封面
市场调查报告书
商品编码
1513639

基于位置的 VR 娱乐 (LBE) 市场:全球产业分析、规模、占有率、成长、趋势、预测,2024-2033 年

Location-based VR Entertainment (LBE) Market: Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2024-2033

出版日期: | 出版商: Persistence Market Research | 英文 250 Pages | 商品交期: 2-5个工作天内

价格
简介目录

Persistence Market Research 最近发布了一份关于基于位置的 VR 娱乐 (LBE) 市场的综合报告。该报告全面评估了市场驱动因素、趋势、机会和课题等关键市场动态,并提供了有关市场结构的详细见解。

重要见解

  • 基于位置的VR娱乐市场规模(2024年):52亿美元
  • 预测市场规模(2033F):492亿美元
  • 全球市场成长率(2024-2033年复合年增长率):28.3%

基于位置的 VR 娱乐市场 - 研究范围:

基于位置的VR娱乐场所透过专门的实体空间提供沉浸式虚拟实境体验,迎合不同的消费群体。这些设施部署先进的 VR 硬体和软体来提供互动式游戏、教育和电影体验,以提高用户参与度和娱乐价值。该市场服务于娱乐中心、主题乐园、游乐场和独立 VR 设施,并采用各种 VR 技术,包括有线 VR 耳机、无线 VR 设备和混合实境平台。

市场驱动因素:

全球基于位置的VR娱乐市场由多个关键因素驱动,包括消费者对沉浸式娱乐体验的需求不断增长、VR硬体和软体的技术发展以及VR内容开发商与娱乐场所运营商之间的战略合作伙伴关係。VR 内容製作和基础设施开发投资的增加,加上可支配收入和休閒支出的增加,正在推动市场扩张。此外,扩增实境(AR)元素和多人VR体验的整合将增强用户互动并扩大市场对不同年龄层和人群的吸引力。

市场限制因素:

儘管成长前景广阔,但基于位置的 VR 娱乐市场面临初始设定成本高、营运复杂性以及 VR 内容和安全标准监管考量等课题。消费者采用率的变化以及对晕动病和 VR 不适的担忧也影响市场动态。此外,COVID-19 大流行暂时影响了市场成长,扰乱了场馆营运和消费者的基础,但预计随着限制的放鬆和消费者信心的恢復,市场成长将会恢復。

市场机会:

由于 VR 技术的持续创新、数位化趋势的上升以及消费者对互动和体验式娱乐格式不断变化的偏好,基于位置的 VR 娱乐市场提供了巨大的成长机会。拓展新的地理市场、与旅游和休閒产业利益相关者形成策略联盟以及开发特定地点的 VR 内容对于释放新的收入来源和保持竞争优势至关重要。此外,5G 基础设施和云端游戏平台的进步将促进 VR 内容的无缝交付,提高全球市场的使用者可近性。

本报告解决的关键问题

  • 推动基于位置的 VR 娱乐在全球传播的因素有哪些?
  • 哪些 VR 硬体和软体技术主导市场?
  • 监管框架如何影响基于位置的 VR 娱乐场所的扩张?
  • 谁是塑造基于位置的 VR 娱乐市场格局的关键参与者?
  • 全球基于位置的VR娱乐市场有哪些新趋势和未来前景?

目录

第1章 内容提要

第2章 市场概况

  • 市场范围/分类
  • 市场定义/范围/限制

第3章 主要市场趋势

  • 影响市场的主要趋势
  • 产品创新/发展趋势

第4章 价格分析

  • 依产品分类的价格分析
    • 硬体价格分析
    • 软体价格分析
  • 平均价格分析基准

第五章 全球位置VR娱乐(LBE)市场需求(价值十亿美元)分析

  • 2019-2023年市值历史分析(十亿美元)
  • 2024-2033 年当前和未来市场价值(十亿美元)预测
    • 同比增长趋势分析
    • 绝对$机会分析

第6章 市场背景

  • 宏观经济因素
  • 预测变量 - 相关性和影响
  • 价值链
  • COVID-19 危机 - 影响评估
  • 市场动态

第七章全球基于位置的 VR 娱乐 (LBE) 市场分析:依组成部分

  • 简介/主要发现
  • 2019-2023 年市场规模(十亿美元)历史分析(依组成部分)
  • 2024-2033 年当前和未来市场规模(十亿美元)的分析和预测(依组成部分)
    • 硬件
      • 头戴式显示器
      • 传感器
      • 抬头显示器
      • 相机
      • 其他
    • 虚拟实境软体
    • 虚拟实境服务
  • 依组件划分的市场吸引力分析

第 8 章全球基于位置的 VR 娱乐 (LBE) 市场分析:依技术分类

  • 简介/主要发现
  • 2019-2023 年依技术划分的市场规模(十亿美元)历史分析
  • 2024-2033 年依技术划分的当前和未来市场规模(十亿美元)的分析和预测
    • 2D
    • 3D
    • 云端整合现实
  • 技术市场吸引力分析

第 9 章全球基于位置的 VR 娱乐 (LBE) 市场分析:依最终用户分类

  • 简介/主要发现
  • 2019-2023 年最终用户市场规模(十亿美元)历史分析
  • 2024-2033 年最终用户当前和未来市场规模(十亿美元)的分析和预测
    • 游乐园
    • 主题乐园
    • 街机工作室
    • 4D电影
    • 其他
  • 最终用户的市场吸引力分析

第10章全球基于位置的VR娱乐(LBE)市场分析:依地区

  • 简介/主要发现
  • 2019-2023 年依地区划分的市场规模(十亿美元)历史分析
  • 2024-2033 年当前和未来市场规模(十亿美元)分析和预测(依地区)
    • 北美
    • 拉丁美洲
    • 欧洲
    • 东亚
    • 南亚太地区
    • 中东和非洲
  • 依地区划分的市场吸引力分析

第十一章 北美基于位置的VR娱乐(LBE)市场分析

第十二章拉丁美洲基于位置的 VR 娱乐 (LBE) 市场分析

第十三章欧洲基于位置的VR娱乐(LBE)市场分析

第14章南亚和太平洋地区基于位置的VR娱乐(LBE)市场分析

第十五章东亚基于位置的VR娱乐(LBE)市场分析

第十六章中东和非洲基于位置的VR娱乐(LBE)市场分析

第十七章 主要国家以位置为基础的VR娱乐(LBE)市场分析

  • 美国基于位置的 VR 娱乐 (LBE) 市场分析
  • 加拿大基于位置的 VR 娱乐 (LBE) 市场分析
  • 墨西哥基于位置的 VR 娱乐 (LBE) 市场分析
  • 巴西基于位置的 VR 娱乐 (LBE) 市场分析
  • 德国基于位置的 VR 娱乐 (LBE) 市场分析
  • 义大利基于位置的 VR 娱乐 (LBE) 市场分析
  • 法国基于位置的 VR 娱乐 (LBE) 市场分析
  • 英国基于位置的 VR 娱乐 (LBE) 市场分析
  • 西班牙基于位置的 VR 娱乐 (LBE) 市场分析
  • 比荷卢经济联盟基于位置的 VR 娱乐 (LBE) 市场分析
  • 俄罗斯基于位置的 VR 娱乐 (LBE) 市场分析
  • 其他欧洲基于位置的 VR 娱乐 (LBE) 市场分析
  • 中国基于位置的VR娱乐(LBE)市场分析
  • 日本基于位置的VR娱乐(LBE)市场分析
  • 韩国基于位置的VR娱乐(LBE)市场分析
  • 印度基于位置的 VR 娱乐 (LBE) 市场分析
  • 马来西亚基于位置的 VR 娱乐 (LBE) 市场分析
  • 印尼基于地点的 VR 娱乐 (LBE) 市场分析
  • 新加坡基于位置的 VR 娱乐 (LBE) 市场分析
  • 澳洲和纽西兰基于位置的 VR 娱乐 (LBE) 市场分析
  • 海湾合作委员会国家基于位置的 VR 娱乐 (LBE) 市场分析
  • 土耳其基于位置的 VR 娱乐 (LBE) 市场分析
  • 南非基于位置的 VR 娱乐 (LBE) 市场分析
  • 其他中东和非洲基于位置的 VR 娱乐 (LBE) 市场分析

第十八章市场结构分析

  • 依公司层级进行市场分析
  • 主要参与者的市场占有率分析
  • 市场存在分析

第19章 竞争分析

  • 比赛仪表板
  • 竞争标桿
  • 衝突详情
    • HTC Vive(HTC Corporation)
    • Oculus VR(Meta)
    • Hologate
    • Survios Inc.
    • The Void LLC
    • VRstudios Inc.
    • Zero Latency VR
    • Exit Reality VR
    • Positron
    • Others

第20章 所使用的假设与缩写词

第21章 研究方法论

简介目录
Product Code: PMRREP31820

Persistence Market Research has recently released a comprehensive report on the Location-based VR Entertainment (LBE) Market. The report offers a thorough assessment of crucial market dynamics, including drivers, trends, opportunities, and challenges, providing detailed insights into the market structure.

Key Insights:

  • Location-based VR Entertainment Market Size (2024E): USD 5.2 Billion
  • Projected Market Value (2033F): USD 49.2 Billion
  • Global Market Growth Rate (CAGR 2024 to 2033): 28.3%

Location-based VR Entertainment Market - Report Scope:

Location-based VR Entertainment venues offer immersive virtual reality experiences through dedicated physical spaces, catering to diverse consumer demographics. These venues deploy advanced VR hardware and software to provide interactive gaming, educational, and cinematic experiences, enhancing user engagement and entertainment value. The market serves entertainment centers, theme parks, arcades, and standalone VR facilities, featuring a variety of VR technologies, including tethered VR headsets, untethered VR devices, and mixed reality platforms.

Market Growth Drivers:

The global Location-based VR Entertainment market is propelled by several key factors, including increasing consumer demand for immersive entertainment experiences, technological advancements in VR hardware and software, and strategic partnerships between VR content developers and entertainment venue operators. Growing investments in VR content creation and infrastructure development, coupled with rising disposable incomes and leisure spending, drive market expansion. Moreover, the integration of augmented reality (AR) elements and multiplayer VR experiences enhances user interaction and expands market appeal among diverse age groups and demographics.

Market Restraints:

Despite promising growth prospects, the Location-based VR Entertainment market faces challenges related to high initial setup costs, operational complexities, and regulatory considerations governing VR content and safety standards. Variability in consumer adoption rates and concerns regarding motion sickness and VR-induced discomforts also influence market dynamics. Additionally, the COVID-19 pandemic has temporarily impacted market growth, disrupting venue operations and consumer footfall, albeit with recovery anticipated as restrictions ease and consumer confidence returns.

Market Opportunities:

The Location-based VR Entertainment market presents significant growth opportunities driven by ongoing innovations in VR technology, increasing digitalization trends, and evolving consumer preferences for interactive and experiential entertainment formats. Expansion into new geographic markets, strategic alliances with tourism and leisure industry stakeholders, and the development of location-specific VR content are critical to unlocking new revenue streams and sustaining competitive advantage. Furthermore, advancements in 5G infrastructure and cloud gaming platforms facilitate seamless VR content delivery and enhance user accessibility across global markets.

Key Questions Answered in the Report:

  • What factors are driving the adoption of Location-based VR Entertainment globally?
  • Which VR hardware and software technologies dominate the market, and how are they evolving?
  • How are regulatory frameworks impacting the expansion of Location-based VR Entertainment venues?
  • Who are the key players shaping the Location-based VR Entertainment market landscape, and what strategies are they employing to gain market share?
  • What are the emerging trends and future prospects in the global Location-based VR Entertainment market?

Competitive Intelligence and Business Strategy:

Leading players in the global Location-based VR Entertainment market, including The VOID LLC, Dreamscape Immersive, Sandbox VR, and Zero Latency VR, focus on innovation, content diversification, and geographic expansion to enhance market presence. These companies leverage proprietary VR platforms, exclusive content partnerships, and customer engagement initiatives to attract and retain a loyal user base. Collaborations with IP owners, film studios, and technology providers strengthen content portfolios and drive visitor engagement at VR entertainment venues. Moreover, investments in customer analytics, operational efficiency, and VR experience customization optimize revenue generation and sustain long-term growth in the dynamic Location-based VR Entertainment sector.

Key Companies Profiled:

  • HTC Vive (HTC Corporation)
  • Oculus VR (Meta)
  • Hologate
  • Survios Inc.
  • The Void LLC
  • VRstudios Inc.
  • Zero Latency VR
  • Exit Reality VR
  • Positron

Key Segments of LBE Industry Research

By Component:

  • Hardware
  • Software
  • Services

By Technology:

  • 2D
  • 3D
  • Cloud-Merged Reality

By End User:

  • Amusement Parks
  • Theme Parks
  • Arcade Studios
  • 4D Films

By Region:

  • North America
  • Latin America
  • Europe
  • East Asia
  • South Asia Pacific
  • Middle East and Africa

Table of Contents

1. Executive Summary

  • 1.1. Global Market Outlook
  • 1.2. Demand Side Trends
  • 1.3. Supply Side Trends
  • 1.4. Analysis and Recommendations

2. Market Overview

  • 2.1. Market Coverage / Taxonomy
  • 2.2. Market Definition / Scope / Limitations

3. Key Market Trends

  • 3.1. Key Trends Impacting the Market
  • 3.2. Product Innovation / Development Trends

4. Pricing Analysis

  • 4.1. Pricing Analysis, By Product
    • 4.1.1. Hardware Pricing Analysis
    • 4.1.2. Software Pricing Analysis
  • 4.2. Average Pricing Analysis Benchmark

5. Global Location-based VR Entertainment (LBE) Market Demand (Value in US$ Bn) Analysis 2019-2023 and Forecast, 2024-2033

  • 5.1. Historical Market Value (US$ Bn) Analysis, 2019-2023
  • 5.2. Current and Future Market Value (US$ Bn) Projections, 2024-2033
    • 5.2.1. Y-o-Y Growth Trend Analysis
    • 5.2.2. Absolute $ Opportunity Analysis

6. Market Background

  • 6.1. Macro-Economic Factors
  • 6.2. Forecast Factors - Relevance & Impact
  • 6.3. Value Chain
  • 6.4. COVID-19 Crisis - Impact Assessment
    • 6.4.1. Current Statistics
    • 6.4.2. Short-Mid-Long Term Outlook
    • 6.4.3. Likely Rebound
  • 6.5. Market Dynamics
    • 6.5.1. Drivers
    • 6.5.2. Restraints
    • 6.5.3. Opportunities

7. Global Location-based VR Entertainment (LBE) Market Analysis 2019-2023 and Forecast 2024-2033, by Component

  • 7.1. Introduction / Key Findings
  • 7.2. Historical Market Size (US$ Bn) Analysis By Component, 2019-2023
  • 7.3. Current and Future Market Size (US$ Bn) Analysis and Forecast By Component, 2024-2033
    • 7.3.1. Hardware
      • 7.3.1.1. Head Mount Display
      • 7.3.1.2. Sensors
      • 7.3.1.3. Head up Display
      • 7.3.1.4. Camera
      • 7.3.1.5. Others
    • 7.3.2. VR Software
    • 7.3.3. VR Services
  • 7.4. Market Attractiveness Analysis By Component

8. Global Location-based VR Entertainment (LBE) Market Analysis 2019-2023 and Forecast 2024-2033, by Technology

  • 8.1. Introduction / Key Findings
  • 8.2. Historical Market Size (US$ Bn) Analysis By Technology, 2019-2023
  • 8.3. Current and Future Market Size (US$ Bn) Analysis and Forecast By Technology, 2024-2033
    • 8.3.1. 2D
    • 8.3.2. 3D
    • 8.3.3. Cloud Merged Reality
  • 8.4. Market Attractiveness Analysis By Technology

9. Global Location-based VR Entertainment (LBE) Market Analysis 2019-2023 and Forecast 2024-2033, by End User

  • 9.1. Introduction / Key Findings
  • 9.2. Historical Market Size (US$ Bn) Analysis By End User, 2019-2023
  • 9.3. Current and Future Market Size (US$ Bn) Analysis and Forecast By End User, 2024-2033
    • 9.3.1. Amusement Park
    • 9.3.2. Theme Park
    • 9.3.3. Arcade Studios
    • 9.3.4. 4D Films
    • 9.3.5. Others
  • 9.4. Market Attractiveness Analysis By End User

10. Global Location-based VR Entertainment (LBE) Market Analysis 2019-2023 and Forecast 2024-2033, by Region

  • 10.1. Introduction / Key Findings
  • 10.2. Historical Market Size (US$ Bn) Analysis By Region, 2019-2023
  • 10.3. Current and Future Market Size (US$ Bn) Analysis and Forecast By Region, 2024-2033
    • 10.3.1. North America
    • 10.3.2. Latin America
    • 10.3.3. Europe
    • 10.3.4. East Asia
    • 10.3.5. South Asia Pacific
    • 10.3.6. Middle East and Africa
  • 10.4. Market Attractiveness Analysis By Region

11. North America Location-based VR Entertainment (LBE) Market Analysis 2019-2023 and Forecast 2024-2033

  • 11.1. Introduction
  • 11.2. Historical Market Size (US$ Bn) Trend Analysis By Market Taxonomy, 2019-2023
  • 11.3. Current and Future Market Size (US$ Bn) Forecast By Market Taxonomy, 2024-2033
    • 11.3.1. By Component
    • 11.3.2. By Technology
    • 11.3.3. By End User
    • 11.3.4. By Country
      • 11.3.4.1. U.S.
      • 11.3.4.2. Canada
  • 11.4. Market Attractiveness Analysis
    • 11.4.1. By Component
    • 11.4.2. By Technology
    • 11.4.3. By End User
    • 11.4.4. By Country
  • 11.5. Market Trends
  • 11.6. Key Market Participants - Intensity Mapping

12. Latin America Location-based VR Entertainment (LBE) Market Analysis 2019-2023 and Forecast 2024-2033

  • 12.1. Introduction
  • 12.2. Historical Market Size (US$ Bn) Trend Analysis By Market Taxonomy, 2019-2023
  • 12.3. Current and Future Market Size (US$ Bn) Forecast By Market Taxonomy, 2024-2033
    • 12.3.1. By Component
    • 12.3.2. By Technology
    • 12.3.3. By End User
    • 12.3.4. By Country
      • 12.3.4.1. Brazil
      • 12.3.4.2. Mexico
      • 12.3.4.3. Rest of Latin America
  • 12.4. Market Attractiveness Analysis
    • 12.4.1. By Component
    • 12.4.2. By Technology
    • 12.4.3. By End User
    • 12.4.4. By Country

13. Europe Location-based VR Entertainment (LBE) Market Analysis 2019-2023 and Forecast 2024-2033

  • 13.1. Introduction
  • 13.2. Historical Market Size (US$ Bn) Trend Analysis By Market Taxonomy, 2019-2023
  • 13.3. Current and Future Market Size (US$ Bn) Forecast By Market Taxonomy, 2024-2033
    • 13.3.1. By Component
    • 13.3.2. By Technology
    • 13.3.3. By End User
    • 13.3.4. By Country
      • 13.3.4.1. Germany
      • 13.3.4.2. Italy
      • 13.3.4.3. France
      • 13.3.4.4. U.K.
      • 13.3.4.5. Spain
      • 13.3.4.6. BENELUX
      • 13.3.4.7. Russia
      • 13.3.4.8. Rest of Europe
  • 13.4. Market Attractiveness Analysis
    • 13.4.1. By Component
    • 13.4.2. By Technology
    • 13.4.3. By End User
    • 13.4.4. By Country

14. South Asia & Pacific Location-based VR Entertainment (LBE) Market Analysis 2019-2023 and Forecast 2024-2033

  • 14.1. Introduction
  • 14.2. Historical Market Size (US$ Bn) Trend Analysis By Market Taxonomy, 2019-2023
  • 14.3. Current and Future Market Size (US$ Bn) Forecast By Market Taxonomy, 2024-2033
    • 14.3.1. By Component
    • 14.3.2. By Technology
    • 14.3.3. By End User
    • 14.3.4. By Country
      • 14.3.4.1. India
      • 14.3.4.2. Indonesia
      • 14.3.4.3. Malaysia
      • 14.3.4.4. Singapore
      • 14.3.4.5. Australia & New Zealand
      • 14.3.4.6. Rest of South Asia and Pacific
  • 14.4. Market Attractiveness Analysis
    • 14.4.1. By Component
    • 14.4.2. By Technology
    • 14.4.3. By End User
    • 14.4.4. By Country

15. East Asia Location-based VR Entertainment (LBE) Market Analysis 2019-2023 and Forecast 2024-2033

  • 15.1. Introduction
  • 15.2. Historical Market Size (US$ Bn) Trend Analysis By Market Taxonomy, 2019-2023
  • 15.3. Current and Future Market Size (US$ Bn) Forecast By Market Taxonomy, 2024-2033
    • 15.3.1. By Component
    • 15.3.2. By Technology
    • 15.3.3. By End User
    • 15.3.4. By Country
      • 15.3.4.1. China
      • 15.3.4.2. Japan
      • 15.3.4.3. South Korea
  • 15.4. Market Attractiveness Analysis
    • 15.4.1. By Component
    • 15.4.2. By Technology
    • 15.4.3. By End User
    • 15.4.4. By Country

16. Middle East and Africa Location-based VR Entertainment (LBE) Market Analysis 2019-2023 and Forecast 2024-2033

  • 16.1. Introduction
  • 16.2. Historical Market Size (US$ Bn) Trend Analysis By Market Taxonomy, 2019-2023
  • 16.3. Current and Future Market Size (US$ Bn) Forecast By Market Taxonomy, 2024-2033
    • 16.3.1. By Component
    • 16.3.2. By Technology
    • 16.3.3. By End User
    • 16.3.4. By Country
      • 16.3.4.1. GCC Countries
      • 16.3.4.2. Turkey
      • 16.3.4.3. South Africa
      • 16.3.4.4. Rest of Middle East and Africa
  • 16.4. Market Attractiveness Analysis
    • 16.4.1. By Component
    • 16.4.2. By Technology
    • 16.4.3. By End User
    • 16.4.4. By Country

17. Key Countries Analysis- Location-based VR Entertainment (LBE) Market

  • 17.1. U.S. Location-based VR Entertainment (LBE) Market Analysis
    • 17.1.1. By Component
    • 17.1.2. By Technology
    • 17.1.3. By End User
  • 17.2. Canada Location-based VR Entertainment (LBE) Market Analysis
    • 17.2.1. By Component
    • 17.2.2. By Technology
    • 17.2.3. By End User
  • 17.3. Mexico Location-based VR Entertainment (LBE) Market Analysis
    • 17.3.1. By Component
    • 17.3.2. By Technology
    • 17.3.3. By End User
  • 17.4. Brazil Location-based VR Entertainment (LBE) Market Analysis
    • 17.4.1. By Component
    • 17.4.2. By Technology
    • 17.4.3. By End User
  • 17.5. Germany Location-based VR Entertainment (LBE) Market Analysis
    • 17.5.1. By Component
    • 17.5.2. By Technology
    • 17.5.3. By End User
  • 17.6. Italy Location-based VR Entertainment (LBE) Market Analysis
    • 17.6.1. By Component
    • 17.6.2. By Technology
    • 17.6.3. By End User
  • 17.7. France Location-based VR Entertainment (LBE) Market Analysis
    • 17.7.1. By Component
    • 17.7.2. By Technology
    • 17.7.3. By End User
  • 17.8. U.K. Location-based VR Entertainment (LBE) Market Analysis
    • 17.8.1. By Component
    • 17.8.2. By Technology
    • 17.8.3. By End User
  • 17.9. Spain Location-based VR Entertainment (LBE) Market Analysis
    • 17.9.1. By Component
    • 17.9.2. By Technology
    • 17.9.3. By End User
  • 17.10. BENELUX Location-based VR Entertainment (LBE) Market Analysis
    • 17.10.1. By Component
    • 17.10.2. By Technology
    • 17.10.3. By End User
  • 17.11. Russia Location-based VR Entertainment (LBE) Market Analysis
    • 17.11.1. By Component
    • 17.11.2. By Technology
    • 17.11.3. By End User
  • 17.12. Rest of Europe Location-based VR Entertainment (LBE) Market Analysis
    • 17.12.1. By Component
    • 17.12.2. By Technology
    • 17.12.3. By End User
  • 17.13. China Location-based VR Entertainment (LBE) Market Analysis
    • 17.13.1. By Component
    • 17.13.2. By Technology
    • 17.13.3. By End User
  • 17.14. Japan Location-based VR Entertainment (LBE) Market Analysis
    • 17.14.1. By Component
    • 17.14.2. By Technology
    • 17.14.3. By End User
  • 17.15. South Korea Location-based VR Entertainment (LBE) Market Analysis
    • 17.15.1. By Component
    • 17.15.2. By Technology
    • 17.15.3. By End User
  • 17.16. India Location-based VR Entertainment (LBE) Market Analysis
    • 17.16.1. By Component
    • 17.16.2. By Technology
    • 17.16.3. By End User
  • 17.17. Malaysia Location-based VR Entertainment (LBE) Market Analysis
    • 17.17.1. By Component
    • 17.17.2. By Technology
    • 17.17.3. By End User
  • 17.18. Indonesia Location-based VR Entertainment (LBE) Market Analysis
    • 17.18.1. By Component
    • 17.18.2. By Technology
    • 17.18.3. By End User
  • 17.19. Singapore Location-based VR Entertainment (LBE) Market Analysis
    • 17.19.1. By Component
    • 17.19.2. By Technology
    • 17.19.3. By End User
  • 17.20. Australia and New Zealand Location-based VR Entertainment (LBE) Market Analysis
    • 17.20.1. By Component
    • 17.20.2. By Technology
    • 17.20.3. By End User
  • 17.21. GCC Countries Location-based VR Entertainment (LBE) Market Analysis
    • 17.21.1. By Component
    • 17.21.2. By Technology
    • 17.21.3. By End User
  • 17.22. Turkey Location-based VR Entertainment (LBE) Market Analysis
    • 17.22.1. By Component
    • 17.22.2. By Technology
    • 17.22.3. By End User
  • 17.23. South Africa Location-based VR Entertainment (LBE) Market Analysis
    • 17.23.1. By Component
    • 17.23.2. By Technology
    • 17.23.3. By End User
  • 17.24. Rest of Middle East and Africa Location-based VR Entertainment (LBE) Market Analysis
    • 17.24.1. By Component
    • 17.24.2. By Technology
    • 17.24.3. By End User

18. Market Structure Analysis

  • 18.1. Market Analysis by Tier of Companies
  • 18.2. Market Share Analysis of Top Players
  • 18.3. Market Presence Analysis

19. Competition Analysis

  • 19.1. Competition Dashboard
  • 19.2. Competition Benchmarking
  • 19.3. Competition Deep Dive
    • 19.3.1. HTC Vive (HTC Corporation)
      • 19.3.1.1. Business Overview
      • 19.3.1.2. Solution Portfolio
      • 19.3.1.3. Profitability by Market Segments (Business Segments/Region)
      • 19.3.1.4. Key Strategy & Developments
    • 19.3.2. Oculus VR (Meta)
      • 19.3.2.1. Business Overview
      • 19.3.2.2. Solution Portfolio
      • 19.3.2.3. Profitability by Market Segments (Business Segments/Region)
      • 19.3.2.4. Key Strategy & Developments
    • 19.3.3. Hologate
      • 19.3.3.1. Business Overview
      • 19.3.3.2. Solution Portfolio
      • 19.3.3.3. Profitability by Market Segments (Business Segments/Region)
      • 19.3.3.4. Key Strategy & Developments
    • 19.3.4. Survios Inc.
      • 19.3.4.1. Business Overview
      • 19.3.4.2. Solution Portfolio
      • 19.3.4.3. Profitability by Market Segments (Business Segments/Region)
      • 19.3.4.4. Key Strategy & Developments
    • 19.3.5. The Void LLC
      • 19.3.5.1. Business Overview
      • 19.3.5.2. Solution Portfolio
      • 19.3.5.3. Profitability by Market Segments (Business Segments/Region)
      • 19.3.5.4. Key Strategy & Developments
    • 19.3.6. VRstudios Inc.
      • 19.3.6.1. Business Overview
      • 19.3.6.2. Solution Portfolio
      • 19.3.6.3. Profitability by Market Segments (Business Segments/Region)
      • 19.3.6.4. Key Strategy & Developments
    • 19.3.7. Zero Latency VR
      • 19.3.7.1. Business Overview
      • 19.3.7.2. Solution Portfolio
      • 19.3.7.3. Profitability by Market Segments (Business Segments/Region)
      • 19.3.7.4. Key Strategy & Developments
    • 19.3.8. Exit Reality VR
      • 19.3.8.1. Business Overview
      • 19.3.8.2. Solution Portfolio
      • 19.3.8.3. Profitability by Market Segments (Business Segments/Region)
      • 19.3.8.4. Key Strategy & Developments
    • 19.3.9. Positron
      • 19.3.9.1. Business Overview
      • 19.3.9.2. Solution Portfolio
      • 19.3.9.3. Profitability by Market Segments (Business Segments/Region)
      • 19.3.9.4. Key Strategy & Developments
    • 19.3.10. Others
      • 19.3.9.5. Business Overview
      • 19.3.9.6. Solution Portfolio
      • 19.3.9.7. Profitability by Market Segments (Business Segments/Region)
      • 19.3.9.8. Key Strategy & Developments

20. Assumptions and Acronyms Used

21. Research Methodology