The global Location-Based VR Entertainment market was valued at US$ million in 2023 and is anticipated to reach US$ million by 2030, witnessing a CAGR of % during the forecast period 2024-2030.
North American market for Location-Based VR Entertainment is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Asia-Pacific market for Location-Based VR Entertainment is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The global market for Location-Based VR Entertainment in Amusement Park is estimated to increase from $ million in 2023 to $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The major global 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 world's top three vendors accounted for approximately % of the revenue.
This report aims to provide a comprehensive presentation of the global market for Location-Based VR Entertainment, 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 VR Entertainment.
Report Scope
The Location-Based VR Entertainment market size, estimations, and forecasts are provided in terms of revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Location-Based VR Entertainment 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 VR Entertainment companies, 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.
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
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by 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: Introduces executive summary of global market size, regional market size, 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, latest development plan, merger, and acquisition information, etc.
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, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. 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.
Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 12: 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 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´´ Growth 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 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Location-Based VR Entertainment Âé¶¹Ô´´ Perspective (2019-2030)
2.2 Location-Based VR Entertainment Growth Trends by Region
2.2.1 Global 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 Top Location-Based VR Entertainment Players by Revenue
3.1.1 Global Top Location-Based VR Entertainment Players by Revenue (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 Players Covered: Ranking by Location-Based VR Entertainment Revenue
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 Location-Based VR Entertainment Key Players Head office and Area Served
3.6 Key Players Location-Based VR Entertainment Product Solution and Service
3.7 Date of Enter into Location-Based VR Entertainment Âé¶¹Ô´´
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´´ Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America Location-Based VR Entertainment Âé¶¹Ô´´ Size by Country (2019-2024)
6.4 North America Location-Based VR Entertainment Âé¶¹Ô´´ Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Location-Based VR Entertainment Âé¶¹Ô´´ Size (2019-2030)
7.2 Europe Location-Based VR Entertainment Âé¶¹Ô´´ Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe Location-Based VR Entertainment Âé¶¹Ô´´ Size by Country (2019-2024)
7.4 Europe Location-Based VR Entertainment Âé¶¹Ô´´ Size by Country (2025-2030)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Location-Based VR Entertainment Âé¶¹Ô´´ Size (2019-2030)
8.2 Asia-Pacific Location-Based VR Entertainment Âé¶¹Ô´´ Growth Rate by Region: 2019 VS 2023 VS 2030
8.3 Asia-Pacific Location-Based VR Entertainment Âé¶¹Ô´´ Size by Region (2019-2024)
8.4 Asia-Pacific Location-Based VR Entertainment Âé¶¹Ô´´ Size by Region (2025-2030)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Location-Based VR Entertainment Âé¶¹Ô´´ Size (2019-2030)
9.2 Latin America Location-Based VR Entertainment Âé¶¹Ô´´ Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America Location-Based VR Entertainment Âé¶¹Ô´´ Size by Country (2019-2024)
9.4 Latin America Location-Based VR Entertainment Âé¶¹Ô´´ Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Location-Based VR Entertainment Âé¶¹Ô´´ Size (2019-2030)
10.2 Middle East & Africa Location-Based VR Entertainment Âé¶¹Ô´´ Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa Location-Based VR Entertainment Âé¶¹Ô´´ Size by Country (2019-2024)
10.4 Middle East & Africa Location-Based VR Entertainment Âé¶¹Ô´´ Size by Country (2025-2030)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 EXIT Realty
11.1.1 EXIT Realty Company Detail
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 Development
11.2 Springboard VR
11.2.1 Springboard VR Company Detail
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 Development
11.3 HTC Corporation
11.3.1 HTC Corporation Company Detail
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 Development
11.4 SpaceVR
11.4.1 SpaceVR Company Detail
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 Development
11.5 Tyffon
11.5.1 Tyffon Company Detail
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 Development
11.6 Hologate
11.6.1 Hologate Company Detail
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 Development
11.7 IMAX Corporation
11.7.1 IMAX Corporation Company Detail
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 Development
11.8 The VOID
11.8.1 The VOID Company Detail
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 Development
11.9 VR Studios
11.9.1 VR Studios Company Detail
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 Development
11.10 HQ Software
11.10.1 HQ Software Company Detail
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 Development
11.11 MOFABLES
11.11.1 MOFABLES Company Detail
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 Development
11.12 NEXT NOW
11.12.1 NEXT NOW Company Detail
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 Development
11.13 BidOn Games Studio
11.13.1 BidOn Games Studio Company Detail
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 Development
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.