Beyond Pokemon Go: The Evolution of AR Games

Futureland is an event for CEOs and executive managers dedicated to the innovative emerging technologies that are reshaping industries.

In the 2017 edition, I gave a speech about the past, present, and future of AR in the gaming industries. Starting from the analysis of the Pokemon GO phenomenon, I outlined four possible scenarios in which companies can play their own game.



The 2017 VRDC annual report, a survey over 600 professionals involved in the development of virtual, augmented, and mixed reality experiences, states that the focus of their current and potential works in VR/AR/MR development is for the 78% in Games and Entertainment.

By 2020, is predicted that video games segment will represent 34% of the Augmented and Mixed Reality software market with a user base of 70 million users worldwide that will reach 216 million users by 2025 and will be worth 11.6 billion dollars.

Gaming will be one of the big drivers of AR massification
Warp the player perception of reality combining storytelling and imagery with the latest technologies