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Location-Based VR Entertainment-Global Market Insights and Sales Trends 2025

Location-Based VR Entertainment-Global Market Insights and Sales Trends 2025

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1871540

No of Pages : 104

Synopsis
The global Location-Based VR Entertainment market size is expected to reach US$ million by 2029, growing at a CAGR of % from 2023 to 2029. The market is mainly driven by the significant applications of Location-Based VR Entertainment in various end use industries. The expanding demands from the Amusement Park, Theme Park, Arcade Studios and 4D Films, are propelling Location-Based VR Entertainment market. Software, one of the segments analysed in this report, is projected to record % CAGR and reach US$ million by the end of the analysis period. Growth in the Hardware segment is estimated at % CAGR for the next seven-year period.
Asia Pacific shows high growth potential for Location-Based VR Entertainment market, driven by demand from China, the second largest economy with some signs of stabilising, the Location-Based VR Entertainment market in China is forecast to reach US$ million by 2029, trailing a CAGR of % over the 2023-2029 period, while the U.S. market will reach US$ million by 2029, exhibiting a CAGR of % during the same period.
Report Objectives
This report provides market insight on the different segments, by players, by Type, by Application. Market size and forecast (2018-2029) has been provided in the report. The primary objectives of this report are to provide 1) global market size and forecasts, growth rates, market dynamics, industry structure and developments, market situation, trends; 2) global market share and ranking by company; 3) comprehensive presentation of the global market for Location-Based VR Entertainment, with both quantitative and qualitative analysis through detailed segmentation; 4) detailed value chain analysis and review of growth factors essential for the existing market players and new entrants; 5) emerging opportunities in the market and the future impact of major drivers and restraints of the market.
Key Features of The Study:
This report provides in-depth analysis of the global Location-Based VR Entertainment market, and provides market size (US$ million) and CAGR for the forecast period (2023-2029), considering 2022 as the base year.
This report profiles key players in the global Location-Based VR Entertainment market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, Location-Based VR Entertainment sales data, market share and ranking.
This report elucidates potential market opportunities across different segments and explains attractive investment proposition matrices for this market.
This report illustrates key insights about market drivers, restraints, opportunities, market trends, regional outlook.
Key companies of Location-Based VR Entertainment covered in this report include EXIT Realty, Springboard VR, HTC Corporation, SpaceVR, Tyffon, Hologate, IMAX Corporation, The VOID and VR Studios, etc.
The global Location-Based VR Entertainment market report caters to various stakeholders in this industry including investors, suppliers, product players, distributors, new entrants, and financial analysts.
Market Segmentation
Company Profiles:
EXIT Realty
Springboard VR
HTC Corporation
SpaceVR
Tyffon
Hologate
IMAX Corporation
The VOID
VR Studios
HQ Software
MOFABLES
NEXT NOW
BidOn Games Studio
Global Location-Based VR Entertainment market, by region:
North America (U.S., Canada, Mexico)
Europe (Germany, France, UK, Italy, etc.)
Asia Pacific (China, Japan, South Korea, Southeast Asia, India, etc.)
South America (Brazil, etc.)
Middle East and Africa (Turkey, GCC Countries, Africa, etc.)
Global Location-Based VR Entertainment market, Segment by Type:
Software
Hardware
Global Location-Based VR Entertainment market, by Application
Amusement Park
Theme Park
Arcade Studios
4D Films
Others
Core Chapters
Chapter One: Introduces the report scope of the report, executive summary of global and regional market size and CAGR for the history and forecast period (2018-2023, 2024-2029). It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter Two: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter Three: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter Four: Detailed analysis of Location-Based VR Entertainment companies’ competitive landscape, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter Five: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product introduction, revenue, recent development, etc.
Chapter Six, Seven, Eight, Nine and Ten: North America, Europe, Asia Pacific, Latin America, Middle East & Africa, revenue by country.
Chapter Eleven: this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter Twelve: Research Finding/Conclusion
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

Published By : QY Research

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