Industry: IT and Telecommunication
Published Date: February-2025
Format: PPT*, PDF, EXCEL
Delivery Timelines: Contact Sales
Number of Pages: 250
Report ID: PMRREP31820
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