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市場調查報告書
商品編碼
1404534

基於定位的 VR:市場佔有率分析、行業趨勢/統計、成長預測,2024-2029 年

Location-Based VR - Market Share Analysis, Industry Trends & Statistics, Growth Forecasts 2024 - 2029

出版日期: | 出版商: Mordor Intelligence | 英文 100 Pages | 商品交期: 2-3個工作天內

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簡介目錄

今年,基於定位的VR市場價值為15.8億美元,複合年成長率為32.8%,預計五年內將達到87.3億美元。

基於位置的 VR 市場-IMG1

主要亮點

  • VR技術提供了一種身臨其境的體驗,讓用戶沉浸在數位世界中,並且每年都在快速發展。這一演變的一個關鍵方面是基於定位的 VR (LBVR) 市場的出現。 LBVR 提供超越家庭或辦公室範圍的 VR 體驗,讓使用者在專用的實體空間中探索互動式虛擬世界。基於定位的VR中心為消費者提供高品質的身臨其境型VR體驗。這些中心配備了先進的硬體運動追蹤系統和豐富的互動內容,為使用者提供無與倫比的共用體驗。 LBVR 概念旨在創造一個社交和協作環境,讓使用者享受 VR 並培養獨特的體驗。
  • 自誕生以來,由於身臨其境型體驗需求的激增和 VR 技術的進步,LBVR 市場經歷了顯著成長。 The VOID、Dreamscape Immersive 和 Zero Latency 等公司透過創造創新引領了這一成長。例如,去年,Dreamscape 和 Majid Al Futtaim 在沙烏地阿拉伯推出了一個身臨其境型VR 目的地。更重要的是,夢境革命將好萊塢的迷人故事與主題樂園遊樂設施的令人興奮的刺激結合在一起。在全身追蹤技術的支持下,這些令人心潮澎湃的動態冒險是前所未有的。它提供了前所未有的沉浸感。另一方面,吸引遊客進入發自內心的體驗。
  • 此外,高品質的 VR 技術(例如改進的耳機、運動控制器和追蹤系統)對於讓使用者與更自然、更有吸引力的虛擬環境互動至關重要。基於定位的虛擬實境將虛擬特徵疊加到實體空間上,對硬體的需求變得更加明顯。具有高解析度顯示器和精確運動追蹤系統的高級VR頭戴裝置,例如 HTC Vive Cosmos Elite、Meta Quest 系列和 Sony PlayStation VR,讓參與者能夠在虛擬世界中流暢移動,同時保持 LBVR 娛樂中心的物理存在.允許您與該區域中的事物互動並提供密室逃脫體驗。因此,不斷開拓VR 硬體對於吸引採用定位的 VR 的客戶、推動市場成長和推動創新至關重要。
  • 隨著公司對遊樂場經營權進行大量投資,零售遊樂場是成長最快的消費領域。 Seekers VR總部位於東部城市溫州,在中國70多個城市擁有200家特許經營遊樂場。隨著全球市場的顯著成長,各公司都非常注重製作有影響力的高畫質 360 度內容,以及同時管理一場多人、少量觀眾的活動的需要。我們正在降低每分鐘的成本顧客。
  • LBVR 市場仍處於階段。讓 VR 體驗更加真實對於市場引入和普及至關重要。 VR技術的日益普及、VR技術的投資增加以及360度內容的日益普及是影響LBVR市場成長的其他關鍵因素。高品質的內容在這個行業中發揮著重要作用。隨著更具吸引力、吸引廣泛人群的高品質內容進入市場,該市場預計將成長。
  • 去年,以白金銷售 VR 射擊遊戲《Arizona Sunshine》而聞名的多平台 VR 發行商和開發人員Vertigo Games 成為 VR 場館管理軟體的領先提供商和最受歡迎的定位娛樂 (LBE) 提供商。已完成對SpringboardVR(一個廣泛的內容市場)的收購,收購金額未公開。
  • COVID-19 危機影響了大多數 VR 科技公司。在疫情爆發的最初幾個月,一些 VR 遊戲中心因居家令而關閉。近年來,供應鏈中斷、商店關閉和企業採用緩慢地為近期前景蒙上了陰影。然而,遠距工作要求、擴大的會議場地、非接觸式業務流程和虛擬社會凝聚力預計將增加疫情期間和之後對 VR 技術的需求。

基於定位的 VR 市場趨勢

360 度內容日益流行

  • VR市場正在迅速擴張,基於定位的VR也緊隨其後。 3D、4D、5D、身臨其境型VR內容尤其是360度影片等先進技術正成為全球遊戲內容的重要趨勢。這些攝影系統記錄 360 度全景,為用戶提供身臨其境的體驗。
  • 根據多倫多大學瓦茲學院去年進行的一項研究,VR 中正在利用 360 度體驗,讓用戶在VR頭戴裝置中查看內容。同時,感應器會追蹤您的頭部運動,以創建令人信服的替代現實。然而,使用者必須完全沉浸其中,不能只是東張西望、向前走。
  • 娛樂產業在這些技術方面取得了重大進步,並且隨著對身臨其境型環境的需求的增加而有望成長。先進的攝影機系統可能會促進基於位置的VR 的普及和接受,在預測期內呈現出 VR 的巨大潛力。
  • 阿拉伯聯合大公國航空和阿提哈德航空等領先消費品牌正在擁抱 360 度 VR 體驗。例如,卓美亞 VR 應用程式可讓客人使用 Google Cardboard 護目鏡和智慧型手機進行 AR/VR 遊覽飯店。
  • 儘管 360 度影片在商業性和一般層面上都受到了歡迎,但仍需要對其有效性、沉浸感增強、真實感、影片評估等進行更全面的研究。然而,使用VR頭戴裝置觀看影片的消費者往往更關注精選內容。對 360 度內容的需求不斷成長表明,這個市場將隨著時間的推移呈指數級成長。
  • 此外,VR 的擴展,特別是 360 度內容和先進 VR 技術的興起,為利用對身臨其境型體驗和娛樂解決方案不斷成長的需求提供了商機。
基於位置的 VR 市場-IMG2

亞太地區預計將出現顯著成長

  • 由於亞太地區幅員遼闊、存在多個新興經濟體,以及該地區對 VR 設備的接受度不斷提高,預計亞太地區將佔據較大佔有率。預計這將鼓勵業內人士在該地區投資。
  • 由於VR技術的日益普及,預計中國將在該地區佔據很大佔有率。在國內,VR新興企業紛紛湧現。超高速5G網路預計將在中國廣泛採用,預計將進一步推動VR發展並推動教育和培訓等領域的成長。
  • 此外,韓國是該產業最早採用VR、AR和AI技術的國家之一。此外,韓國資訊通訊技術部去年宣布計劃投資 1.818 億美元購買 VR 技術和設備,以幫助該國數位內容產業蓬勃發展。
  • 去年,德國戴姆勒卡車公司子公司戴姆勒印度商用車公司(DICV)在印度清奈工廠設立了VR中心(VRC)。操作員可以使用數位模型在 VR 中心實際執行可訪問性和可維護性檢查,這些模型可以使用導航操縱桿和 3D 護目鏡進行存取。

基於定位的VR產業概述

基於定位的 VR 市場與許多區域和全球參與者的競爭中等。隨著技術創新的不斷加強,市場主要企業正致力於透過利用策略聯合舉措來擴大海外基本客群,以提高市場佔有率和盈利。

其他福利:

  • Excel 格式的市場預測 (ME) 表
  • 3 個月分析師支持

目錄

第1章簡介

  • 研究結果和市場定義
  • 調查範圍

第2章調查方法

第3章執行摘要

第4章市場洞察

  • 市場概況
  • 產業吸引力-波特五力分析
    • 供應商的議價能力
    • 買方議價能力
    • 新進入者的威脅
    • 替代品的威脅
    • 競爭公司之間敵對關係的強度
  • COVID-19 對市場的影響

第5章市場動態

  • 市場促進因素
    • 擴大採用基於遊樂場的 VR 解決方案
    • 360 度內容日益流行
  • 市場抑制因素
    • VR內容開發成本高

第6章市場區隔

  • 按類型
    • 硬體
      • 頭戴式顯示器
      • 抬頭顯示器
      • 眼鏡
      • 感應器
      • 相機
    • 軟體
  • 按申請
    • VR遊樂場
    • VR主題樂園
    • VR電影院
  • 按地區
    • 北美洲
    • 歐洲
    • 亞太地區
    • 其他地區

第7章競爭形勢

  • 公司簡介
    • EXIT VR
    • Springboard VR(Vertigo Games)
    • SpaceVR Inc.
    • Survios Inc.
    • Hologate GmbH
    • Zero Latency PTY Ltd.
    • Oculus VR LLC(Facebook Inc.)
    • HTC Vine(HTC Corporation)
    • Tyffon Inc.
    • Neurogaming Ltd

第8章投資分析

第9章市場的未來

簡介目錄
Product Code: 66678
Location-Based VR - Market - IMG1

The Location-Based Virtual Reality (VR) Market was valued at USD 1.58 billion in the current year and is expected to register a CAGR of 32.8%, reaching USD 8.73 billion in five years.

Key Highlights

  • Virtual Reality (VR) technology has evolved by leaps and bounds over the years, offering immersive experiences that transport users to a digital realm. A significant aspect of this evolution is the emergence of the location-based virtual reality (LBVR) market. LBVR takes VR experiences beyond the confines of homes and offices, allowing users to explore interactive virtual worlds in dedicated physical spaces. Location-based VR centers provide high-quality immersive VR experiences to consumers. These centers have advanced hardware motion-tracking systems and various interactive content, giving users an unparalleled and shared experience. The LBVR concept aims to create a social and communal environment for users to enjoy VR, fostering a unique experience.
  • Since its inception, the LBVR market has witnessed remarkable growth, driven by a surge in demand for immersive experiences and advancements in VR technology. Players like The VOID, Dreamscape Immersive, Zero Latency, and others have spearheaded this growth by creating innovations. For instance, the previous year, Dreamscape and Majid Al Futtaim launched an immersive virtual reality (VR) destination in Saudi Arabia. Moreover, Dreamscape's revolution combines the captivating storyline of Hollywood with the exhilarating thrill of theme park rides; powered by full-body tracking technology, these heart-pumping dynamic adventures offer an unprecedented level of immersion, engaging visitors in a visceral experience.
  • Furthermore, high-quality VR technology, such as improved headsets, motion controllers, and tracking systems, is critical in allowing users to interact with virtual surroundings more naturally and engagingly. The need for hardware becomes more apparent in location-based VR, where virtual features are superimposed on physical spaces. Premium VR headsets with high-resolution displays and accurate motion tracking systems, such as HTC Vive Cosmos Elite, Meta Quest series, Sony PlayStation VR, etc., allow participants to fluidly navigate the virtual world and interact with things in the physical area of the LBVR entertainment center, giving an escape room experience. As a result, constant developments in VR hardware are essential in attracting customers to embrace location-based VR, propelling market growth and driving innovation.
  • Retail arcades are the highest growing consumers, as companies invest extensively in arcade franchises. Seekers VR, based in the eastern city of Wenzhou, owns a franchised chain of 200 arcades in more than 70 cities across China. With the significant growth in the global market, companies are strongly focusing on creating influential high-definition 360-degree content and reducing the price per minute for the customers, as many people are required to manage single events with fewer audiences at a time.
  • The market for LBVR is still in a nascent stage. Making the VR experience more real is critical for market adoption and penetration. Increasing the implementation of VR technology, increasing investments in VR technology, and the growing popularity of 360-degree content are other significant factors influencing the growth of the LBVR market. High-quality content plays a crucial role in this industry. The market is expected to grow as more compelling, high-quality content that appeals to a wide demographic enters the market.
  • In the previous year, Vertigo Games, the multi-platform VR publisher and developer best known for the platinum-selling VR shooter 'Arizona Sunshine,' announced that it had completed the acquisition of SpringboardVR, a leading provider of VR venue management software and the most extensive content marketplace for location-based entertainment (LBE), for an undisclosed amount.
  • The COVID-19 crisis impacted most VR tech companies. Several VR gaming centers were closed due to stay-at-home orders during the initial months of the pandemic. Supply-chain disruptions, store closures, and delayed enterprise implementations cast shadows on the short-term outlook in the recent year. However, remote working requirements, augmented meeting places, contactless business processes, and virtual social togetherness are expected to increase the demand for enabling VR technologies during and after the pandemic.

Location-Based Virtual Reality Market Trends

Growing Popularity of 360-degree Content

  • The virtual reality market is experiencing rapid expansion, with location-based VR following suit. Advanced technologies like 3D0, 4D,5D, and immersive VR content, particularly 360-degree videos, are becoming significant trends in global gaming content. These camera systems record complete 360-degree views, providing users with an immersive experience.
  • According to a survey conducted by the University of Toronto Oise in the previous year, 360-degree experiences are utilized in VR, allowing users to view content within a VR headset. At the same time, sensors track head movements to create a convincing alternative reality. However, users must be fully immersed, only looking around but not moving forward.
  • The entertainment sector has made notable advancements with these technologies and is set to grow as demand for immersive environments increases. Advanced camera systems will likely boost the popularity and acceptance of location-based VR, presenting significant potential for VR in the forecast period.
  • Major consumer brands, including Emirates and Etihad, have embraced the 360 VR experience; for instance, the Jumeirah VR app enables guests to take an AR/VR tour of facilities using Google Cardboard goggles and smartphones.
  • Although 360-degree videos are gaining commercial and public popularity, there need to be more comprehensive studies on their effectiveness, improved immersion, presence, and video evaluation. However, consumers who view videos on virtual reality headsets tend to pay more attention to the curated content. The growing demand for 360-degree content suggests that the market will experience exponential growth over time.
  • Furthermore, the expansion of virtual reality, particularly with the rise of 360-degree content and advanced VR technologies, presents opportunities for businesses to capitalize on the growing demand for immersive experiences and entertainment solutions.
Location-Based VR - Market - IMG2

Asia-Pacific Region Expected to Witness Significant Growth

  • Asia-Pacific is expected to hold a significant share, owing to the presence of large and several emerging economies and the rising acceptance of virtual reality devices in the region. This is, in turn, expected to encourage industry players to invest in the region.
  • China is expected to account for a significant share in the region, owing to the rising adoption of VR technology. Many startups in virtual reality are on the rise in the country. The expected wide-scale adoption of ultra-fast 5G networks in China is anticipated to boost VR development further and foster growth in areas such as education and training.
  • Further, South Korea is one of the first countries to implement virtual reality, augmented reality, and artificial intelligence technologies in this industry. Moreover, South Korea's ICT Ministry announced plans to invest USD 181.8 million in virtual reality (VR) technology and devices in the previous year to help the country's digital content industry flourish.
  • Rapid advancements in retail technology are transforming consumer behaviors and transactions in key global markets. Virtual Reality (VR) films created in Taiwan have become frequent at international film festivals. Also, a Taiwanese virtual reality (VR) film won an award at an extended reality (XR) art festival in Paris last year. According to industry proponents, this development confirms Taiwan's status as a leading player in comprehensive reality (XR) content, including Virtual Reality (VR) and other types of computer-altered reality.
  • In the previous year, Daimler India Commercial Vehicles (DICV), a subsidiary of the German Daimler Truck AG., established its Virtual Reality Centre (VRC) at its Chennai, India facility. Operators can realistically execute accessibility and serviceability checks using a digital model accessed via navigational joysticks and 3D goggles at the virtual reality center.
  • Last year, XRSpace, a company pioneering the next generation of social reality through XR in the metaverse, introduced a new virtual reality platform that promotes social engagement and features the first VR mobile headset. This development, with hand tracking as the primary control method and advanced connectivity and optical systems, is expected to drive further growth in the market.

Location-Based Virtual Reality Industry Overview

The location-based VR Market is moderately competitive with many regional and global players. With increasing technological innovations, the significant players in the market are focusing on expanding their customer base across foreign countries by leveraging strategic collaborative initiatives to increase their market share and profitability.

In June 2022, Vertigo Games, a video game developer in New York, announced the Upload of virtual reality (VR) and published two new VR games in their 2022 line-up. Moreover, Vertigo Games also brought Mixed Realms' rogue-like first-person combat game Hellsweeper VR to Meta Quest 2 and published DevilCow's VR puzzle game PathCraft.

In March 2022, HTC VIVE unveiled VIVERSE, 5G and location-based entertainment improvements, and the Holoride in-car VR at Mobile World Congress 2022. HTC VIVE showcased innovations to give consumers a probable understanding as they investigated the Viverse. Viverse provides seamless reviews that may be accessed from any device, anywhere. This is made feasible via virtual reality, augmented reality, excessive connectivity Speed, Artificial Intelligence, and Blockchain technology HTC has invested in for numerous years.

Additional Benefits:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 Study Deliverables and Market Definition
  • 1.2 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET INSIGHTS

  • 4.1 Market Overview
  • 4.2 Industry Attractiveness - Porter's Five Forces Analysis
    • 4.2.1 Bargaining Power of Suppliers
    • 4.2.2 Bargaining Power of Buyers
    • 4.2.3 Threat of New Entrants
    • 4.2.4 Threat of Substitute Products
    • 4.2.5 Intensity of Competitive Rivalry
  • 4.3 Impact of COVID-19 on the Market

5 MARKET DYNAMICS

  • 5.1 Market Drivers
    • 5.1.1 Increasing Implementation for Arcade-based VR Solutions
    • 5.1.2 Increasing Popularity of 360-Degree Content
  • 5.2 Market Restraints
    • 5.2.1 High Cost of VR Content Development

6 MARKET SEGMENTATION

  • 6.1 By Type
    • 6.1.1 Hardware
      • 6.1.1.1 Head Mounted Display
      • 6.1.1.2 Head-up Displays
      • 6.1.1.3 Glasses
      • 6.1.1.4 Sensor
      • 6.1.1.5 Camera
    • 6.1.2 Software
  • 6.2 By Application
    • 6.2.1 VR Arcades
    • 6.2.2 VR Theme Parks
    • 6.2.3 VR Cinemas
  • 6.3 By Geography
    • 6.3.1 North America
    • 6.3.2 Europe
    • 6.3.3 Asia-Pacific
    • 6.3.4 Rest of the World

7 COMPETITIVE LANDSCAPE

  • 7.1 Company Profiles
    • 7.1.1 EXIT VR
    • 7.1.2 Springboard VR (Vertigo Games)
    • 7.1.3 SpaceVR Inc.
    • 7.1.4 Survios Inc.
    • 7.1.5 Hologate GmbH
    • 7.1.6 Zero Latency PTY Ltd.
    • 7.1.7 Oculus VR LLC (Facebook Inc.)
    • 7.1.8 HTC Vine (HTC Corporation)
    • 7.1.9 Tyffon Inc.
    • 7.1.10 Neurogaming Ltd

8 INVESTMENT ANALYSIS

9 FUTURE OF THE MARKET