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無重力エンターテインメントの世界市場レポート 2025年

Zero-Gravity Entertainment 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=145.63円
無重力エンターテインメント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

無重力エンターテインメントの市場規模は今後数年で急成長が見込まれます。2029年にはCAGR13.2%で29億6,000万米ドルに成長します。予測期間の成長は、没入型体験に対する需要の高まり、商業宇宙旅行の拡大、仮想現実プラットフォームの成長、エンターテインメントに対する消費支出の増加、AIとセンサの統合などに起因すると考えられます。この期間の主要動向には、技術の進歩、没入型体験の革新、ハードウェアとソフトウェアの開発、シミュレーションの研究開発、ゲーム化された無重力プラットフォームの構築などが含まれます。

新しい没入型エンターテインメントへの需要の高まりが、今後数年間の無重力エンターテインメント市場の成長を促進すると予想されます。没入型エンタテインメントは、物理的、デジタル、インタラクティブな要素を融合させ、現実的または想像的な世界を作り出すもので、人気が高まっています。このメディア形態は、感覚と感情を魅了し、ユーザーを複数のレベルで巻き込む体験を記載しています。仮想現実(VR)と拡張現実(AR)の進歩により、没入型エンターテインメントは現在、デジタル世界と現実世界をシームレスに組み合わせた先進的インタラクティブ体験を提供しています。また、これらの技術は、無重力状態のリアルなシミュレーションを提供することで、無重力体験を向上させています。その結果、VRとARは無重力環境をより身近なものにし、より多くの人々にアピールします。例えば、2024年4月、ノースカロライナ大学芸術学部は、没入型エンターテインメントが世界的に急成長すると予測し、2030年までに4,260億米ドルを生み出すと見積もっています。その結果、革新的で没入感のあるエンターテインメントに対する需要の高まりが、無重力エンターテインメント市場の拡大を後押ししています。

無重力エンターテインメント市場の主要企業は、ユーザーの没入感を高め、インタラクティブなエンターテインメント体験全体を向上させるため、無重力ゲーミングチェアなどの先進的な製品を開発しています。このような人間工学に基づいた椅子は、リクライニングして体重を均等に分散するように設計されており、脊椎への負担を軽減して快適性を高めています。例えば、2024年3月、中国を拠点とするハイエンドのエルゴノミック・リクライニング・ワークステーションのメーカーであるクルベンスは、革新的なスコーピオンIW-SK無重力ゲーミング・チェアを発表しました。サソリの形をしたこの未来的なチェアは、モニターを取り付けるためのモーター駆動の尾部と、安定性を高めるための頑丈な6本の脚を備えています。重さ265ポンド、長さ65インチ、幅47インチ、高さ82インチ(完全に伸ばした状態)のこのチェアは、6段階に調節可能な無重力ポジションを提供し、ユーザーはゲームや作業、あるいはリラックスするために最大170度までリクライニングすることができます。

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、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

  • 世界の無重力エンターテインメント 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
  • 世界の無重力エンターテインメント市場:成長率分析
  • 世界の無重力エンターテインメント市場の実績:規模と成長、2019~2024年
  • 世界の無重力エンターテインメント市場の予測:規模と成長、2024~2029年、2034年
  • 世界の無重力エンターテインメント総アドレス可能市場(TAM)

第6章 市場セグメンテーション

  • 世界の無重力エンターテインメント市場:製品タイプ別、実績と予測、2019~2024年、2024~2029年、2034年
  • 仮想現実体験
  • 拡張現実体験
  • 無重力ライド
  • 無重力スポーツ
  • その他の製品タイプ
  • 世界の無重力エンターテインメント市場:年齢層別、実績と予測、2019~2024年、2024~2029年、2034年
  • 幼児
  • 青年
  • 成人
  • 世界の無重力エンターテインメント市場:流通チャネル別、実績と予測、2019~2024年、2024~2029年、2034年
  • オンラインプラットフォーム
  • オフラインストア
  • 世界の無重力エンターテインメント市場:用途別、実績と予測、2019~2024年、2024~2029年、2034年
  • 遊園地
  • ゲームセンター
  • テーマ別アトラクション
  • 教育機関
  • その他
  • 世界の無重力エンターテインメント市場、仮想現実体験のサブセグメンテーション、タイプ別、実績と予測、2019~2024年、2024~2029年、2034年
  • 宇宙探査シミュレーション
  • 無重力ゲーム
  • 没入型トレーニングモジュール
  • 教育用仮想現実(VR)ツアー
  • バーチャルコンサート
  • 世界の無重力エンターテインメント市場、拡張現実体験のサブセグメンテーション、タイプ別、実績と予測、2019~2024年、2024~2029年、2034年
  • インタラクティブな宇宙をテーマにしたアプリ
  • 拡張現実(AR)フィットネス体験
  • 教育オーバーレイ
  • 無重力博物館の展示
  • 拡張現実(AR)を活用したストーリーテリング
  • 世界の無重力エンターテインメント市場、無重力ライドのサブセグメンテーション、タイプ別、実績と予測、2019~2024年、2024~2029年、2034年
  • パラボリックフライトツアー
  • 屋内自由落下シミュレータ
  • 宇宙カプセルシミュレータ
  • 垂直風洞
  • 遊園地の無重力ライド
  • 世界の無重力エンターテインメント市場、無重力スポーツのサブセグメンテーション、タイプ別、実績と予測、2019~2024年、2024~2029年、2034年
  • 微小重力バスケットボール
  • フローティング障害物コース
  • 宇宙ヨガとフィットネス
  • 無重力サッカー
  • 空中戦闘ゲーム
  • 世界の無重力エンターテインメント市場、その他の製品タイプのサブセグメンテーション、タイプ別、実績と予測、2019~2024年、2024~2029年、2034年
  • 無重力ダイニング
  • 没入型アートインスタレーション
  • 水上劇場
  • 無重力ファッションショー
  • 感覚的ウェルネス体験

第7章 地域別・国別分析

  • 世界の無重力エンターテインメント市場:地域別、実績と予測、2019~2024年、2024~2029年、2034年
  • 世界の無重力エンターテインメント市場:国別、実績と予測、2019~2024年、2024~2029年、2034年

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

  • 無重力エンターテインメント市場:競合情勢
  • 無重力エンターテインメント市場:企業プロファイル
    • Space Perspective
    • World View Enterprises
    • AlterG
    • MiGFlug GmbH
    • Virgin Galactic

第31章 その他の大手企業と革新的企業

  • Big Rock Amusements
  • Battech Enterprises
  • Zero Gravity Corporation
  • AntiGravity, Inc
  • Zero Gravity Management
  • Incredible Adventures Inc.
  • Space Adventures Inc.
  • Cluvens
  • Vast
  • BigCityBeats
  • D.A. Campbell Amusements Ltd.
  • Space Entertainment Enterprises(SEE)
  • Microgravity
  • Zero Gravity Dance Company
  • GravityZip

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、戦略

  • 無重力エンターテインメント市場、2029年:新たな機会を提供する国
  • 無重力エンターテインメント市場、2029年:新たな機会を提供するセグメント
  • 無重力エンターテインメント市場、2029年:成長戦略
    • 市場動向による戦略
    • 競合の戦略

第36章 付録

目次
Product Code: r35320

Zero-gravity entertainment refers to creative experiences that simulate or make use of weightlessness, typically achieved through parabolic flights or specialized environments, to create unique artistic, musical, or cinematic performances. This concept combines the sensation of floating with immersive storytelling or spectacle, providing audiences with a novel and often surreal form of engagement.

The main types of zero-gravity entertainment products include virtual reality experiences, augmented reality experiences, zero-gravity rides, zero-gravity sports, and other experiences. Virtual reality experiences enhance zero-gravity entertainment by immersing users in safe, interactive simulations of weightlessness, utilizing advanced headsets and sensors. These experiences are designed for various age groups, including children, teenagers, and adults, and are distributed through both online platforms and offline stores. They are used in a variety of settings such as amusement parks, gaming centers, themed attractions, educational institutions, and more.

The zero-gravity entertainment market research report is one of a series of new reports from The Business Research Company that provides zero-gravity entertainment market statistics, including the zero-gravity entertainment industry global market size, regional shares, competitors with the zero-gravity entertainment market share, detailed zero-gravity entertainment market segments, market trends, and opportunities, and any further data you may need to thrive in the zero-gravity entertainment industry. This zero-gravity entertainment 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 zero-gravity entertainment market size has grown rapidly in recent years. It will grow from$1.59 billion in 2024 to $1.80 billion in 2025 at a compound annual growth rate (CAGR) of 13.5%. The growth during the historic period can be attributed to the excitement surrounding space tourism, increased investments in amusement parks, early adoption of virtual reality, initiatives by public space agencies, and media coverage of astronaut training.

The zero-gravity entertainment market size is expected to see rapid growth in the next few years. It will grow to$2.96 billion in 2029 at a compound annual growth rate (CAGR) of 13.2%. The growth in the forecast period can be attributed to the rising demand for immersive experiences, the expansion of commercial space travel, the growth of virtual reality platforms, increased consumer spending on entertainment, and the integration of AI and sensors. Key trends during this period include technological advancements, innovations in immersive experiences, developments in hardware and software, research and development in simulation, and the creation of gamified zero-gravity platforms.

The increasing demand for new and immersive forms of entertainment is expected to fuel the growth of the zero-gravity entertainment market in the coming years. Immersive entertainment, which blends physical, digital, and interactive elements to create realistic or imaginative worlds, is becoming more popular. This form of media captivates the senses and emotions, offering experiences that engage users on multiple levels. With advancements in virtual reality (VR) and augmented reality (AR), immersive entertainment now provides highly interactive experiences that seamlessly combine the digital and real worlds. These technologies also enhance zero-gravity experiences by offering realistic simulations of weightlessness. As a result, VR and AR make zero-gravity environments more accessible and appealing to a broader audience. For instance, in April 2024, the University of North Carolina School of the Arts projected that immersive entertainment would see rapid global growth, estimating it would generate $426 billion by 2030. Consequently, the growing demand for innovative and immersive entertainment is propelling the expansion of the zero-gravity entertainment market.

Leading companies in the zero-gravity entertainment market are developing advanced products, such as zero-gravity gaming chairs, to improve user immersion and elevate the overall interactive entertainment experience. These ergonomic chairs are designed to recline and evenly distribute body weight, reducing spinal pressure for enhanced comfort. For example, in March 2024, Cluvens, a China-based manufacturer of high-end ergonomic reclining workstations, unveiled its innovative Scorpion IW-SK Zero-Gravity Gaming Chair. This futuristic chair, which takes the form of a scorpion, features a motorized tail for mounting monitors and six sturdy legs for added stability. Weighing 265 pounds and measuring 65 inches long, 47 inches wide, and 82 inches tall when fully extended, it offers six adjustable zero-gravity positions, allowing users to recline up to 170 degrees for gaming, working, or even relaxing.

In May 2024, Zero Gravity Corporation, a US-based provider of zero-gravity entertainment, entered into a partnership with The Interstellar Group to expand parabolic flight experiences and research in Asia. This collaboration combines Zero-G's technical expertise and pilot training with Interstellar's local infrastructure and regulatory support to introduce zero-gravity experiences in Asia. The partnership aims to launch Zero Gravity Asia operations in South Korea by 2026, advancing both zero-gravity entertainment and the emerging field of space tourism. Interstellar Group, a Netherlands-based company, specializes in experiential space travel and innovative space tourism solutions.

Major players in the zero-gravity entertainment market are Space Perspective, World View Enterprises, AlterG, MiGFlug GmbH, Virgin Galactic, Big Rock Amusements, Battech Enterprises, Zero Gravity Corporation, AntiGravity, Inc, Zero Gravity Management, Incredible Adventures Inc., Space Adventures Inc., Cluvens, Vast, BigCityBeats, D.A. Campbell Amusements Ltd., Space Entertainment Enterprises (SEE), Microgravity, Zero Gravity Dance Company, and GravityZip.

North America was the largest region in the zero-gravity entertainment market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in zero-gravity entertainment report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

The countries covered in the zero-gravity entertainment market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The zero-gravity entertainment market consists of revenues earned by entities by providing services such as parabolic flight experiences, weightlessness training programs, and zero-gravity dance or music events. The market value includes the value of related goods sold by the service provider or included within the service offering. The zero-gravity entertainment market consists of sales of space-themed interactive display units and control consoles, virtual reality headsets and motion tracking gear, and parabolic aircraft. 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 and 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.

Zero-Gravity Entertainment 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 zero-gravity entertainment 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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  • All data from the report will also be delivered in an excel dashboard format.

Where is the largest and fastest growing market for zero-gravity entertainment ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The zero-gravity entertainment 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 Product Type: Virtual Reality Experiences; Augmented Reality Experiences; Zero-Gravity Rides; Zero-Gravity Sports; Other Product Types
  • 2) By Age Group: Children; Teenagers; Adults
  • 3) By Distribution Channel: Online Platforms; Offline Stores
  • 4) By Application: Amusement Parks; Gaming Centers; Themed Attractions; Educational Institutions; Other Applications
  • Subsegments:
  • 1) By Virtual Reality Experiences: Space Exploration Simulations; Zero-Gravity Gaming; Immersive Training Modules; Educational Virtual Reality (VR) Tours; Virtual Concerts
  • 2) By Augmented Reality Experiences: Interactive Space-Themed Apps; Augmented Reality (AR) Fitness Experiences; Educational Overlays; Zero-Gravity Museum Exhibits; Augmented Reality (AR)-Enabled Storytelling
  • 3) By Zero-Gravity Rides: Parabolic Flight Tours; Indoor Free-Fall Simulators; Space Capsule Simulators; Vertical Wind Tunnels; Amusement Park Zero-G Rides
  • 4) By Zero-Gravity Sports: Microgravity Basketball; Floating Obstacle Courses; Space Yoga And Fitness; Zero-G Soccer; Aerial Combat Games
  • 5) By Other Product Types: Zero-Gravity Dining; Immersive Art Installations; Floating Theaters; Zero-G Fashion Shows; Sensory Wellness Experiences
  • Companies Mentioned: Space Perspective; World View Enterprises; AlterG; MiGFlug GmbH; Virgin Galactic
  • 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. Zero-Gravity Entertainment Market Characteristics

3. Zero-Gravity Entertainment Market Trends And Strategies

4. Zero-Gravity Entertainment 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 Zero-Gravity Entertainment Growth Analysis And Strategic Analysis Framework

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

6. Zero-Gravity Entertainment Market Segmentation

  • 6.1. Global Zero-Gravity Entertainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Virtual Reality Experiences
  • Augmented Reality Experiences
  • Zero-Gravity Rides
  • Zero-Gravity Sports
  • Other Product Types
  • 6.2. Global Zero-Gravity Entertainment Market, Segmentation By Age Group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Children
  • Teenagers
  • Adults
  • 6.3. Global Zero-Gravity Entertainment Market, Segmentation By Distribution Channel, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Online Platforms
  • Offline Stores
  • 6.4. Global Zero-Gravity Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Amusement Parks
  • Gaming Centers
  • Themed Attractions
  • Educational Institutions
  • Other Applications
  • 6.5. Global Zero-Gravity Entertainment Market, Sub-Segmentation Of Virtual Reality Experiences, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Space Exploration Simulations
  • Zero-Gravity Gaming
  • Immersive Training Modules
  • Educational Virtual Reality (VR) Tours
  • Virtual Concerts
  • 6.6. Global Zero-Gravity Entertainment Market, Sub-Segmentation Of Augmented Reality Experiences, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Interactive Space-Themed Apps
  • Augmented Reality (AR) Fitness Experiences
  • Educational Overlays
  • Zero-Gravity Museum Exhibits
  • Augmented Reality (AR)-Enabled Storytelling
  • 6.7. Global Zero-Gravity Entertainment Market, Sub-Segmentation Of Zero-Gravity Rides, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Parabolic Flight Tours
  • Indoor Free-Fall Simulators
  • Space Capsule Simulators
  • Vertical Wind Tunnels
  • Amusement Park Zero-G Rides
  • 6.8. Global Zero-Gravity Entertainment Market, Sub-Segmentation Of Zero-Gravity Sports, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Microgravity Basketball
  • Floating Obstacle Courses
  • Space Yoga And Fitness
  • Zero-G Soccer
  • Aerial Combat Games
  • 6.9. Global Zero-Gravity Entertainment Market, Sub-Segmentation Of Other Product Types, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Zero-Gravity Dining
  • Immersive Art Installations
  • Floating Theaters
  • Zero-G Fashion Shows
  • Sensory Wellness Experiences

7. Zero-Gravity Entertainment Market Regional And Country Analysis

  • 7.1. Global Zero-Gravity Entertainment Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Zero-Gravity Entertainment Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Zero-Gravity Entertainment Market

  • 8.1. Asia-Pacific Zero-Gravity Entertainment 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 Zero-Gravity Entertainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Zero-Gravity Entertainment Market, Segmentation By Age Group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Zero-Gravity Entertainment Market, Segmentation By Distribution Channel, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Zero-Gravity Entertainment Market

  • 9.1. China Zero-Gravity Entertainment Market Overview
  • 9.2. China Zero-Gravity Entertainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Zero-Gravity Entertainment Market, Segmentation By Age Group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Zero-Gravity Entertainment Market, Segmentation By Distribution Channel, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Zero-Gravity Entertainment Market

  • 10.1. India Zero-Gravity Entertainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Zero-Gravity Entertainment Market, Segmentation By Age Group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Zero-Gravity Entertainment Market, Segmentation By Distribution Channel, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Zero-Gravity Entertainment Market

  • 11.1. Japan Zero-Gravity Entertainment Market Overview
  • 11.2. Japan Zero-Gravity Entertainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Zero-Gravity Entertainment Market, Segmentation By Age Group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Zero-Gravity Entertainment Market, Segmentation By Distribution Channel, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Zero-Gravity Entertainment Market

  • 12.1. Australia Zero-Gravity Entertainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Zero-Gravity Entertainment Market, Segmentation By Age Group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Zero-Gravity Entertainment Market, Segmentation By Distribution Channel, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Zero-Gravity Entertainment Market

  • 13.1. Indonesia Zero-Gravity Entertainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Zero-Gravity Entertainment Market, Segmentation By Age Group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Zero-Gravity Entertainment Market, Segmentation By Distribution Channel, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Zero-Gravity Entertainment Market

  • 14.1. South Korea Zero-Gravity Entertainment Market Overview
  • 14.2. South Korea Zero-Gravity Entertainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Zero-Gravity Entertainment Market, Segmentation By Age Group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Zero-Gravity Entertainment Market, Segmentation By Distribution Channel, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Zero-Gravity Entertainment Market

  • 15.1. Western Europe Zero-Gravity Entertainment Market Overview
  • 15.2. Western Europe Zero-Gravity Entertainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Zero-Gravity Entertainment Market, Segmentation By Age Group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Zero-Gravity Entertainment Market, Segmentation By Distribution Channel, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Zero-Gravity Entertainment Market

  • 16.1. UK Zero-Gravity Entertainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Zero-Gravity Entertainment Market, Segmentation By Age Group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Zero-Gravity Entertainment Market, Segmentation By Distribution Channel, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Zero-Gravity Entertainment Market

  • 17.1. Germany Zero-Gravity Entertainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Zero-Gravity Entertainment Market, Segmentation By Age Group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Zero-Gravity Entertainment Market, Segmentation By Distribution Channel, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Zero-Gravity Entertainment Market

  • 18.1. France Zero-Gravity Entertainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Zero-Gravity Entertainment Market, Segmentation By Age Group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Zero-Gravity Entertainment Market, Segmentation By Distribution Channel, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Zero-Gravity Entertainment Market

  • 19.1. Italy Zero-Gravity Entertainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Zero-Gravity Entertainment Market, Segmentation By Age Group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Zero-Gravity Entertainment Market, Segmentation By Distribution Channel, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Zero-Gravity Entertainment Market

  • 20.1. Spain Zero-Gravity Entertainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Zero-Gravity Entertainment Market, Segmentation By Age Group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Zero-Gravity Entertainment Market, Segmentation By Distribution Channel, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Zero-Gravity Entertainment Market

  • 21.1. Eastern Europe Zero-Gravity Entertainment Market Overview
  • 21.2. Eastern Europe Zero-Gravity Entertainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Zero-Gravity Entertainment Market, Segmentation By Age Group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Zero-Gravity Entertainment Market, Segmentation By Distribution Channel, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Zero-Gravity Entertainment Market

  • 22.1. Russia Zero-Gravity Entertainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Zero-Gravity Entertainment Market, Segmentation By Age Group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Zero-Gravity Entertainment Market, Segmentation By Distribution Channel, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Zero-Gravity Entertainment Market

  • 23.1. North America Zero-Gravity Entertainment Market Overview
  • 23.2. North America Zero-Gravity Entertainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Zero-Gravity Entertainment Market, Segmentation By Age Group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Zero-Gravity Entertainment Market, Segmentation By Distribution Channel, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Zero-Gravity Entertainment Market

  • 24.1. USA Zero-Gravity Entertainment Market Overview
  • 24.2. USA Zero-Gravity Entertainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Zero-Gravity Entertainment Market, Segmentation By Age Group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Zero-Gravity Entertainment Market, Segmentation By Distribution Channel, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Zero-Gravity Entertainment Market

  • 25.1. Canada Zero-Gravity Entertainment Market Overview
  • 25.2. Canada Zero-Gravity Entertainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Zero-Gravity Entertainment Market, Segmentation By Age Group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Zero-Gravity Entertainment Market, Segmentation By Distribution Channel, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Zero-Gravity Entertainment Market

  • 26.1. South America Zero-Gravity Entertainment Market Overview
  • 26.2. South America Zero-Gravity Entertainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Zero-Gravity Entertainment Market, Segmentation By Age Group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Zero-Gravity Entertainment Market, Segmentation By Distribution Channel, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Zero-Gravity Entertainment Market

  • 27.1. Brazil Zero-Gravity Entertainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Zero-Gravity Entertainment Market, Segmentation By Age Group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Zero-Gravity Entertainment Market, Segmentation By Distribution Channel, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Zero-Gravity Entertainment Market

  • 28.1. Middle East Zero-Gravity Entertainment Market Overview
  • 28.2. Middle East Zero-Gravity Entertainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Zero-Gravity Entertainment Market, Segmentation By Age Group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Zero-Gravity Entertainment Market, Segmentation By Distribution Channel, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Zero-Gravity Entertainment Market

  • 29.1. Africa Zero-Gravity Entertainment Market Overview
  • 29.2. Africa Zero-Gravity Entertainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Zero-Gravity Entertainment Market, Segmentation By Age Group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Zero-Gravity Entertainment Market, Segmentation By Distribution Channel, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Zero-Gravity Entertainment Market Competitive Landscape And Company Profiles

  • 30.1. Zero-Gravity Entertainment Market Competitive Landscape
  • 30.2. Zero-Gravity Entertainment Market Company Profiles
    • 30.2.1. Space Perspective Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. World View Enterprises Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. AlterG Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. MiGFlug GmbH Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Virgin Galactic Overview, Products and Services, Strategy and Financial Analysis

31. Zero-Gravity Entertainment Market Other Major And Innovative Companies

  • 31.1. Big Rock Amusements
  • 31.2. Battech Enterprises
  • 31.3. Zero Gravity Corporation
  • 31.4. AntiGravity, Inc
  • 31.5. Zero Gravity Management
  • 31.6. Incredible Adventures Inc.
  • 31.7. Space Adventures Inc.
  • 31.8. Cluvens
  • 31.9. Vast
  • 31.10. BigCityBeats
  • 31.11. D.A. Campbell Amusements Ltd.
  • 31.12. Space Entertainment Enterprises (SEE)
  • 31.13. Microgravity
  • 31.14. Zero Gravity Dance Company
  • 31.15. GravityZip

32. Global Zero-Gravity Entertainment Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Zero-Gravity Entertainment Market

34. Recent Developments In The Zero-Gravity Entertainment Market

35. Zero-Gravity Entertainment Market High Potential Countries, Segments and Strategies

  • 35.1 Zero-Gravity Entertainment Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Zero-Gravity Entertainment Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Zero-Gravity Entertainment 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