Index
1 Market Overview of Location-Based VR Entertainment
1.1 Location-Based VR Entertainment Market Overview
1.1.1 Location-Based VR Entertainment Product Scope
1.1.2 Location-Based VR Entertainment Market Status and Outlook
1.2 Global Location-Based VR Entertainment Market Size Overview by Region 2018 VS 2022 VS 2029
1.3 Global Location-Based VR Entertainment Market Size by Region (2018-2029)
1.4 Global Location-Based VR Entertainment Historic Market Size by Region (2018-2023)
1.5 Global Location-Based VR Entertainment Market Size Forecast by Region (2024-2029)
1.6 Key Regions, Location-Based VR Entertainment Market Size (2018-2029)
1.6.1 North America Location-Based VR Entertainment Market Size (2018-2029)
1.6.2 Europe Location-Based VR Entertainment Market Size (2018-2029)
1.6.3 Asia-Pacific Location-Based VR Entertainment Market Size (2018-2029)
1.6.4 Latin America Location-Based VR Entertainment Market Size (2018-2029)
1.6.5 Middle East & Africa Location-Based VR Entertainment Market Size (2018-2029)
2 Location-Based VR Entertainment Market by Type
2.1 Introduction
2.1.1 Software
2.1.2 Hardware
2.2 Global Location-Based VR Entertainment Market Size by Type: 2018 VS 2022 VS 2029
2.2.1 Global Location-Based VR Entertainment Historic Market Size by Type (2018-2023)
2.2.2 Global Location-Based VR Entertainment Forecasted Market Size by Type (2024-2029)
2.3 Key Regions Market Size by Type
2.3.1 North America Location-Based VR Entertainment Revenue Breakdown by Type (2018-2029)
2.3.2 Europe Location-Based VR Entertainment Revenue Breakdown by Type (2018-2029)
2.3.3 Asia-Pacific Location-Based VR Entertainment Revenue Breakdown by Type (2018-2029)
2.3.4 Latin America Location-Based VR Entertainment Revenue Breakdown by Type (2018-2029)
2.3.5 Middle East and Africa Location-Based VR Entertainment Revenue Breakdown by Type (2018-2029)
3 Location-Based VR Entertainment Market Overview by Application
3.1 Introduction
3.1.1 Amusement Park
3.1.2 Theme Park
3.1.3 Arcade Studios
3.1.4 4D Films
3.1.5 Others
3.2 Global Location-Based VR Entertainment Market Size by Application: 2018 VS 2022 VS 2029
3.2.1 Global Location-Based VR Entertainment Historic Market Size by Application (2018-2023)
3.2.2 Global Location-Based VR Entertainment Forecasted Market Size by Application (2024-2029)
3.3 Key Regions Market Size by Application
3.3.1 North America Location-Based VR Entertainment Revenue Breakdown by Application (2018-2029)
3.3.2 Europe Location-Based VR Entertainment Revenue Breakdown by Application (2018-2029)
3.3.3 Asia-Pacific Location-Based VR Entertainment Revenue Breakdown by Application (2018-2029)
3.3.4 Latin America Location-Based VR Entertainment Revenue Breakdown by Application (2018-2029)
3.3.5 Middle East and Africa Location-Based VR Entertainment Revenue Breakdown by Application (2018-2029)
4 Location-Based VR Entertainment Competition Analysis by Players
4.1 Global Location-Based VR Entertainment Market Size by Players (2018-2023)
4.2 Global Top Players by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in Location-Based VR Entertainment as of 2022)
4.3 Date of Key Players Enter into Location-Based VR Entertainment Market
4.4 Global Top Players Location-Based VR Entertainment Headquarters and Area Served
4.5 Key Players Location-Based VR Entertainment Product Solution and Service
4.6 Competitive Status
4.6.1 Location-Based VR Entertainment Market Concentration Rate
4.6.2 Mergers & Acquisitions, Expansion Plans
5 Company (Top Players) Profiles
5.1 EXIT Realty
5.1.1 EXIT Realty Profile
5.1.2 EXIT Realty Main Business
5.1.3 EXIT Realty Location-Based VR Entertainment Products, Services and Solutions
5.1.4 EXIT Realty Location-Based VR Entertainment Revenue (US$ Million) & (2018-2023)
5.1.5 EXIT Realty Recent Developments
5.2 Springboard VR
5.2.1 Springboard VR Profile
5.2.2 Springboard VR Main Business
5.2.3 Springboard VR Location-Based VR Entertainment Products, Services and Solutions
5.2.4 Springboard VR Location-Based VR Entertainment Revenue (US$ Million) & (2018-2023)
5.2.5 Springboard VR Recent Developments
5.3 HTC Corporation
5.3.1 HTC Corporation Profile
5.3.2 HTC Corporation Main Business
5.3.3 HTC Corporation Location-Based VR Entertainment Products, Services and Solutions
5.3.4 HTC Corporation Location-Based VR Entertainment Revenue (US$ Million) & (2018-2023)
5.3.5 SpaceVR Recent Developments
5.4 SpaceVR
5.4.1 SpaceVR Profile
5.4.2 SpaceVR Main Business
5.4.3 SpaceVR Location-Based VR Entertainment Products, Services and Solutions
5.4.4 SpaceVR Location-Based VR Entertainment Revenue (US$ Million) & (2018-2023)
5.4.5 SpaceVR Recent Developments
5.5 Tyffon
5.5.1 Tyffon Profile
5.5.2 Tyffon Main Business
5.5.3 Tyffon Location-Based VR Entertainment Products, Services and Solutions
5.5.4 Tyffon Location-Based VR Entertainment Revenue (US$ Million) & (2018-2023)
5.5.5 Tyffon Recent Developments
5.6 Hologate
5.6.1 Hologate Profile
5.6.2 Hologate Main Business
5.6.3 Hologate Location-Based VR Entertainment Products, Services and Solutions
5.6.4 Hologate Location-Based VR Entertainment Revenue (US$ Million) & (2018-2023)
5.6.5 Hologate Recent Developments
5.7 IMAX Corporation
5.7.1 IMAX Corporation Profile
5.7.2 IMAX Corporation Main Business
5.7.3 IMAX Corporation Location-Based VR Entertainment Products, Services and Solutions
5.7.4 IMAX Corporation Location-Based VR Entertainment Revenue (US$ Million) & (2018-2023)
5.7.5 IMAX Corporation Recent Developments
5.8 The VOID
5.8.1 The VOID Profile
5.8.2 The VOID Main Business
5.8.3 The VOID Location-Based VR Entertainment Products, Services and Solutions
5.8.4 The VOID Location-Based VR Entertainment Revenue (US$ Million) & (2018-2023)
5.8.5 The VOID Recent Developments
5.9 VR Studios
5.9.1 VR Studios Profile
5.9.2 VR Studios Main Business
5.9.3 VR Studios Location-Based VR Entertainment Products, Services and Solutions
5.9.4 VR Studios Location-Based VR Entertainment Revenue (US$ Million) & (2018-2023)
5.9.5 VR Studios Recent Developments
5.10 HQ Software
5.10.1 HQ Software Profile
5.10.2 HQ Software Main Business
5.10.3 HQ Software Location-Based VR Entertainment Products, Services and Solutions
5.10.4 HQ Software Location-Based VR Entertainment Revenue (US$ Million) & (2018-2023)
5.10.5 HQ Software Recent Developments
5.11 MOFABLES
5.11.1 MOFABLES Profile
5.11.2 MOFABLES Main Business
5.11.3 MOFABLES Location-Based VR Entertainment Products, Services and Solutions
5.11.4 MOFABLES Location-Based VR Entertainment Revenue (US$ Million) & (2018-2023)
5.11.5 MOFABLES Recent Developments
5.12 NEXT NOW
5.12.1 NEXT NOW Profile
5.12.2 NEXT NOW Main Business
5.12.3 NEXT NOW Location-Based VR Entertainment Products, Services and Solutions
5.12.4 NEXT NOW Location-Based VR Entertainment Revenue (US$ Million) & (2018-2023)
5.12.5 NEXT NOW Recent Developments
5.13 BidOn Games Studio
5.13.1 BidOn Games Studio Profile
5.13.2 BidOn Games Studio Main Business
5.13.3 BidOn Games Studio Location-Based VR Entertainment Products, Services and Solutions
5.13.4 BidOn Games Studio Location-Based VR Entertainment Revenue (US$ Million) & (2018-2023)
5.13.5 BidOn Games Studio Recent Developments
6 North America
6.1 North America Location-Based VR Entertainment Market Size by Country (2018-2029)
6.2 United States
6.3 Canada
7 Europe
7.1 Europe Location-Based VR Entertainment Market Size by Country (2018-2029)
7.2 Germany
7.3 France
7.4 U.K.
7.5 Italy
7.6 Russia
7.7 Nordic Countries
7.8 Rest of Europe
8 Asia-Pacific
8.1 Asia-Pacific Location-Based VR Entertainment Market Size by Region (2018-2029)
8.2 China
8.3 Japan
8.4 South Korea
8.5 Southeast Asia
8.6 India
8.7 Australia
8.8 Rest of Asia-Pacific
9 Latin America
9.1 Latin America Location-Based VR Entertainment Market Size by Country (2018-2029)
9.2 Mexico
9.3 Brazil
9.4 Rest of Latin America
10 Middle East & Africa
10.1 Middle East & Africa Location-Based VR Entertainment Market Size by Country (2018-2029)
10.2 Turkey
10.3 Saudi Arabia
10.4 UAE
10.5 Rest of Middle East & Africa
11 Location-Based VR Entertainment Market Dynamics
11.1 Location-Based VR Entertainment Industry Trends
11.2 Location-Based VR Entertainment Market Drivers
11.3 Location-Based VR Entertainment Market Challenges
11.4 Location-Based VR Entertainment Market Restraints
12 Research Finding /Conclusion
13 Methodology and Data Source
13.1 Methodology/Research Approach
13.1.1 Research Programs/Design
13.1.2 Market Size Estimation
13.1.3 Market Breakdown and Data Triangulation
13.2 Data Source
13.2.1 Secondary Sources
13.2.2 Primary Sources
13.3 Disclaimer
13.4 Author List