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PUBLISHER: Fairfield Market Research | PRODUCT CODE: 1537532

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PUBLISHER: Fairfield Market Research | PRODUCT CODE: 1537532

Location-based VR Entertainment Market - Global Industry Analysis, Size, Share, Growth, Trends, and Forecast 2031 - By Product, Technology, Grade, Application, End-user, Region:

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The global Location-Based Virtual Reality Entertainment Market, valued at $4.18 billion in 2024, is set to surge to $39.27 billion by 2031, driven by a 37% CAGR. This dynamic sector, known for offering immersive experiences in specialized venues rather than at home, is set to reach new heights with a future value projected to significantly exceed current levels.

What is Location-Based VR Entertainment?

Location-based entertainment, often referred to as 'out-of-home entertainment' or 'interactive multiplayer entertainment centers,' involves experiences that transport participants to dedicated locations where they can engage with virtual environments in ways that home systems cannot replicate. Leveraging state-of-the-art virtual reality (VR) technology, LBE VR provides immersive, shared experiences that go beyond traditional home entertainment options.

The key attraction of LBE VR is its ability to facilitate physical interactions within virtual worlds, creating a sense of presence and a shared experience that home-based systems struggle to match. This interactive engagement enhances the overall entertainment value, making it a popular choice for many consumers.

Market Segmentation and Regional Insights

The LBE VR entertainment market is broad, encompassing various segments and regions, each contributing uniquely to its growth:

Hardware Segment: A major driver of market growth is the hardware segment, which includes VR headsets, motion tracking devices, and other essential components. Continued advancements in hardware technology are crucial for improving the quality and accessibility of VR experiences, fueling the market's expansion.

Amusement Parks: Amusement parks have emerged as significant venues for LBE VR experiences, blending virtual reality with traditional attractions. This integration has not only enhanced the visitor experience but also driven notable growth in the market.

Regional Insights:

  • North America: North America leads the LBE VR market, driven by its strong infrastructure, high consumer spending on entertainment, and a robust focus on technological innovation. The region's substantial investments in VR technology and infrastructure solidify its leading position in the global market.
  • Europe: Europe also holds a significant market share, with its diverse cultural Analysis and increasing investment in VR technologies contributing to its strong presence. The region's rapid adoption of VR is fueled by a demand for distinctive and engaging entertainment options.

Growth Drivers and Technological Advancements

Several key factors are propelling the growth of the LBE VR market, with technological innovation at the forefront:

Integration of AR and VR Technologies: The convergence of augmented reality (AR) and virtual reality (VR) is a major growth driver. By combining these technologies with 3D projection mapping and interactive digital surfaces, developers are crafting more immersive and engaging experiences. This synergy enhances the appeal of LBE VR, offering entertainment options that surpass traditional VR.

Innovative Developments: Recent advancements in the LBE VR sector highlight its rapid evolution. Platforms like Spike are embracing the metaverse, integrating VR into various applications to extend their capabilities. Similarly, companies such as Positron are expanding their VR offerings with motion seats in key urban areas, reflecting a growing trend toward immersive and location-specific VR experiences.

Family Entertainment Centers: Family entertainment centers are increasingly adopting VR technology to offer a range of new attractions. This shift from traditional gaming to immersive VR experiences is driving market growth and attracting a diverse audience.

Regional Market Insights

United States: The U.S. is experiencing significant growth in location-based VR entertainment, driven by the widespread adoption of AR and VR technologies in entertainment and gaming. The integration of social features in VR games, which enable interaction within 3D virtual environments, has made VR a popular choice. This rising interest is evident in the country's substantial market share, bolstered by its innovative approach and high consumer engagement.

India: In India, the LBE VR market is expanding rapidly, spurred by the growing use of AR and VR technologies in education and training. VR's capacity to simulate real environments is revolutionizing educational content, making it more interactive and engaging. This shift is contributing to the market's growth in the region.

Key Market Players

  • HTC Vive (HTC Corporation)
  • Oculus VR (Meta)
  • Hologate
  • Survios Inc.
  • The Void LLC
  • VRstudios Inc.
  • Zero Latency VR
  • Exit Reality VR
  • Positron
  • Others

Key Segments of LBE Industry Research

By Component:

  • Hardware
    • Head-Mount Displays
    • Sensors
    • Head-Up Displays
    • Cameras
    • Others
  • Software
  • Services

By Technology:

  • 2D
  • 3D
  • Cloud-Merged Reality

By End User:

  • Amusement Parks
  • Theme Parks
  • Arcade Studios
  • 4D Films
  • Others

By Region:

  • North America
  • Latin America
  • Europe
  • East Asia
  • South Asia Pacific
  • Middle East and Africa

Table of Contents

1. Executive Summary

  • 1.1. Global Location-based VR Entertainment (LBE) Market Snapshot
  • 1.2. Future Projections
  • 1.3. Key Market Trends
  • 1.4. Regional Snapshot, by Value, 2023
  • 1.5. Analyst Recommendations

2. Market Overview

  • 2.1. Market Definitions and Segmentations
  • 2.2. Market Dynamics
    • 2.2.1. Drivers
    • 2.2.2. Restraints
    • 2.2.3. Market Opportunities
  • 2.3. Value Chain Analysis
  • 2.4. Porter's Five Forces Analysis
  • 2.5. Covid-19 Impact Analysis
    • 2.5.1. Supply
    • 2.5.2. Demand
  • 2.6. Impact Of Ukraine-Russia Conflict
  • 2.7. Economic Overview
    • 2.7.1. World Economic Projections
  • 2.8. Pestle Analysis

3. Global Location-based VR Entertainment (LBE) Market Outlook, 2019-2031

  • 3.1. Global Location-based VR Entertainment (LBE) Market Outlook, by Component, Value (US$ Bn), 2019-2031
    • 3.1.1. Key Highlights
      • 3.1.1.1. Hardware
        • 3.1.1.1.1. Head-Mount Displays
        • 3.1.1.1.2. Sensors
        • 3.1.1.1.3. Head-Up Displays
        • 3.1.1.1.4. Cameras
        • 3.1.1.1.5. Others
      • 3.1.1.2. Software
      • 3.1.1.3. Services
  • 3.2. Global Location-based VR Entertainment (LBE) Market Outlook, by Technology, Value (US$ Bn), 2019-2031
    • 3.2.1. Key Highlights
      • 3.2.1.1. 2D
      • 3.2.1.2. 3D
      • 3.2.1.3. Cloud-Merged Reality
  • 3.3. Global Location-based VR Entertainment (LBE) Market Outlook, by End User, Value (US$ Bn), 2019-2031
    • 3.3.1. Key Highlights
      • 3.3.1.1. Amusement Parks
      • 3.3.1.2. Theme Parks
      • 3.3.1.3. Arcade Studios
      • 3.3.1.4. 4D Films
      • 3.3.1.5. Others
  • 3.4. Global Location-based VR Entertainment (LBE) Market Outlook, by Region, Value (US$ Bn), 2019-2031
    • 3.4.1. Key Highlights
      • 3.4.1.1. North America
      • 3.4.1.2. Europe
      • 3.4.1.3. Asia Pacific
      • 3.4.1.4. Latin America
      • 3.4.1.5. Middle East & Africa

4. North America Location-based VR Entertainment (LBE) Market Outlook, 2019-2031

  • 4.1. North America Location-based VR Entertainment (LBE) Market Outlook, by Component, Value (US$ Bn), 2019-2031
    • 4.1.1. Key Highlights
      • 4.1.1.1. Hardware
        • 4.1.1.1.1. Head-Mount Displays
        • 4.1.1.1.2. Sensors
        • 4.1.1.1.3. Head-Up Displays
        • 4.1.1.1.4. Cameras
        • 4.1.1.1.5. Others
      • 4.1.1.2. Software
      • 4.1.1.3. Services
  • 4.2. North America Location-based VR Entertainment (LBE) Market Outlook, by Technology, Value (US$ Bn), 2019-2031
    • 4.2.1. Key Highlights
      • 4.2.1.1. 2D
      • 4.2.1.2. 3D
      • 4.2.1.3. Cloud-Merged Reality
  • 4.3. North America Location-based VR Entertainment (LBE) Market Outlook, by End User, Value (US$ Bn), 2019-2031
    • 4.3.1. Key Highlights
      • 4.3.1.1. Amusement Parks
      • 4.3.1.2. Theme Parks
      • 4.3.1.3. Arcade Studios
      • 4.3.1.4. 4D Films
      • 4.3.1.5. Others
  • 4.4. North America Location-based VR Entertainment (LBE) Market Outlook, by Country, Value (US$ Bn), 2019-2031
    • 4.4.1. Key Highlights
      • 4.4.1.1. U.S. Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
      • 4.4.1.2. U.S. Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
      • 4.4.1.3. U.S. Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
      • 4.4.1.4. U.S. Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
      • 4.4.1.5. Canada Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
      • 4.4.1.6. Canada Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
      • 4.4.1.7. Canada Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
      • 4.4.1.8. Canada Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
    • 4.4.2. BPS Analysis/Market Attractiveness Analysis

5. Europe Location-based VR Entertainment (LBE) Market Outlook, 2019-2031

  • 5.1. Europe Location-based VR Entertainment (LBE) Market Outlook, by Component, Value (US$ Bn), 2019-2031
    • 5.1.1. Key Highlights
      • 5.1.1.1. Hardware
        • 5.1.1.1.1. Head-Mount Displays
        • 5.1.1.1.2. Sensors
        • 5.1.1.1.3. Head-Up Displays
        • 5.1.1.1.4. Cameras
        • 5.1.1.1.5. Others
      • 5.1.1.2. Software
      • 5.1.1.3. Services
  • 5.2. Europe Location-based VR Entertainment (LBE) Market Outlook, by Technology, Value (US$ Bn), 2019-2031
    • 5.2.1. Key Highlights
      • 5.2.1.1. 2D
      • 5.2.1.2. 3D
      • 5.2.1.3. Cloud-Merged Reality
  • 5.3. Europe Location-based VR Entertainment (LBE) Market Outlook, by End User, Value (US$ Bn), 2019-2031
    • 5.3.1. Key Highlights
      • 5.3.1.1. Amusement Parks
      • 5.3.1.2. Theme Parks
      • 5.3.1.3. Arcade Studios
      • 5.3.1.4. 4D Films
      • 5.3.1.5. Others
  • 5.4. Europe Location-based VR Entertainment (LBE) Market Outlook, by Country, Value (US$ Bn), 2019-2031
    • 5.4.1. Key Highlights
      • 5.4.1.1. Germany Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
      • 5.4.1.2. Germany Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
      • 5.4.1.3. Germany Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
      • 5.4.1.4. Germany Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
      • 5.4.1.5. U.K. Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
      • 5.4.1.6. U.K. Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
      • 5.4.1.7. U.K. Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
      • 5.4.1.8. U.K. Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
      • 5.4.1.9. France Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
      • 5.4.1.10. France Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
      • 5.4.1.11. France Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
      • 5.4.1.12. France Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
      • 5.4.1.13. Italy Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
      • 5.4.1.14. Italy Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
      • 5.4.1.15. Italy Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
      • 5.4.1.16. Italy Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
      • 5.4.1.17. Turkey Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
      • 5.4.1.18. Turkey Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
      • 5.4.1.19. Turkey Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
      • 5.4.1.20. Turkey Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
      • 5.4.1.21. Russia Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
      • 5.4.1.22. Russia Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
      • 5.4.1.23. Russia Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
      • 5.4.1.24. Russia Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
      • 5.4.1.25. Rest Of Europe Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
      • 5.4.1.26. Rest Of Europe Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
      • 5.4.1.27. Rest Of Europe Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
      • 5.4.1.28. Rest of Europe Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
    • 5.4.2. BPS Analysis/Market Attractiveness Analysis

6. Asia Pacific Location-based VR Entertainment (LBE) Market Outlook, 2019-2031

  • 6.1. Asia Pacific Location-based VR Entertainment (LBE) Market Outlook, by Component, Value (US$ Bn), 2019-2031
    • 6.1.1. Key Highlights
      • 6.1.1.1. Hardware
        • 6.1.1.1.1. Head-Mount Displays
        • 6.1.1.1.2. Sensors
        • 6.1.1.1.3. Head-Up Displays
        • 6.1.1.1.4. Cameras
        • 6.1.1.1.5. Others
      • 6.1.1.2. Software
      • 6.1.1.3. Services
  • 6.2. Asia Pacific Location-based VR Entertainment (LBE) Market Outlook, by Technology, Value (US$ Bn), 2019-2031
    • 6.2.1. Key Highlights
      • 6.2.1.1. 2D
      • 6.2.1.2. 3D
      • 6.2.1.3. Cloud-Merged Reality
  • 6.3. Asia Pacific Location-based VR Entertainment (LBE) Market Outlook, by End User, Value (US$ Bn), 2019-2031
    • 6.3.1. Key Highlights
      • 6.3.1.1. Amusement Parks
      • 6.3.1.2. Theme Parks
      • 6.3.1.3. Arcade Studios
      • 6.3.1.4. 4D Films
      • 6.3.1.5. Others
  • 6.4. Asia Pacific Location-based VR Entertainment (LBE) Market Outlook, by Country, Value (US$ Bn), 2019-2031
    • 6.4.1. Key Highlights
      • 6.4.1.1. China Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
      • 6.4.1.2. China Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
      • 6.4.1.3. China Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
      • 6.4.1.4. China Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
      • 6.4.1.5. Japan Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
      • 6.4.1.6. Japan Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
      • 6.4.1.7. Japan Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
      • 6.4.1.8. Japan Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
      • 6.4.1.9. South Korea Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
      • 6.4.1.10. South Korea Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
      • 6.4.1.11. South Korea Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
      • 6.4.1.12. South Korea Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
      • 6.4.1.13. India Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
      • 6.4.1.14. India Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
      • 6.4.1.15. India Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
      • 6.4.1.16. India Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
      • 6.4.1.17. Southeast Asia Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
      • 6.4.1.18. Southeast Asia Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
      • 6.4.1.19. Southeast Asia Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
      • 6.4.1.20. Southeast Asia Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
      • 6.4.1.21. Rest Of Asia Pacific Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
      • 6.4.1.22. Rest Of Asia Pacific Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
      • 6.4.1.23. Rest Of Asia Pacific Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
      • 6.4.1.24. Rest of Asia Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
    • 6.4.2. BPS Analysis/Market Attractiveness Analysis

7. Latin America Location-based VR Entertainment (LBE) Market Outlook, 2019-2031

  • 7.1. Latin America Location-based VR Entertainment (LBE) Market Outlook, by Component, Value (US$ Bn), 2019-2031
    • 7.1.1. Key Highlights
      • 7.1.1.1. Hardware
        • 7.1.1.1.1. Head-Mount Displays
        • 7.1.1.1.2. Sensors
        • 7.1.1.1.3. Head-Up Displays
        • 7.1.1.1.4. Cameras
        • 7.1.1.1.5. Others
      • 7.1.1.2. Software
      • 7.1.1.3. Services
  • 7.2. Latin America Location-based VR Entertainment (LBE) Market Outlook, by Technology, Value (US$ Bn), 2019-2031
    • 7.2.1. Key Highlights
      • 7.2.1.1. 2D
      • 7.2.1.2. 3D
      • 7.2.1.3. Cloud-Merged Reality
  • 7.3. Latin America Location-based VR Entertainment (LBE) Market Outlook, by End User, Value (US$ Bn), 2019-2031
    • 7.3.1. Key Highlights
      • 7.3.1.1. Amusement Parks
      • 7.3.1.2. Theme Parks
      • 7.3.1.3. Arcade Studios
      • 7.3.1.4. 4D Films
      • 7.3.1.5. Others
  • 7.4. Latin America Location-based VR Entertainment (LBE) Market Outlook, by Country, Value (US$ Bn), 2019-2031
    • 7.4.1. Key Highlights
      • 7.4.1.1. Brazil Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
      • 7.4.1.2. Brazil Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
      • 7.4.1.3. Brazil Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
      • 7.4.1.4. Brazil Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
      • 7.4.1.5. Mexico Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
      • 7.4.1.6. Mexico Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
      • 7.4.1.7. Mexico Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
      • 7.4.1.8. Mexico Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
      • 7.4.1.9. Argentina Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
      • 7.4.1.10. Argentina Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
      • 7.4.1.11. Argentina Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
      • 7.4.1.12. Argentina Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
      • 7.4.1.13. Rest Of Latin America Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
      • 7.4.1.14. Rest Of Latin America Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
      • 7.4.1.15. Rest Of Latin America Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
      • 7.4.1.16. Rest of Latin America Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
    • 7.4.2. BPS Analysis/Market Attractiveness Analysis

8. Middle East & Africa Location-based VR Entertainment (LBE) Market Outlook, 2019-2031

  • 8.1. Middle East & Africa Location-based VR Entertainment (LBE) Market Outlook, by Component, Value (US$ Bn), 2019-2031
    • 8.1.1. Key Highlights
      • 8.1.1.1. Hardware
        • 8.1.1.1.1. Head-Mount Displays
        • 8.1.1.1.2. Sensors
        • 8.1.1.1.3. Head-Up Displays
        • 8.1.1.1.4. Cameras
        • 8.1.1.1.5. Others
      • 8.1.1.2. Software
      • 8.1.1.3. Services
  • 8.2. Middle East & Africa Location-based VR Entertainment (LBE) Market Outlook, by Technology, Value (US$ Bn), 2019-2031
    • 8.2.1. Key Highlights
      • 8.2.1.1. 2D
      • 8.2.1.2. 3D
      • 8.2.1.3. Cloud-Merged Reality
  • 8.3. Middle East & Africa Location-based VR Entertainment (LBE) Market Outlook, by End User, Value (US$ Bn), 2019-2031
    • 8.3.1. Key Highlights
      • 8.3.1.1. Amusement Parks
      • 8.3.1.2. Theme Parks
      • 8.3.1.3. Arcade Studios
      • 8.3.1.4. 4D Films
      • 8.3.1.5. Others
  • 8.4. Middle East & Africa Location-based VR Entertainment (LBE) Market Outlook, by Country, Value (US$ Bn), 2019-2031
    • 8.4.1. Key Highlights
      • 8.4.1.1. GCC Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
      • 8.4.1.2. GCC Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
      • 8.4.1.3. GCC Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
      • 8.4.1.4. GCC Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
      • 8.4.1.5. South Africa Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
      • 8.4.1.6. South Africa Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
      • 8.4.1.7. South Africa Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
      • 8.4.1.8. South Africa Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
      • 8.4.1.9. Egypt Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
      • 8.4.1.10. Egypt Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
      • 8.4.1.11. Egypt Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
      • 8.4.1.12. Egypt Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
      • 8.4.1.13. Nigeria Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
      • 8.4.1.14. Nigeria Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
      • 8.4.1.15. Nigeria Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
      • 8.4.1.16. Nigeria Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
      • 8.4.1.17. Rest Of Middle East & Africa Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
      • 8.4.1.18. Rest Of Middle East & Africa Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
      • 8.4.1.19. Rest Of Middle East & Africa Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
      • 8.4.1.20. Rest of Middle East & Africa Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
    • 8.4.2. BPS Analysis/Market Attractiveness Analysis

9. Competitive Landscape

  • 9.1. Organization Size Vs Technology Heat Map
  • 9.2. Manufacturer Vs by Technology Heatmap
  • 9.3. Company Market Share Analysis, 2023
  • 9.4. Competitive Dashboard
  • 9.5. Company Profiles
    • 9.5.1. HTC Vive (HTC Corporation)
      • 9.5.1.1. Company Overview
      • 9.5.1.2. Component Portfolio
      • 9.5.1.3. Financial Overview
      • 9.5.1.4. Business Strategies and Development
    • 9.5.2. Oculus VR (Meta)
      • 9.5.2.1. Company Overview
      • 9.5.2.2. Component Portfolio
      • 9.5.2.3. Financial Overview
      • 9.5.2.4. Business Strategies and Development
    • 9.5.3. Hologate
      • 9.5.3.1. Company Overview
      • 9.5.3.2. Component Portfolio
      • 9.5.3.3. Financial Overview
      • 9.5.3.4. Business Strategies and Development
    • 9.5.4. Survios Inc.
      • 9.5.4.1. Company Overview
      • 9.5.4.2. Component Portfolio
      • 9.5.4.3. Financial Overview
      • 9.5.4.4. Business Strategies and Development
    • 9.5.5. The Void LLC
      • 9.5.5.1. Company Overview
      • 9.5.5.2. Component Portfolio
      • 9.5.5.3. Financial Overview
      • 9.5.5.4. Business Strategies and Development
    • 9.5.6. VRstudios Inc.
      • 9.5.6.1. Company Overview
      • 9.5.6.2. Component Portfolio
      • 9.5.6.3. Financial Overview
      • 9.5.6.4. Business Strategies and Development
    • 9.5.7. Zero Latency VR
      • 9.5.7.1. Company Overview
      • 9.5.7.2. Component Portfolio
      • 9.5.7.3. Financial Overview
      • 9.5.7.4. Business Strategies and Development
    • 9.5.8. Positron
      • 9.5.8.1. Company Overview
      • 9.5.8.2. Component Portfolio
      • 9.5.8.3. Financial Overview
      • 9.5.8.4. Business Strategies and Development
    • 9.5.9. Exit Reality VR
      • 9.5.9.1. Company Overview
      • 9.5.9.2. Component Portfolio
      • 9.5.9.3. Financial Overview
      • 9.5.9.4. Business Strategies and Development

10. Appendix

  • 10.1. Research Methodology
  • 10.2. Report Assumptions
  • 10.3. Acronyms And Abbreviations
Have a question?
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Jeroen Van Heghe

Manager - EMEA

+32-2-535-7543

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