India Extended Reality in Gaming Market Size, Trends & Analysis - Forecasts to 2029 By Application Type (AR Game, VR Game, and Hybrid), By Technology (RFID, GPS, and Others), and By Platform (Portable/Handheld Gaming Device, Console, Mobile Phone, Tablet, Head-mounted Displays, and Others), Competitive Landscape, Company Market Share Analysis, and End User Analysis
The India extended reality in gaming market is projected to grow at a CAGR of 21.2% from 2024 to 2029.
The rising usage of smartphones in India has resulted in a large gaming user base. As extended reality (XR) technologies become more available on these devices, the gaming sector is expanding. Growing smartphone usage and incorporation of XR capabilities contribute to a better gaming experience, increasing engagement and broadening the market.
The widespread availability of high-speed internet in India has increased the viability of gaming, including extended reality (XR) experiences. The expanding connectivity infrastructure allows users to easily access and enjoy rich game material without experiencing severe lag or disruptions.
Rising investments and cooperation in the gaming industry propel the creation and promotion of extended reality (XR) game content. This surge in funding motivates game developers and technology businesses to focus on creating immersive experiences to fulfill the growing demand. The collaborative efforts promote innovation in XR gaming by offering users compelling and cutting-edge material, ultimately contributing to the overall growth and advancement of the XR gaming business.
The increasing availability of low-cost virtual reality (VR) and augmented reality (AR) devices is expanding the reach of extended reality (XR) games to a broader audience. As XR hardware prices drop and technology progresses, more gamers will be able to afford these immersive devices.
The initial expenses of obtaining XR hardware, such as VR headsets and AR gadgets, might be a considerable barrier for certain users. High costs may prevent widespread adoption, especially in price-sensitive markets.
The AR game segment is expected to hold the largest share of the market over the forecast period. AR games, which integrate digital information with the real world, are becoming increasingly popular because of the growing usage of smartphones.
The VR game segment is expected to be the fastest-growing segment in the market from 2024-2029. The anticipated growth is due to rising affordability and VR technology developments, which provide consumers with immersive gaming experiences. As consumer interest and accessibility to VR devices increase, the VR gaming segment is expected to contribute to the growing India extended reality in gaming market.
The RFID segment is anticipated to be the fastest-growing segment in the market from 2024-2029. This surge can be attributed to RFID's increasing adoption in enhancing gaming experiences, offering seamless interactions and personalized content delivery. As RFID technology evolves and integrates with gaming applications, its versatile applications contribute to anticipated market growth.
The GPS segment is expected to hold the largest share of the market during the forecast period due to its widespread applications and functionalities. As global positioning system (GPS) technology becomes more widely used in navigation, logistics, and location-based services, the rising demand for accurate and real-time location data drives the segment's growth.
The head mounted displays segment is anticipated to be the fastest-growing segment in the market from 2024 to 2029. This expected growth is due to technology breakthroughs, improved user experiences, and an increasing demand for immersive gaming settings. As head-mounted displays become more advanced and affordable, they are expected to be the fastest-growing platform, providing consumers with an immersive and engaging extended-reality gaming experience.
The mobile phone segment is expected to hold the largest share of the market. This is due to its widespread accessibility and user base. Mobile phones provide a simple platform for extended reality (XR) gaming, which aligns with the country's high smartphone adoption. Mobile phones are the favoured choice due to their cost-effectiveness and easy availability, resulting in the anticipated dominance of the segment.
RezoVR: A Virtual Visionary, Fusion VR, Yudiz, Hyperlink Infosystem, Capermint, CXR.Agency, ChicMic, Program-Ace, ATSAE Technologies Private Limited, and EDIIIE, among others, are some of the key players operating in the India extended reality in gaming market.
Please note: This is not an exhaustive list of companies profiled in the report.
On March 3, 2024, Ahmedabad-based AI and gaming company Yudiz Solutions announced its expansion plans through the incorporation of a subsidiary named 'Insightly Dataworks Private Limited' or 'Data Works Private Limited.' Yudiz Solutions will acquire a 51% stake in the new company without governmental or regulatory approval.
1 STRATEGIC INSIGHTS ON NEW REVENUE POCKETS
1.1 Strategic Opportunity & Attractiveness Analysis
1.1.1 Hot Revenue Pockets
1.1.2 Market Attractiveness Score
1.1.3 Revenue Impacting Opportunity
1.1.4 High Growing Region/Country
1.1.5 Competitor Analysis
1.1.6 Consumer Analysis
1.2 Global Market Estimates' View
1.3 Strategic Insights across Business Functions
1.3.1 For Chief Executive Officers
1.3.2 For Chief Marketing Officers
1.3.3 For Chief Strategy Officers
1.4 Evaluate the Potential of your Existing Business Lines vs. New Lines to Enter Into
2 TECHNOLOGICAL TRENDS
2.1 Technological Adoption Rate
2.2 Current Trend Impact Analysis
2.3 Future Trend Impact Analysis
3 INDIA MARKET OUTLOOK
3.1 Market Pyramid Analysis
3.1.1 Introduction
3.1.2 Adjacent Market Opportunities
3.1.3 Ancillary Market Opportunities
3.2 Demand Side Analysis
3.2.1 Market Drivers: Impact Analysis
3.2.2 Market Restraints: Impact Analysis
3.2.3 Market Opportunities: Impact Analysis
3.2.4 Market Challenges: Impact Analysis
3.3 Supply Side Analysis
3.3.1 Porter’s Five Forces Analysis
3.3.1.1 Threat of New Entrants
3.3.1.2 Threat of New Substitutes
3.3.1.3 Bargaining Power of Suppliers
3.3.1.4 Bargaining Power of Buyers
3.3.1.5 Intensity of Competitive Rivalry
3.3.2 SWOT Analysis; By Factor (Political & Legal, Economic, and Technological)
3.3.2.1 Political Landscape
3.3.2.2 Economic Landscape
3.3.2.3 Social Landscape
3.3.2.4 Technology Landscape
3.3.3 Value Chain Analysis
3.3.4 Trend Analysis
3.3.5 Gap Analysis
3.3.6 Cost Analysis
4 INDIA EXTENDED REALITY IN GAMING MARKET, BY APPLICATION TYPE
4.1 Introduction
4.2 Extended Reality in Gaming Market: Application Type Scope Key Takeaways
4.3 Revenue Growth Analysis, 2023 & 2029
4.4 AR Game
4.4.1 AR Game Market Estimates and Forecast, 2021-2029 (USD Million)
4.5 VR Game
4.5.1 VR Game Market Estimates and Forecast, 2021-2029 (USD Million)
4.6 Hybrid
4.6.1 Hybrid Market Estimates and Forecast, 2021-2029 (USD Million)
5 INDIA EXTENDED REALITY IN GAMING MARKET, BY TECHNOLOGY
5.1 Introduction
5.2 Extended Reality in Gaming Market: Technology Scope Key Takeaways
5.3 Revenue Growth Analysis, 2023 & 2029
5.4 RFID
5.4.1 RFID Market Estimates and Forecast, 2021-2029 (USD Million)
5.5 GPS
5.5.1 GPS Market Estimates and Forecast, 2021-2029 (USD Million)
5.6 Others
5.6.1 Others Market Estimates and Forecast, 2021-2029 (USD Million)
6 INDIA EXTENDED REALITY IN GAMING MARKET, BY PLATFORM
6.1 Introduction
6.2 Extended Reality in Gaming Market: Platform Scope Key Takeaways
6.3 Revenue Growth Analysis, 2023 & 2029
6.4 Portable/Handheld Gaming Device
6.4.1 Portable/Handheld Gaming Device Market Estimates and Forecast, 2021-2029 (USD Million)
6.5 Console
6.5.1 Console Market Estimates and Forecast, 2021-2029 (USD Million)
6.6 Mobile Phone
6.6.1 Mobile Phone Market Estimates and Forecast, 2021-2029 (USD Million)
6.7 Tablet
6.7.1 Tablet Market Estimates and Forecast, 2021-2029 (USD Million)
6.8 Head-mounted Displays
6.8.1 Head-mounted Displays Market Estimates and Forecast, 2021-2029 (USD Million)
6.9 Others
6.9.1 Others Market Estimates and Forecast, 2021-2029 (USD Million)
7 COMPETITIVE LANDCAPE
7.1 Company Market Share Analysis
7.2 Four Quadrant Positioning Matrix
7.2.1 Market Leaders
7.2.2 Market Visionaries
7.2.3 Market Challengers
7.2.4 Niche Market Players
7.3 Vendor Landscape
7.3.1 North America
7.3.2 Europe
7.3.3 Asia Pacific
7.3.4 Rest of the World
7.4 Company Profiles
7.4.1 RezoVR: A Virtual Visionary
7.4.1.1 Business Description & Financial Analysis
7.4.1.2 SWOT Analysis
7.4.1.3 Products & Services Offered
7.4.1.4 Strategic Alliances between Business Partners
7.4.2 FUSION VR
7.4.2.1 Business Description & Financial Analysis
7.4.2.2 SWOT Analysis
7.4.2.3 Products & Services Offered
7.4.2.4 Strategic Alliances between Business Partners
7.4.3 Yudiz
7.4.3.1 Business Description & Financial Analysis
7.4.3.2 SWOT Analysis
7.4.3.3 Products & Services Offered
7.4.3.4 Strategic Alliances between Business Partners
7.4.4 Hyperlink Infosystem
7.4.4.1 Business Description & Financial Analysis
7.4.4.2 SWOT Analysis
7.4.4.3 Products & Services Offered
7.4.4.4 Strategic Alliances between Business Partners
7.4.5 Capermint
7.4.5.1 Business Description & Financial Analysis
7.4.5.2 SWOT Analysis
7.4.5.3 Products & Services Offered
7.4.5.4 Strategic Alliances between Business Partners
7.4.6 CXR.Agency
7.4.6.1 Business Description & Financial Analysis
7.4.6.2 SWOT Analysis
7.4.6.3 Products & Services Offered
7.4.6.4 Strategic Alliances between Business Partners
7.4.7 ChicMic
7.4.7.1 Business Description & Financial Analysis
7.4.7.2 SWOT Analysis
7.4.7.3 Products & Services Offered
7.4.7.4 Strategic Alliances between Business Partners
7.4.8 Program-Ace
7.4.8.1 Business Description & Financial Analysis
7.4.8.2 SWOT Analysis
7.4.8.3 Products & Services Offered
7.4.8.4 Strategic Alliances between Business Partners
7.4.9 ATSAE Technologies Private Limited
7.4.9.1 Business Description & Financial Analysis
7.4.9.2 SWOT Analysis
7.4.9.3 Products & Services Offered
7.4.9.4 Strategic Alliances between Business Partners
7.4.10 EDIIIE
7.4.10.1 Business Description & Financial Analysis
7.4.10.2 SWOT Analysis
7.4.10.3 Products & Services Offered
7.4.10.4 Strategic Alliances between Business Partners
7.4.11 Other Companies
7.4.11.1 Business Description & Financial Analysis
7.4.11.2 SWOT Analysis
7.4.11.3 Products & Services Offered
7.4.11.4 Strategic Alliances between Business Partners
8 RESEARCH METHODOLOGY
8.1 Market Introduction
8.1.1 Market Definition
8.1.2 Market Scope & Segmentation
8.2 Information Procurement
8.2.1 Secondary Research
8.2.1.1 Purchased Databases
8.2.1.2 GMEs Internal Data Repository
8.2.1.3 Secondary Resources & Third Party Perspectives
8.2.1.4 Company Information Sources
8.2.2 Primary Research
8.2.2.1 Various Types of Respondents for Primary Interviews
8.2.2.2 Number of Interviews Conducted throughout the Research Process
8.2.2.3 Primary Stakeholders
8.2.2.4 Discussion Guide for Primary Participants
8.2.3 Expert Panels
8.2.3.1 Expert Panels Across 30+ Industry
8.2.4 Paid Local Experts
8.2.4.1 Paid Local Experts Across 30+ Industry Across each Region
8.3 Market Estimation
8.3.1 Top-Down Approach
8.3.1.1 Macro-Economic Indicators Considered
8.3.1.2 Micro-Economic Indicators Considered
8.3.2 Bottom Up Approach
8.3.2.1 Company Share Analysis Approach
8.3.2.2 Estimation of Potential Product Sales
8.4 Data Triangulation
8.4.1 Data Collection
8.4.2 Time Series, Cross Sectional & Panel Data Analysis
8.4.3 Cluster Analysis
8.5 Analysis and Output
8.5.1 Inhouse AI Based Real Time Analytics Tool
8.5.2 Output From Desk & Primary Research
8.6 Research Assumptions & Limitations
8.7.1 Research Assumptions
8.7.2 Research Limitations
LIST OF TABLES
1 India Extended Reality in Gaming Market, By Application Type, 2021-2029 (USD Million)
2 AR Game Market, 2021-2029 (USD Million)
3 VR Game Market, 2021-2029 (USD Million)
4 Hybrid Market, 2021-2029 (USD Million)
5 India Extended Reality in Gaming Market, By Technology, 2021-2029 (USD Million)
6 RFID Market, 2021-2029 (USD Million)
7 GPS Market, 2021-2029 (USD Million)
8 Others Market, 2021-2029 (USD Million)
9 India Extended Reality in Gaming Market, By Platform, 2021-2029 (USD Million)
10 Portable/Handheld Gaming Device Market, 2021-2029 (USD Million)
11 Console Market, 2021-2029 (USD Million)
12 Mobile Phone Market, 2021-2029 (USD Million)
13 Tablet Market, 2021-2029 (USD Million)
14 Head-mounted Displays Market, 2021-2029 (USD Million)
15 Others Market, 2021-2029 (USD Million)
16 RezoVR: A Virtual Visionary: Products & Services Offering
17 FUSION VR: Products & Services Offering
18 Yudiz: Products & Services Offering
19 Hyperlink Infosystem: Products & Services Offering
20 Capermint: Products & Services Offering
21 CXR.AGENCY: Products & Services Offering
22 ChicMic : Products & Services Offering
23 Program-Ace: Products & Services Offering
24 ATSAE Technologies Private Limited, Inc: Products & Services Offering
25 EDIIIE: Products & Services Offering
26 Other Companies: Products & Services Offering
LIST OF FIGURES
1 India Extended Reality in Gaming Market Overview
2 India Extended Reality in Gaming Market Value From 2021-2029 (USD Million)
3 India Extended Reality in Gaming Market Share, By Application Type (2023)
4 India Extended Reality in Gaming Market Share, By Technology (2023)
5 India Extended Reality in Gaming Market Share, By Platform (2023)
6 Technological Trends In India Extended Reality in Gaming Market
7 Four Quadrant Competitor Positioning Matrix
8 Impact Of Macro & Micro Indicators On The Market
9 Impact Of Key Drivers On The India Extended Reality in Gaming Market
10 Impact Of Challenges On The India Extended Reality in Gaming Market
11 Porter’s Five Forces Analysis
12 India Extended Reality in Gaming Market: By Application Type Scope Key Takeaways
13 India Extended Reality in Gaming Market, By Application Type Segment: Revenue Growth Analysis
14 AR Game Market, 2021-2029 (USD Million)
15 VR Game Market, 2021-2029 (USD Million)
16 Hybrid Market, 2021-2029 (USD Million)
17 India Extended Reality in Gaming Market: By Technology Scope Key Takeaways
18 India Extended Reality in Gaming Market, By Technology Segment: Revenue Growth Analysis
19 RFID Market, 2021-2029 (USD Million)
20 GPS Market, 2021-2029 (USD Million)
21 Others Market, 2021-2029 (USD Million)
22 India Extended Reality in Gaming Market: By Platform Scope Key Takeaways
23 India Extended Reality in Gaming Market, By Platform Segment: Revenue Growth Analysis
24 Portable/Handheld Gaming Device Market, 2021-2029 (USD Million)
25 Console Market, 2021-2029 (USD Million)
26 Mobile Phone Market, 2021-2029 (USD Million)
27 Tablet Market, 2021-2029 (USD Million)
28 Head-mounted Displays Market, 2021-2029 (USD Million)
29 Others Market, 2021-2029 (USD Million)
30 Four Quadrant Positioning Matrix
31 Company Market Share Analysis
32 RezoVR: A Virtual Visionary: Company Snapshot
33 RezoVR: A Virtual Visionary: SWOT Analysis
34 RezoVR: A Virtual Visionary: Geographic Presence
35 FUSION VR: Company Snapshot
36 FUSION VR: SWOT Analysis
37 FUSION VR: Geographic Presence
38 Yudiz: Company Snapshot
39 Yudiz: SWOT Analysis
40 Yudiz: Geographic Presence
41 Hyperlink Infosystem: Company Snapshot
42 Hyperlink Infosystem: Swot Analysis
43 Hyperlink Infosystem: Geographic Presence
44 Capermint: Company Snapshot
45 Capermint: SWOT Analysis
46 Capermint: Geographic Presence
47 CXR.Agency: Company Snapshot
48 CXR.Agency: SWOT Analysis
49 CXR.Agency: Geographic Presence
50 ChicMic : Company Snapshot
51 ChicMic : SWOT Analysis
52 ChicMic : Geographic Presence
53 Program-Ace: Company Snapshot
54 Program-Ace: SWOT Analysis
55 Program-Ace: Geographic Presence
56 ATSAE Technologies Private Limited, Inc.: Company Snapshot
57 ATSAE Technologies Private Limited, Inc.: SWOT Analysis
58 ATSAE Technologies Private Limited, Inc.: Geographic Presence
59 EDIIIE: Company Snapshot
60 EDIIIE: SWOT Analysis
61 EDIIIE: Geographic Presence
62 Other Companies: Company Snapshot
63 Other Companies: SWOT Analysis
64 Other Companies: Geographic Presence
The India Extended Reality in Gaming Market has been studied from the year 2019 till 2029. However, the CAGR provided in the report is from the year 2024 to 2029. The research methodology involved three stages: Desk research, Primary research, and Analysis & Output from the entire research process.
The desk research involved a robust background study which meant referring to paid and unpaid databases to understand the market dynamics; mapping contracts from press releases; identifying the key players in the market, studying their product portfolio, competition level, annual reports/SEC filings & investor presentations; and learning the demand and supply-side analysis for the India Extended Reality in Gaming Market.
The primary research activity included telephonic conversations with more than 50 tier 1 industry consultants, distributors, and end-use product manufacturers.
Finally, based on the above thorough research process, an in-depth analysis was carried out considering the following aspects: market attractiveness, current & future market trends, market share analysis, SWOT analysis of the company and customer analytics.
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