2026 Global: Augmented Reality Gaming-Competitive Review (2032) report
Description
The 2026 Global: Augmented Reality Gaming-Competitive Review (2031) report features the global market size and projected growth/decline data for the period 2021 through 2032. The report primarily provides an examination of the business strategies for the ten largest global companies in the market and how their strategies differ.
Perry/Hope Partners' reports provide the most accurate industry forecasts based on our proprietary economic models. Our forecasts project the product market size nationally and by regions for 2021 to 2032 using regression analysis in our modeling. and Perry/Hope is the only market research publisher that utilizes both longitudinal (historical) and vertical (from market section to market division to market class) analysis, since we study every manufactured product in the countries we analyze. The report also provides written analysis on the market definition, market segments, and SWOT analysis (market strengths, weaknesses, opportunities, and threats).
The market study aims at estimating the market size and the growth potential of this market. Topics analyzed within the report include a detailed breakdown of the global markets for augmented reality gaming by geography and historical trend. The scope of the report extends to sizing of the augmented reality gaming market and global market trends with market data for 2024 as the base year, 2025 and 2026 as the estimate years with projection of CAGR from 2027 to 2032.
The report also features a list of the top ten largest global players in the market. A review of each company includes 1) an estimate of the market share, 2) a listing of the products and/or services in the market, and 3) the features of these products and/or services in the market. The report has a chapter on Comparative Business Strategies for the largest four players. An example of the Comparative Business Strategies analysis would be -- How does Netflix's business strategy to expand its market share in the global online streaming compare to Amazon Prime's business strategy through its video products and services?
The ten market players in this report and a brief synopsis of their participation in the market are:
Niantic, Resolution Games, and Treeview lead the augmented reality gaming sector in 2025, alongside Polyarc, Rezzil, Triangle Factory, Wildnet Edge, Juego Studio, Groove Jones, and Cubix as the ten major companies driving innovation. These firms excel in creating immersive AR experiences that blend digital overlays with real-world environments, powering hits like Pokémon GO and Demeo while expanding into enterprise training and social engagement. Niantic pioneered location-based AR gaming with titles such as Ingress and Pikmin Bloom, leveraging advanced mapping, computer vision, and AI for geospatial play; despite selling its gaming division to Scopely for $3.5 billion, its technology remains foundational. Resolution Games focuses on player-centric AR/VR titles like Demeo and Blaston, promoting physical activity and social interaction across platforms with a commitment to mixed reality integration. Treeview delivers premium AR solutions for enterprise clients including Microsoft and Medtronic, specializing in experiential education and product visualization that enhance gaming-like immersion. Polyarc crafts story-driven adventures such as Moss, emphasizing accessible VR/AR narratives, while Rezzil develops pro-sports training tools with gamified AR elements used by athletic teams.
Wildnet Edge and Juego Studio represent U.S.-based powerhouses in full-cycle AR game development, with Groove Jones and Cubix pushing boundaries in award-winning XR content. Wildnet Edge, with 19 years of experience and over 8,000 projects, leads in AI-driven AR/VR simulations using Unity and Unreal for enterprise gaming workflows, serving gaming, healthcare, and fintech sectors. Juego Studio offers comprehensive 2D/3D art and development, integrating NFT/blockchain into AR games for entertainment and enterprise applications. Groove Jones, the most awarded XR studio, specializes in AR gaming with machine learning enhancements, delivering interactive experiences for global brands. Cubix provides multiplayer 2D/3D AR games with expertise in Unity and Blender, serving clients like DreamWorks and Walmart for high-engagement titles. These companies prioritize affordability, supporting standalone headsets like Meta Quest and mobile devices to broaden AR gaming accessibility without expensive hardware.
Triangle Factory, Kevuru Games, and emerging players like Whimsy Games solidify the top ten by focusing on competitive multiplayer and art-driven AR innovation. Triangle Factory produces fast-paced AR/VR shooters like Breachers and Hyper Dash, optimizing for at-home and location-based entertainment to maximize player reach. Kevuru Games excels in AAA-quality game art and co-development, enhancing AR titles with sophisticated 2D/3D pipelines and blockchain features. Whimsy Games Group delivers customized AR environments via Unity, targeting regulated industries with efficient project management. Together, these ten companies transform AR gaming through technological advancements, from computer vision to multiplayer backends, fostering real-world exploration, physical engagement, and viral social experiences amid major investments by Meta, Apple, and Google. Their player-centric designs ensure AR evolves from niche novelty to mainstream entertainment and training staple.
Perry/Hope Partners' reports provide the most accurate industry forecasts based on our proprietary economic models. Our forecasts project the product market size nationally and by regions for 2021 to 2032 using regression analysis in our modeling. and Perry/Hope is the only market research publisher that utilizes both longitudinal (historical) and vertical (from market section to market division to market class) analysis, since we study every manufactured product in the countries we analyze. The report also provides written analysis on the market definition, market segments, and SWOT analysis (market strengths, weaknesses, opportunities, and threats).
The market study aims at estimating the market size and the growth potential of this market. Topics analyzed within the report include a detailed breakdown of the global markets for augmented reality gaming by geography and historical trend. The scope of the report extends to sizing of the augmented reality gaming market and global market trends with market data for 2024 as the base year, 2025 and 2026 as the estimate years with projection of CAGR from 2027 to 2032.
The report also features a list of the top ten largest global players in the market. A review of each company includes 1) an estimate of the market share, 2) a listing of the products and/or services in the market, and 3) the features of these products and/or services in the market. The report has a chapter on Comparative Business Strategies for the largest four players. An example of the Comparative Business Strategies analysis would be -- How does Netflix's business strategy to expand its market share in the global online streaming compare to Amazon Prime's business strategy through its video products and services?
The ten market players in this report and a brief synopsis of their participation in the market are:
Niantic, Resolution Games, and Treeview lead the augmented reality gaming sector in 2025, alongside Polyarc, Rezzil, Triangle Factory, Wildnet Edge, Juego Studio, Groove Jones, and Cubix as the ten major companies driving innovation. These firms excel in creating immersive AR experiences that blend digital overlays with real-world environments, powering hits like Pokémon GO and Demeo while expanding into enterprise training and social engagement. Niantic pioneered location-based AR gaming with titles such as Ingress and Pikmin Bloom, leveraging advanced mapping, computer vision, and AI for geospatial play; despite selling its gaming division to Scopely for $3.5 billion, its technology remains foundational. Resolution Games focuses on player-centric AR/VR titles like Demeo and Blaston, promoting physical activity and social interaction across platforms with a commitment to mixed reality integration. Treeview delivers premium AR solutions for enterprise clients including Microsoft and Medtronic, specializing in experiential education and product visualization that enhance gaming-like immersion. Polyarc crafts story-driven adventures such as Moss, emphasizing accessible VR/AR narratives, while Rezzil develops pro-sports training tools with gamified AR elements used by athletic teams.
Wildnet Edge and Juego Studio represent U.S.-based powerhouses in full-cycle AR game development, with Groove Jones and Cubix pushing boundaries in award-winning XR content. Wildnet Edge, with 19 years of experience and over 8,000 projects, leads in AI-driven AR/VR simulations using Unity and Unreal for enterprise gaming workflows, serving gaming, healthcare, and fintech sectors. Juego Studio offers comprehensive 2D/3D art and development, integrating NFT/blockchain into AR games for entertainment and enterprise applications. Groove Jones, the most awarded XR studio, specializes in AR gaming with machine learning enhancements, delivering interactive experiences for global brands. Cubix provides multiplayer 2D/3D AR games with expertise in Unity and Blender, serving clients like DreamWorks and Walmart for high-engagement titles. These companies prioritize affordability, supporting standalone headsets like Meta Quest and mobile devices to broaden AR gaming accessibility without expensive hardware.
Triangle Factory, Kevuru Games, and emerging players like Whimsy Games solidify the top ten by focusing on competitive multiplayer and art-driven AR innovation. Triangle Factory produces fast-paced AR/VR shooters like Breachers and Hyper Dash, optimizing for at-home and location-based entertainment to maximize player reach. Kevuru Games excels in AAA-quality game art and co-development, enhancing AR titles with sophisticated 2D/3D pipelines and blockchain features. Whimsy Games Group delivers customized AR environments via Unity, targeting regulated industries with efficient project management. Together, these ten companies transform AR gaming through technological advancements, from computer vision to multiplayer backends, fostering real-world exploration, physical engagement, and viral social experiences amid major investments by Meta, Apple, and Google. Their player-centric designs ensure AR evolves from niche novelty to mainstream entertainment and training staple.
Table of Contents
32 Pages
- 1.0 Scope of Report and Methodology
- 2.0 Market SWOT Analysis and Players
- 2.1 Market Definition
- 2.2 Market Segments
- 2.3 Market Strengths
- 2.4 Market Weaknesses
- 2.5 Market Threats
- 2.6 Market Opportunities
- 2.7 Major Players
- 3.0 Competitive Analysis
- 3.1 Market Player 1
- 3.2 Market Player 2
- 3.3 Market Player 3
- 3.4 Market Player 4
- 3.5 Market Player 5
- 3.6 Market Player 6
- 3.7 Market Player 7
- 3.8 Market Player 8
- 3.9 Market Player 9
- 3.10 Market Player 10
- 4.0 Comparative Business Strategies
- 4.1 Comparative Business Strategies of Player 1 and 2
- 4.2 Comparative Business Strategies of Player 1 and 3
- 4.3 Comparative Business Strategies of Player 1 and 4
- 4.4 Comparative Business Strategies of Player 2 and 3
- 4.5 Comparative Business Strategies of Player 2 and 4
- 4.6 Comparative Business Strategies of Player 3 and 4
- 5.0 Appendix
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