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Location Based VR Market ) -Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2019-2027

  • ID: 4851089
  • Report
  • May 2019
  • Region: Global
  • 225 Pages
  • Transparency Market Research
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Location Based VR Market: Overview

The location based VR market report provides analysis for the period 2017–2027, wherein the period from 2019 to 2027 is the forecast period and 2018 is the base year. The report covers all the major trends and technologies playing an influential role in the expansion of the market during the forecast period. It also highlights the market dynamics, which comprise drivers, restraints, and opportunities, for the analysis of market growth during the said period. Connectivity requirement analysis is also provided in the research scope. The study provides a complete perspective on the evolution of the global location based VR market throughout the above mentioned forecast period in terms of revenue (US$ Mn). 

The market overview section of the report demonstrates market dynamics such as drivers, restraints, and opportunities that influence the current nature and future status of this market, besides the challenges of the market. The market overview section also includes connectivity requirement analysis based on connection requirement for the VR devices such as WiFi connectivity, 4G, and 5G. Additionally, market attractiveness analysis has been provided for every segment in the report, in order to offer a thorough understanding of the overall scenario in the location based VR market. The report also provides an overview of various strategies adopted by key players present in the market.

Global Location Based VR Market: Scope of the Report 

The report also highlights the competitive landscape of the market, positioning all the major players according to their presence in different regions of the world, and initiated by them in the market. The comprehensive location based VR market estimates are the result of our in-depth secondary research, primary interviews, and in-house expert panel reviews. These market estimates have been analyzed by taking into account the impact of different political, social, economic, and technological factors along with the current market dynamics affecting the location based VR market growth. 

This report provides all the essential information required to understand the key developments in the location based VR market and growth trends of each segment and region. It also includes companies’ strategies, business overview, business portfolio, and financial information, under the company profile section. Furthermore, the Porter’s five forces analysis explains the five forces, namely, buyers bargaining power, suppliers bargaining power, threat of new entrants, threat of substitutes, and degree of competition in the location based VR market. This report also provides a comprehensive ecosystem analysis of the market. It explains the various participants, including software & platform vendors, system integrators, intermediaries, and end-users within the ecosystem of the market.  

Global Location Based VR Market: Research Methodology 

The research methodology is a perfect combination of primary research, secondary research, and expert panel reviews. Secondary research sources such as annual reports, company websites, broker reports, financial reports, SEC filings and investor presentations, national government documents, internal and external proprietary databases, statistical databases, relevant patent and regulatory databases, market reports, government publications, statistical databases, World Bank database, and industry white papers are referred. 

Primary research involves telephonic interviews, e-mail interactions, and face-to-face interviews for detailed and unbiased reviews on the location based VR market, across geographies. Primary interviews are usually conducted on an ongoing basis with industry experts and participants in order to get latest market insights and validate the existing data and analysis. Primary interviews offer firsthand information on important factors such as market trends, market size, competitive landscape, growth trends, outlook etc. These factors help to validate and strengthen secondary research findings and also help to develop the analysis team’s expertise and market understanding. Moreover, the data collected and analyzed from secondary and primary research is again discussed and examined by our expert panel. 

Global Location Based VR Market: Competitive Dynamics

The research study includes profiles of leading companies operating in the global location based VR market. Key players profiled include Appentus Technologies, BidOn Games Studio, Cortex, Craftars, Google, LLC, HQSoftware, HTC Corporation, Huawei Technologies Co., Ltd., Intel Corporation, MOFABLES, NEXT NOW, INC., Oculus VR, and ScienceSoft USA Corporation. 

Note: Product cover images may vary from those shown
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1. Preface
1.1. Market Scope
1.2. Market Segmentation
1.3. Key Research Objectives

2. Assumptions and Research Methodology
2.1. Market Taxonomy - Segment Definitions
2.2. Research Methodology
2.2.1. List of Primary and Secondary Sources
2.3. Key Assumptions for Data Modelling

3. Executive Summary: Global Location Based VR Market

4. Market Overview
4.1. Introduction
4.2. Global Market - Macro Economic Factors Overview
4.2.1. Global ICT Spending (US$ Mn), 2013, 2019, 2027
4.2.2. Key Regional Socio-Political-Technological Developments and their Impact Considerations
4.3. Market Factor Analysis
4.3.1. Porter’s Five Forces Analysis
4.3.2. PESTEL Analysis
4.3.3. Value Chain Analysis
4.3.4. Market Dynamics (Growth Influencers)
4.3.4.1. Drivers
4.3.4.2. Restraints
4.3.4.3. Opportunities
4.3.4.4. Impact Analysis of Drivers & Restraints
4.4. Regulations and Policies
4.5. Technology Roadmap
4.6. Connectivity Requirement Analysis
4.6.1. WiFi Connectivity
4.6.2. 5G
4.7. Global Location Based VR Market Analysis and Forecast, 2012-2026
4.7.1. Market Revenue Analysis (US$ Mn)
4.7.1.1. Historic Growth Trends, 2013-2018
4.7.1.2. Forecast Trends, 2019-2027
4.8. Market Opportunity Analysis - By Region (Global/North America/Europe/Asia Pacific/Middle East & Africa/South America)
4.8.1. By Component
4.8.2. By End-use
4.8.3. By Application
4.8.4. By Technology Type
4.9. Competitive Scenario and Trends
4.9.1. Location Based VR Market Concentration Rate
4.9.1.1. List of New Entrants
4.9.2. Mergers & Acquisitions, Expansions
4.10. Market Outlook

5. Global Location Based VR Market Analysis and Forecast, by Component
5.1. Overview and Definitions
5.2. Key Segment Analysis
5.3. Global Location Based VR Market Revenue (US$ Mn) Forecast, by Component, 2017-2027
5.3.1. Hardware (Mn Units)
5.3.1.1. Head Mounted Display
5.3.1.2. Head up Displays
5.3.1.3. Glasses
5.3.1.4. Sensor/Input
5.3.1.5. Camera
5.3.2. Software

6. Global Location Based VR Market Analysis and Forecast, by End-use
6.1. Overview
6.2. Key Segment Analysis
6.3. Global Location Based VR Market Revenue (US$ Mn) Forecast, by End-use 2017-2027
6.3.1. Amusement Park
6.3.2. Themed Attraction
6.3.3. 4D Films
6.3.4. Games
6.3.5. Automotive
6.3.6. Retail & Transport

7. Global Location Based VR Market Analysis and Forecast, by Application
7.1. Overview
7.2. Key Segment Analysis
7.3. Global Location Based VR Market Revenue (US$ Mn) Forecast, by Application, 2017-2027
7.3.1. Entertainment
7.3.2. Gaming
7.3.3. Media
7.3.4. Training/ Simulation
7.3.5. Navigation
7.3.6. Sales

8. Global Location Based VR Market Analysis and Forecast, by Technology Type
8.1. Overview
8.2. Key Segment Analysis
8.3. Global Location Based VR Market Revenue (US$ Mn) Forecast, by Technology Type, 2017-2027
8.3.1. 2-Dimensional (2D)
8.3.2. 3-Dimensional (3D)
8.3.3. Cloud Merged Reality (CMR)

9. Global Location Based VR Market Analysis and Forecast, by Region
9.1. Overview
9.2. Key Segment Analysis
9.3. Global Location Based VR Market Revenue (US$ Mn) Forecast, by Region, 2017-2027
9.3.1. North America
9.3.2. Europe
9.3.3. Asia Pacific
9.3.4. Middle East & Africa
9.3.5. South America

10. North America Location Based VR Market Analysis and Forecast
10.1. Key Findings
10.2. Impact Analysis of Drivers and Restraints
10.3. North America Location Based VR Market Revenue (US$ Mn) Forecast, by Component, 2017-2027
10.3.1. Hardware (Mn Units)
10.3.1.1. Head Mounted Display
10.3.1.2. Head up Displays
10.3.1.3. Glasses
10.3.1.4. Sensor/Input
10.3.1.5. Camera
10.3.2. Software
10.4. North America Location Based VR Market Revenue (US$ Mn) Forecast, by End-use 2017-2027
10.4.1. Amusement Park
10.4.2. Themed Attraction
10.4.3. 4D Films
10.4.4. Games
10.4.5. Automotive
10.4.6. Retail & Transport
10.5. North America Location Based VR Market Revenue (US$ Mn) Forecast, by Application, 2017-2027
10.5.1. Entertainment
10.5.2. Gaming
10.5.3. Media
10.5.4. Training/ Simulation
10.5.5. Navigation
10.5.6. Sales
10.6. North America Location Based VR Market Revenue (US$ Mn) Forecast, by Technology Type, 2017-2027
10.6.1. 2-Dimensional (2D)
10.6.2. 3-Dimensional (3D)
10.6.3. Cloud Merged Reality (CMR)
10.7. North America Location Based VR Market Revenue (US$ Mn) Forecast, by Country, 2017-2027
10.7.1. The U.S.
10.7.2. Canada
10.7.3. Rest of North America

11. Europe Location Based VR Market Analysis and Forecast
11.1. Key Findings
11.2. Impact Analysis of Drivers and Restraints
11.3. Europe Location Based VR Market Revenue (US$ Mn) Forecast, by Component, 2017-2027
11.3.1. Hardware (Mn Units)
11.3.1.1. Head Mounted Display
11.3.1.2. Head up Displays
11.3.1.3. Glasses
11.3.1.4. Sensor/Input
11.3.1.5. Camera
11.3.2. Software
11.4. Europe Location Based VR Market Revenue (US$ Mn) Forecast, by End-use 2017-2027
11.4.1. Amusement Park
11.4.2. Themed Attraction
11.4.3. 4D Films
11.4.4. Games
11.4.5. Automotive
11.4.6. Retail & Transport
11.5. Europe Location Based VR Market Revenue (US$ Mn) Forecast, by Application, 2017-2027
11.5.1. Entertainment
11.5.2. Gaming
11.5.3. Media
11.5.4. Training/ Simulation
11.5.5. Navigation
11.5.6. Sales
11.6. Europe Location Based VR Market Revenue (US$ Mn) Forecast, by Technology Type, 2017-2027
11.6.1. 2-Dimensional (2D)
11.6.2. 3-Dimensional (3D)
11.6.3. Cloud Merged Reality (CMR)
11.7. Europe Location Based VR Market Revenue (US$ Mn) Forecast, by Country/Sub-region, 2017-2027
11.7.1. Germany
11.7.2. France
11.7.3. U.K.
11.7.4. Rest of Europe

12. Asia Pacific Location Based VR Market Analysis and Forecast
12.1. Key Findings
12.2. Impact Analysis of Drivers and Restraints
12.3. Asia Pacific Location Based VR Market Revenue (US$ Mn) Forecast, by Component, 2017-2027
12.3.1. Hardware (Mn Units)
12.3.1.1. Head Mounted Display
12.3.1.2. Head up Displays
12.3.1.3. Glasses
12.3.1.4. Sensor/Input
12.3.1.5. Camera
12.3.2. Software
12.4. Asia Pacific Location Based VR Market Revenue (US$ Mn) Forecast, by End-use 2017-2027
12.4.1. Amusement Park
12.4.2. Themed Attraction
12.4.3. 4D Films
12.4.4. Games
12.4.5. Automotive
12.4.6. Retail & Transport
12.5. Asia Pacific Location Based VR Market Revenue (US$ Mn) Forecast, by Application, 2017-2027
12.5.1. Entertainment
12.5.2. Gaming
12.5.3. Media
12.5.4. Training/ Simulation
12.5.5. Navigation
12.5.6. Sales
12.6. Asia Pacific Location Based VR Market Revenue (US$ Mn) Forecast, by Technology Type, 2017-2027
12.6.1. 2-Dimensional (2D)
12.6.2. 3-Dimensional (3D)
12.6.3. Cloud Merged Reality (CMR)
12.7. Asia Pacific Location Based VR Market Revenue (US$ Mn) Forecast, by Country/Sub-region, 2017-2027
12.7.1. China
12.7.2. India
12.7.3. Japan
12.7.4. Rest of Asia Pacific

13. Middle East & Africa (MEA) Location Based VR Market Analysis and Forecast
13.1. Key Findings
13.2. Impact Analysis of Drivers and Restraints
13.3. Middle East & Africa Location Based VR Market Revenue (US$ Mn) Forecast, by Component, 2017-2027
13.3.1. Hardware (Mn Units)
13.3.1.1. Head Mounted Display
13.3.1.2. Head up Displays
13.3.1.3. Glasses
13.3.1.4. Sensor/Input
13.3.1.5. Camera
13.3.2. Software
13.4. Middle East & Africa Location Based VR Market Revenue (US$ Mn) Forecast, by End-use 2017-2027
13.4.1. Amusement Park
13.4.2. Themed Attraction
13.4.3. 4D Films
13.4.4. Games
13.4.5. Automotive
13.4.6. Retail & Transport
13.5. Middle East & Africa Location Based VR Market Revenue (US$ Mn) Forecast, by Application, 2017-2027
13.5.1. Entertainment
13.5.2. Gaming
13.5.3. Media
13.5.4. Training/ Simulation
13.5.5. Navigation
13.5.6. Sales
13.6. Middle East & Africa Location Based VR Market Revenue (US$ Mn) Forecast, by Technology Type, 2017-2027
13.6.1. 2-Dimensional (2D)
13.6.2. 3-Dimensional (3D)
13.6.3. Cloud Merged Reality (CMR)
13.7. Middle East & Africa Location Based VR Market Revenue (US$ Mn) Forecast, by Country/Sub-region, 2017-2027
13.7.1. GCC Countries
13.7.2. South Africa
13.7.3. Rest of Middle East & Africa

14. South America Location Based VR Market Analysis and Forecast
14.1. Key Findings
14.2. Impact Analysis of Drivers and Restraints
14.3. South America Location Based VR Market Revenue (US$ Mn) Forecast, by Component, 2017-2027
14.3.1. Hardware (Mn Units)
14.3.1.1. Head Mounted Display
14.3.1.2. Head up Displays
14.3.1.3. Glasses
14.3.1.4. Sensor/Input
14.3.1.5. Camera
14.3.2. Software
14.4. South America Location Based VR Market Revenue (US$ Mn) Forecast, by End-use 2017-2027
14.4.1. Amusement Park
14.4.2. Themed Attraction
14.4.3. 4D Films
14.4.4. Games
14.4.5. Automotive
14.4.6. Retail & Transport
14.5. South America Location Based VR Market Revenue (US$ Mn) Forecast, by Application, 2017-2027
14.5.1. Entertainment
14.5.2. Gaming
14.5.3. Media
14.5.4. Training/ Simulation
14.5.5. Navigation
14.5.6. Sales
14.6. South America Location Based VR Market Revenue (US$ Mn) Forecast, by Technology Type, 2017-2027
14.6.1. 2-Dimensional (2D)
14.6.2. 3-Dimensional (3D)
14.6.3. Cloud Merged Reality (CMR)
14.7. South America Location Based VR Market Revenue (US$ Mn) Forecast, by Country/Sub-region, 2017-2027
14.7.1. Brazil
14.7.2. Rest of South America

15. Competition Landscape
15.1. Market Player - Competition Matrix
15.2. Market Share Analysis (%), by Company (2017)

16. Company Profiles (Details - Business Overview, Sales Area/Geographical Presence, and Strategy)
16.1. Eon Reality Inc.
16.1.1. Business Overview
16.1.2. Business segment
16.1.3. Financial
16.1.4. Strategy
16.2. Google, LLC
16.2.1. Business Overview
16.2.2. Business segment
16.2.3. Financial
16.2.4. Strategy
16.3. HQSoftware
16.3.1. Business Overview
16.3.2. Business segment
16.3.3. Financial
16.3.4. Strategy
16.4. HTC Corporation
16.4.1. Business Overview
16.4.2. Business segment
16.4.3. Financial
16.4.4. Strategy
16.5. Huawei Technologies Co., Ltd.
16.5.1. Business Overview
16.5.2. Business segment
16.5.3. Financial
16.5.4. Strategy
16.6. Intel Corporation
16.6.1. Business Overview
16.6.2. Business segment
16.6.3. Financial
16.6.4. Strategy
16.7. Microsoft Corporation
16.7.1. Business Overview
16.7.2. Business segment
16.7.3. Financial
16.7.4. Strategy
16.8. Oculus VR
16.8.1. Business Overview
16.8.2. Business segment
16.8.3. Financial
16.8.4. Strategy
16.9. Samsung Electronics Co., Ltd.
16.9.1. Business Overview
16.9.2. Business segment
16.9.3. Financial
16.9.4. Strategy
16.10. Sony Interactive Entertainment LLC
16.10.1. Business Overview
16.10.2. Business segment
16.10.3. Financial
16.10.4. Strategy

17. Key Takeaways
Note: Product cover images may vary from those shown
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