市場調査レポート
商品コード
1588319

ロケーションベースエンターテインメント市場規模、シェア、動向分析レポート:コンポーネント別、最終用途別、技術別、地域別、セグメント予測、2025年~2030年

Location-based Entertainment Market Size, Share & Trends Analysis Report By Component, By End-use (Amusement Parks, Arcade Studios, 4D Films), By Technology, By Region, And Segment Forecasts, 2025 - 2030


出版日
ページ情報
英文 180 Pages
納期
2~10営業日
カスタマイズ可能
価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=157.10円
ロケーションベースエンターテインメント市場規模、シェア、動向分析レポート:コンポーネント別、最終用途別、技術別、地域別、セグメント予測、2025年~2030年
出版日: 2024年10月30日
発行: Grand View Research
ページ情報: 英文 180 Pages
納期: 2~10営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

ロケーションベースエンターテインメント市場の成長と動向:

Grand View Research, Inc.の最新レポートによると、世界のロケーションベースエンターテインメント市場規模は2030年までに259億米ドルに達すると予測されています。

同市場は2025年から2030年にかけてCAGR 28.5%で成長すると予測されています。この成長は、新しくエキサイティングな冒険やレジャー活動に対する消費者の支出が増加していることに起因しています。可処分所得の増加とライフスタイルパターンの変化が、ロケーションベースエンターテインメント(LBE)の需要を促進する主な要因です。

ロケーションベースエンターテインメント市場の成長は、拡張現実(AR)、仮想現実(VR)、複合現実などの技術のイントロダクションよってさらに促進されています。これらの技術を組み合わせたロケーションベースエンターテインメント・サービスは、来場者に没入感のあるリアルな体験を提供します。市場のプレーヤーは、VRアトラクションをひとつ屋根の下で提供し、より多くの来場者を惹きつけています。例えば2022年、サンドボックスVRはパーク・メドウズ・モールのコロラドに進出し、高品質のハプティクスと全身モーションキャプチャーを組み合わせて完全な没入感を提供する社会的没入型ゲーム体験を提供すると発表しました。

様々なビデオゲーム開発会社が、それぞれの市場シェアを拡大するために、VRやLBE技術プロバイダーとのM&Aに参入しています。例えば、2021年2月、VRパブリッシャー兼ゲーム開発者のVertigo Gamesは、LBE向けVR会場管理ソフトウェアおよびコンテンツマーケットプレースのプロバイダーであるSpringboard VRを買収しました。この買収は、Vertigo GamesのHaze VR配信プラットフォームを通じてオペレーターにVRコンテンツへのアクセスを提供し、ゲームスタジオとオペレーターの双方にLBEビジネスを拡大するための新たなツールと技術を提供することを目的としていました。

ロケーションベースエンターテインメント市場レポートハイライト

  • コンポーネント別では、消費者にハイエンドの没入体験を提供できるVRヘッドセットへの支出が増加しているため、2024年の総売上シェアの64.0%以上をハードウェア・セグメントが占めました。
  • 技術別では、3D分野が2024年に43.0%近くの収益シェアを占め、予測期間中も市場を独占し続けると予想されます。これは、3D技術の拡張現実の継続的な進歩によるもので、LBEサイトで大幅に展開されています。
  • 最終用途別では、アーケードスタジオ分野が2025年から2030年にかけて約31.0%の成長率を記録すると予測されています。
  • アジア太平洋地域市場は、2025年から2030年にかけて約31.0%のCAGRを記録すると予測されています。

目次

第1章 調査手法と範囲

第2章 エグゼクティブサマリー

第3章 ロケーションベースエンターテインメント市場- 業界展望

  • 市場概要
  • 業界バリューチェーン分析
  • 市場力学
  • テクノロジーの情勢
  • 業界分析ツール

第4章 ロケーションベースエンターテインメント市場:コンポーネントの推定・動向分析

  • コンポーネントの変動分析と市場シェア、2024年と2030年
  • コンポーネント別
    • ハードウェア
    • ソフトウェア

第5章 ロケーションベースエンターテインメント市場:技術の推定・動向分析

  • 技術変動分析と市場シェア、2024年と2030年
  • 技術別
    • 3Dと4D
    • 2D
    • クラウドマージドリアリティ(CMR)

第6章 ロケーションベースエンターテインメント市場:最終用途の推定・動向分析

  • 最終用途変動分析と市場シェア、2024年と2030年
  • 最終用途別
    • 遊園地
    • 4D映画
    • アーケードスタジオ

第7章 地域の推定・動向分析

  • 地域別ロケーションベースエンターテインメント市場、2024年および2030年
  • 北米
    • 北米のロケーションベースエンターテインメント市場の推定と予測、2018年-2030年
    • 米国
    • カナダ
    • メキシコ
  • 欧州
    • 欧州のロケーションベースエンターテインメント市場の推定と予測、2018年-2030年
    • ドイツ
    • 英国
    • フランス
    • その他欧州
  • アジア太平洋
    • アジア太平洋地域のロケーションベースエンターテインメント市場の推定と予測、2018年-2030年
    • 日本
    • 中国
    • インド
    • 韓国
    • オーストラリア
    • その他アジア太平洋地域
  • 南米
    • 南米のロケーションベースエンターテインメント市場の推定と予測、2018年-2030年
    • ブラジル
    • その他南米
  • 中東・アフリカ
    • 中東・アフリカのロケーションベースエンターテインメント市場の推定と予測、2018-2030
    • サウジアラビア
    • アラブ首長国連邦
    • 南アフリカ
    • その他中東・アフリカ

第8章 ロケーションベースエンターテインメント市場-競合情勢

  • 主要市場参入企業による最近の動向と影響分析
  • 企業分類
  • 参入企業の概要
  • 財務実績
  • 製品ベンチマーク
  • 企業の市場ポジショニング
  • 企業ヒートマップ分析
  • 戦略マッピング
    • 拡大/売却
    • コラボレーション/パートナーシップ
    • 新製品の発売
    • 研究開発
  • 企業プロファイル
    • 4Expeience
    • CamOnApp
    • Google LLC
    • Cisco HQ Software, Inc.
    • HTC Corporation
    • Huawei Technologies Co., Ltd.
    • Magic Leap, Inc.
    • Microsoft Corporation
    • Niantic, Inc.
    • Samsung Electronics Co. Ltd.
    • Springboard VR
    • VRstudios Inc.
図表

List of Tables

  • Table 1 Global Location-based Entertainment market size estimates & forecasts 2018 - 2030 (USD Million)
  • Table 2 Global Location-based Entertainment market, by region 2018 - 2030 (USD Million)
  • Table 3 Global Location-based Entertainment market, by component 2018 - 2030 (USD Million)
  • Table 4 Global Location-based Entertainment market, by technology 2018 - 2030 (USD Million)
  • Table 5 Global Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
  • Table 6 Hardware Location-based Entertainment market, by region 2018 - 2030 (USD Million)
  • Table 7 Software Location-based Entertainment market, by region 2018 - 2030 (USD Million)
  • Table 8 Amusement Park Location-based Entertainment market, by region 2018 - 2030 (USD Million)
  • Table 9 Indoor Location-based Entertainment market, by region 2018 - 2030 (USD Million)
  • Table 10 Outdoor Location-based Entertainment market, by region 2018 - 2030 (USD Million)
  • Table 11 Arcade Studios Location-based Entertainment market, by region 2018 - 2030 (USD Million)
  • Table 12 4D Films Location-based Entertainment market, by region 2018 - 2030 (USD Million)
  • Table 13 North America Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
  • Table 14 North America Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
  • Table 15 North America Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
  • Table 16 U.S. Location-based Entertainment market, by component 2018 - 2030 (USD Million)
  • Table 17 U.S. Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
  • Table 18 U.S. Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
  • Table 19 Canada Location-based Entertainment market, by component 2018 - 2030 (USD Million)
  • Table 20 Canada Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
  • Table 21 Canada Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
  • Table 22 Mexico Location-based Entertainment market, by component 2018 - 2030 (USD Million)
  • Table 23 Mexico Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
  • Table 24 Mexico Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
  • Table 25 Europe Location-based Entertainment market, by component 2018 - 2030 (USD Million)
  • Table 26 Europe Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
  • Table 27 Europe Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
  • Table 28 UK Location-based Entertainment market, by component 2018 - 2030 (USD Million)
  • Table 29 UK Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
  • Table 30 UK Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
  • Table 31 Germany Location-based Entertainment market, by component 2018 - 2030 (USD Million)
  • Table 32 Germany Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
  • Table 33 Germany Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
  • Table 34 France Location-based Entertainment market, by component 2018 - 2030 (USD Million)
  • Table 35 France Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
  • Table 36 France Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
  • Table 37 Asia Pacific Location-based Entertainment market, by component 2018 - 2030 (USD Million)
  • Table 38 Asia Pacific Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
  • Table 39 Asia Pacific Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
  • Table 40 China Location-based Entertainment market, by component 2018 - 2030 (USD Million)
  • Table 41 China Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
  • Table 42 China Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
  • Table 43 India Location-based Entertainment market, by component 2018 - 2030 (USD Million)
  • Table 44 India Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
  • Table 45 India Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
  • Table 46 South Korea Location-based Entertainment market, by component 2018 - 2030 (USD Million)
  • Table 47 South Korea Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
  • Table 48 South Korea Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
  • Table 49 Australia Location-based Entertainment market, by component 2018 - 2030 (USD Million)
  • Table 50 Australia Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
  • Table 51 Australia Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
  • Table 52 Japan Location-based Entertainment market, by component 2018 - 2030 (USD Million)
  • Table 53 Japan Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
  • Table 54 Japan Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
  • Table 55 Latin America Location-based Entertainment market, by component 2018 - 2030 (USD Million)
  • Table 56 Latin America Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
  • Table 57 Latin America Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
  • Table 58 Brazil Location-based Entertainment market, by component 2018 - 2030 (USD Million)
  • Table 59 Brazil Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
  • Table 60 Brazil Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
  • Table 61 MEA Location-based Entertainment market, by component 2018 - 2030 (USD Million)
  • Table 62 MEA Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
  • Table 63 MEA Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
  • Table 64 UAE Location-based Entertainment market, by component 2018 - 2030 (USD Million)
  • Table 65 UAE Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
  • Table 66 UAE Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
  • Table 67 KSA Location-based Entertainment market, by component 2018 - 2030 (USD Million)
  • Table 68 KSA Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
  • Table 69 KSA Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
  • Table 70 South Africa Location-based Entertainment market, by component 2018 - 2030 (USD Million)
  • Table 71 South Africa Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
  • Table 72 South Africa Location-based Entertainment market, by end use 2018 - 2030 (USD Million)

List of Figures

  • Fig. 1 Location-based Entertainment market segmentation
  • Fig. 2 Market research process
  • Fig. 3 Information procurement
  • Fig. 4 Primary research pattern
  • Fig. 5 Market research approaches
  • Fig. 6 Value chain-based sizing & forecasting
  • Fig. 7 Parent market analysis
  • Fig. 8 Market formulation & validation
  • Fig. 9 Location-based Entertainment market snapshot
  • Fig. 10 Location-based Entertainment market segment snapshot
  • Fig. 11 Location-based Entertainment market, Component outlook key takeaways (USD Million)
  • Fig. 12 Location-based Entertainment market Component movement analysis (USD Million), 2024 & 2030
  • Fig. 13 Hardware market revenue estimates and forecasts, 2018 - 2030 (USD Million)
  • Fig. 14 Software market revenue estimates and forecasts, 2018 - 2030 (USD Million)
  • Fig. 15 Location-based Entertainment market: End Use outlook key takeaways (USD Million)
  • Fig. 16 Location-based Entertainment market: End Use movement analysis (USD Million), 2024 & 2030
  • Fig. 17 Amusement Park market revenue estimates and forecasts, 2018 - 2030 (USD Million)
  • Fig. 18 Indoor market revenue estimates and forecasts, 2018 - 2030 (USD Million)
  • Fig. 19 Outdoor market revenue estimates and forecasts, 2018 - 2030 (USD Million)
  • Fig. 20 Arcade market revenue estimates and forecasts, 2018 - 2030 (USD Million)
  • Fig. 21 4D films market revenue estimates and forecasts, 2018 - 2030 (USD Million),
  • Fig. 22 Location-based Entertainment market: Technology outlook key takeaways (USD Million)
  • Fig. 23 Location-based Entertainment market: Technology outlook key takeaways (USD Million)
  • Fig. 24 2-Dimensional (2D) market revenue estimates and forecasts, 2018 - 2030 (USD Million)
  • Fig. 25 3-Dimensional (3D) market revenue estimates and forecasts, 2018 - 2030 (USD Million)
  • Fig. 26 Cloud Merged Reality (CMR) market revenue estimates and forecasts, 2018 - 2030 (USD Million)
  • Fig. 27 Regional marketplace: Key takeaways
  • Fig. 28 Location-based Entertainment market: Regional outlook, 2024 & 2030 USD Million
  • Fig. 29 North America Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
  • Fig. 30 U.S. Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
  • Fig. 31 Canada Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
  • Fig. 32 Mexico Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
  • Fig. 33 Europe Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
  • Fig. 34 UK Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
  • Fig. 35 Germany Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
  • Fig. 36 France Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
  • Fig. 37 Asia Pacific Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
  • Fig. 38 Japan Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
  • Fig. 39 China Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
  • Fig. 40 India Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
  • Fig. 41 Australia Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
  • Fig. 42 South Korea Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
  • Fig. 43 Latin America Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
  • Fig. 44 Brazil Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
  • Fig. 45 MEA Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
  • Fig. 46 KSA Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
  • Fig. 47 UAE Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
  • Fig. 48 South Africa Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
  • Fig. 49 Strategy framework
  • Fig. 50 Company Categorization
目次
Product Code: GVR-4-68038-118-4

Location-based Entertainment Market Growth & Trends:

The global location-based entertainment market size is anticipated to reach USD 25.90 billion by 2030, according to a new report by Grand View Research, Inc. The market is projected to grow at a CAGR of 28.5% from 2025 to 2030. The growth can be credited to increasing consumer expenditure on new and exciting adventure and leisure activities. Rising disposable incomes and changing lifestyle patterns are the major factors driving the demand for location-based entertainment (LBE).

The growth of the location-based entertainment market is being further driven by the introduction of technologies, such as Augmented Reality (AR), Virtual Reality (VR), and mixed reality. These location-based entertainment services combined with these technologies provide visitors with an immersive and real-life experience. The market players are offering VR attractions under one roof to attract more visitors. For instance, in 2022, Sandbox VR announced to enter the Colorado location at Park Meadows Mall to provide a socially immersive gaming experience that combines high-quality haptics and full-body motion capture to provide complete immersion.

Various video game developers are entering into mergers and acquisitions with VR and LBE technology providers to increase their respective market shares. For instance, in February 2021, Vertigo Games, a VR publisher and game developer, acquired Springboard VR, a VR venue management software and content marketplace provider for LBE. The acquisition was aimed at offering operators access to VR content through Vertigo Games' Haze VR distribution platform and providing both game studios and operators with new tools and technology to expand their LBE business.

Location-based Entertainment Market Report Highlights:

  • In terms of component, the hardware segment accounted for over 64.0% of the total revenue share in 2024 owing to the increased spending on VR headsets that can deliver high-end immersive experiences to consumers
  • In terms of technology, the 3D segment accounted for the revenue share of nearly 43.0% in 2024 and is expected to continue dominating the market over the forecast period owing to the continued advances in 3D technology extended reality, which is substantially deployed at LBE sites
  • In terms of end-use, the arcade studios segment is expected to witness a growth rate of around 31.0% from 2025 to 2030
  • The Asia Pacific regional market is anticipated to register a CAGR of around 31.0% from 2025 to 2030

Table of Contents

Chapter 1. Methodology and Scope

  • 1.1. Market Segmentation & Scope
  • 1.2. Market Definitions
  • 1.3. Information Procurement
    • 1.3.1. Information analysis
    • 1.3.2. Market formulation & data visualization
    • 1.3.3. Data validation & publishing
  • 1.4. 4 Research Scope and Assumptions
    • 1.4.1. List of Data Sources

Chapter 2. Executive Summary

  • 2.1. Location-based Entertainment Market Snapshot
  • 2.2. Location-based Entertainment Market- Competitive Landscape Snapshot

Chapter 3. Location-based Entertainment Market - Industry Outlook

  • 3.1. Market Overview
  • 3.2. Industry Value Chain Analysis
  • 3.3. Market Dynamics
    • 3.3.1. Market Driver Analysis
    • 3.3.2. Market Restraint Analysis
    • 3.3.3. Market Opportunity
  • 3.4. Technology Landscape
  • 3.5. Industry Analysis Tools
    • 3.5.1. Porter's analysis
    • 3.5.2. Macroeconomic analysis

Chapter 4. Location-based Entertainment Market: Component Estimates & Trend Analysis

  • 4.1. Component Movement Analysis & Market Share, 2024 & 2030
  • 4.2. Location-based Entertainment Market Estimates & Forecast, By Component (USD Million)
    • 4.2.1. Hardware
    • 4.2.2. Software

Chapter 5. Location-based Entertainment Market: Technology Estimates & Trend Analysis

  • 5.1. Technology Movement Analysis & Market Share, 2024 & 2030
  • 5.2. Location-based Entertainment Market Estimates & Forecast, By Technology (USD Million)
    • 5.2.1. 3- & 4-Dimensional (3D & 4D)
    • 5.2.2. 2D
    • 5.2.3. Cloud Merged Reality (CMR)

Chapter 6. Location-based Entertainment Market: End Use Estimates & Trend Analysis

  • 6.1. End Use Movement Analysis & Market Share, 2024 & 2030
  • 6.2. Location-based Entertainment Market Estimates & Forecast, By End Use (USD Million)
    • 6.2.1. Amusement Park
      • 6.2.1.1. Indoor
      • 6.2.1.2. Outdoor
    • 6.2.2. 4D Films
    • 6.2.3. Arcade Studios

Chapter 7. Regional Estimates & Trend Analysis

  • 7.1. Location-based Entertainment Market by Region, 2024 & 2030
  • 7.2. North America
    • 7.2.1. North America Location-based Entertainment Market Estimates & Forecasts, 2018 - 2030 (USD Million)
    • 7.2.2. U.S.
    • 7.2.3. Canada
    • 7.2.4. Mexico
  • 7.3. Europe
    • 7.3.1. Europe Location-based Entertainment Market Estimates & Forecasts, 2018 - 2030 (USD Million)
    • 7.3.2. Germany
    • 7.3.3. UK
    • 7.3.4. France
    • 7.3.5. Rest of Europe
  • 7.4. Asia Pacific
    • 7.4.1. Asia Pacific Location-based Entertainment Market Estimates & Forecasts, 2018 - 2030 (USD Million)
    • 7.4.2. Japan
    • 7.4.3. China
    • 7.4.4. India
    • 7.4.5. South Korea
    • 7.4.6. Australia
    • 7.4.7. Rest of Asia Pacific
  • 7.5. South America
    • 7.5.1. South America Location-based Entertainment Market Estimates & Forecasts, 2018 - 2030 (USD Million)
    • 7.5.2. Brazil
    • 7.5.3. Rest of South America
  • 7.6. Middle East & Africa (MEA)
    • 7.6.1. MEA Location-based Entertainment Market Estimates & Forecasts, 2018 - 2030 (USD Million)
    • 7.6.2. Saudi Arabia
    • 7.6.3. UAE
    • 7.6.4. South Africa
    • 7.6.5. Rest of MEA

Chapter 8. Location-based Entertainment Market - Competitive Landscape

  • 8.1. Recent Developments & Impact Analysis, By Key Market Participants
  • 8.2. Company Categorization
  • 8.3. Participant's Overview
  • 8.4. Financial Performance
  • 8.5. Product Benchmarking
  • 8.6. Company Market Positioning
  • 8.7. Company Heat Map Analysis
  • 8.8. Strategy Mapping
    • 8.8.1. Expansion/Divestiture
    • 8.8.2. Collaborations/Partnerships
    • 8.8.3. New Product Launches
    • 8.8.4. Research & Development
  • 8.9. Company Profiles
    • 8.9.1. 4Expeience
      • 8.9.1.1. Participant's Overview
      • 8.9.1.2. Financial Performance
      • 8.9.1.3. Product Benchmarking
      • 8.9.1.4. Recent Developments
    • 8.9.2. CamOnApp
      • 8.9.2.1. Participant's Overview
      • 8.9.2.2. Financial Performance
      • 8.9.2.3. Product Benchmarking
      • 8.9.2.4. Recent Developments
    • 8.9.3. Google LLC
      • 8.9.3.1. Participant's Overview
      • 8.9.3.2. Financial Performance
      • 8.9.3.3. Product Benchmarking
      • 8.9.3.4. Recent Developments
    • 8.9.4. Cisco HQ Software, Inc.
      • 8.9.4.1. Participant's Overview
      • 8.9.4.2. Financial Performance
      • 8.9.4.3. Product Benchmarking
      • 8.9.4.4. Recent Developments
    • 8.9.5. HTC Corporation
      • 8.9.5.1. Participant's Overview
      • 8.9.5.2. Financial Performance
      • 8.9.5.3. Product Benchmarking
      • 8.9.5.4. Recent Developments
    • 8.9.6. Huawei Technologies Co., Ltd.
      • 8.9.6.1. Participant's Overview
      • 8.9.6.2. Financial Performance
      • 8.9.6.3. Product Benchmarking
      • 8.9.6.4. Recent Developments
    • 8.9.7. Magic Leap, Inc.
      • 8.9.7.1. Participant's Overview
      • 8.9.7.2. Financial Performance
      • 8.9.7.3. Product Benchmarking
      • 8.9.7.4. Recent Developments
    • 8.9.8. Microsoft Corporation
      • 8.9.8.1. Participant's Overview
      • 8.9.8.2. Financial Performance
      • 8.9.8.3. Product Benchmarking
      • 8.9.8.4. Recent Developments
    • 8.9.9. Niantic, Inc.
      • 8.9.9.1. Participant's Overview
      • 8.9.9.2. Financial Performance
      • 8.9.9.3. Product Benchmarking
      • 8.9.9.4. Recent Developments
    • 8.9.10. Samsung Electronics Co. Ltd.
      • 8.9.10.1. Participant's Overview
      • 8.9.10.2. Financial Performance
      • 8.9.10.3. Product Benchmarking
      • 8.9.10.4. Recent Developments
    • 8.9.11. Springboard VR
      • 8.9.11.1. Participant's Overview
      • 8.9.11.2. Financial Performance
      • 8.9.11.3. Product Benchmarking
      • 8.9.11.4. Recent Developments
    • 8.9.12. VRstudios Inc.
      • 8.9.12.1. Participant's Overview
      • 8.9.12.2. Financial Performance
      • 8.9.12.3. Product Benchmarking
      • 8.9.12.4. Recent Developments