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市場調查報告書
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1760166

2025年基於位置的虛擬實境(VR)全球市場報告

Location-Based Virtual Reality (VR) Global Market Report 2025

出版日期: | 出版商: The Business Research Company | 英文 175 Pages | 商品交期: 2-10個工作天內

價格
簡介目錄

預計未來幾年,基於位置的虛擬實境 (VR) 市場規模將呈指數級成長。到 2029 年,該市場規模將成長至 278.3 億美元,複合年成長率為 32.6%。預測期內的成長可以歸因於 VR 在企業團隊建設中的應用日益增多、政府對數位創新的支持力度加大、VR 硬體價格下降、5G 技術日益普及以實現低延遲體驗,以及科技公司與娛樂場所之間日益密切的合作。預計這一時期的主要趨勢包括無線和 5G 連接的進步、運動追蹤技術的改進、身臨其境型敘事的創新、雲端運算的整合以實現無縫更新,以及人工智慧的融入以打造個人化的 VR 體驗。

未來幾年,遊戲和娛樂產業的成長預計將推動基於位置的虛擬實境 (VR) 市場的擴張。這些行業包括專注於互動遊戲、數位內容和各種休閒活動的行業。這些行業的技術進步顯著改善了用戶體驗,從而開發出吸引更多用戶的身臨其境型互動遊戲。遊戲和娛樂產業透過提供引人入勝的互動體驗吸引了大量觀眾,促進了基於位置的 VR 的成長。透過結合先進的基於位置的 VR 技術,這些行業正在創造身臨其境型環境,增強社交互動和家庭設置之外的娛樂體驗。例如,2024 年 6 月,澳洲非營利組織互動遊戲和娛樂協會 (IGEA) 報告稱,2023 年澳洲人在電子遊戲和相關硬體上的支出為 28.2 億美元(44 億澳元),比 2022 年成長 5%,而數位遊戲銷售額成長了 11%。因此,這些行業的成長正在推動基於位置的虛擬實境市場的崛起。

基於位置的虛擬實境 (LBS) 市場的關鍵參與者擴大採用策略夥伴關係,以提供沉浸式和互動式 VR 體驗。策略夥伴關係關係是指兩家或多家獨立公司整合資源和專業知識,攜手合作,實現通用目標,從而實現互利共贏,例如擴大市場覆蓋範圍、降低成本和增強競爭力。例如,2022 年 9 月,阿拉伯聯合大公國購物中心公司 Majid Al Futtaim 集團與沙烏地阿拉伯身臨其境型VR 娛樂公司 Dreamscape 合作,在沙烏地阿拉伯開設了身臨其境型VR 目的地。此 VR 體驗與 Majid Al Futtaim 的娛樂場所(例如 VOX 影院、Yalla! 保齡球館和 Magic Planet)相結合,打造了一個適合家庭的娛樂中心。

目錄

第1章執行摘要

第2章 市場特徵

第3章 市場趨勢與策略

第4章 市場 - 宏觀經濟情景,包括利率、通膨、地緣政治、貿易戰和關稅,以及新冠疫情和復甦對市場的影響

第5章 全球成長分析與策略分析框架

  • 全球基於位置的虛擬實境(VR)PESTEL分析(政治、社會、技術、環境、法律因素、促進因素和限制因素)
  • 最終用途產業分析
  • 全球基於位置的虛擬實境(VR)市場:成長率分析
  • 全球基於位置的虛擬實境 (VR) 市場表現:規模與成長,2019-2024 年
  • 全球基於位置的虛擬實境 (VR) 市場預測:2024-2029 年及 2034 年規模與成長
  • 全球基於位置的虛擬實境 (VR) 總目標市場 (TAM)

第6章市場區隔

  • 全球基於位置的虛擬實境 (VR) 市場類型、效能及預測(2019-2024 年、2024-2029 年及 2034 年)
  • 頭戴式顯示器
  • 手持裝置
  • 智慧眼鏡
  • 控制器
  • 全球基於位置的虛擬實境 (VR) 市場(按技術、效能和預測),2019-2024 年、2024-2029 年、2034 年
  • 2D(2D)
  • 3D(3D)
  • 全球基於位置的虛擬實境 (VR) 市場(按內容、效能和預測),2019-2024 年、2024-2029 年、2034 年
  • 360度影片
  • 360°圖像
  • 擴增實境
  • 混合實境
  • 全球基於位置的虛擬實境 (VR) 市場的應用、效能和預測(2019-2024 年、2024-2029 年預測、2034 年預測)
  • 虛擬實境(VR)學院
  • 虛擬實境(VR)主題樂園
  • 虛擬實境(VR)戲院
  • 全球基於位置的虛擬實境 (VR) 市場(按最終用途、效能和預測),2019-2024 年、2024-2029 年、2034 年
  • 遊戲
  • 娛樂
  • 旅行
  • 教育
  • 衛生保健
  • 全球基於位置的虛擬實境 (VR) 市場區隔(按頭戴式顯示器 (HMD) 類型、效能和預測),2019-2024 年、2024-2029 年、2034 年
  • 有線頭戴式顯示器 (HMD)
  • 無線頭戴式顯示器 (HMD)
  • 獨立頭戴式顯示器 (HMD)
  • 繫留頭戴式顯示器 (HMD)
  • 全球基於位置的虛擬實境 (VR) 市場,按手持設備類型、效能和預測細分,2019-2024 年、2024-2029 年、2034 年
  • 智慧型手機
  • 虛擬實境(VR)手套
  • 追蹤控制器
  • 全球基於位置的虛擬實境 (VR) 市場區隔(按智慧眼鏡類型、性能和預測),2019-2024 年、2024-2029 年、2034 年
  • 擴增實境眼鏡
  • 混合實境眼鏡
  • 虛擬實境眼鏡
  • 全球基於位置的虛擬實境 (VR) 市場、控制器細分、類型、效能及預測(2019-2024 年、2024-2029 年及 2034 年)
  • 動作控制器
  • 墊片控制器
  • 基於手勢的控制器
  • 手持虛擬實境(VR)控制器

第7章 區域和國家分析

  • 全球基於位置的虛擬實境 (VR) 市場:按地區、績效及預測,2019-2024 年、2024-2029 年、2034 年
  • 全球基於位置的虛擬實境 (VR) 市場:按國家/地區、表現和預測,2019-2024 年、2024-2029 年、2034 年

第8章 亞太市場

第9章:中國市場

第10章 印度市場

第11章 日本市場

第12章 澳洲市場

第13章 印尼市場

第14章 韓國市場

第15章 西歐市場

第16章英國市場

第17章 德國市場

第18章 法國市場

第19章:義大利市場

第20章:西班牙市場

第21章 東歐市場

第22章 俄羅斯市場

第23章 北美市場

第24章美國市場

第25章:加拿大市場

第26章 南美洲市場

第27章:巴西市場

第28章 中東市場

第29章:非洲市場

第30章競爭格局與公司概況

  • 基於位置的虛擬實境 (VR) 市場:競爭格局
  • 基於位置的虛擬實境 (VR) 市場:公司簡介
    • Meta Platforms Inc. Overview, Products and Services, Strategy and Financial Analysis
    • IMAX Corporation Overview, Products and Services, Strategy and Financial Analysis
    • HTC Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Matterport Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Varjo Technologies Oy Overview, Products and Services, Strategy and Financial Analysis

第31章 其他大型創新企業

  • EON Reality Inc.
  • Survios Inc.
  • Magnopus LLC
  • The VOID LLC
  • HOLOGATE GmbH
  • Pure Imagination Studios Inc.
  • Virtuix Inc.
  • Dreamscape Immersive Inc.
  • Sandbox VR Inc.
  • Immotion Group PLC
  • Arcadia Earth LLC
  • 31.13. Holoride GmbH
  • 31.14. Tyffon Inc.
  • 31.15. HQSoftware Industrial Ltd.

第 32 章全球市場競爭基準化分析與儀表板

第33章 重大併購

第34章近期市場趨勢

第 35 章 高市場潛力國家、細分市場與策略

  • 2029年基於位置的虛擬實境(VR)市場:提供新機會的國家
  • 2029年基於位置的虛擬實境(VR)市場:細分領域帶來新機會
  • 2029年基於位置的虛擬實境(VR)市場:成長策略
    • 基於市場趨勢的策略
    • 競爭對手的策略

第36章 附錄

簡介目錄
Product Code: r35190

Location-based virtual reality (LBVR) involves immersive VR experiences hosted at dedicated physical venues that provide highly interactive and socially engaging environments. These setups offer rich, multi-sensory adventures that go beyond what is possible with at-home VR, often blending real-world motion with virtual simulations for a more dynamic and realistic experience.

The main types of location-based virtual reality (VR) are head-mounted displays (HMDs), handheld devices, smart glasses, and controllers. Head-mounted displays are wearable devices that position screens near the eyes, offering immersive virtual reality experiences vital for gaming, training, and entertainment. These systems utilize various technologies, including two-dimensional (2D) and three-dimensional (3D) visuals, along with content such as 360-degree videos, 360-degree images, augmented reality (AR), and mixed reality (MR). LBVR is applied in various settings, such as VR arcades, VR theme parks, and VR cinemas, and is used across a variety of industries, including gaming, entertainment, travel, education, and healthcare.

The location-based virtual reality (VR) market research report is one of a series of new reports from The Business Research Company that provides location-based virtual reality (VR) market statistics, including the location-based virtual reality (VR) industry global market size, regional shares, competitors with the location-based virtual reality (VR) market share, detailed location-based virtual reality (VR) market segments, market trends, and opportunities, and any further data you may need to thrive in the location-based virtual reality (VR) industry. This location-based virtual reality (VR) market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.

The location-based virtual reality (VR) market size has grown exponentially in recent years. It will grow from $6.77 billion in 2024 to $9.00 billion in 2025 at a compound annual growth rate (CAGR) of 32.9%. The growth during the historic period can be attributed to rising investment in VR arcades and theme parks, the growing popularity of multiplayer VR gaming, the increasing adoption of VR in entertainment and education, the expanding availability of VR content, and heightened awareness of VR through marketing campaigns and events.

The location-based virtual reality (VR) market size is expected to see exponential growth in the next few years. It will grow to $27.83 billion in 2029 at a compound annual growth rate (CAGR) of 32.6%. The projected growth in the forecast period can be attributed to the rising adoption of VR for corporate team-building, increasing government support for digital innovation, the decreasing cost of VR hardware, the rise in 5G deployment enabling low-latency experiences, and growing collaboration between tech companies and entertainment venues. Key trends expected during this period include advancements in wireless and 5G connectivity, improved motion tracking technologies, innovations in immersive storytelling, the integration of cloud computing for seamless updates, and the incorporation of AI to create personalized VR experiences.

The growth of the gaming and entertainment sectors is expected to drive the expansion of the location-based virtual reality (VR) market in the coming years. These sectors encompass industries focused on interactive gaming, digital content, and various leisure activities. Technological advancements in these fields have significantly enhanced user experiences, leading to the development of more immersive and interactive games that attract a wider audience. The gaming and entertainment sectors contribute to the growth of location-based VR by offering engaging, interactive experiences that draw in large audiences. They incorporate advanced location-based VR technologies to create immersive environments that elevate social interactions and entertainment experiences beyond home-based setups. For example, in June 2024, the Interactive Games and Entertainment Association (IGEA), an Australia-based nonprofit, reported that Australians spent $2.82 billion (AUD 4.4 billion) on video games and related hardware in 2023, a 5% increase from 2022, with an 11% rise in digital game sales. As a result, the growth of these sectors is fueling the rise of the location-based virtual reality market.

Major players in the location-based virtual reality market are increasingly adopting strategic partnerships to deliver highly immersive and interactive VR experiences. A strategic partnership involves collaboration between two or more independent companies that combine resources and expertise to achieve common objectives, creating mutual benefits such as expanded market reach, cost reduction, and enhanced competitive advantages. For example, in September 2022, Majid Al Futtaim Group, a UAE-based shopping mall company, partnered with Dreamscape, a Saudi Arabia-based immersive VR entertainment company, to open an immersive VR destination in Saudi Arabia. This VR experience features four free-roaming and free-flying adventures with full-body tracking technology, integrated with Majid Al Futtaim's entertainment venues such as VOX Cinemas, Yalla! Bowling, and Magic Planet, forming a family-friendly entertainment hub.

In February 2025, SynthesisVR, a US-based VR solutions company, acquired SpringboardVR for an undisclosed amount. This acquisition allows SynthesisVR to strengthen its position in the location-based virtual reality market by integrating SpringboardVR's comprehensive venue management platform and content library, thereby expanding its market reach and enhancing operational efficiency for VR arcades and entertainment centers. SpringboardVR is a US-based provider of location-based virtual reality services.

Major players in the location-based virtual reality (vr) market are Meta Platforms Inc., IMAX Corporation, HTC Corporation, Matterport Inc., Varjo Technologies Oy, EON Reality Inc., Survios Inc., Magnopus LLC, The VOID LLC, HOLOGATE GmbH, Pure Imagination Studios Inc., Virtuix Inc., Dreamscape Immersive Inc., Sandbox VR Inc., Immotion Group PLC, Arcadia Earth LLC, 360 Labs LLC, Holoride GmbH, Tyffon Inc., HQSoftware Industrial Ltd., Positron Inc., EXIT VR.

North America was the largest region in the location-based virtual reality (VR) market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in location-based virtual reality (VR) report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

The countries covered in the location-based virtual reality (VR) market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The location-based virtual reality (VR) market consists of revenues earned by entities by providing services such as immersive entertainment experiences, virtual tourism, corporate training and simulations, and educational virtual reality programs. The market value includes the value of related goods sold by the service provider or included within the service offering. The location-based virtual reality market also includes sales of immersive simulators, haptic feedback suits, virtual reality (VR) arcade machines, and virtual reality (VR) pods. Values in this market are 'factory gate' values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Location-Based Virtual Reality (VR) Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on location-based virtual reality (vr) market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for location-based virtual reality (vr) ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The location-based virtual reality (vr) market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Type: Head-Mounted Displays; Handheld Devices; Smart Glasses; Controllers
  • 2) By Technology: Two-Dimensional (2D); Three-Dimensional (3D)
  • 3) By Content: 360-Degree Videos; 360-Degree Images; Augmented Reality; Mixed Reality
  • 4) By Application: Virtual Reality (VR) Arcades; Virtual Reality (VR) Theme Parks; Virtual Reality (VR) Cinemas
  • 5) By End-Use: Gaming; Entertainment; Travel; Education; Healthcare
  • Subsegments:
  • 1) By Head-Mounted Displays (HMD): Wired Head-Mounted Displays (HMD); Wireless Head-Mounted Displays (HMD); Standalone Head-Mounted Displays (HMD); Tethered Head-Mounted Displays (HMD)
  • 2) By Handheld Devices: Smartphones; Virtual Reality (VR) Gloves; Tracking Controllers
  • 3) By Smart Glasses: Augmented Reality Glasses; Mixed Reality Glasses; Virtual Reality Glasses
  • 4) By Controllers: Motion Controllers; Gamepad Controllers; Gesture-Based Controllers; Handheld Virtual Reality (VR) Controllers
  • Companies Mentioned: Meta Platforms Inc.; IMAX Corporation; HTC Corporation; Matterport Inc.; Varjo Technologies Oy
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Location-Based Virtual Reality (VR) Market Characteristics

3. Location-Based Virtual Reality (VR) Market Trends And Strategies

4. Location-Based Virtual Reality (VR) Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

5. Global Location-Based Virtual Reality (VR) Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Location-Based Virtual Reality (VR) PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Location-Based Virtual Reality (VR) Market Growth Rate Analysis
  • 5.4. Global Location-Based Virtual Reality (VR) Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Location-Based Virtual Reality (VR) Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Location-Based Virtual Reality (VR) Total Addressable Market (TAM)

6. Location-Based Virtual Reality (VR) Market Segmentation

  • 6.1. Global Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Head-Mounted Displays
  • Handheld Devices
  • Smart Glasses
  • Controllers
  • 6.2. Global Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Two-Dimensional (2D)
  • Three-Dimensional (3D)
  • 6.3. Global Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 360-Degree Videos
  • 360-Degree Images
  • Augmented Reality
  • Mixed Reality
  • 6.4. Global Location-Based Virtual Reality (VR) Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Virtual Reality (VR) Acrades
  • Virtual Reality (VR) Theme Parks
  • Virtual Reality (VR) Cinemas
  • 6.5. Global Location-Based Virtual Reality (VR) Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Gaming
  • Entertainment
  • Travel
  • Education
  • Healthcare
  • 6.6. Global Location-Based Virtual Reality (VR) Market, Sub-Segmentation Of Head-Mounted Displays (HMD), By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Wired Head-Mounted Displays (HMD)
  • Wireless Head-Mounted Displays (HMD)
  • Standalone Head-Mounted Displays (HMD)
  • Tethered Head-Mounted Displays (HMD)
  • 6.7. Global Location-Based Virtual Reality (VR) Market, Sub-Segmentation Of Handheld Devices, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Smartphones
  • Virtual Reality (VR) Gloves
  • Tracking Controllers
  • 6.8. Global Location-Based Virtual Reality (VR) Market, Sub-Segmentation Of Smart Glasses, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Augmented Reality Glasses
  • Mixed Reality Glasses
  • Virtual Reality Glasses
  • 6.9. Global Location-Based Virtual Reality (VR) Market, Sub-Segmentation Of Controllers, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Motion Controllers
  • Gamepad Controllers
  • Gesture-Based Controllers
  • Handheld Virtual Reality (VR) Controllers

7. Location-Based Virtual Reality (VR) Market Regional And Country Analysis

  • 7.1. Global Location-Based Virtual Reality (VR) Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Location-Based Virtual Reality (VR) Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Location-Based Virtual Reality (VR) Market

  • 8.1. Asia-Pacific Location-Based Virtual Reality (VR) Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Location-Based Virtual Reality (VR) Market

  • 9.1. China Location-Based Virtual Reality (VR) Market Overview
  • 9.2. China Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Location-Based Virtual Reality (VR) Market

  • 10.1. India Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Location-Based Virtual Reality (VR) Market

  • 11.1. Japan Location-Based Virtual Reality (VR) Market Overview
  • 11.2. Japan Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Location-Based Virtual Reality (VR) Market

  • 12.1. Australia Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Location-Based Virtual Reality (VR) Market

  • 13.1. Indonesia Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Location-Based Virtual Reality (VR) Market

  • 14.1. South Korea Location-Based Virtual Reality (VR) Market Overview
  • 14.2. South Korea Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Location-Based Virtual Reality (VR) Market

  • 15.1. Western Europe Location-Based Virtual Reality (VR) Market Overview
  • 15.2. Western Europe Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Location-Based Virtual Reality (VR) Market

  • 16.1. UK Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Location-Based Virtual Reality (VR) Market

  • 17.1. Germany Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Location-Based Virtual Reality (VR) Market

  • 18.1. France Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Location-Based Virtual Reality (VR) Market

  • 19.1. Italy Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Location-Based Virtual Reality (VR) Market

  • 20.1. Spain Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Location-Based Virtual Reality (VR) Market

  • 21.1. Eastern Europe Location-Based Virtual Reality (VR) Market Overview
  • 21.2. Eastern Europe Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Location-Based Virtual Reality (VR) Market

  • 22.1. Russia Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Location-Based Virtual Reality (VR) Market

  • 23.1. North America Location-Based Virtual Reality (VR) Market Overview
  • 23.2. North America Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Location-Based Virtual Reality (VR) Market

  • 24.1. USA Location-Based Virtual Reality (VR) Market Overview
  • 24.2. USA Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Location-Based Virtual Reality (VR) Market

  • 25.1. Canada Location-Based Virtual Reality (VR) Market Overview
  • 25.2. Canada Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Location-Based Virtual Reality (VR) Market

  • 26.1. South America Location-Based Virtual Reality (VR) Market Overview
  • 26.2. South America Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Location-Based Virtual Reality (VR) Market

  • 27.1. Brazil Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Location-Based Virtual Reality (VR) Market

  • 28.1. Middle East Location-Based Virtual Reality (VR) Market Overview
  • 28.2. Middle East Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Location-Based Virtual Reality (VR) Market

  • 29.1. Africa Location-Based Virtual Reality (VR) Market Overview
  • 29.2. Africa Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Location-Based Virtual Reality (VR) Market Competitive Landscape And Company Profiles

  • 30.1. Location-Based Virtual Reality (VR) Market Competitive Landscape
  • 30.2. Location-Based Virtual Reality (VR) Market Company Profiles
    • 30.2.1. Meta Platforms Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. IMAX Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. HTC Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Matterport Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Varjo Technologies Oy Overview, Products and Services, Strategy and Financial Analysis

31. Location-Based Virtual Reality (VR) Market Other Major And Innovative Companies

  • 31.1. EON Reality Inc.
  • 31.2. Survios Inc.
  • 31.3. Magnopus LLC
  • 31.4. The VOID LLC
  • 31.5. HOLOGATE GmbH
  • 31.6. Pure Imagination Studios Inc.
  • 31.7. Virtuix Inc.
  • 31.8. Dreamscape Immersive Inc.
  • 31.9. Sandbox VR Inc.
  • 31.10. Immotion Group PLC
  • 31.11. Arcadia Earth LLC
    • 31.12. 360 Labs LLC
  • 31.13. Holoride GmbH
  • 31.14. Tyffon Inc.
  • 31.15. HQSoftware Industrial Ltd.

32. Global Location-Based Virtual Reality (VR) Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Location-Based Virtual Reality (VR) Market

34. Recent Developments In The Location-Based Virtual Reality (VR) Market

35. Location-Based Virtual Reality (VR) Market High Potential Countries, Segments and Strategies

  • 35.1 Location-Based Virtual Reality (VR) Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Location-Based Virtual Reality (VR) Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Location-Based Virtual Reality (VR) Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer