Âé¶¹Ô´´ Analysis and Insights: Global Location-Based VR Entertainment Âé¶¹Ô´´
The global Location-Based VR Entertainment market is projected to grow from US$ million in 2024 to US$ million by 2030, at a Compound Annual Growth Rate (CAGR) of % during the forecast period.
The US & Canada market for Location-Based VR Entertainment is estimated to increase from $ million in 2024 to reach $ million by 2030, at a CAGR of % during the forecast period of 2025 through 2030.
The China market for Location-Based VR Entertainment is estimated to increase from $ million in 2024 to reach $ million by 2030, at a CAGR of % during the forecast period of 2025 through 2030.
The Europe market for Location-Based VR Entertainment is estimated to increase from $ million in 2024 to reach $ million by 2030, at a CAGR of % during the forecast period of 2025 through 2030.
The global key companies of Location-Based VR Entertainment include EXIT Realty, Springboard VR, HTC Corporation, SpaceVR, Tyffon, Hologate, IMAX Corporation, The VOID and VR Studios, etc. In 2023, the global top five players had a share approximately % in terms of revenue.
Location-Based VR Entertainment is widely used in various fields, such as Amusement Park, Theme Park, Arcade Studios and 4D Films, etc. Amusement Park provides greatest supports to the Location-Based VR Entertainment industry development. In 2023, global % revenue of Location-Based VR Entertainment went into Amusement Park filed and the proportion will reach to % in 2030.
Report Covers:
This report presents an overview of global market for Location-Based VR Entertainment market size. Analyses of the global market trends, with historic market revenue data for 2019 - 2023, estimates for 2024, and projections of CAGR through 2030.
This report researches the key producers of Location-Based VR Entertainment, also provides the revenue of main regions and countries. Highlights of the upcoming market potential for Location-Based VR Entertainment, and key regions/countries of focus to forecast this market into various segments and sub-segments. Country specific data and market value analysis for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, Middle East, Africa, and Other Countries.
This report focuses on the Location-Based VR Entertainment revenue, market share and industry ranking of main companies, data from 2019 to 2024. Identification of the major stakeholders in the global Location-Based VR Entertainment market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues. This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.
This report analyzes the segments data by Type and by Application, revenue, and growth rate, from 2019 to 2030. Evaluation and forecast the market size for Location-Based VR Entertainment revenue, projected growth trends, production technology, application and end-user industry.
Âé¶¹Ô´´ Segmentation
By Company
EXIT Realty
Springboard VR
HTC Corporation
SpaceVR
Tyffon
Hologate
IMAX Corporation
The VOID
VR Studios
HQ Software
MOFABLES
NEXT NOW
BidOn Games Studio
Segment by Type
Software
Hardware
Segment by Application
Amusement Park
Theme Park
Arcade Studios
4D Films
Others
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
China
Asia (excluding China)
Japan
South Korea
China Taiwan
Southeast Asia
India
Latin America, Middle East & Africa
Brazil
Mexico
Turkey
Israel
GCC Countries
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (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: Revenue of Location-Based VR Entertainment in global and regional 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 capacity of each country in the world. This section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of Location-Based VR Entertainment companies’ competitive landscape, revenue, market share and industry ranking, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by Type, covering the revenue, 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 revenue, and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: North America (US & Canada) by Type, by Application and by country, revenue for each segment.
Chapter 7: Europe by Type, by Application and by country, revenue for each segment.
Chapter 8: China by Type, and by Application, revenue for each segment.
Chapter 9: Asia (excluding China) by Type, by Application and by region, revenue for each segment.
Chapter 10: Middle East, Africa, and Latin America by Type, by Application and by country, revenue for each segment.
Chapter 11: Provides profiles of key companies, introducing the basic situation of the main companies in the market in detail, including product descriptions and specifications, Location-Based VR Entertainment revenue, gross margin, and recent development, etc.
Chapter 12: Analyst's Viewpoints/Conclusions
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Report Overview
1.1 Study Scope
1.2 Âé¶¹Ô´´ Analysis by Type
1.2.1 Global Location-Based VR Entertainment Âé¶¹Ô´´ Size Growth Rate by Type, 2019 VS 2023 VS 2030
1.2.2 Software
1.2.3 Hardware
1.3 Âé¶¹Ô´´ by Application
1.3.1 Global Location-Based VR Entertainment Âé¶¹Ô´´ Size Growth Rate by Application, 2019 VS 2023 VS 2030
1.3.2 Amusement Park
1.3.3 Theme Park
1.3.4 Arcade Studios
1.3.5 4D Films
1.3.6 Others
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global Location-Based VR Entertainment Âé¶¹Ô´´ Perspective (2019-2030)
2.2 Global Location-Based VR Entertainment Growth Trends by Region
2.2.1 Location-Based VR Entertainment Âé¶¹Ô´´ Size by Region: 2019 VS 2023 VS 2030
2.2.2 Location-Based VR Entertainment Historic Âé¶¹Ô´´ Size by Region (2019-2024)
2.2.3 Location-Based VR Entertainment Forecasted Âé¶¹Ô´´ Size by Region (2025-2030)
2.3 Location-Based VR Entertainment Âé¶¹Ô´´ Dynamics
2.3.1 Location-Based VR Entertainment Industry Trends
2.3.2 Location-Based VR Entertainment Âé¶¹Ô´´ Drivers
2.3.3 Location-Based VR Entertainment Âé¶¹Ô´´ Challenges
2.3.4 Location-Based VR Entertainment Âé¶¹Ô´´ Restraints
3 Competition Landscape by Key Players
3.1 Global Revenue Location-Based VR Entertainment by Players
3.1.1 Global Location-Based VR Entertainment Revenue by Players (2019-2024)
3.1.2 Global Location-Based VR Entertainment Revenue Âé¶¹Ô´´ Share by Players (2019-2024)
3.2 Global Location-Based VR Entertainment Âé¶¹Ô´´ Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players of Location-Based VR Entertainment, Ranking by Revenue, 2022 VS 2023 VS 2024
3.4 Global Location-Based VR Entertainment Âé¶¹Ô´´ Concentration Ratio
3.4.1 Global Location-Based VR Entertainment Âé¶¹Ô´´ Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Location-Based VR Entertainment Revenue in 2023
3.5 Global Key Players of Location-Based VR Entertainment Head office and Area Served
3.6 Global Key Players of Location-Based VR Entertainment, Product and Application
3.7 Global Key Players of Location-Based VR Entertainment, Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 Location-Based VR Entertainment Breakdown Data by Type
4.1 Global Location-Based VR Entertainment Historic Âé¶¹Ô´´ Size by Type (2019-2024)
4.2 Global Location-Based VR Entertainment Forecasted Âé¶¹Ô´´ Size by Type (2025-2030)
5 Location-Based VR Entertainment Breakdown Data by Application
5.1 Global Location-Based VR Entertainment Historic Âé¶¹Ô´´ Size by Application (2019-2024)
5.2 Global Location-Based VR Entertainment Forecasted Âé¶¹Ô´´ Size by Application (2025-2030)
6 North America
6.1 North America Location-Based VR Entertainment Âé¶¹Ô´´ Size (2019-2030)
6.2 North America Location-Based VR Entertainment Âé¶¹Ô´´ Size by Type
6.2.1 North America Location-Based VR Entertainment Âé¶¹Ô´´ Size by Type (2019-2024)
6.2.2 North America Location-Based VR Entertainment Âé¶¹Ô´´ Size by Type (2025-2030)
6.2.3 North America Location-Based VR Entertainment Âé¶¹Ô´´ Share by Type (2019-2030)
6.3 North America Location-Based VR Entertainment Âé¶¹Ô´´ Size by Application
6.3.1 North America Location-Based VR Entertainment Âé¶¹Ô´´ Size by Application (2019-2024)
6.3.2 North America Location-Based VR Entertainment Âé¶¹Ô´´ Size by Application (2025-2030)
6.3.3 North America Location-Based VR Entertainment Âé¶¹Ô´´ Share by Application (2019-2030)
6.4 North America Location-Based VR Entertainment Âé¶¹Ô´´ Size by Country
6.4.1 North America Location-Based VR Entertainment Âé¶¹Ô´´ Size by Country: 2019 VS 2023 VS 2030
6.4.2 North America Location-Based VR Entertainment Âé¶¹Ô´´ Size by Country (2019-2024)
6.4.3 North America Location-Based VR Entertainment Âé¶¹Ô´´ Size by Country (2025-2030)
6.4.4 United States
6.4.5 Canada
7 Europe
7.1 Europe Location-Based VR Entertainment Âé¶¹Ô´´ Size (2019-2030)
7.2 Europe Location-Based VR Entertainment Âé¶¹Ô´´ Size by Type
7.2.1 Europe Location-Based VR Entertainment Âé¶¹Ô´´ Size by Type (2019-2024)
7.2.2 Europe Location-Based VR Entertainment Âé¶¹Ô´´ Size by Type (2025-2030)
7.2.3 Europe Location-Based VR Entertainment Âé¶¹Ô´´ Share by Type (2019-2030)
7.3 Europe Location-Based VR Entertainment Âé¶¹Ô´´ Size by Application
7.3.1 Europe Location-Based VR Entertainment Âé¶¹Ô´´ Size by Application (2019-2024)
7.3.2 Europe Location-Based VR Entertainment Âé¶¹Ô´´ Size by Application (2025-2030)
7.3.3 Europe Location-Based VR Entertainment Âé¶¹Ô´´ Share by Application (2019-2030)
7.4 Europe Location-Based VR Entertainment Âé¶¹Ô´´ Size by Country
7.4.1 Europe Location-Based VR Entertainment Âé¶¹Ô´´ Size by Country: 2019 VS 2023 VS 2030
7.4.2 Europe Location-Based VR Entertainment Âé¶¹Ô´´ Size by Country (2019-2024)
7.4.3 Europe Location-Based VR Entertainment Âé¶¹Ô´´ Size by Country (2025-2030)
7.4.3 Germany
7.4.4 France
7.4.5 U.K.
7.4.6 Italy
7.4.7 Russia
7.4.8 Nordic Countries
8 China
8.1 China Location-Based VR Entertainment Âé¶¹Ô´´ Size (2019-2030)
8.2 China Location-Based VR Entertainment Âé¶¹Ô´´ Size by Type
8.2.1 China Location-Based VR Entertainment Âé¶¹Ô´´ Size by Type (2019-2024)
8.2.2 China Location-Based VR Entertainment Âé¶¹Ô´´ Size by Type (2025-2030)
8.2.3 China Location-Based VR Entertainment Âé¶¹Ô´´ Share by Type (2019-2030)
8.3 China Location-Based VR Entertainment Âé¶¹Ô´´ Size by Application
8.3.1 China Location-Based VR Entertainment Âé¶¹Ô´´ Size by Application (2019-2024)
8.3.2 China Location-Based VR Entertainment Âé¶¹Ô´´ Size by Application (2025-2030)
8.3.3 China Location-Based VR Entertainment Âé¶¹Ô´´ Share by Application (2019-2030)
9 Asia (excluding China)
9.1 Asia Location-Based VR Entertainment Âé¶¹Ô´´ Size (2019-2030)
9.2 Asia Location-Based VR Entertainment Âé¶¹Ô´´ Size by Type
9.2.1 Asia Location-Based VR Entertainment Âé¶¹Ô´´ Size by Type (2019-2024)
9.2.2 Asia Location-Based VR Entertainment Âé¶¹Ô´´ Size by Type (2025-2030)
9.2.3 Asia Location-Based VR Entertainment Âé¶¹Ô´´ Share by Type (2019-2030)
9.3 Asia Location-Based VR Entertainment Âé¶¹Ô´´ Size by Application
9.3.1 Asia Location-Based VR Entertainment Âé¶¹Ô´´ Size by Application (2019-2024)
9.3.2 Asia Location-Based VR Entertainment Âé¶¹Ô´´ Size by Application (2025-2030)
9.3.3 Asia Location-Based VR Entertainment Âé¶¹Ô´´ Share by Application (2019-2030)
9.4 Asia Location-Based VR Entertainment Âé¶¹Ô´´ Size by Region
9.4.1 Asia Location-Based VR Entertainment Âé¶¹Ô´´ Size by Region: 2019 VS 2023 VS 2030
9.4.2 Asia Location-Based VR Entertainment Âé¶¹Ô´´ Size by Region (2019-2024)
9.4.3 Asia Location-Based VR Entertainment Âé¶¹Ô´´ Size by Region (2025-2030)
9.4.4 Japan
9.4.5 South Korea
9.4.6 China Taiwan
9.4.7 Southeast Asia
9.4.8 India
9.4.9 Australia
10 Middle East, Africa, and Latin America
10.1 Middle East, Africa, and Latin America Location-Based VR Entertainment Âé¶¹Ô´´ Size (2019-2030)
10.2 Middle East, Africa, and Latin America Location-Based VR Entertainment Âé¶¹Ô´´ Size by Type
10.2.1 Middle East, Africa, and Latin America Location-Based VR Entertainment Âé¶¹Ô´´ Size by Type (2019-2024)
10.2.2 Middle East, Africa, and Latin America Location-Based VR Entertainment Âé¶¹Ô´´ Size by Type (2025-2030)
10.2.3 Middle East, Africa, and Latin America Location-Based VR Entertainment Âé¶¹Ô´´ Share by Type (2019-2030)
10.3 Middle East, Africa, and Latin America Location-Based VR Entertainment Âé¶¹Ô´´ Size by Application
10.3.1 Middle East, Africa, and Latin America Location-Based VR Entertainment Âé¶¹Ô´´ Size by Application (2019-2024)
10.3.2 Middle East, Africa, and Latin America Location-Based VR Entertainment Âé¶¹Ô´´ Size by Application (2025-2030)
10.3.3 Middle East, Africa, and Latin America Location-Based VR Entertainment Âé¶¹Ô´´ Share by Application (2019-2030)
10.4 Middle East, Africa, and Latin America Location-Based VR Entertainment Âé¶¹Ô´´ Size by Country
10.4.1 Middle East, Africa, and Latin America Location-Based VR Entertainment Âé¶¹Ô´´ Size by Country: 2019 VS 2023 VS 2030
10.4.2 Middle East, Africa, and Latin America Location-Based VR Entertainment Âé¶¹Ô´´ Size by Country (2019-2024)
10.4.3 Middle East, Africa, and Latin America Location-Based VR Entertainment Âé¶¹Ô´´ Size by Country (2025-2030)
10.4.4 Brazil
10.4.5 Mexico
10.4.6 Turkey
10.4.7 Saudi Arabia
10.4.8 Israel
10.4.9 GCC Countries
11 Key Players Profiles
11.1 EXIT Realty
11.1.1 EXIT Realty Company Details
11.1.2 EXIT Realty Business Overview
11.1.3 EXIT Realty Location-Based VR Entertainment Introduction
11.1.4 EXIT Realty Revenue in Location-Based VR Entertainment Business (2019-2024)
11.1.5 EXIT Realty Recent Developments
11.2 Springboard VR
11.2.1 Springboard VR Company Details
11.2.2 Springboard VR Business Overview
11.2.3 Springboard VR Location-Based VR Entertainment Introduction
11.2.4 Springboard VR Revenue in Location-Based VR Entertainment Business (2019-2024)
11.2.5 Springboard VR Recent Developments
11.3 HTC Corporation
11.3.1 HTC Corporation Company Details
11.3.2 HTC Corporation Business Overview
11.3.3 HTC Corporation Location-Based VR Entertainment Introduction
11.3.4 HTC Corporation Revenue in Location-Based VR Entertainment Business (2019-2024)
11.3.5 HTC Corporation Recent Developments
11.4 SpaceVR
11.4.1 SpaceVR Company Details
11.4.2 SpaceVR Business Overview
11.4.3 SpaceVR Location-Based VR Entertainment Introduction
11.4.4 SpaceVR Revenue in Location-Based VR Entertainment Business (2019-2024)
11.4.5 SpaceVR Recent Developments
11.5 Tyffon
11.5.1 Tyffon Company Details
11.5.2 Tyffon Business Overview
11.5.3 Tyffon Location-Based VR Entertainment Introduction
11.5.4 Tyffon Revenue in Location-Based VR Entertainment Business (2019-2024)
11.5.5 Tyffon Recent Developments
11.6 Hologate
11.6.1 Hologate Company Details
11.6.2 Hologate Business Overview
11.6.3 Hologate Location-Based VR Entertainment Introduction
11.6.4 Hologate Revenue in Location-Based VR Entertainment Business (2019-2024)
11.6.5 Hologate Recent Developments
11.7 IMAX Corporation
11.7.1 IMAX Corporation Company Details
11.7.2 IMAX Corporation Business Overview
11.7.3 IMAX Corporation Location-Based VR Entertainment Introduction
11.7.4 IMAX Corporation Revenue in Location-Based VR Entertainment Business (2019-2024)
11.7.5 IMAX Corporation Recent Developments
11.8 The VOID
11.8.1 The VOID Company Details
11.8.2 The VOID Business Overview
11.8.3 The VOID Location-Based VR Entertainment Introduction
11.8.4 The VOID Revenue in Location-Based VR Entertainment Business (2019-2024)
11.8.5 The VOID Recent Developments
11.9 VR Studios
11.9.1 VR Studios Company Details
11.9.2 VR Studios Business Overview
11.9.3 VR Studios Location-Based VR Entertainment Introduction
11.9.4 VR Studios Revenue in Location-Based VR Entertainment Business (2019-2024)
11.9.5 VR Studios Recent Developments
11.10 HQ Software
11.10.1 HQ Software Company Details
11.10.2 HQ Software Business Overview
11.10.3 HQ Software Location-Based VR Entertainment Introduction
11.10.4 HQ Software Revenue in Location-Based VR Entertainment Business (2019-2024)
11.10.5 HQ Software Recent Developments
11.11 MOFABLES
11.11.1 MOFABLES Company Details
11.11.2 MOFABLES Business Overview
11.11.3 MOFABLES Location-Based VR Entertainment Introduction
11.11.4 MOFABLES Revenue in Location-Based VR Entertainment Business (2019-2024)
11.11.5 MOFABLES Recent Developments
11.12 NEXT NOW
11.12.1 NEXT NOW Company Details
11.12.2 NEXT NOW Business Overview
11.12.3 NEXT NOW Location-Based VR Entertainment Introduction
11.12.4 NEXT NOW Revenue in Location-Based VR Entertainment Business (2019-2024)
11.12.5 NEXT NOW Recent Developments
11.13 BidOn Games Studio
11.13.1 BidOn Games Studio Company Details
11.13.2 BidOn Games Studio Business Overview
11.13.3 BidOn Games Studio Location-Based VR Entertainment Introduction
11.13.4 BidOn Games Studio Revenue in Location-Based VR Entertainment Business (2019-2024)
11.13.5 BidOn Games Studio Recent Developments
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
EXIT Realty
Springboard VR
HTC Corporation
SpaceVR
Tyffon
Hologate
IMAX Corporation
The VOID
VR Studios
HQ Software
MOFABLES
NEXT NOW
BidOn Games Studio
Ìý
Ìý
*If Applicable.