Augmented Reality Games Market Size and Share

Augmented Reality Games Market (2025 - 2030)
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Augmented Reality Games Market Analysis by Mordor Intelligence

The augmented reality games market size reached USD 11.34 billion in 2025 and is forecast to advance to USD 31.89 billion by 2030, reflecting a robust 22.96% CAGR between 2025 and 2030. Growth is underpinned by 5G roll-out, cloud-anchored persistent-world platforms and cost-optimised chipsets that allow seamless multiplayer experiences on both smartphones and lightweight wearables. Mobile devices currently dominate revenues, yet rapid improvements in smart-glasses optics and power management signal an impending device mix shift. Location-based gameplay remains the principal design archetype thanks to mature geospatial data sets, while blockchain-linked play-to-earn mechanics are redrawing monetisation strategies. Regionally, North America continues to generate the highest spend, but Asia-Pacific delivers the steepest revenue curve as telcos blanket key markets with mid-band 5G and culturally embedded social-gaming habits migrate to AR formats.[1]GSMA, “The Mobile Economy Asia Pacific 2024,” gsma.com

Key Report Takeaways

  • By product category, mobile devices captured 60% of the augmented reality games market share in 2024, while AR/smart glasses are projected to grow at a 28% CAGR through 2030.
  • By component, hardware contributed 58% of 2024 revenue; services are expanding fastest at a 32% CAGR to 2030.
  • By game type, location-based experiences held 65% of the augmented reality games market size in 2024; mixed-reality hybrids are on course for a 38% CAGR to 2030.
  • By monetisation model, in-app purchases delivered 48% of 2024 revenue; play-to-earn and NFT-integrated titles are accelerating at a 35% CAGR.
  • By application, personal and home entertainment accounted for 70% of 2024 revenue, whereas fitness and health gamification is climbing at a 30% CAGR.
  • By geography, North America led with 35% revenue in 2024; Asia-Pacific is the fastest-growing region at a 28% CAGR to 2030.

Segment Analysis

By Product/Device Type: Mobile leadership faces smart-glasses acceleration

Mobile handsets contributed 60% of the augmented reality games market size in 2024, reflecting near-universal smartphone ownership and mature SDKs such as ARKit and ARCore. Yet wearables are scaling quickly as component miniaturisation permits 50-gram glasses that deliver a 45-degree field of view and six-hour battery life. Qualcomm’s AR2 platform and Samsung-Google’s Android XR alliance are catalysing OEM pipelines, hinting at a device mix realignment after 2027. Multi-modal input, including gaze and pinch detection, further differentiates head-worn form factors by freeing both hands for continuous interaction.

Developers are consequently adopting cross-device asset pipelines that auto-scale texture resolution and UI density. Early access titles on Meta’s smart-glasses ecosystem already log 20% longer session averages than comparable smartphone builds, signalling that wearables can unlock premium pricing tiers. Nevertheless, smartphones will remain a sizeable revenue bedrock through 2030 as they serve entry-level users and markets with low discretionary spend.

Augmented Reality Games Market: Market Share by ProductDevice Type
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By Component: Services growth outpaces hardware revenue

Hardware generated 58% of 2024 sales, anchored by cameras, depth sensors and waveguides. The services layer, however, is posting a 32% CAGR as publishers migrate from one-off device profit to recurring cloud income. Unity’s Audience Hub links 3 billion gamer profiles to privacy-first ad-partners, demonstrating how data orchestration and analytics now command strategic value.[6]Unity Software Inc., “Unity Reports First Quarter 2025 Financial Results,” investors.unity.com

Cloud rendering, positional data APIs and user-generated-content moderation round out the services stack, shifting competitive advantage toward platforms that secure multi-year developer contracts. Hardware vendors are responding with bundled service credits, reinforcing ecosystem lock-in while diluting stand-alone component margins.

By Game Type: Location-based dominance challenged by mixed-reality hybrids

Location-based titles owned 65% of the augmented reality games market share in 2024, an edge earned through Niantic’s early mapping and the player familiarity bred by Pokémon GO. Yet mixed-reality hybrids are expanding at 38% CAGR by fusing spatial anchors with full-body occlusion and real-time environment re-lighting. Volkswagen’s mobility field tests with Microsoft HoloLens 2 prove that XR gameplay can persist inside moving vehicles, opening transit-time use cases.[7]Microsoft, “Microsoft and Volkswagen Collaborate to Put AR Glasses in Motion,” news.microsoft.com

Developers pursuing hybrid mechanics must solve alignment drift when users transition indoors, a technical frontier where visual positioning systems and private 5G slice connectivity show promise. The resulting design flexibility invites licensed sports franchises and narrative-rich IPs that need dynamic set pieces untethered from static geofences.

By Monetisation Model: Blockchain reinvents player economics

In-app purchases still contributed 48% of 2024 turnover, but tokenised economies are rising swiftly on 35% CAGR. Smart contracts now mint scarce digital wearables whose resale royalties flow back to studios, smoothing post-launch cash flow. Players, meanwhile, view ownership of NFTs as status and income, spending longer in-game to appreciate asset values. Adoption is highest in South-East Asia where under-banked demographics favour blockchain wallets over credit cards.

Ad-supported and subscription hybrids are evolving too. European tourism boards underwrite in-game quests, while fitness platforms sell annual passes with tiered coaching content that reduce revenue volatility compared with episodic DLC drops.

Augmented Reality Games Market: Market Share by Monetisation Model
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By Application: Fitness gamification becomes enterprise growth lever

Personal entertainment accounted for 70% of spend in 2024, yet corporate wellness programmes are fast-tracking fitness-centric titles. Nordic employers subsidise AR running games that sync with health insurance portals, covering subscription fees to promote employee activity. The segment’s 30% CAGR reflects clear ROI for companies that log reduced absenteeism and improved workforce retention.

Developers embed heart-rate APIs and dashboard analytics to meet enterprise reporting needs, thereby commanding higher per-seat pricing than consumer equivalents. The dual-target approach balances volume-driven consumer margins with premium enterprise invoices, broadening cash-flow resilience across the augmented reality games market.

Geography Analysis

North America held 35% of 2024 revenue as deep 5G coverage and Apple’s LiDAR-enabled device base provide fertile ground for early adopter spending. Major publishers pilot spatial-computing concepts on Vision Pro before global scale-out, and US corporates integrate AR wellness apps into benefits packages. The region also hosts the densest cluster of cloud edge nodes, enabling persistent-world latency below 15 ms across key metros.

Asia-Pacific is the locomotive of future growth, charting a 28% CAGR through 2030. Operators in China, South Korea and Japan have extended mid-band 5G to more than 80% of urban populations, allowing multiplayer titles to flourish. Mobile-first gamer cultures, where free-to-play mechanics are norm, convert readily to location-based AR quests. Challenges remain around battery drain on mid-tier Android devices, yet chipset roadmaps suggest a step-change in power efficiency by 2027.

Europe advances steadily once privacy harmonisation matures. Tourism authorities replicate Croatian pilot successes by embedding AR narratives in UNESCO heritage sites, driving incremental visitor spend. Nordic corporates amplify demand for fitness-gamified titles, while regulatory ambiguity still delays continent-wide launches that rely on large-scale geospatial data sharing. Latin America and MEA trail but show long-run upside as mobile-data tariffs decline and handset ASPs fall.

Augmented Reality Games Market CAGR (%), Growth Rate by Region
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Competitive Landscape

The augmented reality games market remains moderately fragmented. Niantic sustains leadership in location-based design thanks to its Lightship VPS that covers over 1 million mapped sites globally. Unity dominates cross-platform engines, driving monetisation via cloud collaboration tools rather than self-published content. Samsung, Google and Qualcomm pool IP to accelerate an Android-centred XR ecosystem, challenging Apple’s vertically integrated approach.

Meta leverages Qualcomm chipsets and generative AI to shorten content pipeline cycles and to tailor real-time events in metaverse settings. Hardware patents for lightweight lens stacks and battery-efficient waveguides give Samsung defensible moats in wearables manufacturing, while Apple’s focus on end-to-end spatial computing sustains premium pricing power.

White-space opportunities exist in enterprise wellness and cultural-tourism niches where incumbent game studios lack tailored content. Service-oriented integrators such as Capgemini fill gaps by customising AR layers for non-gaming clients, blending workforce training with gamified engagement to expand addressable revenue beyond consumer entertainment.

Augmented Reality Games Industry Leaders

  1. HP Inc.

  2. Qualcomm Inc.

  3. Milkroom Studios GmbH

  4. Blippar Ltd.

  5. Netmarble Corp.

  6. *Disclaimer: Major Players sorted in no particular order
Augmented Reality Games Market Concentration
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Recent Industry Developments

  • June 2025: Samsung and Google confirmed a joint programme to ship AR smart-glasses running Gemini AI on Qualcomm Snapdragon AR1 Gen 1, with first units targeted for late 2025 commercial release.
  • May 2025: Unity Software posted USD 435 million Q1 2025 revenue and unveiled Unity 6.1, adding AI-assisted asset workflows for Meta Quest and Android XR devices.
  • April 2025: Unity announced Survival Kids as a co-developed Nintendo Switch 2 launch title alongside KONAMI, marking the engine provider’s first end-to-end game production.
  • March 2025: Apple released visionOS 2.4, integrating Apple Intelligence features that improve spatial-gaming NPC interactions and real-time environment mapping.
  • February 2025: Unity reported USD 1.813 billion FY 2024 revenue and emphasised growth in subscription-based developer services despite portfolio rationalisation.

Table of Contents for Augmented Reality Games Industry Report

1. Introduction

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2. Research Methodology

3. Executive Summary

4. Market Landscape

  • 4.1 Market Overview
  • 4.2 Market Drivers
    • 4.2.1 Proliferation of 5G-enabled smartphones in Asia accelerating real-time multiplayer AR gameplay
    • 4.2.2 Ecosystem monetization shift toward location-based advertising partnerships with European tourism boards
    • 4.2.3 Integration of LiDAR sensors in Apple devices enabling advanced occlusion-based AR mechanics in North America
    • 4.2.4 Qualcomm Snapdragon AR2 Gen 2 reference designs reducing headset BOM costs and spurring OEM pipelines
    • 4.2.5 Cloud-anchored persistent-world platforms (e.g., Niantic Lightship VPS) driving city-scale repeat engagement
    • 4.2.6 Corporate-sponsored fitness-gaming subsidies boosting AR running titles in Nordics and Australia
  • 4.3 Market Restraints
    • 4.3.1 Absence of harmonised EU privacy standards for location and vision data delaying large-scale launches
    • 4.3.2 Battery-drain and thermal throttling on mid-tier Android devices limiting session length in emerging Asia
    • 4.3.3 Fragmented AR content discovery across app stores and proprietary browsers reducing UA efficiency
    • 4.3.4 High mobile-data costs in South America and Africa curbing adoption of bandwidth-heavy multiplayer titles
  • 4.4 Technological Outlook
  • 4.5 Porter's Five Forces Analysis
    • 4.5.1 Threat of New Entrants
    • 4.5.2 Bargaining Power of Buyers/Consumers
    • 4.5.3 Bargaining Power of Suppliers
    • 4.5.4 Threat of Substitute Products
    • 4.5.5 Intensity of Competitive Rivalry

5. Market Size and Growth Forecasts (Value)

  • 5.1 By Product/Device Type
    • 5.1.1 Head-Mounted Displays (HMDs)
    • 5.1.2 Mobile Devices (Smartphones, Tablets)
    • 5.1.3 AR/Smart Glasses
    • 5.1.4 Spatial Displays (Projection, Desktop)
    • 5.1.5 Accessories and Sensors
  • 5.2 By Component
    • 5.2.1 Hardware
    • 5.2.2 Software
    • 5.2.3 Services
  • 5.3 By Game Type
    • 5.3.1 Location-Based AR Games
    • 5.3.2 Marker-Based AR Games
    • 5.3.3 Projection-Based AR Games
    • 5.3.4 Super-imposition and Occlusion-Based Games
    • 5.3.5 Mixed-Reality (MR)-Hybrid Games
  • 5.4 By Monetization Model
    • 5.4.1 In-App Purchases (IAP)
    • 5.4.2 Advertising-Supported
    • 5.4.3 Paid/Premium
    • 5.4.4 Subscription
    • 5.4.5 Play-to-Earn and NFT Integrated
  • 5.5 By Application
    • 5.5.1 Personal/Home Entertainment
    • 5.5.2 Commercial Arcade and LBE
    • 5.5.3 Educational and Serious Games
    • 5.5.4 Fitness and Health Gamification
  • 5.6 By Geography
    • 5.6.1 North America
    • 5.6.1.1 United States
    • 5.6.1.2 Canada
    • 5.6.1.3 Mexico
    • 5.6.2 South America
    • 5.6.2.1 Brazil
    • 5.6.2.2 Argentina
    • 5.6.2.3 Rest of South America
    • 5.6.3 Europe
    • 5.6.3.1 Germany
    • 5.6.3.2 United Kingdom
    • 5.6.3.3 France
    • 5.6.3.4 Italy
    • 5.6.3.5 Spain
    • 5.6.3.6 Rest of Europe
    • 5.6.4 Asia-Pacific
    • 5.6.4.1 China
    • 5.6.4.2 Japan
    • 5.6.4.3 South Korea
    • 5.6.4.4 India
    • 5.6.4.5 Australia
    • 5.6.4.6 Rest of Asia-Pacific
    • 5.6.5 Middle East
    • 5.6.5.1 United Arab Emirates
    • 5.6.5.2 Saudi Arabia
    • 5.6.5.3 Rest of Middle East
    • 5.6.6 Africa
    • 5.6.6.1 South Africa
    • 5.6.6.2 Rest of Africa

6. Competitive Landscape

  • 6.1 Strategic Developments
  • 6.2 Vendor Positioning Analysis
  • 6.3 Company Profiles (includes Global level Overview, Market level overview, Core Segments, Financials as available, Strategic Information, Products and Services, and Recent Developments)
    • 6.3.1 Niantic Inc.
    • 6.3.2 Apple Inc.
    • 6.3.3 Microsoft Corporation
    • 6.3.4 Snap Inc.
    • 6.3.5 Qualcomm Technologies Inc.
    • 6.3.6 Rovio Entertainment Corporation
    • 6.3.7 Tencent Holdings Ltd.
    • 6.3.8 Nintendo Co., Ltd.
    • 6.3.9 Unity Technologies
    • 6.3.10 Google LLC
    • 6.3.11 Sony Interactive Entertainment
    • 6.3.12 Magic Leap, Inc.
    • 6.3.13 Samsung Electronics Co., Ltd.
    • 6.3.14 HTC Corporation
    • 6.3.15 Meta Platforms, Inc.
    • 6.3.16 Blippar Ltd.
    • 6.3.17 Resolution Games
    • 6.3.18 Immersive Gamebox
    • 6.3.19 OliveX Holdings Ltd.
    • 6.3.20 Netmarble Corp.
    • 6.3.21 Huawei Technologies Co., Ltd.
    • 6.3.22 Jippi
    • 6.3.23 Zynga Inc.
    • 6.3.24 Roblox Corporation

7. Market Opportunities and Future Outlook

  • 7.1 White-space and Unmet-Need Assessment
*List of vendors is dynamic and will be updated based on customized study scope
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Global Augmented Reality Games Market Report Scope

Augmented reality (AR) games are interactive video games that combine real-world environments with digital content using augmented reality technology. AR games use the camera, sensors, and screen of a device (such as a smartphone, tablet, or AR glasses) to overlay virtual elements—such as characters, objects, or information—onto the real world in real time.

The study tracks the revenue accrued through the sale of augmented reality games by various players across the globe. It also tracks the key market parameters, underlying growth influencers, and major vendors operating in the industry, which supports the market estimations and growth rates over the forecast period. The study further analyses the overall impact of COVID-19 aftereffects and other macroeconomic factors on the market. The report’s scope encompasses market sizing and forecasts for the various market segments.

The augmented reality games market is segmented by device (head-mounted display, mobile devices, AR glasses, and other device types), application (personal and commercial), and geography (North America, Europe, Asia Pacific, Middle East & Africa, and Latin America). The market sizes and forecasts regarding value (USD) for all the above segments are provided.

By Product/Device Type
Head-Mounted Displays (HMDs)
Mobile Devices (Smartphones, Tablets)
AR/Smart Glasses
Spatial Displays (Projection, Desktop)
Accessories and Sensors
By Component
Hardware
Software
Services
By Game Type
Location-Based AR Games
Marker-Based AR Games
Projection-Based AR Games
Super-imposition and Occlusion-Based Games
Mixed-Reality (MR)-Hybrid Games
By Monetization Model
In-App Purchases (IAP)
Advertising-Supported
Paid/Premium
Subscription
Play-to-Earn and NFT Integrated
By Application
Personal/Home Entertainment
Commercial Arcade and LBE
Educational and Serious Games
Fitness and Health Gamification
By Geography
North America United States
Canada
Mexico
South America Brazil
Argentina
Rest of South America
Europe Germany
United Kingdom
France
Italy
Spain
Rest of Europe
Asia-Pacific China
Japan
South Korea
India
Australia
Rest of Asia-Pacific
Middle East United Arab Emirates
Saudi Arabia
Rest of Middle East
Africa South Africa
Rest of Africa
By Product/Device Type Head-Mounted Displays (HMDs)
Mobile Devices (Smartphones, Tablets)
AR/Smart Glasses
Spatial Displays (Projection, Desktop)
Accessories and Sensors
By Component Hardware
Software
Services
By Game Type Location-Based AR Games
Marker-Based AR Games
Projection-Based AR Games
Super-imposition and Occlusion-Based Games
Mixed-Reality (MR)-Hybrid Games
By Monetization Model In-App Purchases (IAP)
Advertising-Supported
Paid/Premium
Subscription
Play-to-Earn and NFT Integrated
By Application Personal/Home Entertainment
Commercial Arcade and LBE
Educational and Serious Games
Fitness and Health Gamification
By Geography North America United States
Canada
Mexico
South America Brazil
Argentina
Rest of South America
Europe Germany
United Kingdom
France
Italy
Spain
Rest of Europe
Asia-Pacific China
Japan
South Korea
India
Australia
Rest of Asia-Pacific
Middle East United Arab Emirates
Saudi Arabia
Rest of Middle East
Africa South Africa
Rest of Africa
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Key Questions Answered in the Report

What is the current size of the augmented reality games market?

The augmented reality games market size stood at USD 11.34 billion in 2025 and is projected to reach USD 31.89 billion by 2030.

Which device segment is growing fastest in AR gaming?

AR/smart glasses are the fastest-growing segment, charting a 28% CAGR between 2025 and 2030 as lightweight optics and efficient chipsets enter mass production.

How are AR games primarily monetised today?

In-app purchases constitute 48% of 2024 revenue, though play-to-earn and NFT-based models are expanding at a 35% CAGR.

Which region is expected to deliver the highest AR gaming growth?

Asia-Pacific is forecast to grow at 28% CAGR to 2030, fuelled by ubiquitous 5G and a strong mobile-first gaming culture.

Why are services revenues rising faster than hardware sales?

Publishers increasingly rely on cloud rendering, data analytics and audience-targeting platforms, pushing the services component to a 32% CAGR as recurring income overtakes one-off device margins.

What regulatory challenge most affects European AR game launches?

The lack of harmonised EU rules for location and vision data introduces compliance uncertainty that delays continent-wide deployments and raises legal costs.

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