Thursday 28 March 2013

Augmented Reality in Gaming and Entertainment









 
 
Reports Corner has added a latest report on "Augmented Reality in Gaming and Entertainment" to its database. Please visit https://www.reportscorner.com/reports/13395/Augmented-Reality-in-Gaming-and-Entertainment for further information about the report.


SYNOPSIS

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.
REPORT BENIFITS

• 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
 

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