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Mobile Augmented Reality Market to Reach US$ 24 Bn by 2030 as Pandemic Pushes Users to More Virtual Experiences
The credit of unstoppable pace of mobile augmented reality (AR) market significantly goes to the creative industry. Inclusive of video games, live events, retail, and video entertainment, this side of business has definitely challenged mobile augmented technology, pushing it to deliver better solutions. Designed to create immersive experiences, mobile augmented reality has won a special place for game makers. Launch of sophisticated, intricately designed multiplayer games have truly utilized the real potential of solutions presented by this market.
The explosive growth of mobile augmented reality is completely attributable to unprecedented use of smartphones and tablets. From remote places to urban landscapes, mobile AR has made an enormous contribution in changing the way experience museums, office spaces, and games. Since innovations such as Google Glass, the world of mobile AR has evolved to be a part of many other sectors, changing the game for military trainings, healthcare consultations, and learning experiences.
In this light of these factors, study predicts that the global mobile augmented reality market estimated to reach US$ 3 Bn in 2020, surge at a whopping CAGR of 23.2% during the forecast period of 2020 to 2030.
Key Takeaways of Mobile Augmented Reality Market Study
- East Asia to lead the race in the global mobile augmented reality market at a CAGR of 27.2% between the forecast years of 2020 and 2030
- Gaming segment anticipated to retain its leading position with a share of 28% by the end of 2030
- Smartphones and tablets to revolutionize educational experiences with integration of mobile AR
- Services segment to leap ahead at a CAGR of 24.6% during the forecast period as AR design and development, integration and development, and support services find applications across verticals
“The mobile augmented reality market in East Asia is expected to grow at a high CAGR as sales of smartphones with AR apps remains exponential. This eliminates the need for additional hardware to support this technology, which is expected to drive the expansion of mobile AR technology in the region. Mobile augmented reality has also become the new medium for game developers to focus on creative immersive experiences to create a high value proposition for the end use, “says an analyst.
COVID-19 Proves Positive for Mobile Augmented Reality Market
The COVID-19 pandemic has deepened the chasm of economic crisis, making the global population rethink education and entertainment in many ways. With no live events to attend, cancelled sporting events, and uncertainty looming over reopening of colleges and schools, mobile augmented reality found its opening to a plethora of opportunities.
The importance of AR has also surged in healthcare consultations as medical professionals and patients are seeking safety first. Furthermore, a quantum leap in online gaming, schooling, and entertainment as artists are taking gigs online, have collectively resulted in a special demand for mobile AR. Biggest chunk is definitely consumed by the online gaming industry, which has been the strongest pillar of the entertainment during the stringent lockdowns.
According to a study, the mobile augmented reality market will grow 6%-8% by Q3 2020 in the given circumstances.
E-commerce to Enhance Demand for Mobile Augmented Reality
The growing e-commerce industry has been identified as key contributor to the increasing adoption of mobile augmented reality. Integration of mobile augmented reality by retailers to make it more accessible for customers to purchase the right item. Augmented reality helps users to view their products in 3-D, life-like projections in real-time through smartphones and tablets.
Mobile augmented reality offers retailers the opportunity to improve the consumer shopping with real-life experiences. With an augmented reality app, an e-commerce retailer can create a virtual table with a different range of products, projecting it on the customer’s living room. The growing number of purchases via mobile devices and shoppers using smartphones in-store is increasing the demand for mobile augmented reality.
Such enhancement of consumer engagement is projected to bode well of the market in the forecast period.
These insights are based on a report on Mobile Augmented Reality Market by Future Market Insights
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gross gaming revenue
Groupe Partouche Publishes its Consolidated Turnover for the First Quarter of Fiscal Year 2026
Groupe Partouche has published its consolidated turnover for the 1st quarter of fiscal year 2026 (November 2025 to January 2026).
The Gross Gaming Revenue (GGR) totalled €189.0M at 2026 1st quarter compared to €182.9M a year earlier, up by +3.4%.
In France, the 1st quarter 2026 GGR increased by +2.2 % to €166.4M compared to €162.8M a year earlier, driven by all forms of gaming: +0.5 % for slot machines, +3.1 % for non-electronic table games and +11.8 % for electronic forms of gaming.
Abroad, the GGR is up +12.3 % compared to the 2025 1st quarter, at €22.6M, compared to €20.1M in N-1. The GGR of Swiss online games continues to grow reaching €8.1M (+23.6% over one year).
At a constant scope of consolidation, excluding the acquisition of Casino Partouche Cannes 50 Croisette that took place on 28th February 2025 together with the opening of Casino Cotonou (Benin) on 28th January 2025, GGR increased by 1.1 % at €185.0M (compared to €182.9M in 1st quarter 2025).
In total, after levies, Net Gaming Revenue (NGR) increases by +3.2 % to €105.5M in 1st quarter of 2026 (compared to €102.2M in Q1 2025).
The 1st quarter 2026 turnover reached a satisfactory increase of + 3.5 % over the year, reaching €130.8M compared to €126.4M a year earlier. This includes casinos turnover for €122.1M (+3.8 %), hotels for €6.4M (-1.4 %) and other activities for €2.3M (+1.7 %).
Furthermore, the city of Berck-sur-Mer has taken possession of the casino building, in the context of ongoing asset-protection litigation.
At the Annual General Meeting to approve the financial accounts for 2025 fiscal year, to be held on Wednesday 25th March at 10:00 a.m., shareholders will be able to vote on the distribution of a dividend of 12,033,793 € (i.e. €1.25 per share). Said dividend will be paid no later than 31st July 2026.
The post Groupe Partouche Publishes its Consolidated Turnover for the First Quarter of Fiscal Year 2026 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
CULT.
Pragmatic Play Earns a Spot in Cult’s Inner Circle
Pragmatic Play, a top content provider for the iGaming sector, has launched CULT., allowing players to discover winnings of up to 10,000x via potent multiplier wilds.
Loyal adherents congregate around their wise leader on the 5×4 grid, where aligning five symbols on a payline can yield base game victories of up to 20x, and multiplier wilds reaching 100x can enhance winnings.
Obtaining 3-5 all-seeing eye scatter symbols activates the bonus game, granting an initial 10-20 free spins. In this feature, multiplier wilds that help create winning combinations are accumulated into a total multiplier, enhancing all following wins that involve a multiplier wild.
In certain markets, unique wagers allow players to personalize their gaming experience, with a 5x Ante Bet enhancing the chances of triggering free spins and a 10x Super Spin ensuring a multiplier wild on each spin.
Two bonus purchases offer instant access to either Free Spins or Super Free Spins, with the latter enhancing the probability of landing a multiplier wild on each spin.
CULT. indicates a fresh thematic shift for Pragmatic Play’s premium collection, succeeding the recent launch of the mining-themed slot Rolling in Treasures and the arcade game Spire+.
Sharon McHugh, Director of Public Relations at Pragmatic Play, said: “There is a growing appetite for more unconventional themes in iGaming. CULT. leans into that trend with a bold theme and exciting gameplay, delivering special bets, multiplier wilds, and 10,000x win potential for the initiated.”
The post Pragmatic Play Earns a Spot in Cult’s Inner Circle appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
BETBY
BETBY Expands E-Sim Portfolio with Three Industry-First Titles: eHockey, eMMA and eTeqball
Tier 1 sportsbook supplier BETBY has expanded its proprietary esports feed, Betby.Games, with the launch of three industry-first e-sim titles: eHockey, eMMA and eTeqball. The new releases further strengthen BETBY’s high-frequency betting content portfolio, introducing new sports verticals while continuing to deliver fast-paced, always-on content designed to maximise engagement for operators and players worldwide.
Each of the new titles debuts as a first-of-its-kind esports simulation in the betting industry, reinforcing BETBY’s reputation as a pioneer in developing original betting content.
eHockey launches with four tournaments representing the NHL’s divisions: Atlantic, Metropolitan, Central, and Pacific. Each match follows a format of three periods lasting three minutes each, delivering uninterrupted action with no stoppages. Designed to replicate the intensity of real hockey, the title offers 15+ betting markets and is expected to generate over 11,000 matches per month, ensuring a constant flow of high-frequency betting opportunities. Arriving just ahead of the Stanley Cup playoffs next month, the new title allows hockey fans to stay immersed in the sport 24/7, extending engagement beyond real-world fixtures.
eMMA introduces a fast-paced combat sports experience featuring two tournaments: UFC Legends and UFC Women Legends, where some of the sport’s most iconic fighters face off in simulated matchups. By bringing together well-known names from MMA history, the title creates an instantly familiar environment for fans and bettors alike. The format focuses on quick fights, with each matchup consisting of a single round lasting around one to two minutes on average. Events begin every five minutes, ensuring continuous action throughout the day. Betting markets focus on the fight winner, creating a simple yet highly engaging wagering experience. Combined, the two tournaments are expected to deliver around 15,000 events per month.
Completing the trio is eTeqball, which introduces a brand-new sport to the Betby.Games portfolio. Combining elements of football and table tennis, the rapidly growing discipline brings a unique dynamic to esports simulations. The title launches with the TQX Cup Hungary – Double Mixed tournament, generating around 1800 matches per month. Each match consists of two games played up to 12 points, with over 20 betting markets available.
Kirill Nekrasov, Head of Innovation & R&D at BETBY, said: “Creating original content has always been at the core of the Betby.Games vision. With Hockey, MMA, and Teqball, we’re introducing three industry-first titles that further diversify our portfolio and bring new experiences to esports betting. Each of these games offers fast gameplay, clear betting mechanics, and a constant stream of events, helping operators keep players engaged 24/7.”
The post BETBY Expands E-Sim Portfolio with Three Industry-First Titles: eHockey, eMMA and eTeqball appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
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