封面
市场调查报告书
商品编码
1672027

基于位置的虚拟实境娱乐 (LBE) 市场:全球产业分析、规模、份额、成长、趋势和预测(2025-2032 年)

Location-based VR Entertainment (LBE) Market: Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2025 - 2032

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

重要考察

  • 基于位置的 VR 娱乐 (LBE) 市场规模:39.712 亿美元(2025 年)
  • 预计市场金额:204.716亿美元(2032年)
  • 全球市场成长率:26.4%(2025年至2032年的复合年增长率)

基于位置的虚拟实境娱乐 (LBE) 市场 - 报告范围

基于位置的虚拟实境娱乐 (LBE) 市场包括在游乐园、虚拟游乐场、主题乐园和电影院等专用场所提供的身临其境型虚拟实境体验。这些体验旨在透过先进的VR头戴装置、运动追踪技术和触觉回馈系统提供高品质、互动性和社交参与度。该市场迎合了娱乐寻求者、游戏玩家和寻求提供引人注目的体验的企业。成长的动力来自于消费者对身临其境型娱乐的兴趣日益浓厚、虚拟实境硬体和软体技术的进步以及户外娱乐场所的扩张。

市场成长动力

全球基于位置的虚拟实境娱乐 (LBE) 市场有几个关键驱动因素。消费者对身临其境型和互动式娱乐解决方案的需求不断增长,大大促进了市场的扩张。高保真VR头戴装置、5G 连接和 AI 驱动的内容等技术进步正在改善整体用户体验并使 LBE 更具吸引力。主题乐园、购物中心和 VR游乐场等娱乐场所对 VR 基础设施的投资不断增加,推动了该产业的发展。此外,VR 在企业培训、旅游和教育领域的应用日益广泛,正在将其市场范围拓展到娱乐之外。

市场限制

儘管成长前景看好,但基于位置的虚拟实境娱乐 (LBE) 市场因高昂的设置和维护成本而面临挑战。对复杂硬体、频繁的软体更新和宽敞的场地空间的需求给营运商带来了财务负担。此外,对 VR 晕动症和共用VR 设备时的卫生问题的担忧可能会吓跑潜在用户。此外,与传统娱乐相比,VR 体验的票价相对较高,也可能影响市场渗透率。应对这些挑战需要持续投资于具有成本效益的解决方案、改进 VR 的人体工学以及增强的使用者舒适度功能。

市场机会

随着人工智慧、区块链和云端游戏等新技术的融合,市场正在提供巨大的机会。超现实多人 VR 体验和电子竞技活动的扩展将为 LBE 提供者创造新的收益来源。基于位置的虚拟实境 (VR) 在旅游和遗产重建领域的发展提供了潜在的文化和教育应用。此外,VR 内容开发商和主要娱乐品牌之间的伙伴关係可以增加 LBE 体验的吸引力。人们对永续和模组化 VR 设定的日益偏好,包括无线 VR 解决方案和紧凑型运动平台,将进一步推动该领域的技术创新。

本报告研究了全球基于位置的虚拟实境娱乐(LBE)市场,并对市场动态进行了详细分析,包括成长动力、趋势、机会和挑战。

目录

第一章执行摘要

第二章 市场概况

  • 市场范围/分类
  • 市场定义/范围/限制

第三章 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 章定价分析

  • 定价分析:按产品
    • 硬体定价分析
    • 软体定价分析
  • 平均价格分析基准

第五章 全球基于位置的 VR 娱乐 (LBE) 市场展望 (2019-2032)

  • 市场金额表现分析(2019-2024)
  • 当前和未来市场金额预测(2025-2032)
    • 与前一年同期比较趋势分析
    • 绝对商机分析

第六章 市场背景

  • 宏观经济因素
  • 预测因子-相关性和影响力
  • 价值链
  • COVID-19 危机—评估影响
  • 市场动态

7. 全球基于位置的 VR 娱乐 (LBE) 市场展望(2019-2032 年)

  • 简介/主要发现
  • 按组件分類的市场规模绩效分析(2019-2024)
  • 当前和未来市场规模按组件进行分析和预测(2025-2032 年)
    • 硬体
    • VR软体
    • VR服务
  • 按组件进行市场吸引力分析

8. 全球基于位置的 VR 娱乐 (LBE) 市场展望(2019-2032 年)

  • 简介/主要发现
  • 依技术分类的市场规模绩效分析(2019-2024)
  • 当前及未来市场规模分析及技术预测(2025-2032)
    • 2D
    • 3D
    • 云端混合实境
  • 依技术进行市场吸引力分析

第九章 全球基于位置的 VR 娱乐 (LBE) 市场展望 (2019-2032)

  • 简介/主要发现
  • 按最终用户分類的市场规模绩效分析(2019-2024)
  • 按最终用户分類的当前和未来市场规模分析和预测(2025-2032 年)
    • 游乐园
    • 主题乐园
    • 游乐场工作室
    • 4D 电影
    • 其他的
  • 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) 展望 (2019-2032)

  • 简介/主要发现
  • 市场规模表现分析:按地区(2019-2024)
  • 现今及未来各地区市场规模分析及预测(2025-2032)
    • 北美洲
    • 拉丁美洲
    • 欧洲
    • 东亚
    • 南亚和太平洋
    • 中东和非洲
  • 按地区分析市场吸引力

第 11 章 北美基于位置的 VR 娱乐 (LBE) 市场展望(2019-2032 年)

12. 拉丁美洲基于位置的 VR 娱乐 (LBE) 市场展望(2019-2032 年)

13. 欧洲基于位置的 VR 娱乐 (LBE) 市场展望 (2019-2032)

14. 南亚太基于地点的虚拟实境娱乐 (LBE) 市场展望 (2019-2032)

第 15 章 东亚基于位置的 VR 娱乐 (LBE) 市场展望 (2019-2032)

16. 中东和非洲基于位置的 VR 娱乐 (LBE) 市场展望 (2019-2032)

第 17 章基于位置的 VR 娱乐 (LBE) 市场主要国家分析

  • 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
  • 法国实景虚拟实境娱乐 (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
  • 比荷卢经济联盟实景虚拟实境娱乐 (LBE) 市场分析
  • 俄罗斯基于位置的 VR 娱乐 (LBE) 市场分析
  • 欧洲其他基于位置的虚拟实境娱乐 (LBE) 市场的分析
  • 中国实景虚拟实境娱乐(LBE)市场分析
  • 日本实景虚拟实境娱乐 (LBE) 市场分析
  • 韩国实景虚拟实境娱乐 (LBE) 市场分析
  • 印度基于位置的 VR 娱乐 (LBE) 市场分析
  • 马来西亚实景虚拟实境娱乐 (LBE) 市场分析
  • 印尼基于地点的 VR 娱乐 (LBE) 市场分析
  • 新加坡实景虚拟实境娱乐 (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虚拟实境娱乐 (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
  • 中东和非洲其他地区基于位置的 VR 娱乐 (LBE) 市场分析

第十八章市场结构分析

  • 市场分析:依公司层级
  • 主要企业市场占有率分析
  • 市场影响分析

第十九章 竞争分析

  • 竞争仪錶板
  • 竞争基准
  • 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
    • 其他的

第 20 章 使用的假设和缩写词

第21章调查方法

简介目录
Product Code: PMRREP31820

Persistence Market Research has recently published an extensive report on the global Location-based VR Entertainment (LBE) Market. This report offers a comprehensive analysis of the key market dynamics, including drivers, trends, opportunities, and challenges, providing deep insights into the market structure.

Key Insights:

  • Location-based VR Entertainment (LBE) Market Size (2025E): USD 3971.2 Mn
  • Projected Market Value (2032F): USD 20471.6 Mn
  • Global Market Growth Rate (CAGR 2025 to 2032): 26.4%

Location-based VR Entertainment (LBE) Market - Report Scope:

The Location-based VR Entertainment (LBE) Market encompasses immersive virtual reality experiences provided in dedicated venues such as amusement parks, VR arcades, theme parks, and cinemas. These experiences are tailored to deliver high-quality, interactive, and social engagement through advanced VR headsets, motion-tracking technology, and haptic feedback systems. The market caters to entertainment seekers, gamers, and businesses aiming to offer engaging experiences. Growth is fueled by increasing consumer interest in immersive entertainment, technological advancements in VR hardware and software, and the expansion of out-of-home entertainment venues.

Market Growth Drivers:

Several key factors are driving the global Location-based VR Entertainment (LBE) Market. The rising consumer demand for immersive and interactive entertainment solutions significantly contributes to market expansion. Technological advancements, such as high-fidelity VR headsets, 5G connectivity, and AI-driven content, enhance the overall user experience, making LBE more attractive. The growing investment in VR infrastructure by entertainment venues, including theme parks, shopping malls, and dedicated VR arcades, supports industry growth. Additionally, the increasing adoption of VR in corporate training, tourism, and education broadens the market scope beyond entertainment.

Market Restraints:

Despite promising growth prospects, the Location-based VR Entertainment (LBE) Market faces challenges related to high setup and maintenance costs. The need for sophisticated hardware, frequent software updates, and large venue spaces poses financial burdens for operators. Additionally, concerns about VR-induced motion sickness and hygiene issues in shared VR equipment may deter potential users. The relatively high ticket prices for VR experiences compared to traditional entertainment options can also impact market penetration. Addressing these challenges requires continuous investment in cost-effective solutions, improved VR ergonomics, and enhanced user comfort features.

Market Opportunities:

The market presents significant opportunities driven by the integration of emerging technologies such as artificial intelligence, blockchain, and cloud gaming. The expansion of hyper-realistic multiplayer VR experiences and esports events creates new revenue streams for LBE operators. The development of location-based VR for tourism and heritage site recreations offers potential for cultural and educational applications. Additionally, partnerships between VR content developers and major entertainment brands can enhance the appeal of LBE experiences. The growing preference for sustainable and modular VR setups, including wireless VR solutions and compact motion platforms, further drives innovation in the sector.

Key Questions Answered in the Report:

  • What are the primary factors driving the growth of the Location-based VR Entertainment (LBE) Market globally?
  • Which types and formats of LBE experiences are leading adoption in various settings?
  • How are technological advancements influencing the competitive landscape of the Location-based VR Entertainment (LBE) Market?
  • Who are the key players in the Location-based VR Entertainment (LBE) Market, and what strategies are they employing to stay competitive?
  • What are the emerging trends and future prospects in the global Location-based VR Entertainment (LBE) Market?

Competitive Intelligence and Business Strategy:

Leading players in the global Location-based VR Entertainment (LBE) Market, including The VOID, Sandbox VR, Zero Latency, and IMAX VR, focus on innovation, strategic partnerships, and technological advancements to maintain a competitive edge. These companies invest in high-fidelity VR content, motion tracking systems, and AI-driven interactivity to enhance user experience. Collaborations with gaming studios, entertainment franchises, and theme park operators expand market reach and drive adoption. Additionally, emphasis on hygiene protocols, user safety, and VR accessibility ensures sustained consumer trust and engagement in the evolving LBE landscape.

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
  • Others

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
  • Others

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 Outlook, 2019-2032

  • 5.1. Historical Market Value (US$ Mn) Analysis, 2019-2024
  • 5.2. Current and Future Market Value (US$ Mn) Projections, 2025-2032
    • 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 Outlook, 2019-2032

  • 7.1. Introduction / Key Findings
  • 7.2. Historical Market Size (US$ Mn) Analysis By Component, 2019-2024
  • 7.3. Current and Future Market Size (US$ Mn) Analysis and Forecast By Component, 2025-2032
    • 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 Outlook, 2019-2032

  • 8.1. Introduction / Key Findings
  • 8.2. Historical Market Size (US$ Mn) Analysis By Technology, 2019-2024
  • 8.3. Current and Future Market Size (US$ Mn) Analysis and Forecast By Technology, 2025-2032
    • 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 Outlook, 2019-2032

  • 9.1. Introduction / Key Findings
  • 9.2. Historical Market Size (US$ Mn) Analysis By End User, 2019-2024
  • 9.3. Current and Future Market Size (US$ Mn) Analysis and Forecast By End User, 2025-2032
    • 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) Outlook, 2019-2032

  • 10.1. Introduction / Key Findings
  • 10.2. Historical Market Size (US$ Mn) Analysis By Region, 2019-2024
  • 10.3. Current and Future Market Size (US$ Mn) Analysis and Forecast By Region, 2025-2032
    • 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 Outlook, 2019-2032

  • 11.1. Introduction
  • 11.2. Historical Market Size (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2024
  • 11.3. Current and Future Market Size (US$ Mn) Forecast By Market Taxonomy, 2025-2032
    • 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 Outlook, 2019-2032

  • 12.1. Introduction
  • 12.2. Historical Market Size (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2024
  • 12.3. Current and Future Market Size (US$ Mn) Forecast By Market Taxonomy, 2025-2032
    • 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 Outlook, 2019-2032

  • 13.1. Introduction
  • 13.2. Historical Market Size (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2024
  • 13.3. Current and Future Market Size (US$ Mn) Forecast By Market Taxonomy, 2025-2032
    • 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 Outlook, 2019-2032

  • 14.1. Introduction
  • 14.2. Historical Market Size (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2024
  • 14.3. Current and Future Market Size (US$ Mn) Forecast By Market Taxonomy, 2025-2032
    • 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 Outlook, 2019-2032

  • 15.1. Introduction
  • 15.2. Historical Market Size (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2024
  • 15.3. Current and Future Market Size (US$ Mn) Forecast By Market Taxonomy, 2025-2032
    • 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 Outlook, 2019-2032

  • 16.1. Introduction
  • 16.2. Historical Market Size (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2024
  • 16.3. Current and Future Market Size (US$ Mn) Forecast By Market Taxonomy, 2025-2032
    • 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