The AR gaming mobility paradox: gamers reject mobile phones but embrace mobility
For one in three, holding a mobile device is not good enough.
AR gaming is interesting to two out of three respondents (66 percent), who want to play not only to at home, but also when out and about. However, for an AR gaming revolution to happen, there are several essential criteria that need to be fulfilled.
The current platforms of AR gaming, using a smartphone or tablet as a way to experience the augmented world, will not be acceptable for much longer. In fact, one in three AR gamers say holding a mobile device is not good enough for AR gaming.
Consumers also complain about the limitations in the field of view. This paradox, where gamers reject mobile phones, but embrace mobility, could be solved with AR glasses that are affordable and look like normal glasses, so that people feel they can wear them in public without causing a scene.
If AR glasses look reasonably like normal glasses, I would not hesitate to wear them all the time.
Sumiko, 27, Japan
Even though there is a physically active component to Pokémon Go, this is not a key driver for most current gamers. In an AR-enabled future, gyms and fitness centers will be able to improve indoor training. Consumers can get an immersive experience of jogging or cycling as if they were on the beach, in the woods or on a country road.
Roughly one in four say that they will use AR when doing exercise in the next five years. Nearly half agree that multiplayer AR sports, like playing football or badminton, with a human opponent operating virtually would be very interesting.