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AR Gaming Market Worth US$ 8631.9 Million by 2028 at a CAGR of 12.7% Globally, COVID-19 Impact and Analysis by The Market Reports

Mobile device manufacturers recently started integrating AR technology into their devices to offer an enhanced user experience and boost their value proportion. Combine this with the integration of powerful processors and 3D cameras, today’s smartphones are becoming an ideal platform for AR gaming.

The global AR Gaming market size is projected to reach US$ 8631.9 million by 2028, from US$ 3562.5 million in 2021, at a CAGR of 12.7% during 2022-2028.

In terms of geography, EMEA led the global AR gaming market during 2016. However, as per the Technavio’s market research report, the Americas is predicted to lead the global AR gaming market during the forecast period.

Factors like the rise in number of software applications for mobile devices and presence of leading vendors and AR game developers in Europe drive the market’s growth in EMEA. Furthermore, the increased adoption of the AR gaming market in the Americas propels the market’s growth in the future.

With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global AR Gaming market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global AR Gaming market in terms of revenue.

Overall, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global AR Gaming market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global AR Gaming market.

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AR Gaming market is segmented by players, region (country), by Type and by Application. Players, stakeholders, and other participants in the global AR Gaming market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application for the period 2017-2028.

Segment by Type

  • Mobile Devices
  • HMDs
  • Smart Glasses

Segment by Application

  • Innovators
  • Early Adopters
  • Early Majority

By Company

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

Production by Region

  • North America
  • Europe
  • China

Consumption by Region

  • North America (United States, Canada)
  • Europe (Germany, France, U.K., Italy, Russia)
  • Asia-Pacific (China, Japan, South Korea, India, Australia, China Taiwan, Indonesia, Thailand, Malaysia)
  • Latin America (Mexico, Brazil, Argentina)
  • Middle East & Africa (Turkey, Saudi Arabia, UAE)


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