The global Location Based Entertainment Hardware market was valued at US$ million in 2022 and is anticipated to reach US$ million by 2029, witnessing a CAGR of % during the forecast period 2023-2029. The influence of COVID-19 and the Netherlands-Ukraine War were considered while estimating market sizes.
North American market for Location Based Entertainment Hardware is estimated to increase from $ million in 2023 to reach $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
Asia-Pacific market for Location Based Entertainment Hardware is estimated to increase from $ million in 2023 to reach $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
The key global manufacturers of Location Based Entertainment Hardware include Oculus, Vicon, KATVR, Vrsenal, Virtuix Omni, Stricker VR, Optitrack, HP and HTC Vive, etc. in 2022, the world's top three vendors accounted for approximately % of the revenue.
Report Scope
This report aims to provide a comprehensive presentation of the global market for Location Based Entertainment Hardware, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Location Based Entertainment Hardware.
The Location Based Entertainment Hardware market size, estimations, and forecasts are provided in terms of sales volume (K Units) and revenue ($ millions), considering 2022 as the base year, with history and forecast data for the period from 2018 to 2029. This report segments the global Location Based Entertainment Hardware market comprehensively. Regional market sizes, concerning products by type, by application and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Location Based Entertainment Hardware manufacturers, new entrants, and industry chain related companies in this market with information on the revenues, sales volume, and average price for the overall market and the sub-segments across the different segments, by company, by type, by application and by regions.
By Company
Oculus
Vicon
KATVR
Vrsenal
Virtuix Omni
Stricker VR
Optitrack
HP
HTC Vive
Ultrahaptics
Teslasuit
Tactical Haptics
SUBPAC
Ballast VR
HoloSuit
Sony
Segment by Type
VR Headset
Camera
Others
Segment by Application
麻豆原创
Business
Consumption by Region
North America
United States
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
India
Australia
China Taiwan
Indonesia
Thailand
Malaysia
Latin America
Mexico
Brazil
Argentina
Middle East & Africa
Turkey
Saudi Arabia
UAE
Core Chapters
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by region, product type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Detailed analysis of Location Based Entertainment Hardware manufacturers competitive landscape, price, sales and revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Sales, revenue of Location Based Entertainment Hardware in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Provides profiles of key players, introducing the basic situation of the key companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 7: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 8: Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 9: The main points and conclusions of the report.
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Location Based Entertainment Hardware 麻豆原创 Overview
1.1 Product Overview and Scope of Location Based Entertainment Hardware
1.2 Location Based Entertainment Hardware Segment by Type
1.2.1 Global Location Based Entertainment Hardware 麻豆原创 Value Comparison by Type (2023-2029)
1.2.2 VR Headset
1.2.3 Camera
1.2.4 Others
1.3 Location Based Entertainment Hardware Segment by Application
1.3.1 Global Location Based Entertainment Hardware 麻豆原创 Value by Application: (2023-2029)
1.3.2 麻豆原创
1.3.3 Business
1.4 Global Location Based Entertainment Hardware 麻豆原创 Size Estimates and Forecasts
1.4.1 Global Location Based Entertainment Hardware Revenue 2018-2029
1.4.2 Global Location Based Entertainment Hardware Sales 2018-2029
1.4.3 Global Location Based Entertainment Hardware 麻豆原创 Average Price (2018-2029)
1.5 Assumptions and Limitations
2 Location Based Entertainment Hardware 麻豆原创 Competition by Manufacturers
2.1 Global Location Based Entertainment Hardware Sales 麻豆原创 Share by Manufacturers (2018-2023)
2.2 Global Location Based Entertainment Hardware Revenue 麻豆原创 Share by Manufacturers (2018-2023)
2.3 Global Location Based Entertainment Hardware Average Price by Manufacturers (2018-2023)
2.4 Global Location Based Entertainment Hardware Industry Ranking 2021 VS 2022 VS 2023
2.5 Global Key Manufacturers of Location Based Entertainment Hardware, Manufacturing Sites & Headquarters
2.6 Global Key Manufacturers of Location Based Entertainment Hardware, Product Type & Application
2.7 Location Based Entertainment Hardware 麻豆原创 Competitive Situation and Trends
2.7.1 Location Based Entertainment Hardware 麻豆原创 Concentration Rate
2.7.2 The Global Top 5 and Top 10 Largest Location Based Entertainment Hardware Players 麻豆原创 Share by Revenue
2.7.3 Global Location Based Entertainment Hardware 麻豆原创 Share by Company Type (Tier 1, Tier 2 and Tier 3)
2.8 Manufacturers Mergers & Acquisitions, Expansion Plans
3 Location Based Entertainment Hardware Retrospective 麻豆原创 Scenario by Region
3.1 Global Location Based Entertainment Hardware 麻豆原创 Size by Region: 2018 Versus 2022 Versus 2029
3.2 Global Location Based Entertainment Hardware Global Location Based Entertainment Hardware Sales by Region: 2018-2029
3.2.1 Global Location Based Entertainment Hardware Sales by Region: 2018-2023
3.2.2 Global Location Based Entertainment Hardware Sales by Region: 2024-2029
3.3 Global Location Based Entertainment Hardware Global Location Based Entertainment Hardware Revenue by Region: 2018-2029
3.3.1 Global Location Based Entertainment Hardware Revenue by Region: 2018-2023
3.3.2 Global Location Based Entertainment Hardware Revenue by Region: 2024-2029
3.4 North America Location Based Entertainment Hardware 麻豆原创 Facts & Figures by Country
3.4.1 North America Location Based Entertainment Hardware 麻豆原创 Size by Country: 2018 VS 2022 VS 2029
3.4.2 North America Location Based Entertainment Hardware Sales by Country (2018-2029)
3.4.3 North America Location Based Entertainment Hardware Revenue by Country (2018-2029)
3.4.4 United States
3.4.5 Canada
3.5 Europe Location Based Entertainment Hardware 麻豆原创 Facts & Figures by Country
3.5.1 Europe Location Based Entertainment Hardware 麻豆原创 Size by Country: 2018 VS 2022 VS 2029
3.5.2 Europe Location Based Entertainment Hardware Sales by Country (2018-2029)
3.5.3 Europe Location Based Entertainment Hardware Revenue by Country (2018-2029)
3.5.4 Germany
3.5.5 France
3.5.6 U.K.
3.5.7 Italy
3.5.8 Russia
3.6 Asia Pacific Location Based Entertainment Hardware 麻豆原创 Facts & Figures by Country
3.6.1 Asia Pacific Location Based Entertainment Hardware 麻豆原创 Size by Country: 2018 VS 2022 VS 2029
3.6.2 Asia Pacific Location Based Entertainment Hardware Sales by Country (2018-2029)
3.6.3 Asia Pacific Location Based Entertainment Hardware Revenue by Country (2018-2029)
3.6.4 China
3.6.5 Japan
3.6.6 South Korea
3.6.7 India
3.6.8 Australia
3.6.9 China Taiwan
3.6.10 Indonesia
3.6.11 Thailand
3.6.12 Malaysia
3.7 Latin America Location Based Entertainment Hardware 麻豆原创 Facts & Figures by Country
3.7.1 Latin America Location Based Entertainment Hardware 麻豆原创 Size by Country: 2018 VS 2022 VS 2029
3.7.2 Latin America Location Based Entertainment Hardware Sales by Country (2018-2029)
3.7.3 Latin America Location Based Entertainment Hardware Revenue by Country (2018-2029)
3.7.4 Mexico
3.7.5 Brazil
3.7.6 Argentina
3.8 Middle East and Africa Location Based Entertainment Hardware 麻豆原创 Facts & Figures by Country
3.8.1 Middle East and Africa Location Based Entertainment Hardware 麻豆原创 Size by Country: 2018 VS 2022 VS 2029
3.8.2 Middle East and Africa Location Based Entertainment Hardware Sales by Country (2018-2029)
3.8.3 Middle East and Africa Location Based Entertainment Hardware Revenue by Country (2018-2029)
3.8.4 Turkey
3.8.5 Saudi Arabia
3.8.6 UAE
4 Segment by Type
4.1 Global Location Based Entertainment Hardware Sales by Type (2018-2029)
4.1.1 Global Location Based Entertainment Hardware Sales by Type (2018-2023)
4.1.2 Global Location Based Entertainment Hardware Sales by Type (2024-2029)
4.1.3 Global Location Based Entertainment Hardware Sales 麻豆原创 Share by Type (2018-2029)
4.2 Global Location Based Entertainment Hardware Revenue by Type (2018-2029)
4.2.1 Global Location Based Entertainment Hardware Revenue by Type (2018-2023)
4.2.2 Global Location Based Entertainment Hardware Revenue by Type (2024-2029)
4.2.3 Global Location Based Entertainment Hardware Revenue 麻豆原创 Share by Type (2018-2029)
4.3 Global Location Based Entertainment Hardware Price by Type (2018-2029)
5 Segment by Application
5.1 Global Location Based Entertainment Hardware Sales by Application (2018-2029)
5.1.1 Global Location Based Entertainment Hardware Sales by Application (2018-2023)
5.1.2 Global Location Based Entertainment Hardware Sales by Application (2024-2029)
5.1.3 Global Location Based Entertainment Hardware Sales 麻豆原创 Share by Application (2018-2029)
5.2 Global Location Based Entertainment Hardware Revenue by Application (2018-2029)
5.2.1 Global Location Based Entertainment Hardware Revenue by Application (2018-2023)
5.2.2 Global Location Based Entertainment Hardware Revenue by Application (2024-2029)
5.2.3 Global Location Based Entertainment Hardware Revenue 麻豆原创 Share by Application (2018-2029)
5.3 Global Location Based Entertainment Hardware Price by Application (2018-2029)
6 Key Companies Profiled
6.1 Oculus
6.1.1 Oculus Corporation Information
6.1.2 Oculus Description and Business Overview
6.1.3 Oculus Location Based Entertainment Hardware Sales, Revenue and Gross Margin (2018-2023)
6.1.4 Oculus Location Based Entertainment Hardware Product Portfolio
6.1.5 Oculus Recent Developments/Updates
6.2 Vicon
6.2.1 Vicon Corporation Information
6.2.2 Vicon Description and Business Overview
6.2.3 Vicon Location Based Entertainment Hardware Sales, Revenue and Gross Margin (2018-2023)
6.2.4 Vicon Location Based Entertainment Hardware Product Portfolio
6.2.5 Vicon Recent Developments/Updates
6.3 KATVR
6.3.1 KATVR Corporation Information
6.3.2 KATVR Description and Business Overview
6.3.3 KATVR Location Based Entertainment Hardware Sales, Revenue and Gross Margin (2018-2023)
6.3.4 KATVR Location Based Entertainment Hardware Product Portfolio
6.3.5 KATVR Recent Developments/Updates
6.4 Vrsenal
6.4.1 Vrsenal Corporation Information
6.4.2 Vrsenal Description and Business Overview
6.4.3 Vrsenal Location Based Entertainment Hardware Sales, Revenue and Gross Margin (2018-2023)
6.4.4 Vrsenal Location Based Entertainment Hardware Product Portfolio
6.4.5 Vrsenal Recent Developments/Updates
6.5 Virtuix Omni
6.5.1 Virtuix Omni Corporation Information
6.5.2 Virtuix Omni Description and Business Overview
6.5.3 Virtuix Omni Location Based Entertainment Hardware Sales, Revenue and Gross Margin (2018-2023)
6.5.4 Virtuix Omni Location Based Entertainment Hardware Product Portfolio
6.5.5 Virtuix Omni Recent Developments/Updates
6.6 Stricker VR
6.6.1 Stricker VR Corporation Information
6.6.2 Stricker VR Description and Business Overview
6.6.3 Stricker VR Location Based Entertainment Hardware Sales, Revenue and Gross Margin (2018-2023)
6.6.4 Stricker VR Location Based Entertainment Hardware Product Portfolio
6.6.5 Stricker VR Recent Developments/Updates
6.7 Optitrack
6.6.1 Optitrack Corporation Information
6.6.2 Optitrack Description and Business Overview
6.6.3 Optitrack Location Based Entertainment Hardware Sales, Revenue and Gross Margin (2018-2023)
6.4.4 Optitrack Location Based Entertainment Hardware Product Portfolio
6.7.5 Optitrack Recent Developments/Updates
6.8 HP
6.8.1 HP Corporation Information
6.8.2 HP Description and Business Overview
6.8.3 HP Location Based Entertainment Hardware Sales, Revenue and Gross Margin (2018-2023)
6.8.4 HP Location Based Entertainment Hardware Product Portfolio
6.8.5 HP Recent Developments/Updates
6.9 HTC Vive
6.9.1 HTC Vive Corporation Information
6.9.2 HTC Vive Description and Business Overview
6.9.3 HTC Vive Location Based Entertainment Hardware Sales, Revenue and Gross Margin (2018-2023)
6.9.4 HTC Vive Location Based Entertainment Hardware Product Portfolio
6.9.5 HTC Vive Recent Developments/Updates
6.10 Ultrahaptics
6.10.1 Ultrahaptics Corporation Information
6.10.2 Ultrahaptics Description and Business Overview
6.10.3 Ultrahaptics Location Based Entertainment Hardware Sales, Revenue and Gross Margin (2018-2023)
6.10.4 Ultrahaptics Location Based Entertainment Hardware Product Portfolio
6.10.5 Ultrahaptics Recent Developments/Updates
6.11 Teslasuit
6.11.1 Teslasuit Corporation Information
6.11.2 Teslasuit Location Based Entertainment Hardware Description and Business Overview
6.11.3 Teslasuit Location Based Entertainment Hardware Sales, Revenue and Gross Margin (2018-2023)
6.11.4 Teslasuit Location Based Entertainment Hardware Product Portfolio
6.11.5 Teslasuit Recent Developments/Updates
6.12 Tactical Haptics
6.12.1 Tactical Haptics Corporation Information
6.12.2 Tactical Haptics Location Based Entertainment Hardware Description and Business Overview
6.12.3 Tactical Haptics Location Based Entertainment Hardware Sales, Revenue and Gross Margin (2018-2023)
6.12.4 Tactical Haptics Location Based Entertainment Hardware Product Portfolio
6.12.5 Tactical Haptics Recent Developments/Updates
6.13 SUBPAC
6.13.1 SUBPAC Corporation Information
6.13.2 SUBPAC Location Based Entertainment Hardware Description and Business Overview
6.13.3 SUBPAC Location Based Entertainment Hardware Sales, Revenue and Gross Margin (2018-2023)
6.13.4 SUBPAC Location Based Entertainment Hardware Product Portfolio
6.13.5 SUBPAC Recent Developments/Updates
6.14 Ballast VR
6.14.1 Ballast VR Corporation Information
6.14.2 Ballast VR Location Based Entertainment Hardware Description and Business Overview
6.14.3 Ballast VR Location Based Entertainment Hardware Sales, Revenue and Gross Margin (2018-2023)
6.14.4 Ballast VR Location Based Entertainment Hardware Product Portfolio
6.14.5 Ballast VR Recent Developments/Updates
6.15 HoloSuit
6.15.1 HoloSuit Corporation Information
6.15.2 HoloSuit Location Based Entertainment Hardware Description and Business Overview
6.15.3 HoloSuit Location Based Entertainment Hardware Sales, Revenue and Gross Margin (2018-2023)
6.15.4 HoloSuit Location Based Entertainment Hardware Product Portfolio
6.15.5 HoloSuit Recent Developments/Updates
6.16 Sony
6.16.1 Sony Corporation Information
6.16.2 Sony Location Based Entertainment Hardware Description and Business Overview
6.16.3 Sony Location Based Entertainment Hardware Sales, Revenue and Gross Margin (2018-2023)
6.16.4 Sony Location Based Entertainment Hardware Product Portfolio
6.16.5 Sony Recent Developments/Updates
7 Industry Chain and Sales Channels Analysis
7.1 Location Based Entertainment Hardware Industry Chain Analysis
7.2 Location Based Entertainment Hardware Key Raw Materials
7.2.1 Key Raw Materials
7.2.2 Raw Materials Key Suppliers
7.3 Location Based Entertainment Hardware Production Mode & Process
7.4 Location Based Entertainment Hardware Sales and 麻豆原创ing
7.4.1 Location Based Entertainment Hardware Sales Channels
7.4.2 Location Based Entertainment Hardware Distributors
7.5 Location Based Entertainment Hardware Customers
8 Location Based Entertainment Hardware 麻豆原创 Dynamics
8.1 Location Based Entertainment Hardware Industry Trends
8.2 Location Based Entertainment Hardware 麻豆原创 Drivers
8.3 Location Based Entertainment Hardware 麻豆原创 Challenges
8.4 Location Based Entertainment Hardware 麻豆原创 Restraints
9 Research Finding and Conclusion
10 Methodology and Data Source
10.1 Methodology/Research Approach
10.1.1 Research Programs/Design
10.1.2 麻豆原创 Size Estimation
10.1.3 麻豆原创 Breakdown and Data Triangulation
10.2 Data Source
10.2.1 Secondary Sources
10.2.2 Primary Sources
10.3 Author List
10.4 Disclaimer
Oculus
Vicon
KATVR
Vrsenal
Virtuix Omni
Stricker VR
Optitrack
HP
HTC Vive
Ultrahaptics
Teslasuit
Tactical Haptics
SUBPAC
Ballast VR
HoloSuit
Sony
听
听
*If Applicable.