封面
市场调查报告书
商品编码
1798943

全球基于位置的虚拟实境市场

Location-based Virtual Reality

出版日期: | 出版商: Global Industry Analysts, Inc. | 英文 270 Pages | 商品交期: 最快1-2个工作天内

价格

本网页内容可能与最新版本有所差异。详细情况请与我们联繫。

简介目录

到 2030 年,全球基于位置的虚拟实境市场规模将达到 72 亿美元

全球基于位置的虚拟实境市场规模预计在2024年达到15亿美元,到2030年将达到72亿美元,2024年至2030年的复合年增长率为29.3%。硬体组件是本报告分析的细分市场之一,预计其复合年增长率将达到26.2%,到分析期结束时规模将达到40亿美元。软体组件细分市场在分析期间内的复合年增长率预计为34.4%。

美国市场规模估计为 4.18 亿美元,中国市场预计复合年增长率为 37.9%

美国基于位置的虚拟实境市场规模预计在2024年达到4.18亿美元。作为世界第二大经济体,中国预计到2030年市场规模将达到18亿美元,在2024-2030年的分析期间内,复合年增长率为37.9%。其他值得关注的区域市场包括日本和加拿大,预计在分析期间内,这两个市场的复合年增长率分别为24.0%和26.2%。在欧洲,预计德国市场的复合年增长率为24.7%。

全球基于位置的虚拟实境市场—主要趋势和驱动因素摘要

为什么基于位置的 VR 正在经历商业性和技术的復兴?

基于位置的虚拟实境 (LBVR) 透过在专用实体场所提供高度逼真、互动且极具社交吸引力的体验,正在重新定义身临其境型娱乐的界限。随着游戏、娱乐、旅游和教育产业不断探索新的商业化战略,LBVR 已成为极具吸引力的解决方案,它将现实世界的实体体验与数位沉浸感完美融合。与受成本、空间和运动追踪限制的家用 VR 不同,LBVR 场所可以部署高阶头戴式装置、运动模拟器、触觉套装和 4D 环境效果,从而为游戏玩家和非游戏玩家提供引人入胜的多感官体验。

疫情后,户外娱乐活动大幅反弹,LBVR游乐场、VR 密室逃脱、主题乐园和电影体验的客流量大幅回升。 LBVR 的实体属性提供了个人 VR 设备所缺乏的共用社交维度,使其对家庭、游客和团体活动特别有吸引力。 「体验式娱乐」的日益普及进一步推动了这种需求,消费者追求情感和感官的互动,而非被动的内容消费。因此,购物中心营运商、影院、游乐园和零售连锁店正在整合 LBVR 区域,以增加客流量和停留时间。

科技增强如何提高 LBVR 的使用者参与度?

LBVR 正透过空间运算、运动追踪、人工智慧和感官增强技术的整合不断发展。如今,最先进的设施已配备全身追踪系统、自由漫游竞技场和仓库规模的地图,使玩家能够即时行走、蹲伏并与数位环境互动。光学动态捕捉、惯性感测器和光达技术可提供超精准的身体定位,最大限度地减少晕动症并增强沉浸感。领先的设备製造商正在推出更轻的无线VR头戴装置,配备 6DoF(六自由度)和内向外追踪技术,从而消除外部感测器和线缆的限制。

风、气味、地板振动和温度控制等多感官线索可以与游戏场景同步,从而增强环境叙事。 AI主导的NPC(非玩家角色)可以即时回应使用者的选择和群体动作,从而实现更具适应性和智慧的游戏体验。此外,内容创作者越来越多地使用虚幻引擎和 Unity 来建立跨类型的超现实互动模拟,从科幻战斗和历史重演到灾难训练和虚拟旅游。

LBVR 也受益于扩增实境(XR) 与即时摄影测量技术的融合,这使得现实世界的场景能够透过数位迭加来创建混合实境环境。这些进步正在开闢游戏以外的新应用,包括身临其境型教育、军事训练、急救员培训、虚拟音乐会和博物馆展览。此外,云端 VR 串流媒体和边缘运算正在试点,以支援无需笨重的现场处理硬体即可实现高保真渲染。这些技术创新正迅速将 LBVR 转变为多功能平台,带来沉浸式和震撼的体验。

哪些经营模式和部署环境正在推动 LBVR 的扩张?

LBVR 生态系统在经营模式、安装格式和内容供应方面日益多样化。电影院和购物中心正在整合承包VR 舱和运动模拟器游乐设施,以将未充分利用的占地面积收益并吸引顾客。活动、节庆和机场的快闪 LBVR 装置因其便携性和易于部署而越来越受欢迎。此外,专利权经营的 VR游乐场和自由漫游 VR 竞技场正在北美、欧洲和亚洲的城市中心不断扩张,为缺乏内部技术能力的营运商提供了可扩展的选择。

VR内容工作室与场地营运商之间的授权协议,使得高品质体验的快速部署成为可能,同时保持较低的领先开发成本。教育和企业培训模组正在涌现订阅模式,机构付费即可存取LBVR实验室提供的不断发展的VR课程。同时,融合了电子竞技、LBVR游戏和社交休息室的混合模式,透过提供充满活力的公共体验,瞄准了更年轻的受众。

旅游局和文化遗产组织正在采用 LBVR 技术,对难以接近的历史遗迹进行重现和身临其境型游览,尤其是在后疫情时代的復苏战略中。同时,各大品牌也利用 LBVR 技术进行体验式行销宣传活动,让顾客在虚拟环境中与其产品互动。工业训练中心和国防机构正在部署 LBVR 系统,以模拟在现实生活中难以重现或危险的危险场景。这些多面向的部署为 LBVR 成为娱乐和企业解决方案的主流奠定了坚实的基础。

是什么推动了全球基于位置的虚拟实境市场的成长?

全球线下虚拟实境市场的成长受到多种因素的推动,包括消费者对体验式娱乐日益增长的需求、身临其境型硬体和软体的技术进步,以及在各个垂直领域的部署不断增加。 VR能够提供高保真、基于群体和多感官的体验,使其成为在过度饱和的娱乐领域中脱颖而出的关键因素。都市化和后疫情时代户外休閒活动的復苏,正在推动对VR游乐场和自由漫游中心的投资增加。

随着企业认识到身临其境型培训在技能发展、安全培训和基于模拟的学习方面的有效性,企业使用案例正在迅速扩展。教育机构也正在采用 LBVR 来创建引人入胜的 STEM 模组、虚拟实地考察和协作学习环境。同时,设备成本的下降和标准化平台解决方案的普及,使得 LBVR 更容易被拉丁美洲、东南亚和中东的中型企业和新兴市场所接受。

身临其境型叙事、游戏化和即时多人互动的兴起,正在增强商业 LBVR 领域的用户留存率和重复访问率。硬体供应商、内容工作室和场地所有者之间的策略伙伴关係关係正在加速扩展和创新。随着全球品牌、电信业者和市政当局对空间运算基础设施的投资,LBVR 市场预计将继续扩张,并成为连接数位体验和现实世界互动的关键桥樑。

部分

组件(硬体组件、软体组件)、应用程式(VR游乐场应用程式、VR 主题乐园应用程式、VR 剧院应用程式)

受访公司范例

  • AMP Creative
  • Backlight Studios
  • Ballast VR
  • Dreamscape Immersive
  • EXIT Reality
  • Felix & Paul Studios
  • Hologate
  • HOLOGRAPH
  • IMAX VR
  • INOWIZE
  • Jurassic VR Park
  • Minority Media
  • Neurogaming
  • Sandbox VR
  • Spaces(now Apple)
  • The VOID
  • Tyffon
  • Virtuix Omni Arena
  • VRstudios
  • Zero Latency VR

人工智慧集成

全球产业分析师利用可操作的专家内容和人工智慧工具改变市场和竞争情报。

Global 特定产业产业SLM 的典型规范,而是建立了一个从世界各地专家收集的内容库,包括影片录影、部落格、搜寻引擎研究以及大量的公司、产品/服务和市场数据。

关税影响係数

全球产业分析师根据公司总部所在国家、製造地和进出口(成品和原始设备製造商)情况预测其竞争地位的变化。这种复杂而多面的市场动态预计将以多种方式影响竞争对手,包括销货成本(COGS) 上升、盈利下降、供应链重组以及其他微观和宏观市场动态。

目录

第一章调查方法

第二章执行摘要

  • 市场概览
  • 主要企业
  • 市场趋势和驱动因素
  • 全球市场展望

第三章市场分析

  • 美国
  • 加拿大
  • 日本
  • 中国
  • 欧洲
  • 法国
  • 德国
  • 义大利
  • 英国
  • 西班牙
  • 俄罗斯
  • 其他欧洲国家
  • 亚太地区
  • 澳洲
  • 印度
  • 韩国
  • 其他亚太地区
  • 拉丁美洲
  • 阿根廷
  • 巴西
  • 墨西哥
  • 其他拉丁美洲
  • 中东
  • 伊朗
  • 以色列
  • 沙乌地阿拉伯
  • 阿拉伯聯合大公国
  • 其他中东地区
  • 非洲

第四章 比赛

简介目录
Product Code: MCP39019

Global Location-based Virtual Reality Market to Reach US$7.2 Billion by 2030

The global market for Location-based Virtual Reality estimated at US$1.5 Billion in the year 2024, is expected to reach US$7.2 Billion by 2030, growing at a CAGR of 29.3% over the analysis period 2024-2030. Hardware Component, one of the segments analyzed in the report, is expected to record a 26.2% CAGR and reach US$4.0 Billion by the end of the analysis period. Growth in the Software Component segment is estimated at 34.4% CAGR over the analysis period.

The U.S. Market is Estimated at US$418.0 Million While China is Forecast to Grow at 37.9% CAGR

The Location-based Virtual Reality market in the U.S. is estimated at US$418.0 Million in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$1.8 Billion by the year 2030 trailing a CAGR of 37.9% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 24.0% and 26.2% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 24.7% CAGR.

Global Location-Based Virtual Reality Market - Key Trends & Drivers Summarized

Why Is Location-Based VR Experiencing a Commercial and Technological Resurgence?

Location-based virtual reality (LBVR) is redefining the boundaries of immersive entertainment by offering highly realistic, interactive, and socially engaging experiences in dedicated physical venues. As the gaming, entertainment, tourism, and education sectors seek out new monetization strategies, LBVR emerges as a compelling solution that merges real-world physicality with digital immersion. Unlike at-home VR, which remains constrained by cost, space, and limited motion tracking, LBVR facilities can deploy high-end headsets, motion simulators, haptic suits, and 4D environmental effects to deliver multisensory experiences that captivate both gamers and non-gamers alike.

Post-pandemic, there has been a significant rebound in out-of-home entertainment, with LBVR arcades, VR escape rooms, theme parks, and cinematic experiences witnessing a return in footfall. The physical nature of LBVR offers a shared, social dimension that personal VR setups lack, making it particularly attractive for families, tourists, and group events. This demand is further fueled by the rising popularity of “experiential entertainment,” where consumers seek emotional and sensory engagement rather than passive content consumption. As a result, mall operators, theaters, amusement parks, and retail chains are integrating LBVR zones to enhance foot traffic and dwell times.

How Are Technology Enhancements Elevating User Engagement in LBVR?

LBVR is evolving through the fusion of spatial computing, motion tracking, AI, and sensory augmentation. Cutting-edge facilities now employ full-body tracking systems, free-roam arenas, and warehouse-scale maps that allow players to physically walk, crouch, and interact with digital environments in real-time. Optical motion capture, inertial sensors, and LIDAR technologies provide hyper-accurate body positioning, minimizing motion sickness and enhancing immersion. Leading equipment manufacturers are introducing lighter, wireless VR headsets with 6DoF (six degrees of freedom) and inside-out tracking, eliminating the need for external sensors or wired constraints.

Environmental storytelling is being elevated through multisensory cues-such as wind, scent, vibration floors, and temperature control-synchronized with game narratives. AI-driven NPCs (non-playable characters) are enabling more adaptive and intelligent gameplay, responding in real time to user choices and group behavior. Moreover, content creators are increasingly using Unreal Engine and Unity to build hyper-realistic, interactive simulations across genres-ranging from sci-fi combat and historical reenactments to disaster training and virtual tourism.

LBVR is also benefiting from the convergence of extended reality (XR) and real-time photogrammetry, enabling digital overlays of actual venues to create mixed-reality environments. These advances are unlocking new applications beyond gaming, such as immersive education, military and first responder training, virtual concerts, and museum exhibits. Additionally, cloud VR streaming and edge computing are being piloted to support high-fidelity rendering without bulky on-site processing hardware. These innovations are rapidly transforming LBVR into a versatile platform for immersive, high-impact experiences.

Which Business Models and Deployment Environments Are Expanding LBVR Footprints?

The LBVR ecosystem is diversifying in terms of business models, installation formats, and content offerings. Multiplex cinema operators and shopping malls are integrating turnkey VR pods and motion simulator rides to monetize idle floor space and attract footfall. Pop-up LBVR installations at events, festivals, and airports are gaining popularity due to their portability and ease of deployment. Additionally, franchise-based VR arcades and free-roam VR arenas are expanding across urban centers in North America, Europe, and Asia, offering scalable options for operators without in-house technical capabilities.

Licensing agreements between VR content studios and venue operators are enabling the rapid rollout of high-quality experiences while mitigating upfront development costs. Subscription-based models are emerging for education and corporate training modules, where institutions pay for access to evolving VR curricula hosted in LBVR labs. In parallel, hybrid setups that combine e-sports, LBVR gaming, and social lounges are targeting the youth demographic by offering high-octane, communal experiences.

Tourism boards and cultural heritage organizations are adopting LBVR to recreate inaccessible historical landmarks and immersive tours, especially in post-COVID recovery strategies. Meanwhile, brands are leveraging LBVR for experiential marketing campaigns, allowing customers to engage with products in virtual environments. Industrial training centers and defense agencies are installing LBVR systems to simulate hazardous scenarios that are difficult or dangerous to replicate in reality. These multifaceted deployments are creating a robust foundation for LBVR to become a staple of both entertainment and enterprise solutions.

What Is Fueling Growth in the Location-Based Virtual Reality Market Globally?

The growth in the global location-based virtual reality market is driven by several factors, including rising consumer appetite for experiential entertainment, technological advances in immersive hardware and software, and increasing deployment across diverse sectors. The ability of LBVR to deliver high-fidelity, group-based, and multi-sensory experiences positions it as a key differentiator in a saturated entertainment landscape. Urbanization and the resurgence of out-of-home leisure activities post-COVID are contributing to increased investment in VR arcades and free-roam centers.

Corporate use cases are expanding rapidly as businesses recognize the effectiveness of immersive training for skill development, safety drills, and simulation-based learning. Educational institutions are also embracing LBVR to create engaging STEM modules, virtual field trips, and collaborative learning environments. At the same time, equipment cost reductions and the availability of standardized platform solutions are making LBVR more accessible to mid-sized operators and new markets in Latin America, Southeast Asia, and the Middle East.

The rise of immersive storytelling, gamification, and real-time multiplayer interactions is enhancing user retention and repeat visits in commercial LBVR spaces. Strategic partnerships between hardware vendors, content studios, and venue owners are enabling faster scaling and innovation. As global brands, telecom companies, and municipalities invest in spatial computing infrastructure, the LBVR market is poised for continued expansion, becoming a vital bridge between digital experiences and real-world engagement.

SCOPE OF STUDY:

The report analyzes the Location-based Virtual Reality market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:

Component (Hardware Component, Software Component); Application (VR Arcades Application, VR Theme Parks Application, VR Cinemas Application)

Geographic Regions/Countries:

World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; Spain; Russia; and Rest of Europe); Asia-Pacific (Australia; India; South Korea; and Rest of Asia-Pacific); Latin America (Argentina; Brazil; Mexico; and Rest of Latin America); Middle East (Iran; Israel; Saudi Arabia; United Arab Emirates; and Rest of Middle East); and Africa.

Select Competitors (Total 36 Featured) -

  • AMP Creative
  • Backlight Studios
  • Ballast VR
  • Dreamscape Immersive
  • EXIT Reality
  • Felix & Paul Studios
  • Hologate
  • HOLOGRAPH
  • IMAX VR
  • INOWIZE
  • Jurassic VR Park
  • Minority Media
  • Neurogaming
  • Sandbox VR
  • Spaces (now Apple)
  • The VOID
  • Tyffon
  • Virtuix Omni Arena
  • VRstudios
  • Zero Latency VR

AI INTEGRATIONS

We're transforming market and competitive intelligence with validated expert content and AI tools.

Instead of following the general norm of querying LLMs and Industry-specific SLMs, we built repositories of content curated from domain experts worldwide including video transcripts, blogs, search engines research, and massive amounts of enterprise, product/service, and market data.

TARIFF IMPACT FACTOR

Our new release incorporates impact of tariffs on geographical markets as we predict a shift in competitiveness of companies based on HQ country, manufacturing base, exports and imports (finished goods and OEM). This intricate and multifaceted market reality will impact competitors by increasing the Cost of Goods Sold (COGS), reducing profitability, reconfiguring supply chains, amongst other micro and macro market dynamics.

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Tariff Impact on Global Supply Chain Patterns
    • Location-based Virtual Reality - Global Key Competitors Percentage Market Share in 2025 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2025 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Expansion of Immersive Entertainment Destinations Throws the Spotlight on LBVR Installations
    • Rising Demand for Group-Based VR Experiences Drives Investment in Multiperson VR Facilities
    • Growth of VR Arcades, Theme Parks, and Museums Propels Fixed-Location Content Deployment
    • Innovation in Motion Platforms, Haptics, and 4D Effects Enhances Sensory Realism
    • Integration of Real-Time Multiplayer and Social VR Dynamics Drives Repeat Engagement
    • Increased Content Partnerships Between Studios and Hardware Providers Strengthen Platform Ecosystems
    • Advances in Wireless VR Headsets Expand Mobility in Location-Based VR Experiences
    • Deployment of VR Training and Simulation Suites in Defense and Aerospace Expands Institutional Demand
    • Development of Modular and Mobile LBVR Units Enhances Event-Based Applications
    • Growth in Location-Based Esports Tournaments Spurs Demand for Competitive VR Gaming Arenas
    • Rise in Edutainment and Gamified Learning Centers Expands Market Beyond Pure Entertainment
    • Investment in Analytics and User Tracking Enhances Experience Personalization
    • Challenges in Content Refresh Rates and Replay Value Reinforce Importance of Creative Storylines
    • Post-Pandemic Revival of Experiential Entertainment Boosts LBVR Reinvestment Momentum
    • Licensing and IP-Based Storylines Propel Customer Footfall and Thematic Differentiation
    • Integration with AR Elements and Projection Mapping Expands Hybrid LBXR Experiences
    • Partnerships with Commercial Real Estate Developers Drive Facility Co-Location
    • Rise of Tourism-Integrated VR Centers Creates Cross-Sector Growth Opportunities
    • Demand for High-Fidelity Location-Aware Tracking Systems Drives Sensor Innovation
    • Regulatory Compliance in Public VR Installations Spurs Focus on Hygiene and Safety Protocols
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Location-based Virtual Reality Market Analysis of Annual Sales in US$ Thousand for Years 2014 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Location-based Virtual Reality by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 3: World Historic Review for Location-based Virtual Reality by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 4: World 16-Year Perspective for Location-based Virtual Reality by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets for Years 2014, 2025 & 2030
    • TABLE 5: World Recent Past, Current & Future Analysis for Hardware Component by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 6: World Historic Review for Hardware Component by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 7: World 16-Year Perspective for Hardware Component by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2025 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for Software Component by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 9: World Historic Review for Software Component by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 10: World 16-Year Perspective for Software Component by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2025 & 2030
    • TABLE 11: World Recent Past, Current & Future Analysis for VR Arcades Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 12: World Historic Review for VR Arcades Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 13: World 16-Year Perspective for VR Arcades Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2025 & 2030
    • TABLE 14: World Recent Past, Current & Future Analysis for VR Theme Parks Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 15: World Historic Review for VR Theme Parks Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 16: World 16-Year Perspective for VR Theme Parks Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2025 & 2030
    • TABLE 17: World Recent Past, Current & Future Analysis for VR Cinemas Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 18: World Historic Review for VR Cinemas Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 19: World 16-Year Perspective for VR Cinemas Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2025 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
    • TABLE 20: USA Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 21: USA Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 22: USA 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 23: USA Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 24: USA Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 25: USA 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • CANADA
    • TABLE 26: Canada Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 27: Canada Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 28: Canada 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 29: Canada Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 30: Canada Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 31: Canada 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • JAPAN
    • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
    • TABLE 32: Japan Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 33: Japan Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 34: Japan 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 35: Japan Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 36: Japan Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 37: Japan 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • CHINA
    • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
    • TABLE 38: China Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 39: China Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 40: China 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 41: China Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 42: China Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 43: China 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • EUROPE
    • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
    • TABLE 44: Europe Recent Past, Current & Future Analysis for Location-based Virtual Reality by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 45: Europe Historic Review for Location-based Virtual Reality by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 46: Europe 16-Year Perspective for Location-based Virtual Reality by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2014, 2025 & 2030
    • TABLE 47: Europe Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 48: Europe Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 49: Europe 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 50: Europe Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 51: Europe Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 52: Europe 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • FRANCE
    • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
    • TABLE 53: France Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 54: France Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 55: France 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 56: France Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 57: France Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 58: France 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • GERMANY
    • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
    • TABLE 59: Germany Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 60: Germany Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 61: Germany 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 62: Germany Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 63: Germany Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 64: Germany 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • ITALY
    • TABLE 65: Italy Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 66: Italy Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 67: Italy 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 68: Italy Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 69: Italy Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 70: Italy 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • UNITED KINGDOM
    • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
    • TABLE 71: UK Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 72: UK Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 73: UK 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 74: UK Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 75: UK Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 76: UK 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • SPAIN
    • TABLE 77: Spain Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 78: Spain Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 79: Spain 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 80: Spain Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 81: Spain Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 82: Spain 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • RUSSIA
    • TABLE 83: Russia Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 84: Russia Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 85: Russia 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 86: Russia Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 87: Russia Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 88: Russia 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • REST OF EUROPE
    • TABLE 89: Rest of Europe Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 90: Rest of Europe Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 91: Rest of Europe 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 92: Rest of Europe Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 93: Rest of Europe Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 94: Rest of Europe 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • ASIA-PACIFIC
    • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
    • TABLE 95: Asia-Pacific Recent Past, Current & Future Analysis for Location-based Virtual Reality by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 96: Asia-Pacific Historic Review for Location-based Virtual Reality by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 97: Asia-Pacific 16-Year Perspective for Location-based Virtual Reality by Geographic Region - Percentage Breakdown of Value Sales for Australia, India, South Korea and Rest of Asia-Pacific Markets for Years 2014, 2025 & 2030
    • TABLE 98: Asia-Pacific Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 99: Asia-Pacific Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 100: Asia-Pacific 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 101: Asia-Pacific Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 102: Asia-Pacific Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 103: Asia-Pacific 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • AUSTRALIA
    • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Australia for 2025 (E)
    • TABLE 104: Australia Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 105: Australia Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 106: Australia 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 107: Australia Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 108: Australia Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 109: Australia 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • INDIA
    • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in India for 2025 (E)
    • TABLE 110: India Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 111: India Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 112: India 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 113: India Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 114: India Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 115: India 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • SOUTH KOREA
    • TABLE 116: South Korea Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 117: South Korea Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 118: South Korea 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 119: South Korea Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 120: South Korea Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 121: South Korea 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • REST OF ASIA-PACIFIC
    • TABLE 122: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 123: Rest of Asia-Pacific Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 124: Rest of Asia-Pacific 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 125: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 126: Rest of Asia-Pacific Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 127: Rest of Asia-Pacific 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • LATIN AMERICA
    • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Latin America for 2025 (E)
    • TABLE 128: Latin America Recent Past, Current & Future Analysis for Location-based Virtual Reality by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 129: Latin America Historic Review for Location-based Virtual Reality by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 130: Latin America 16-Year Perspective for Location-based Virtual Reality by Geographic Region - Percentage Breakdown of Value Sales for Argentina, Brazil, Mexico and Rest of Latin America Markets for Years 2014, 2025 & 2030
    • TABLE 131: Latin America Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 132: Latin America Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 133: Latin America 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 134: Latin America Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 135: Latin America Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 136: Latin America 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • ARGENTINA
    • TABLE 137: Argentina Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 138: Argentina Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 139: Argentina 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 140: Argentina Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 141: Argentina Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 142: Argentina 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • BRAZIL
    • TABLE 143: Brazil Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 144: Brazil Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 145: Brazil 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 146: Brazil Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 147: Brazil Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 148: Brazil 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • MEXICO
    • TABLE 149: Mexico Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 150: Mexico Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 151: Mexico 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 152: Mexico Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 153: Mexico Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 154: Mexico 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • REST OF LATIN AMERICA
    • TABLE 155: Rest of Latin America Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 156: Rest of Latin America Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 157: Rest of Latin America 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 158: Rest of Latin America Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 159: Rest of Latin America Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 160: Rest of Latin America 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • MIDDLE EAST
    • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Middle East for 2025 (E)
    • TABLE 161: Middle East Recent Past, Current & Future Analysis for Location-based Virtual Reality by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 162: Middle East Historic Review for Location-based Virtual Reality by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 163: Middle East 16-Year Perspective for Location-based Virtual Reality by Geographic Region - Percentage Breakdown of Value Sales for Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets for Years 2014, 2025 & 2030
    • TABLE 164: Middle East Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 165: Middle East Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 166: Middle East 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 167: Middle East Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 168: Middle East Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 169: Middle East 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • IRAN
    • TABLE 170: Iran Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 171: Iran Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 172: Iran 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 173: Iran Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 174: Iran Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 175: Iran 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • ISRAEL
    • TABLE 176: Israel Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 177: Israel Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 178: Israel 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 179: Israel Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 180: Israel Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 181: Israel 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • SAUDI ARABIA
    • TABLE 182: Saudi Arabia Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 183: Saudi Arabia Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 184: Saudi Arabia 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 185: Saudi Arabia Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 186: Saudi Arabia Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 187: Saudi Arabia 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • UNITED ARAB EMIRATES
    • TABLE 188: UAE Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 189: UAE Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 190: UAE 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 191: UAE Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 192: UAE Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 193: UAE 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • REST OF MIDDLE EAST
    • TABLE 194: Rest of Middle East Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 195: Rest of Middle East Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 196: Rest of Middle East 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 197: Rest of Middle East Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 198: Rest of Middle East Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 199: Rest of Middle East 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
  • AFRICA
    • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Africa for 2025 (E)
    • TABLE 200: Africa Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 201: Africa Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 202: Africa 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
    • TABLE 203: Africa Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 204: Africa Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
    • TABLE 205: Africa 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030

IV. COMPETITION