DUBLIN, Mar 30, 2017 /PRNewswire/ --
Research and Markets has announced the addition of the "Global AR Gaming Market 2017-2021" report to their offering.
The global AR gaming market to grow at a CAGR of 151.43% during the period 2017-2021.
The report, Global AR Gaming Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.
Several AR vendors have used crowdfunding to raise capital for their projects. This has benefited the market in several ways. Firstly, it increases awareness among potential customers. Secondly, it encourages new vendors to enter the market, which, in turn, increases competitions and decreases ices. Thirdly, vendors will have a better idea about the demand for their products. They will be able to involve the potential buyers at the product development stage by directly communicating with them. This can help vendors to manufacture products based on requirements of customers. GoFundMe, Indiegogo, and Kickstarter are some of the popular crowdfunding sites.
According to the report, vendors in the global mobile AR and VR apps market have adopted crowdfunding strategies to raise funds for their projects. It has increased the awareness among potential customers and has provided enormous opportunities for small vendors to innovate and succeed in this competitive environment. Crowdfunding also allows vendors to edict customers' interests in their products. Vendors can directly interact with potential buyers by involving them in the product development stage. This helps vendors to manufacture the products based on requirements of customers.
Key vendors
- Augmented Pixels
- Aurasma
- Blippar
- Catchoom
- Infinity Augmented Reality
- Qualcomm Technologies
- Total Immersion
- VividWorks
- Wikitude
- Zappar
Key Topics Covered:
PART 01: Executive summary
PART 02: Scope of the report
PART 03: Research Methodology
PART 04: Introduction
PART 05: Market landscape
PART 06: Market segmentation by type
PART 07: Market segmentation by technology adopters
PART 08: Geographical segmentation
PART 09: Key leading countries
PART 10: Decision framework
PART 11: Drivers and challenges
PART 12: Market trends
PART 13: Vendor landscape
PART 14: Appendix
For more information about this report visit http://www.researchandmarkets.com/research/lg49w2/global_ar_gaming
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SOURCE Research and Markets
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