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Augmented Reality in Gaming and Entertainment

March 2013

Pages: 42

Single-user License: $ 995 USD
Company-wide License: $ 2,995 USD
Team License (Up to 5 Users): $ 1,865 USD

Keywords: Augmented Reality, AR Applications, Augmented Reality Applications, AR in Gaming, Augmented Reality Entertainment

Overview

Augmented Reality (AR) represents a live, direct or indirect, view of a physical, real-world environment whose elements are augmented by computer-generated sensory input, that enrich the user's perception of the real world. AR has great potential of many industry verticals including:

• Education
• Healthcare
• Public Safety
• Manufacturing
• Energy Management
• Gaming and Entertainment

This research analyzes emerging AR applications in gaming and the general entertainment industry as a whole. The first section of this report evaluates the development of the AR applications as a whole. The second section focuses on the use of AR in the entertainment industry. It includes case studies and analysis on the use of AR applications gaming and the entertainment products and services vertical as a whole. The third section of the report provides analysis of the market for the AR applications in gaming with forecasting from 2013 through 2016.

See Table of Contents for complete list of areas covered.

Audience

  • Mobile application developers
  • Wireless infrastructure suppliers
  • OTT application and service providers
  • Wireless carriers and other service providers
  • Augmented Reality (AR) application developers
  • Online, mobile, casual, and console game companies

Report Benefits

  • Identify the drivers for AR as a whole
  • Identify key growth opportunities in mobile augmented reality
  • Understand the potential for AR in advertising and entertainment
  • Recognize the advertising and marketing potential of AR applications
  • Understand business models that will predominate as AR gains traction

Table of Contents

  • Executive Summary
  • Introduction
  • Augmented Reality Evolution
  • AR Applications Development
  • AR in Industry Verticals
  • Gaming
  • AR Applications in the Entertainment Arena
  • Augmented Reality Challenges
  • AR in Gaming and Entertainment
  • Case Study: Ingress Game
  • Ingress Analysis
  • Ingress Disadvantages
  • AR Gaming for PlayStation
  • Wonderbook AR Device from Sony
  • AR and Second Live Avatar
  • Opportunities
  • The Use of AR Applications in Entertainment
  • Google Glasses Potential Applications in Gaming
  • Ingress with Google Glasses
  • Statistics and Comparison for AR Applications in Entertainment
  • Nokia and Orange AR Advertising Campaign
  • McDonalds TrackMyMacca’s AR App
  • Hyundai Virtual Test Drive
  • BBC Frozen Plant AR Event
  • Acceptance
  • Market Forecast for AR in Gaming and Entertainment 2013-2016
  • Market Forecast 2013 to 2018 AR in Gaming
  • Key Indicators
  • Market Growth Indicators
  • Market Forecast by Region
  • Western Europe
  • Eastern Europe
  • Middle East and Africa
  • Latin and Central America
  • AR Games Forecasts 2013-2016
  • AR Games in Asia and Oceania
  • AR Games Market in Australia 2012-2016
  • AR Games in China 2011-2016
  • The AR Games Market in Europe 2011-2016
  • Conclusions

List of Figures

  • Figure 1: Ingress Game
  • Figure 2: Social Networking Interaction
  • Figure 3: Samsung Smart Window Technology
  • Figure 4: Side Windshields AR Applications
  • Figure 5: AR Information on Side Windshield
  • Figure 6: Nokia and Orange AR aAvertising
  • Figure 7: TrackMyMacca's AR App
  • Figure 8: Frozen Plant AR Event
  • Figure 9: Global Augmented Reality Devices Revenue Forecast 2011 - 2016
  • Figure 10: AR Market Revenues (USD Billions) by Region: 2012-2016
  • Figure 11: Market Potential for AR Games in Europe