封面
市場調查報告書
商品編碼
1513639

基於位置的 VR 娛樂 (LBE) 市場:全球產業分析、規模、佔有率、成長、趨勢、預測,2024-2033 年

Location-based VR Entertainment (LBE) Market: Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2024-2033

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 最近發佈了一份關於基於位置的 VR 娛樂 (LBE) 市場的綜合報告。該報告全面評估了市場驅動因素、趨勢、機會和課題等關鍵市場動態,並提供了有關市場結構的詳細見解。

重要見解

  • 基於位置的VR娛樂市場規模(2024年):52億美元
  • 預測市場規模(2033F):492億美元
  • 全球市場成長率(2024-2033年複合年增長率):28.3%

基於位置的 VR 娛樂市場 - 研究範圍:

基於位置的VR娛樂場所透過專門的實體空間提供沉浸式虛擬實境體驗,迎合不同的消費群體。這些設施部署先進的 VR 硬體和軟體來提供互動式遊戲、教育和電影體驗,以提高用戶參與度和娛樂價值。該市場服務於娛樂中心、主題樂園、遊樂場和獨立 VR 設施,並採用各種 VR 技術,包括有線 VR 耳機、無線 VR 設備和混合實境平台。

市場驅動因素:

全球基於位置的VR娛樂市場由多個關鍵因素驅動,包括消費者對沉浸式娛樂體驗的需求不斷增長、VR硬體和軟體的技術發展以及VR內容開發商與娛樂場所運營商之間的戰略合作夥伴關係。VR 內容製作和基礎設施開發投資的增加,加上可支配收入和休閒支出的增加,正在推動市場擴張。此外,擴增實境(AR)元素和多人VR體驗的整合將增強用戶互動並擴大市場對不同年齡層和人群的吸引力。

市場限制因素:

儘管成長前景廣闊,但基於位置的 VR 娛樂市場面臨初始設定成本高、營運複雜性以及 VR 內容和安全標準監管考量等課題。消費者採用率的變化以及對暈動病和 VR 不適的擔憂也影響市場動態。此外,COVID-19 大流行暫時影響了市場成長,擾亂了場館營運和消費者的基礎,但預計隨著限制的放鬆和消費者信心的恢復,市場成長將會恢復。

市場機會:

由於 VR 技術的持續創新、數位化趨勢的上升以及消費者對互動和體驗式娛樂格式不斷變化的偏好,基於位置的 VR 娛樂市場提供了巨大的成長機會。拓展新的地理市場、與旅遊和休閒產業利益相關者形成策略聯盟以及開發特定地點的 VR 內容對於釋放新的收入來源和保持競爭優勢至關重要。此外,5G 基礎設施和雲端遊戲平台的進步將促進 VR 內容的無縫交付,提高全球市場的使用者可近性。

本報告解決的關鍵問題

  • 推動基於位置的 VR 娛樂在全球傳播的因素有哪些?
  • 哪些 VR 硬體和軟體技術主導市場?
  • 監管框架如何影響基於位置的 VR 娛樂場所的擴張?
  • 誰是塑造基於位置的 VR 娛樂市場格局的關鍵參與者?
  • 全球基於位置的VR娛樂市場有哪些新趨勢和未來前景?

目錄

第1章 內容提要

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

  • 影響市場的主要趨勢
  • 產品創新/發展趨勢

第4章 價格分析

  • 依產品分類的價格分析
    • 硬體價格分析
    • 軟體價格分析
  • 平均價格分析基準

第五章 全球位置VR娛樂(LBE)市場需求(價值十億美元)分析

  • 2019-2023年市值歷史分析(十億美元)
  • 2024-2033 年當前和未來市場價值(十億美元)預測
    • 同比增長趨勢分析
    • 絕對$機會分析

第6章 市場背景

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

第七章全球基於位置的 VR 娛樂 (LBE) 市場分析:依組成部分

  • 簡介/主要發現
  • 2019-2023 年市場規模(十億美元)歷史分析(依組成部分)
  • 2024-2033 年當前和未來市場規模(十億美元)的分析和預測(依組成部分)
    • 硬件
      • 頭戴式顯示器
      • 傳感器
      • 抬頭顯示器
      • 相機
      • 其他
    • 虛擬實境軟體
    • 虛擬實境服務
  • 依組件劃分的市場吸引力分析

第 8 章全球基於位置的 VR 娛樂 (LBE) 市場分析:依技術分類

  • 簡介/主要發現
  • 2019-2023 年依技術劃分的市場規模(十億美元)歷史分析
  • 2024-2033 年依技術劃分的當前和未來市場規模(十億美元)的分析和預測
    • 2D
    • 3D
    • 雲端整合現實
  • 技術市場吸引力分析

第 9 章全球基於位置的 VR 娛樂 (LBE) 市場分析:依最終用戶分類

  • 簡介/主要發現
  • 2019-2023 年最終用戶市場規模(十億美元)歷史分析
  • 2024-2033 年最終用戶當前和未來市場規模(十億美元)的分析和預測
    • 遊樂園
    • 主題樂園
    • 街機工作室
    • 4D電影
    • 其他
  • 最終用戶的市場吸引力分析

第10章全球基於位置的VR娛樂(LBE)市場分析:依地區

  • 簡介/主要發現
  • 2019-2023 年依地區劃分的市場規模(十億美元)歷史分析
  • 2024-2033 年當前和未來市場規模(十億美元)分析和預測(依地區)
    • 北美
    • 拉丁美洲
    • 歐洲
    • 東亞
    • 南亞太地區
    • 中東和非洲
  • 依地區劃分的市場吸引力分析

第十一章 北美基於位置的VR娛樂(LBE)市場分析

第十二章拉丁美洲基於位置的 VR 娛樂 (LBE) 市場分析

第十三章歐洲基於位置的VR娛樂(LBE)市場分析

第14章南亞和太平洋地區基於位置的VR娛樂(LBE)市場分析

第十五章東亞基於位置的VR娛樂(LBE)市場分析

第十六章中東和非洲基於位置的VR娛樂(LBE)市場分析

第十七章 主要國家以位置為基礎的VR娛樂(LBE)市場分析

  • 美國基於位置的 VR 娛樂 (LBE) 市場分析
  • 加拿大基於位置的 VR 娛樂 (LBE) 市場分析
  • 墨西哥基於位置的 VR 娛樂 (LBE) 市場分析
  • 巴西基於位置的 VR 娛樂 (LBE) 市場分析
  • 德國基於位置的 VR 娛樂 (LBE) 市場分析
  • 義大利基於位置的 VR 娛樂 (LBE) 市場分析
  • 法國基於位置的 VR 娛樂 (LBE) 市場分析
  • 英國基於位置的 VR 娛樂 (LBE) 市場分析
  • 西班牙基於位置的 VR 娛樂 (LBE) 市場分析
  • 比荷盧經濟聯盟基於位置的 VR 娛樂 (LBE) 市場分析
  • 俄羅斯基於位置的 VR 娛樂 (LBE) 市場分析
  • 其他歐洲基於位置的 VR 娛樂 (LBE) 市場分析
  • 中國基於位置的VR娛樂(LBE)市場分析
  • 日本基於位置的VR娛樂(LBE)市場分析
  • 韓國基於位置的VR娛樂(LBE)市場分析
  • 印度基於位置的 VR 娛樂 (LBE) 市場分析
  • 馬來西亞基於位置的 VR 娛樂 (LBE) 市場分析
  • 印尼基於地點的 VR 娛樂 (LBE) 市場分析
  • 新加坡基於位置的 VR 娛樂 (LBE) 市場分析
  • 澳洲和紐西蘭基於位置的 VR 娛樂 (LBE) 市場分析
  • 海灣合作委員會國家基於位置的 VR 娛樂 (LBE) 市場分析
  • 土耳其基於位置的 VR 娛樂 (LBE) 市場分析
  • 南非基於位置的 VR 娛樂 (LBE) 市場分析
  • 其他中東和非洲基於位置的 VR 娛樂 (LBE) 市場分析

第十八章市場結構分析

  • 依公司層級進行市場分析
  • 主要參與者的市場佔有率分析
  • 市場存在分析

第19章 競爭分析

  • 比賽儀表板
  • 競爭標桿
  • 衝突詳情
    • HTC Vive(HTC Corporation)
    • Oculus VR(Meta)
    • Hologate
    • Survios Inc.
    • The Void LLC
    • VRstudios Inc.
    • Zero Latency VR
    • Exit Reality VR
    • Positron
    • Others

第20章 所使用的假設與縮寫詞

第21章 研究方法論

簡介目錄
Product Code: PMRREP31820

Persistence Market Research has recently released a comprehensive report on the Location-based VR Entertainment (LBE) Market. The report offers a thorough assessment of crucial market dynamics, including drivers, trends, opportunities, and challenges, providing detailed insights into the market structure.

Key Insights:

  • Location-based VR Entertainment Market Size (2024E): USD 5.2 Billion
  • Projected Market Value (2033F): USD 49.2 Billion
  • Global Market Growth Rate (CAGR 2024 to 2033): 28.3%

Location-based VR Entertainment Market - Report Scope:

Location-based VR Entertainment venues offer immersive virtual reality experiences through dedicated physical spaces, catering to diverse consumer demographics. These venues deploy advanced VR hardware and software to provide interactive gaming, educational, and cinematic experiences, enhancing user engagement and entertainment value. The market serves entertainment centers, theme parks, arcades, and standalone VR facilities, featuring a variety of VR technologies, including tethered VR headsets, untethered VR devices, and mixed reality platforms.

Market Growth Drivers:

The global Location-based VR Entertainment market is propelled by several key factors, including increasing consumer demand for immersive entertainment experiences, technological advancements in VR hardware and software, and strategic partnerships between VR content developers and entertainment venue operators. Growing investments in VR content creation and infrastructure development, coupled with rising disposable incomes and leisure spending, drive market expansion. Moreover, the integration of augmented reality (AR) elements and multiplayer VR experiences enhances user interaction and expands market appeal among diverse age groups and demographics.

Market Restraints:

Despite promising growth prospects, the Location-based VR Entertainment market faces challenges related to high initial setup costs, operational complexities, and regulatory considerations governing VR content and safety standards. Variability in consumer adoption rates and concerns regarding motion sickness and VR-induced discomforts also influence market dynamics. Additionally, the COVID-19 pandemic has temporarily impacted market growth, disrupting venue operations and consumer footfall, albeit with recovery anticipated as restrictions ease and consumer confidence returns.

Market Opportunities:

The Location-based VR Entertainment market presents significant growth opportunities driven by ongoing innovations in VR technology, increasing digitalization trends, and evolving consumer preferences for interactive and experiential entertainment formats. Expansion into new geographic markets, strategic alliances with tourism and leisure industry stakeholders, and the development of location-specific VR content are critical to unlocking new revenue streams and sustaining competitive advantage. Furthermore, advancements in 5G infrastructure and cloud gaming platforms facilitate seamless VR content delivery and enhance user accessibility across global markets.

Key Questions Answered in the Report:

  • What factors are driving the adoption of Location-based VR Entertainment globally?
  • Which VR hardware and software technologies dominate the market, and how are they evolving?
  • How are regulatory frameworks impacting the expansion of Location-based VR Entertainment venues?
  • Who are the key players shaping the Location-based VR Entertainment market landscape, and what strategies are they employing to gain market share?
  • What are the emerging trends and future prospects in the global Location-based VR Entertainment market?

Competitive Intelligence and Business Strategy:

Leading players in the global Location-based VR Entertainment market, including The VOID LLC, Dreamscape Immersive, Sandbox VR, and Zero Latency VR, focus on innovation, content diversification, and geographic expansion to enhance market presence. These companies leverage proprietary VR platforms, exclusive content partnerships, and customer engagement initiatives to attract and retain a loyal user base. Collaborations with IP owners, film studios, and technology providers strengthen content portfolios and drive visitor engagement at VR entertainment venues. Moreover, investments in customer analytics, operational efficiency, and VR experience customization optimize revenue generation and sustain long-term growth in the dynamic Location-based VR Entertainment sector.

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

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

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 Demand (Value in US$ Bn) Analysis 2019-2023 and Forecast, 2024-2033

  • 5.1. Historical Market Value (US$ Bn) Analysis, 2019-2023
  • 5.2. Current and Future Market Value (US$ Bn) Projections, 2024-2033
    • 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 Analysis 2019-2023 and Forecast 2024-2033, by Component

  • 7.1. Introduction / Key Findings
  • 7.2. Historical Market Size (US$ Bn) Analysis By Component, 2019-2023
  • 7.3. Current and Future Market Size (US$ Bn) Analysis and Forecast By Component, 2024-2033
    • 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 Analysis 2019-2023 and Forecast 2024-2033, by Technology

  • 8.1. Introduction / Key Findings
  • 8.2. Historical Market Size (US$ Bn) Analysis By Technology, 2019-2023
  • 8.3. Current and Future Market Size (US$ Bn) Analysis and Forecast By Technology, 2024-2033
    • 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 Analysis 2019-2023 and Forecast 2024-2033, by End User

  • 9.1. Introduction / Key Findings
  • 9.2. Historical Market Size (US$ Bn) Analysis By End User, 2019-2023
  • 9.3. Current and Future Market Size (US$ Bn) Analysis and Forecast By End User, 2024-2033
    • 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) Market Analysis 2019-2023 and Forecast 2024-2033, by Region

  • 10.1. Introduction / Key Findings
  • 10.2. Historical Market Size (US$ Bn) Analysis By Region, 2019-2023
  • 10.3. Current and Future Market Size (US$ Bn) Analysis and Forecast By Region, 2024-2033
    • 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 Analysis 2019-2023 and Forecast 2024-2033

  • 11.1. Introduction
  • 11.2. Historical Market Size (US$ Bn) Trend Analysis By Market Taxonomy, 2019-2023
  • 11.3. Current and Future Market Size (US$ Bn) Forecast By Market Taxonomy, 2024-2033
    • 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 Analysis 2019-2023 and Forecast 2024-2033

  • 12.1. Introduction
  • 12.2. Historical Market Size (US$ Bn) Trend Analysis By Market Taxonomy, 2019-2023
  • 12.3. Current and Future Market Size (US$ Bn) Forecast By Market Taxonomy, 2024-2033
    • 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 Analysis 2019-2023 and Forecast 2024-2033

  • 13.1. Introduction
  • 13.2. Historical Market Size (US$ Bn) Trend Analysis By Market Taxonomy, 2019-2023
  • 13.3. Current and Future Market Size (US$ Bn) Forecast By Market Taxonomy, 2024-2033
    • 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 Analysis 2019-2023 and Forecast 2024-2033

  • 14.1. Introduction
  • 14.2. Historical Market Size (US$ Bn) Trend Analysis By Market Taxonomy, 2019-2023
  • 14.3. Current and Future Market Size (US$ Bn) Forecast By Market Taxonomy, 2024-2033
    • 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 Analysis 2019-2023 and Forecast 2024-2033

  • 15.1. Introduction
  • 15.2. Historical Market Size (US$ Bn) Trend Analysis By Market Taxonomy, 2019-2023
  • 15.3. Current and Future Market Size (US$ Bn) Forecast By Market Taxonomy, 2024-2033
    • 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 Analysis 2019-2023 and Forecast 2024-2033

  • 16.1. Introduction
  • 16.2. Historical Market Size (US$ Bn) Trend Analysis By Market Taxonomy, 2019-2023
  • 16.3. Current and Future Market Size (US$ Bn) Forecast By Market Taxonomy, 2024-2033
    • 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