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市場調査レポート
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1760166

ロケーションベース・バーチャルリアリティ(VR)の世界市場レポート 2025年

Location-Based Virtual Reality (VR) Global Market Report 2025


出版日
ページ情報
英文 175 Pages
納期
2~10営業日
カスタマイズ可能
適宜更新あり
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=144.64円
ロケーションベース・バーチャルリアリティ(VR)の世界市場レポート 2025年
出版日: 2025年07月01日
発行: The Business Research Company
ページ情報: 英文 175 Pages
納期: 2~10営業日
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  • 概要
  • 目次
概要

ロケーションベース・バーチャルリアリティ(VR)市場規模は、今後数年間で飛躍的な成長が見込まれます。2029年にはCAGR32.6%で278億3,000万米ドルに成長します。この予測期間における成長は、企業のチームビルディングにおけるVR採用の増加、デジタルイノベーションに対する政府支援の増加、VRハードウェアの低価格化、低遅延体験を可能にする5G導入の増加、ハイテク企業とエンターテインメント施設間のコラボレーションの拡大などに起因すると考えられます。この期間に予想される主な動向には、ワイヤレスおよび5G接続の進歩、モーショントラッキング技術の向上、没入型ストーリーテリングの革新、シームレスなアップデートのためのクラウドコンピューティングの統合、パーソナライズされたVR体験を生み出すためのAIの組み込みなどがあります。

今後数年間は、ゲームおよびエンターテインメント分野の成長がロケーションベース・バーチャルリアリティ(VR)市場の拡大を牽引すると予想されます。これらの分野には、インタラクティブなゲーム、デジタルコンテンツ、さまざまなレジャー活動に焦点を当てた産業が含まれます。これらの分野における技術の進歩により、ユーザー体験が大幅に向上し、より多くのユーザーを魅了する没入型のインタラクティブなゲームの開発につながっています。ゲームやエンターテインメントの分野は、多くの観客を惹きつける魅力的でインタラクティブな体験を提供することで、ロケーションベースVRの成長に貢献しています。これらの分野では、先進的なロケーションベースVR技術を取り入れることで、家庭でのセットアップを超えた社会的交流やエンターテインメント体験を高める没入型環境を作り出しています。例えば、2024年6月、オーストラリアを拠点とする非営利団体Interactive Games and Entertainment Association(IGEA)は、2023年にオーストラリア人がビデオゲームと関連ハードウェアに費やした金額は28億2,000万米ドル(44億豪ドル)で、2022年から5%増加し、デジタルゲームの売上は11%増加したと報告しました。その結果、これらの分野の成長がロケーションベース・バーチャルリアリティ市場の盛り上がりに拍車をかけています。

ロケーションベース・バーチャルリアリティ市場の主要プレーヤーは、没入感の高いインタラクティブなVR体験を提供するため、戦略的パートナーシップの採用を増やしています。戦略的パートナーシップとは、2つ以上の独立した企業がリソースや専門知識を組み合わせて共通の目的を達成するために協力することで、市場範囲の拡大、コスト削減、競争力の強化といった相互利益を生み出すものです。例えば、2022年9月、アラブ首長国連邦を拠点とするショッピングモール企業Majid Al Futtaim Groupは、サウジアラビアを拠点とする没入型VRエンターテインメント企業Dreamscapeと提携し、サウジアラビアに没入型VRデスティネーションをオープンしました。このVR体験は、VOXシネマズ、Yalla!Bowling、Magic PlanetといったMajid Al Futaimのエンターテインメント施設と統合され、家族向けのエンターテインメント・ハブとなっています。

目次

第1章 エグゼクティブサマリー

第2章 市場の特徴

第3章 市場動向と戦略

第4章 市場- 金利、インフレ、地政学、貿易戦争と関税、そしてコロナ禍と回復が市場に与える影響を含むマクロ経済シナリオ

第5章 世界の成長分析と戦略分析フレームワーク

  • 世界ロケーションベース・バーチャルリアリティ(VR) PESTEL分析(政治、社会、技術、環境、法的要因、促進要因と抑制要因)
  • 最終用途産業の分析
  • 世界のロケーションベース・バーチャルリアリティ(VR)市場:成長率分析
  • 世界のロケーションベース・バーチャルリアリティ(VR)市場の実績:規模と成長, 2019-2024
  • 世界のロケーションベース・バーチャルリアリティ(VR)市場の予測:規模と成長, 2024-2029, 2034F
  • 世界ロケーションベース・バーチャルリアリティ(VR)総アドレス可能市場(TAM)

第6章 市場セグメンテーション

  • 世界のロケーションベース・バーチャルリアリティ(VR)市場:タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • ヘッドマウントディスプレイ
  • ハンドヘルドデバイス
  • スマートグラス
  • コントローラー
  • 世界のロケーションベース・バーチャルリアリティ(VR)市場:技術別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 二次元(2D)
  • 3次元(3D)
  • 世界のロケーションベース・バーチャルリアリティ(VR)市場コンテンツ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 360度動画
  • 360度画像
  • 拡張現実
  • 複合現実
  • 世界のロケーションベース・バーチャルリアリティ(VR)市場:用途別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • バーチャルリアリティ(VR)アカデミー
  • バーチャルリアリティ(VR)テーマパーク
  • バーチャルリアリティ(VR)映画館
  • 世界のロケーションベース・バーチャルリアリティ(VR)市場:最終用途別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • ゲーム
  • エンターテインメント
  • 旅行
  • 教育
  • ヘルスケア
  • 世界のロケーションベース・バーチャルリアリティ(VR)市場ヘッドマウントディスプレイ(HMD)の種類別サブセグメンテーション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 有線ヘッドマウントディスプレイ(HMD)
  • ワイヤレスヘッドマウントディスプレイ(HMD)
  • スタンドアロンヘッドマウントディスプレイ(HMD)
  • テザーヘッドマウントディスプレイ(HMD)
  • 世界のロケーションベース・バーチャルリアリティ(VR)市場、ハンドヘルドデバイスのタイプ別サブセグメンテーション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • スマートフォン
  • バーチャルリアリティ(VR)グローブ
  • トラッキングコントローラー
  • 世界のロケーションベース・バーチャルリアリティ(VR)市場スマートグラスの種類別サブセグメンテーション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 拡張現実メガネ
  • 複合現実メガネ
  • バーチャルリアリティグラス
  • 世界のロケーションベース・バーチャルリアリティ(VR)市場、コントローラのサブセグメンテーション、タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • モーションコントローラー
  • ゲームパッドコントローラー
  • ジェスチャーベースのコントローラー
  • ハンドヘルドバーチャルリアリティ(VR)コントローラー

第7章 地域別・国別分析

  • 世界のロケーションベース・バーチャルリアリティ(VR)市場:地域別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 世界のロケーションベース・バーチャルリアリティ(VR)市場:国別、実績と予測, 2019-2024, 2024-2029F, 2034F

第8章 アジア太平洋市場

第9章 中国市場

第10章 インド市場

第11章 日本市場

第12章 オーストラリア市場

第13章 インドネシア市場

第14章 韓国市場

第15章 西欧市場

第16章 英国市場

第17章 ドイツ市場

第18章 フランス市場

第19章 イタリア市場

第20章 スペイン市場

第21章 東欧市場

第22章 ロシア市場

第23章 北米市場

第24章 米国市場

第25章 カナダ市場

第26章 南米市場

第27章 ブラジル市場

第28章 中東市場

第29章 アフリカ市場

第30章 競合情勢と企業プロファイル

  • ロケーションベース・バーチャルリアリティ(VR)市場:競合情勢
  • ロケーションベース・バーチャルリアリティ(VR)市場:企業プロファイル
    • Meta Platforms Inc. Overview, Products and Services, Strategy and Financial Analysis
    • IMAX Corporation Overview, Products and Services, Strategy and Financial Analysis
    • HTC Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Matterport Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Varjo Technologies Oy Overview, Products and Services, Strategy and Financial Analysis

第31章 その他の大手企業と革新的企業

  • EON Reality Inc.
  • Survios Inc.
  • Magnopus LLC
  • The VOID LLC
  • HOLOGATE GmbH
  • Pure Imagination Studios Inc.
  • Virtuix Inc.
  • Dreamscape Immersive Inc.
  • Sandbox VR Inc.
  • Immotion Group PLC
  • Arcadia Earth LLC
  • 31.13. Holoride GmbH
  • 31.14. Tyffon Inc.
  • 31.15. HQSoftware Industrial Ltd.

第32章 世界の市場競合ベンチマーキングとダッシュボード

第33章 主要な合併と買収

第34章 最近の市場動向

第35章 市場の潜在力が高い国、セグメント、戦略

  • ロケーションベース・バーチャルリアリティ(VR)市場2029:新たな機会を提供する国
  • ロケーションベース・バーチャルリアリティ(VR)市場2029:新たな機会を提供するセグメント
  • ロケーションベース・バーチャルリアリティ(VR)市場2029:成長戦略
    • 市場動向に基づく戦略
    • 競合の戦略

第36章 付録

目次
Product Code: r35190

Location-based virtual reality (LBVR) involves immersive VR experiences hosted at dedicated physical venues that provide highly interactive and socially engaging environments. These setups offer rich, multi-sensory adventures that go beyond what is possible with at-home VR, often blending real-world motion with virtual simulations for a more dynamic and realistic experience.

The main types of location-based virtual reality (VR) are head-mounted displays (HMDs), handheld devices, smart glasses, and controllers. Head-mounted displays are wearable devices that position screens near the eyes, offering immersive virtual reality experiences vital for gaming, training, and entertainment. These systems utilize various technologies, including two-dimensional (2D) and three-dimensional (3D) visuals, along with content such as 360-degree videos, 360-degree images, augmented reality (AR), and mixed reality (MR). LBVR is applied in various settings, such as VR arcades, VR theme parks, and VR cinemas, and is used across a variety of industries, including gaming, entertainment, travel, education, and healthcare.

The location-based virtual reality (VR) market research report is one of a series of new reports from The Business Research Company that provides location-based virtual reality (VR) market statistics, including the location-based virtual reality (VR) industry global market size, regional shares, competitors with the location-based virtual reality (VR) market share, detailed location-based virtual reality (VR) market segments, market trends, and opportunities, and any further data you may need to thrive in the location-based virtual reality (VR) industry. This location-based virtual reality (VR) market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.

The location-based virtual reality (VR) market size has grown exponentially in recent years. It will grow from $6.77 billion in 2024 to $9.00 billion in 2025 at a compound annual growth rate (CAGR) of 32.9%. The growth during the historic period can be attributed to rising investment in VR arcades and theme parks, the growing popularity of multiplayer VR gaming, the increasing adoption of VR in entertainment and education, the expanding availability of VR content, and heightened awareness of VR through marketing campaigns and events.

The location-based virtual reality (VR) market size is expected to see exponential growth in the next few years. It will grow to $27.83 billion in 2029 at a compound annual growth rate (CAGR) of 32.6%. The projected growth in the forecast period can be attributed to the rising adoption of VR for corporate team-building, increasing government support for digital innovation, the decreasing cost of VR hardware, the rise in 5G deployment enabling low-latency experiences, and growing collaboration between tech companies and entertainment venues. Key trends expected during this period include advancements in wireless and 5G connectivity, improved motion tracking technologies, innovations in immersive storytelling, the integration of cloud computing for seamless updates, and the incorporation of AI to create personalized VR experiences.

The growth of the gaming and entertainment sectors is expected to drive the expansion of the location-based virtual reality (VR) market in the coming years. These sectors encompass industries focused on interactive gaming, digital content, and various leisure activities. Technological advancements in these fields have significantly enhanced user experiences, leading to the development of more immersive and interactive games that attract a wider audience. The gaming and entertainment sectors contribute to the growth of location-based VR by offering engaging, interactive experiences that draw in large audiences. They incorporate advanced location-based VR technologies to create immersive environments that elevate social interactions and entertainment experiences beyond home-based setups. For example, in June 2024, the Interactive Games and Entertainment Association (IGEA), an Australia-based nonprofit, reported that Australians spent $2.82 billion (AUD 4.4 billion) on video games and related hardware in 2023, a 5% increase from 2022, with an 11% rise in digital game sales. As a result, the growth of these sectors is fueling the rise of the location-based virtual reality market.

Major players in the location-based virtual reality market are increasingly adopting strategic partnerships to deliver highly immersive and interactive VR experiences. A strategic partnership involves collaboration between two or more independent companies that combine resources and expertise to achieve common objectives, creating mutual benefits such as expanded market reach, cost reduction, and enhanced competitive advantages. For example, in September 2022, Majid Al Futtaim Group, a UAE-based shopping mall company, partnered with Dreamscape, a Saudi Arabia-based immersive VR entertainment company, to open an immersive VR destination in Saudi Arabia. This VR experience features four free-roaming and free-flying adventures with full-body tracking technology, integrated with Majid Al Futtaim's entertainment venues such as VOX Cinemas, Yalla! Bowling, and Magic Planet, forming a family-friendly entertainment hub.

In February 2025, SynthesisVR, a US-based VR solutions company, acquired SpringboardVR for an undisclosed amount. This acquisition allows SynthesisVR to strengthen its position in the location-based virtual reality market by integrating SpringboardVR's comprehensive venue management platform and content library, thereby expanding its market reach and enhancing operational efficiency for VR arcades and entertainment centers. SpringboardVR is a US-based provider of location-based virtual reality services.

Major players in the location-based virtual reality (vr) market are Meta Platforms Inc., IMAX Corporation, HTC Corporation, Matterport Inc., Varjo Technologies Oy, EON Reality Inc., Survios Inc., Magnopus LLC, The VOID LLC, HOLOGATE GmbH, Pure Imagination Studios Inc., Virtuix Inc., Dreamscape Immersive Inc., Sandbox VR Inc., Immotion Group PLC, Arcadia Earth LLC, 360 Labs LLC, Holoride GmbH, Tyffon Inc., HQSoftware Industrial Ltd., Positron Inc., EXIT VR.

North America was the largest region in the location-based virtual reality (VR) market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in location-based virtual reality (VR) report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

The countries covered in the location-based virtual reality (VR) market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The location-based virtual reality (VR) market consists of revenues earned by entities by providing services such as immersive entertainment experiences, virtual tourism, corporate training and simulations, and educational virtual reality programs. The market value includes the value of related goods sold by the service provider or included within the service offering. The location-based virtual reality market also includes sales of immersive simulators, haptic feedback suits, virtual reality (VR) arcade machines, and virtual reality (VR) pods. Values in this market are 'factory gate' values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Location-Based Virtual Reality (VR) Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on location-based virtual reality (vr) market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for location-based virtual reality (vr) ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The location-based virtual reality (vr) market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Type: Head-Mounted Displays; Handheld Devices; Smart Glasses; Controllers
  • 2) By Technology: Two-Dimensional (2D); Three-Dimensional (3D)
  • 3) By Content: 360-Degree Videos; 360-Degree Images; Augmented Reality; Mixed Reality
  • 4) By Application: Virtual Reality (VR) Arcades; Virtual Reality (VR) Theme Parks; Virtual Reality (VR) Cinemas
  • 5) By End-Use: Gaming; Entertainment; Travel; Education; Healthcare
  • Subsegments:
  • 1) By Head-Mounted Displays (HMD): Wired Head-Mounted Displays (HMD); Wireless Head-Mounted Displays (HMD); Standalone Head-Mounted Displays (HMD); Tethered Head-Mounted Displays (HMD)
  • 2) By Handheld Devices: Smartphones; Virtual Reality (VR) Gloves; Tracking Controllers
  • 3) By Smart Glasses: Augmented Reality Glasses; Mixed Reality Glasses; Virtual Reality Glasses
  • 4) By Controllers: Motion Controllers; Gamepad Controllers; Gesture-Based Controllers; Handheld Virtual Reality (VR) Controllers
  • Companies Mentioned: Meta Platforms Inc.; IMAX Corporation; HTC Corporation; Matterport Inc.; Varjo Technologies Oy
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Location-Based Virtual Reality (VR) Market Characteristics

3. Location-Based Virtual Reality (VR) Market Trends And Strategies

4. Location-Based Virtual Reality (VR) Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

5. Global Location-Based Virtual Reality (VR) Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Location-Based Virtual Reality (VR) PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Location-Based Virtual Reality (VR) Market Growth Rate Analysis
  • 5.4. Global Location-Based Virtual Reality (VR) Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Location-Based Virtual Reality (VR) Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Location-Based Virtual Reality (VR) Total Addressable Market (TAM)

6. Location-Based Virtual Reality (VR) Market Segmentation

  • 6.1. Global Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Head-Mounted Displays
  • Handheld Devices
  • Smart Glasses
  • Controllers
  • 6.2. Global Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Two-Dimensional (2D)
  • Three-Dimensional (3D)
  • 6.3. Global Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 360-Degree Videos
  • 360-Degree Images
  • Augmented Reality
  • Mixed Reality
  • 6.4. Global Location-Based Virtual Reality (VR) Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Virtual Reality (VR) Acrades
  • Virtual Reality (VR) Theme Parks
  • Virtual Reality (VR) Cinemas
  • 6.5. Global Location-Based Virtual Reality (VR) Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Gaming
  • Entertainment
  • Travel
  • Education
  • Healthcare
  • 6.6. Global Location-Based Virtual Reality (VR) Market, Sub-Segmentation Of Head-Mounted Displays (HMD), By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Wired Head-Mounted Displays (HMD)
  • Wireless Head-Mounted Displays (HMD)
  • Standalone Head-Mounted Displays (HMD)
  • Tethered Head-Mounted Displays (HMD)
  • 6.7. Global Location-Based Virtual Reality (VR) Market, Sub-Segmentation Of Handheld Devices, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Smartphones
  • Virtual Reality (VR) Gloves
  • Tracking Controllers
  • 6.8. Global Location-Based Virtual Reality (VR) Market, Sub-Segmentation Of Smart Glasses, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Augmented Reality Glasses
  • Mixed Reality Glasses
  • Virtual Reality Glasses
  • 6.9. Global Location-Based Virtual Reality (VR) Market, Sub-Segmentation Of Controllers, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Motion Controllers
  • Gamepad Controllers
  • Gesture-Based Controllers
  • Handheld Virtual Reality (VR) Controllers

7. Location-Based Virtual Reality (VR) Market Regional And Country Analysis

  • 7.1. Global Location-Based Virtual Reality (VR) Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Location-Based Virtual Reality (VR) Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Location-Based Virtual Reality (VR) Market

  • 8.1. Asia-Pacific Location-Based Virtual Reality (VR) Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Location-Based Virtual Reality (VR) Market

  • 9.1. China Location-Based Virtual Reality (VR) Market Overview
  • 9.2. China Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Location-Based Virtual Reality (VR) Market

  • 10.1. India Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Location-Based Virtual Reality (VR) Market

  • 11.1. Japan Location-Based Virtual Reality (VR) Market Overview
  • 11.2. Japan Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Location-Based Virtual Reality (VR) Market

  • 12.1. Australia Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Location-Based Virtual Reality (VR) Market

  • 13.1. Indonesia Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Location-Based Virtual Reality (VR) Market

  • 14.1. South Korea Location-Based Virtual Reality (VR) Market Overview
  • 14.2. South Korea Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Location-Based Virtual Reality (VR) Market

  • 15.1. Western Europe Location-Based Virtual Reality (VR) Market Overview
  • 15.2. Western Europe Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Location-Based Virtual Reality (VR) Market

  • 16.1. UK Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Location-Based Virtual Reality (VR) Market

  • 17.1. Germany Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Location-Based Virtual Reality (VR) Market

  • 18.1. France Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Location-Based Virtual Reality (VR) Market

  • 19.1. Italy Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Location-Based Virtual Reality (VR) Market

  • 20.1. Spain Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Location-Based Virtual Reality (VR) Market

  • 21.1. Eastern Europe Location-Based Virtual Reality (VR) Market Overview
  • 21.2. Eastern Europe Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Location-Based Virtual Reality (VR) Market

  • 22.1. Russia Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Location-Based Virtual Reality (VR) Market

  • 23.1. North America Location-Based Virtual Reality (VR) Market Overview
  • 23.2. North America Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Location-Based Virtual Reality (VR) Market

  • 24.1. USA Location-Based Virtual Reality (VR) Market Overview
  • 24.2. USA Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Location-Based Virtual Reality (VR) Market

  • 25.1. Canada Location-Based Virtual Reality (VR) Market Overview
  • 25.2. Canada Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Location-Based Virtual Reality (VR) Market

  • 26.1. South America Location-Based Virtual Reality (VR) Market Overview
  • 26.2. South America Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Location-Based Virtual Reality (VR) Market

  • 27.1. Brazil Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Location-Based Virtual Reality (VR) Market

  • 28.1. Middle East Location-Based Virtual Reality (VR) Market Overview
  • 28.2. Middle East Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Location-Based Virtual Reality (VR) Market

  • 29.1. Africa Location-Based Virtual Reality (VR) Market Overview
  • 29.2. Africa Location-Based Virtual Reality (VR) Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Location-Based Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Location-Based Virtual Reality (VR) Market, Segmentation By Content, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Location-Based Virtual Reality (VR) Market Competitive Landscape And Company Profiles

  • 30.1. Location-Based Virtual Reality (VR) Market Competitive Landscape
  • 30.2. Location-Based Virtual Reality (VR) Market Company Profiles
    • 30.2.1. Meta Platforms Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. IMAX Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. HTC Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Matterport Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Varjo Technologies Oy Overview, Products and Services, Strategy and Financial Analysis

31. Location-Based Virtual Reality (VR) Market Other Major And Innovative Companies

  • 31.1. EON Reality Inc.
  • 31.2. Survios Inc.
  • 31.3. Magnopus LLC
  • 31.4. The VOID LLC
  • 31.5. HOLOGATE GmbH
  • 31.6. Pure Imagination Studios Inc.
  • 31.7. Virtuix Inc.
  • 31.8. Dreamscape Immersive Inc.
  • 31.9. Sandbox VR Inc.
  • 31.10. Immotion Group PLC
  • 31.11. Arcadia Earth LLC
    • 31.12. 360 Labs LLC
  • 31.13. Holoride GmbH
  • 31.14. Tyffon Inc.
  • 31.15. HQSoftware Industrial Ltd.

32. Global Location-Based Virtual Reality (VR) Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Location-Based Virtual Reality (VR) Market

34. Recent Developments In The Location-Based Virtual Reality (VR) Market

35. Location-Based Virtual Reality (VR) Market High Potential Countries, Segments and Strategies

  • 35.1 Location-Based Virtual Reality (VR) Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Location-Based Virtual Reality (VR) Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Location-Based Virtual Reality (VR) Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer