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市场调查报告书
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1404534

基于定位的 VR:市场占有率分析、行业趋势/统计、成长预测,2024-2029 年

Location-Based VR - Market Share Analysis, Industry Trends & Statistics, Growth Forecasts 2024 - 2029

出版日期: | 出版商: Mordor Intelligence | 英文 100 Pages | 商品交期: 2-3个工作天内

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简介目录

今年,基于定位的VR市场价值为15.8亿美元,复合年增长率为32.8%,预计五年内将达到87.3亿美元。

基于位置的 VR 市场-IMG1

主要亮点

  • VR技术提供了一种身临其境的体验,让用户沉浸在数位世界中,并且每年都在快速发展。这一演变的一个关键方面是基于定位的 VR (LBVR) 市场的出现。 LBVR 提供超越家庭或办公室范围的 VR 体验,让使用者在专用的实体空间中探索互动式虚拟世界。基于定位的VR中心为消费者提供高品质的身临其境型VR体验。这些中心配备了先进的硬体运动追踪系统和丰富的互动内容,为使用者提供无与伦比的共用体验。 LBVR 概念旨在创造一个社交和协作环境,让使用者享受 VR 并培养独特的体验。
  • 自诞生以来,由于身临其境型体验需求的激增和 VR 技术的进步,LBVR 市场经历了显着成长。 The VOID、Dreamscape Immersive 和 Zero Latency 等公司透过创造创新引领了这一成长。例如,去年,Dreamscape 和 Majid Al Futtaim 在沙乌地阿拉伯推出了一个身临其境型VR 目的地。更重要的是,梦境革命将好莱坞的迷人故事与主题乐园游乐设施的令人兴奋的刺激结合在一起。在全身追踪技术的支持下,这些令人心潮澎湃的动态冒险是前所未有的。它提供了前所未有的沉浸感。另一方面,吸引游客进入发自内心的体验。
  • 此外,高品质的 VR 技术(例如改进的耳机、运动控制器和追踪系统)对于让使用者与更自然、更有吸引力的虚拟环境互动至关重要。基于定位的虚拟实境将虚拟特征迭加到实体空间上,对硬体的需求变得更加明显。具有高解析度显示器和精确运动追踪系统的高级VR头戴装置,例如 HTC Vive Cosmos Elite、Meta Quest 系列和 Sony PlayStation VR,让参与者能够在虚拟世界中流畅移动,同时保持 LBVR 娱乐中心的物理存在.允许您与该区域中的事物互动并提供密室逃脱体验。因此,不断开拓VR 硬体对于吸引采用定位的 VR 的客户、推动市场成长和推动创新至关重要。
  • 随着公司对游乐场经营权进行大量投资,零售游乐场是成长最快的消费领域。 Seekers VR总部位于东部城市温州,在中国70多个城市拥有200家特许经营游乐场。随着全球市场的显着成长,各公司都非常注重製作有影响力的高清 360 度内容,以及同时管理一场多人、少量观众的活动的需要。我们正在降低每分钟的成本顾客。
  • LBVR 市场仍处于阶段。让 VR 体验更加真实对于市场引入和普及至关重要。 VR技术的日益普及、VR技术的投资增加以及360度内容的日益普及是影响LBVR市场成长的其他关键因素。高品质的内容在这个行业中发挥着重要作用。随着更具吸引力、吸引广泛人群的高品质内容进入市场,该市场预计将成长。
  • 去年,以白金销售 VR 射击游戏《Arizona Sunshine》而闻名的多平台 VR 发行商和开发人员Vertigo Games 成为 VR 场馆管理软体的领先提供商和最受欢迎的定位娱乐 (LBE) 提供商。已完成对SpringboardVR(一个广泛的内容市场)的收购,收购金额未公开。
  • COVID-19 危机影响了大多数 VR 科技公司。在疫情爆发的最初几个月,一些 VR 游戏中心因居家令而关闭。近年来,供应链中断、商店关闭和企业采用缓慢地为近期前景蒙上了阴影。然而,远距工作要求、扩大的会议场地、非接触式业务流程和虚拟社会凝聚力预计将增加疫情期间和之后对 VR 技术的需求。

基于定位的 VR 市场趋势

360 度内容日益流行

  • VR市场正在迅速扩张,基于定位的VR也紧随其后。 3D、4D、5D、身临其境型VR内容尤其是360度影片等先进技术正成为全球游戏内容的重要趋势。这些摄影系统记录 360 度全景,为用户提供身临其境的体验。
  • 根据多伦多大学瓦兹学院去年进行的一项研究,VR 中正在利用 360 度体验,让用户在VR头戴装置中查看内容。同时,感应器会追踪您的头部运动,以创建令人信服的替代现实。然而,使用者必须完全沉浸其中,不能只是东张西望、向前走。
  • 娱乐产业在这些技术方面取得了重大进步,并且随着对身临其境型环境的需求的增加而有望成长。先进的摄影机系统可能会促进基于位置的VR 的普及和接受,在预测期内呈现出 VR 的巨大潜力。
  • 阿联酋航空和阿提哈德航空等领先消费品牌正在拥抱 360 度 VR 体验。例如,卓美亚 VR 应用程式可让客人使用 Google Cardboard 护目镜和智慧型手机进行 AR/VR 游览饭店。
  • 儘管 360 度影片在商业性和一般层面上都受到了欢迎,但仍需要对其有效性、沉浸感增强、真实感、影片评估等进行更全面的研究。然而,使用VR头戴装置观看影片的消费者往往更关注精选内容。对 360 度内容的需求不断增长表明,这个市场将随着时间的推移呈指数级增长。
  • 此外,VR 的扩展,特别是 360 度内容和先进 VR 技术的兴起,为利用对身临其境型体验和娱乐解决方案不断增长的需求提供了商机。
基于位置的 VR 市场-IMG2

亚太地区预计将出现显着成长

  • 由于亚太地区幅员辽阔、存在多个新兴经济体,以及该地区对 VR 设备的接受度不断提高,预计亚太地区将占据较大份额。预计这将鼓励业内人士在该地区投资。
  • 由于VR技术的日益普及,预计中国将在该地区占据很大份额。在国内,VR新兴企业纷纷涌现。超高速5G网路预计将在中国广泛采用,预计将进一步推动VR发展并推动教育和培训等领域的成长。
  • 此外,韩国是该产业最早采用VR、AR和AI技术的国家之一。此外,韩国资讯通信技术部去年宣布计划投资 1.818 亿美元购买 VR 技术和设备,以帮助该国数位内容产业蓬勃发展。
  • 去年,德国戴姆勒卡车公司子公司戴姆勒印度商用车公司(DICV)在印度清奈工厂设立了VR中心(VRC)。操作员可以使用数位模型在 VR 中心实际执行可访问性和可维护性检查,这些模型可以使用导航操纵桿和 3D 护目镜进行存取。

基于定位的VR产业概述

基于定位的 VR 市场与许多区域和全球参与者的竞争中等。随着技术创新的不断加强,市场主要企业正致力于透过利用策略联合倡议来扩大海外基本客群,以提高市场占有率和盈利。

其他福利:

  • Excel 格式的市场预测 (ME) 表
  • 3 个月分析师支持

目录

第一章简介

  • 研究结果和市场定义
  • 调查范围

第二章调查方法

第三章执行摘要

第四章市场洞察

  • 市场概况
  • 产业吸引力-波特五力分析
    • 供应商的议价能力
    • 买方议价能力
    • 新进入者的威胁
    • 替代品的威胁
    • 竞争公司之间敌对关係的强度
  • COVID-19 对市场的影响

第五章市场动态

  • 市场驱动因素
    • 越来越多地采用基于游乐场的 VR 解决方案
    • 360 度内容日益流行
  • 市场抑制因素
    • VR内容开发成本高

第六章市场区隔

  • 按类型
    • 硬体
      • 头戴式显示器
      • 抬头显示器
      • 眼镜
      • 感应器
      • 相机
    • 软体
  • 按申请
    • VR游乐场
    • VR主题乐园
    • VR电影院
  • 按地区
    • 北美洲
    • 欧洲
    • 亚太地区
    • 其他地区

第七章竞争形势

  • 公司简介
    • EXIT VR
    • Springboard VR(Vertigo Games)
    • SpaceVR Inc.
    • Survios Inc.
    • Hologate GmbH
    • Zero Latency PTY Ltd.
    • Oculus VR LLC(Facebook Inc.)
    • HTC Vine(HTC Corporation)
    • Tyffon Inc.
    • Neurogaming Ltd

第八章投资分析

第9章市场的未来

简介目录
Product Code: 66678
Location-Based VR - Market - IMG1

The Location-Based Virtual Reality (VR) Market was valued at USD 1.58 billion in the current year and is expected to register a CAGR of 32.8%, reaching USD 8.73 billion in five years.

Key Highlights

  • Virtual Reality (VR) technology has evolved by leaps and bounds over the years, offering immersive experiences that transport users to a digital realm. A significant aspect of this evolution is the emergence of the location-based virtual reality (LBVR) market. LBVR takes VR experiences beyond the confines of homes and offices, allowing users to explore interactive virtual worlds in dedicated physical spaces. Location-based VR centers provide high-quality immersive VR experiences to consumers. These centers have advanced hardware motion-tracking systems and various interactive content, giving users an unparalleled and shared experience. The LBVR concept aims to create a social and communal environment for users to enjoy VR, fostering a unique experience.
  • Since its inception, the LBVR market has witnessed remarkable growth, driven by a surge in demand for immersive experiences and advancements in VR technology. Players like The VOID, Dreamscape Immersive, Zero Latency, and others have spearheaded this growth by creating innovations. For instance, the previous year, Dreamscape and Majid Al Futtaim launched an immersive virtual reality (VR) destination in Saudi Arabia. Moreover, Dreamscape's revolution combines the captivating storyline of Hollywood with the exhilarating thrill of theme park rides; powered by full-body tracking technology, these heart-pumping dynamic adventures offer an unprecedented level of immersion, engaging visitors in a visceral experience.
  • Furthermore, high-quality VR technology, such as improved headsets, motion controllers, and tracking systems, is critical in allowing users to interact with virtual surroundings more naturally and engagingly. The need for hardware becomes more apparent in location-based VR, where virtual features are superimposed on physical spaces. Premium VR headsets with high-resolution displays and accurate motion tracking systems, such as HTC Vive Cosmos Elite, Meta Quest series, Sony PlayStation VR, etc., allow participants to fluidly navigate the virtual world and interact with things in the physical area of the LBVR entertainment center, giving an escape room experience. As a result, constant developments in VR hardware are essential in attracting customers to embrace location-based VR, propelling market growth and driving innovation.
  • Retail arcades are the highest growing consumers, as companies invest extensively in arcade franchises. Seekers VR, based in the eastern city of Wenzhou, owns a franchised chain of 200 arcades in more than 70 cities across China. With the significant growth in the global market, companies are strongly focusing on creating influential high-definition 360-degree content and reducing the price per minute for the customers, as many people are required to manage single events with fewer audiences at a time.
  • The market for LBVR is still in a nascent stage. Making the VR experience more real is critical for market adoption and penetration. Increasing the implementation of VR technology, increasing investments in VR technology, and the growing popularity of 360-degree content are other significant factors influencing the growth of the LBVR market. High-quality content plays a crucial role in this industry. The market is expected to grow as more compelling, high-quality content that appeals to a wide demographic enters the market.
  • In the previous year, Vertigo Games, the multi-platform VR publisher and developer best known for the platinum-selling VR shooter 'Arizona Sunshine,' announced that it had completed the acquisition of SpringboardVR, a leading provider of VR venue management software and the most extensive content marketplace for location-based entertainment (LBE), for an undisclosed amount.
  • The COVID-19 crisis impacted most VR tech companies. Several VR gaming centers were closed due to stay-at-home orders during the initial months of the pandemic. Supply-chain disruptions, store closures, and delayed enterprise implementations cast shadows on the short-term outlook in the recent year. However, remote working requirements, augmented meeting places, contactless business processes, and virtual social togetherness are expected to increase the demand for enabling VR technologies during and after the pandemic.

Location-Based Virtual Reality Market Trends

Growing Popularity of 360-degree Content

  • The virtual reality market is experiencing rapid expansion, with location-based VR following suit. Advanced technologies like 3D0, 4D,5D, and immersive VR content, particularly 360-degree videos, are becoming significant trends in global gaming content. These camera systems record complete 360-degree views, providing users with an immersive experience.
  • According to a survey conducted by the University of Toronto Oise in the previous year, 360-degree experiences are utilized in VR, allowing users to view content within a VR headset. At the same time, sensors track head movements to create a convincing alternative reality. However, users must be fully immersed, only looking around but not moving forward.
  • The entertainment sector has made notable advancements with these technologies and is set to grow as demand for immersive environments increases. Advanced camera systems will likely boost the popularity and acceptance of location-based VR, presenting significant potential for VR in the forecast period.
  • Major consumer brands, including Emirates and Etihad, have embraced the 360 VR experience; for instance, the Jumeirah VR app enables guests to take an AR/VR tour of facilities using Google Cardboard goggles and smartphones.
  • Although 360-degree videos are gaining commercial and public popularity, there need to be more comprehensive studies on their effectiveness, improved immersion, presence, and video evaluation. However, consumers who view videos on virtual reality headsets tend to pay more attention to the curated content. The growing demand for 360-degree content suggests that the market will experience exponential growth over time.
  • Furthermore, the expansion of virtual reality, particularly with the rise of 360-degree content and advanced VR technologies, presents opportunities for businesses to capitalize on the growing demand for immersive experiences and entertainment solutions.
Location-Based VR - Market - IMG2

Asia-Pacific Region Expected to Witness Significant Growth

  • Asia-Pacific is expected to hold a significant share, owing to the presence of large and several emerging economies and the rising acceptance of virtual reality devices in the region. This is, in turn, expected to encourage industry players to invest in the region.
  • China is expected to account for a significant share in the region, owing to the rising adoption of VR technology. Many startups in virtual reality are on the rise in the country. The expected wide-scale adoption of ultra-fast 5G networks in China is anticipated to boost VR development further and foster growth in areas such as education and training.
  • Further, South Korea is one of the first countries to implement virtual reality, augmented reality, and artificial intelligence technologies in this industry. Moreover, South Korea's ICT Ministry announced plans to invest USD 181.8 million in virtual reality (VR) technology and devices in the previous year to help the country's digital content industry flourish.
  • Rapid advancements in retail technology are transforming consumer behaviors and transactions in key global markets. Virtual Reality (VR) films created in Taiwan have become frequent at international film festivals. Also, a Taiwanese virtual reality (VR) film won an award at an extended reality (XR) art festival in Paris last year. According to industry proponents, this development confirms Taiwan's status as a leading player in comprehensive reality (XR) content, including Virtual Reality (VR) and other types of computer-altered reality.
  • In the previous year, Daimler India Commercial Vehicles (DICV), a subsidiary of the German Daimler Truck AG., established its Virtual Reality Centre (VRC) at its Chennai, India facility. Operators can realistically execute accessibility and serviceability checks using a digital model accessed via navigational joysticks and 3D goggles at the virtual reality center.
  • Last year, XRSpace, a company pioneering the next generation of social reality through XR in the metaverse, introduced a new virtual reality platform that promotes social engagement and features the first VR mobile headset. This development, with hand tracking as the primary control method and advanced connectivity and optical systems, is expected to drive further growth in the market.

Location-Based Virtual Reality Industry Overview

The location-based VR Market is moderately competitive with many regional and global players. With increasing technological innovations, the significant players in the market are focusing on expanding their customer base across foreign countries by leveraging strategic collaborative initiatives to increase their market share and profitability.

In June 2022, Vertigo Games, a video game developer in New York, announced the Upload of virtual reality (VR) and published two new VR games in their 2022 line-up. Moreover, Vertigo Games also brought Mixed Realms' rogue-like first-person combat game Hellsweeper VR to Meta Quest 2 and published DevilCow's VR puzzle game PathCraft.

In March 2022, HTC VIVE unveiled VIVERSE, 5G and location-based entertainment improvements, and the Holoride in-car VR at Mobile World Congress 2022. HTC VIVE showcased innovations to give consumers a probable understanding as they investigated the Viverse. Viverse provides seamless reviews that may be accessed from any device, anywhere. This is made feasible via virtual reality, augmented reality, excessive connectivity Speed, Artificial Intelligence, and Blockchain technology HTC has invested in for numerous years.

Additional Benefits:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 Study Deliverables and Market Definition
  • 1.2 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET INSIGHTS

  • 4.1 Market Overview
  • 4.2 Industry Attractiveness - Porter's Five Forces Analysis
    • 4.2.1 Bargaining Power of Suppliers
    • 4.2.2 Bargaining Power of Buyers
    • 4.2.3 Threat of New Entrants
    • 4.2.4 Threat of Substitute Products
    • 4.2.5 Intensity of Competitive Rivalry
  • 4.3 Impact of COVID-19 on the Market

5 MARKET DYNAMICS

  • 5.1 Market Drivers
    • 5.1.1 Increasing Implementation for Arcade-based VR Solutions
    • 5.1.2 Increasing Popularity of 360-Degree Content
  • 5.2 Market Restraints
    • 5.2.1 High Cost of VR Content Development

6 MARKET SEGMENTATION

  • 6.1 By Type
    • 6.1.1 Hardware
      • 6.1.1.1 Head Mounted Display
      • 6.1.1.2 Head-up Displays
      • 6.1.1.3 Glasses
      • 6.1.1.4 Sensor
      • 6.1.1.5 Camera
    • 6.1.2 Software
  • 6.2 By Application
    • 6.2.1 VR Arcades
    • 6.2.2 VR Theme Parks
    • 6.2.3 VR Cinemas
  • 6.3 By Geography
    • 6.3.1 North America
    • 6.3.2 Europe
    • 6.3.3 Asia-Pacific
    • 6.3.4 Rest of the World

7 COMPETITIVE LANDSCAPE

  • 7.1 Company Profiles
    • 7.1.1 EXIT VR
    • 7.1.2 Springboard VR (Vertigo Games)
    • 7.1.3 SpaceVR Inc.
    • 7.1.4 Survios Inc.
    • 7.1.5 Hologate GmbH
    • 7.1.6 Zero Latency PTY Ltd.
    • 7.1.7 Oculus VR LLC (Facebook Inc.)
    • 7.1.8 HTC Vine (HTC Corporation)
    • 7.1.9 Tyffon Inc.
    • 7.1.10 Neurogaming Ltd

8 INVESTMENT ANALYSIS

9 FUTURE OF THE MARKET