gaming Introduction
11.6.4 Ludia Inc Revenue in Augmented Reality (AR) and Virtual Reality (VR) In Gaming Business (2020-2025)
11.6.5 Ludia Inc Recent Development
11.7 Six To Start
11.7.1 Six To Start Company Details
11.7.2 Six To Start Business Overview
11.7.3 Six To Start Augmented Reality (AR) and Virtual Reality (VR) In Gaming Introduction
11.7.4 Six To Start Revenue in Augmented Reality (AR) and Virtual Reality (VR) In Gaming Business (2020-2025)
11.7.5 Six To Start Recent Development
11.8 esDot
11.8.1 esDot Company Details
11.8.2 esDot Business Overview
11.8.3 esDot Augmented Reality (AR) and Virtual Reality (VR) In Gaming Introduction
11.8.4 esDot Revenue in Augmented Reality (AR) and Virtual Reality (VR) In Gaming Business (2020-2025)
11.8.5 esDot Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.1.1 Research Programs/Design
13.1.1.2 Market Size Estimation
13.1.1.3 Market Breakdown and Data Triangulation
13.1.2 Data Source
13.1.2.1 Secondary Sources
13.1.2.2 Primary Sources
13.2 Author Details
13.3 Disclaimer
List of Tables
 Table 1. Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size Growth Rate by Type (US$ Million): 2020 VS 2024 VS 2031
 Table 2. Key Players of Motion-tracking
 Table 3. Key Players of Camera-tracking
 Table 4. Key Players of RFID
 Table 5. Key Players of GPS
 Table 6. Key Players of Others
 Table 7. Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size Growth by Application (US$ Million): 2020 VS 2024 VS 2031
 Table 8. Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size by Region (US$ Million): 2020 VS 2024 VS 2031
 Table 9. Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size by Region (2020-2025) & (US$ Million)
 Table 10. Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Share by Region (2020-2025)
 Table 11. Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Forecasted Market Size by Region (2026-2031) & (US$ Million)
 Table 12. Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Share by Region (2026-2031)
 Table 13. Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Trends
 Table 14. Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Drivers
 Table 15. Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Challenges
 Table 16. Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Restraints
 Table 17. Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue by Players (2020-2025) & (US$ Million)
 Table 18. Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Share by Players (2020-2025)
 Table 19. Global Top Augmented Reality (AR) and Virtual Reality (VR) In Gaming Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Augmented Reality (AR) and Virtual Reality (VR) In Gaming as of 2024)
 Table 20. Ranking of Global Top Augmented Reality (AR) and Virtual Reality (VR) In Gaming Companies by Revenue (US$ Million) in 2024
 Table 21. Global 5 Largest Players Market Share by Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue (CR5 and HHI) & (2020-2025)
 Table 22. Global Key Players of Augmented Reality (AR) and Virtual Reality (VR) In Gaming, Headquarters and Area Served
 Table 23. Global Key Players of Augmented Reality (AR) and Virtual Reality (VR) In Gaming, Product and Application
 Table 24. Global Key Players of Augmented Reality (AR) and Virtual Reality (VR) In Gaming, Date of Enter into This Industry
 Table 25. Mergers & Acquisitions, Expansion Plans
 Table 26. Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size by Type (2020-2025) & (US$ Million)
 Table 27. Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue Market Share by Type (2020-2025)
 Table 28. Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Forecasted Market Size by Type (2026-2031) & (US$ Million)
 Table 29. Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue Market Share by Type (2026-2031)
 Table 30. Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size by Application (2020-2025) & (US$ Million)
 Table 31. Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue Market Share by Application (2020-2025)
 Table 32. Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Forecasted Market Size by Application (2026-2031) & (US$ Million)
 Table 33. Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue Market Share by Application (2026-2031)
 Table 34. North America Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 35. North America Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size by Country (2020-2025) & (US$ Million)
 Table 36. North America Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size by Country (2026-2031) & (US$ Million)
 Table 37. Europe Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 38. Europe Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size by Country (2020-2025) & (US$ Million)
 Table 39. Europe Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size by Country (2026-2031) & (US$ Million)
 Table 40. Asia-Pacific Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size Growth Rate by Region (US$ Million): 2020 VS 2024 VS 2031
 Table 41. Asia-Pacific Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size by Region (2020-2025) & (US$ Million)
 Table 42. Asia-Pacific Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size by Region (2026-2031) & (US$ Million)
 Table 43. Latin America Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 44. Latin America Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size by Country (2020-2025) & (US$ Million)
 Table 45. Latin America Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size by Country (2026-2031) & (US$ Million)
 Table 46. Middle East & Africa Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 47. Middle East & Africa Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size by Country (2020-2025) & (US$ Million)
 Table 48. Middle East & Africa Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size by Country (2026-2031) & (US$ Million)
 Table 49. Niantic Company Details
 Table 50. Niantic Business Overview
 Table 51. Niantic Augmented Reality (AR) and Virtual Reality (VR) In Gaming Product
 Table 52. Niantic Revenue in Augmented Reality (AR) and Virtual Reality (VR) In Gaming Business (2020-2025) & (US$ Million)
 Table 53. Niantic Recent Development
 Table 54. Sony Company Details
 Table 55. Sony Business Overview
 Table 56. Sony Augmented Reality (AR) and Virtual Reality (VR) In Gaming Product
 Table 57. Sony Revenue in Augmented Reality (AR) and Virtual Reality (VR) In Gaming Business (2020-2025) & (US$ Million)
 Table 58. Sony Recent Development
 Table 59. Valve Company Details
 Table 60. Valve Business Overview
 Table 61. Valve Augmented Reality (AR) and Virtual Reality (VR) In Gaming Product
 Table 62. Valve Revenue in Augmented Reality (AR) and Virtual Reality (VR) In Gaming Business (2020-2025) & (US$ Million)
 Table 63. Valve Recent Development
 Table 64. Ubisoft Company Details
 Table 65. Ubisoft Business Overview
 Table 66. Ubisoft Augmented Reality (AR) and Virtual Reality (VR) In Gaming Product
 Table 67. Ubisoft Revenue in Augmented Reality (AR) and Virtual Reality (VR) In Gaming Business (2020-2025) & (US$ Million)
 Table 68. Ubisoft Recent Development
 Table 69. Next Games Company Details
 Table 70. Next Games Business Overview
 Table 71. Next Games Augmented Reality (AR) and Virtual Reality (VR) In Gaming Product
 Table 72. Next Games Revenue in Augmented Reality (AR) and Virtual Reality (VR) In Gaming Business (2020-2025) & (US$ Million)
 Table 73. Next Games Recent Development
 Table 74. Ludia Inc Company Details
 Table 75. Ludia Inc Business Overview
 Table 76. Ludia Inc Augmented Reality (AR) and Virtual Reality (VR) In Gaming Product
 Table 77. Ludia Inc Revenue in Augmented Reality (AR) and Virtual Reality (VR) In Gaming Business (2020-2025) & (US$ Million)
 Table 78. Ludia Inc Recent Development
 Table 79. Six To Start Company Details
 Table 80. Six To Start Business Overview
 Table 81. Six To Start Augmented Reality (AR) and Virtual Reality (VR) In Gaming Product
 Table 82. Six To Start Revenue in Augmented Reality (AR) and Virtual Reality (VR) In Gaming Business (2020-2025) & (US$ Million)
 Table 83. Six To Start Recent Development
 Table 84. esDot Company Details
 Table 85. esDot Business Overview
 Table 86. esDot Augmented Reality (AR) and Virtual Reality (VR) In Gaming Product
 Table 87. esDot Revenue in Augmented Reality (AR) and Virtual Reality (VR) In Gaming Business (2020-2025) & (US$ Million)
 Table 88. esDot Recent Development
 Table 89. Research Programs/Design for This Report
 Table 90. Key Data Information from Secondary Sources
 Table 91. Key Data Information from Primary Sources
 Table 92. Authors List of This Report


List of Figures
 Figure 1. Augmented Reality (AR) and Virtual Reality (VR) In Gaming Picture
 Figure 2. Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size Comparison by Type (2020-2031) & (US$ Million)
 Figure 3. Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Share by Type: 2024 VS 2031
 Figure 4. Motion-tracking Features
 Figure 5. Camera-tracking Features
 Figure 6. RFID Features
 Figure 7. GPS Features
 Figure 8. Others Features
 Figure 9. Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size by Application (2020-2031) & (US$ Million)
 Figure 10. Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Share by Application: 2024 VS 2031
 Figure 11. Augmented Reality Game Case Studies
 Figure 12. Virtual Reality Game Case Studies
 Figure 13. Hybrid Case Studies
 Figure 14. Augmented Reality (AR) and Virtual Reality (VR) In Gaming Report Years Considered
 Figure 15. Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size (US$ Million), Year-over-Year: 2020-2031
 Figure 16. Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size, (US$ Million), 2020 VS 2024 VS 2031
 Figure 17. Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Share by Region: 2024 VS 2031
 Figure 18. Global Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Share by Players in 2024
 Figure 19. Global Top Augmented Reality (AR) and Virtual Reality (VR) In Gaming Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Augmented Reality (AR) and Virtual Reality (VR) In Gaming as of 2024)
 Figure 20. The Top 10 and 5 Players Market Share by Augmented Reality (AR) and Virtual Reality (VR) In Gaming Revenue in 2024
 Figure 21. North America Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 22. North America Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Share by Country (2020-2031)
 Figure 23. United States Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 24. Canada Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 25. Europe Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 26. Europe Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Share by Country (2020-2031)
 Figure 27. Germany Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 28. France Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 29. U.K. Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 30. Italy Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 31. Russia Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 32. Nordic Countries Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 33. Asia-Pacific Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 34. Asia-Pacific Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Share by Region (2020-2031)
 Figure 35. China Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 36. Japan Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 37. South Korea Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 38. Southeast Asia Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 39. India Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 40. Australia Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 41. Latin America Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 42. Latin America Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Share by Country (2020-2031)
 Figure 43. Mexico Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 44. Brazil Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 45. Middle East & Africa Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 46. Middle East & Africa Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Share by Country (2020-2031)
 Figure 47. Turkey Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 48. Saudi Arabia Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 49. UAE Augmented Reality (AR) and Virtual Reality (VR) In Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 50. Niantic Revenue Growth Rate in Augmented Reality (AR) and Virtual Reality (VR) In Gaming Business (2020-2025)
 Figure 51. Sony Revenue Growth Rate in Augmented Reality (AR) and Virtual Reality (VR) In Gaming Business (2020-2025)
 Figure 52. Valve Revenue Growth Rate in Augmented Reality (AR) and Virtual Reality (VR) In Gaming Business (2020-2025)
 Figure 53. Ubisoft Revenue Growth Rate in Augmented Reality (AR) and Virtual Reality (VR) In Gaming Business (2020-2025)
 Figure 54. Next Games Revenue Growth Rate in Augmented Reality (AR) and Virtual Reality (VR) In Gaming Business (2020-2025)
 Figure 55. Ludia Inc Revenue Growth Rate in Augmented Reality (AR) and Virtual Reality (VR) In Gaming Business (2020-2025)
 Figure 56. Six To Start Revenue Growth Rate in Augmented Reality (AR) and Virtual Reality (VR) In Gaming Business (2020-2025)
 Figure 57. esDot Revenue Growth Rate in Augmented Reality (AR) and Virtual Reality (VR) In Gaming Business (2020-2025)
 Figure 58. Bottom-up and Top-down Approaches for This Report
 Figure 59. Data Triangulation
 Figure 60. Key Executives Interviewed
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