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Location-based Virtual Reality - Global Strategic Business Report

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    Report

  • 270 Pages
  • July 2025
  • Region: Global
  • Global Industry Analysts, Inc
  • ID: 6110142
The global market for Location-based Virtual Reality was valued at US$1.5 Billion in 2024 and is projected to reach US$7.2 Billion by 2030, growing at a CAGR of 29.3% from 2024 to 2030. This comprehensive report provides an in-depth analysis of market trends, drivers, and forecasts, helping you make informed business decisions. The report includes the most recent global tariff developments and how they impact the Location-based Virtual Reality market.

Global Location-Based Virtual Reality Market - Key Trends & Drivers Summarized

Why Is Location-Based VR Experiencing a Commercial and Technological Resurgence?

Location-based virtual reality (LBVR) is redefining the boundaries of immersive entertainment by offering highly realistic, interactive, and socially engaging experiences in dedicated physical venues. As the gaming, entertainment, tourism, and education sectors seek out new monetization strategies, LBVR emerges as a compelling solution that merges real-world physicality with digital immersion. Unlike at-home VR, which remains constrained by cost, space, and limited motion tracking, LBVR facilities can deploy high-end headsets, motion simulators, haptic suits, and 4D environmental effects to deliver multisensory experiences that captivate both gamers and non-gamers alike.

Post-pandemic, there has been a significant rebound in out-of-home entertainment, with LBVR arcades, VR escape rooms, theme parks, and cinematic experiences witnessing a return in footfall. The physical nature of LBVR offers a shared, social dimension that personal VR setups lack, making it particularly attractive for families, tourists, and group events. This demand is further fueled by the rising popularity of “experiential entertainment,” where consumers seek emotional and sensory engagement rather than passive content consumption. As a result, mall operators, theaters, amusement parks, and retail chains are integrating LBVR zones to enhance foot traffic and dwell times.

How Are Technology Enhancements Elevating User Engagement in LBVR?

LBVR is evolving through the fusion of spatial computing, motion tracking, AI, and sensory augmentation. Cutting-edge facilities now employ full-body tracking systems, free-roam arenas, and warehouse-scale maps that allow players to physically walk, crouch, and interact with digital environments in real-time. Optical motion capture, inertial sensors, and LIDAR technologies provide hyper-accurate body positioning, minimizing motion sickness and enhancing immersion. Leading equipment manufacturers are introducing lighter, wireless VR headsets with 6DoF (six degrees of freedom) and inside-out tracking, eliminating the need for external sensors or wired constraints.

Environmental storytelling is being elevated through multisensory cues-such as wind, scent, vibration floors, and temperature control-synchronized with game narratives. AI-driven NPCs (non-playable characters) are enabling more adaptive and intelligent gameplay, responding in real time to user choices and group behavior. Moreover, content creators are increasingly using Unreal Engine and Unity to build hyper-realistic, interactive simulations across genres-ranging from sci-fi combat and historical reenactments to disaster training and virtual tourism.

LBVR is also benefiting from the convergence of extended reality (XR) and real-time photogrammetry, enabling digital overlays of actual venues to create mixed-reality environments. These advances are unlocking new applications beyond gaming, such as immersive education, military and first responder training, virtual concerts, and museum exhibits. Additionally, cloud VR streaming and edge computing are being piloted to support high-fidelity rendering without bulky on-site processing hardware. These innovations are rapidly transforming LBVR into a versatile platform for immersive, high-impact experiences.

Which Business Models and Deployment Environments Are Expanding LBVR Footprints?

The LBVR ecosystem is diversifying in terms of business models, installation formats, and content offerings. Multiplex cinema operators and shopping malls are integrating turnkey VR pods and motion simulator rides to monetize idle floor space and attract footfall. Pop-up LBVR installations at events, festivals, and airports are gaining popularity due to their portability and ease of deployment. Additionally, franchise-based VR arcades and free-roam VR arenas are expanding across urban centers in North America, Europe, and Asia, offering scalable options for operators without in-house technical capabilities.

Licensing agreements between VR content studios and venue operators are enabling the rapid rollout of high-quality experiences while mitigating upfront development costs. Subscription-based models are emerging for education and corporate training modules, where institutions pay for access to evolving VR curricula hosted in LBVR labs. In parallel, hybrid setups that combine e-sports, LBVR gaming, and social lounges are targeting the youth demographic by offering high-octane, communal experiences.

Tourism boards and cultural heritage organizations are adopting LBVR to recreate inaccessible historical landmarks and immersive tours, especially in post-COVID recovery strategies. Meanwhile, brands are leveraging LBVR for experiential marketing campaigns, allowing customers to engage with products in virtual environments. Industrial training centers and defense agencies are installing LBVR systems to simulate hazardous scenarios that are difficult or dangerous to replicate in reality. These multifaceted deployments are creating a robust foundation for LBVR to become a staple of both entertainment and enterprise solutions.

What Is Fueling Growth in the Location-Based Virtual Reality Market Globally?

The growth in the global location-based virtual reality market is driven by several factors, including rising consumer appetite for experiential entertainment, technological advances in immersive hardware and software, and increasing deployment across diverse sectors. The ability of LBVR to deliver high-fidelity, group-based, and multi-sensory experiences positions it as a key differentiator in a saturated entertainment landscape. Urbanization and the resurgence of out-of-home leisure activities post-COVID are contributing to increased investment in VR arcades and free-roam centers.

Corporate use cases are expanding rapidly as businesses recognize the effectiveness of immersive training for skill development, safety drills, and simulation-based learning. Educational institutions are also embracing LBVR to create engaging STEM modules, virtual field trips, and collaborative learning environments. At the same time, equipment cost reductions and the availability of standardized platform solutions are making LBVR more accessible to mid-sized operators and new markets in Latin America, Southeast Asia, and the Middle East.

The rise of immersive storytelling, gamification, and real-time multiplayer interactions is enhancing user retention and repeat visits in commercial LBVR spaces. Strategic partnerships between hardware vendors, content studios, and venue owners are enabling faster scaling and innovation. As global brands, telecom companies, and municipalities invest in spatial computing infrastructure, the LBVR market is poised for continued expansion, becoming a vital bridge between digital experiences and real-world engagement.

Scope of the Report

The report analyzes the Location-based Virtual Reality market, presented in terms of market value (USD). The analysis covers the key segments and geographic regions outlined below:
  • Segments: Component (Hardware Component, Software Component); Application (VR Arcades Application, VR Theme Parks Application, VR Cinemas Application).
  • Geographic Regions/Countries: World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; Spain; Russia; and Rest of Europe); Asia-Pacific (Australia; India; South Korea; and Rest of Asia-Pacific); Latin America (Argentina; Brazil; Mexico; and Rest of Latin America); Middle East (Iran; Israel; Saudi Arabia; United Arab Emirates; and Rest of Middle East); and Africa.

Key Insights:

  • Market Growth: Understand the significant growth trajectory of the Hardware Component segment, which is expected to reach US$4.0 Billion by 2030 with a CAGR of a 26.2%. The Software Component segment is also set to grow at 34.4% CAGR over the analysis period.
  • Regional Analysis: Gain insights into the U.S. market, valued at $418.0 Million in 2024, and China, forecasted to grow at an impressive 37.9% CAGR to reach $1.8 Billion by 2030. Discover growth trends in other key regions, including Japan, Canada, Germany, and the Asia-Pacific.

Why You Should Buy This Report:

  • Detailed Market Analysis: Access a thorough analysis of the Global Location-based Virtual Reality Market, covering all major geographic regions and market segments.
  • Competitive Insights: Get an overview of the competitive landscape, including the market presence of major players across different geographies.
  • Future Trends and Drivers: Understand the key trends and drivers shaping the future of the Global Location-based Virtual Reality Market.
  • Actionable Insights: Benefit from actionable insights that can help you identify new revenue opportunities and make strategic business decisions.

Key Questions Answered:

  • How is the Global Location-based Virtual Reality Market expected to evolve by 2030?
  • What are the main drivers and restraints affecting the market?
  • Which market segments will grow the most over the forecast period?
  • How will market shares for different regions and segments change by 2030?
  • Who are the leading players in the market, and what are their prospects?

Report Features:

  • Comprehensive Market Data: Independent analysis of annual sales and market forecasts in US$ Million from 2024 to 2030.
  • In-Depth Regional Analysis: Detailed insights into key markets, including the U.S., China, Japan, Canada, Europe, Asia-Pacific, Latin America, Middle East, and Africa.
  • Company Profiles: Coverage of players such as AMP Creative, Backlight Studios, Ballast VR, Dreamscape Immersive, EXIT Reality and more.
  • Complimentary Updates: Receive free report updates for one year to keep you informed of the latest market developments.

Some of the 36 companies featured in this Location-based Virtual Reality market report include:

  • AMP Creative
  • Backlight Studios
  • Ballast VR
  • Dreamscape Immersive
  • EXIT Reality
  • Felix & Paul Studios
  • Hologate
  • HOLOGRAPH
  • IMAX VR
  • INOWIZE
  • Jurassic VR Park
  • Minority Media
  • Neurogaming
  • Sandbox VR
  • Spaces (now Apple)
  • The VOID
  • Tyffon
  • Virtuix Omni Arena
  • VRstudios
  • Zero Latency VR

This edition integrates the latest global trade and economic shifts into comprehensive market analysis. Key updates include:

  • Tariff and Trade Impact: Insights into global tariff negotiations across 180+ countries, with analysis of supply chain turbulence, sourcing disruptions, and geographic realignment. Special focus on 2025 as a pivotal year for trade tensions, including updated perspectives on the Trump-era tariffs.
  • Adjusted Forecasts and Analytics: Revised global and regional market forecasts through 2030, incorporating tariff effects, economic uncertainty, and structural changes in globalization. Includes historical analysis from 2015 to 2023.
  • Strategic Market Dynamics: Evaluation of revised market prospects, regional outlooks, and key economic indicators such as population and urbanization trends.
  • Innovation & Technology Trends: Latest developments in product and process innovation, emerging technologies, and key industry drivers shaping the competitive landscape.
  • Competitive Intelligence: Updated global market share estimates for 2025 (E), competitive positioning of major players (Strong/Active/Niche/Trivial), and refined focus on leading global brands and core players.
  • Expert Insight & Commentary: Strategic analysis from economists, trade experts, and domain specialists to contextualize market shifts and identify emerging opportunities.

Table of Contents

I. METHODOLOGYII. EXECUTIVE SUMMARY
1. MARKET OVERVIEW
  • Influencer Market Insights
  • World Market Trajectories
  • Tariff Impact on Global Supply Chain Patterns
  • Location-based Virtual Reality - Global Key Competitors Percentage Market Share in 2025 (E)
  • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2025 (E)
2. FOCUS ON SELECT PLAYERS
3. MARKET TRENDS & DRIVERS
  • Expansion of Immersive Entertainment Destinations Throws the Spotlight on LBVR Installations
  • Rising Demand for Group-Based VR Experiences Drives Investment in Multiperson VR Facilities
  • Growth of VR Arcades, Theme Parks, and Museums Propels Fixed-Location Content Deployment
  • Innovation in Motion Platforms, Haptics, and 4D Effects Enhances Sensory Realism
  • Integration of Real-Time Multiplayer and Social VR Dynamics Drives Repeat Engagement
  • Increased Content Partnerships Between Studios and Hardware Providers Strengthen Platform Ecosystems
  • Advances in Wireless VR Headsets Expand Mobility in Location-Based VR Experiences
  • Deployment of VR Training and Simulation Suites in Defense and Aerospace Expands Institutional Demand
  • Development of Modular and Mobile LBVR Units Enhances Event-Based Applications
  • Growth in Location-Based Esports Tournaments Spurs Demand for Competitive VR Gaming Arenas
  • Rise in Edutainment and Gamified Learning Centers Expands Market Beyond Pure Entertainment
  • Investment in Analytics and User Tracking Enhances Experience Personalization
  • Challenges in Content Refresh Rates and Replay Value Reinforce Importance of Creative Storylines
  • Post-Pandemic Revival of Experiential Entertainment Boosts LBVR Reinvestment Momentum
  • Licensing and IP-Based Storylines Propel Customer Footfall and Thematic Differentiation
  • Integration with AR Elements and Projection Mapping Expands Hybrid LBXR Experiences
  • Partnerships with Commercial Real Estate Developers Drive Facility Co-Location
  • Rise of Tourism-Integrated VR Centers Creates Cross-Sector Growth Opportunities
  • Demand for High-Fidelity Location-Aware Tracking Systems Drives Sensor Innovation
  • Regulatory Compliance in Public VR Installations Spurs Focus on Hygiene and Safety Protocols
4. GLOBAL MARKET PERSPECTIVE
  • Table 1: World Location-based Virtual Reality Market Analysis of Annual Sales in US$ Thousand for Years 2014 through 2030
  • Table 2: World Recent Past, Current & Future Analysis for Location-based Virtual Reality by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
  • Table 3: World Historic Review for Location-based Virtual Reality by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
  • Table 4: World 16-Year Perspective for Location-based Virtual Reality by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets for Years 2014, 2025 & 2030
  • Table 5: World Recent Past, Current & Future Analysis for Hardware Component by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
  • Table 6: World Historic Review for Hardware Component by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
  • Table 7: World 16-Year Perspective for Hardware Component by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2025 & 2030
  • Table 8: World Recent Past, Current & Future Analysis for Software Component by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
  • Table 9: World Historic Review for Software Component by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
  • Table 10: World 16-Year Perspective for Software Component by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2025 & 2030
  • Table 11: World Recent Past, Current & Future Analysis for VR Arcades Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
  • Table 12: World Historic Review for VR Arcades Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
  • Table 13: World 16-Year Perspective for VR Arcades Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2025 & 2030
  • Table 14: World Recent Past, Current & Future Analysis for VR Theme Parks Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
  • Table 15: World Historic Review for VR Theme Parks Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
  • Table 16: World 16-Year Perspective for VR Theme Parks Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2025 & 2030
  • Table 17: World Recent Past, Current & Future Analysis for VR Cinemas Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
  • Table 18: World Historic Review for VR Cinemas Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
  • Table 19: World 16-Year Perspective for VR Cinemas Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2025 & 2030
III. MARKET ANALYSIS
UNITED STATES
  • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
  • Table 20: USA Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 21: USA Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
  • Table 22: USA 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
  • Table 23: USA Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 24: USA Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
  • Table 25: USA 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
CANADA
  • Table 26: Canada Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 27: Canada Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
  • Table 28: Canada 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
  • Table 29: Canada Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 30: Canada Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
  • Table 31: Canada 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
JAPAN
  • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
  • Table 32: Japan Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 33: Japan Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
  • Table 34: Japan 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
  • Table 35: Japan Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 36: Japan Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
  • Table 37: Japan 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
CHINA
  • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
  • Table 38: China Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 39: China Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
  • Table 40: China 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
  • Table 41: China Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 42: China Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
  • Table 43: China 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
EUROPE
  • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
  • Table 44: Europe Recent Past, Current & Future Analysis for Location-based Virtual Reality by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
  • Table 45: Europe Historic Review for Location-based Virtual Reality by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
  • Table 46: Europe 16-Year Perspective for Location-based Virtual Reality by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2014, 2025 & 2030
  • Table 47: Europe Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 48: Europe Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
  • Table 49: Europe 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
  • Table 50: Europe Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 51: Europe Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
  • Table 52: Europe 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
FRANCE
  • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
  • Table 53: France Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 54: France Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
  • Table 55: France 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
  • Table 56: France Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 57: France Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
  • Table 58: France 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
GERMANY
  • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
  • Table 59: Germany Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 60: Germany Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
  • Table 61: Germany 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
  • Table 62: Germany Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 63: Germany Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
  • Table 64: Germany 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
ITALY
  • Table 65: Italy Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 66: Italy Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
  • Table 67: Italy 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
  • Table 68: Italy Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 69: Italy Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
  • Table 70: Italy 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
UNITED KINGDOM
  • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
  • Table 71: UK Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 72: UK Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
  • Table 73: UK 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
  • Table 74: UK Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 75: UK Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
  • Table 76: UK 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
SPAIN
  • Table 77: Spain Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 78: Spain Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
  • Table 79: Spain 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
  • Table 80: Spain Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 81: Spain Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
  • Table 82: Spain 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
RUSSIA
  • Table 83: Russia Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 84: Russia Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
  • Table 85: Russia 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
  • Table 86: Russia Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 87: Russia Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
  • Table 88: Russia 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
REST OF EUROPE
  • Table 89: Rest of Europe Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 90: Rest of Europe Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
  • Table 91: Rest of Europe 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
  • Table 92: Rest of Europe Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 93: Rest of Europe Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
  • Table 94: Rest of Europe 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
ASIA-PACIFIC
  • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
  • Table 95: Asia-Pacific Recent Past, Current & Future Analysis for Location-based Virtual Reality by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
  • Table 96: Asia-Pacific Historic Review for Location-based Virtual Reality by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
  • Table 97: Asia-Pacific 16-Year Perspective for Location-based Virtual Reality by Geographic Region - Percentage Breakdown of Value Sales for Australia, India, South Korea and Rest of Asia-Pacific Markets for Years 2014, 2025 & 2030
  • Table 98: Asia-Pacific Recent Past, Current & Future Analysis for Location-based Virtual Reality by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 99: Asia-Pacific Historic Review for Location-based Virtual Reality by Component - Hardware Component and Software Component Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
  • Table 100: Asia-Pacific 16-Year Perspective for Location-based Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2014, 2025 & 2030
  • Table 101: Asia-Pacific Recent Past, Current & Future Analysis for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 102: Asia-Pacific Historic Review for Location-based Virtual Reality by Application - VR Arcades Application, VR Theme Parks Application and VR Cinemas Application Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR
  • Table 103: Asia-Pacific 16-Year Perspective for Location-based Virtual Reality by Application - Percentage Breakdown of Value Sales for VR Arcades Application, VR Theme Parks Application and VR Cinemas Application for the Years 2014, 2025 & 2030
AUSTRALIA
  • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Australia for 2025 (E)
INDIA
  • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in India for 2025 (E)
SOUTH KOREAREST OF ASIA-PACIFIC
LATIN AMERICA
  • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Latin America for 2025 (E)
ARGENTINABRAZILMEXICOREST OF LATIN AMERICA
MIDDLE EAST
  • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Middle East for 2025 (E)
IRANISRAELSAUDI ARABIAUNITED ARAB EMIRATESREST OF MIDDLE EAST
AFRICA
  • Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Africa for 2025 (E)
IV. COMPETITION

Companies Mentioned (Partial List)

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

  • AMP Creative
  • Backlight Studios
  • Ballast VR
  • Dreamscape Immersive
  • EXIT Reality
  • Felix & Paul Studios
  • Hologate
  • HOLOGRAPH
  • IMAX VR
  • INOWIZE
  • Jurassic VR Park
  • Minority Media
  • Neurogaming
  • Sandbox VR
  • Spaces (now Apple)
  • The VOID
  • Tyffon
  • Virtuix Omni Arena
  • VRstudios
  • Zero Latency VR

Table Information