The zero-gravity entertainment market size is expected to see rapid growth in the next few years. It will grow to $3.28 billion in 2030 at a compound annual growth rate (CAGR) of 12.8%. The growth in the forecast period can be attributed to rising demand for immersive entertainment, increasing investments in experiential leisure infrastructure, growing educational use of simulation-based learning, expansion of urban indoor entertainment centers, partnerships between entertainment brands and aerospace firms. Major trends in the forecast period include experiential entertainment and edutainment convergence, celebrity and brand-led zero-gravity performances, expansion of indoor zero-gravity simulators, customizable and personalized floating experiences, integration of zero-gravity concepts in wellness and fitness.
The increasing demand for new and immersive forms of entertainment is expected to fuel the growth of the zero-gravity entertainment market in the coming years. Immersive entertainment, which blends physical, digital, and interactive elements to create realistic or imaginative worlds, is becoming more popular. This form of media captivates the senses and emotions, offering experiences that engage users on multiple levels. With advancements in virtual reality (VR) and augmented reality (AR), immersive entertainment now provides highly interactive experiences that seamlessly combine the digital and real worlds. These technologies also enhance zero-gravity experiences by offering realistic simulations of weightlessness. As a result, VR and AR make zero-gravity environments more accessible and appealing to a broader audience. For instance, in April 2024, the University of North Carolina School of the Arts projected that immersive entertainment would see rapid global growth, estimating it would generate $426 billion by 2030. Consequently, the growing demand for innovative and immersive entertainment is propelling the expansion of the zero-gravity entertainment market.
Leading companies in the zero-gravity entertainment market are developing advanced products, such as zero-gravity gaming chairs, to improve user immersion and elevate the overall interactive entertainment experience. These ergonomic chairs are designed to recline and evenly distribute body weight, reducing spinal pressure for enhanced comfort. For example, in March 2024, Cluvens, a China-based manufacturer of high-end ergonomic reclining workstations, unveiled its innovative Scorpion IW-SK Zero-Gravity Gaming Chair. This futuristic chair, which takes the form of a scorpion, features a motorized tail for mounting monitors and six sturdy legs for added stability. Weighing 265 pounds and measuring 65 inches long, 47 inches wide, and 82 inches tall when fully extended, it offers six adjustable zero-gravity positions, allowing users to recline up to 170 degrees for gaming, working, or even relaxing.
In May 2024, Zero Gravity Corporation, a US-based provider of zero-gravity entertainment, entered into a partnership with The Interstellar Group to expand parabolic flight experiences and research in Asia. This collaboration combines Zero-G’s technical expertise and pilot training with Interstellar’s local infrastructure and regulatory support to introduce zero-gravity experiences in Asia. The partnership aims to launch Zero Gravity Asia operations in South Korea by 2026, advancing both zero-gravity entertainment and the emerging field of space tourism. Interstellar Group, a Netherlands-based company, specializes in experiential space travel and innovative space tourism solutions.
Major companies operating in the zero-gravity entertainment market are Space Perspective, World View Enterprises, Virgin Galactic, Zero Gravity Corporation, Space Adventures, MiGFlug, Incredible Adventures, BigCityBeats, Space Entertainment Enterprises SEE, Zero Gravity Dance Company, Axiom Space, Blue Abyss, Star Harbor Space Academy, SpaceVIP, Space Tourism Society, Celestial Cruises, Orion Span, Orbital Assembly Corporation, Space Perspective Voyages, Space Experience Curacao, Zero Gravity Corporation Europe, Space Adventures Limited, Aurora Flight Sciences, Boom Supersonic, Stratolaunch.
North America was the largest region in the zero-gravity entertainment market in 2025. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the zero-gravity entertainment market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the zero-gravity entertainment market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The zero-gravity entertainment market consists of revenues earned by entities by providing services such as parabolic flight experiences, weightlessness training programs, and zero-gravity dance or music events. The market value includes the value of related goods sold by the service provider or included within the service offering. The zero-gravity entertainment market consists of sales of space-themed interactive display units and control consoles, virtual reality headsets and motion tracking gear, and parabolic aircraft. Values in this market are ‘factory gate’ values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
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Table of Contents
Executive Summary
Zero-Gravity Entertainment Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses zero-gravity entertainment market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Description
Where is the largest and fastest growing market for zero-gravity entertainment? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The zero-gravity entertainment market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market. This section also examines key products and services offered in the market, evaluates brand-level differentiation, compares product features, and highlights major innovation and product development trends.
- The supply chain analysis section provides an overview of the entire value chain, including key raw materials, resources, and supplier analysis. It also provides a list competitor at each level of the supply chain.
- The updated trends and strategies section analyses the shape of the market as it evolves and highlights emerging technology trends such as digital transformation, automation, sustainability initiatives, and AI-driven innovation. It suggests how companies can leverage these advancements to strengthen their market position and achieve competitive differentiation.
- The regulatory and investment landscape section provides an overview of the key regulatory frameworks, regularity bodies, associations, and government policies influencing the market. It also examines major investment flows, incentives, and funding trends shaping industry growth and innovation.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
- The total addressable market (TAM) analysis section defines and estimates the market potential compares it with the current market size, and provides strategic insights and growth opportunities based on this evaluation.
- The market attractiveness scoring section evaluates the market based on a quantitative scoring framework that considers growth potential, competitive dynamics, strategic fit, and risk profile. It also provides interpretive insights and strategic implications for decision-makers.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
- Expanded geographical coverage includes Taiwan and Southeast Asia, reflecting recent supply chain realignments and manufacturing shifts in the region. This section analyzes how these markets are becoming increasingly important hubs in the global value chain.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The company scoring matrix section evaluates and ranks leading companies based on a multi-parameter framework that includes market share or revenues, product innovation, and brand recognition.
Report Scope
Markets Covered:
1) By Product Type: Virtual Reality Experiences; Augmented Reality Experiences; Zero-Gravity Rides; Zero-Gravity Sports; Other Product Types2) By Age Group: Children; Teenagers; Adults
3) By Distribution Channel: Online Platforms; Offline Stores
4) By Application: Amusement Parks; Gaming Centers; Themed Attractions; Educational Institutions; Other Applications
Subsegments:
1) By Virtual Reality Experiences: Space Exploration Simulations; Zero-Gravity Gaming; Immersive Training Modules; Educational Virtual Reality (VR) Tours; Virtual Concerts2) By Augmented Reality Experiences: Interactive Space-Themed Apps; Augmented Reality (AR) Fitness Experiences; Educational Overlays; Zero-Gravity Museum Exhibits; Augmented Reality (AR)-Enabled Storytelling
3) By Zero-Gravity Rides: Parabolic Flight Tours; Indoor Free-Fall Simulators; Space Capsule Simulators; Vertical Wind Tunnels; Amusement Park Zero-G Rides
4) By Zero-Gravity Sports: Microgravity Basketball; Floating Obstacle Courses; Space Yoga and Fitness; Zero-G Soccer; Aerial Combat Games
5) By Other Product Types: Zero-Gravity Dining; Immersive Art Installations; Floating Theaters; Zero-G Fashion Shows; Sensory Wellness Experiences
Companies Mentioned: Space Perspective; World View Enterprises; Virgin Galactic; Zero Gravity Corporation; Space Adventures; MiGFlug; Incredible Adventures; BigCityBeats; Space Entertainment Enterprises SEE; Zero Gravity Dance Company; Axiom Space; Blue Abyss; Star Harbor Space Academy; SpaceVIP; Space Tourism Society; Celestial Cruises; Orion Span; Orbital Assembly Corporation; Space Perspective Voyages; Space Experience Curacao; Zero Gravity Corporation Europe; Space Adventures Limited; Aurora Flight Sciences; Boom Supersonic; Stratolaunch
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Taiwan; Russia; South Korea; UK; USA; Canada; Italy; Spain.
Regions: Asia-Pacific; South East Asia; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: Word, PDF or Interactive Report + Excel Dashboard
Added Benefits:
- Bi-Annual Data Update
- Customisation
- Expert Consultant Support
Companies Mentioned
The companies featured in this Zero-Gravity Entertainment market report include:- Space Perspective
- World View Enterprises
- Virgin Galactic
- Zero Gravity Corporation
- Space Adventures
- MiGFlug
- Incredible Adventures
- BigCityBeats
- Space Entertainment Enterprises SEE
- Zero Gravity Dance Company
- Axiom Space
- Blue Abyss
- Star Harbor Space Academy
- SpaceVIP
- Space Tourism Society
- Celestial Cruises
- Orion Span
- Orbital Assembly Corporation
- Space Perspective Voyages
- Space Experience Curacao
- Zero Gravity Corporation Europe
- Space Adventures Limited
- Aurora Flight Sciences
- Boom Supersonic
- Stratolaunch
Table Information
| Report Attribute | Details |
|---|---|
| No. of Pages | 250 |
| Published | January 2026 |
| Forecast Period | 2026 - 2030 |
| Estimated Market Value ( USD | $ 2.03 Billion |
| Forecasted Market Value ( USD | $ 3.28 Billion |
| Compound Annual Growth Rate | 12.8% |
| Regions Covered | Global |
| No. of Companies Mentioned | 26 |


