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The location-based virtual reality (VR) market is forecasted to grow by USD 7673.64 mn during 2022-2027, accelerating at a CAGR of 33.7% during the forecast period. The report on the location-based virtual reality (VR) market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors. Speak directly to the analyst to clarify any post sales queries you may have.
The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by penetration of head-mounted displays in gaming and entertainment sector, growing popularity of 360-degree content, and growing advancements in VR gaming.
The location-based virtual reality (VR) market is segmented as below:
By Application
- VR arcades
- VR cinemas
- VR theme parks
By Type
- Hardware
- Software
By Geography
- APAC
- North America
- Europe
- Middle East and Africa
- South America
The report on the location-based virtual reality (VR) market covers the following areas:
- Location-based virtual reality (VR) market sizing
- Location-based virtual reality (VR) market forecast
- Location-based virtual reality (VR) market industry analysis
The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to an analysis of the key vendors.
The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive research - both primary and secondary. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast the accurate market growth.
Table of Contents
1 Executive Summary
2 Market Landscape
3 Market Sizing
4 Historic Market Size
5 Five Forces Analysis
6 Market Segmentation by Application
7 Market Segmentation by Type
8 Customer Landscape
9 Geographic Landscape
10 Drivers, Challenges, and Trends
11 Vendor Landscape
12 Vendor Analysis
13 Appendix
List of Exhibits
Executive Summary
The publisher recognizes the following companies as the key players in the global location-based virtual reality (VR) market: Dreamscape Immersive Inc., Embracer Group AB, EXIT Adventures GmbH, Groove Jones LLC, HOLOGATE GmbH, HTC Corp., Intel Corp., Meta Platforms Inc., Neurogaming Ltd., Next Now, NVIDIA Corp., Positron, Sandbox VR Inc., Survios Inc., Tetra Studios, The VOID, Tiffon Co. Ltd., WHO VR, Zero Latency Pty Ltd., and VRstudios Inc..Commenting on the report, an analyst from the research team said: 'The latest trend gaining momentum in the market is use of inside-out tracking technology in VR headsets.'
According to the report, one of the major drivers for this market is the penetration of head-mounted displays in gaming and entertainment sector.
The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to a SWOT analysis of the key vendors.
Companies Mentioned (Partial List)
A selection of companies mentioned in this report includes, but is not limited to:
- Dreamscape Immersive Inc.
- Embracer Group AB
- EXIT Adventures GmbH
- Groove Jones LLC
- HOLOGATE GmbH
- HTC Corp.
- Intel Corp.
- Meta Platforms Inc.
- Neurogaming Ltd.
- Next Now
- NVIDIA Corp.
- Positron
- Sandbox VR Inc.
- Survios Inc.
- Tetra Studios
- The VOID
- Tiffon Co. Ltd.
- WHO VR
- Zero Latency Pty Ltd.
- VRstudios Inc.