Global Location-based Virtual Reality (VR) Market - Industry Analysis Size Share Growth Trends and Forecast 2024 - 2031

Global Location-based Virtual Reality (VR) Market - Industry Analysis Size Share Growth Trends and Forecast 2024 - 2031

  • SKU :
    SAC5014343
  • Published Date :
    May 31, 2024
  • Number of Pages :
    300

Product Description

Location-based Virtual Reality (VR) is an experience taking place within simulated and immersive environments, which operates in a specific location like theme parks, arcades, entertainment centers, and even movie theaters. In this context, VR can be charging people to play popular games in public.
The Location-based Virtual Reality (VR) market revenue was xx Million USD in 2019, grew to xx Million USD in 2023, and will reach xx Million USD in 2031, with a CAGR of xx during 2024-2031.

Considering the influence of COVID-19 on the global Location-based Virtual Reality (VR) market, this report analyzed the impact from both global and regional perspectives. From production end to consumption end in regions such as North America, Europe, China, and Japan, the report put emphasis on analysis of market under COVID-19 and corresponding response policy in different regions.

This report also analyzes the strategies for different companies to deal with the impact of COVID-19 in detail to seek a path to recovery.

Under COVID-19 Outbreak, how the Location-based Virtual Reality (VR) Industry will develop is also analyzed in detail in Chapter 1.8 of this report.

Major Players in Location-based Virtual Reality (VR) market are:
IMAX Corp. (Closed in 2019)
The VOID LLC
HTC VIVE
VRstudios Inc.
Exit Reality

Most important types of Location-based Virtual Reality (VR) products covered in this report are:
Hardware (VR Headsets, Controller, etc.)
Software

Most widely used downstream fields of Location-based Virtual Reality (VR) market covered in this report are:
VR Arcades
VR Cinemas
VR Theme Parks
Entertainment Centers
Others

Major Regions or countries covered in this report:
North America
Europe
China
Japan
Middle East and Africa
South America
India
South Korea
Southeast Asia
Others

In Chapter 3.4, the report provides analysis of the reasons behind price fluctuations.

In chapters 5, 6, and 7, the impact of COVID-19 on the different regions in both production and consumption end and SWOT analysis are pointed out.

In Chapters 8, the report presents company's recent development and strategies to deal with the impact of COVID-19.





Table of Content

Table of Content

1 Location-based Virtual Reality (VR) Introduction and Market Overview
1.1 Objectives of the Study
1.2 Overview of Location-based Virtual Reality (VR)
1.3 Location-based Virtual Reality (VR) Market Scope and Market Size Estimation
1.3.1 Market Concentration Ratio and Market Maturity Analysis
1.3.2 Global Location-based Virtual Reality (VR) Revenue and Growth Rate from 2019-2031
1.4 Market Segmentation
1.4.1 Types of Location-based Virtual Reality (VR)
1.4.2 Applications of Location-based Virtual Reality (VR)
1.4.3 Research Regions
1.5 Market Dynamics
1.5.1 Location-based Virtual Reality (VR) Industry Trends
1.5.2 Location-based Virtual Reality (VR) Drivers
1.5.3 Location-based Virtual Reality (VR) Market Challenges
1.5.4 Location-based Virtual Reality (VR) Market Restraints
1.6 Industry News and Policies by Regions
1.6.1 Industry News
1.6.2 Industry Policies
1.7 Mergers & Acquisitions, Expansion Plans
1.8 Location-based Virtual Reality (VR) Industry Development Trends under COVID-19 Outbreak
1.8.1 Global COVID-19 Status Overview
1.8.2 Influence of COVID-19 Outbreak on Location-based Virtual Reality (VR) Industry Development

2 Industry Chain Analysis
2.1 Upstream Raw Material Supply and Demand Analysis
2.1.1 Global Location-based Virtual Reality (VR) Major Upstream Raw Material and Suppliers
2.1.2 Raw Material Source Analysis
2.2 Major Players of Location-based Virtual Reality (VR)
2.2.1 Major Players Manufacturing Base of Location-based Virtual Reality (VR) in 2020
2.2.2 Major Players Market Distribution in 2020
2.3 Location-based Virtual Reality (VR) Manufacturing Cost Structure Analysis
2.3.1 Production Process Analysis
2.3.2 Manufacturing Cost Structure of Location-based Virtual Reality (VR)
2.3.3 Labor Cost of Location-based Virtual Reality (VR)
2.4 Market Channel Analysis of Location-based Virtual Reality (VR)
2.5 Major Down Stream Customers by Application

3 Global Location-based Virtual Reality (VR) Market, by Type
3.1 Global Location-based Virtual Reality (VR) Revenue and Market Share by Type (2019-2023)
3.2 Global Location-based Virtual Reality (VR) Production and Market Share by Type (2019-2023)
3.3 Global Location-based Virtual Reality (VR) Revenue and Growth Rate by Type (2019-2023)
3.3.1 Global Location-based Virtual Reality (VR) Revenue and Growth Rate of Hardware (VR Headsets, Controller, etc.)
3.3.2 Global Location-based Virtual Reality (VR) Revenue and Growth Rate of Software
3.4 Global Location-based Virtual Reality (VR) Price Analysis by Type (2019-2023)
3.4.1 Explanation of Different Type Product Price Trends

4 Location-based Virtual Reality (VR) Market, by Application
4.1 Downstream Market Overview
4.2 Global Location-based Virtual Reality (VR) Consumption and Market Share by Application (2019-2023)
4.3 Global Location-based Virtual Reality (VR) Consumption and Growth Rate by Application (2019-2023)
4.3.1 Global Location-based Virtual Reality (VR) Consumption and Growth Rate of VR Arcades (2019-2023)
4.3.2 Global Location-based Virtual Reality (VR) Consumption and Growth Rate of VR Cinemas (2019-2023)
4.3.3 Global Location-based Virtual Reality (VR) Consumption and Growth Rate of VR Theme Parks (2019-2023)
4.3.4 Global Location-based Virtual Reality (VR) Consumption and Growth Rate of Entertainment Centers (2019-2023)
4.3.5 Global Location-based Virtual Reality (VR) Consumption and Growth Rate of Others (2019-2023)

5 Global Location-based Virtual Reality (VR) Consumption, Revenue ($) by Region (2019-2023)
5.1 Global Location-based Virtual Reality (VR) Revenue and Market Share by Region (2019-2023)
5.2 Global Location-based Virtual Reality (VR) Consumption and Market Share by Region (2019-2023)
5.3 Global Location-based Virtual Reality (VR) Consumption, Revenue, Price and Gross Margin (2019-2023)
5.4 North America Location-based Virtual Reality (VR) Consumption, Revenue, Price and Gross Margin (2019-2023)
5.4.1 North America Location-based Virtual Reality (VR) Market Under COVID-19
5.4.2 North America Location-based Virtual Reality (VR) SWOT Analysis
5.5 Europe Location-based Virtual Reality (VR) Consumption, Revenue, Price and Gross Margin (2019-2023)
5.5.1 Europe Location-based Virtual Reality (VR) Market Under COVID-19
5.5.2 Europe Location-based Virtual Reality (VR) SWOT Analysis
5.6 China Location-based Virtual Reality (VR) Consumption, Revenue, Price and Gross Margin (2019-2023)
5.6.1 China Location-based Virtual Reality (VR) Market Under COVID-19
5.6.2 China Location-based Virtual Reality (VR) SWOT Analysis
5.7 Japan Location-based Virtual Reality (VR) Consumption, Revenue, Price and Gross Margin (2019-2023)
5.7.1 Japan Location-based Virtual Reality (VR) Market Under COVID-19
5.7.2 Japan Location-based Virtual Reality (VR) SWOT Analysis
5.8 Middle East and Africa Location-based Virtual Reality (VR) Consumption, Revenue, Price and Gross Margin (2019-2023)
5.8.1 Middle East and Africa Location-based Virtual Reality (VR) Market Under COVID-19
5.8.2 Middle East and Africa Location-based Virtual Reality (VR) SWOT Analysis
5.9 India Location-based Virtual Reality (VR) Consumption, Revenue, Price and Gross Margin (2019-2023)
5.9.1 India Location-based Virtual Reality (VR) Market Under COVID-19
5.9.2 India Location-based Virtual Reality (VR) SWOT Analysis
5.10 South America Location-based Virtual Reality (VR) Consumption, Revenue, Price and Gross Margin (2019-2023)
5.10.1 South America Location-based Virtual Reality (VR) Market Under COVID-19
5.10.2 South America Location-based Virtual Reality (VR) SWOT Analysis
5.11 South Korea Location-based Virtual Reality (VR) Consumption, Revenue, Price and Gross Margin (2019-2023)
5.11.1 South Korea Location-based Virtual Reality (VR) Market Under COVID-19
5.11.2 South Korea Location-based Virtual Reality (VR) SWOT Analysis
5.12 Southeast Asia Location-based Virtual Reality (VR) Consumption, Revenue, Price and Gross Margin (2019-2023)
5.12.1 Southeast Asia Location-based Virtual Reality (VR) Market Under COVID-19
5.12.2 Southeast Asia Location-based Virtual Reality (VR) SWOT Analysis

6 Global Location-based Virtual Reality (VR) Production by Top Regions (2019-2023)
6.1 Global Location-based Virtual Reality (VR) Production by Top Regions (2019-2023)
6.2 North America Location-based Virtual Reality (VR) Production and Growth Rate
6.3 Europe Location-based Virtual Reality (VR) Production and Growth Rate
6.4 China Location-based Virtual Reality (VR) Production and Growth Rate
6.5 Japan Location-based Virtual Reality (VR) Production and Growth Rate
6.6 India Location-based Virtual Reality (VR) Production and Growth Rate

7 Global Location-based Virtual Reality (VR) Consumption by Regions (2019-2023)
7.1 Global Location-based Virtual Reality (VR) Consumption by Regions (2019-2023)
7.2 North America Location-based Virtual Reality (VR) Consumption and Growth Rate
7.3 Europe Location-based Virtual Reality (VR) Consumption and Growth Rate
7.4 China Location-based Virtual Reality (VR) Consumption and Growth Rate
7.5 Japan Location-based Virtual Reality (VR) Consumption and Growth Rate
7.6 Middle East & Africa Location-based Virtual Reality (VR) Consumption and Growth Rate
7.7 India Location-based Virtual Reality (VR) Consumption and Growth Rate
7.8 South America Location-based Virtual Reality (VR) Consumption and Growth Rate
7.9 South Korea Location-based Virtual Reality (VR) Consumption and Growth Rate
7.10 Southeast Asia Location-based Virtual Reality (VR) Consumption and Growth Rate

8 Competitive Landscape
8.1 Competitive Profile
8.2 IMAX Corp. (Closed in 2019) Market Performance Analysis
8.2.1 Company Profiles
8.2.2 Location-based Virtual Reality (VR) Product Profiles, Application and Specification
8.2.3 IMAX Corp. (Closed in 2019) Sales, Revenue, Price, Gross Margin 2019-2023
8.2.4 Company Recent Development
8.2.5 Strategies for Company to Deal with the Impact of COVID-19
8.3 The VOID LLC Market Performance Analysis
8.3.1 Company Profiles
8.3.2 Location-based Virtual Reality (VR) Product Profiles, Application and Specification
8.3.3 The VOID LLC Sales, Revenue, Price, Gross Margin 2019-2023
8.3.4 Company Recent Development
8.3.5 Strategies for Company to Deal with the Impact of COVID-19
8.4 HTC VIVE Market Performance Analysis
8.4.1 Company Profiles
8.4.2 Location-based Virtual Reality (VR) Product Profiles, Application and Specification
8.4.3 HTC VIVE Sales, Revenue, Price, Gross Margin 2019-2023
8.4.4 Company Recent Development
8.4.5 Strategies for Company to Deal with the Impact of COVID-19
8.5 VRstudios Inc. Market Performance Analysis
8.5.1 Company Profiles
8.5.2 Location-based Virtual Reality (VR) Product Profiles, Application and Specification
8.5.3 VRstudios Inc. Sales, Revenue, Price, Gross Margin 2019-2023
8.5.4 Company Recent Development
8.5.5 Strategies for Company to Deal with the Impact of COVID-19
8.6 Exit Reality Market Performance Analysis
8.6.1 Company Profiles
8.6.2 Location-based Virtual Reality (VR) Product Profiles, Application and Specification
8.6.3 Exit Reality Sales, Revenue, Price, Gross Margin 2019-2023
8.6.4 Company Recent Development
8.6.5 Strategies for Company to Deal with the Impact of COVID-19

9 Global Location-based Virtual Reality (VR) Market Analysis and Forecast by Type and Application
9.1 Global Location-based Virtual Reality (VR) Market Revenue & Volume Forecast, by Type (2021-2026)
9.1.1 Hardware (VR Headsets, Controller, etc.) Market Revenue and Volume Forecast (2021-2026)
9.1.2 Software Market Revenue and Volume Forecast (2021-2026)
9.2 Global Location-based Virtual Reality (VR) Market Revenue & Volume Forecast, by Application (2021-2026)
9.2.1 VR Arcades Market Revenue and Volume Forecast (2021-2026)
9.2.2 VR Cinemas Market Revenue and Volume Forecast (2021-2026)
9.2.3 VR Theme Parks Market Revenue and Volume Forecast (2021-2026)
9.2.4 Entertainment Centers Market Revenue and Volume Forecast (2021-2026)
9.2.5 Others Market Revenue and Volume Forecast (2021-2026)

10 Location-based Virtual Reality (VR) Market Supply and Demand Forecast by Region
10.1 North America Market Supply and Demand Forecast (2021-2026)
10.2 Europe Market Supply and Demand Forecast (2021-2026)
10.3 China Market Supply and Demand Forecast (2021-2026)
10.4 Japan Market Supply and Demand Forecast (2021-2026)
10.5 Middle East and Africa Market Supply and Demand Forecast (2021-2026)
10.6 India Market Supply and Demand Forecast (2021-2026)
10.7 South America Market Supply and Demand Forecast (2021-2026)
10.8 South Korea Market Supply and Demand Forecast (2021-2026)
10.9 Southeast Asia Market Supply and Demand Forecast (2021-2026)
10.10 Explanation of Market Size Trends by Region
10.11 Location-based Virtual Reality (VR) Market Trends Analysis

11 New Project Feasibility Analysis
11.1 Industry Barriers and New Entrants SWOT Analysis
11.2 Analysis and Suggestions on New Project Investment

12 Expert Interview Record
13 Research Finding and Conclusion
14 Appendix
14.1 Methodology
14.2 Research Data Source
 

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