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市場調查報告書
商品編碼
1798943

全球基於位置的虛擬實境市場

Location-based Virtual Reality

出版日期: | 出版商: Global Industry Analysts, Inc. | 英文 270 Pages | 商品交期: 最快1-2個工作天內

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簡介目錄

到 2030 年,全球基於位置的虛擬實境市場規模將達到 72 億美元

全球基於位置的虛擬實境市場規模預計在2024年達到15億美元,到2030年將達到72億美元,2024年至2030年的複合年成長率為29.3%。硬體組件是本報告分析的細分市場之一,預計其複合年成長率將達到26.2%,到分析期結束時規模將達到40億美元。軟體組件細分市場在分析期間內的複合年成長率預計為34.4%。

美國市場規模估計為 4.18 億美元,中國市場預計複合年成長率為 37.9%

美國基於位置的虛擬實境市場規模預計在2024年達到4.18億美元。作為世界第二大經濟體,中國預計到2030年市場規模將達到18億美元,在2024-2030年的分析期間內,複合年成長率為37.9%。其他值得關注的區域市場包括日本和加拿大,預計在分析期間內,這兩個市場的複合年成長率分別為24.0%和26.2%。在歐洲,預計德國市場的複合年成長率為24.7%。

全球基於位置的虛擬實境市場—主要趨勢和促進因素摘要

為什麼基於位置的 VR 正在經歷商業性和技術的復興?

基於位置的虛擬實境 (LBVR) 透過在專用實體場所提供高度逼真、互動且極具社交吸引力的體驗,正在重新定義身臨其境型娛樂的界限。隨著遊戲、娛樂、旅遊和教育產業不斷探索新的商業化戰略,LBVR 已成為極具吸引力的解決方案,它將現實世界的實體體驗與數位沉浸感完美融合。與受成本、空間和運動追蹤限制的家用 VR 不同,LBVR 場所可以部署高階頭戴式裝置、運動模擬器、觸覺套裝和 4D 環境效果,從而為遊戲玩家和非遊戲玩家提供引人入勝的多感官體驗。

疫情後,戶外娛樂活動大幅反彈,LBVR遊樂場、VR 密室逃脫、主題樂園和電影體驗的客流量大幅回升。 LBVR 的實體屬性提供了個人 VR 設備所缺乏的共用社交維度,使其對家庭、遊客和團體活動特別有吸引力。 「體驗式娛樂」的日益普及進一步推動了這種需求,消費者追求情感和感官的互動,而非被動的內容消費。因此,購物中心營運商、影院、遊樂園和零售連鎖店正在整合 LBVR 區域,以增加客流量和停留時間。

科技增強如何提高 LBVR 的使用者參與度?

LBVR 正透過空間運算、運動追蹤、人工智慧和感官增強技術的整合不斷發展。如今,最先進的設施已配備全身追蹤系統、自由漫遊競技場和倉庫規模的地圖,使玩家能夠即時行走、蹲伏並與數位環境互動。光學動態捕捉、慣性感測器和LiDAR技術可提供超精準的身體定位,最大限度地減少暈動症並增強沉浸感。領先的設備製造商正在推出更輕的無線VR頭戴裝置,配備 6DoF(六自由度)和內向外追蹤技術,從而消除外部感測器和線纜的限制。

風、氣味、地板振動和溫度控制等多感官線索可以與遊戲場景同步,從而增強環境敘事。 AI主導的NPC(非玩家角色)可以即時回應使用者的選擇和群體動作,從而實現更具適應性和智慧的遊戲體驗。此外,內容創作者擴大使用虛幻引擎和 Unity 來建立跨類型的超現實互動模擬,從科幻戰鬥和歷史重演到災難訓練和虛擬旅遊。

LBVR 也受益於擴增實境(XR) 與即時攝影測量技術的融合,這使得現實世界的場景能夠透過數位疊加來創建混合實境環境。這些進步正在開闢遊戲以外的新應用,包括身臨其境型教育、軍事訓練、急救員培訓、虛擬音樂會和博物館展覽。此外,雲端 VR 串流媒體和邊緣運算正在試點,以支援無需笨重的現場處理硬體即可實現高保真渲染。這些技術創新正迅速將 LBVR 轉變為多功能平台,帶來沉浸式和震撼的體驗。

哪些經營模式和部署環境正在推動 LBVR 的擴張?

LBVR 生態系統在經營模式、安裝格式和內容供應方面日益多樣化。電影院和購物中心正在整合承包VR 艙和運動模擬器遊樂設施,以將未充分利用的占地面積收益並吸引顧客。活動、節慶和機場的快閃 LBVR 裝置因其便攜性和易於部署而越來越受歡迎。此外,專利權經營的 VR遊樂場和自由漫遊 VR 競技場正在北美、歐洲和亞洲的城市中心不斷擴張,為缺乏內部技術能力的營運商提供了可擴展的選擇。

VR內容工作室與場地營運商之間的授權協議,使得高品質體驗的快速部署成為可能,同時保持較低的領先開發成本。教育和企業培訓模組正在湧現訂閱模式,機構付費即可存取LBVR實驗室提供的不斷發展的VR課程。同時,融合了電子競技、LBVR遊戲和社交休息室的混合模式,透過提供充滿活力的公共體驗,瞄準了更年輕的受眾。

旅遊局和文化遺產組織正在採用 LBVR 技術,對難以接近的歷史遺跡進行重現和身臨其境型遊覽,尤其是在後疫情時代的復甦戰略中。同時,各大品牌也利用 LBVR 技術進行體驗式行銷宣傳活動,讓顧客在虛擬環境中與其產品互動。工業訓練中心和國防機構正在部署 LBVR 系統,以模擬在現實生活中難以重現或危險的危險場景。這些多面向的部署為 LBVR 成為娛樂和企業解決方案的主流奠定了堅實的基礎。

是什麼推動了全球基於位置的虛擬實境市場的成長?

全球線下虛擬實境市場的成長受到多種因素的推動,包括消費者對體驗式娛樂日益成長的需求、身臨其境型硬體和軟體的技術進步,以及在各個垂直領域的部署不斷增加。 VR能夠提供高保真、基於群體和多感官的體驗,使其成為在過度飽和的娛樂領域中脫穎而出的關鍵因素。都市化和後疫情時代戶外休閒活動的復甦,正在推動對VR遊樂場和自由漫遊中心的投資增加。

隨著企業認知到身臨其境型培訓在技能發展、安全培訓和基於模擬的學習方面的有效性,企業使用案例正在迅速擴展。教育機構也正在採用 LBVR 來創建引人入勝的 STEM 模組、虛擬實地考察和協作學習環境。同時,設備成本的下降和標準化平台解決方案的普及,使得 LBVR 更容易被拉丁美洲、東南亞和中東的中型企業和新興市場所接受。

身臨其境型敘事、遊戲化和即時多人互動的興起,正在增強商業 LBVR 領域的用戶留存率和重複訪問率。硬體供應商、內容工作室和場地所有者之間的策略夥伴關係關係正在加速擴展和創新。隨著全球品牌、電信業者和市政當局對空間運算基礎設施的投資,LBVR 市場預計將繼續擴張,並成為連接數位體驗和現實世界互動的關鍵橋樑。

部分

組件(硬體組件、軟體組件)、應用程式(VR遊樂場應用程式、VR 主題樂園應用程式、VR 劇院應用程式)

受訪公司範例

  • AMP Creative
  • Backlight Studios
  • Ballast VR
  • Dreamscape Immersive
  • EXIT Reality
  • Felix & Paul Studios
  • Hologate
  • HOLOGRAPH
  • IMAX VR
  • INOWIZE
  • Jurassic VR Park
  • Minority Media
  • Neurogaming
  • Sandbox VR
  • Spaces(now Apple)
  • The VOID
  • Tyffon
  • Virtuix Omni Arena
  • VRstudios
  • Zero Latency VR

人工智慧整合

全球產業分析師利用可操作的專家內容和人工智慧工具改變市場和競爭情報。

Global 特定產業產業SLM 的典型規範,而是建立了一個從世界各地專家收集的內容庫,包括影片錄影、部落格、搜尋引擎研究以及大量的公司、產品/服務和市場數據。

關稅影響係數

全球產業分析師根據公司總部所在國家、製造地和進出口(成品和原始設備製造商)情況預測其競爭地位的變化。這種複雜而多面的市場動態預計將以多種方式影響競爭對手,包括銷貨成本(COGS) 上升、盈利下降、供應鏈重組以及其他微觀和宏觀市場動態。

目錄

第1章調查方法

第2章執行摘要

  • 市場概覽
  • 主要企業
  • 市場趨勢和促進因素
  • 全球市場展望

第3章市場分析

  • 美國
  • 加拿大
  • 日本
  • 中國
  • 歐洲
  • 法國
  • 德國
  • 義大利
  • 英國
  • 西班牙
  • 俄羅斯
  • 其他歐洲國家
  • 亞太地區
  • 澳洲
  • 印度
  • 韓國
  • 其他亞太地區
  • 拉丁美洲
  • 阿根廷
  • 巴西
  • 墨西哥
  • 其他拉丁美洲
  • 中東
  • 伊朗
  • 以色列
  • 沙烏地阿拉伯
  • 阿拉伯聯合大公國
  • 其他中東地區
  • 非洲

第4章 比賽

簡介目錄
Product Code: MCP39019

Global Location-based Virtual Reality Market to Reach US$7.2 Billion by 2030

The global market for Location-based Virtual Reality estimated at US$1.5 Billion in the year 2024, is expected to reach US$7.2 Billion by 2030, growing at a CAGR of 29.3% over the analysis period 2024-2030. Hardware Component, one of the segments analyzed in the report, is expected to record a 26.2% CAGR and reach US$4.0 Billion by the end of the analysis period. Growth in the Software Component segment is estimated at 34.4% CAGR over the analysis period.

The U.S. Market is Estimated at US$418.0 Million While China is Forecast to Grow at 37.9% CAGR

The Location-based Virtual Reality market in the U.S. is estimated at US$418.0 Million in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$1.8 Billion by the year 2030 trailing a CAGR of 37.9% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 24.0% and 26.2% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 24.7% CAGR.

Global Location-Based Virtual Reality Market - Key Trends & Drivers Summarized

Why Is Location-Based VR Experiencing a Commercial and Technological Resurgence?

Location-based virtual reality (LBVR) is redefining the boundaries of immersive entertainment by offering highly realistic, interactive, and socially engaging experiences in dedicated physical venues. As the gaming, entertainment, tourism, and education sectors seek out new monetization strategies, LBVR emerges as a compelling solution that merges real-world physicality with digital immersion. Unlike at-home VR, which remains constrained by cost, space, and limited motion tracking, LBVR facilities can deploy high-end headsets, motion simulators, haptic suits, and 4D environmental effects to deliver multisensory experiences that captivate both gamers and non-gamers alike.

Post-pandemic, there has been a significant rebound in out-of-home entertainment, with LBVR arcades, VR escape rooms, theme parks, and cinematic experiences witnessing a return in footfall. The physical nature of LBVR offers a shared, social dimension that personal VR setups lack, making it particularly attractive for families, tourists, and group events. This demand is further fueled by the rising popularity of “experiential entertainment,” where consumers seek emotional and sensory engagement rather than passive content consumption. As a result, mall operators, theaters, amusement parks, and retail chains are integrating LBVR zones to enhance foot traffic and dwell times.

How Are Technology Enhancements Elevating User Engagement in LBVR?

LBVR is evolving through the fusion of spatial computing, motion tracking, AI, and sensory augmentation. Cutting-edge facilities now employ full-body tracking systems, free-roam arenas, and warehouse-scale maps that allow players to physically walk, crouch, and interact with digital environments in real-time. Optical motion capture, inertial sensors, and LIDAR technologies provide hyper-accurate body positioning, minimizing motion sickness and enhancing immersion. Leading equipment manufacturers are introducing lighter, wireless VR headsets with 6DoF (six degrees of freedom) and inside-out tracking, eliminating the need for external sensors or wired constraints.

Environmental storytelling is being elevated through multisensory cues-such as wind, scent, vibration floors, and temperature control-synchronized with game narratives. AI-driven NPCs (non-playable characters) are enabling more adaptive and intelligent gameplay, responding in real time to user choices and group behavior. Moreover, content creators are increasingly using Unreal Engine and Unity to build hyper-realistic, interactive simulations across genres-ranging from sci-fi combat and historical reenactments to disaster training and virtual tourism.

LBVR is also benefiting from the convergence of extended reality (XR) and real-time photogrammetry, enabling digital overlays of actual venues to create mixed-reality environments. These advances are unlocking new applications beyond gaming, such as immersive education, military and first responder training, virtual concerts, and museum exhibits. Additionally, cloud VR streaming and edge computing are being piloted to support high-fidelity rendering without bulky on-site processing hardware. These innovations are rapidly transforming LBVR into a versatile platform for immersive, high-impact experiences.

Which Business Models and Deployment Environments Are Expanding LBVR Footprints?

The LBVR ecosystem is diversifying in terms of business models, installation formats, and content offerings. Multiplex cinema operators and shopping malls are integrating turnkey VR pods and motion simulator rides to monetize idle floor space and attract footfall. Pop-up LBVR installations at events, festivals, and airports are gaining popularity due to their portability and ease of deployment. Additionally, franchise-based VR arcades and free-roam VR arenas are expanding across urban centers in North America, Europe, and Asia, offering scalable options for operators without in-house technical capabilities.

Licensing agreements between VR content studios and venue operators are enabling the rapid rollout of high-quality experiences while mitigating upfront development costs. Subscription-based models are emerging for education and corporate training modules, where institutions pay for access to evolving VR curricula hosted in LBVR labs. In parallel, hybrid setups that combine e-sports, LBVR gaming, and social lounges are targeting the youth demographic by offering high-octane, communal experiences.

Tourism boards and cultural heritage organizations are adopting LBVR to recreate inaccessible historical landmarks and immersive tours, especially in post-COVID recovery strategies. Meanwhile, brands are leveraging LBVR for experiential marketing campaigns, allowing customers to engage with products in virtual environments. Industrial training centers and defense agencies are installing LBVR systems to simulate hazardous scenarios that are difficult or dangerous to replicate in reality. These multifaceted deployments are creating a robust foundation for LBVR to become a staple of both entertainment and enterprise solutions.

What Is Fueling Growth in the Location-Based Virtual Reality Market Globally?

The growth in the global location-based virtual reality market is driven by several factors, including rising consumer appetite for experiential entertainment, technological advances in immersive hardware and software, and increasing deployment across diverse sectors. The ability of LBVR to deliver high-fidelity, group-based, and multi-sensory experiences positions it as a key differentiator in a saturated entertainment landscape. Urbanization and the resurgence of out-of-home leisure activities post-COVID are contributing to increased investment in VR arcades and free-roam centers.

Corporate use cases are expanding rapidly as businesses recognize the effectiveness of immersive training for skill development, safety drills, and simulation-based learning. Educational institutions are also embracing LBVR to create engaging STEM modules, virtual field trips, and collaborative learning environments. At the same time, equipment cost reductions and the availability of standardized platform solutions are making LBVR more accessible to mid-sized operators and new markets in Latin America, Southeast Asia, and the Middle East.

The rise of immersive storytelling, gamification, and real-time multiplayer interactions is enhancing user retention and repeat visits in commercial LBVR spaces. Strategic partnerships between hardware vendors, content studios, and venue owners are enabling faster scaling and innovation. As global brands, telecom companies, and municipalities invest in spatial computing infrastructure, the LBVR market is poised for continued expansion, becoming a vital bridge between digital experiences and real-world engagement.

SCOPE OF STUDY:

The report analyzes the Location-based Virtual Reality market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:

Component (Hardware Component, Software Component); Application (VR Arcades Application, VR Theme Parks Application, VR Cinemas Application)

Geographic Regions/Countries:

World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; Spain; Russia; and Rest of Europe); Asia-Pacific (Australia; India; South Korea; and Rest of Asia-Pacific); Latin America (Argentina; Brazil; Mexico; and Rest of Latin America); Middle East (Iran; Israel; Saudi Arabia; United Arab Emirates; and Rest of Middle East); and Africa.

Select Competitors (Total 36 Featured) -

  • AMP Creative
  • Backlight Studios
  • Ballast VR
  • Dreamscape Immersive
  • EXIT Reality
  • Felix & Paul Studios
  • Hologate
  • HOLOGRAPH
  • IMAX VR
  • INOWIZE
  • Jurassic VR Park
  • Minority Media
  • Neurogaming
  • Sandbox VR
  • Spaces (now Apple)
  • The VOID
  • Tyffon
  • Virtuix Omni Arena
  • VRstudios
  • Zero Latency VR

AI INTEGRATIONS

We're transforming market and competitive intelligence with validated expert content and AI tools.

Instead of following the general norm of querying LLMs and Industry-specific SLMs, we built repositories of content curated from domain experts worldwide including video transcripts, blogs, search engines research, and massive amounts of enterprise, product/service, and market data.

TARIFF IMPACT FACTOR

Our new release incorporates impact of tariffs on geographical markets as we predict a shift in competitiveness of companies based on HQ country, manufacturing base, exports and imports (finished goods and OEM). This intricate and multifaceted market reality will impact competitors by increasing the Cost of Goods Sold (COGS), reducing profitability, reconfiguring supply chains, amongst other micro and macro market dynamics.

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Tariff Impact on Global Supply Chain Patterns
    • Location-based Virtual Reality - Global Key Competitors Percentage Market Share in 2025 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2025 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Expansion of Immersive Entertainment Destinations Throws the Spotlight on LBVR Installations
    • Rising Demand for Group-Based VR Experiences Drives Investment in Multiperson VR Facilities
    • Growth of VR Arcades, Theme Parks, and Museums Propels Fixed-Location Content Deployment
    • Innovation in Motion Platforms, Haptics, and 4D Effects Enhances Sensory Realism
    • Integration of Real-Time Multiplayer and Social VR Dynamics Drives Repeat Engagement
    • Increased Content Partnerships Between Studios and Hardware Providers Strengthen Platform Ecosystems
    • Advances in Wireless VR Headsets Expand Mobility in Location-Based VR Experiences
    • Deployment of VR Training and Simulation Suites in Defense and Aerospace Expands Institutional Demand
    • Development of Modular and Mobile LBVR Units Enhances Event-Based Applications
    • Growth in Location-Based Esports Tournaments Spurs Demand for Competitive VR Gaming Arenas
    • Rise in Edutainment and Gamified Learning Centers Expands Market Beyond Pure Entertainment
    • Investment in Analytics and User Tracking Enhances Experience Personalization
    • Challenges in Content Refresh Rates and Replay Value Reinforce Importance of Creative Storylines
    • Post-Pandemic Revival of Experiential Entertainment Boosts LBVR Reinvestment Momentum
    • Licensing and IP-Based Storylines Propel Customer Footfall and Thematic Differentiation
    • Integration with AR Elements and Projection Mapping Expands Hybrid LBXR Experiences
    • Partnerships with Commercial Real Estate Developers Drive Facility Co-Location
    • Rise of Tourism-Integrated VR Centers Creates Cross-Sector Growth Opportunities
    • Demand for High-Fidelity Location-Aware Tracking Systems Drives Sensor Innovation
    • Regulatory Compliance in Public VR Installations Spurs Focus on Hygiene and Safety Protocols
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Location-based Virtual Reality Market Analysis of Annual Sales in US$ Thousand for Years 2014 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Location-based Virtual Reality by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 3: World Historic Review for Location-based Virtual Reality by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 4: World 16-Year Perspective for Location-based Virtual Reality by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets for Years 2014, 2025 & 2030
    • TABLE 5: World Recent Past, Current & Future Analysis for Hardware Component by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 6: World Historic Review for Hardware Component by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 7: World 16-Year Perspective for Hardware Component by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2025 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for Software Component by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 9: World Historic Review for Software Component by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 10: World 16-Year Perspective for Software Component by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2025 & 2030
    • TABLE 11: World Recent Past, Current & Future Analysis for VR Arcades Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 12: World Historic Review for VR Arcades Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 13: World 16-Year Perspective for VR Arcades Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2025 & 2030
    • TABLE 14: World Recent Past, Current & Future Analysis for VR Theme Parks Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 15: World Historic Review for VR Theme Parks Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 16: World 16-Year Perspective for VR Theme Parks Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2025 & 2030
    • TABLE 17: World Recent Past, Current & Future Analysis for VR Cinemas Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 18: World Historic Review for VR Cinemas Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 19: World 16-Year Perspective for VR Cinemas Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2025 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
    • TABLE 20: USA Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 21: USA Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 22: USA 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 23: USA Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 24: USA Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 25: USA 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • CANADA
    • TABLE 26: Canada Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 27: Canada Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 28: Canada 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 29: Canada Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 30: Canada Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 31: Canada 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • JAPAN
    • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
    • TABLE 32: Japan Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 33: Japan Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 34: Japan 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 35: Japan Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 36: Japan Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 37: Japan 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • CHINA
    • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
    • TABLE 38: China Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 39: China Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 40: China 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 41: China Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 42: China Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 43: China 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • EUROPE
    • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
    • TABLE 44: Europe Recent Past, Current & Future Analysis for Location-based Virtual Reality by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 45: Europe Historic Review for Location-based Virtual Reality by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 46: Europe 16-Year Perspective for Location-based Virtual Reality by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2014, 2025 & 2030
    • TABLE 47: Europe Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 48: Europe Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 49: Europe 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 50: Europe Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 51: Europe Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 52: Europe 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • FRANCE
    • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
    • TABLE 53: France Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 54: France Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 55: France 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 56: France Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 57: France Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 58: France 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • GERMANY
    • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
    • TABLE 59: Germany Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 60: Germany Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 61: Germany 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 62: Germany Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 63: Germany Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 64: Germany 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • ITALY
    • TABLE 65: Italy Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 66: Italy Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 67: Italy 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 68: Italy Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 69: Italy Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 70: Italy 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • UNITED KINGDOM
    • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
    • TABLE 71: UK Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 72: UK Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 73: UK 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 74: UK Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 75: UK Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 76: UK 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • SPAIN
    • TABLE 77: Spain Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 78: Spain Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 79: Spain 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 80: Spain Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 81: Spain Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 82: Spain 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • RUSSIA
    • TABLE 83: Russia Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 84: Russia Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 85: Russia 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 86: Russia Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 87: Russia Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 88: Russia 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • REST OF EUROPE
    • TABLE 89: Rest of Europe Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 90: Rest of Europe Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 91: Rest of Europe 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 92: Rest of Europe Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 93: Rest of Europe Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 94: Rest of Europe 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • ASIA-PACIFIC
    • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
    • TABLE 95: Asia-Pacific Recent Past, Current & Future Analysis for Location-based Virtual Reality by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 96: Asia-Pacific Historic Review for Location-based Virtual Reality by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 97: Asia-Pacific 16-Year Perspective for Location-based Virtual Reality by Geographic Region - Percentage Breakdown of Value Sales for Australia, India, South Korea and Rest of Asia-Pacific Markets for Years 2014, 2025 & 2030
    • TABLE 98: Asia-Pacific Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 99: Asia-Pacific Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 100: Asia-Pacific 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 101: Asia-Pacific Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 102: Asia-Pacific Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 103: Asia-Pacific 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • AUSTRALIA
    • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Australia for 2025 (E)
    • TABLE 104: Australia Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 105: Australia Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 106: Australia 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 107: Australia Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 108: Australia Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 109: Australia 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • INDIA
    • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in India for 2025 (E)
    • TABLE 110: India Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 111: India Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 112: India 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 113: India Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 114: India Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 115: India 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • SOUTH KOREA
    • TABLE 116: South Korea Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 117: South Korea Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 118: South Korea 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 119: South Korea Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 120: South Korea Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 121: South Korea 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • REST OF ASIA-PACIFIC
    • TABLE 122: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 123: Rest of Asia-Pacific Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 124: Rest of Asia-Pacific 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 125: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 126: Rest of Asia-Pacific Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 127: Rest of Asia-Pacific 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • LATIN AMERICA
    • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Latin America for 2025 (E)
    • TABLE 128: Latin America Recent Past, Current & Future Analysis for Location-based Virtual Reality by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 129: Latin America Historic Review for Location-based Virtual Reality by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 130: Latin America 16-Year Perspective for Location-based Virtual Reality by Geographic Region - Percentage Breakdown of Value Sales for Argentina, Brazil, Mexico and Rest of Latin America Markets for Years 2014, 2025 & 2030
    • TABLE 131: Latin America Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 132: Latin America Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 133: Latin America 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 134: Latin America Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 135: Latin America Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 136: Latin America 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • ARGENTINA
    • TABLE 137: Argentina Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 138: Argentina Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 139: Argentina 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 140: Argentina Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 141: Argentina Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 142: Argentina 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • BRAZIL
    • TABLE 143: Brazil Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 144: Brazil Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 145: Brazil 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 146: Brazil Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 147: Brazil Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 148: Brazil 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • MEXICO
    • TABLE 149: Mexico Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 150: Mexico Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 151: Mexico 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 152: Mexico Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 153: Mexico Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 154: Mexico 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • REST OF LATIN AMERICA
    • TABLE 155: Rest of Latin America Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 156: Rest of Latin America Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 157: Rest of Latin America 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 158: Rest of Latin America Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 159: Rest of Latin America Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 160: Rest of Latin America 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • MIDDLE EAST
    • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Middle East for 2025 (E)
    • TABLE 161: Middle East Recent Past, Current & Future Analysis for Location-based Virtual Reality by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 162: Middle East Historic Review for Location-based Virtual Reality by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 163: Middle East 16-Year Perspective for Location-based Virtual Reality by Geographic Region - Percentage Breakdown of Value Sales for Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets for Years 2014, 2025 & 2030
    • TABLE 164: Middle East Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 165: Middle East Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 166: Middle East 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 167: Middle East Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 168: Middle East Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 169: Middle East 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • IRAN
    • TABLE 170: Iran Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 171: Iran Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 172: Iran 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 173: Iran Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 174: Iran Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 175: Iran 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • ISRAEL
    • TABLE 176: Israel Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 177: Israel Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 178: Israel 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 179: Israel Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 180: Israel Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 181: Israel 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • SAUDI ARABIA
    • TABLE 182: Saudi Arabia Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 183: Saudi Arabia Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 184: Saudi Arabia 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 185: Saudi Arabia Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 186: Saudi Arabia Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 187: Saudi Arabia 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • UNITED ARAB EMIRATES
    • TABLE 188: UAE Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 189: UAE Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 190: UAE 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 191: UAE Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 192: UAE Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 193: UAE 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • REST OF MIDDLE EAST
    • TABLE 194: Rest of Middle East Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 195: Rest of Middle East Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 196: Rest of Middle East 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 197: Rest of Middle East Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 198: Rest of Middle East Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 199: Rest of Middle East 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • AFRICA
    • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Africa for 2025 (E)
    • TABLE 200: Africa Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 201: Africa Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 202: Africa 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 203: Africa Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 204: Africa Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 205: Africa 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030

IV. COMPETITION