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Location-based VR Entertainment (LBE) Market - Global Industry Analysis, Size, Share, Growth, Trends, and Forecast 2031 - By Product, Technology, Grade, Application, End-user, Region: (North America, Europe, Asia Pacific, Latin America and Middle East and Africa)

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    Report

  • 250 Pages
  • August 2024
  • Region: Global
  • Fairfield Market Research
  • ID: 5993328
The global Location-Based Virtual Reality Entertainment Market, valued at $4.18 billion in 2024, is set to surge to $39.27 billion by 2031, driven by a 37% CAGR. This market, characterized by immersive experiences outside of home environments, is on an upward trajectory with a projected future value significantly surpassing current levels.

Understanding Location-Based VR Entertainment

Location-based entertainment, also known as 'out-of-home entertainment' or 'interactive multiplayer entertainment centers,' refers to entertainment experiences that transport participants to specialized venues where they can engage with virtual environments in ways not possible at home. This concept leverages cutting-edge virtual reality (VR) technology to offer immersive, shared experiences that go beyond the limitations of home-based entertainment systems.

The appeal of LBE VR lies in its ability to create physical interactions within a virtual setting, enhancing the overall experience. Unlike traditional gaming or entertainment options, LBE VR allows users to interact with a designed environment and with each other, providing a sense of presence and shared experience that is hard to replicate elsewhere.

Market Segmentation and Regional Insights

The LBE VR entertainment market is diverse, spanning various segments and regions, each contributing to its growth in unique ways.

Hardware Segment: A significant portion of the market's value is derived from hardware, which includes VR headsets, motion tracking devices, and other technological components essential for delivering immersive experiences. This segment remains a critical driver of market expansion, as advancements in hardware technology continue to enhance the quality and accessibility of VR experiences.

Amusement Parks: Amusement parks have become a major venue for location-based VR experiences, integrating virtual reality into traditional attractions to offer visitors new and exciting forms of entertainment. This integration has not only enriched the park experience but also driven significant growth in the market.

Regional Dominance:

  • North America: North America stands out as a leading region in the LBE VR market. The area's robust infrastructure, high consumer spending on entertainment, and a strong inclination towards technological innovation have established it as a dominant force. The region's investment in VR technology and infrastructure supports its leading position in the global market.
  • Europe: Europe also holds a substantial share of the market. The region’s diverse cultural Analysis and increasing investment in VR entertainment technologies contribute to its significant market presence. European countries are rapidly adopting VR experiences, driven by a demand for unique and engaging entertainment options.

Growth Drivers and Technological Advancements

Several factors are driving the growth of the LBE VR market, with technological innovation playing a central role.

Integration of AR and VR Technologies: The fusion of augmented reality (AR) and virtual reality (VR) technologies is a major growth driver. By combining these technologies with 3D projection mapping and interactive digital surfaces, developers are creating more immersive and interactive experiences. This integration enhances the appeal of LBE VR by offering more engaging and dynamic entertainment options that go beyond traditional VR experiences.

Innovative Developments: Recent advancements highlight the rapid evolution of LBE VR. For instance, platforms like Spike are embracing the metaverse, incorporating VR into various applications to broaden their reach and capabilities. Similarly, companies such as Positron are expanding their VR offerings by deploying motion seats in key cities, reflecting a growing trend towards immersive and location-specific VR experiences.

Family Entertainment Centers: Family entertainment centers are increasingly adopting VR technology to provide a range of services and attractions. By leveraging VR, these centers can offer novel and interactive experiences that appeal to a broad audience. This shift from traditional gaming to more immersive entertainment options is driving market growth and attracting a diverse consumer base.

Regional Market Insights

United States: The U.S. market for location-based VR entertainment is thriving due to the widespread adoption of AR and VR technologies in the entertainment and gaming industries. The integration of social features in VR games, which enable users to interact within a 3D virtual environment, has made VR a popular choice for entertainment. This growing interest is reflected in the country's substantial market share, driven by its innovative approach and high consumer engagement with VR experiences.

India: In India, the LBE VR market is experiencing rapid growth, fueled by the increased application of AR and VR technologies in education and training. VR's ability to simulate real environments offers new opportunities for interactive and immersive learning experiences. This trend is transforming traditional educational content into more engaging and memorable formats, contributing to the market's expansion in the region.

Key Market Players

  • 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
  • Head-Mount Displays
  • Sensors
  • Head-Up Displays
  • Cameras
  • Others
  • 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


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Table of Contents

1. Executive Summary
1.1. Global Location-based VR Entertainment (LBE) Market Snapshot
1.2. Future Projections
1.3. Key Market Trends
1.4. Regional Snapshot, by Value, 2023
1.5. Analyst Recommendations
2. Market Overview
2.1. Market Definitions and Segmentations
2.2. Market Dynamics
2.2.1. Drivers
2.2.2. Restraints
2.2.3. Market Opportunities
2.3. Value Chain Analysis
2.4. Porter’s Five Forces Analysis
2.5. COVID-19 Impact Analysis
2.5.1. Supply
2.5.2. Demand
2.6. Impact Of Ukraine-Russia Conflict
2.7. Economic Overview
2.7.1. World Economic Projections
2.8. Pestle Analysis
3. Global Location-based VR Entertainment (LBE) Market Outlook, 2019-2031
3.1. Global Location-based VR Entertainment (LBE) Market Outlook, by Component, Value (US$ Bn), 2019-2031
3.1.1. Key Highlights
3.1.1.1. Hardware
3.1.1.1.1. Head-Mount Displays
3.1.1.1.2. Sensors
3.1.1.1.3. Head-Up Displays
3.1.1.1.4. Cameras
3.1.1.1.5. Others
3.1.1.2. Software
3.1.1.3. Services
3.2. Global Location-based VR Entertainment (LBE) Market Outlook, by Technology, Value (US$ Bn), 2019-2031
3.2.1. Key Highlights
3.2.1.1. 2D
3.2.1.2. 3D
3.2.1.3. Cloud-Merged Reality
3.3. Global Location-based VR Entertainment (LBE) Market Outlook, by End User, Value (US$ Bn), 2019-2031
3.3.1. Key Highlights
3.3.1.1. Amusement Parks
3.3.1.2. Theme Parks
3.3.1.3. Arcade Studios
3.3.1.4. 4D Films
3.3.1.5. Others
3.4. Global Location-based VR Entertainment (LBE) Market Outlook, by Region, Value (US$ Bn), 2019-2031
3.4.1. Key Highlights
3.4.1.1. North America
3.4.1.2. Europe
3.4.1.3. Asia Pacific
3.4.1.4. Latin America
3.4.1.5. Middle East & Africa
4. North America Location-based VR Entertainment (LBE) Market Outlook, 2019-2031
4.1. North America Location-based VR Entertainment (LBE) Market Outlook, by Component, Value (US$ Bn), 2019-2031
4.1.1. Key Highlights
4.1.1.1. Hardware
4.1.1.1.1. Head-Mount Displays
4.1.1.1.2. Sensors
4.1.1.1.3. Head-Up Displays
4.1.1.1.4. Cameras
4.1.1.1.5. Others
4.1.1.2. Software
4.1.1.3. Services
4.2. North America Location-based VR Entertainment (LBE) Market Outlook, by Technology, Value (US$ Bn), 2019-2031
4.2.1. Key Highlights
4.2.1.1. 2D
4.2.1.2. 3D
4.2.1.3. Cloud-Merged Reality
4.3. North America Location-based VR Entertainment (LBE) Market Outlook, by End User, Value (US$ Bn), 2019-2031
4.3.1. Key Highlights
4.3.1.1. Amusement Parks
4.3.1.2. Theme Parks
4.3.1.3. Arcade Studios
4.3.1.4. 4D Films
4.3.1.5. Others
4.4. North America Location-based VR Entertainment (LBE) Market Outlook, by Country, Value (US$ Bn), 2019-2031
4.4.1. Key Highlights
4.4.1.1. U.S. Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
4.4.1.2. U.S. Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
4.4.1.3. U.S. Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
4.4.1.4. U.S. Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
4.4.1.5. Canada Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
4.4.1.6. Canada Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
4.4.1.7. Canada Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
4.4.1.8. Canada Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
4.4.2. BPS Analysis/Market Attractiveness Analysis
5. Europe Location-based VR Entertainment (LBE) Market Outlook, 2019-2031
5.1. Europe Location-based VR Entertainment (LBE) Market Outlook, by Component, Value (US$ Bn), 2019-2031
5.1.1. Key Highlights
5.1.1.1. Hardware
5.1.1.1.1. Head-Mount Displays
5.1.1.1.2. Sensors
5.1.1.1.3. Head-Up Displays
5.1.1.1.4. Cameras
5.1.1.1.5. Others
5.1.1.2. Software
5.1.1.3. Services
5.2. Europe Location-based VR Entertainment (LBE) Market Outlook, by Technology, Value (US$ Bn), 2019-2031
5.2.1. Key Highlights
5.2.1.1. 2D
5.2.1.2. 3D
5.2.1.3. Cloud-Merged Reality
5.3. Europe Location-based VR Entertainment (LBE) Market Outlook, by End User, Value (US$ Bn), 2019-2031
5.3.1. Key Highlights
5.3.1.1. Amusement Parks
5.3.1.2. Theme Parks
5.3.1.3. Arcade Studios
5.3.1.4. 4D Films
5.3.1.5. Others
5.4. Europe Location-based VR Entertainment (LBE) Market Outlook, by Country, Value (US$ Bn), 2019-2031
5.4.1. Key Highlights
5.4.1.1. Germany Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
5.4.1.2. Germany Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
5.4.1.3. Germany Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
5.4.1.4. Germany Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
5.4.1.5. U.K. Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
5.4.1.6. U.K. Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
5.4.1.7. U.K. Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
5.4.1.8. U.K. Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
5.4.1.9. France Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
5.4.1.10. France Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
5.4.1.11. France Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
5.4.1.12. France Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
5.4.1.13. Italy Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
5.4.1.14. Italy Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
5.4.1.15. Italy Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
5.4.1.16. Italy Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
5.4.1.17. Turkey Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
5.4.1.18. Turkey Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
5.4.1.19. Turkey Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
5.4.1.20. Turkey Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
5.4.1.21. Russia Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
5.4.1.22. Russia Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
5.4.1.23. Russia Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
5.4.1.24. Russia Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
5.4.1.25. Rest Of Europe Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
5.4.1.26. Rest Of Europe Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
5.4.1.27. Rest Of Europe Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
5.4.1.28. Rest of Europe Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
5.4.2. BPS Analysis/Market Attractiveness Analysis
6. Asia Pacific Location-based VR Entertainment (LBE) Market Outlook, 2019-2031
6.1. Asia Pacific Location-based VR Entertainment (LBE) Market Outlook, by Component, Value (US$ Bn), 2019-2031
6.1.1. Key Highlights
6.1.1.1. Hardware
6.1.1.1.1. Head-Mount Displays
6.1.1.1.2. Sensors
6.1.1.1.3. Head-Up Displays
6.1.1.1.4. Cameras
6.1.1.1.5. Others
6.1.1.2. Software
6.1.1.3. Services
6.2. Asia Pacific Location-based VR Entertainment (LBE) Market Outlook, by Technology, Value (US$ Bn), 2019-2031
6.2.1. Key Highlights
6.2.1.1. 2D
6.2.1.2. 3D
6.2.1.3. Cloud-Merged Reality
6.3. Asia Pacific Location-based VR Entertainment (LBE) Market Outlook, by End User, Value (US$ Bn), 2019-2031
6.3.1. Key Highlights
6.3.1.1. Amusement Parks
6.3.1.2. Theme Parks
6.3.1.3. Arcade Studios
6.3.1.4. 4D Films
6.3.1.5. Others
6.4. Asia Pacific Location-based VR Entertainment (LBE) Market Outlook, by Country, Value (US$ Bn), 2019-2031
6.4.1. Key Highlights
6.4.1.1. China Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
6.4.1.2. China Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
6.4.1.3. China Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
6.4.1.4. China Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
6.4.1.5. Japan Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
6.4.1.6. Japan Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
6.4.1.7. Japan Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
6.4.1.8. Japan Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
6.4.1.9. South Korea Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
6.4.1.10. South Korea Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
6.4.1.11. South Korea Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
6.4.1.12. South Korea Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
6.4.1.13. India Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
6.4.1.14. India Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
6.4.1.15. India Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
6.4.1.16. India Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
6.4.1.17. Southeast Asia Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
6.4.1.18. Southeast Asia Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
6.4.1.19. Southeast Asia Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
6.4.1.20. Southeast Asia Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
6.4.1.21. Rest Of Asia Pacific Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
6.4.1.22. Rest Of Asia Pacific Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
6.4.1.23. Rest Of Asia Pacific Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
6.4.1.24. Rest of Asia Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
6.4.2. BPS Analysis/Market Attractiveness Analysis
7. Latin America Location-based VR Entertainment (LBE) Market Outlook, 2019-2031
7.1. Latin America Location-based VR Entertainment (LBE) Market Outlook, by Component, Value (US$ Bn), 2019-2031
7.1.1. Key Highlights
7.1.1.1. Hardware
7.1.1.1.1. Head-Mount Displays
7.1.1.1.2. Sensors
7.1.1.1.3. Head-Up Displays
7.1.1.1.4. Cameras
7.1.1.1.5. Others
7.1.1.2. Software
7.1.1.3. Services
7.2. Latin America Location-based VR Entertainment (LBE) Market Outlook, by Technology, Value (US$ Bn), 2019-2031
7.2.1. Key Highlights
7.2.1.1. 2D
7.2.1.2. 3D
7.2.1.3. Cloud-Merged Reality
7.3. Latin America Location-based VR Entertainment (LBE) Market Outlook, by End User, Value (US$ Bn), 2019-2031
7.3.1. Key Highlights
7.3.1.1. Amusement Parks
7.3.1.2. Theme Parks
7.3.1.3. Arcade Studios
7.3.1.4. 4D Films
7.3.1.5. Others
7.4. Latin America Location-based VR Entertainment (LBE) Market Outlook, by Country, Value (US$ Bn), 2019-2031
7.4.1. Key Highlights
7.4.1.1. Brazil Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
7.4.1.2. Brazil Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
7.4.1.3. Brazil Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
7.4.1.4. Brazil Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
7.4.1.5. Mexico Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
7.4.1.6. Mexico Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
7.4.1.7. Mexico Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
7.4.1.8. Mexico Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
7.4.1.9. Argentina Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
7.4.1.10. Argentina Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
7.4.1.11. Argentina Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
7.4.1.12. Argentina Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
7.4.1.13. Rest Of Latin America Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
7.4.1.14. Rest Of Latin America Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
7.4.1.15. Rest Of Latin America Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
7.4.1.16. Rest of Latin America Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
7.4.2. BPS Analysis/Market Attractiveness Analysis
8. Middle East & Africa Location-based VR Entertainment (LBE) Market Outlook, 2019-2031
8.1. Middle East & Africa Location-based VR Entertainment (LBE) Market Outlook, by Component, Value (US$ Bn), 2019-2031
8.1.1. Key Highlights
8.1.1.1. Hardware
8.1.1.1.1. Head-Mount Displays
8.1.1.1.2. Sensors
8.1.1.1.3. Head-Up Displays
8.1.1.1.4. Cameras
8.1.1.1.5. Others
8.1.1.2. Software
8.1.1.3. Services
8.2. Middle East & Africa Location-based VR Entertainment (LBE) Market Outlook, by Technology, Value (US$ Bn), 2019-2031
8.2.1. Key Highlights
8.2.1.1. 2D
8.2.1.2. 3D
8.2.1.3. Cloud-Merged Reality
8.3. Middle East & Africa Location-based VR Entertainment (LBE) Market Outlook, by End User, Value (US$ Bn), 2019-2031
8.3.1. Key Highlights
8.3.1.1. Amusement Parks
8.3.1.2. Theme Parks
8.3.1.3. Arcade Studios
8.3.1.4. 4D Films
8.3.1.5. Others
8.4. Middle East & Africa Location-based VR Entertainment (LBE) Market Outlook, by Country, Value (US$ Bn), 2019-2031
8.4.1. Key Highlights
8.4.1.1. GCC Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
8.4.1.2. GCC Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
8.4.1.3. GCC Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
8.4.1.4. GCC Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
8.4.1.5. South Africa Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
8.4.1.6. South Africa Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
8.4.1.7. South Africa Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
8.4.1.8. South Africa Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
8.4.1.9. Egypt Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
8.4.1.10. Egypt Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
8.4.1.11. Egypt Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
8.4.1.12. Egypt Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
8.4.1.13. Nigeria Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
8.4.1.14. Nigeria Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
8.4.1.15. Nigeria Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
8.4.1.16. Nigeria Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
8.4.1.17. Rest Of Middle East & Africa Location-based VR Entertainment (LBE) Market by Component, Value (US$ Bn), 2019-2031
8.4.1.18. Rest Of Middle East & Africa Location-based VR Entertainment (LBE) Market by Technology, Value (US$ Bn), 2019-2031
8.4.1.19. Rest Of Middle East & Africa Location-based VR Entertainment (LBE) Market by Organization Size, Value (US$ Bn), 2019-2031
8.4.1.20. Rest of Middle East & Africa Location-based VR Entertainment (LBE) Market by End User, Value (US$ Bn), 2019-2031
8.4.2. BPS Analysis/Market Attractiveness Analysis
9. Competitive Landscape
9.1. Organization Size Vs Technology Heat Map
9.2. Manufacturer Vs by Technology Heatmap
9.3. Company Market Share Analysis, 2023
9.4. Competitive Dashboard
9.5. Company Profiles
9.5.1. HTC Vive (HTC Corporation)
9.5.1.1. Company Overview
9.5.1.2. Component Portfolio
9.5.1.3. Financial Overview
9.5.1.4. Business Strategies and Development
9.5.2. Oculus VR (Meta)
9.5.2.1. Company Overview
9.5.2.2. Component Portfolio
9.5.2.3. Financial Overview
9.5.2.4. Business Strategies and Development
9.5.3. Hologate
9.5.3.1. Company Overview
9.5.3.2. Component Portfolio
9.5.3.3. Financial Overview
9.5.3.4. Business Strategies and Development
9.5.4. Survios Inc.
9.5.4.1. Company Overview
9.5.4.2. Component Portfolio
9.5.4.3. Financial Overview
9.5.4.4. Business Strategies and Development
9.5.5. The Void LLC
9.5.5.1. Company Overview
9.5.5.2. Component Portfolio
9.5.5.3. Financial Overview
9.5.5.4. Business Strategies and Development
9.5.6. VRstudios Inc.
9.5.6.1. Company Overview
9.5.6.2. Component Portfolio
9.5.6.3. Financial Overview
9.5.6.4. Business Strategies and Development
9.5.7. Zero Latency VR
9.5.7.1. Company Overview
9.5.7.2. Component Portfolio
9.5.7.3. Financial Overview
9.5.7.4. Business Strategies and Development
9.5.8. Positron
9.5.8.1. Company Overview
9.5.8.2. Component Portfolio
9.5.8.3. Financial Overview
9.5.8.4. Business Strategies and Development
9.5.9. Exit Reality VR
9.5.9.1. Company Overview
9.5.9.2. Component Portfolio
9.5.9.3. Financial Overview
9.5.9.4. Business Strategies and Development
10. Appendix
10.1. Research Methodology
10.2. Report Assumptions
10.3. Acronyms And Abbreviations

Companies Mentioned (Partial List)

A selection of companies mentioned in this report includes, but is not limited to:

  • HTC Vive (HTC Corporation
  • Oculus VR (Meta)
  • Hologate
  • Survios Inc.
  • The Void LLC
  • VRstudios Inc.
  • Zero Latency VR
  • Exit Reality VR
  • Positron

Methodology

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