Research Outline

AR Gaming Industry: US vs Global


To provide an overview of the use of augmented reality (AR) in the gaming industry in the United States versus global. The overview will provide insights into the:
  • State of the Industry.
  • Top publishers/studios/games
  • Market/user overview
  • Upcoming trends/developments
  • Current roadblocks facing the industry
  • industry competition
  • Investors and investments (funding rounds)
  • Acquisitions
  • Revenue
  • Developers
  • Technology
  • Market leaders.

Early Findings

Data Availability

  • The initial hour of research indicates there is a good amount of information available to address most parts of the market assessment.

Augmented Reality Gaming: Global Industry Overview

Market Size and Growth

  • Factoring the impact of the COVID-19 pandemic, the global market for AR Gaming was valued at $3 billion in 2020.
  • The industry is expected to grow at a CAGR of 41.3% during the forecast period of 2020-2027 to $33.5 billion.
  • Mobiles, one of the industry arms analyzed is projected to grow at a CAGR of 41.9% to $21.7 billion by the end of 2027.
  • After an early analysis of the business implications of the pandemic and its induced economic crisis, growth in the head-mounted displays (HMDs) segment is to occur at a 40.7% CAGR for the next 7-year period.
  • This segment currently accounts for a 26.6% share of the global AR Gaming market.

US and Other Markets

  • The AR gaming market in the United States was valued at $903.8 million in 2020.
  • China, the world's second-largest economy, is forecast to reach a projected market size of $5.3 billion by the year 2027 at a CAGR of 38.9%.
  • Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at 37.5% and 35% respectively over the 2020-2027 period.
  • Within Europe, Germany is forecast to grow at approximately 28.1% CAGR.

Top Players

  • Top players in the space are Apple, Inc., Augmented Pixels, Inc., Blippar, Catchoom Technologies SL, Gamar Ltd., Google LLC, Infinity Augmented Reality Ltd., Microsoft Corporation, Niantic, Inc., Nintendo Co., Ltd., Qualcomm, Inc., Sony Corporation, Total Immersion, VividWorks Ltd., Wikitude GmbH, Zappar Ltd., Siemens AG, Schneider Electric S.E., Legrand SA, Honeywell International, Inc., Koninklijke Philips N.V., Tunstall Healthcare Ltd., Assisted Living Technologies, Inc., CareTech AB, Vitaphone GmbH, and ABB Group.
  • Key vendors dealing in the augmented reality gaming equipment include Apple, Microsoft, Google and, Sony.

Current Roadblocks Facing the Industry

Lack of Awareness of AR Content

  • The biggest challenge with AR is the lack of awareness of AR content from consumers. There’s still not much clarity over whether consumers are aware these tools are available to them, or if they realize they’re engaging with AR or VR when they use them.
  • In a recent research study conducted by GWI in the UK and U.S., the research revealed that over 90% of consumers in these markets are aware of VR, with around 65% saying they’re aware of AR.
  • Awareness of AR hovers between the 70-75% mark among the 16-44 age group, but drops dramatically among 45-54s (56%) and 55-64s (44%).
  • By gender, males (71%) display a notably higher level of awareness of AR compared to women (59%). This has resulted in limited focus on the AR market.


  • Within the one hour allotted for our initial research, we were able to find and present the US and global market sizes and top players of the AR gaming industry. We also provided insight into one of the challenges facing the industry. Our research indicates that other similar industry reports, surveys, and publications on the topic are also available.
  • The list of the key players identified consists of both US-based companies and non-US companies. We recommend providing a competitive analysis of these brands to understand how they are positioned in the industry.
  • To provide more insights into the AR gaming industry, we recommend additional research. Details on our recommended research paths have been provided in our proposals below. Please select one or more proposals from those provided.