Location-based VR Entertainment (LBE) Market by Product Type, End-Users, and Geography (North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa): Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2025 - 2032
Persistence Market Research has recently published an extensive report on the global Location-based VR Entertainment (LBE) Market. This report offers a comprehensive analysis of the key market dyna... もっと見る
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SummaryPersistence Market Research has recently published an extensive report on the global Location-based VR Entertainment (LBE) Market. This report offers a comprehensive analysis of the key market dynamics, including drivers, trends, opportunities, and challenges, providing deep insights into the market structure.Key Insights: • Location-based VR Entertainment (LBE) Market Size (2025E): USD 3971.2 Mn • Projected Market Value (2032F): USD 20471.6 Mn • Global Market Growth Rate (CAGR 2025 to 2032): 26.4% Location-based VR Entertainment (LBE) Market - Report Scope: The Location-based VR Entertainment (LBE) Market encompasses immersive virtual reality experiences provided in dedicated venues such as amusement parks, VR arcades, theme parks, and cinemas. These experiences are tailored to deliver high-quality, interactive, and social engagement through advanced VR headsets, motion-tracking technology, and haptic feedback systems. The market caters to entertainment seekers, gamers, and businesses aiming to offer engaging experiences. Growth is fueled by increasing consumer interest in immersive entertainment, technological advancements in VR hardware and software, and the expansion of out-of-home entertainment venues. Market Growth Drivers: Several key factors are driving the global Location-based VR Entertainment (LBE) Market. The rising consumer demand for immersive and interactive entertainment solutions significantly contributes to market expansion. Technological advancements, such as high-fidelity VR headsets, 5G connectivity, and AI-driven content, enhance the overall user experience, making LBE more attractive. The growing investment in VR infrastructure by entertainment venues, including theme parks, shopping malls, and dedicated VR arcades, supports industry growth. Additionally, the increasing adoption of VR in corporate training, tourism, and education broadens the market scope beyond entertainment. Market Restraints: Despite promising growth prospects, the Location-based VR Entertainment (LBE) Market faces challenges related to high setup and maintenance costs. The need for sophisticated hardware, frequent software updates, and large venue spaces poses financial burdens for operators. Additionally, concerns about VR-induced motion sickness and hygiene issues in shared VR equipment may deter potential users. The relatively high ticket prices for VR experiences compared to traditional entertainment options can also impact market penetration. Addressing these challenges requires continuous investment in cost-effective solutions, improved VR ergonomics, and enhanced user comfort features. Market Opportunities: The market presents significant opportunities driven by the integration of emerging technologies such as artificial intelligence, blockchain, and cloud gaming. The expansion of hyper-realistic multiplayer VR experiences and esports events creates new revenue streams for LBE operators. The development of location-based VR for tourism and heritage site recreations offers potential for cultural and educational applications. Additionally, partnerships between VR content developers and major entertainment brands can enhance the appeal of LBE experiences. The growing preference for sustainable and modular VR setups, including wireless VR solutions and compact motion platforms, further drives innovation in the sector. Key Questions Answered in the Report: • What are the primary factors driving the growth of the Location-based VR Entertainment (LBE) Market globally? • Which types and formats of LBE experiences are leading adoption in various settings? • How are technological advancements influencing the competitive landscape of the Location-based VR Entertainment (LBE) Market? • Who are the key players in the Location-based VR Entertainment (LBE) Market, and what strategies are they employing to stay competitive? • What are the emerging trends and future prospects in the global Location-based VR Entertainment (LBE) Market? Competitive Intelligence and Business Strategy: Leading players in the global Location-based VR Entertainment (LBE) Market, including The VOID, Sandbox VR, Zero Latency, and IMAX VR, focus on innovation, strategic partnerships, and technological advancements to maintain a competitive edge. These companies invest in high-fidelity VR content, motion tracking systems, and AI-driven interactivity to enhance user experience. Collaborations with gaming studios, entertainment franchises, and theme park operators expand market reach and drive adoption. Additionally, emphasis on hygiene protocols, user safety, and VR accessibility ensures sustained consumer trust and engagement in the evolving LBE landscape. Key Companies Profiled: • HTC Vive (HTC Corporation • Oculus VR (Meta) • Hologate • Survios Inc. • The Void LLC • VRstudios Inc. • Zero Latency VR • Exit Reality VR • Positron • Others Key Segments of LBE Industry Research By Component: • Hardware • Software • Services By Technology: • 2D • 3D • Cloud-Merged Reality By End User: • Amusement Parks • Theme Parks • Arcade Studios • 4D Films • Others By Region: • North America • Latin America • Europe • East Asia • South Asia Pacific • Middle East and Africa Table of Contents1. Executive Summary1.1. Global Market Outlook 1.2. Demand Side Trends 1.3. Supply Side Trends 1.4. Analysis and Recommendations 2. Market Overview 2.1. Market Coverage / Taxonomy 2.2. Market Definition / Scope / Limitations 3. Key Market Trends 3.1. Key Trends Impacting the Market 3.2. Product Innovation / Development Trends 4. Pricing Analysis 4.1. Pricing Analysis, By Product 4.1.1. Hardware Pricing Analysis 4.1.2. Software Pricing Analysis 4.2. Average Pricing Analysis Benchmark 5. Global Location-based VR Entertainment (LBE) Market Outlook, 2019-2032 5.1. Historical Market Value (US$ Mn) Analysis, 2019-2024 5.2. Current and Future Market Value (US$ Mn) Projections, 2025-2032 5.2.1. Y-o-Y Growth Trend Analysis 5.2.2. Absolute $ Opportunity Analysis 6. Market Background 6.1. Macro-Economic Factors 6.2. Forecast Factors - Relevance & Impact 6.3. Value Chain 6.4. COVID-19 Crisis – Impact Assessment 6.4.1. Current Statistics 6.4.2. Short-Mid-Long Term Outlook 6.4.3. Likely Rebound 6.5. Market Dynamics 6.5.1. Drivers 6.5.2. Restraints 6.5.3. Opportunities 7. Global Location-based VR Entertainment (LBE) Market Outlook, 2019-2032 7.1. Introduction / Key Findings 7.2. Historical Market Size (US$ Mn) Analysis By Component, 2019-2024 7.3. Current and Future Market Size (US$ Mn) Analysis and Forecast By Component, 2025-2032 7.3.1. Hardware 7.3.1.1. Head Mount Display 7.3.1.2. Sensors 7.3.1.3. Head up Display 7.3.1.4. Camera 7.3.1.5. Others 7.3.2. VR Software 7.3.3. VR Services 7.4. Market Attractiveness Analysis By Component 8. Global Location-based VR Entertainment (LBE) Market Outlook, 2019-2032 8.1. Introduction / Key Findings 8.2. Historical Market Size (US$ Mn) Analysis By Technology, 2019-2024 8.3. Current and Future Market Size (US$ Mn) Analysis and Forecast By Technology, 2025-2032 8.3.1. 2D 8.3.2. 3D 8.3.3. Cloud Merged Reality 8.4. Market Attractiveness Analysis By Technology 9. Global Location-based VR Entertainment (LBE) Market Outlook, 2019-2032 9.1. Introduction / Key Findings 9.2. Historical Market Size (US$ Mn) Analysis By End User, 2019-2024 9.3. Current and Future Market Size (US$ Mn) Analysis and Forecast By End User, 2025-2032 9.3.1. Amusement Park 9.3.2. Theme Park 9.3.3. Arcade Studios 9.3.4. 4D Films 9.3.5. Others 9.4. Market Attractiveness Analysis By End User 10. Global Location-based VR Entertainment (LBE) Outlook, 2019-2032 10.1. Introduction / Key Findings 10.2. Historical Market Size (US$ Mn) Analysis By Region, 2019-2024 10.3. Current and Future Market Size (US$ Mn) Analysis and Forecast By Region, 2025-2032 10.3.1. North America 10.3.2. Latin America 10.3.3. Europe 10.3.4. East Asia 10.3.5. South Asia Pacific 10.3.6. Middle East and Africa 10.4. Market Attractiveness Analysis By Region 11. North America Location-based VR Entertainment (LBE) Market Outlook, 2019-2032 11.1. Introduction 11.2. Historical Market Size (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2024 11.3. Current and Future Market Size (US$ Mn) Forecast By Market Taxonomy, 2025-2032 11.3.1. By Component 11.3.2. By Technology 11.3.3. By End User 11.3.4. By Country 11.3.4.1. U.S. 11.3.4.2. Canada 11.4. Market Attractiveness Analysis 11.4.1. By Component 11.4.2. By Technology 11.4.3. By End User 11.4.4. By Country 11.5. Market Trends 11.6. Key Market Participants - Intensity Mapping 12. Latin America Location-based VR Entertainment (LBE) Market Outlook, 2019-2032 12.1. Introduction 12.2. Historical Market Size (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2024 12.3. Current and Future Market Size (US$ Mn) Forecast By Market Taxonomy, 2025-2032 12.3.1. By Component 12.3.2. By Technology 12.3.3. By End User 12.3.4. By Country 12.3.4.1. Brazil 12.3.4.2. Mexico 12.3.4.3. Rest of Latin America 12.4. Market Attractiveness Analysis 12.4.1. By Component 12.4.2. By Technology 12.4.3. By End User 12.4.4. By Country 13. Europe Location-based VR Entertainment (LBE) Market Outlook, 2019-2032 13.1. Introduction 13.2. Historical Market Size (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2024 13.3. Current and Future Market Size (US$ Mn) Forecast By Market Taxonomy, 2025-2032 13.3.1. By Component 13.3.2. By Technology 13.3.3. By End User 13.3.4. By Country 13.3.4.1. Germany 13.3.4.2. Italy 13.3.4.3. France 13.3.4.4. U.K. 13.3.4.5. Spain 13.3.4.6. BENELUX 13.3.4.7. Russia 13.3.4.8. Rest of Europe 13.4. Market Attractiveness Analysis 13.4.1. By Component 13.4.2. By Technology 13.4.3. By End User 13.4.4. By Country 14. South Asia & Pacific Location-based VR Entertainment (LBE) Market Outlook, 2019-2032 14.1. Introduction 14.2. Historical Market Size (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2024 14.3. Current and Future Market Size (US$ Mn) Forecast By Market Taxonomy, 2025-2032 14.3.1. By Component 14.3.2. By Technology 14.3.3. By End User 14.3.4. By Country 14.3.4.1. India 14.3.4.2. Indonesia 14.3.4.3. Malaysia 14.3.4.4. Singapore 14.3.4.5. Australia & New Zealand 14.3.4.6. Rest of South Asia and Pacific 14.4. Market Attractiveness Analysis 14.4.1. By Component 14.4.2. By Technology 14.4.3. By End User 14.4.4. By Country 15. East Asia Location-based VR Entertainment (LBE) Market Outlook, 2019-2032 15.1. Introduction 15.2. Historical Market Size (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2024 15.3. Current and Future Market Size (US$ Mn) Forecast By Market Taxonomy, 2025-2032 15.3.1. By Component 15.3.2. By Technology 15.3.3. By End User 15.3.4. By Country 15.3.4.1. China 15.3.4.2. Japan 15.3.4.3. South Korea 15.4. Market Attractiveness Analysis 15.4.1. By Component 15.4.2. By Technology 15.4.3. By End User 15.4.4. By Country 16. Middle East and Africa Location-based VR Entertainment (LBE) Market Outlook, 2019-2032 16.1. Introduction 16.2. Historical Market Size (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2024 16.3. Current and Future Market Size (US$ Mn) Forecast By Market Taxonomy, 2025-2032 16.3.1. By Component 16.3.2. By Technology 16.3.3. By End User 16.3.4. By Country 16.3.4.1. GCC Countries 16.3.4.2. Turkey 16.3.4.3. South Africa 16.3.4.4. Rest of Middle East and Africa 16.4. Market Attractiveness Analysis 16.4.1. By Component 16.4.2. By Technology 16.4.3. By End User 16.4.4. By Country 17. Key Countries Analysis- Location-based VR Entertainment (LBE) Market 17.1. U.S. Location-based VR Entertainment (LBE) Market Analysis 17.1.1. By Component 17.1.2. By Technology 17.1.3. By End User 17.2. Canada Location-based VR Entertainment (LBE) Market Analysis 17.2.1. By Component 17.2.2. By Technology 17.2.3. By End User 17.3. Mexico Location-based VR Entertainment (LBE) Market Analysis 17.3.1. By Component 17.3.2. By Technology 17.3.3. By End User 17.4. Brazil Location-based VR Entertainment (LBE) Market Analysis 17.4.1. By Component 17.4.2. By Technology 17.4.3. By End User 17.5. Germany Location-based VR Entertainment (LBE) Market Analysis 17.5.1. By Component 17.5.2. By Technology 17.5.3. By End User 17.6. Italy Location-based VR Entertainment (LBE) Market Analysis 17.6.1. By Component 17.6.2. By Technology 17.6.3. By End User 17.7. France Location-based VR Entertainment (LBE) Market Analysis 17.7.1. By Component 17.7.2. By Technology 17.7.3. By End User 17.8. U.K. Location-based VR Entertainment (LBE) Market Analysis 17.8.1. By Component 17.8.2. By Technology 17.8.3. By End User 17.9. Spain Location-based VR Entertainment (LBE) Market Analysis 17.9.1. By Component 17.9.2. By Technology 17.9.3. By End User 17.10. BENELUX Location-based VR Entertainment (LBE) Market Analysis 17.10.1. By Component 17.10.2. By Technology 17.10.3. By End User 17.11. Russia Location-based VR Entertainment (LBE) Market Analysis 17.11.1. By Component 17.11.2. By Technology 17.11.3. By End User 17.12. Rest of Europe Location-based VR Entertainment (LBE) Market Analysis 17.12.1. By Component 17.12.2. By Technology 17.12.3. By End User 17.13. China Location-based VR Entertainment (LBE) Market Analysis 17.13.1. By Component 17.13.2. By Technology 17.13.3. By End User 17.14. Japan Location-based VR Entertainment (LBE) Market Analysis 17.14.1. By Component 17.14.2. By Technology 17.14.3. By End User 17.15. South Korea Location-based VR Entertainment (LBE) Market Analysis 17.15.1. By Component 17.15.2. By Technology 17.15.3. By End User 17.16. India Location-based VR Entertainment (LBE) Market Analysis 17.16.1. By Component 17.16.2. By Technology 17.16.3. By End User 17.17. Malaysia Location-based VR Entertainment (LBE) Market Analysis 17.17.1. By Component 17.17.2. By Technology 17.17.3. By End User 17.18. Indonesia Location-based VR Entertainment (LBE) Market Analysis 17.18.1. By Component 17.18.2. By Technology 17.18.3. By End User 17.19. Singapore Location-based VR Entertainment (LBE) Market Analysis 17.19.1. By Component 17.19.2. By Technology 17.19.3. By End User 17.20. Australia and New Zealand Location-based VR Entertainment (LBE) Market Analysis 17.20.1. By Component 17.20.2. By Technology 17.20.3. By End User 17.21. GCC Countries Location-based VR Entertainment (LBE) Market Analysis 17.21.1. By Component 17.21.2. By Technology 17.21.3. By End User 17.22. Turkey Location-based VR Entertainment (LBE) Market Analysis 17.22.1. By Component 17.22.2. By Technology 17.22.3. By End User 17.23. South Africa Location-based VR Entertainment (LBE) Market Analysis 17.23.1. By Component 17.23.2. By Technology 17.23.3. By End User 17.24. Rest of Middle East and Africa Location-based VR Entertainment (LBE) Market Analysis 17.24.1. By Component 17.24.2. By Technology 17.24.3. By End User 18. Market Structure Analysis 18.1. Market Analysis by Tier of Companies 18.2. Market Share Analysis of Top Players 18.3. Market Presence Analysis 19. Competition Analysis 19.1. Competition Dashboard 19.2. Competition Benchmarking 19.3. Competition Deep Dive 19.3.1. HTC Vive (HTC Corporation) 19.3.1.1. Business Overview 19.3.1.2. Solution Portfolio 19.3.1.3. Profitability by Market Segments (Business Segments/Region) 19.3.1.4. Key Strategy & Developments 19.3.2. Oculus VR (Meta) 19.3.2.1. Business Overview 19.3.2.2. Solution Portfolio 19.3.2.3. Profitability by Market Segments (Business Segments/Region) 19.3.2.4. Key Strategy & Developments 19.3.3. Hologate 19.3.3.1. Business Overview 19.3.3.2. Solution Portfolio 19.3.3.3. Profitability by Market Segments (Business Segments/Region) 19.3.3.4. Key Strategy & Developments 19.3.4. Survios Inc. 19.3.4.1. Business Overview 19.3.4.2. Solution Portfolio 19.3.4.3. Profitability by Market Segments (Business Segments/Region) 19.3.4.4. Key Strategy & Developments 19.3.5. The Void LLC 19.3.5.1. Business Overview 19.3.5.2. Solution Portfolio 19.3.5.3. Profitability by Market Segments (Business Segments/Region) 19.3.5.4. Key Strategy & Developments 19.3.6. VRstudios Inc. 19.3.6.1. Business Overview 19.3.6.2. Solution Portfolio 19.3.6.3. Profitability by Market Segments (Business Segments/Region) 19.3.6.4. Key Strategy & Developments 19.3.7. Zero Latency VR 19.3.7.1. Business Overview 19.3.7.2. Solution Portfolio 19.3.7.3. Profitability by Market Segments (Business Segments/Region) 19.3.7.4. Key Strategy & Developments 19.3.8. Exit Reality VR 19.3.8.1. Business Overview 19.3.8.2. Solution Portfolio 19.3.8.3. Profitability by Market Segments (Business Segments/Region) 19.3.8.4. Key Strategy & Developments 19.3.9. Positron 19.3.9.1. Business Overview 19.3.9.2. Solution Portfolio 19.3.9.3. Profitability by Market Segments (Business Segments/Region) 19.3.9.4. Key Strategy & Developments 19.3.10. Others 19.3.9.5. Business Overview 19.3.9.6. Solution Portfolio 19.3.9.7. Profitability by Market Segments (Business Segments/Region) 19.3.9.8. Key Strategy & Developments 20. Assumptions and Acronyms Used 21. Research Methodology
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