Location-based Virtual Reality
A Global Strategic Business Report
MCP39019
WHAT'S BEHIND OUR DATA?
140857226
DOMAIN TRANSCRIPTS6080276
BRANDS TRACKED1729341
FEATURED COMPANIES22574
TOPICS COVERED82719
MARKET SEGMENTS91
KEY INDUSTRIES1574
CURATION TEAM4761909
DECISION MAKERSEXECUTIVE ENGAGEMENTS BY TIER (55)
3
CXO5
VICE PRESIDENT10
DIRECTOR25
MANAGER12
MARKETINGHIGHLIGHTS & REPORT INDEX
Global Location-based Virtual Reality Market to Reach US$7.2 Billion by 2030
The global market for Location-based Virtual Reality estimated at US$1.5 Billion in the year 2024, is expected to reach US$7.2 Billion by 2030, growing at a CAGR of 29.3% over the analysis period 2024-2030. Hardware Component, one of the segments analyzed in the report, is expected to record a 26.2% CAGR and reach US$4.0 Billion by the end of the analysis period. Growth in the Software Component segment is estimated at 34.4% CAGR over the analysis period.
The U.S. Market is Estimated at US$418.0 Million While China is Forecast to Grow at 37.9% CAGR
The Location-based Virtual Reality market in the U.S. is estimated at US$418.0 Million in the year 2024. China, the world`s second largest economy, is forecast to reach a projected market size of US$1.8 Billion by the year 2030 trailing a CAGR of 37.9% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 24.0% and 26.2% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 24.7% CAGR.
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 STUDY
The report analyzes the Location-based Virtual Reality market by the following Segments, and Geographic Regions/Countries:
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..
SELECT PLAYERS
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;
AI INTEGRATIONS
We’re transforming market and competitive intelligence with validated expert content and AI tools.
Instead of following the general norm of querying LLMs and Industry-specific SLMs, we built repositories of content curated from domain experts worldwide including video transcripts, blogs, search engines research, and massive amounts of enterprise, product/service, and market data.
TARIFF IMPACT FACTOR
Our new release incorporates impact of tariffs on geographical markets as we predict a shift in competitiveness of companies based on HQ country, manufacturing base, exports and imports (finished goods and OEM). This intricate and multifaceted market reality will impact competitors by increasing the Cost of Goods Sold (COGS), reducing profitability, reconfiguring supply chains, amongst other micro and macro market dynamics.
TABLE OF CONTENTS
| I. METHODOLOGY |
| II. EXECUTIVE SUMMARY |
| 1. MARKET OVERVIEW |
| Trade Shocks, Uncertainty, and the Structural Rewiring of the Global Economy |
| World Market Trajectories |
| How Trump’s Tariffs Impact the Market? The Big Question on Everyone’s Mind |
| Location-based Virtual Reality – Global Key Competitors Percentage Market Share in 2025 (E) |
| Competitive Market Presence - Strong/Active/Niche/Trivial for 36 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 |
| World Location-based Virtual Reality Market Analysis of Annual Sales in US$ Thousand for Years 2014 through 2030 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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) |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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) |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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) |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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) |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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) |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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) |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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) |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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) |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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) |
| Australia 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 |
| Australia 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 |
| Australia 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 |
| Australia 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 |
| Australia 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 |
| Australia 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 |
| INDIA |
| Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in India for 2025 (E) |
| India 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 |
| India 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 |
| India 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 |
| India 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 |
| India 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 |
| India 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 |
| SOUTH KOREA |
| South Korea 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 |
| South Korea 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 |
| South Korea 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 |
| South Korea 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 |
| South Korea 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 |
| South Korea 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 ASIA-PACIFIC |
| Rest of 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 |
| Rest of 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 |
| Rest of 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 |
| Rest of 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 |
| Rest of 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 |
| Rest of 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 |
| LATIN AMERICA |
| Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Latin America for 2025 (E) |
| Latin America Recent Past, Current & Future Analysis for Location-based Virtual Reality by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR |
| Latin America Historic Review for Location-based Virtual Reality by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR |
| Latin America 16-Year Perspective for Location-based Virtual Reality by Geographic Region - Percentage Breakdown of Value Sales for Argentina, Brazil, Mexico and Rest of Latin America Markets for Years 2014, 2025 & 2030 |
| Latin America 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 |
| Latin America 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 |
| Latin America 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 |
| Latin America 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 |
| Latin America 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 |
| Latin America 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 |
| ARGENTINA |
| Argentina 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 |
| Argentina 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 |
| Argentina 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 |
| Argentina 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 |
| Argentina 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 |
| Argentina 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 |
| BRAZIL |
| Brazil 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 |
| Brazil 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 |
| Brazil 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 |
| Brazil 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 |
| Brazil 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 |
| Brazil 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 |
| MEXICO |
| Mexico 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 |
| Mexico 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 |
| Mexico 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 |
| Mexico 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 |
| Mexico 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 |
| Mexico 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 LATIN AMERICA |
| Rest of Latin America 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 |
| Rest of Latin America 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 |
| Rest of Latin America 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 |
| Rest of Latin America 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 |
| Rest of Latin America 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 |
| Rest of Latin America 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 |
| MIDDLE EAST |
| Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Middle East for 2025 (E) |
| Middle East Recent Past, Current & Future Analysis for Location-based Virtual Reality by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR |
| Middle East Historic Review for Location-based Virtual Reality by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2014 through 2023 and % CAGR |
| Middle East 16-Year Perspective for Location-based Virtual Reality by Geographic Region - Percentage Breakdown of Value Sales for Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets for Years 2014, 2025 & 2030 |
| Middle East 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 |
| Middle East 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 |
| Middle East 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 |
| Middle East 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 |
| Middle East 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 |
| Middle East 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 |
| IRAN |
| Iran 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 |
| Iran 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 |
| Iran 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 |
| Iran 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 |
| Iran 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 |
| Iran 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 |
| ISRAEL |
| Israel 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 |
| Israel 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 |
| Israel 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 |
| Israel 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 |
| Israel 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 |
| Israel 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 |
| SAUDI ARABIA |
| Saudi Arabia 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 |
| Saudi Arabia 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 |
| Saudi Arabia 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 |
| Saudi Arabia 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 |
| Saudi Arabia 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 |
| Saudi Arabia 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 ARAB EMIRATES |
| UAE 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 |
| UAE 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 |
| UAE 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 |
| UAE 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 |
| UAE 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 |
| UAE 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 MIDDLE EAST |
| Rest of Middle East 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 |
| Rest of Middle East 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 |
| Rest of Middle East 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 |
| Rest of Middle East 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 |
| Rest of Middle East 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 |
| Rest of Middle East 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 |
| AFRICA |
| Location-based Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Africa for 2025 (E) |
| Africa 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 |
| Africa 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 |
| Africa 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 |
| Africa 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 |
| Africa 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 |
| Africa 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 |
COMPETITIVE METRICS
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