Location-based VR Entertainment (LBE) Market Size, Share, and Growth Forecast for 2025 - 2032

Market Study on Location-based VR Entertainment (LBE): VR Technology Gaining Immense Traction in Amusement Parks & Video Games for Immersive User Experience

Industry: IT and Telecommunication

Published Date: February-2025

Format: PPT*, PDF, EXCEL

Delivery Timelines: Contact Sales

Number of Pages: 250

Report ID: PMRREP31820

Report Price

$4995*

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Table of Content

1. Executive Summary

    1.1. Global Market Outlook

    1.2. Demand Side Trends

    1.3. Supply Side Trends

    1.4. Analysis and Recommendations

2. Market Overview

    2.1. Market Coverage / Taxonomy

    2.2. Market Definition / Scope / Limitations

3. Key Market Trends

    3.1. Key Trends Impacting the Market

    3.2. Product Innovation / Development Trends

4. Pricing Analysis

    4.1. Pricing Analysis, By Product

        4.1.1. Hardware Pricing Analysis

        4.1.2. Software Pricing Analysis

    4.2. Average Pricing Analysis Benchmark

5. Global Location-based VR Entertainment (LBE) Market Outlook, 2019 - 2032   

5.1. Historical Market Value (US$ Mn) Analysis, 2019-2023

    5.2. Current and Future Market Value (US$ Mn) Projections, 2024-2032

        5.2.1. Y-o-Y Growth Trend Analysis

        5.2.2. Absolute $ Opportunity Analysis

6. Market Background

    6.1. Macro-Economic Factors

    6.2. Forecast Factors - Relevance & Impact

    6.3. Value Chain

    6.4. COVID-19 Crisis – Impact Assessment

        6.4.1. Current Statistics

        6.4.2. Short-Mid-Long Term Outlook

        6.4.3. Likely Rebound

    6.5. Market Dynamics

        6.5.1. Drivers

        6.5.2. Restraints

        6.5.3. Opportunities

7. Global Location-based VR Entertainment (LBE) Market Outlook, 2019 - 2032   

7.1. Introduction / Key Findings

    7.2. Historical Market Size (US$ Mn) Analysis By Component, 2019-2023

    7.3. Current and Future Market Size (US$ Mn) Analysis and Forecast By Component, 2024-2032

        7.3.1. Hardware

            7.3.1.1. Head Mount Display

            7.3.1.2. Sensors

            7.3.1.3. Head up Display

            7.3.1.4. Camera

            7.3.1.5. Others

        7.3.2. VR Software

        7.3.3. VR Services

    7.4. Market Attractiveness Analysis By Component

8. Global Location-based VR Entertainment (LBE) Market Outlook, 2019 - 2032   

8.1. Introduction / Key Findings

    8.2. Historical Market Size (US$ Mn) Analysis By Technology, 2019-2023

    8.3. Current and Future Market Size (US$ Mn) Analysis and Forecast By Technology, 2024-2032

        8.3.1. 2D

        8.3.2. 3D

        8.3.3. Cloud Merged Reality

    8.4. Market Attractiveness Analysis By Technology

9. Global Location-based VR Entertainment (LBE) Market Outlook, 2019 - 2032   

9.1. Introduction / Key Findings

    9.2. Historical Market Size (US$ Mn) Analysis By End User, 2019-2023

    9.3. Current and Future Market Size (US$ Mn) Analysis and Forecast By End User, 2024-2032

        9.3.1. Amusement Park

        9.3.2. Theme Park

        9.3.3. Arcade Studios

        9.3.4. 4D Films

        9.3.5. Others

    9.4. Market Attractiveness Analysis By End User

10. Global Location-based VR Entertainment (LBE) Outlook, 2019 - 2032   

10.1. Introduction / Key Findings

    10.2. Historical Market Size (US$ Mn) Analysis By Region, 2019-2023

    10.3. Current and Future Market Size (US$ Mn) Analysis and Forecast By Region, 2024-2032

        10.3.1. North America

        10.3.2. Latin America

        10.3.3. Europe

        10.3.4. East Asia

        10.3.5. South Asia Pacific

        10.3.6. Middle East and Africa

    10.4. Market Attractiveness Analysis By Region

11. North America Location-based VR Entertainment (LBE) Market Outlook, 2019 - 2032   

11.1. Introduction

    11.2. Historical Market Size (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2023

    11.3. Current and Future Market Size (US$ Mn) Forecast By Market Taxonomy, 2024-2032

        11.3.1. By Component

        11.3.2. By Technology

        11.3.3. By End User

        11.3.4. By Country

            11.3.4.1. U.S.

            11.3.4.2. Canada

    11.4. Market Attractiveness Analysis

        11.4.1. By Component

        11.4.2. By Technology

        11.4.3. By End User

        11.4.4. By Country

    11.5. Market Trends

    11.6. Key Market Participants - Intensity Mapping

12. Latin America Location-based VR Entertainment (LBE) Market Outlook, 2019 - 2032   

12.1. Introduction

    12.2. Historical Market Size (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2023

    12.3. Current and Future Market Size (US$ Mn) Forecast By Market Taxonomy, 2024-2032

        12.3.1. By Component

        12.3.2. By Technology

        12.3.3. By End User

        12.3.4. By Country

            12.3.4.1. Brazil

            12.3.4.2. Mexico

            12.3.4.3. Rest of Latin America

    12.4. Market Attractiveness Analysis

        12.4.1. By Component

        12.4.2. By Technology

        12.4.3. By End User

        12.4.4. By Country

13. Europe Location-based VR Entertainment (LBE) Market Outlook, 2019 - 2032   

13.1. Introduction

    13.2. Historical Market Size (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2023

    13.3. Current and Future Market Size (US$ Mn) Forecast By Market Taxonomy, 2024-2032

        13.3.1. By Component

        13.3.2. By Technology

        13.3.3. By End User

        13.3.4. By Country

            13.3.4.1. Germany

            13.3.4.2. Italy

            13.3.4.3. France

            13.3.4.4. U.K.

            13.3.4.5. Spain

            13.3.4.6. BENELUX

            13.3.4.7. Russia

            13.3.4.8. Rest of Europe

    13.4. Market Attractiveness Analysis

        13.4.1. By Component

        13.4.2. By Technology

        13.4.3. By End User

        13.4.4. By Country

14. South Asia & Pacific Location-based VR Entertainment (LBE) Market Outlook, 2019 - 2032   

14.1. Introduction

    14.2. Historical Market Size (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2023

    14.3. Current and Future Market Size (US$ Mn) Forecast By Market Taxonomy, 2024-2032

        14.3.1. By Component

        14.3.2. By Technology

        14.3.3. By End User

        14.3.4. By Country

            14.3.4.1. India

            14.3.4.2. Indonesia

            14.3.4.3. Malaysia

            14.3.4.4. Singapore

            14.3.4.5. Australia & New Zealand

            14.3.4.6. Rest of South Asia and Pacific

    14.4. Market Attractiveness Analysis

        14.4.1. By Component

        14.4.2. By Technology

        14.4.3. By End User

        14.4.4. By Country

15. East Asia Location-based VR Entertainment (LBE) Market Outlook, 2019 - 2032   

15.1. Introduction

    15.2. Historical Market Size (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2023

    15.3. Current and Future Market Size (US$ Mn) Forecast By Market Taxonomy, 2024-2032

        15.3.1. By Component

        15.3.2. By Technology

        15.3.3. By End User

        15.3.4. By Country

            15.3.4.1. China

            15.3.4.2. Japan

            15.3.4.3. South Korea

    15.4. Market Attractiveness Analysis

        15.4.1. By Component

        15.4.2. By Technology

        15.4.3. By End User

        15.4.4. By Country

16. Middle East and Africa Location-based VR Entertainment (LBE) Market Outlook, 2019 - 2032   

16.1. Introduction

    16.2. Historical Market Size (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2023

    16.3. Current and Future Market Size (US$ Mn) Forecast By Market Taxonomy, 2024-2032

        16.3.1. By Component

        16.3.2. By Technology

        16.3.3. By End User

        16.3.4. By Country

            16.3.4.1. GCC Countries

            16.3.4.2. Turkey

            16.3.4.3. South Africa

            16.3.4.4. Rest of Middle East and Africa

    16.4. Market Attractiveness Analysis

        16.4.1. By Component

        16.4.2. By Technology

        16.4.3. By End User

        16.4.4. By Country

17. Key Countries Analysis- Location-based VR Entertainment (LBE) Market

    17.1. U.S. Location-based VR Entertainment (LBE) Market Analysis

        17.1.1. By Component

        17.1.2. By Technology

        17.1.3. By End User

    17.2. Canada Location-based VR Entertainment (LBE) Market Analysis

        17.2.1. By Component

        17.2.2. By Technology

        17.2.3. By End User

    17.3. Mexico Location-based VR Entertainment (LBE) Market Analysis

        17.3.1. By Component

        17.3.2. By Technology

        17.3.3. By End User

    17.4. Brazil Location-based VR Entertainment (LBE) Market Analysis

        17.4.1. By Component

        17.4.2. By Technology

        17.4.3. By End User

    17.5. Germany Location-based VR Entertainment (LBE) Market Analysis

        17.5.1. By Component

        17.5.2. By Technology

        17.5.3. By End User

    17.6. Italy Location-based VR Entertainment (LBE) Market Analysis

        17.6.1. By Component

        17.6.2. By Technology

        17.6.3. By End User

    17.7. France Location-based VR Entertainment (LBE) Market Analysis

        17.7.1. By Component

        17.7.2. By Technology

        17.7.3. By End User

    17.8. U.K. Location-based VR Entertainment (LBE) Market Analysis

        17.8.1. By Component

        17.8.2. By Technology

        17.8.3. By End User

    17.9. Spain Location-based VR Entertainment (LBE) Market Analysis

        17.9.1. By Component

        17.9.2. By Technology

        17.9.3. By End User

    17.10. BENELUX Location-based VR Entertainment (LBE) Market Analysis

        17.10.1. By Component

        17.10.2. By Technology

        17.10.3. By End User

    17.11. Russia Location-based VR Entertainment (LBE) Market Analysis

        17.11.1. By Component

        17.11.2. By Technology

        17.11.3. By End User

    17.12. Rest of Europe Location-based VR Entertainment (LBE) Market Analysis

        17.12.1. By Component

        17.12.2. By Technology

        17.12.3. By End User

    17.13. China Location-based VR Entertainment (LBE) Market Analysis

        17.13.1. By Component

        17.13.2. By Technology

        17.13.3. By End User

    17.14. Japan Location-based VR Entertainment (LBE) Market Analysis

        17.14.1. By Component

        17.14.2. By Technology

        17.14.3. By End User

    17.15. South Korea Location-based VR Entertainment (LBE) Market Analysis

        17.15.1. By Component

        17.15.2. By Technology

        17.15.3. By End User

    17.16. India Location-based VR Entertainment (LBE) Market Analysis

        17.16.1. By Component

        17.16.2. By Technology

        17.16.3. By End User

    17.17. Malaysia Location-based VR Entertainment (LBE) Market Analysis

        17.17.1. By Component

        17.17.2. By Technology

        17.17.3. By End User

    17.18. Indonesia Location-based VR Entertainment (LBE) Market Analysis

        17.18.1. By Component

        17.18.2. By Technology

        17.18.3. By End User

    17.19. Singapore Location-based VR Entertainment (LBE) Market Analysis

        17.19.1. By Component

        17.19.2. By Technology

        17.19.3. By End User

    17.20. Australia and New Zealand Location-based VR Entertainment (LBE) Market Analysis

        17.20.1. By Component

        17.20.2. By Technology

        17.20.3. By End User

    17.21. GCC Countries Location-based VR Entertainment (LBE) Market Analysis

        17.21.1. By Component

        17.21.2. By Technology

        17.21.3. By End User

    17.22. Turkey Location-based VR Entertainment (LBE) Market Analysis

        17.22.1. By Component

        17.22.2. By Technology

        17.22.3. By End User

    17.23. South Africa Location-based VR Entertainment (LBE) Market Analysis

        17.23.1. By Component

        17.23.2. By Technology

        17.23.3. By End User

    17.24. Rest of Middle East and Africa Location-based VR Entertainment (LBE) Market Analysis

        17.24.1. By Component

        17.24.2. By Technology

        17.24.3. By End User

18. Market Structure Analysis

    18.1. Market Analysis by Tier of Companies

    18.2. Market Share Analysis of Top Players

    18.3. Market Presence Analysis

19. Competition Analysis

    19.1. Competition Dashboard

    19.2. Competition Benchmarking

    19.3. Competition Deep Dive

        19.3.1. HTC Vive (HTC Corporation)

            19.3.1.1. Business Overview

            19.3.1.2. Solution Portfolio

            19.3.1.3. Profitability by Market Segments (Business Segments/Region)

            19.3.1.4. Key Strategy & Developments

        19.3.2. Oculus VR (Meta)

            19.3.2.1. Business Overview

            19.3.2.2. Solution Portfolio

            19.3.2.3. Profitability by Market Segments (Business Segments/Region)

            19.3.2.4. Key Strategy & Developments

        19.3.3. Hologate

            19.3.3.1. Business Overview

            19.3.3.2. Solution Portfolio

            19.3.3.3. Profitability by Market Segments (Business Segments/Region)

            19.3.3.4. Key Strategy & Developments

        19.3.4. Survios Inc.

            19.3.4.1. Business Overview

            19.3.4.2. Solution Portfolio

            19.3.4.3. Profitability by Market Segments (Business Segments/Region)

            19.3.4.4. Key Strategy & Developments

        19.3.5. The Void LLC

            19.3.5.1. Business Overview

            19.3.5.2. Solution Portfolio

            19.3.5.3. Profitability by Market Segments (Business Segments/Region)

            19.3.5.4. Key Strategy & Developments

        19.3.6. VRstudios Inc.

            19.3.6.1. Business Overview

            19.3.6.2. Solution Portfolio

            19.3.6.3. Profitability by Market Segments (Business Segments/Region)

            19.3.6.4. Key Strategy & Developments

        19.3.7. Zero Latency VR

            19.3.7.1. Business Overview

            19.3.7.2. Solution Portfolio

            19.3.7.3. Profitability by Market Segments (Business Segments/Region)

            19.3.7.4. Key Strategy & Developments

        19.3.8. Exit Reality VR

            19.3.8.1. Business Overview

            19.3.8.2. Solution Portfolio

            19.3.8.3. Profitability by Market Segments (Business Segments/Region)

            19.3.8.4. Key Strategy & Developments

        19.3.9. Positron

            19.3.9.1. Business Overview

            19.3.9.2. Solution Portfolio

            19.3.9.3. Profitability by Market Segments (Business Segments/Region)

            19.3.9.4. Key Strategy & Developments

        19.3.10. Others

            19.3.9.5. Business Overview

            19.3.9.6. Solution Portfolio

            19.3.9.7. Profitability by Market Segments (Business Segments/Region)

            19.3.9.8. Key Strategy & Developments

20. Assumptions and Acronyms Used

21. Research Methodology

 

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