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Global Location-Based Entertainment VR Market Research Report 2023
Published Date: February 2023
|
Report Code: QYRE-Auto-32J4186
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Global Location Based Entertainment VR Market Insights and Forecast to 2028
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Global Location-Based Entertainment VR Market Research Report 2023

Code: QYRE-Auto-32J4186
Report
February 2023
Pages:116
QYResearch
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DESCRIPTION
TABLE OF CONTENT
TABLES & FIGURES

Global Location-Based Entertainment VR Market

The global Location-Based Entertainment VR market was valued at US$ million in 2022 and is anticipated to reach US$ million by 2029, witnessing a CAGR of % during the forecast period 2023-2029. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
North American market for Location-Based Entertainment VR is estimated to increase from $ million in 2023 to reach $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
Asia-Pacific market for Location-Based Entertainment VR is estimated to increase from $ million in 2023 to reach $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
The key global companies of Location-Based Entertainment VR include Samsung, Oculus, Nintendo, HTC, Google, SONY, Fujitsu, MI and HUAWEI, etc. In 2022, the world's top three vendors accounted for approximately % of the revenue.

Report Scope

This report aims to provide a comprehensive presentation of the global market for Location-Based Entertainment VR, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Location-Based Entertainment VR.
The Location-Based Entertainment VR market size, estimations, and forecasts are provided in terms of output/shipments (K Units) and revenue ($ millions), considering 2022 as the base year, with history and forecast data for the period from 2018 to 2029. This report segments the global Location-Based Entertainment VR market comprehensively. Regional market sizes, concerning products by type, by application and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Location-Based Entertainment VR manufacturers, new entrants, and industry chain related companies in this market with information on the revenues, production, and average price for the overall market and the sub-segments across the different segments, by company, by type, by application, and by regions.

Key Segmentations

By Company

  • Samsung
  • Oculus
  • Nintendo
  • HTC
  • Google
  • SONY
  • Fujitsu
  • MI
  • HUAWEI
  • PiMAX
  • Royole
  • ANTVR
  • Homido
  • Exit Reality
  • Springboard VR
  • The Void
  • VRstudios
  • Hologate
  • Sandbox VR
  • Zero Latency
  • Dreamscape
  • Spaces

Segment by Type

  • VR Arcades
  • VR Escape Rooms
  • Free-Roaming VR

Segment by Application

  • Family Entertainment Center
  • Theme Park
  • Arcade
  • Film Festival
  • Others

Production by Region

  • North America
  • Europe
  • China
  • Japan

Consumption by Region

  • North America
  • United States
  • Canada
  • Europe
  • Germany
  • France
  • U.K.
  • Italy
  • Russia
  • Asia-Pacific
  • China
  • Japan
  • South Korea
  • Taiwan
  • Southeast Asia
  • India
  • Latin America
  • Mexico
  • Brazil

Core Chapters

  • Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by region, by type, by application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
  • Chapter 2: Detailed analysis of Location-Based Entertainment VR manufacturers competitive landscape, price, production and value market share, latest development plan, merger, and acquisition information, etc.
  • Chapter 3: Production/output, value of Location-Based Entertainment VR by region/country. It provides a quantitative analysis of the market size and development potential of each region in the next six years.
  • Chapter 4: Consumption of Location-Based Entertainment VR in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and production of each country in the world.
  • Chapter 5: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
  • Chapter 6: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
  • Chapter 7: Provides profiles of key players, introducing the basic situation of the key companies in the market in detail, including product production/output, value, price, gross margin, product introduction, recent development, etc.
  • Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
  • Chapter 9: Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
  • Chapter 10: The main points and conclusions of the report.

Scope of Global Location-Based Entertainment VR Market Report

Report MetricDetails
Report NameGlobal Location-Based Entertainment VR Market
Base Year2022
Forecasted years2023-2029
Forecast unitsUSD
Report coverageRevenue and volume forecast, company share, competitive landscape, growth factors and trends
Geographic regions coveredNorth America, Europe, Asia Pacific, Latin America, Middle East & Africa
1 Location-Based Entertainment VR Market Overview
1.1 Product Definition
1.2 Location-Based Entertainment VR Segment by Type
1.2.1 Global Location-Based Entertainment VR Market Value Growth Rate Analysis by Type 2022 VS 2029
1.2.2 VR Arcades
1.2.3 VR Escape Rooms
1.2.4 Free-Roaming VR
1.3 Location-Based Entertainment VR Segment by Application
1.3.1 Global Location-Based Entertainment VR Market Value Growth Rate Analysis by Application: 2022 VS 2029
1.3.2 Family Entertainment Center
1.3.3 Theme Park
1.3.4 Arcade
1.3.5 Film Festival
1.3.6 Others
1.4 Global Market Growth Prospects
1.4.1 Global Location-Based Entertainment VR Production Value Estimates and Forecasts (2018-2029)
1.4.2 Global Location-Based Entertainment VR Production Capacity Estimates and Forecasts (2018-2029)
1.4.3 Global Location-Based Entertainment VR Production Estimates and Forecasts (2018-2029)
1.4.4 Global Location-Based Entertainment VR Market Average Price Estimates and Forecasts (2018-2029)
1.5 Assumptions and Limitations
2 Market Competition by Manufacturers
2.1 Global Location-Based Entertainment VR Production Market Share by Manufacturers (2018-2023)
2.2 Global Location-Based Entertainment VR Production Value Market Share by Manufacturers (2018-2023)
2.3 Global Key Players of Location-Based Entertainment VR, Industry Ranking, 2021 VS 2022 VS 2023
2.4 Global Location-Based Entertainment VR Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
2.5 Global Location-Based Entertainment VR Average Price by Manufacturers (2018-2023)
2.6 Global Key Manufacturers of Location-Based Entertainment VR, Manufacturing Base Distribution and Headquarters
2.7 Global Key Manufacturers of Location-Based Entertainment VR, Product Offered and Application
2.8 Global Key Manufacturers of Location-Based Entertainment VR, Date of Enter into This Industry
2.9 Location-Based Entertainment VR Market Competitive Situation and Trends
2.9.1 Location-Based Entertainment VR Market Concentration Rate
2.9.2 Global 5 and 10 Largest Location-Based Entertainment VR Players Market Share by Revenue
2.10 Mergers & Acquisitions, Expansion
3 Location-Based Entertainment VR Production by Region
3.1 Global Location-Based Entertainment VR Production Value Estimates and Forecasts by Region: 2018 VS 2022 VS 2029
3.2 Global Location-Based Entertainment VR Production Value by Region (2018-2029)
3.2.1 Global Location-Based Entertainment VR Production Value Market Share by Region (2018-2023)
3.2.2 Global Forecasted Production Value of Location-Based Entertainment VR by Region (2024-2029)
3.3 Global Location-Based Entertainment VR Production Estimates and Forecasts by Region: 2018 VS 2022 VS 2029
3.4 Global Location-Based Entertainment VR Production by Region (2018-2029)
3.4.1 Global Location-Based Entertainment VR Production Market Share by Region (2018-2023)
3.4.2 Global Forecasted Production of Location-Based Entertainment VR by Region (2024-2029)
3.5 Global Location-Based Entertainment VR Market Price Analysis by Region (2018-2023)
3.6 Global Location-Based Entertainment VR Production and Value, Year-over-Year Growth
3.6.1 North America Location-Based Entertainment VR Production Value Estimates and Forecasts (2018-2029)
3.6.2 Europe Location-Based Entertainment VR Production Value Estimates and Forecasts (2018-2029)
3.6.3 China Location-Based Entertainment VR Production Value Estimates and Forecasts (2018-2029)
3.6.4 Japan Location-Based Entertainment VR Production Value Estimates and Forecasts (2018-2029)
4 Location-Based Entertainment VR Consumption by Region
4.1 Global Location-Based Entertainment VR Consumption Estimates and Forecasts by Region: 2018 VS 2022 VS 2029
4.2 Global Location-Based Entertainment VR Consumption by Region (2018-2029)
4.2.1 Global Location-Based Entertainment VR Consumption by Region (2018-2023)
4.2.2 Global Location-Based Entertainment VR Forecasted Consumption by Region (2024-2029)
4.3 North America
4.3.1 North America Location-Based Entertainment VR Consumption Growth Rate by Country: 2018 VS 2022 VS 2029
4.3.2 North America Location-Based Entertainment VR Consumption by Country (2018-2029)
4.3.3 United States
4.3.4 Canada
4.4 Europe
4.4.1 Europe Location-Based Entertainment VR Consumption Growth Rate by Country: 2018 VS 2022 VS 2029
4.4.2 Europe Location-Based Entertainment VR Consumption by Country (2018-2029)
4.4.3 Germany
4.4.4 France
4.4.5 U.K.
4.4.6 Italy
4.4.7 Russia
4.5 Asia Pacific
4.5.1 Asia Pacific Location-Based Entertainment VR Consumption Growth Rate by Region: 2018 VS 2022 VS 2029
4.5.2 Asia Pacific Location-Based Entertainment VR Consumption by Region (2018-2029)
4.5.3 China
4.5.4 Japan
4.5.5 South Korea
4.5.6 China Taiwan
4.5.7 Southeast Asia
4.5.8 India
4.6 Latin America, Middle East & Africa
4.6.1 Latin America, Middle East & Africa Location-Based Entertainment VR Consumption Growth Rate by Country: 2018 VS 2022 VS 2029
4.6.2 Latin America, Middle East & Africa Location-Based Entertainment VR Consumption by Country (2018-2029)
4.6.3 Mexico
4.6.4 Brazil
4.6.5 Turkey
5 Segment by Type
5.1 Global Location-Based Entertainment VR Production by Type (2018-2029)
5.1.1 Global Location-Based Entertainment VR Production by Type (2018-2023)
5.1.2 Global Location-Based Entertainment VR Production by Type (2024-2029)
5.1.3 Global Location-Based Entertainment VR Production Market Share by Type (2018-2029)
5.2 Global Location-Based Entertainment VR Production Value by Type (2018-2029)
5.2.1 Global Location-Based Entertainment VR Production Value by Type (2018-2023)
5.2.2 Global Location-Based Entertainment VR Production Value by Type (2024-2029)
5.2.3 Global Location-Based Entertainment VR Production Value Market Share by Type (2018-2029)
5.3 Global Location-Based Entertainment VR Price by Type (2018-2029)
6 Segment by Application
6.1 Global Location-Based Entertainment VR Production by Application (2018-2029)
6.1.1 Global Location-Based Entertainment VR Production by Application (2018-2023)
6.1.2 Global Location-Based Entertainment VR Production by Application (2024-2029)
6.1.3 Global Location-Based Entertainment VR Production Market Share by Application (2018-2029)
6.2 Global Location-Based Entertainment VR Production Value by Application (2018-2029)
6.2.1 Global Location-Based Entertainment VR Production Value by Application (2018-2023)
6.2.2 Global Location-Based Entertainment VR Production Value by Application (2024-2029)
6.2.3 Global Location-Based Entertainment VR Production Value Market Share by Application (2018-2029)
6.3 Global Location-Based Entertainment VR Price by Application (2018-2029)
7 Key Companies Profiled
7.1 Samsung
7.1.1 Samsung Location-Based Entertainment VR Corporation Information
7.1.2 Samsung Location-Based Entertainment VR Product Portfolio
7.1.3 Samsung Location-Based Entertainment VR Production, Value, Price and Gross Margin (2018-2023)
7.1.4 Samsung Main Business and Markets Served
7.1.5 Samsung Recent Developments/Updates
7.2 Oculus
7.2.1 Oculus Location-Based Entertainment VR Corporation Information
7.2.2 Oculus Location-Based Entertainment VR Product Portfolio
7.2.3 Oculus Location-Based Entertainment VR Production, Value, Price and Gross Margin (2018-2023)
7.2.4 Oculus Main Business and Markets Served
7.2.5 Oculus Recent Developments/Updates
7.3 Nintendo
7.3.1 Nintendo Location-Based Entertainment VR Corporation Information
7.3.2 Nintendo Location-Based Entertainment VR Product Portfolio
7.3.3 Nintendo Location-Based Entertainment VR Production, Value, Price and Gross Margin (2018-2023)
7.3.4 Nintendo Main Business and Markets Served
7.3.5 Nintendo Recent Developments/Updates
7.4 HTC
7.4.1 HTC Location-Based Entertainment VR Corporation Information
7.4.2 HTC Location-Based Entertainment VR Product Portfolio
7.4.3 HTC Location-Based Entertainment VR Production, Value, Price and Gross Margin (2018-2023)
7.4.4 HTC Main Business and Markets Served
7.4.5 HTC Recent Developments/Updates
7.5 Google
7.5.1 Google Location-Based Entertainment VR Corporation Information
7.5.2 Google Location-Based Entertainment VR Product Portfolio
7.5.3 Google Location-Based Entertainment VR Production, Value, Price and Gross Margin (2018-2023)
7.5.4 Google Main Business and Markets Served
7.5.5 Google Recent Developments/Updates
7.6 SONY
7.6.1 SONY Location-Based Entertainment VR Corporation Information
7.6.2 SONY Location-Based Entertainment VR Product Portfolio
7.6.3 SONY Location-Based Entertainment VR Production, Value, Price and Gross Margin (2018-2023)
7.6.4 SONY Main Business and Markets Served
7.6.5 SONY Recent Developments/Updates
7.7 Fujitsu
7.7.1 Fujitsu Location-Based Entertainment VR Corporation Information
7.7.2 Fujitsu Location-Based Entertainment VR Product Portfolio
7.7.3 Fujitsu Location-Based Entertainment VR Production, Value, Price and Gross Margin (2018-2023)
7.7.4 Fujitsu Main Business and Markets Served
7.7.5 Fujitsu Recent Developments/Updates
7.8 MI
7.8.1 MI Location-Based Entertainment VR Corporation Information
7.8.2 MI Location-Based Entertainment VR Product Portfolio
7.8.3 MI Location-Based Entertainment VR Production, Value, Price and Gross Margin (2018-2023)
7.8.4 MI Main Business and Markets Served
7.7.5 MI Recent Developments/Updates
7.9 HUAWEI
7.9.1 HUAWEI Location-Based Entertainment VR Corporation Information
7.9.2 HUAWEI Location-Based Entertainment VR Product Portfolio
7.9.3 HUAWEI Location-Based Entertainment VR Production, Value, Price and Gross Margin (2018-2023)
7.9.4 HUAWEI Main Business and Markets Served
7.9.5 HUAWEI Recent Developments/Updates
7.10 PiMAX
7.10.1 PiMAX Location-Based Entertainment VR Corporation Information
7.10.2 PiMAX Location-Based Entertainment VR Product Portfolio
7.10.3 PiMAX Location-Based Entertainment VR Production, Value, Price and Gross Margin (2018-2023)
7.10.4 PiMAX Main Business and Markets Served
7.10.5 PiMAX Recent Developments/Updates
7.11 Royole
7.11.1 Royole Location-Based Entertainment VR Corporation Information
7.11.2 Royole Location-Based Entertainment VR Product Portfolio
7.11.3 Royole Location-Based Entertainment VR Production, Value, Price and Gross Margin (2018-2023)
7.11.4 Royole Main Business and Markets Served
7.11.5 Royole Recent Developments/Updates
7.12 ANTVR
7.12.1 ANTVR Location-Based Entertainment VR Corporation Information
7.12.2 ANTVR Location-Based Entertainment VR Product Portfolio
7.12.3 ANTVR Location-Based Entertainment VR Production, Value, Price and Gross Margin (2018-2023)
7.12.4 ANTVR Main Business and Markets Served
7.12.5 ANTVR Recent Developments/Updates
7.13 Homido
7.13.1 Homido Location-Based Entertainment VR Corporation Information
7.13.2 Homido Location-Based Entertainment VR Product Portfolio
7.13.3 Homido Location-Based Entertainment VR Production, Value, Price and Gross Margin (2018-2023)
7.13.4 Homido Main Business and Markets Served
7.13.5 Homido Recent Developments/Updates
7.14 Exit Reality
7.14.1 Exit Reality Location-Based Entertainment VR Corporation Information
7.14.2 Exit Reality Location-Based Entertainment VR Product Portfolio
7.14.3 Exit Reality Location-Based Entertainment VR Production, Value, Price and Gross Margin (2018-2023)
7.14.4 Exit Reality Main Business and Markets Served
7.14.5 Exit Reality Recent Developments/Updates
7.15 Springboard VR
7.15.1 Springboard VR Location-Based Entertainment VR Corporation Information
7.15.2 Springboard VR Location-Based Entertainment VR Product Portfolio
7.15.3 Springboard VR Location-Based Entertainment VR Production, Value, Price and Gross Margin (2018-2023)
7.15.4 Springboard VR Main Business and Markets Served
7.15.5 Springboard VR Recent Developments/Updates
7.16 The Void
7.16.1 The Void Location-Based Entertainment VR Corporation Information
7.16.2 The Void Location-Based Entertainment VR Product Portfolio
7.16.3 The Void Location-Based Entertainment VR Production, Value, Price and Gross Margin (2018-2023)
7.16.4 The Void Main Business and Markets Served
7.16.5 The Void Recent Developments/Updates
7.17 VRstudios
7.17.1 VRstudios Location-Based Entertainment VR Corporation Information
7.17.2 VRstudios Location-Based Entertainment VR Product Portfolio
7.17.3 VRstudios Location-Based Entertainment VR Production, Value, Price and Gross Margin (2018-2023)
7.17.4 VRstudios Main Business and Markets Served
7.17.5 VRstudios Recent Developments/Updates
7.18 Hologate
7.18.1 Hologate Location-Based Entertainment VR Corporation Information
7.18.2 Hologate Location-Based Entertainment VR Product Portfolio
7.18.3 Hologate Location-Based Entertainment VR Production, Value, Price and Gross Margin (2018-2023)
7.18.4 Hologate Main Business and Markets Served
7.18.5 Hologate Recent Developments/Updates
7.19 Sandbox VR
7.19.1 Sandbox VR Location-Based Entertainment VR Corporation Information
7.19.2 Sandbox VR Location-Based Entertainment VR Product Portfolio
7.19.3 Sandbox VR Location-Based Entertainment VR Production, Value, Price and Gross Margin (2018-2023)
7.19.4 Sandbox VR Main Business and Markets Served
7.19.5 Sandbox VR Recent Developments/Updates
7.20 Zero Latency
7.20.1 Zero Latency Location-Based Entertainment VR Corporation Information
7.20.2 Zero Latency Location-Based Entertainment VR Product Portfolio
7.20.3 Zero Latency Location-Based Entertainment VR Production, Value, Price and Gross Margin (2018-2023)
7.20.4 Zero Latency Main Business and Markets Served
7.20.5 Zero Latency Recent Developments/Updates
7.21 Dreamscape
7.21.1 Dreamscape Location-Based Entertainment VR Corporation Information
7.21.2 Dreamscape Location-Based Entertainment VR Product Portfolio
7.21.3 Dreamscape Location-Based Entertainment VR Production, Value, Price and Gross Margin (2018-2023)
7.21.4 Dreamscape Main Business and Markets Served
7.21.5 Dreamscape Recent Developments/Updates
7.22 Spaces
7.22.1 Spaces Location-Based Entertainment VR Corporation Information
7.22.2 Spaces Location-Based Entertainment VR Product Portfolio
7.22.3 Spaces Location-Based Entertainment VR Production, Value, Price and Gross Margin (2018-2023)
7.22.4 Spaces Main Business and Markets Served
7.22.5 Spaces Recent Developments/Updates
8 Industry Chain and Sales Channels Analysis
8.1 Location-Based Entertainment VR Industry Chain Analysis
8.2 Location-Based Entertainment VR Key Raw Materials
8.2.1 Key Raw Materials
8.2.2 Raw Materials Key Suppliers
8.3 Location-Based Entertainment VR Production Mode & Process
8.4 Location-Based Entertainment VR Sales and Marketing
8.4.1 Location-Based Entertainment VR Sales Channels
8.4.2 Location-Based Entertainment VR Distributors
8.5 Location-Based Entertainment VR Customers
9 Location-Based Entertainment VR Market Dynamics
9.1 Location-Based Entertainment VR Industry Trends
9.2 Location-Based Entertainment VR Market Drivers
9.3 Location-Based Entertainment VR Market Challenges
9.4 Location-Based Entertainment VR Market Restraints
10 Research Finding and Conclusion
11 Methodology and Data Source
11.1 Methodology/Research Approach
11.1.1 Research Programs/Design
11.1.2 Market Size Estimation
11.1.3 Market Breakdown and Data Triangulation
11.2 Data Source
11.2.1 Secondary Sources
11.2.2 Primary Sources
11.3 Author List
11.4 Disclaimer
List of Tables
    Table 1. Global Location-Based Entertainment VR Market Value by Type, (US$ Million) & (2022 VS 2029)
    Table 2. Global Location-Based Entertainment VR Market Value by Application, (US$ Million) & (2022 VS 2029)
    Table 3. Global Location-Based Entertainment VR Production Capacity (K Units) by Manufacturers in 2022
    Table 4. Global Location-Based Entertainment VR Production by Manufacturers (2018-2023) & (K Units)
    Table 5. Global Location-Based Entertainment VR Production Market Share by Manufacturers (2018-2023)
    Table 6. Global Location-Based Entertainment VR Production Value by Manufacturers (2018-2023) & (US$ Million)
    Table 7. Global Location-Based Entertainment VR Production Value Share by Manufacturers (2018-2023)
    Table 8. Global Location-Based Entertainment VR Industry Ranking 2021 VS 2022 VS 2023
    Table 9. Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in Location-Based Entertainment VR as of 2022)
    Table 10. Global Market Location-Based Entertainment VR Average Price by Manufacturers (USD/Unit) & (2018-2023)
    Table 11. Manufacturers Location-Based Entertainment VR Production Sites and Area Served
    Table 12. Manufacturers Location-Based Entertainment VR Product Types
    Table 13. Global Location-Based Entertainment VR Manufacturers Market Concentration Ratio (CR5 and HHI)
    Table 14. Mergers & Acquisitions, Expansion
    Table 15. Global Location-Based Entertainment VR Production Value by Region: 2018 VS 2022 VS 2029 (US$ Million)
    Table 16. Global Location-Based Entertainment VR Production Value (US$ Million) by Region (2018-2023)
    Table 17. Global Location-Based Entertainment VR Production Value Market Share by Region (2018-2023)
    Table 18. Global Location-Based Entertainment VR Production Value (US$ Million) Forecast by Region (2024-2029)
    Table 19. Global Location-Based Entertainment VR Production Value Market Share Forecast by Region (2024-2029)
    Table 20. Global Location-Based Entertainment VR Production Comparison by Region: 2018 VS 2022 VS 2029 (K Units)
    Table 21. Global Location-Based Entertainment VR Production (K Units) by Region (2018-2023)
    Table 22. Global Location-Based Entertainment VR Production Market Share by Region (2018-2023)
    Table 23. Global Location-Based Entertainment VR Production (K Units) Forecast by Region (2024-2029)
    Table 24. Global Location-Based Entertainment VR Production Market Share Forecast by Region (2024-2029)
    Table 25. Global Location-Based Entertainment VR Market Average Price (USD/Unit) by Region (2018-2023)
    Table 26. Global Location-Based Entertainment VR Market Average Price (USD/Unit) by Region (2024-2029)
    Table 27. Global Location-Based Entertainment VR Consumption Growth Rate by Region: 2018 VS 2022 VS 2029 (K Units)
    Table 28. Global Location-Based Entertainment VR Consumption by Region (2018-2023) & (K Units)
    Table 29. Global Location-Based Entertainment VR Consumption Market Share by Region (2018-2023)
    Table 30. Global Location-Based Entertainment VR Forecasted Consumption by Region (2024-2029) & (K Units)
    Table 31. Global Location-Based Entertainment VR Forecasted Consumption Market Share by Region (2018-2023)
    Table 32. North America Location-Based Entertainment VR Consumption Growth Rate by Country: 2018 VS 2022 VS 2029 (K Units)
    Table 33. North America Location-Based Entertainment VR Consumption by Country (2018-2023) & (K Units)
    Table 34. North America Location-Based Entertainment VR Consumption by Country (2024-2029) & (K Units)
    Table 35. Europe Location-Based Entertainment VR Consumption Growth Rate by Country: 2018 VS 2022 VS 2029 (K Units)
    Table 36. Europe Location-Based Entertainment VR Consumption by Country (2018-2023) & (K Units)
    Table 37. Europe Location-Based Entertainment VR Consumption by Country (2024-2029) & (K Units)
    Table 38. Asia Pacific Location-Based Entertainment VR Consumption Growth Rate by Region: 2018 VS 2022 VS 2029 (K Units)
    Table 39. Asia Pacific Location-Based Entertainment VR Consumption by Region (2018-2023) & (K Units)
    Table 40. Asia Pacific Location-Based Entertainment VR Consumption by Region (2024-2029) & (K Units)
    Table 41. Latin America, Middle East & Africa Location-Based Entertainment VR Consumption Growth Rate by Country: 2018 VS 2022 VS 2029 (K Units)
    Table 42. Latin America, Middle East & Africa Location-Based Entertainment VR Consumption by Country (2018-2023) & (K Units)
    Table 43. Latin America, Middle East & Africa Location-Based Entertainment VR Consumption by Country (2024-2029) & (K Units)
    Table 44. Global Location-Based Entertainment VR Production (K Units) by Type (2018-2023)
    Table 45. Global Location-Based Entertainment VR Production (K Units) by Type (2024-2029)
    Table 46. Global Location-Based Entertainment VR Production Market Share by Type (2018-2023)
    Table 47. Global Location-Based Entertainment VR Production Market Share by Type (2024-2029)
    Table 48. Global Location-Based Entertainment VR Production Value (US$ Million) by Type (2018-2023)
    Table 49. Global Location-Based Entertainment VR Production Value (US$ Million) by Type (2024-2029)
    Table 50. Global Location-Based Entertainment VR Production Value Share by Type (2018-2023)
    Table 51. Global Location-Based Entertainment VR Production Value Share by Type (2024-2029)
    Table 52. Global Location-Based Entertainment VR Price (USD/Unit) by Type (2018-2023)
    Table 53. Global Location-Based Entertainment VR Price (USD/Unit) by Type (2024-2029)
    Table 54. Global Location-Based Entertainment VR Production (K Units) by Application (2018-2023)
    Table 55. Global Location-Based Entertainment VR Production (K Units) by Application (2024-2029)
    Table 56. Global Location-Based Entertainment VR Production Market Share by Application (2018-2023)
    Table 57. Global Location-Based Entertainment VR Production Market Share by Application (2024-2029)
    Table 58. Global Location-Based Entertainment VR Production Value (US$ Million) by Application (2018-2023)
    Table 59. Global Location-Based Entertainment VR Production Value (US$ Million) by Application (2024-2029)
    Table 60. Global Location-Based Entertainment VR Production Value Share by Application (2018-2023)
    Table 61. Global Location-Based Entertainment VR Production Value Share by Application (2024-2029)
    Table 62. Global Location-Based Entertainment VR Price (USD/Unit) by Application (2018-2023)
    Table 63. Global Location-Based Entertainment VR Price (USD/Unit) by Application (2024-2029)
    Table 64. Samsung Location-Based Entertainment VR Corporation Information
    Table 65. Samsung Specification and Application
    Table 66. Samsung Location-Based Entertainment VR Production (K Units), Value (US$ Million), Price (USD/Unit) and Gross Margin (2018-2023)
    Table 67. Samsung Main Business and Markets Served
    Table 68. Samsung Recent Developments/Updates
    Table 69. Oculus Location-Based Entertainment VR Corporation Information
    Table 70. Oculus Specification and Application
    Table 71. Oculus Location-Based Entertainment VR Production (K Units), Value (US$ Million), Price (USD/Unit) and Gross Margin (2018-2023)
    Table 72. Oculus Main Business and Markets Served
    Table 73. Oculus Recent Developments/Updates
    Table 74. Nintendo Location-Based Entertainment VR Corporation Information
    Table 75. Nintendo Specification and Application
    Table 76. Nintendo Location-Based Entertainment VR Production (K Units), Value (US$ Million), Price (USD/Unit) and Gross Margin (2018-2023)
    Table 77. Nintendo Main Business and Markets Served
    Table 78. Nintendo Recent Developments/Updates
    Table 79. HTC Location-Based Entertainment VR Corporation Information
    Table 80. HTC Specification and Application
    Table 81. HTC Location-Based Entertainment VR Production (K Units), Value (US$ Million), Price (USD/Unit) and Gross Margin (2018-2023)
    Table 82. HTC Main Business and Markets Served
    Table 83. HTC Recent Developments/Updates
    Table 84. Google Location-Based Entertainment VR Corporation Information
    Table 85. Google Specification and Application
    Table 86. Google Location-Based Entertainment VR Production (K Units), Value (US$ Million), Price (USD/Unit) and Gross Margin (2018-2023)
    Table 87. Google Main Business and Markets Served
    Table 88. Google Recent Developments/Updates
    Table 89. SONY Location-Based Entertainment VR Corporation Information
    Table 90. SONY Specification and Application
    Table 91. SONY Location-Based Entertainment VR Production (K Units), Value (US$ Million), Price (USD/Unit) and Gross Margin (2018-2023)
    Table 92. SONY Main Business and Markets Served
    Table 93. SONY Recent Developments/Updates
    Table 94. Fujitsu Location-Based Entertainment VR Corporation Information
    Table 95. Fujitsu Specification and Application
    Table 96. Fujitsu Location-Based Entertainment VR Production (K Units), Value (US$ Million), Price (USD/Unit) and Gross Margin (2018-2023)
    Table 97. Fujitsu Main Business and Markets Served
    Table 98. Fujitsu Recent Developments/Updates
    Table 99. MI Location-Based Entertainment VR Corporation Information
    Table 100. MI Specification and Application
    Table 101. MI Location-Based Entertainment VR Production (K Units), Value (US$ Million), Price (USD/Unit) and Gross Margin (2018-2023)
    Table 102. MI Main Business and Markets Served
    Table 103. MI Recent Developments/Updates
    Table 104. HUAWEI Location-Based Entertainment VR Corporation Information
    Table 105. HUAWEI Specification and Application
    Table 106. HUAWEI Location-Based Entertainment VR Production (K Units), Value (US$ Million), Price (USD/Unit) and Gross Margin (2018-2023)
    Table 107. HUAWEI Main Business and Markets Served
    Table 108. HUAWEI Recent Developments/Updates
    Table 109. PiMAX Location-Based Entertainment VR Corporation Information
    Table 110. PiMAX Specification and Application
    Table 111. PiMAX Location-Based Entertainment VR Production (K Units), Value (US$ Million), Price (USD/Unit) and Gross Margin (2018-2023)
    Table 112. PiMAX Main Business and Markets Served
    Table 113. PiMAX Recent Developments/Updates
    Table 114. Royole Location-Based Entertainment VR Corporation Information
    Table 115. Royole Specification and Application
    Table 116. Royole Location-Based Entertainment VR Production (K Units), Value (US$ Million), Price (USD/Unit) and Gross Margin (2018-2023)
    Table 117. Royole Main Business and Markets Served
    Table 118. Royole Recent Developments/Updates
    Table 119. ANTVR Location-Based Entertainment VR Corporation Information
    Table 120. ANTVR Specification and Application
    Table 121. ANTVR Location-Based Entertainment VR Production (K Units), Value (US$ Million), Price (USD/Unit) and Gross Margin (2018-2023)
    Table 122. ANTVR Main Business and Markets Served
    Table 123. ANTVR Recent Developments/Updates
    Table 124. Homido Location-Based Entertainment VR Corporation Information
    Table 125. Homido Specification and Application
    Table 126. Homido Location-Based Entertainment VR Production (K Units), Value (US$ Million), Price (USD/Unit) and Gross Margin (2018-2023)
    Table 127. Homido Main Business and Markets Served
    Table 128. Homido Recent Developments/Updates
    Table 129. Exit Reality Location-Based Entertainment VR Corporation Information
    Table 130. Exit Reality Specification and Application
    Table 131. Exit Reality Location-Based Entertainment VR Production (K Units), Value (US$ Million), Price (USD/Unit) and Gross Margin (2018-2023)
    Table 132. Exit Reality Main Business and Markets Served
    Table 133. Exit Reality Recent Developments/Updates
    Table 134. Exit Reality Location-Based Entertainment VR Corporation Information
    Table 135. Springboard VR Specification and Application
    Table 136. Springboard VR Location-Based Entertainment VR Production (K Units), Value (US$ Million), Price (USD/Unit) and Gross Margin (2018-2023)
    Table 137. Springboard VR Main Business and Markets Served
    Table 138. Springboard VR Recent Developments/Updates
    Table 139. The Void Location-Based Entertainment VR Corporation Information
    Table 140. The Void Location-Based Entertainment VR Production (K Units), Value (US$ Million), Price (USD/Unit) and Gross Margin (2018-2023)
    Table 141. The Void Main Business and Markets Served
    Table 142. The Void Recent Developments/Updates
    Table 143. VRstudios Location-Based Entertainment VR Corporation Information
    Table 144. VRstudios Specification and Application
    Table 145. VRstudios Location-Based Entertainment VR Production (K Units), Value (US$ Million), Price (USD/Unit) and Gross Margin (2018-2023)
    Table 146. VRstudios Main Business and Markets Served
    Table 147. VRstudios Recent Developments/Updates
    Table 148. Hologate Location-Based Entertainment VR Corporation Information
    Table 149. Hologate Specification and Application
    Table 150. Hologate Location-Based Entertainment VR Production (K Units), Value (US$ Million), Price (USD/Unit) and Gross Margin (2018-2023)
    Table 151. Hologate Main Business and Markets Served
    Table 152. Hologate Recent Developments/Updates
    Table 153. Sandbox VR Location-Based Entertainment VR Corporation Information
    Table 154. Sandbox VR Specification and Application
    Table 155. Sandbox VR Location-Based Entertainment VR Production (K Units), Value (US$ Million), Price (USD/Unit) and Gross Margin (2018-2023)
    Table 156. Sandbox VR Main Business and Markets Served
    Table 157. Sandbox VR Recent Developments/Updates
    Table 158. Zero Latency Location-Based Entertainment VR Corporation Information
    Table 159. Zero Latency Specification and Application
    Table 160. Zero Latency Location-Based Entertainment VR Production (K Units), Value (US$ Million), Price (USD/Unit) and Gross Margin (2018-2023)
    Table 161. Zero Latency Main Business and Markets Served
    Table 162. Zero Latency Recent Developments/Updates
    Table 163. Dreamscape Location-Based Entertainment VR Corporation Information
    Table 164. Dreamscape Specification and Application
    Table 165. Dreamscape Location-Based Entertainment VR Production (K Units), Value (US$ Million), Price (USD/Unit) and Gross Margin (2018-2023)
    Table 166. Dreamscape Main Business and Markets Served
    Table 167. Dreamscape Recent Developments/Updates
    Table 168. Spaces Location-Based Entertainment VR Corporation Information
    Table 169. Spaces Specification and Application
    Table 170. Spaces Location-Based Entertainment VR Production (K Units), Value (US$ Million), Price (USD/Unit) and Gross Margin (2018-2023)
    Table 171. Spaces Main Business and Markets Served
    Table 172. Spaces Recent Developments/Updates
    Table 173. Key Raw Materials Lists
    Table 174. Raw Materials Key Suppliers Lists
    Table 175. Location-Based Entertainment VR Distributors List
    Table 176. Location-Based Entertainment VR Customers List
    Table 177. Location-Based Entertainment VR Market Trends
    Table 178. Location-Based Entertainment VR Market Drivers
    Table 179. Location-Based Entertainment VR Market Challenges
    Table 180. Location-Based Entertainment VR Market Restraints
    Table 181. Research Programs/Design for This Report
    Table 182. Key Data Information from Secondary Sources
    Table 183. Key Data Information from Primary Sources
List of Figures
    Figure 1. Product Picture of Location-Based Entertainment VR
    Figure 2. Global Location-Based Entertainment VR Market Value by Type, (US$ Million) & (2022 VS 2029)
    Figure 3. Global Location-Based Entertainment VR Market Share by Type: 2022 VS 2029
    Figure 4. VR Arcades Product Picture
    Figure 5. VR Escape Rooms Product Picture
    Figure 6. Free-Roaming VR Product Picture
    Figure 7. Global Location-Based Entertainment VR Market Value by Application, (US$ Million) & (2022 VS 2029)
    Figure 8. Global Location-Based Entertainment VR Market Share by Application: 2022 VS 2029
    Figure 9. Family Entertainment Center
    Figure 10. Theme Park
    Figure 11. Arcade
    Figure 12. Film Festival
    Figure 13. Others
    Figure 14. Global Location-Based Entertainment VR Production Value (US$ Million), 2018 VS 2022 VS 2029
    Figure 15. Global Location-Based Entertainment VR Production Value (US$ Million) & (2018-2029)
    Figure 16. Global Location-Based Entertainment VR Production (K Units) & (2018-2029)
    Figure 17. Global Location-Based Entertainment VR Average Price (USD/Unit) & (2018-2029)
    Figure 18. Location-Based Entertainment VR Report Years Considered
    Figure 19. Location-Based Entertainment VR Production Share by Manufacturers in 2022
    Figure 20. Location-Based Entertainment VR Market Share by Company Type (Tier 1, Tier 2, and Tier 3): 2018 VS 2022
    Figure 21. The Global 5 and 10 Largest Players: Market Share by Location-Based Entertainment VR Revenue in 2022
    Figure 22. Global Location-Based Entertainment VR Production Value by Region: 2018 VS 2022 VS 2029 (US$ Million)
    Figure 23. Global Location-Based Entertainment VR Production Value Market Share by Region: 2018 VS 2022 VS 2029
    Figure 24. Global Location-Based Entertainment VR Production Comparison by Region: 2018 VS 2022 VS 2029 (K Units)
    Figure 25. Global Location-Based Entertainment VR Production Market Share by Region: 2018 VS 2022 VS 2029
    Figure 26. North America Location-Based Entertainment VR Production Value (US$ Million) Growth Rate (2018-2029)
    Figure 27. Europe Location-Based Entertainment VR Production Value (US$ Million) Growth Rate (2018-2029)
    Figure 28. China Location-Based Entertainment VR Production Value (US$ Million) Growth Rate (2018-2029)
    Figure 29. Japan Location-Based Entertainment VR Production Value (US$ Million) Growth Rate (2018-2029)
    Figure 30. Global Location-Based Entertainment VR Consumption by Region: 2018 VS 2022 VS 2029 (K Units)
    Figure 31. Global Location-Based Entertainment VR Consumption Market Share by Region: 2018 VS 2022 VS 2029
    Figure 32. North America Location-Based Entertainment VR Consumption and Growth Rate (2018-2023) & (K Units)
    Figure 33. North America Location-Based Entertainment VR Consumption Market Share by Country (2018-2029)
    Figure 34. Canada Location-Based Entertainment VR Consumption and Growth Rate (2018-2023) & (K Units)
    Figure 35. U.S. Location-Based Entertainment VR Consumption and Growth Rate (2018-2023) & (K Units)
    Figure 36. Europe Location-Based Entertainment VR Consumption and Growth Rate (2018-2023) & (K Units)
    Figure 37. Europe Location-Based Entertainment VR Consumption Market Share by Country (2018-2029)
    Figure 38. Germany Location-Based Entertainment VR Consumption and Growth Rate (2018-2023) & (K Units)
    Figure 39. France Location-Based Entertainment VR Consumption and Growth Rate (2018-2023) & (K Units)
    Figure 40. U.K. Location-Based Entertainment VR Consumption and Growth Rate (2018-2023) & (K Units)
    Figure 41. Italy Location-Based Entertainment VR Consumption and Growth Rate (2018-2023) & (K Units)
    Figure 42. Russia Location-Based Entertainment VR Consumption and Growth Rate (2018-2023) & (K Units)
    Figure 43. Asia Pacific Location-Based Entertainment VR Consumption and Growth Rate (2018-2023) & (K Units)
    Figure 44. Asia Pacific Location-Based Entertainment VR Consumption Market Share by Regions (2018-2029)
    Figure 45. China Location-Based Entertainment VR Consumption and Growth Rate (2018-2023) & (K Units)
    Figure 46. Japan Location-Based Entertainment VR Consumption and Growth Rate (2018-2023) & (K Units)
    Figure 47. South Korea Location-Based Entertainment VR Consumption and Growth Rate (2018-2023) & (K Units)
    Figure 48. China Taiwan Location-Based Entertainment VR Consumption and Growth Rate (2018-2023) & (K Units)
    Figure 49. Southeast Asia Location-Based Entertainment VR Consumption and Growth Rate (2018-2023) & (K Units)
    Figure 50. India Location-Based Entertainment VR Consumption and Growth Rate (2018-2023) & (K Units)
    Figure 51. Latin America, Middle East & Africa Location-Based Entertainment VR Consumption and Growth Rate (2018-2023) & (K Units)
    Figure 52. Latin America, Middle East & Africa Location-Based Entertainment VR Consumption Market Share by Country (2018-2029)
    Figure 53. Mexico Location-Based Entertainment VR Consumption and Growth Rate (2018-2023) & (K Units)
    Figure 54. Brazil Location-Based Entertainment VR Consumption and Growth Rate (2018-2023) & (K Units)
    Figure 55. Turkey Location-Based Entertainment VR Consumption and Growth Rate (2018-2023) & (K Units)
    Figure 56. GCC Countries Location-Based Entertainment VR Consumption and Growth Rate (2018-2023) & (K Units)
    Figure 57. Global Production Market Share of Location-Based Entertainment VR by Type (2018-2029)
    Figure 58. Global Production Value Market Share of Location-Based Entertainment VR by Type (2018-2029)
    Figure 59. Global Location-Based Entertainment VR Price (USD/Unit) by Type (2018-2029)
    Figure 60. Global Production Market Share of Location-Based Entertainment VR by Application (2018-2029)
    Figure 61. Global Production Value Market Share of Location-Based Entertainment VR by Application (2018-2029)
    Figure 62. Global Location-Based Entertainment VR Price (USD/Unit) by Application (2018-2029)
    Figure 63. Location-Based Entertainment VR Value Chain
    Figure 64. Location-Based Entertainment VR Production Process
    Figure 65. Channels of Distribution (Direct Vs Distribution)
    Figure 66. Distributors Profiles
    Figure 67. Bottom-up and Top-down Approaches for This Report
    Figure 68. Data Triangulation
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