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市場調查報告書
商品編碼
1672027

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

重要考察

  • 基於位置的 VR 娛樂 (LBE) 市場規模:39.712 億美元(2025 年)
  • 預計市場金額:204.716億美元(2032年)
  • 全球市場成長率:26.4%(2025年至2032年的複合年成長率)

基於位置的虛擬實境娛樂 (LBE) 市場 - 報告範圍

基於位置的虛擬實境娛樂 (LBE) 市場包括在遊樂園、虛擬遊樂場、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。這些體驗旨在透過先進的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。該市場迎合了娛樂尋求者、遊戲玩家和尋求提供引人注目的體驗的企業。成長的動力來自於消費者對身臨其境型娛樂的興趣日益濃厚、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。

市場成長動力

全球基於位置的虛擬實境娛樂 (LBE) 市場有幾個關鍵促進因素。消費者對身臨其境型和互動式娛樂解決方案的需求不斷成長,大大促進了市場的擴張。高保真VR頭戴裝置、5G 連接和 AI 驅動的內容等技術進步正在改善整體用戶體驗並使 LBE 更具吸引力。主題樂園、購物中心和 VR遊樂場等娛樂場所對 VR 基礎設施的投資不斷增加,推動了該產業的發展。此外,VR 在企業培訓、旅遊和教育領域的應用日益廣泛,正在將其市場範圍拓展到娛樂之外。

市場限制

儘管成長前景看好,但基於位置的虛擬實境娛樂 (LBE) 市場因高昂的設置和維護成本而面臨挑戰。對複雜硬體、頻繁的軟體更新和寬敞的場地空間的需求給營運商帶來了財務負擔。此外,對 VR 暈動症和共用VR 設備時的衛生問題的擔憂可能會嚇跑潛在用戶。此外,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具有成本效益的解決方案、改進 VR 的人體工學以及增強的使用者舒適度功能。

市場機會

隨著人工智慧、區塊鏈和雲端遊戲等新技術的融合,市場正在提供巨大的機會。超現實多人 VR 體驗和電子競技活動的擴展將為 LBE 提供者創造新的收益來源。基於位置的虛擬實境 (VR) 在旅遊和遺產重建領域的發展提供了潛在的文化和教育應用。此外,VR 內容開發商和主要娛樂品牌之間的夥伴關係可以增加 LBE 體驗的吸引力。人們對永續和模組化 VR 設定的日益偏好,包括無線 VR 解決方案和緊湊型運動平台,將進一步推動該領域的技術創新。

本報告研究了全球基於位置的虛擬實境娛樂(LBE)市場,並對市場動態進行了詳細分析,包括成長動力、趨勢、機會和挑戰。

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

  • 影響市場的主要趨勢
  • 產品創新/發展趨勢

第 4 章定價分析

  • 定價分析:按產品
    • 硬體定價分析
    • 軟體定價分析
  • 平均價格分析基準

第5章 全球基於位置的 VR 娛樂 (LBE) 市場展望 (2019-2032)

  • 市場金額表現分析(2019-2024)
  • 當前和未來市場金額預測(2025-2032)
    • 與前一年同期比較趨勢分析
    • 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—評估影響
  • 市場動態

7. 全球基於位置的 VR 娛樂 (LBE) 市場展望(2019-2032 年)

  • 簡介/主要發現
  • 按組件分類的市場規模績效分析(2019-2024)
  • 當前和未來市場規模按組件進行分析和預測(2025-2032 年)
    • 硬體
    • VR軟體
    • VR服務
  • 按組件進行市場吸引力分析

8. 全球基於位置的 VR 娛樂 (LBE) 市場展望(2019-2032 年)

  • 簡介/主要發現
  • 依技術分類的市場規模績效分析(2019-2024)
  • 當前及未來市場規模分析及技術預測(2025-2032)
    • 2D
    • 3D
    • 雲端混合實境
  • 依技術進行市場吸引力分析

第9章 全球基於位置的 VR 娛樂 (LBE) 市場展望 (2019-2032)

  • 簡介/主要發現
  • 按最終用戶分類的市場規模績效分析(2019-2024)
  • 按最終用戶分類的當前和未來市場規模分析和預測(2025-2032 年)
    • 遊樂園
    • 主題樂園
    • 遊樂場工作室
    • 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) 展望 (2019-2032)

  • 簡介/主要發現
  • 市場規模表現分析:按地區(2019-2024)
  • 現今及未來各地區市場規模分析及預測(2025-2032)
    • 北美洲
    • 拉丁美洲
    • 歐洲
    • 東亞
    • 南亞和太平洋
    • 中東和非洲
  • 按地區分析市場吸引力

第 11 章 北美基於位置的 VR 娛樂 (LBE) 市場展望(2019-2032 年)

12. 拉丁美洲基於位置的 VR 娛樂 (LBE) 市場展望(2019-2032 年)

13. 歐洲基於位置的 VR 娛樂 (LBE) 市場展望 (2019-2032)

14. 南亞太基於地點的虛擬實境娛樂 (LBE) 市場展望 (2019-2032)

第 15 章 東亞基於位置的 VR 娛樂 (LBE) 市場展望 (2019-2032)

16. 中東和非洲基於位置的 VR 娛樂 (LBE) 市場展望 (2019-2032)

第 17 章基於位置的 VR 娛樂 (LBE) 市場主要國家分析

  • 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
  • 法國實景虛擬實境娛樂 (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
  • 比荷盧經濟聯盟實景虛擬實境娛樂 (LBE) 市場分析
  • 俄羅斯基於位置的 VR 娛樂 (LBE) 市場分析
  • 歐洲其他基於位置的虛擬實境娛樂 (LBE) 市場的分析
  • 中國實景虛擬實境娛樂(LBE)市場分析
  • 日本實景虛擬實境娛樂 (LBE) 市場分析
  • 韓國實景虛擬實境娛樂 (LBE) 市場分析
  • 印度基於位置的 VR 娛樂 (LBE) 市場分析
  • 馬來西亞實景虛擬實境娛樂 (LBE) 市場分析
  • 印尼基於地點的 VR 娛樂 (LBE) 市場分析
  • 新加坡實景虛擬實境娛樂 (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 VR 娛樂 (LBE) 市場分析
  • 南非基於位置的 VR 娛樂 (LBE) 市場分析
  • 中東和非洲其他地區基於位置的 VR 娛樂 (LBE) 市場分析

第18章市場結構分析

  • 市場分析:依公司層級
  • 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
  • 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
    • 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