封面
市場調查報告書
商品編碼
1622076

2024 年至 2031 年基於位置的 VR 市場(按組件、技術、最終用戶和地區劃分)

Location-based Virtual Reality Market by Component (Hardware, Software), Technology (2-Dimensional, 3-Dimensional), End-user (Amusement Parks, Family Entertainment Centers, Gaming Arcades), & Region for 2024-2031

出版日期: | 出版商: Verified Market Research | 英文 202 Pages | 商品交期: 2-3個工作天內

價格
基於位置的 VR 市場評估 2024-2031

基於位置的虛擬實境 (LBVR) 市場正受到虛擬實境硬體和軟體技術進步的推動,使 LBVR 成為沉浸式娛樂體驗的一種越來越有吸引力和可行的選擇。據 Verified Market Research 分析師稱,基於位置的 VR 市場估值預計將從 2024 年的 67.8 億美元增長至 2031 年的 714.2 億美元。

LBVR 市場快速擴張主要得益於全球對獨特、沉浸式娛樂體驗的需求不斷增長、VR 技術成本下降以及對基於位置的娛樂場所的投資不斷增加。預計 2024 年至 2031 年期間市場複合年增長率為 34.21%。

基於位置的 VR 市場定義/概述

基於位置的虛擬實境 (LBVR) 被定義為一種在特定實體位置或場地而不是使用者家中體驗的虛擬實境娛樂形式。在 LBVR 體驗中,使用者通常會配戴 VR 耳機和其他感官設備,在穿越專門設計的實體空間時沉浸在虛擬環境中。

此外,LBVR還有廣泛的應用範圍,包括遊戲、教育體驗、虛擬旅遊、訓練模擬等。遊樂園、家庭娛樂中心、博物館和其他地方都利用它們為遊客創造獨特的、身臨其境的體驗。這項技術將VR的沉浸感與共享實體空間的社交性結合,創造出新穎的娛樂可能性。

哪些因素將推動基於位置的 VR 市場的成長?

消費者對獨特、身臨其境的娛樂體驗的需求正在不斷增長。由於傳統娛樂形式面臨來自家庭娛樂選擇的競爭,在家中無法輕易複製的基於位置的體驗變得更具吸引力。 LBVR 提供的沉浸感和互動性是其他娛樂形式難以實現的,對於尋求新奇體驗的消費者來說,這是一個有吸引力的選擇。

與VR技術相關的成本正在下降。隨著 VR 硬體變得越來越便宜且功能強大,娛樂場所投資 LBVR 設定變得越來越實用。成本的降低使得廣泛的營運商能夠進入 LBVR 市場,從小型商場到大型主題樂園。

此外,對基於位置的娛樂場所的投資也在成長。在競爭激烈的環境中,零售空間被重新評估,許多房地產開發商和購物中心業主開始轉向體驗式景點來吸引顧客。 LBVR 被視為向 "零售娛樂" 轉變的關鍵技術,推動了該領域的投資和擴張。

此外,VR 技術的進步正在提高 LBVR 體驗的品質和多樣性。改進的圖形、觸覺回饋和運動追蹤使 VR 體驗更加身臨其境、更加逼真。這些技術發展正在擴大 LBVR 內容的可能性,吸引消費者和企業使用該技術。

市場採用基於位置的 VR 可能會產生哪些影響?

預測期內,VR內容的高製作成本將成為基於位置的VR產業發展的一大障礙。開發身臨其境且引人入勝的虛擬實境體驗需要在技術、軟體和內容創作方面進行大量投資。對於許多企業來說,聘請專業開發人員、購買專用設備以及優化 VR 平台內容的成本過高,限制了基於位置的 VR 解決方案的採用。

目錄

第 1 章簡介

  • 市場定義
  • 市場區隔
  • 調查安排
  • 先決條件
  • 限制

第 2 章 研究方法

  • 資料探勘
  • 二次研究
  • 初步研究
  • 專家建議
  • 品質檢查
  • 最終審核
  • 數據三角測量
  • 由下而上的方法
  • 自上而下的方法
  • 調查流程

第 3 章執行摘要

    市場概況
  • 全球基於位置的 VR 市場:區域分析
  • 全球基於位置的 VR 市場類型
  • 全球基於位置的 VR 市場(按應用劃分)
  • 未來市場機會
  • 全球市場細分

第四章 市場展望

  • 基於位置的 VR 的全球市場展望
  • 市場推動因素
    • VR 技術的應用日益廣泛
    • 360 度內容日益流行
  • 阻礙因素
    • 內容開發成本增加
  • 機會
    • 無人值守 VR 站點的普及
    • 最佳化每平方英尺的價格
    • 2019年,營運商將開始部署獨立耳機。
    • 主要 IP 和家庭娛樂品牌借助 LB VR 獲得成功。
  • COVID-19 對基於位置的 VR 市場的影響
  • 波特五力分析

第 5 章 市場類型

  • 概述
  • 硬體
  • 軟體

第 6 章 依應用劃分的市場

  • 概述
  • VR 街機
  • VR主題樂園
  • VR戲院

第 7 章 區域市場

  • 概述
  • 北美洲
    • 北美市場概況
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 歐洲市場概況
    • 德國
    • 英國
    • 法國
    • 其他歐洲國家
    亞太地區
      亞太市場概況
    • 中國
    • 日本
    • 印度
    • 亞太地區的其他國家
  • 其他
    • 專欄市場概覽
    • 中東和非洲
    • 拉丁美洲

第 8 章 競爭格局

  • 概述
  • 各公司市場排名分析

第九章 公司簡介

  • HTC VIVE(HTC CORPORATION)
  • OCULUS VR(META)
  • HOLOGATE
  • SURVIOS INC.
  • THE VOID LLC
  • VRSTUDIOS
  • ZERO LATENCY VR
  • EXIT REALITY VR
  • POSITRON
Product Code: 15090

Location-based Virtual Reality Market Valuation 2024-2031

The location-based virtual reality (LBVR) market is being propelled upwards by technological advancements in VR hardware and software, positioning LBVR as an increasingly attractive and feasible option for immersive entertainment experiences. According to analysts from Verified Market Research, the location-based virtual reality market is estimated to reach a valuation of USD 71.42 Billion by 2031, up fromUSD 6.78 Billion valued in 2024.

The rapid expansion of the LBVR market is primarily driven by rising global demand for unique, immersive entertainment experiences, as well as decreasing costs of VR technology and increasing investments in location-based entertainment venues. It is projected that the market will grow at aCAGR of 34.21 % from 2024 to 2031.

Location-based Virtual Reality Market: Definition/Overview

Location-based virtual reality (LBVR) is defined as a form of VR entertainment that is experienced in a specific physical location or venue, rather than in a user's home. In LBVR experiences, users typically wear VR headsets and other sensory equipment to be immersed in a virtual environment while moving around in a specially designed physical space.

Furthermore, LBVR has a wide range of applications, including gaming, educational experiences, virtual tours, and training simulations. It is being increasingly adopted by amusement parks, family entertainment centers, museums, and other venues to offer unique, immersive experiences to visitors. The technology combines the immersive nature of VR with the social aspect of shared physical spaces, creating novel entertainment possibilities.

What's inside a VMR industry report?

Our reports include actionable data and forward-looking analysis that help you craft pitches, create business plans, build presentations and write proposals.

What Factors are Propelling the Growth of the Location-based Virtual Reality Market?

There is an increasing consumer demand for unique and immersive entertainment experiences. As traditional forms of entertainment face competition from home-based options, location-based experiences that cannot be easily replicated at home are becoming more attractive. LBVR offers a level of immersion and interactivity that is difficult to achieve with other forms of entertainment, making it a compelling option for consumers seeking novel experiences.

The costs associated with VR technology are decreasing. As VR hardware becomes more affordable and sophisticated, it becomes more feasible for entertainment venues to invest in LBVR setups. This cost reduction is making it possible for a wider range of businesses to enter the LBVR market, from small arcades to large theme parks.

Additionally, there is growing investment in location-based entertainment venues. As retail spaces are being reimagined in the face of e-commerce competition, many property developers and mall owners are turning to experience-based attractions to draw visitors. LBVR is seen as a key technology in this shift towards "retailtainment," driving investment and expansion in the sector.

Furthermore, advancements in VR technology are enhancing the quality and variety of LBVR experiences. Improvements in graphics, haptic feedback, and motion tracking are making VR experiences more immersive and realistic. These technological developments are expanding the possibilities for LBVR content, attracting both consumers and businesses to the technology.

What are the Potential Impacts of Location-Based Virtual Reality Adoption in the Market?

The high cost of generating VR content is a significant impediment to the location-based virtual reality industry over the forecast period. Developing immersive and compelling VR experiences necessitates major investments in technology, software, and content creation. Many businesses find the costs of employing professional developers, obtaining specialized equipment, and optimizing content for VR platforms prohibitively expensive, restricting their adoption of location-based VR solutions.

Category-Wise Acumens

What are the Drivers that Contribute to the Demand for Hardware in the LBVR Market?

According to VMR analysis, the hardware segment is estimated to dominate the market in the component segment during the forecast period. The hardware component of LBVR systems includes VR headsets, motion trackers, haptic devices, and powerful computers to run VR software. There is a continuous improvement in VR hardware technology. New generations of VR headsets offer higher-resolution displays, wider fields of view, and more comfortable designs, enhancing the overall user experience. These improvements are making LBVR more attractive to consumers and businesses alike.

Additionally, the development of specialized hardware for LBVR applications is contributing to market growth. This includes omnidirectional treadmills, haptic suits, and other devices that enhance the immersion and interactivity of LBVR experiences. As these technologies become more sophisticated and widely available, they are expected to drive further adoption of LBVR.

Furthermore, the decreasing cost of VR hardware is making it more accessible to a wider range of businesses. As production scales up and technology matures, the price of VR equipment is falling, allowing more venues to invest in LBVR setups.

What are the Potential Factors for the Growth of 3-Dimensional Technology in the Market?

The 3-dimensional technology segment is estimated to dominate the LBVR market during the forecast period. 3D technology in LBVR provides a more immersive and realistic experience compared to 2D alternatives. Advancements in 3D rendering technology are making it possible to create more detailed and realistic virtual environments. This enhanced realism is crucial for creating compelling LBVR experiences that keep users engaged and coming back for more.

Additionally, the increasing processing power of VR-capable computers is enabling more complex 3D environments to be rendered in real time. This allows for more interactive and dynamic LBVR experiences, further driving the adoption of 3D technology in the market.

Furthermore, user expectations are pushing the market towards more immersive 3D experiences. As consumers become more familiar with VR technology, they are demanding higher quality, more realistic virtual environments, which only be delivered through advanced 3D technology.

Country/Region-wise Acumens

What are the Key Factors that Contribute to Asia Pacific's Edge in the Market?

According to VMR Analyst, Asia Pacific is estimated to dominate the LBVR market during the forecast period. Asia-Pacific's edge in the Location-Based Virtual Reality (LBVR) market is driven by its advanced technological ecosystem. Countries like China, Japan, and South Korea lead in VR hardware and software development, with significant innovation and early adoption of innovative technologies. This technological advantage positions the region as a global leader in VR solutions.

The strong gaming and entertainment culture in the region also plays a vital role. VR has become increasingly popular in arcades, theme parks, and entertainment centers, particularly in China and Japan. This high consumer interest, paired with large investments in VR-based entertainment experiences, further propels the market's growth.

Furthermore, government initiatives and the adoption of VR in sectors like tourism and retail contribute to Asia-Pacific's dominance. China's 14th Five-Year Plan emphasizes support for VR, while VR-based attractions in shopping malls and tourist destinations continue to gain traction. Combined with a large and growing middle-class population, these factors create a conducive environment for the expansion of LBVR technologies in the region.

How Do Market Trends Shape the LBVR Landscape in North America?

The North American region is estimated to exhibit the highest growth within the LBVR market during the forecast period. The growing consumer interest in immersive experiences, especially in gaming and entertainment, is a major driver. VR arcades, theme parks, and entertainment centers are expanding, with large players investing in VR-based attractions to meet this demand.

North America, particularly the U.S., is home to some of the world's leading VR technology companies, which contribute to innovation in both hardware and software. The development of more affordable and high-quality VR systems has accelerated the growth of LBVR venues across the region.

Furthermore, LBVR is increasingly being adopted for corporate training and educational purposes. Companies and institutions are using VR for simulations, skill-building, and training, driving demand for location-based solutions that offer high-quality, immersive experiences.

Competitive Landscape

The LBVR market's competitive landscape is characterized by a mix of large technology companies, specialized VR firms, and location-based entertainment providers, all vying for market share in this rapidly growing industry.

Some of the prominent players operating in the location-based virtual reality market include:

The VOID

Zero Latency

Hologate

Sandbox VR

VRstudios

Dreamscape Immersive

Survios

Nomadic

SPACES

Neurogaming

Latest Developments

In March 2023, The VOID announced plans to relaunch its location-based VR experiences in partnership with Unibail-Rodamco-Westfield (URW). This partnership aims to bring The VOID's immersive VR experiences to URW's premier destinations across the U.S. and Europe.

In January 2023, Zero Latency unveiled its new "Far Cry VR" experience, developed in partnership with Ubisoft. This marks a trend of LBVR companies collaborating with major game developers to bring popular franchises into the location-based VR space.

Location-based Virtual Reality Market, By Category

  • Component:
  • Hardware
  • VR Headsets
  • Motion Trackers
  • Projectors and Displays
  • Software
  • Technology:

2-Dimensional

3-Dimensional

  • Region:
  • North America
  • Europe
  • Asia-Pacific
  • Latin America
  • Middle East & Africa

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 MARKET DEFINITION
  • 1.2 MARKET SEGMENTATION
  • 1.3 RESEARCH TIMELINES
  • 1.4 ASSUMPTIONS
  • 1.5 LIMITATIONS

2 RESEARCH METHODOLOGY

  • 2.1 DATA MINING
  • 2.2 SECONDARY RESEARCH
  • 2.3 PRIMARY RESEARCH
  • 2.4 SUBJECT MATTER EXPERT ADVICE
  • 2.5 QUALITY CHECK
  • 2.6 FINAL REVIEW
  • 2.7 DATA TRIANGULATION
  • 2.8 BOTTOM-UP APPROACH
  • 2.9 TOP-DOWN APPROACH
  • 2.1 RESEARCH FLOW

3 EXECUTIVE SUMMARY

  • 3.1 MARKET OVERVIEW
  • 3.2 GLOBAL LOCATION-BASED VIRTUAL REALITY MARKET GEOGRAPHICAL ANALYSIS (CAGR %)
  • 3.3 GLOBAL LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE (USD MILLION)
  • 3.4 GLOBAL LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION (USD MILLION)
  • 3.5 FUTURE MARKET OPPORTUNITIES
  • 3.6 GLOBAL MARKET SPLIT

4 MARKET OUTLOOK

  • 4.1 GLOBAL LOCATION-BASED VIRTUAL REALITY MARKET OUTLOOK
  • 4.2 MARKET DRIVERS
    • 4.2.1 INCREASE IN THE IMPLEMENTATION OF VR TECHNOLOGY
    • 4.2.2 INCREASING POPULARITY OF 360-DEGREE CONTENT
  • 4.3 RESTRAINTS
    • 4.3.1 HIGH PRICING OF CONTENT DEVELOPMENT
  • 4.4 OPPORTUNITIES
    • 4.4.1 ATTENDANT-LESS VR STATIONS ARE BECOMING MORE POPULAR
    • 4.4.2 OPTIMIZING PRICE PER SQUARE FOOT
    • 4.4.3 OPERATORS WILL INCREASINGLY DEPLOY STANDALONE HEADSETS IN 2019
    • 4.4.4 MAJOR IP AND FAMILY-FRIENDLY ENTERTAINMENT BRANDS WILL FIND SUCCESS IN LB VR
  • 4.5 IMPACT OF COVID-19 ON LOCATION-BASED VIRTUAL REALITY MARKET
  • 4.6 PORTER'S FIVE FORCES ANALYSIS

5 MARKET, BY TYPE

  • 5.1 OVERVIEW
  • 5.1 HARDWARE
  • 5.2 SOFTWARE

6 MARKET, BY APPLICATION

  • 6.1 OVERVIEW
  • 6.2 VR ARCADES
  • 6.3 VR THEME PARKS
  • 6.4 VR CINEMAS

7 MARKET, BY GEOGRAPHY

  • 7.1 OVERVIEW
  • 7.2 NORTH AMERICA
    • 7.2.1 NORTH AMERICA MARKET SNAPSHOT
    • 7.2.2 U.S.
    • 7.2.3 CANADA
    • 7.2.4 MEXICO
  • 7.3 EUROPE
    • 7.3.1 EUROPE MARKET SNAPSHOT
    • 7.3.2 GERMANY
    • 7.3.3 UK
    • 7.3.4 FRANCE
    • 7.3.5 REST OF EUROPE
  • 7.4 ASIA PACIFIC
    • 7.4.1 ASIA PACIFIC MARKET SNAPSHOT
    • 7.4.2 CHINA
    • 7.4.3 JAPAN
    • 7.4.4 INDIA
    • 7.4.5 REST OF APAC
  • 7.5 ROW
    • 7.5.1 ROW MARKET SNAPSHOT
    • 7.5.2 MIDDLE EAST AND AFRICA
    • 7.5.3 LATIN AMERICA

8 COMPETITIVE LANDSCAPE

  • 8.1 OVERVIEW
  • 8.1 COMPANY MARKET RANKING ANALYSIS

9 COMPANY PROFILES

  • 9.1 HTC VIVE (HTC CORPORATION)
    • 9.1.1 COMPANY OVERVIEW
    • 9.1.2 COMPANY INSIGHTS
    • 9.1.3 PRODUCT BENCHMARKING
    • 9.1.4 KEY DEVELOPMENTS
    • 9.1.5 SWOT ANALYSIS
  • 9.2 OCULUS VR (META)
    • 9.2.1 COMPANY OVERVIEW
    • 9.2.2 COMPANY INSIGHTS
    • 9.2.3 PRODUCT BENCHMARKING
    • 9.2.4 KEY DEVELOPMENTS
    • 9.2.5 SWOT ANALYSIS
  • 9.3 HOLOGATE
    • 9.3.1 COMPANY OVERVIEW
    • 9.3.2 COMPANY INSIGHTS
    • 9.3.3 PRODUCT BENCHMARKING
    • 9.3.4 KEY DEVELOPMENTS
    • 9.3.5 SWOT ANALYSIS
  • 9.4 SURVIOS INC.
    • 9.4.1 COMPANY OVERVIEW
    • 9.4.2 COMPANY INSIGHTS
    • 9.4.3 PRODUCT BENCHMARKING
    • 9.4.4 KEY DEVELOPMENTS
  • 9.5 THE VOID LLC
    • 9.5.1 COMPANY OVERVIEW
    • 9.5.2 COMPANY INSIGHTS
    • 9.5.3 PRODUCT BENCHMARKING
  • 9.6 VRSTUDIOS
    • 9.6.1 COMPANY OVERVIEW
    • 9.6.2 COMPANY INSIGHTS
    • 9.6.3 PRODUCT BENCHMARKING
    • 9.6.4 KEY DEVELOPMENTS
  • 9.7 ZERO LATENCY VR
    • 9.7.1 COMPANY OVERVIEW
    • 9.7.2 COMPANY INSIGHTS
    • 9.7.3 PRODUCT BENCHMARKING
    • 9.7.4 KEY DEVELOPMENTS
  • 9.8 EXIT REALITY VR
    • 9.8.1 COMPANY OVERVIEW
    • 9.8.2 COMPANY INSIGHTS
    • 9.8.3 PRODUCT BENCHMARKING
    • 9.8.4 KEY DEVELOPMENTS
  • 9.9 POSITRON
    • 9.9.1 COMPANY OVERVIEW
    • 9.9.2 COMPANY INSIGHTS
    • 9.9.3 PRODUCT BENCHMARKING
    • 9.9.4 KEY DEVELOPMENTS

LIST OF TABLES

  • TABLE 1 GLOBAL LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE, 2021 - 2028 (USD MILLION)
  • TABLE 2 GLOBAL LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION, 2021 - 2028 (USD MILLION)
  • TABLE 3 GLOBAL LOCATION-BASED VIRTUAL REALITY MARKET, BY GEOGRAPHY, 2021 - 2028 (USD MILLION)
  • TABLE 4 NORTH AMERICA LOCATION-BASED VIRTUAL REALITY MARKET, BY COUNTRY, 2021 - 2028 (USD MILLION)
  • TABLE 5 NORTH AMERICA LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE, 2021 - 2028 (USD MILLION)
  • TABLE 6 NORTH AMERICA LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION, 2021 - 2028 (USD MILLION)
  • TABLE 7 U.S. LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE, 2021 - 2028 (USD MILLION)
  • TABLE 8 U.S. LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION, 2021 - 2028 (USD MILLION)
  • TABLE 9 CANADA LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE, 2021 - 2028 (USD MILLION)
  • TABLE 10 CANADA LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION, 2021 - 2028 (USD MILLION)
  • TABLE 11 MEXICO LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE, 2021 - 2028 (USD MILLION)
  • TABLE 12 MEXICO LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION, 2021 - 2028 (USD MILLION)
  • TABLE 13 EUROPE LOCATION-BASED VIRTUAL REALITY MARKET, BY COUNTRY, 2021 - 2028 (USD MILLION)
  • TABLE 14 EUROPE LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE, 2021 - 2028 (USD MILLION)
  • TABLE 15 EUROPE LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION, 2021 - 2028 (USD MILLION)
  • TABLE 16 GERMANY LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE, 2021 - 2028 (USD MILLION)
  • TABLE 17 GERMANY LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION, 2021 - 2028 (USD MILLION)
  • TABLE 18 UK LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE, 2021 - 2028 (USD MILLION)
  • TABLE 19 UK LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION, 2021 - 2028 (USD MILLION)
  • TABLE 20 FRANCE LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE, 2021 - 2028 (USD MILLION)
  • TABLE 21 FRANCE LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION, 2021 - 2028 (USD MILLION)
  • TABLE 22 REST OF EUROPE LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE, 2021 - 2028 (USD MILLION)
  • TABLE 23 REST OF EUROPE LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION, 2021 - 2028 (USD MILLION)
  • TABLE 24 ASIA PACIFIC LOCATION-BASED VIRTUAL REALITY MARKET, BY COUNTRY, 2021 - 2028 (USD MILLION)
  • TABLE 25 ASIA PACIFIC LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE, 2021 - 2028 (USD MILLION)
  • TABLE 26 ASIA PACIFICLOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION, 2021 - 2028 (USD MILLION)
  • TABLE 27 CHINA LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE, 2021 - 2028 (USD MILLION)
  • TABLE 28 CHINA LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION, 2021 - 2028 (USD MILLION)
  • TABLE 29 JAPAN LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE, 2021 - 2028 (USD MILLION)
  • TABLE 30 JAPAN LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION, 2021 - 2028 (USD MILLION)
  • TABLE 31 INDIA LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE, 2021 - 2028 (USD MILLION)
  • TABLE 32 INDIA LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION, 2021 - 2028 (USD MILLION)
  • TABLE 33 REST OF APAC LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE, 2021 - 2028 (USD MILLION)
  • TABLE 34 REST OF APAC LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION, 2021 - 2028 (USD MILLION)
  • TABLE 35 ROW LOCATION-BASED VIRTUAL REALITY MARKET, BY COUNTRY, 2021 - 2028 (USD MILLION)
  • TABLE 36 ROW LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE, 2021 - 2028 (USD MILLION)
  • TABLE 37 ROW LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION, 2021 - 2028 (USD MILLION)
  • TABLE 38 MIDDLE EAST AND AFRICA LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE, 2021 - 2028 (USD MILLION)
  • TABLE 39 MIDDLE EAST AND AFRICA LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION, 2021 - 2028 (USD MILLION)
  • TABLE 40 LATIN AMERICALOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE, 2021 - 2028 (USD MILLION)
  • TABLE 41 LATIN AMERICALOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION, 2021 - 2028 (USD MILLION)
  • TABLE 42 COMPANY MARKET RANKING ANALYSIS COMPANY RANKING
  • TABLE 43 HTC VIVE (HTC CORPORATION): PRODUCT BENCHMARKING
  • TABLE 44 HTC VIVE (HTC CORPORATION): KEY DEVELOPMENTS
  • TABLE 45 OCULUS VR: PRODUCT BENCHMARKING
  • TABLE 46 OCULUS VR: KEY DEVELOPMENTS
  • TABLE 47 HOLOGATE: PRODUCT BENCHMARKING
  • TABLE 48 HOLOGATE: KEY DEVELOPMENTS
  • TABLE 49 SURVIOS INC.: PRODUCT BENCHMARKING
  • TABLE 50 SURVIOS INC.: KEY DEVELOPMENTS
  • TABLE 51 THE VOID LLC: PRODUCT BENCHMARKING
  • TABLE 52 THE VOID LLC: KEY DEVELOPMENTS
  • TABLE 53 VRSTUDIOS: PRODUCT BENCHMARKING
  • TABLE 54 VRSTUDIOS: KEY DEVELOPMENTS
  • TABLE 55 ZERO LATENCY VR: PRODUCT BENCHMARKING
  • TABLE 56 ZERO LATENCY VR: KEY DEVELOPMENTS
  • TABLE 57 EXIT REALITY VR: PRODUCT BENCHMARKING
  • TABLE 58 EXIT REALITY VR: KEY DEVELOPMENTS
  • TABLE 59 POSITRON: PRODUCT BENCHMARKING
  • TABLE 60 POSITRON: KEY DEVELOPMENTS

LIST OF FIGURES

  • FIGURE 1 GLOBAL LOCATION-BASED VIRTUAL REALITY MARKET SEGMENTATION
  • FIGURE 2 RESEARCH TIMELINES
  • FIGURE 3 DATA TRIANGULATION
  • FIGURE 4 MARKET RESEARCH FLOW
  • FIGURE 5 GLOBAL LOCATION-BASED VIRTUAL REALITY MARKET OVERVIEW
  • FIGURE 6 GLOBAL LOCATION-BASED VIRTUAL REALITY MARKET GEOGRAPHICAL ANALYSIS, 2021-2028
  • FIGURE 7 GLOBAL LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE (USD MILLION)
  • FIGURE 8 GLOBAL LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION (USD MILLION)
  • FIGURE 9 FUTURE MARKET OPPORTUNITIES
  • FIGURE 10 NORTH AMERICA DOMINATED THE MARKET IN 2020
  • FIGURE 11 GLOBAL LOCATION-BASED VIRTUAL REALITY MARKET OUTLOOK
  • FIGURE 12 PORTER'S FIVE FORCES ANALYSIS FOR LOCATION-BASED VIRTUAL REALITY MARKET
  • FIGURE 13 GLOBAL LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE
  • FIGURE 14 GLOBAL LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION
  • FIGURE 15 GLOBAL LOCATION-BASED VIRTUAL REALITY MARKET, BY GEOGRAPHY, 2021 - 2028 (USD MILLION)
  • FIGURE 16 NORTH AMERICA MARKET SNAPSHOT
  • FIGURE 17 U.S. MARKET SNAPSHOT
  • FIGURE 18 CANADA MARKET SNAPSHOT
  • FIGURE 19 MEXICO MARKET SNAPSHOT
  • FIGURE 20 EUROPE MARKET SNAPSHOT
  • FIGURE 21 GERMANY MARKET SNAPSHOT
  • FIGURE 22 UK MARKET SNAPSHOT
  • FIGURE 23 FRANCE MARKET SNAPSHOT
  • FIGURE 24 ASIA PACIFIC MARKET SNAPSHOT
  • FIGURE 25 CHINA MARKET SNAPSHOT
  • FIGURE 26 JAPAN MARKET SNAPSHOT
  • FIGURE 27 INDIA MARKET SNAPSHOT
  • FIGURE 28 ROW MARKET SNAPSHOT
  • FIGURE 29 HTC VIVE (HTC CORPORATION): COMPANY INSIGHT
  • FIGURE 30 HTC VIVE (HTC CORPORATION): SWOT ANALYSIS
  • FIGURE 31 OCULUS VR: COMPANY INSIGHT
  • FIGURE 32 OCULUS VR: SWOT ANALYSIS
  • FIGURE 33 HOLOGATE: COMPANY INSIGHT
  • FIGURE 34 HOLOGATE: SWOT ANALYSIS
  • FIGURE 35 SURVIOS INC.: COMPANY INSIGHT
  • FIGURE 36 THE VOID LLC: COMPANY INSIGHT
  • FIGURE 37 VRSTUDIOS: COMPANY INSIGHT
  • FIGURE 38 ZERO LATENCY VR COMPANY INSIGHT
  • FIGURE 39 EXIT REALITY VR: COMPANY INSIGHT
  • FIGURE 40 POSITRON: COMPANY INSIGHT