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市場調查報告書
商品編碼
1838375

基於位置的虛擬實境娛樂 (LBE) 市場:全球產業分析、規模、佔有率、成長、趨勢和預測,2025-2032年

Location-based VR Entertainment (LBE) Market: Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2025 - 2032

出版日期: | 出版商: Persistence Market Research | 英文 250 Pages | 商品交期: 2-5個工作天內

價格
簡介目錄

Persistence Market Research 最近發布了一份關於全球基於位置的VR 娛樂(LBE)市場的詳細報告,對重要市場動態進行了全面分析,包括市場促進因素、趨勢、機會和挑戰,並對市場結構提供了深入的見解。

關鍵見解

  • 基於位置的VR娛樂(LBE)市場規模(2025年):39.712億美元
  • 預計市場價值(2032年):204.716億美元
  • 全球市場成長率(2025-2032年年複合成長率):26.4%

基於位置的虛擬實境娛樂(LBE)市場 – 研究範圍:

基於位置的虛擬實境娛樂(LBE)市場包括在遊樂園、虛擬實境遊樂場、主題樂園和電影院等專用場所提供的身臨其境型虛擬實境體驗。這些體驗經過量身定做,目的是透過先進的VR頭戴裝置、運動追蹤技術和觸覺回饋系統,提供高品質、互動性和社交參與度。該市場的目標客戶是娛樂愛好者、遊戲玩家以及尋求提供引人入勝體驗的企業。消費者對身臨其境型娛樂日益成長的興趣、虛擬實境硬體和軟體技術的進步以及戶外娛樂場所的擴張推動了該市場的成長。

市場成長動力:

全球線下VR娛樂(LBE)市場受多種關鍵因素驅動。消費者對身臨其境型和互動式娛樂解決方案的需求日益成長,這大幅促進了市場擴張。高保真VR頭戴裝置、5G連線和AI驅動內容等技術進步提升整體使用者體驗,使LBE更具吸引力。主題樂園、購物中心和專用VR遊樂場等娛樂場所不斷增加對VR基礎設施的投資,也為產業成長提供了支持。此外,VR在企業培訓、旅遊和教育領域的應用日益廣泛,也將市場範圍擴展到娛樂領域之外。

市場限制:

儘管成長前景光明,線下VR娛樂(LBE)市場仍面臨諸如高昂的設置和維護成本等挑戰。對高階硬體的需求、頻繁的軟體更新以及巨大的場地空間給營運商帶來了財務負擔。此外,對VR引發暈動病以及共用VR設備時衛生問題的擔憂可能會阻礙潛在用戶。與傳統娛樂相比,VR體驗的票價相對較高,也可能影響市場滲透率。應對這些挑戰需要持續投資於經濟高效的解決方案、改進的VR人體工學設計以及增強的使用者舒適度功能。

市場機會:

人工智慧、區塊鏈和雲端遊戲等新興技術的融合,推動著市場迎來巨大的商機。超現實多人VR體驗和電競賽事的蓬勃發展,將為線下娛樂業者創造新的收益來源。基於位置的VR技術在旅遊和文化遺產休閒娛樂領域的發展,為文化和教育應用提供了巨大的潛力。此外,VR內容開發者與主流娛樂品牌的夥伴關係,可以提升線下娛樂體驗的吸引力。人們對永續和模組化VR設備(例如無線VR解決方案和緊湊型動感平台)的偏好,將進一步推動該領域的技術創新。

本報告探討的關鍵問題

  • 推動基於位置的VR 娛樂(LBE)市場全球成長的主要因素有哪些?
  • 哪些類型和形式的LBE 體驗在各種環境中處於領先地位?
  • 技術進步如何影響基於位置的VR 娛樂(LBE)市場的競爭格局?
  • 基於位置的VR 娛樂(LBE)市場的主要參與者是誰?他們採用什麼策略來保持競爭力?
  • 全球基於位置的VR 娛樂(LBE)市場的新興趨勢和未來前景如何?

目錄

第1章 執行摘要

第2章 市場概況

  • 市場範圍/分類
  • 市場定義/範圍/限制

第3章 主要市場趨勢

  • 影響市場的關鍵趨勢
  • 產品創新/發展趨勢

第4章 定價分析

  • 依產品進行價格分析
    • 硬體定價分析
    • 軟體定價分析
  • 平均價格分析基準

第5章 以地點為基礎的虛擬實境娛樂(LBE)全球市場展望,2019-2032

  • 2019-2024年歷史市場價值分析
  • 2025-2032年當前和未來市場價值預測
    • 年成長趨勢分析
    • 絕對商機分析

第6章 市場背景

  • 宏觀經濟因素
  • 預測因子 - 相關性和影響力
  • 價值鏈
  • COVID-19危機 - 影響評估
  • 市場動態

第7章 以地點為基礎的虛擬實境娛樂(LBE)全球市場展望,2019-2032

  • 引言/主要發現
  • 2019-2024年各組件市場歷史規模分析
  • 2025-2032年各組成部分的當前與未來市場規模分析與預測
    • 硬體
      • 頭戴式顯示器
      • 感應器
      • 抬頭顯示器
      • 相機
      • 其他
    • VR軟體
    • VR服務
  • 依組件市場吸引力分析

第8章 以地點為基礎的虛擬實境娛樂(LBE)全球市場展望,2019-2032

  • 引言/主要發現
  • 2019-2024年歷史市場規模分析:依技術
  • 2025-2032年當前與未來市場規模分析與預測:依技術
    • 2D
    • 3D
    • 雲端整合現實
  • 市場吸引力分析:依技術

第9章 基於位置的虛擬實境娛樂(LBE)全球市場展望,2019-2032

  • 引言/主要發現
  • 2019-2024年市場規模歷史分析:依最終用戶
  • 2025-2032年當前和未來市場規模分析和預測:依最終用戶
    • 遊樂園
    • 主題樂園
    • 遊樂場工作室
    • 4D電影
    • 其他
  • 市場吸引力分析:依最終用戶

第10章 2019-2032年全球基於位置的虛擬實境娛樂(LBE)市場展望

  • 引言/主要發現
  • 2019-2024年歷史市場規模分析:依地區
  • 2025-2032年現今及未來市場規模分析與預測:依地區
    • 北美洲
    • 拉丁美洲
    • 歐洲
    • 東亞
    • 南亞太平洋地區
    • 中東和非洲
  • 市場吸引力分析:依地區

第11章 2019-2032年北美基於位置的虛擬實境娛樂(LBE)市場展望

第12章 2019-2032年拉丁美洲基於位置的虛擬實境娛樂(LBE)市場展望

第13章 2019-2032年歐洲基於位置的虛擬實境娛樂(LBE)市場展望

第14章 南亞地區以地點為基礎的虛擬實境娛樂(LBE)市場展望,2019-2032

第15章 2019-2032年東亞基於位置的虛擬實境娛樂(LBE)市場展望

第16章 中東和非洲基於位置的虛擬實境娛樂(LBE)市場展望,2019-2032

第17章 主要國家/地區基於位置的VR 娛樂(LBE)市場分析

  • 美國基於位置的虛擬實境娛樂(LBE)市場分析
  • 加拿大基於位置的虛擬實境娛樂(LBE)市場分析
  • 墨西哥基於位置的虛擬實境娛樂(LBE)市場分析
  • 巴西基於位置的虛擬實境娛樂(LBE)市場分析
  • 德國基於位置的虛擬實境娛樂(LBE)市場分析
  • 義大利基於位置的虛擬實境娛樂(LBE)市場分析
  • 法國基於位置的虛擬實境娛樂(LBE)市場分析
  • 英國基於位置的虛擬實境娛樂(LBE)市場分析
  • 西班牙基於位置的虛擬實境娛樂(LBE)市場分析
  • 比荷盧經濟聯盟實景VR娛樂(LBE)市場分析
  • 俄羅斯基於位置的虛擬實境娛樂(LBE)市場分析
  • 歐洲其他地區基於位置的虛擬實境娛樂(LBE)市場分析
  • 中國實景VR娛樂(LBE)市場分析
  • 日本基於位置的虛擬實境娛樂(LBE)市場分析
  • 韓國實景VR娛樂(LBE)市場分析
  • 印度基於位置的虛擬實境娛樂(LBE)市場分析
  • 馬來西亞實景VR娛樂(LBE)市場分析
  • 印尼基於位置的虛擬實境娛樂(LBE)市場分析
  • 新加坡基於位置的虛擬實境娛樂(LBE)市場分析
  • 澳洲和紐西蘭基於位置的虛擬實境娛樂(LBE)市場分析
  • 海灣合作理事會國家基於位置的虛擬實境娛樂(LBE)市場分析
  • 土耳其基於位置的虛擬實境娛樂(LBE)市場分析
  • 南非基於位置的虛擬實境娛樂(LBE)市場分析
  • 中東其他地區基於位置的虛擬實境娛樂(LBE)市場分析

第18章 市場結構分析

  • 依公司層級的市場分析
  • 主要企業市場佔有率分析
  • 市場影響分析

第19章 競爭分析

  • 競爭儀錶板
  • 競爭基準
  • 競爭詳情
    • HTC Vive(HTC Corporation)
    • Oculus VR(Meta)
    • Hologate
    • Survios Inc.
    • The Void LLC
    • VRstudios Inc.
    • Zero Latency VR
    • Exit Reality VR
    • Positron
    • 其他

第20章 使用的假設和縮寫詞

第21章 調查方法

簡介目錄
Product Code: PMRREP31820

Persistence Market Research has recently published an extensive report on the global Location-based VR Entertainment (LBE) Market. This report offers a comprehensive analysis of the key market dynamics, including drivers, trends, opportunities, and challenges, providing deep insights into the market structure.

Key Insights:

  • Location-based VR Entertainment (LBE) Market Size (2025E): USD 3971.2 Mn
  • Projected Market Value (2032F): USD 20471.6 Mn
  • Global Market Growth Rate (CAGR 2025 to 2032): 26.4%

Location-based VR Entertainment (LBE) Market - Report Scope:

The Location-based VR Entertainment (LBE) Market encompasses immersive virtual reality experiences provided in dedicated venues such as amusement parks, VR arcades, theme parks, and cinemas. These experiences are tailored to deliver high-quality, interactive, and social engagement through advanced VR headsets, motion-tracking technology, and haptic feedback systems. The market caters to entertainment seekers, gamers, and businesses aiming to offer engaging experiences. Growth is fueled by increasing consumer interest in immersive entertainment, technological advancements in VR hardware and software, and the expansion of out-of-home entertainment venues.

Market Growth Drivers:

Several key factors are driving the global Location-based VR Entertainment (LBE) Market. The rising consumer demand for immersive and interactive entertainment solutions significantly contributes to market expansion. Technological advancements, such as high-fidelity VR headsets, 5G connectivity, and AI-driven content, enhance the overall user experience, making LBE more attractive. The growing investment in VR infrastructure by entertainment venues, including theme parks, shopping malls, and dedicated VR arcades, supports industry growth. Additionally, the increasing adoption of VR in corporate training, tourism, and education broadens the market scope beyond entertainment.

Market Restraints:

Despite promising growth prospects, the Location-based VR Entertainment (LBE) Market faces challenges related to high setup and maintenance costs. The need for sophisticated hardware, frequent software updates, and large venue spaces poses financial burdens for operators. Additionally, concerns about VR-induced motion sickness and hygiene issues in shared VR equipment may deter potential users. The relatively high ticket prices for VR experiences compared to traditional entertainment options can also impact market penetration. Addressing these challenges requires continuous investment in cost-effective solutions, improved VR ergonomics, and enhanced user comfort features.

Market Opportunities:

The market presents significant opportunities driven by the integration of emerging technologies such as artificial intelligence, blockchain, and cloud gaming. The expansion of hyper-realistic multiplayer VR experiences and esports events creates new revenue streams for LBE operators. The development of location-based VR for tourism and heritage site recreations offers potential for cultural and educational applications. Additionally, partnerships between VR content developers and major entertainment brands can enhance the appeal of LBE experiences. The growing preference for sustainable and modular VR setups, including wireless VR solutions and compact motion platforms, further drives innovation in the sector.

Key Questions Answered in the Report:

  • What are the primary factors driving the growth of the Location-based VR Entertainment (LBE) Market globally?
  • Which types and formats of LBE experiences are leading adoption in various settings?
  • How are technological advancements influencing the competitive landscape of the Location-based VR Entertainment (LBE) Market?
  • Who are the key players in the Location-based VR Entertainment (LBE) Market, and what strategies are they employing to stay competitive?
  • What are the emerging trends and future prospects in the global Location-based VR Entertainment (LBE) Market?

Competitive Intelligence and Business Strategy:

Leading players in the global Location-based VR Entertainment (LBE) Market, including The VOID, Sandbox VR, Zero Latency, and IMAX VR, focus on innovation, strategic partnerships, and technological advancements to maintain a competitive edge. These companies invest in high-fidelity VR content, motion tracking systems, and AI-driven interactivity to enhance user experience. Collaborations with gaming studios, entertainment franchises, and theme park operators expand market reach and drive adoption. Additionally, emphasis on hygiene protocols, user safety, and VR accessibility ensures sustained consumer trust and engagement in the evolving LBE landscape.

Key Companies Profiled:

  • HTC Vive (HTC Corporation
  • Oculus VR (Meta)
  • Hologate
  • Survios Inc.
  • The Void LLC
  • VRstudios Inc.
  • Zero Latency VR
  • Exit Reality VR
  • Positron
  • Others

Key Segments of LBE Industry Research

By Component:

  • Hardware
  • Software
  • Services

By Technology:

  • 2D
  • 3D
  • Cloud-Merged Reality

By End User:

  • Amusement Parks
  • Theme Parks
  • Arcade Studios
  • 4D Films
  • Others

By Region:

  • North America
  • Latin America
  • Europe
  • East Asia
  • South Asia Pacific
  • Middle East and Africa

Table of Contents

1. Executive Summary

  • 1.1. Global Market Outlook
  • 1.2. Demand Side Trends
  • 1.3. Supply Side Trends
  • 1.4. Analysis and Recommendations

2. Market Overview

  • 2.1. Market Coverage / Taxonomy
  • 2.2. Market Definition / Scope / Limitations

3. Key Market Trends

  • 3.1. Key Trends Impacting the Market
  • 3.2. Product Innovation / Development Trends

4. Pricing Analysis

  • 4.1. Pricing Analysis, By Product
    • 4.1.1. Hardware Pricing Analysis
    • 4.1.2. Software Pricing Analysis
  • 4.2. Average Pricing Analysis Benchmark

5. Global Location-based VR Entertainment (LBE) Market Outlook, 2019-2032

  • 5.1. Historical Market Value (US$ Mn) Analysis, 2019-2024
  • 5.2. Current and Future Market Value (US$ Mn) Projections, 2025-2032
    • 5.2.1. Y-o-Y Growth Trend Analysis
    • 5.2.2. Absolute $ Opportunity Analysis

6. Market Background

  • 6.1. Macro-Economic Factors
  • 6.2. Forecast Factors - Relevance & Impact
  • 6.3. Value Chain
  • 6.4. COVID-19 Crisis - Impact Assessment
    • 6.4.1. Current Statistics
    • 6.4.2. Short-Mid-Long Term Outlook
    • 6.4.3. Likely Rebound
  • 6.5. Market Dynamics
    • 6.5.1. Drivers
    • 6.5.2. Restraints
    • 6.5.3. Opportunities

7. Global Location-based VR Entertainment (LBE) Market Outlook, 2019-2032

  • 7.1. Introduction / Key Findings
  • 7.2. Historical Market Size (US$ Mn) Analysis By Component, 2019-2024
  • 7.3. Current and Future Market Size (US$ Mn) Analysis and Forecast By Component, 2025-2032
    • 7.3.1. Hardware
      • 7.3.1.1. Head Mount Display
      • 7.3.1.2. Sensors
      • 7.3.1.3. Head up Display
      • 7.3.1.4. Camera
      • 7.3.1.5. Others
    • 7.3.2. VR Software
    • 7.3.3. VR Services
  • 7.4. Market Attractiveness Analysis By Component

8. Global Location-based VR Entertainment (LBE) Market Outlook, 2019-2032

  • 8.1. Introduction / Key Findings
  • 8.2. Historical Market Size (US$ Mn) Analysis By Technology, 2019-2024
  • 8.3. Current and Future Market Size (US$ Mn) Analysis and Forecast By Technology, 2025-2032
    • 8.3.1. 2D
    • 8.3.2. 3D
    • 8.3.3. Cloud Merged Reality
  • 8.4. Market Attractiveness Analysis By Technology

9. Global Location-based VR Entertainment (LBE) Market Outlook, 2019-2032

  • 9.1. Introduction / Key Findings
  • 9.2. Historical Market Size (US$ Mn) Analysis By End User, 2019-2024
  • 9.3. Current and Future Market Size (US$ Mn) Analysis and Forecast By End User, 2025-2032
    • 9.3.1. Amusement Park
    • 9.3.2. Theme Park
    • 9.3.3. Arcade Studios
    • 9.3.4. 4D Films
    • 9.3.5. Others
  • 9.4. Market Attractiveness Analysis By End User

10. Global Location-based VR Entertainment (LBE) Outlook, 2019-2032

  • 10.1. Introduction / Key Findings
  • 10.2. Historical Market Size (US$ Mn) Analysis By Region, 2019-2024
  • 10.3. Current and Future Market Size (US$ Mn) Analysis and Forecast By Region, 2025-2032
    • 10.3.1. North America
    • 10.3.2. Latin America
    • 10.3.3. Europe
    • 10.3.4. East Asia
    • 10.3.5. South Asia Pacific
    • 10.3.6. Middle East and Africa
  • 10.4. Market Attractiveness Analysis By Region

11. North America Location-based VR Entertainment (LBE) Market Outlook, 2019-2032

  • 11.1. Introduction
  • 11.2. Historical Market Size (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2024
  • 11.3. Current and Future Market Size (US$ Mn) Forecast By Market Taxonomy, 2025-2032
    • 11.3.1. By Component
    • 11.3.2. By Technology
    • 11.3.3. By End User
    • 11.3.4. By Country
      • 11.3.4.1. U.S.
      • 11.3.4.2. Canada
  • 11.4. Market Attractiveness Analysis
    • 11.4.1. By Component
    • 11.4.2. By Technology
    • 11.4.3. By End User
    • 11.4.4. By Country
  • 11.5. Market Trends
  • 11.6. Key Market Participants - Intensity Mapping

12. Latin America Location-based VR Entertainment (LBE) Market Outlook, 2019-2032

  • 12.1. Introduction
  • 12.2. Historical Market Size (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2024
  • 12.3. Current and Future Market Size (US$ Mn) Forecast By Market Taxonomy, 2025-2032
    • 12.3.1. By Component
    • 12.3.2. By Technology
    • 12.3.3. By End User
    • 12.3.4. By Country
      • 12.3.4.1. Brazil
      • 12.3.4.2. Mexico
      • 12.3.4.3. Rest of Latin America
  • 12.4. Market Attractiveness Analysis
    • 12.4.1. By Component
    • 12.4.2. By Technology
    • 12.4.3. By End User
    • 12.4.4. By Country

13. Europe Location-based VR Entertainment (LBE) Market Outlook, 2019-2032

  • 13.1. Introduction
  • 13.2. Historical Market Size (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2024
  • 13.3. Current and Future Market Size (US$ Mn) Forecast By Market Taxonomy, 2025-2032
    • 13.3.1. By Component
    • 13.3.2. By Technology
    • 13.3.3. By End User
    • 13.3.4. By Country
      • 13.3.4.1. Germany
      • 13.3.4.2. Italy
      • 13.3.4.3. France
      • 13.3.4.4. U.K.
      • 13.3.4.5. Spain
      • 13.3.4.6. BENELUX
      • 13.3.4.7. Russia
      • 13.3.4.8. Rest of Europe
  • 13.4. Market Attractiveness Analysis
    • 13.4.1. By Component
    • 13.4.2. By Technology
    • 13.4.3. By End User
    • 13.4.4. By Country

14. South Asia & Pacific Location-based VR Entertainment (LBE) Market Outlook, 2019-2032

  • 14.1. Introduction
  • 14.2. Historical Market Size (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2024
  • 14.3. Current and Future Market Size (US$ Mn) Forecast By Market Taxonomy, 2025-2032
    • 14.3.1. By Component
    • 14.3.2. By Technology
    • 14.3.3. By End User
    • 14.3.4. By Country
      • 14.3.4.1. India
      • 14.3.4.2. Indonesia
      • 14.3.4.3. Malaysia
      • 14.3.4.4. Singapore
      • 14.3.4.5. Australia & New Zealand
      • 14.3.4.6. Rest of South Asia and Pacific
  • 14.4. Market Attractiveness Analysis
    • 14.4.1. By Component
    • 14.4.2. By Technology
    • 14.4.3. By End User
    • 14.4.4. By Country

15. East Asia Location-based VR Entertainment (LBE) Market Outlook, 2019-2032

  • 15.1. Introduction
  • 15.2. Historical Market Size (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2024
  • 15.3. Current and Future Market Size (US$ Mn) Forecast By Market Taxonomy, 2025-2032
    • 15.3.1. By Component
    • 15.3.2. By Technology
    • 15.3.3. By End User
    • 15.3.4. By Country
      • 15.3.4.1. China
      • 15.3.4.2. Japan
      • 15.3.4.3. South Korea
  • 15.4. Market Attractiveness Analysis
    • 15.4.1. By Component
    • 15.4.2. By Technology
    • 15.4.3. By End User
    • 15.4.4. By Country

16. Middle East and Africa Location-based VR Entertainment (LBE) Market Outlook, 2019-2032

  • 16.1. Introduction
  • 16.2. Historical Market Size (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2024
  • 16.3. Current and Future Market Size (US$ Mn) Forecast By Market Taxonomy, 2025-2032
    • 16.3.1. By Component
    • 16.3.2. By Technology
    • 16.3.3. By End User
    • 16.3.4. By Country
      • 16.3.4.1. GCC Countries
      • 16.3.4.2. Turkey
      • 16.3.4.3. South Africa
      • 16.3.4.4. Rest of Middle East and Africa
  • 16.4. Market Attractiveness Analysis
    • 16.4.1. By Component
    • 16.4.2. By Technology
    • 16.4.3. By End User
    • 16.4.4. By Country

17. Key Countries Analysis- Location-based VR Entertainment (LBE) Market

  • 17.1. U.S. Location-based VR Entertainment (LBE) Market Analysis
    • 17.1.1. By Component
    • 17.1.2. By Technology
    • 17.1.3. By End User
  • 17.2. Canada Location-based VR Entertainment (LBE) Market Analysis
    • 17.2.1. By Component
    • 17.2.2. By Technology
    • 17.2.3. By End User
  • 17.3. Mexico Location-based VR Entertainment (LBE) Market Analysis
    • 17.3.1. By Component
    • 17.3.2. By Technology
    • 17.3.3. By End User
  • 17.4. Brazil Location-based VR Entertainment (LBE) Market Analysis
    • 17.4.1. By Component
    • 17.4.2. By Technology
    • 17.4.3. By End User
  • 17.5. Germany Location-based VR Entertainment (LBE) Market Analysis
    • 17.5.1. By Component
    • 17.5.2. By Technology
    • 17.5.3. By End User
  • 17.6. Italy Location-based VR Entertainment (LBE) Market Analysis
    • 17.6.1. By Component
    • 17.6.2. By Technology
    • 17.6.3. By End User
  • 17.7. France Location-based VR Entertainment (LBE) Market Analysis
    • 17.7.1. By Component
    • 17.7.2. By Technology
    • 17.7.3. By End User
  • 17.8. U.K. Location-based VR Entertainment (LBE) Market Analysis
    • 17.8.1. By Component
    • 17.8.2. By Technology
    • 17.8.3. By End User
  • 17.9. Spain Location-based VR Entertainment (LBE) Market Analysis
    • 17.9.1. By Component
    • 17.9.2. By Technology
    • 17.9.3. By End User
  • 17.10. BENELUX Location-based VR Entertainment (LBE) Market Analysis
    • 17.10.1. By Component
    • 17.10.2. By Technology
    • 17.10.3. By End User
  • 17.11. Russia Location-based VR Entertainment (LBE) Market Analysis
    • 17.11.1. By Component
    • 17.11.2. By Technology
    • 17.11.3. By End User
  • 17.12. Rest of Europe Location-based VR Entertainment (LBE) Market Analysis
    • 17.12.1. By Component
    • 17.12.2. By Technology
    • 17.12.3. By End User
  • 17.13. China Location-based VR Entertainment (LBE) Market Analysis
    • 17.13.1. By Component
    • 17.13.2. By Technology
    • 17.13.3. By End User
  • 17.14. Japan Location-based VR Entertainment (LBE) Market Analysis
    • 17.14.1. By Component
    • 17.14.2. By Technology
    • 17.14.3. By End User
  • 17.15. South Korea Location-based VR Entertainment (LBE) Market Analysis
    • 17.15.1. By Component
    • 17.15.2. By Technology
    • 17.15.3. By End User
  • 17.16. India Location-based VR Entertainment (LBE) Market Analysis
    • 17.16.1. By Component
    • 17.16.2. By Technology
    • 17.16.3. By End User
  • 17.17. Malaysia Location-based VR Entertainment (LBE) Market Analysis
    • 17.17.1. By Component
    • 17.17.2. By Technology
    • 17.17.3. By End User
  • 17.18. Indonesia Location-based VR Entertainment (LBE) Market Analysis
    • 17.18.1. By Component
    • 17.18.2. By Technology
    • 17.18.3. By End User
  • 17.19. Singapore Location-based VR Entertainment (LBE) Market Analysis
    • 17.19.1. By Component
    • 17.19.2. By Technology
    • 17.19.3. By End User
  • 17.20. Australia and New Zealand Location-based VR Entertainment (LBE) Market Analysis
    • 17.20.1. By Component
    • 17.20.2. By Technology
    • 17.20.3. By End User
  • 17.21. GCC Countries Location-based VR Entertainment (LBE) Market Analysis
    • 17.21.1. By Component
    • 17.21.2. By Technology
    • 17.21.3. By End User
  • 17.22. Turkey Location-based VR Entertainment (LBE) Market Analysis
    • 17.22.1. By Component
    • 17.22.2. By Technology
    • 17.22.3. By End User
  • 17.23. South Africa Location-based VR Entertainment (LBE) Market Analysis
    • 17.23.1. By Component
    • 17.23.2. By Technology
    • 17.23.3. By End User
  • 17.24. Rest of Middle East and Africa Location-based VR Entertainment (LBE) Market Analysis
    • 17.24.1. By Component
    • 17.24.2. By Technology
    • 17.24.3. By End User

18. Market Structure Analysis

  • 18.1. Market Analysis by Tier of Companies
  • 18.2. Market Share Analysis of Top Players
  • 18.3. Market Presence Analysis

19. Competition Analysis

  • 19.1. Competition Dashboard
  • 19.2. Competition Benchmarking
  • 19.3. Competition Deep Dive
    • 19.3.1. HTC Vive (HTC Corporation)
      • 19.3.1.1. Business Overview
      • 19.3.1.2. Solution Portfolio
      • 19.3.1.3. Profitability by Market Segments (Business Segments/Region)
      • 19.3.1.4. Key Strategy & Developments
    • 19.3.2. Oculus VR (Meta)
      • 19.3.2.1. Business Overview
      • 19.3.2.2. Solution Portfolio
      • 19.3.2.3. Profitability by Market Segments (Business Segments/Region)
      • 19.3.2.4. Key Strategy & Developments
    • 19.3.3. Hologate
      • 19.3.3.1. Business Overview
      • 19.3.3.2. Solution Portfolio
      • 19.3.3.3. Profitability by Market Segments (Business Segments/Region)
      • 19.3.3.4. Key Strategy & Developments
    • 19.3.4. Survios Inc.
      • 19.3.4.1. Business Overview
      • 19.3.4.2. Solution Portfolio
      • 19.3.4.3. Profitability by Market Segments (Business Segments/Region)
      • 19.3.4.4. Key Strategy & Developments
    • 19.3.5. The Void LLC
      • 19.3.5.1. Business Overview
      • 19.3.5.2. Solution Portfolio
      • 19.3.5.3. Profitability by Market Segments (Business Segments/Region)
      • 19.3.5.4. Key Strategy & Developments
    • 19.3.6. VRstudios Inc.
      • 19.3.6.1. Business Overview
      • 19.3.6.2. Solution Portfolio
      • 19.3.6.3. Profitability by Market Segments (Business Segments/Region)
      • 19.3.6.4. Key Strategy & Developments
    • 19.3.7. Zero Latency VR
      • 19.3.7.1. Business Overview
      • 19.3.7.2. Solution Portfolio
      • 19.3.7.3. Profitability by Market Segments (Business Segments/Region)
      • 19.3.7.4. Key Strategy & Developments
    • 19.3.8. Exit Reality VR
      • 19.3.8.1. Business Overview
      • 19.3.8.2. Solution Portfolio
      • 19.3.8.3. Profitability by Market Segments (Business Segments/Region)
      • 19.3.8.4. Key Strategy & Developments
    • 19.3.9. Positron
      • 19.3.9.1. Business Overview
      • 19.3.9.2. Solution Portfolio
      • 19.3.9.3. Profitability by Market Segments (Business Segments/Region)
      • 19.3.9.4. Key Strategy & Developments
    • 19.3.10. Others
      • 19.3.9.5. Business Overview
      • 19.3.9.6. Solution Portfolio
      • 19.3.9.7. Profitability by Market Segments (Business Segments/Region)
      • 19.3.9.8. Key Strategy & Developments

20. Assumptions and Acronyms Used

21. Research Methodology