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