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Augmented Reality (AR) in Entertainment - Global Market Share and Ranking, Overall Sales and Demand Forecast 2024-2030
Published Date: November 2024
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Report Code: QYRE-Auto-28V3631
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Global Augmented Reality AR in Entertainment Market Size Status and Forecast 2021 2027
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Augmented Reality (AR) in Entertainment - Global Market Share and Ranking, Overall Sales and Demand Forecast 2024-2030

Code: QYRE-Auto-28V3631
Report
November 2024
Pages:114
QYResearch
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DESCRIPTION
TABLE OF CONTENT
TABLES & FIGURES

Augmented Reality (AR) in Entertainment - Market Size

The global market for Augmented Reality (AR) in Entertainment was estimated to be worth US$ 245 million in 2023 and is forecast to a readjusted size of US$ 471.5 million by 2030 with a CAGR of 10.5% during the forecast period 2024-2030

Augmented Reality (AR) in Entertainment - Market

Augmented Reality (AR) in Entertainment - Market

AR is being used in a variety of ways in the entertainment industry, including enhancing live events, creating more immersive and interactive viewing experiences for movies and TV shows, and creating more realistic and immersive video game experiences
North American market for Augmented Reality (AR) in Entertainment was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Asia-Pacific market for Augmented Reality (AR) in Entertainment was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Europe market for Augmented Reality (AR) in Entertainment was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The global key companies of Augmented Reality (AR) in Entertainment include Google, Microsoft, Blippar, Marxent Labs, Electronic Arts, Evolution Studios, KUNOS-Simulazioni Srl, Slightly Mad Studios and Viewpoint Games, etc. In 2023, the global five largest players hold a share approximately % in terms of revenue.

Report Scope

This report aims to provide a comprehensive presentation of the global market for Augmented Reality (AR) in Entertainment, focusing on the total sales revenue, key companies market share and ranking, together with an analysis of Augmented Reality (AR) in Entertainment by region & country, by Type, and by Application.
The Augmented Reality (AR) in Entertainment market size, estimations, and forecasts are provided in terms of sales revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. 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) in Entertainment.
Market Segmentation

Scope of Augmented Reality (AR) in Entertainment - Market Report

Report Metric Details
Report Name Augmented Reality (AR) in Entertainment - Market
Forecasted market size in 2030 US$ 471.5 million
CAGR 10.5%
Forecasted years 2024 - 2030
Segment by Type:
Segment by Application
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 Google, Microsoft, Blippar, Marxent Labs, Electronic Arts, Evolution Studios, KUNOS-Simulazioni Srl, Slightly Mad Studios, Viewpoint Games, Slightly Mad, Ubisoft
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, global total market size. This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
  • Chapter 2: Detailed analysis of Augmented Reality (AR) in Entertainment manufacturers competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
  • Chapter 3: 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 4: 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 5: Revenue of Augmented Reality (AR) in Entertainment in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.
  • Chapter 6: Revenue of Augmented Reality (AR) in Entertainment in country level. It provides sigmate data by Type, and by Application for each country/region.
  • Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
  • Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
  • Chapter 9: Conclusion.

FAQ for this report

What is the Augmented Reality (AR) in Entertainment - Market size in 2030?

Ans: The Augmented Reality (AR) in Entertainment - Market size in 2030 will be US$ 471.5 million.

Who are the main players in the Augmented Reality (AR) in Entertainment - Market report?

Ans: The main players in the Augmented Reality (AR) in Entertainment - Market are Google, Microsoft, Blippar, Marxent Labs, Electronic Arts, Evolution Studios, KUNOS-Simulazioni Srl, Slightly Mad Studios, Viewpoint Games, Slightly Mad, Ubisoft

What are the Application segmentation covered in the Augmented Reality (AR) in Entertainment - Market report?

Ans: The Applications covered in the Augmented Reality (AR) in Entertainment - Market report are Theater, Museums, Amusement Parks, Music Concerts, Others

What are the Type segmentation covered in the Augmented Reality (AR) in Entertainment - Market report?

Ans: The Types covered in the Augmented Reality (AR) in Entertainment - Market report are AR in Games, AR in Music, Others

Recommended Reports

AR/VR Solutions

AR/VR Devices

AR/VR Applications

1 Market Overview
1.1 Augmented Reality (AR) in Entertainment Product Introduction
1.2 Global Augmented Reality (AR) in Entertainment Market Size Forecast
1.3 Augmented Reality (AR) in Entertainment Market Trends & Drivers
1.3.1 Augmented Reality (AR) in Entertainment Industry Trends
1.3.2 Augmented Reality (AR) in Entertainment Market Drivers & Opportunity
1.3.3 Augmented Reality (AR) in Entertainment Market Challenges
1.3.4 Augmented Reality (AR) in Entertainment Market Restraints
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Competitive Analysis by Company
2.1 Global Augmented Reality (AR) in Entertainment Players Revenue Ranking (2023)
2.2 Global Augmented Reality (AR) in Entertainment Revenue by Company (2019-2024)
2.3 Key Companies Augmented Reality (AR) in Entertainment Manufacturing Base Distribution and Headquarters
2.4 Key Companies Augmented Reality (AR) in Entertainment Product Offered
2.5 Key Companies Time to Begin Mass Production of Augmented Reality (AR) in Entertainment
2.6 Augmented Reality (AR) in Entertainment Market Competitive Analysis
2.6.1 Augmented Reality (AR) in Entertainment Market Concentration Rate (2019-2024)
2.6.2 Global 5 and 10 Largest Companies by Augmented Reality (AR) in Entertainment Revenue in 2023
2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Augmented Reality (AR) in Entertainment as of 2023)
2.7 Mergers & Acquisitions, Expansion
3 Segmentation by Type
3.1 Introduction by Type
3.1.1 AR in Games
3.1.2 AR in Music
3.1.3 Others
3.2 Global Augmented Reality (AR) in Entertainment Sales Value by Type
3.2.1 Global Augmented Reality (AR) in Entertainment Sales Value by Type (2019 VS 2023 VS 2030)
3.2.2 Global Augmented Reality (AR) in Entertainment Sales Value, by Type (2019-2030)
3.2.3 Global Augmented Reality (AR) in Entertainment Sales Value, by Type (%) (2019-2030)
4 Segmentation by Application
4.1 Introduction by Application
4.1.1 Theater
4.1.2 Museums
4.1.3 Amusement Parks
4.1.4 Music Concerts
4.1.5 Others
4.2 Global Augmented Reality (AR) in Entertainment Sales Value by Application
4.2.1 Global Augmented Reality (AR) in Entertainment Sales Value by Application (2019 VS 2023 VS 2030)
4.2.2 Global Augmented Reality (AR) in Entertainment Sales Value, by Application (2019-2030)
4.2.3 Global Augmented Reality (AR) in Entertainment Sales Value, by Application (%) (2019-2030)
5 Segmentation by Region
5.1 Global Augmented Reality (AR) in Entertainment Sales Value by Region
5.1.1 Global Augmented Reality (AR) in Entertainment Sales Value by Region: 2019 VS 2023 VS 2030
5.1.2 Global Augmented Reality (AR) in Entertainment Sales Value by Region (2019-2024)
5.1.3 Global Augmented Reality (AR) in Entertainment Sales Value by Region (2025-2030)
5.1.4 Global Augmented Reality (AR) in Entertainment Sales Value by Region (%), (2019-2030)
5.2 North America
5.2.1 North America Augmented Reality (AR) in Entertainment Sales Value, 2019-2030
5.2.2 North America Augmented Reality (AR) in Entertainment Sales Value by Country (%), 2023 VS 2030
5.3 Europe
5.3.1 Europe Augmented Reality (AR) in Entertainment Sales Value, 2019-2030
5.3.2 Europe Augmented Reality (AR) in Entertainment Sales Value by Country (%), 2023 VS 2030
5.4 Asia Pacific
5.4.1 Asia Pacific Augmented Reality (AR) in Entertainment Sales Value, 2019-2030
5.4.2 Asia Pacific Augmented Reality (AR) in Entertainment Sales Value by Country (%), 2023 VS 2030
5.5 South America
5.5.1 South America Augmented Reality (AR) in Entertainment Sales Value, 2019-2030
5.5.2 South America Augmented Reality (AR) in Entertainment Sales Value by Country (%), 2023 VS 2030
5.6 Middle East & Africa
5.6.1 Middle East & Africa Augmented Reality (AR) in Entertainment Sales Value, 2019-2030
5.6.2 Middle East & Africa Augmented Reality (AR) in Entertainment Sales Value by Country (%), 2023 VS 2030
6 Segmentation by Key Countries/Regions
6.1 Key Countries/Regions Augmented Reality (AR) in Entertainment Sales Value Growth Trends, 2019 VS 2023 VS 2030
6.2 Key Countries/Regions Augmented Reality (AR) in Entertainment Sales Value
6.3 United States
6.3.1 United States Augmented Reality (AR) in Entertainment Sales Value, 2019-2030
6.3.2 United States Augmented Reality (AR) in Entertainment Sales Value by Type (%), 2023 VS 2030
6.3.3 United States Augmented Reality (AR) in Entertainment Sales Value by Application, 2023 VS 2030
6.4 Europe
6.4.1 Europe Augmented Reality (AR) in Entertainment Sales Value, 2019-2030
6.4.2 Europe Augmented Reality (AR) in Entertainment Sales Value by Type (%), 2023 VS 2030
6.4.3 Europe Augmented Reality (AR) in Entertainment Sales Value by Application, 2023 VS 2030
6.5 China
6.5.1 China Augmented Reality (AR) in Entertainment Sales Value, 2019-2030
6.5.2 China Augmented Reality (AR) in Entertainment Sales Value by Type (%), 2023 VS 2030
6.5.3 China Augmented Reality (AR) in Entertainment Sales Value by Application, 2023 VS 2030
6.6 Japan
6.6.1 Japan Augmented Reality (AR) in Entertainment Sales Value, 2019-2030
6.6.2 Japan Augmented Reality (AR) in Entertainment Sales Value by Type (%), 2023 VS 2030
6.6.3 Japan Augmented Reality (AR) in Entertainment Sales Value by Application, 2023 VS 2030
6.7 South Korea
6.7.1 South Korea Augmented Reality (AR) in Entertainment Sales Value, 2019-2030
6.7.2 South Korea Augmented Reality (AR) in Entertainment Sales Value by Type (%), 2023 VS 2030
6.7.3 South Korea Augmented Reality (AR) in Entertainment Sales Value by Application, 2023 VS 2030
6.8 Southeast Asia
6.8.1 Southeast Asia Augmented Reality (AR) in Entertainment Sales Value, 2019-2030
6.8.2 Southeast Asia Augmented Reality (AR) in Entertainment Sales Value by Type (%), 2023 VS 2030
6.8.3 Southeast Asia Augmented Reality (AR) in Entertainment Sales Value by Application, 2023 VS 2030
6.9 India
6.9.1 India Augmented Reality (AR) in Entertainment Sales Value, 2019-2030
6.9.2 India Augmented Reality (AR) in Entertainment Sales Value by Type (%), 2023 VS 2030
6.9.3 India Augmented Reality (AR) in Entertainment Sales Value by Application, 2023 VS 2030
7 Company Profiles
7.1 Google
7.1.1 Google Profile
7.1.2 Google Main Business
7.1.3 Google Augmented Reality (AR) in Entertainment Products, Services and Solutions
7.1.4 Google Augmented Reality (AR) in Entertainment Revenue (US$ Million) & (2019-2024)
7.1.5 Google Recent Developments
7.2 Microsoft
7.2.1 Microsoft Profile
7.2.2 Microsoft Main Business
7.2.3 Microsoft Augmented Reality (AR) in Entertainment Products, Services and Solutions
7.2.4 Microsoft Augmented Reality (AR) in Entertainment Revenue (US$ Million) & (2019-2024)
7.2.5 Microsoft Recent Developments
7.3 Blippar
7.3.1 Blippar Profile
7.3.2 Blippar Main Business
7.3.3 Blippar Augmented Reality (AR) in Entertainment Products, Services and Solutions
7.3.4 Blippar Augmented Reality (AR) in Entertainment Revenue (US$ Million) & (2019-2024)
7.3.5 Marxent Labs Recent Developments
7.4 Marxent Labs
7.4.1 Marxent Labs Profile
7.4.2 Marxent Labs Main Business
7.4.3 Marxent Labs Augmented Reality (AR) in Entertainment Products, Services and Solutions
7.4.4 Marxent Labs Augmented Reality (AR) in Entertainment Revenue (US$ Million) & (2019-2024)
7.4.5 Marxent Labs Recent Developments
7.5 Electronic Arts
7.5.1 Electronic Arts Profile
7.5.2 Electronic Arts Main Business
7.5.3 Electronic Arts Augmented Reality (AR) in Entertainment Products, Services and Solutions
7.5.4 Electronic Arts Augmented Reality (AR) in Entertainment Revenue (US$ Million) & (2019-2024)
7.5.5 Electronic Arts Recent Developments
7.6 Evolution Studios
7.6.1 Evolution Studios Profile
7.6.2 Evolution Studios Main Business
7.6.3 Evolution Studios Augmented Reality (AR) in Entertainment Products, Services and Solutions
7.6.4 Evolution Studios Augmented Reality (AR) in Entertainment Revenue (US$ Million) & (2019-2024)
7.6.5 Evolution Studios Recent Developments
7.7 KUNOS-Simulazioni Srl
7.7.1 KUNOS-Simulazioni Srl Profile
7.7.2 KUNOS-Simulazioni Srl Main Business
7.7.3 KUNOS-Simulazioni Srl Augmented Reality (AR) in Entertainment Products, Services and Solutions
7.7.4 KUNOS-Simulazioni Srl Augmented Reality (AR) in Entertainment Revenue (US$ Million) & (2019-2024)
7.7.5 KUNOS-Simulazioni Srl Recent Developments
7.8 Slightly Mad Studios
7.8.1 Slightly Mad Studios Profile
7.8.2 Slightly Mad Studios Main Business
7.8.3 Slightly Mad Studios Augmented Reality (AR) in Entertainment Products, Services and Solutions
7.8.4 Slightly Mad Studios Augmented Reality (AR) in Entertainment Revenue (US$ Million) & (2019-2024)
7.8.5 Slightly Mad Studios Recent Developments
7.9 Viewpoint Games
7.9.1 Viewpoint Games Profile
7.9.2 Viewpoint Games Main Business
7.9.3 Viewpoint Games Augmented Reality (AR) in Entertainment Products, Services and Solutions
7.9.4 Viewpoint Games Augmented Reality (AR) in Entertainment Revenue (US$ Million) & (2019-2024)
7.9.5 Viewpoint Games Recent Developments
7.10 Slightly Mad
7.10.1 Slightly Mad Profile
7.10.2 Slightly Mad Main Business
7.10.3 Slightly Mad Augmented Reality (AR) in Entertainment Products, Services and Solutions
7.10.4 Slightly Mad Augmented Reality (AR) in Entertainment Revenue (US$ Million) & (2019-2024)
7.10.5 Slightly Mad Recent Developments
7.11 Ubisoft
7.11.1 Ubisoft Profile
7.11.2 Ubisoft Main Business
7.11.3 Ubisoft Augmented Reality (AR) in Entertainment Products, Services and Solutions
7.11.4 Ubisoft Augmented Reality (AR) in Entertainment Revenue (US$ Million) & (2019-2024)
7.11.5 Ubisoft Recent Developments
8 Industry Chain Analysis
8.1 Augmented Reality (AR) in Entertainment Industrial Chain
8.2 Augmented Reality (AR) in Entertainment Upstream Analysis
8.2.1 Key Raw Materials
8.2.2 Raw Materials Key Suppliers
8.2.3 Manufacturing Cost Structure
8.3 Midstream Analysis
8.4 Downstream Analysis (Customers Analysis)
8.5 Sales Model and Sales Channels
8.5.1 Augmented Reality (AR) in Entertainment Sales Model
8.5.2 Sales Channel
8.5.3 Augmented Reality (AR) in Entertainment Distributors
9 Research Findings and Conclusion
10 Appendix
10.1 Research Methodology
10.1.1 Methodology/Research Approach
10.1.2 Data Source
10.2 Author Details
10.3 Disclaimer
List of Tables
    Table 1. Augmented Reality (AR) in Entertainment Market Trends
    Table 2. Augmented Reality (AR) in Entertainment Market Drivers & Opportunity
    Table 3. Augmented Reality (AR) in Entertainment Market Challenges
    Table 4. Augmented Reality (AR) in Entertainment Market Restraints
    Table 5. Global Augmented Reality (AR) in Entertainment Revenue by Company (2019-2024) & (US$ Million)
    Table 6. Global Augmented Reality (AR) in Entertainment Revenue Market Share by Company (2019-2024)
    Table 7. Key Companies Augmented Reality (AR) in Entertainment Manufacturing Base Distribution and Headquarters
    Table 8. Key Companies Augmented Reality (AR) in Entertainment Product Type
    Table 9. Key Companies Time to Begin Mass Production of Augmented Reality (AR) in Entertainment
    Table 10. Global Augmented Reality (AR) in Entertainment Companies Market Concentration Ratio (CR5 and HHI)
    Table 11. Global Top Companies Market Share by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Augmented Reality (AR) in Entertainment as of 2023)
    Table 12. Mergers & Acquisitions, Expansion Plans
    Table 13. Global Augmented Reality (AR) in Entertainment Sales Value by Type: 2019 VS 2023 VS 2030 (US$ Million)
    Table 14. Global Augmented Reality (AR) in Entertainment Sales Value by Type (2019-2024) & (US$ Million)
    Table 15. Global Augmented Reality (AR) in Entertainment Sales Value by Type (2025-2030) & (US$ Million)
    Table 16. Global Augmented Reality (AR) in Entertainment Sales Market Share in Value by Type (2019-2024) & (%)
    Table 17. Global Augmented Reality (AR) in Entertainment Sales Market Share in Value by Type (2025-2030) & (%)
    Table 18. Global Augmented Reality (AR) in Entertainment Sales Value by Application: 2019 VS 2023 VS 2030 (US$ Million)
    Table 19. Global Augmented Reality (AR) in Entertainment Sales Value by Application (2019-2024) & (US$ Million)
    Table 20. Global Augmented Reality (AR) in Entertainment Sales Value by Application (2025-2030) & (US$ Million)
    Table 21. Global Augmented Reality (AR) in Entertainment Sales Market Share in Value by Application (2019-2024) & (%)
    Table 22. Global Augmented Reality (AR) in Entertainment Sales Market Share in Value by Application (2025-2030) & (%)
    Table 23. Global Augmented Reality (AR) in Entertainment Sales Value by Region: 2019 VS 2023 VS 2030 (US$ Million)
    Table 24. Global Augmented Reality (AR) in Entertainment Sales Value by Region (2019-2024) & (US$ Million)
    Table 25. Global Augmented Reality (AR) in Entertainment Sales Value by Region (2025-2030) & (US$ Million)
    Table 26. Global Augmented Reality (AR) in Entertainment Sales Value by Region (2019-2024) & (%)
    Table 27. Global Augmented Reality (AR) in Entertainment Sales Value by Region (2025-2030) & (%)
    Table 28. Key Countries/Regions Augmented Reality (AR) in Entertainment Sales Value Growth Trends, (US$ Million): 2019 VS 2023 VS 2030
    Table 29. Key Countries/Regions Augmented Reality (AR) in Entertainment Sales Value, (2019-2024) & (US$ Million)
    Table 30. Key Countries/Regions Augmented Reality (AR) in Entertainment Sales Value, (2025-2030) & (US$ Million)
    Table 31. Google Basic Information List
    Table 32. Google Description and Business Overview
    Table 33. Google Augmented Reality (AR) in Entertainment Products, Services and Solutions
    Table 34. Revenue (US$ Million) in Augmented Reality (AR) in Entertainment Business of Google (2019-2024)
    Table 35. Google Recent Developments
    Table 36. Microsoft Basic Information List
    Table 37. Microsoft Description and Business Overview
    Table 38. Microsoft Augmented Reality (AR) in Entertainment Products, Services and Solutions
    Table 39. Revenue (US$ Million) in Augmented Reality (AR) in Entertainment Business of Microsoft (2019-2024)
    Table 40. Microsoft Recent Developments
    Table 41. Blippar Basic Information List
    Table 42. Blippar Description and Business Overview
    Table 43. Blippar Augmented Reality (AR) in Entertainment Products, Services and Solutions
    Table 44. Revenue (US$ Million) in Augmented Reality (AR) in Entertainment Business of Blippar (2019-2024)
    Table 45. Blippar Recent Developments
    Table 46. Marxent Labs Basic Information List
    Table 47. Marxent Labs Description and Business Overview
    Table 48. Marxent Labs Augmented Reality (AR) in Entertainment Products, Services and Solutions
    Table 49. Revenue (US$ Million) in Augmented Reality (AR) in Entertainment Business of Marxent Labs (2019-2024)
    Table 50. Marxent Labs Recent Developments
    Table 51. Electronic Arts Basic Information List
    Table 52. Electronic Arts Description and Business Overview
    Table 53. Electronic Arts Augmented Reality (AR) in Entertainment Products, Services and Solutions
    Table 54. Revenue (US$ Million) in Augmented Reality (AR) in Entertainment Business of Electronic Arts (2019-2024)
    Table 55. Electronic Arts Recent Developments
    Table 56. Evolution Studios Basic Information List
    Table 57. Evolution Studios Description and Business Overview
    Table 58. Evolution Studios Augmented Reality (AR) in Entertainment Products, Services and Solutions
    Table 59. Revenue (US$ Million) in Augmented Reality (AR) in Entertainment Business of Evolution Studios (2019-2024)
    Table 60. Evolution Studios Recent Developments
    Table 61. KUNOS-Simulazioni Srl Basic Information List
    Table 62. KUNOS-Simulazioni Srl Description and Business Overview
    Table 63. KUNOS-Simulazioni Srl Augmented Reality (AR) in Entertainment Products, Services and Solutions
    Table 64. Revenue (US$ Million) in Augmented Reality (AR) in Entertainment Business of KUNOS-Simulazioni Srl (2019-2024)
    Table 65. KUNOS-Simulazioni Srl Recent Developments
    Table 66. Slightly Mad Studios Basic Information List
    Table 67. Slightly Mad Studios Description and Business Overview
    Table 68. Slightly Mad Studios Augmented Reality (AR) in Entertainment Products, Services and Solutions
    Table 69. Revenue (US$ Million) in Augmented Reality (AR) in Entertainment Business of Slightly Mad Studios (2019-2024)
    Table 70. Slightly Mad Studios Recent Developments
    Table 71. Viewpoint Games Basic Information List
    Table 72. Viewpoint Games Description and Business Overview
    Table 73. Viewpoint Games Augmented Reality (AR) in Entertainment Products, Services and Solutions
    Table 74. Revenue (US$ Million) in Augmented Reality (AR) in Entertainment Business of Viewpoint Games (2019-2024)
    Table 75. Viewpoint Games Recent Developments
    Table 76. Slightly Mad Basic Information List
    Table 77. Slightly Mad Description and Business Overview
    Table 78. Slightly Mad Augmented Reality (AR) in Entertainment Products, Services and Solutions
    Table 79. Revenue (US$ Million) in Augmented Reality (AR) in Entertainment Business of Slightly Mad (2019-2024)
    Table 80. Slightly Mad Recent Developments
    Table 81. Ubisoft Basic Information List
    Table 82. Ubisoft Description and Business Overview
    Table 83. Ubisoft Augmented Reality (AR) in Entertainment Products, Services and Solutions
    Table 84. Revenue (US$ Million) in Augmented Reality (AR) in Entertainment Business of Ubisoft (2019-2024)
    Table 85. Ubisoft Recent Developments
    Table 86. Key Raw Materials Lists
    Table 87. Raw Materials Key Suppliers Lists
    Table 88. Augmented Reality (AR) in Entertainment Downstream Customers
    Table 89. Augmented Reality (AR) in Entertainment Distributors List
    Table 90. Research Programs/Design for This Report
    Table 91. Key Data Information from Secondary Sources
    Table 92. Key Data Information from Primary Sources
    Table 93. Business Unit and Senior & Team Lead Analysts
List of Figures
    Figure 1. Augmented Reality (AR) in Entertainment Product Picture
    Figure 2. Global Augmented Reality (AR) in Entertainment Sales Value, 2019 VS 2023 VS 2030 (US$ Million)
    Figure 3. Global Augmented Reality (AR) in Entertainment Sales Value (2019-2030) & (US$ Million)
    Figure 4. Augmented Reality (AR) in Entertainment Report Years Considered
    Figure 5. Global Augmented Reality (AR) in Entertainment Players Revenue Ranking (2023) & (US$ Million)
    Figure 6. The 5 and 10 Largest Manufacturers in the World: Market Share by Augmented Reality (AR) in Entertainment Revenue in 2023
    Figure 7. Augmented Reality (AR) in Entertainment Market Share by Company Type (Tier 1, Tier 2, and Tier 3): 2019 VS 2023
    Figure 8. AR in Games Picture
    Figure 9. AR in Music Picture
    Figure 10. Others Picture
    Figure 11. Global Augmented Reality (AR) in Entertainment Sales Value by Type (2019 VS 2023 VS 2030) & (US$ Million)
    Figure 12. Global Augmented Reality (AR) in Entertainment Sales Value Market Share by Type, 2023 & 2030
    Figure 13. Product Picture of Theater
    Figure 14. Product Picture of Museums
    Figure 15. Product Picture of Amusement Parks
    Figure 16. Product Picture of Music Concerts
    Figure 17. Product Picture of Others
    Figure 18. Global Augmented Reality (AR) in Entertainment Sales Value by Application (2019 VS 2023 VS 2030) & (US$ Million)
    Figure 19. Global Augmented Reality (AR) in Entertainment Sales Value Market Share by Application, 2023 & 2030
    Figure 20. North America Augmented Reality (AR) in Entertainment Sales Value (2019-2030) & (US$ Million)
    Figure 21. North America Augmented Reality (AR) in Entertainment Sales Value by Country (%), 2023 VS 2030
    Figure 22. Europe Augmented Reality (AR) in Entertainment Sales Value (2019-2030) & (US$ Million)
    Figure 23. Europe Augmented Reality (AR) in Entertainment Sales Value by Country (%), 2023 VS 2030
    Figure 24. Asia Pacific Augmented Reality (AR) in Entertainment Sales Value (2019-2030) & (US$ Million)
    Figure 25. Asia Pacific Augmented Reality (AR) in Entertainment Sales Value by Country (%), 2023 VS 2030
    Figure 26. South America Augmented Reality (AR) in Entertainment Sales Value (2019-2030) & (US$ Million)
    Figure 27. South America Augmented Reality (AR) in Entertainment Sales Value by Country (%), 2023 VS 2030
    Figure 28. Middle East & Africa Augmented Reality (AR) in Entertainment Sales Value (2019-2030) & (US$ Million)
    Figure 29. Middle East & Africa Augmented Reality (AR) in Entertainment Sales Value by Country (%), 2023 VS 2030
    Figure 30. Key Countries/Regions Augmented Reality (AR) in Entertainment Sales Value (%), (2019-2030)
    Figure 31. United States Augmented Reality (AR) in Entertainment Sales Value, (2019-2030) & (US$ Million)
    Figure 32. United States Augmented Reality (AR) in Entertainment Sales Value by Type (%), 2023 VS 2030
    Figure 33. United States Augmented Reality (AR) in Entertainment Sales Value by Application (%), 2023 VS 2030
    Figure 34. Europe Augmented Reality (AR) in Entertainment Sales Value, (2019-2030) & (US$ Million)
    Figure 35. Europe Augmented Reality (AR) in Entertainment Sales Value by Type (%), 2023 VS 2030
    Figure 36. Europe Augmented Reality (AR) in Entertainment Sales Value by Application (%), 2023 VS 2030
    Figure 37. China Augmented Reality (AR) in Entertainment Sales Value, (2019-2030) & (US$ Million)
    Figure 38. China Augmented Reality (AR) in Entertainment Sales Value by Type (%), 2023 VS 2030
    Figure 39. China Augmented Reality (AR) in Entertainment Sales Value by Application (%), 2023 VS 2030
    Figure 40. Japan Augmented Reality (AR) in Entertainment Sales Value, (2019-2030) & (US$ Million)
    Figure 41. Japan Augmented Reality (AR) in Entertainment Sales Value by Type (%), 2023 VS 2030
    Figure 42. Japan Augmented Reality (AR) in Entertainment Sales Value by Application (%), 2023 VS 2030
    Figure 43. South Korea Augmented Reality (AR) in Entertainment Sales Value, (2019-2030) & (US$ Million)
    Figure 44. South Korea Augmented Reality (AR) in Entertainment Sales Value by Type (%), 2023 VS 2030
    Figure 45. South Korea Augmented Reality (AR) in Entertainment Sales Value by Application (%), 2023 VS 2030
    Figure 46. Southeast Asia Augmented Reality (AR) in Entertainment Sales Value, (2019-2030) & (US$ Million)
    Figure 47. Southeast Asia Augmented Reality (AR) in Entertainment Sales Value by Type (%), 2023 VS 2030
    Figure 48. Southeast Asia Augmented Reality (AR) in Entertainment Sales Value by Application (%), 2023 VS 2030
    Figure 49. India Augmented Reality (AR) in Entertainment Sales Value, (2019-2030) & (US$ Million)
    Figure 50. India Augmented Reality (AR) in Entertainment Sales Value by Type (%), 2023 VS 2030
    Figure 51. India Augmented Reality (AR) in Entertainment Sales Value by Application (%), 2023 VS 2030
    Figure 52. Augmented Reality (AR) in Entertainment Industrial Chain
    Figure 53. Augmented Reality (AR) in Entertainment Manufacturing Cost Structure
    Figure 54. Channels of Distribution (Direct Sales, and Distribution)
    Figure 55. Bottom-up and Top-down Approaches for This Report
    Figure 56. Data Triangulation
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