Augmented Reality (AR) Gaming Market – Global Drivers, Opportunities, Trends, and Forecasts to 2023

The augmented reality (AR) offers an innovative technology that includes digital information in the real-time environment, thereby offering the user a composite view in real-time. The AR technology has been around from 1960, but the name was given in 1990 by Thomas Caudell. AR technology offers gamers to scan physical world with an augmented experience by providing digital information. The growing penetration of smartphones and tablets, internet penetration, and integration of AR into mobile devices are the major factors driving the Augmented Reality Gaming market growth.

The growing affordability & availability of AR games in mobile devices is also another prime factor driving the market. Many organizations are hugely investing in the advanced solutions that integrate AR games into mobile devices, enabling them to improve client experience, enrich business expansion, and increase the revenue during the forecast period. Data security breaches are the major concern for the market. The Augmented Reality Gaming market is segmented into types of gamers, gaming devices, and regions. Region-wise, the AR gaming market is segmented into North America, EMEA, APAC, and Latin America.

According to Infoholic Research, the “Augmented Reality Gaming” market will witness a CAGR of XX% during the forecast period 2017–2023. The increase in the mobile & internet subscriber base, growing popularity & adoption of smartphones & tablets, government initiatives (infrastructure development), and increasing gaming audience are the major drivers for the market growth. Further, the increasing innovations in gaming technology and smartphones are expected to support the market growth during the forecast period. Some of the key players included in the report are Augmented Pixels, Aurasma, Blippar, Catchoom, Infinity Augmented Reality, Metaio, Qualcomm, Total Immersion, VividWorks, Wikitude, and Zappar.

The study covers and analyzes the “Augmented Reality Gaming” market. Bringing out the complete key insights of the industry, the report aims to provide an opportunity for players to understand the latest trends, current market scenario, government initiatives, and technologies related to the market. In addition, helps the venture capitalist in understanding the companies better and take informed decisions.

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Infoholic research works on a holistic 360° approach in order to deliver high quality, validated and reliable information in our market reports. The Market estimation and forecasting involves following steps:

  • Data Collation (Secondary & Primary)
  • In-house Estimation (Based on proprietary data bases and Models)
  • Market Triangulation
  • Forecasting


Market related information is congregated from both secondary and primary sources. Secondary sources include public sources such as regulatory frameworks, government IT spending, government demographic indicators, industry association statistics, and company publications along with paid sources such as Factiva, OneSource, Bloomberg among others.

Primary sources involved participants from all global stakeholders such as Solution providers, service providers, Industry associations, thought leaders etc. across levels such as CXOs, VPs and managers. Plus, our in-house industry experts having decades of industry experience contribute their consulting and advisory services.

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