Augmented Reality in Gaming and Entertainment

  • March 2013
  • -
  • Mind Commerce Publishing
  • -
  • 42 pages

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:

• 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

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 and AFRICA 35
4.2.4 LATIN and CENTRAL AMERICA 35

5.0 AR GAMES FORECASTS 2013-2016 37

5.1 AR GAMES IN ASIA and 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



Figures

Figure 1 Ingress Game 18
Figure 2 Social Networking interaction 22
Figure 3 Samsung Smart Window Technology 23
Figure 4 Side windshields AR applications 24
Figure 5 AR information on side windshield 24
Figure 6 Nokia and Orange AR advertising 29
Figure 7 TrackMyMacca's AR App 30
Figure 8 Frozen Plant AR event 31
Figure 9: Global Augmented Reality Devices Revenue Forecast 2011 - 2016 33
Figure 10 AR Market Revenues (USD Billions) by Region: 2012 - 2016 35
Figure 11 Market Potential for AR games in Europe 39

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