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Ready, steady, game!

Ready, steady, game!

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Is augmented reality (AR) the next level of gaming?

SUMMARY

This report examines the video gaming industry and how augmented reality could facilitate the next level of immersive gaming.

The study reveals that gaming represents one-quarter of all media consumption hours driven by the mobile gaming increase. According to its findings, gaming's importance reaches its peach with 25 to 34-year-olds rather than with teenagers.

AR is relevant also to non-gamers; as around 35% of non-gamers expressed their interest in AR. Less than a quarter of consumers are non-gamers, the paper notes.

According to this research, a large percentage of respondents said to be interested in AR gamers however they also think that mobiles are insufficient for AR gaming. Nearly 50% of respondents said they were interested in AR sports. And around one-quarter indicated they will use AR when practicing exercise over the next few years.

Nearly half of respondents believe that AR gaming will improve with more immersive games, improved batteries, and less expensive AR glasses. 60% of gamers say that immersive experience as a crucial motivator for playing AR games.

A good share of consumers also expresses that it would be more convenient if virtual objects that stay put. The paper also found that digital decoration a house triggers the minds of both gamers and non-gamers.
 

OUTLINE

AR in the gaming industry

Gaming in the digital age

New game habits

Reasons to play

What can AR deliver?

 

DETAILS

Overview

Researchfinder Rating
5 out of 5 stars
Title
Ready, steady, game!
Sub-Title
Is augmented reality (AR) the next level of gaming?
Region
Global
Published
March 15, 2019
Publisher
Ericsson
Price
FREE
Language
ENGLISH

Content

Number of Pages
12
Number of Tables
0
Number of Exhibits
8
Topics
mobile
Tags
augmented reality, consumer survey, Ericsson, global, mobile
Methodology
This report is based on more than 7,000 online interviews were conducted in Brazil, China, France, Japan, South Korea, the UK and the US. The results are also based on 58 face-to-face interviews in London, Stockholm, San Francisco, São Paulo and Tokyo. Respondents all played video games.
EVALUATION

The most valuable aspect of this report lies in its quality content and appealing design.

Positives:

  • Appealing design
  • Clear language
  • Clear key insights
  • Insightful data
  • Great graphics
  • Quotes from consumers

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