![]() |
市場調查報告書
商品編碼
1661216
擴增實境遊戲市場規模、佔有率和趨勢(按組件、設備、遊戲類型、地區分類)及預測 2025-2033Augmented Reality Gaming Market Size, Share, and Trends by Component, Device, Game Type, Region, and Forecast 2025-2033 |
2024IMARC Group全球擴增實境遊戲市場規模價值 142 億美元。北美目前佔據市場主導地位,到 2024 年將佔據超過 35% 的顯著市場佔有率。
目前,市場正受到技術進步和手機遊戲玩家數量不斷增加的推動。擴增現實,也稱為 AR,是數位資訊與使用者的即時環境的結合。在遊戲中,與虛擬實境不同,擴增實境利用現有環境並透過疊加不同的特徵來增強它。除此之外,擴增實境還可以透過使用裝置攝影機為玩家創造具有強烈視訊、圖形和聲音的視圖。對於智慧型手機上的遊戲來說,擴增實境已經成為一個重要的工具,因為它使遊戲玩家能夠創建自己的角色、目標和賽車地形。它還使他們能夠掃描當地周圍環境,以便邀請鄰居並創建虛擬軌道。
擴增實境技術是一項新技術,具有巨大的潛力。多年來,各大廠商推出了許多擴增實境應用,為遊戲玩家提供了與現實世界互動的新方式。
手機遊戲玩家數量的持續成長對擴增實境遊戲的需求產生了積極影響。我們預計這一趨勢將在未來五年持續下去。
中國、美國和日本目前是該市場的主要需求促進因素。
獲得一款高品質擴增實境遊戲設備的初始成本較高,一般消費者難以負擔。
The global augmented reality gaming market size was valued at USD 14.2 Billion in 2024. Looking forward, IMARC Group estimates the market to reach USD 141.7 Billion by 2033, exhibiting a CAGR of 25.9% from 2025-2033. North America currently dominates the market, holding a significant market share of over 35% in 2024. The market is primarily driven by continual technological innovations, the growing demand for remote collaboration solutions, technology integration into education, corporate, and entertainment sectors, and widespread product utilization by government and public spaces.
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.
Based on the component, the market has been segmented as software and hardware.
Based on the technology, the market has been segmented into RFID, GPS and mobile tracking.
Based on the device, the market has been segmented as mobiles, HMDs and smart glasses.
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.
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.