Global Augmented Reality and Virtual Reality in Gaming Market 2021 by Company, Regions, Type and Application, Forecast to 2026

  • receipt Report ID : 184002
  • calendar_today Published On: Mar, 2021
  • file_copy Pages: 156
  • list Services
Buy @ $3500

The Augmented Reality and Virtual Reality in Gaming market report provides a detailed analysis of global market size, regional and country-level market size, segmentation market growth, market share, competitive Landscape, sales analysis, impact of domestic and global market players, value chain optimization, trade regulations, recent developments, opportunities analysis, strategic market growth analysis, product launches, area marketplace expanding, and technological innovations.

According to our latest research, the global Augmented Reality and Virtual Reality in Gaming size is estimated to be USD xx million in 2026 from USD xx million in 2020, with a change XX% between 2020 and 2021. The global Augmented Reality and Virtual Reality in Gaming market size is expected to grow at a CAGR of xx% for the next five years.

Market segmentation

Augmented Reality and Virtual Reality in Gaming market is split by Type and by Application. For the period 2016-2026, the growth among segments provide accurate calculations and forecasts for revenue by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.

Market segment by Type, covers

Head Mounted Displays

Smart Glass

Handheld Devices

Market segment by Application, can be divided into

Private

Commerce

Market segment by players, this report covers

Zco Corporation

Facebook

Samsung Electronics Co. Ltd

HTC Corporation

Lenovo

Acer

FOVE, Inc.

Beijing ANTVR Technology CO., LTD

Pico Interactive Inc.

LG Electronics

Market segment by regions, regional analysis covers

North America (United States, Canada, and Mexico)

Europe (Germany, France, UK, Russia, Italy, and Rest of Europe)

Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Australia, and Rest of Asia-Pacific)

South America (Brazil, Argentina, Rest of South America)

Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)

Frequently Asked Questions

The base year for the study has been considered 2019, historic year 2014 and 2018, the forecast period considered is from 2020 to 2027. The regions analyzed for the market include North America, Europe, South America, Asia Pacific, and Middle East and Africa. These regions are further analyzed at the country-level. The study also includes attractiveness analysis of type, application and regions which are benchmarked based on their market size, growth rate and attractiveness in terms of present and future opportunity for understanding the future growth of the market.

Market is segmented on the basis:

  • By Type
  • By Application
  • By Region
  • By Country
  • By Manufacturer

The report offers in-depth analysis of driving factors, opportunities, restraints, and challenges for gaining the key insight of the market. The report emphasizes on all the key trends that play a vital role in the enlargement of the market from 2019 to 2026.

The report provides company profile of the key players operating in the market and a comparative analysis based on their business overviews industry offering, segment market share, regional presence, business strategies, innovations, mergers & acquisitions, recent developments, joint venture, collaborations, partnerships, SWOT analysis, and key financial information.

1 Market Overview

1.1 Product Overview and Scope of Augmented Reality and Virtual Reality in Gaming

1.2 Classification of Augmented Reality and Virtual Reality in Gaming by Type

1.2.1 Overview: Global Augmented Reality and Virtual Reality in Gaming Market Size by Type: 2020 Versus 2021 Versus 2026

1.2.2 Global Augmented Reality and Virtual Reality in Gaming Revenue Market Share by Type in 2020

1.2.3 Head Mounted Displays

1.2.4 Smart Glass

1.2.5 Handheld Devices

1.3 Global Augmented Reality and Virtual Reality in Gaming Market by Application

1.3.1 Overview: Global Augmented Reality and Virtual Reality in Gaming Market Size by Application: 2020 Versus 2021 Versus 2026

1.3.2 Private

1.3.3 Commerce

1.4 Global Augmented Reality and Virtual Reality in Gaming Market Size & Forecast

1.5 Global Augmented Reality and Virtual Reality in Gaming Market Size and Forecast by Region

1.5.1 Global Augmented Reality and Virtual Reality in Gaming Market Size by Region: 2016 VS 2021 VS 2026

1.5.2 Global Augmented Reality and Virtual Reality in Gaming Market Size by Region, (2016-2021)

1.5.3 North America Augmented Reality and Virtual Reality in Gaming Market Size and Prospect (2016-2026)

1.5.4 Europe Augmented Reality and Virtual Reality in Gaming Market Size and Prospect (2016-2026)

1.5.5 Asia-Pacific Augmented Reality and Virtual Reality in Gaming Market Size and Prospect (2016-2026)

1.5.6 South America Augmented Reality and Virtual Reality in Gaming Market Size and Prospect (2016-2026)

1.5.7 Middle East and Africa Augmented Reality and Virtual Reality in Gaming Market Size and Prospect (2016-2026)

1.6 Market Drivers, Restraints and Trends

1.6.1 Augmented Reality and Virtual Reality in Gaming Market Drivers

1.6.2 Augmented Reality and Virtual Reality in Gaming Market Restraints

1.6.3 Augmented Reality and Virtual Reality in Gaming Trends Analysis

2 Company Profiles

2.1 Zco Corporation

2.1.1 Zco Corporation Details

2.1.2 Zco Corporation Major Business

2.1.3 Zco Corporation Augmented Reality and Virtual Reality in Gaming Product and Solutions

2.1.4 Zco Corporation Augmented Reality and Virtual Reality in Gaming Revenue, Gross Margin and Market Share (2019-2021)

2.1.5 Zco Corporation Recent Developments and Future Plans

2.2 Facebook

2.2.1 Facebook Details

2.2.2 Facebook Major Business

2.2.3 Facebook Augmented Reality and Virtual Reality in Gaming Product and Solutions

2.2.4 Facebook Augmented Reality and Virtual Reality in Gaming Revenue, Gross Margin and Market Share (2019-2021)

2.2.5 Facebook Recent Developments and Future Plans

2.3 Samsung Electronics Co. Ltd

2.3.1 Samsung Electronics Co. Ltd Details

2.3.2 Samsung Electronics Co. Ltd Major Business

2.3.3 Samsung Electronics Co. Ltd Augmented Reality and Virtual Reality in Gaming Product and Solutions

2.3.4 Samsung Electronics Co. Ltd Augmented Reality and Virtual Reality in Gaming Revenue, Gross Margin and Market Share (2019-2021)

2.3.5 Samsung Electronics Co. Ltd Recent Developments and Future Plans

2.4 HTC Corporation

2.4.1 HTC Corporation Details

2.4.2 HTC Corporation Major Business

2.4.3 HTC Corporation Augmented Reality and Virtual Reality in Gaming Product and Solutions

2.4.4 HTC Corporation Augmented Reality and Virtual Reality in Gaming Revenue, Gross Margin and Market Share (2019-2021)

2.4.5 HTC Corporation Recent Developments and Future Plans

2.5 Lenovo

2.5.1 Lenovo Details

2.5.2 Lenovo Major Business

2.5.3 Lenovo Augmented Reality and Virtual Reality in Gaming Product and Solutions

2.5.4 Lenovo Augmented Reality and Virtual Reality in Gaming Revenue, Gross Margin and Market Share (2019-2021)

2.5.5 Lenovo Recent Developments and Future Plans

2.6 Acer

2.6.1 Acer Details

2.6.2 Acer Major Business

2.6.3 Acer Augmented Reality and Virtual Reality in Gaming Product and Solutions

2.6.4 Acer Augmented Reality and Virtual Reality in Gaming Revenue, Gross Margin and Market Share (2019-2021)

2.6.5 Acer Recent Developments and Future Plans

2.7 FOVE, Inc.

2.7.1 FOVE, Inc. Details

2.7.2 FOVE, Inc. Major Business

2.7.3 FOVE, Inc. Augmented Reality and Virtual Reality in Gaming Product and Solutions

2.7.4 FOVE, Inc. Augmented Reality and Virtual Reality in Gaming Revenue, Gross Margin and Market Share (2019-2021)

2.7.5 FOVE, Inc. Recent Developments and Future Plans

2.8 Beijing ANTVR Technology CO., LTD

2.8.1 Beijing ANTVR Technology CO., LTD Details

2.8.2 Beijing ANTVR Technology CO., LTD Major Business

2.8.3 Beijing ANTVR Technology CO., LTD Augmented Reality and Virtual Reality in Gaming Product and Solutions

2.8.4 Beijing ANTVR Technology CO., LTD Augmented Reality and Virtual Reality in Gaming Revenue, Gross Margin and Market Share (2019-2021)

2.8.5 Beijing ANTVR Technology CO., LTD Recent Developments and Future Plans

2.9 Pico Interactive Inc.

2.9.1 Pico Interactive Inc. Details

2.9.2 Pico Interactive Inc. Major Business

2.9.3 Pico Interactive Inc. Augmented Reality and Virtual Reality in Gaming Product and Solutions

2.9.4 Pico Interactive Inc. Augmented Reality and Virtual Reality in Gaming Revenue, Gross Margin and Market Share (2019-2021)

2.9.5 Pico Interactive Inc. Recent Developments and Future Plans

2.10 LG Electronics

2.10.1 LG Electronics Details

2.10.2 LG Electronics Major Business

2.10.3 LG Electronics Augmented Reality and Virtual Reality in Gaming Product and Solutions

2.10.4 LG Electronics Augmented Reality and Virtual Reality in Gaming Revenue, Gross Margin and Market Share (2019-2021)

2.10.5 LG Electronics Recent Developments and Future Plans

3 Market Competition, by Players

3.1 Global Augmented Reality and Virtual Reality in Gaming Revenue and Share by Players (2019-2021)

3.2 Market Concentration Rate

3.2.1 Top 3 Augmented Reality and Virtual Reality in Gaming Players Market Share

3.2.2 Top 10 Augmented Reality and Virtual Reality in Gaming Players Market Share

3.2.3 Market Competition Trend

3.3 Augmented Reality and Virtual Reality in Gaming Players Head Office, Products and Services Provided

3.4 Mergers & Acquisitions

3.5 New Entrants and Expansion Plans

4 Market Size Segment by Type

4.1 Global Augmented Reality and Virtual Reality in Gaming Revenue and Market Share by Type (2016-2021)

4.2 Global Augmented Reality and Virtual Reality in Gaming Market Forecast by Type (2021-2026)

5 Market Size Segment by Application

5.1 Global Augmented Reality and Virtual Reality in Gaming Revenue Market Share by Application (2016-2021)

5.2 Augmented Reality and Virtual Reality in Gaming Market Forecast by Application (2021-2026)

6 North America by Country, by Type, and by Application

6.1 North America Augmented Reality and Virtual Reality in Gaming Revenue by Type (2016-2026)

6.2 North America Augmented Reality and Virtual Reality in Gaming Revenue by Application (2016-2026)

6.3 North America Augmented Reality and Virtual Reality in Gaming Market Size by Country

6.3.1 North America Augmented Reality and Virtual Reality in Gaming Revenue by Country (2016-2026)

6.3.2 United States Augmented Reality and Virtual Reality in Gaming Market Size and Forecast (2016-2026)

6.3.3 Canada Augmented Reality and Virtual Reality in Gaming Market Size and Forecast (2016-2026)

6.3.4 Mexico Augmented Reality and Virtual Reality in Gaming Market Size and Forecast (2016-2026)

7 Europe by Country, by Type, and by Application

7.1 Europe Augmented Reality and Virtual Reality in Gaming Revenue by Type (2016-2026)

7.2 Europe Augmented Reality and Virtual Reality in Gaming Revenue by Application (2016-2026)

7.3 Europe Augmented Reality and Virtual Reality in Gaming Market Size by Country

7.3.1 Europe Augmented Reality and Virtual Reality in Gaming Revenue by Country (2016-2026)

7.3.2 Germany Augmented Reality and Virtual Reality in Gaming Market Size and Forecast (2016-2026)

7.3.3 France Augmented Reality and Virtual Reality in Gaming Market Size and Forecast (2016-2026)

7.3.4 United Kingdom Augmented Reality and Virtual Reality in Gaming Market Size and Forecast (2016-2026)

7.3.5 Russia Augmented Reality and Virtual Reality in Gaming Market Size and Forecast (2016-2026)

7.3.6 Italy Augmented Reality and Virtual Reality in Gaming Market Size and Forecast (2016-2026)

8 Asia-Pacific by Region, by Type, and by Application

8.1 Asia-Pacific Augmented Reality and Virtual Reality in Gaming Revenue by Type (2016-2026)

8.2 Asia-Pacific Augmented Reality and Virtual Reality in Gaming Revenue by Application (2016-2026)

8.3 Asia-Pacific Augmented Reality and Virtual Reality in Gaming Market Size by Region

8.3.1 Asia-Pacific Augmented Reality and Virtual Reality in Gaming Revenue by Region (2016-2026)

8.3.2 China Augmented Reality and Virtual Reality in Gaming Market Size and Forecast (2016-2026)

8.3.3 Japan Augmented Reality and Virtual Reality in Gaming Market Size and Forecast (2016-2026)

8.3.4 South Korea Augmented Reality and Virtual Reality in Gaming Market Size and Forecast (2016-2026)

8.3.5 India Augmented Reality and Virtual Reality in Gaming Market Size and Forecast (2016-2026)

8.3.6 Southeast Asia Augmented Reality and Virtual Reality in Gaming Market Size and Forecast (2016-2026)

8.3.7 Australia Augmented Reality and Virtual Reality in Gaming Market Size and Forecast (2016-2026)

9 South America by Country, by Type, and by Application

9.1 South America Augmented Reality and Virtual Reality in Gaming Revenue by Type (2016-2026)

9.2 South America Augmented Reality and Virtual Reality in Gaming Revenue by Application (2016-2026)

9.3 South America Augmented Reality and Virtual Reality in Gaming Market Size by Country

9.3.1 South America Augmented Reality and Virtual Reality in Gaming Revenue by Country (2016-2026)

9.3.2 Brazil Augmented Reality and Virtual Reality in Gaming Market Size and Forecast (2016-2026)

9.3.3 Argentina Augmented Reality and Virtual Reality in Gaming Market Size and Forecast (2016-2026)

10 Middle East & Africa by Country, by Type, and by Application

10.1 Middle East & Africa Augmented Reality and Virtual Reality in Gaming Revenue by Type (2016-2026)

10.2 Middle East & Africa Augmented Reality and Virtual Reality in Gaming Revenue by Application (2016-2026)

10.3 Middle East & Africa Augmented Reality and Virtual Reality in Gaming Market Size by Country

10.3.1 Middle East & Africa Augmented Reality and Virtual Reality in Gaming Revenue by Country (2016-2026)

10.3.2 Turkey Augmented Reality and Virtual Reality in Gaming Market Size and Forecast (2016-2026)

10.3.3 Saudi Arabia Augmented Reality and Virtual Reality in Gaming Market Size and Forecast (2016-2026)

10.3.4 UAE Augmented Reality and Virtual Reality in Gaming Market Size and Forecast (2016-2026)

11 Research Findings and Conclusion

12 Appendix

12.1 Methodology

12.2 Research Process and Data Source

12.3 Disclaimer

List of Tables

Table 1. Global Augmented Reality and Virtual Reality in Gaming Revenue by Type, (USD Million), 2020 VS 2021 VS 2026

Table 2. Global Augmented Reality and Virtual Reality in Gaming Revenue by Application, (USD Million), 2020 VS 2021 VS 2026

Table 3. Global Market Augmented Reality and Virtual Reality in Gaming Revenue (Million USD) Comparison by Region (2016 VS 2021 VS 2026)

Table 4. Global Augmented Reality and Virtual Reality in Gaming Revenue (USD Million) by Region (2016-2021)

Table 5. Global Augmented Reality and Virtual Reality in Gaming Revenue Market Share by Region (2021-2026)

Table 6. Zco Corporation Corporate Information, Head Office, and Major Competitors

Table 7. Zco Corporation Major Business

Table 8. Zco Corporation Augmented Reality and Virtual Reality in Gaming Product and Solutions

Table 9. Zco Corporation Augmented Reality and Virtual Reality in Gaming Revenue (USD Million), Gross Margin and Market Share (2019-2021)

Table 10. Facebook Corporate Information, Head Office, and Major Competitors

Table 11. Facebook Major Business

Table 12. Facebook Augmented Reality and Virtual Reality in Gaming Product and Solutions

Table 13. Facebook Augmented Reality and Virtual Reality in Gaming Revenue (USD Million), Gross Margin and Market Share (2019-2021)

Table 14. Samsung Electronics Co. Ltd Corporate Information, Head Office, and Major Competitors

Table 15. Samsung Electronics Co. Ltd Major Business

Table 16. Samsung Electronics Co. Ltd Augmented Reality and Virtual Reality in Gaming Product and Solutions

Table 17. Samsung Electronics Co. Ltd Augmented Reality and Virtual Reality in Gaming Revenue (USD Million), Gross Margin and Market Share (2019-2021)

Table 18. HTC Corporation Corporate Information, Head Office, and Major Competitors

Table 19. HTC Corporation Major Business

Table 20. HTC Corporation Augmented Reality and Virtual Reality in Gaming Product and Solutions

Table 21. HTC Corporation Augmented Reality and Virtual Reality in Gaming Revenue (USD Million), Gross Margin and Market Share (2019-2021)

Table 22. Lenovo Corporate Information, Head Office, and Major Competitors

Table 23. Lenovo Major Business

Table 24. Lenovo Augmented Reality and Virtual Reality in Gaming Product and Solutions

Table 25. Lenovo Augmented Reality and Virtual Reality in Gaming Revenue (USD Million), Gross Margin and Market Share (2019-2021)

Table 26. Acer Corporate Information, Head Office, and Major Competitors

Table 27. Acer Major Business

Table 28. Acer Augmented Reality and Virtual Reality in Gaming Product and Solutions

Table 29. Acer Augmented Reality and Virtual Reality in Gaming Revenue (USD Million), Gross Margin and Market Share (2019-2021)

Table 30. FOVE, Inc. Corporate Information, Head Office, and Major Competitors

Table 31. FOVE, Inc. Major Business

Table 32. FOVE, Inc. Augmented Reality and Virtual Reality in Gaming Product and Solutions

Table 33. FOVE, Inc. Augmented Reality and Virtual Reality in Gaming Revenue (USD Million), Gross Margin and Market Share (2019-2021)

Table 34. Beijing ANTVR Technology CO., LTD Corporate Information, Head Office, and Major Competitors

Table 35. Beijing ANTVR Technology CO., LTD Major Business

Table 36. Beijing ANTVR Technology CO., LTD Augmented Reality and Virtual Reality in Gaming Product and Solutions

Table 37. Beijing ANTVR Technology CO., LTD Augmented Reality and Virtual Reality in Gaming Revenue (USD Million), Gross Margin and Market Share (2019-2021)

Table 38. Pico Interactive Inc. Corporate Information, Head Office, and Major Competitors

Table 39. Pico Interactive Inc. Major Business

Table 40. Pico Interactive Inc. Augmented Reality and Virtual Reality in Gaming Product and Solutions

Table 41. Pico Interactive Inc. Augmented Reality and Virtual Reality in Gaming Revenue (USD Million), Gross Margin and Market Share (2019-2021)

Table 42. LG Electronics Corporate Information, Head Office, and Major Competitors

Table 43. LG Electronics Major Business

Table 44. LG Electronics Augmented Reality and Virtual Reality in Gaming Product and Solutions

Table 45. LG Electronics Augmented Reality and Virtual Reality in Gaming Revenue (USD Million), Gross Margin and Market Share (2019-2021)

Table 46. Global Augmented Reality and Virtual Reality in Gaming Revenue (USD Million) by Players (2019-2021)

Table 47. Global Augmented Reality and Virtual Reality in Gaming Revenue Share by Players (2019-2021)

Table 48. Breakdown of Augmented Reality and Virtual Reality in Gaming by Company Type (Tier 1, Tier 2 and Tier 3)

Table 49. Augmented Reality and Virtual Reality in Gaming Players Head Office, Products and Services Provided

Table 50. Augmented Reality and Virtual Reality in Gaming Mergers & Acquisitions in the Past Five Years

Table 51. Augmented Reality and Virtual Reality in Gaming New Entrants and Expansion Plans

Table 52. Global Augmented Reality and Virtual Reality in Gaming Revenue (USD Million) by Type (2016-2021)

Table 53. Global Augmented Reality and Virtual Reality in Gaming Revenue Share by Type (2016-2021)

Table 54. Global Augmented Reality and Virtual Reality in Gaming Revenue Forecast by Type (2021-2026)

Table 55. Global Augmented Reality and Virtual Reality in Gaming Revenue by Application (2016-2021)

Table 56. Global Augmented Reality and Virtual Reality in Gaming Revenue Forecast by Application (2021-2026)

Table 57. North America Augmented Reality and Virtual Reality in Gaming Revenue by Type (2016-2021) & (USD Million)

Table 58. North America Augmented Reality and Virtual Reality in Gaming Revenue by Type (2021-2026) & (USD Million)

Table 59. North America Augmented Reality and Virtual Reality in Gaming Revenue by Application (2016-2021) & (USD Million)

Table 60. North America Augmented Reality and Virtual Reality in Gaming Revenue by Application (2021-2026) & (USD Million)

Table 61. North America Augmented Reality and Virtual Reality in Gaming Revenue by Country (2016-2021) & (USD Million)

Table 62. North America Augmented Reality and Virtual Reality in Gaming Revenue by Country (2021-2026) & (USD Million)

Table 63. Europe Augmented Reality and Virtual Reality in Gaming Revenue by Type (2016-2021) & (USD Million)

Table 64. Europe Augmented Reality and Virtual Reality in Gaming Revenue by Type (2021-2026) & (USD Million)

Table 65. Europe Augmented Reality and Virtual Reality in Gaming Revenue by Application (2016-2021) & (USD Million)

Table 66. Europe Augmented Reality and Virtual Reality in Gaming Revenue by Application (2021-2026) & (USD Million)

Table 67. Europe Augmented Reality and Virtual Reality in Gaming Revenue by Country (2016-2021) & (USD Million)

Table 68. Europe Augmented Reality and Virtual Reality in Gaming Revenue by Country (2021-2026) & (USD Million)

Table 69. Asia-Pacific Augmented Reality and Virtual Reality in Gaming Revenue by Type (2016-2021) & (USD Million)

Table 70. Asia-Pacific Augmented Reality and Virtual Reality in Gaming Revenue by Type (2021-2026) & (USD Million)

Table 71. Asia-Pacific Augmented Reality and Virtual Reality in Gaming Revenue by Application (2016-2021) & (USD Million)

Table 72. Asia-Pacific Augmented Reality and Virtual Reality in Gaming Revenue by Application (2021-2026) & (USD Million)

Table 73. Asia-Pacific Augmented Reality and Virtual Reality in Gaming Revenue by Region (2016-2021) & (USD Million)

Table 74. Asia-Pacific Augmented Reality and Virtual Reality in Gaming Revenue by Region (2021-2026) & (USD Million)

Table 75. South America Augmented Reality and Virtual Reality in Gaming Revenue by Type (2016-2021) & (USD Million)

Table 76. South America Augmented Reality and Virtual Reality in Gaming Revenue by Type (2021-2026) & (USD Million)

Table 77. South America Augmented Reality and Virtual Reality in Gaming Revenue by Application (2016-2021) & (USD Million)

Table 78. South America Augmented Reality and Virtual Reality in Gaming Revenue by Application (2021-2026) & (USD Million)

Table 79. South America Augmented Reality and Virtual Reality in Gaming Revenue by Country (2016-2021) & (USD Million)

Table 80. South America Augmented Reality and Virtual Reality in Gaming Revenue by Country (2021-2026) & (USD Million)

Table 81. Middle East & Africa Augmented Reality and Virtual Reality in Gaming Revenue by Type (2016-2021) & (USD Million)

Table 82. Middle East & Africa Augmented Reality and Virtual Reality in Gaming Revenue by Type (2021-2026) & (USD Million)

Table 83. Middle East & Africa Augmented Reality and Virtual Reality in Gaming Revenue by Application (2016-2021) & (USD Million)

Table 84. Middle East & Africa Augmented Reality and Virtual Reality in Gaming Revenue by Application (2021-2026) & (USD Million)

Table 85. Middle East & Africa Augmented Reality and Virtual Reality in Gaming Revenue by Country (2016-2021) & (USD Million)

Table 86. Middle East & Africa Augmented Reality and Virtual Reality in Gaming Revenue by Country (2021-2026) & (USD Million)

List of Figures

Figure 1. Augmented Reality and Virtual Reality in Gaming Picture

Figure 2. Global Augmented Reality and Virtual Reality in Gaming Revenue Market Share by Type in 2020

Figure 3. Head Mounted Displays

Figure 4. Smart Glass

Figure 5. Handheld Devices

Figure 6. Augmented Reality and Virtual Reality in Gaming Revenue Market Share by Application in 2020

Figure 7. Private Picture

Figure 8. Commerce Picture

Figure 9. Global Augmented Reality and Virtual Reality in Gaming Revenue, (USD Million): 2020 VS 2021 VS 2026

Figure 10. Global Augmented Reality and Virtual Reality in Gaming Revenue and Forecast (2016-2026) & (USD Million)

Figure 11. Global Augmented Reality and Virtual Reality in Gaming Revenue Market Share by Region (2016-2026)

Figure 12. Global Augmented Reality and Virtual Reality in Gaming Revenue Market Share by Region in 2020

Figure 13. North America Augmented Reality and Virtual Reality in Gaming Revenue (USD Million) and Growth Rate (2016-2026)

Figure 14. Europe Augmented Reality and Virtual Reality in Gaming Revenue (USD Million) and Growth Rate (2016-2026)

Figure 15. Asia-Pacific Augmented Reality and Virtual Reality in Gaming Revenue (USD Million) and Growth Rate (2016-2026)

Figure 16. South America Augmented Reality and Virtual Reality in Gaming Revenue (USD Million) and Growth Rate (2016-2026)

Figure 17. Middle East and Africa Augmented Reality and Virtual Reality in Gaming Revenue (USD Million) and Growth Rate (2016-2026)

Figure 18. Augmented Reality and Virtual Reality in Gaming Market Drivers

Figure 19. Augmented Reality and Virtual Reality in Gaming Market Restraints

Figure 20. Augmented Reality and Virtual Reality in Gaming Market Trends

Figure 21. Zco Corporation Recent Developments and Future Plans

Figure 22. Facebook Recent Developments and Future Plans

Figure 23. Samsung Electronics Co. Ltd Recent Developments and Future Plans

Figure 24. HTC Corporation Recent Developments and Future Plans

Figure 25. Lenovo Recent Developments and Future Plans

Figure 26. Acer Recent Developments and Future Plans

Figure 27. FOVE, Inc. Recent Developments and Future Plans

Figure 28. Beijing ANTVR Technology CO., LTD Recent Developments and Future Plans

Figure 29. Pico Interactive Inc. Recent Developments and Future Plans

Figure 30. LG Electronics Recent Developments and Future Plans

Figure 31. Global Augmented Reality and Virtual Reality in Gaming Revenue Share by Players in 2020

Figure 32. Augmented Reality and Virtual Reality in Gaming Market Share by Company Type (Tier 1, Tier 2 and Tier 3)

Figure 33. Global Top 3 Players Augmented Reality and Virtual Reality in Gaming Revenue Market Share in 2020

Figure 34. Global Top 10 Players Augmented Reality and Virtual Reality in Gaming Revenue Market Share in 2020

Figure 35. Key Players Market Share Trend (Top 3 Market Share: 2019 VS 2020 VS 2021)

Figure 36. Global Augmented Reality and Virtual Reality in Gaming Revenue Share by Type in 2020

Figure 37. Global Augmented Reality and Virtual Reality in Gaming Market Share Forecast by Type (2021-2026)

Figure 38. Global Augmented Reality and Virtual Reality in Gaming Revenue Share by Application in 2020

Figure 39. Global Augmented Reality and Virtual Reality in Gaming Market Share Forecast by Application (2021-2026)

Figure 40. North America Augmented Reality and Virtual Reality in Gaming Sales Market Share by Type (2016-2026)

Figure 41. North America Augmented Reality and Virtual Reality in Gaming Sales Market Share by Application (2016-2026)

Figure 42. North America Augmented Reality and Virtual Reality in Gaming Revenue Market Share by Country (2016-2026)

Figure 43. United States Augmented Reality and Virtual Reality in Gaming Revenue and Growth Rate (2016-2026) & (USD Million)

Figure 44. Canada Augmented Reality and Virtual Reality in Gaming Revenue and Growth Rate (2016-2026) & (USD Million)

Figure 45. Mexico Augmented Reality and Virtual Reality in Gaming Revenue and Growth Rate (2016-2026) & (USD Million)

Figure 46. Europe Augmented Reality and Virtual Reality in Gaming Sales Market Share by Type (2016-2026)

Figure 47. Europe Augmented Reality and Virtual Reality in Gaming Sales Market Share by Application (2016-2026)

Figure 48. Europe Augmented Reality and Virtual Reality in Gaming Revenue Market Share by Country (2016-2026)

Figure 49. Germany Augmented Reality and Virtual Reality in Gaming Revenue and Growth Rate (2016-2026) & (USD Million)

Figure 50. France Augmented Reality and Virtual Reality in Gaming Revenue and Growth Rate (2016-2026) & (USD Million)

Figure 51. United Kingdom Augmented Reality and Virtual Reality in Gaming Revenue and Growth Rate (2016-2026) & (USD Million)

Figure 52. Russia Augmented Reality and Virtual Reality in Gaming Revenue and Growth Rate (2016-2026) & (USD Million)

Figure 53. Italy Augmented Reality and Virtual Reality in Gaming Revenue and Growth Rate (2016-2026) & (USD Million)

Figure 54. Asia-Pacific Augmented Reality and Virtual Reality in Gaming Sales Market Share by Type (2016-2026)

Figure 55. Asia-Pacific Augmented Reality and Virtual Reality in Gaming Sales Market Share by Application (2016-2026)

Figure 56. Asia-Pacific Augmented Reality and Virtual Reality in Gaming Revenue Market Share by Region (2016-2026)

Figure 57. China Augmented Reality and Virtual Reality in Gaming Revenue and Growth Rate (2016-2026) & (USD Million)

Figure 58. Japan Augmented Reality and Virtual Reality in Gaming Revenue and Growth Rate (2016-2026) & (USD Million)

Figure 59. South Korea Augmented Reality and Virtual Reality in Gaming Revenue and Growth Rate (2016-2026) & (USD Million)

Figure 60. India Augmented Reality and Virtual Reality in Gaming Revenue and Growth Rate (2016-2026) & (USD Million)

Figure 61. Southeast Asia Augmented Reality and Virtual Reality in Gaming Revenue and Growth Rate (2016-2026) & (USD Million)

Figure 62. Australia Augmented Reality and Virtual Reality in Gaming Revenue and Growth Rate (2016-2026) & (USD Million)

Figure 63. South America Augmented Reality and Virtual Reality in Gaming Sales Market Share by Type (2016-2026)

Figure 64. South America Augmented Reality and Virtual Reality in Gaming Sales Market Share by Application (2016-2026)

Figure 65. South America Augmented Reality and Virtual Reality in Gaming Revenue Market Share by Country (2016-2026)

Figure 66. Brazil Augmented Reality and Virtual Reality in Gaming Revenue and Growth Rate (2016-2026) & (USD Million)

Figure 67. Argentina Augmented Reality and Virtual Reality in Gaming Revenue and Growth Rate (2016-2026) & (USD Million)

Figure 68. Middle East and Africa Augmented Reality and Virtual Reality in Gaming Sales Market Share by Type (2016-2026)

Figure 69. Middle East and Africa Augmented Reality and Virtual Reality in Gaming Sales Market Share by Application (2016-2026)

Figure 70. Middle East and Africa Augmented Reality and Virtual Reality in Gaming Revenue Market Share by Country (2016-2026)

Figure 71. Turkey Augmented Reality and Virtual Reality in Gaming Revenue and Growth Rate (2016-2026) & (USD Million)

Figure 72. Saudi Arabia Augmented Reality and Virtual Reality in Gaming Revenue and Growth Rate (2016-2026) & (USD Million)

Figure 73. UAE Augmented Reality and Virtual Reality in Gaming Revenue and Growth Rate (2016-2026) & (USD Million)

Figure 74. Methodology

Figure 75. Research Process and Data Source