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Augmented Reality in Gaming and Entertainment

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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: http://www.bharatbook.com/information-technology-market-research-reports/augmented-reality-in-gaming-and-entertainment.html

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.

Target 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

1.0 EXECUTIVE SUMMARY 4
2.0 INTRODUCTION 5
2.1 AUGMENTED REALITY EVOLUTION 6
2.2 AR APPLICATIONS DEVELOPMENT 6
2.3 AR IN INDUSTRY VERTICALS 7
2.3.1 GAMING 12
2.3.2 AR APPLICATIONS IN THE ENTERTAINMENT ARENA 12
2.3.3 AUGMENTED REALITY CHALLENGES 13
3.0 AR IN GAMING AND ENTERTAINMENT 16
3.1 CASE STUDY: INGRESS GAME 16
3.1.1 INGRESS ANALYSIS 16
3.1.2 INGRESS DISADVANTAGES 17
3.2 AR GAMING FOR PLAYSTATION 18
3.2.1 WONDERBOOK AR DEVICE FROM SONY 18
3.2.2 AR AND SECOND LIFE AVATAR 19
3.3 OPPORTUNITIES 19
3.3.1 THE USE OF AR APPLICATIONS IN ENTERTAINMENT 20
3.4 GOOGLE GLASSES POTENTIAL APPLICATIONS IN GAMING 24
3.4.1 INGRESS WITH GOOGLE GLASSES 28
3.5 STATISTICS AND COMPARISONS FOR AR APPLICATIONS IN ENTERTAINMENT 28
3.5.1 NOKIA AND ORANGE AR ADVERTISING CAMPAIGN 29
3.5.2 MACDONALD'S TRACKMYMACCA'S AR APP 30
3.5.3 HYUNDAI VIRTUAL TEST DRIVE 30
3.5.4 BBC FROZEN PLANT AR EVENT 31
3.5.5 ACCEPTANCE 31
4.0 MARKET FORECAST FOR AR IN GAMING AND ENTERTAINMENT 2013-2016 33
4.1 MARKET FORECAST 2013 TO 2018 AR IN GAMING 34
4.1.1 KEY INDICATORS 34
4.1.2 MARKET GROWTH INDICATORS 34
4.2 MARKET FORECAST BY REGION 34
4.2.1 WESTERN EUROPE 35
4.2.2 EASTERN EUROPE 35
4.2.3 MIDDLE EAST & AFRICA 35
4.2.4 LATIN & CENTRAL AMERICA 35
5.0 AR GAMES FORECASTS 2013-2016 37
5.1 AR GAMES IN ASIA & OCEANA 37
5.2 AR GAMES MARKET IN AUSTRALIA 2012-2016 37
5.3 AR GAMES IN CHINA 2011-2016 38
5.4 THE AR GAMES MARKET IN EUROPE 2011-2016 38
6.0 CONCLUSIONS 40

For more information kindly visit :
Augmented Reality in Gaming and Entertainment

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