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세계의 위치 기반 가상현실 시장

Location-based Virtual Reality

발행일: | 리서치사: Market Glass, Inc. (Formerly Global Industry Analysts, Inc.) | 페이지 정보: 영문 270 Pages | 배송안내 : 1-2일 (영업일 기준)

    
    
    



※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문 목차를 참고해주시기 바랍니다.

위치 기반 가상현실 세계 시장은 2030년까지 72억 달러에 달할 전망

2024년에 15억 달러로 추정되는 위치 기반 가상현실 세계 시장은 2024년부터 2030년까지 CAGR 29.3%로 성장하여 2030년에는 72억 달러에 달할 것으로 예측됩니다. 이 보고서에서 분석한 부문 중 하나인 하드웨어 구성요소는 CAGR 26.2%를 기록하며 분석 기간 종료시에는 40억 달러에 달할 것으로 예측됩니다. 소프트웨어 구성요소 분야의 성장률은 분석 기간 동안 CAGR 34.4%로 추정됩니다.

미국 시장은 4억 1,800만 달러로 추정, 중국은 CAGR 37.9%로 성장 예측

미국의 위치 기반 가상현실 시장은 2024년에는 4억 1,800만 달러로 추정됩니다. 세계 2위 경제 대국인 중국은 2030년까지 18억 달러의 시장 규모에 달할 것으로 예측되며, 분석 기간인 2024-2030년 CAGR은 37.9%가 됩니다. 기타 주목할 만한 지역별 시장으로는 일본과 캐나다가 있고, 분석 기간 동안 CAGR은 각각 24.0%와 26.2%로 예측됩니다. 유럽에서는 독일이 CAGR 24.7%로 성장할 것으로 예측됩니다.

세계의 위치 기반 가상현실 시장 - 주요 동향과 촉진요인 정리

위치 기반 VR이 상업적, 기술적으로 부활하고 있는 이유는 무엇일까?

위치 기반 가상현실(LBVR)은 몰입형 엔터테인먼트의 경계를 재정의하고 있으며, 전용 물리적 장소에서 매우 현실적이고 인터랙티브하며 사회적으로 매력적인 경험을 제공함으로써 몰입형 엔터테인먼트의 경계를 재정의하고 있습니다. 게임, 엔터테인먼트, 관광, 교육 분야가 새로운 수익화 전략을 모색하는 가운데, LBVR은 현실 세계의 물리성과 디지털 몰입감을 결합하는 매력적인 솔루션으로 부상하고 있습니다. 비용, 공간, 제한된 모션 트래킹의 제약을 받는 가정용 VR과 달리 LBVR 시설은 하이엔드 헤드셋, 모션 시뮬레이터, 촉각 슈트, 4D 환경 효과를 배치하여 게이머와 비게이머 모두에게 매력적인 다감각적 경험을 제공할 수 있습니다.

COVID-19 이후, 집 밖 엔터테인먼트가 크게 회복되고, LBVR 아케이드, VR 탈출실, 테마파크, 영화 체험이 입장객 수를 회복하고 있습니다. LBVR의 물리적 특성은 개인용 VR 설정에 부족한 공유 및 사회적 차원을 제공하여 가족, 관광객 및 그룹 이벤트에 특히 매력적입니다. 이러한 수요는 소비자들이 수동적인 컨텐츠 소비보다 감성적이고 감각적인 참여를 원하는 '체험형 엔터테인먼트'의 인기가 높아짐에 따라 더욱 가속화되고 있습니다. 그 결과, 쇼핑몰 운영사, 극장, 놀이공원, 유원지, 소매 체인은 LBVR 구역을 통합하여 사람들의 왕래와 체류 시간을 늘리고 있습니다.

기술 강화는 LBVR의 사용자 참여를 어떻게 향상시키고 있는가?

LBVR은 공간 컴퓨팅, 모션 트래킹, AI, 감각 확장의 융합을 통해 진화하고 있습니다. 최첨단 시설에서는 현재 전신 추적 시스템, 프리롬 아레나, 창고 규모의 맵을 채택하여 플레이어가 물리적으로 걷고, 쪼그리고 앉고, 실시간으로 디지털 환경과 상호 작용할 수 있도록 하고 있습니다. 광학식 모션 캡처, 관성 센서, LIDAR 기술은 초정밀 신체 포지셔닝을 제공하여 멀미를 최소화하고 몰입감을 높여줍니다. 주요 기기 제조사들은 6DoF(6자유도)와 인사이드-아웃 트래킹을 갖춘 경량 무선 VR 헤드셋을 출시하고 있으며, 외부 센서와 유선으로 인한 제약을 없애고 있습니다.

바람, 향기, 진동 바닥, 온도 조절 등 다감각적인 단서를 게임 시나리오와 동기화하여 환경 스토리에 활기를 불어넣습니다. AI 기반 NPC(Non-Playable Character)는 사용자의 선택과 그룹의 행동에 실시간으로 반응하여 보다 적응적이고 지능적인 게임 플레이를 가능하게 합니다. 또한, 컨텐츠 제작자들이 언리얼 엔진과 유니티를 활용해 SF 전투, 역사 재현, 재난 훈련, 가상 관광 등 장르를 불문하고 초현실적이고 인터랙티브한 시뮬레이션을 구축하는 사례도 늘고 있습니다.

LBVR은 또한 증강현실(XR)과 실시간 사진측량의 융합을 통해 실제 장소를 디지털로 오버레이하여 혼합현실 환경을 만들 수 있습니다. 이러한 발전은 몰입형 교육, 군사 훈련, 구급대원 훈련, 가상 콘서트, 박물관 전시 등 게임 이외의 새로운 용도를 개척하고 있습니다. 또한, 클라우드 VR 스트리밍과 엣지 컴퓨팅은 부피가 큰 현장 처리 하드웨어 없이 고충실도 렌더링을 지원하기 위해 시범적으로 도입되고 있습니다. 이러한 기술 혁신을 통해 LBVR은 몰입감 있고 임팩트 있는 경험을 위한 다용도 플랫폼으로 빠르게 변모하고 있습니다.

LBVR의 발자취를 넓혀가고 있는 비즈니스 모델과 전개 환경은 어떤 것이 있을까?

LBVR의 생태계는 비즈니스 모델, 설치 형태, 컨텐츠 제공 측면에서 다양화되고 있습니다. 영화관과 쇼핑몰은 턴키 VR 포드, 모션 시뮬레이터 및 놀이기구를 통합하여 유휴 바닥 면적의 수익 창출과 고객 유치를 위해 노력하고 있습니다. 이벤트, 축제, 공항에서의 팝업 LBVR 설치는 휴대성과 배치의 용이성으로 인해 인기를 끌고 있습니다. 또한, 프랜차이즈 기반의 VR 아케이드와 프리롬의 VR 아레나가 북미, 유럽, 아시아의 도시 중심부에서 확장되고 있으며, 사내 기술 역량이 없는 운영자에게 확장 가능한 선택지를 제공하고 있습니다.

VR 컨텐츠 스튜디오와 공연장 운영자 간의 라이선싱 계약은 선행 개발 비용을 절감하고 고품질 경험을 신속하게 배포할 수 있도록 합니다. 교육 및 기업 교육 모듈의 경우, 교육 기관이 LBVR 랩에서 호스팅되는 진화하는 VR 커리큘럼에 대한 액세스 비용을 지불하는 구독 기반 모델이 등장하고 있습니다. 동시에 e스포츠, LBVR 게임, 소셜 라운지가 결합된 하이브리드 설정은 하이 텐션의 공동 경험을 제공함으로써 젊은 층을 타겟으로 합니다.

관광청과 문화유산 기관은 특히 코로나 이후 복구 전략에서 접근하기 어려운 역사적 명소의 재현과 몰입형 투어를 위해 LBVR을 채택하고 있습니다. 한편, 브랜드는 LBVR을 체험형 마케팅 캠페인에 활용하여 고객이 가상 환경에서 제품을 접할 수 있도록 하고 있습니다. 산업 훈련 센터나 국방 기관은 현실에서 재현하기 어렵거나 위험한 위험 시나리오를 시뮬레이션하기 위해 LBVR 시스템을 도입하고 있습니다. 이러한 다각적인 전개로 LBVR이 엔터테인먼트와 기업용 솔루션의 표준이 될 수 있는 탄탄한 기반이 마련되고 있습니다.

전 세계 위치 기반 가상현실 시장의 성장을 촉진하는 요인은 무엇일까?

세계 위치 기반 가상현실 시장의 성장은 체험형 엔터테인먼트에 대한 소비자의 욕구 증가, 몰입형 하드웨어 및 소프트웨어의 기술 발전, 다양한 분야로의 확장 등 여러 요인에 의해 주도되고 있습니다. 고충실도, 그룹 기반, 다감각 경험을 제공하는 정세 VR의 능력은 포화 상태의 엔터테인먼트 상황에서 중요한 차별화 요소로 자리매김하고 있습니다. 도시화와 코로나 이후 집 밖 여가 활동의 부활은 VR 아케이드와 프리롬 센터에 대한 투자 증가에 기여하고 있습니다.

기술 개발, 안전 교육, 시뮬레이션 기반 학습에서 몰입형 훈련의 효과가 기업에서 인정받으면서 기업 사용 사례가 빠르게 확대되고 있습니다. 교육기관도 매력적인 STEM 모듈, 가상 견학, 공동 학습 환경 구축에 LBVR을 채택하고 있습니다. 동시에, 장비 비용 절감과 표준화된 플랫폼 솔루션의 가용성으로 인해 LBVR은 중견 사업자와 라틴아메리카, 동남아시아, 중동의 새로운 시장에서도 쉽게 사용할 수 있게 되었습니다.

몰입형 스토리텔링, 게임화, 실시간 멀티플레이어 인터랙션이 부상하면서 상업용 LBVR 분야에서 사용자들의 몰입과 재방문을 강화하고 있습니다. 하드웨어 공급업체, 컨텐츠 스튜디오, 공연장 소유주 간의 전략적 파트너십을 통해 보다 빠른 확장 및 혁신이 가능해졌습니다. 세계 브랜드, 통신사, 지자체들이 공간 컴퓨팅 인프라에 투자하는 가운데, LBVR 시장은 지속적으로 확대되고 있으며, 디지털 경험과 현실 세계의 참여를 연결하는 중요한 가교 역할을 할 준비가 되어 있습니다.

부문

구성요소(하드웨어 구성요소, 소프트웨어 구성요소), 용도(VR 아케이드 용도, VR 테마파크 용도, VR 시네마 용도)

조사 대상 기업 사례

  • 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 통합

Global Industry Analysts는 검증된 전문가 컨텐츠와 AI 툴을 통해 시장 정보와 경쟁 정보를 혁신하고 있습니다.

Global Industry Analysts는 LLM 및 업계 고유의 SLM을 조회하는 일반적인 규범을 따르는 대신 비디오 기록, 블로그, 검색 엔진 조사, 방대한 양의 기업, 제품/서비스, 시장 데이터 등 세계 전문가로부터 수집한 컨텐츠 리포지토리를 구축했습니다.

관세 영향 계수

Global Industry Analysts는 본사 소재지, 제조거점, 수출입(완제품 및 OEM)을 기준으로 기업의 경쟁력 변화를 예측하고 있습니다. 이러한 복잡하고 다면적인 시장 역학은 매출원가(COGS) 증가, 수익성 하락, 공급망 재편 등 미시적, 거시적 시장 역학 중에서도 특히 경쟁사들에게 영향을 미칠 것으로 예상됩니다.

목차

제1장 조사 방법

제2장 주요 요약

  • 시장 개요
  • 주요 기업
  • 시장 동향과 촉진요인
  • 세계 시장 전망

제3장 시장 분석

  • 미국
  • 캐나다
  • 일본
  • 중국
  • 유럽
  • 프랑스
  • 독일
  • 이탈리아
  • 영국
  • 스페인
  • 러시아
  • 기타 유럽
  • 아시아태평양
  • 호주
  • 인도
  • 한국
  • 기타 아시아태평양
  • 라틴아메리카
  • 아르헨티나
  • 브라질
  • 멕시코
  • 기타 라틴아메리카
  • 중동
  • 이란
  • 이스라엘
  • 사우디아라비아
  • 아랍에미리트
  • 기타 중동
  • 아프리카

제4장 경쟁

KSM 25.09.03

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 in terms of units 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 Competitors (Total 36 Featured) -

  • 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
    • 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)
    • TABLE 104: 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
    • TABLE 105: 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
    • TABLE 106: 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
    • TABLE 107: 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
    • TABLE 108: 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
    • TABLE 109: 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)
    • TABLE 110: 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
    • TABLE 111: 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
    • TABLE 112: 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
    • TABLE 113: 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
    • TABLE 114: 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
    • TABLE 115: 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
    • TABLE 116: 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
    • TABLE 117: 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
    • TABLE 118: 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
    • TABLE 119: 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
    • TABLE 120: 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
    • TABLE 121: 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
    • TABLE 122: 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
    • TABLE 123: 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
    • TABLE 124: 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
    • TABLE 125: 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
    • TABLE 126: 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
    • TABLE 127: 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)
    • TABLE 128: 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
    • TABLE 129: 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
    • TABLE 130: 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
    • TABLE 131: 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
    • TABLE 132: 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
    • TABLE 133: 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
    • TABLE 134: 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
    • TABLE 135: 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
    • TABLE 136: 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
    • TABLE 137: 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
    • TABLE 138: 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
    • TABLE 139: 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
    • TABLE 140: 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
    • TABLE 141: 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
    • TABLE 142: 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
    • TABLE 143: 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
    • TABLE 144: 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
    • TABLE 145: 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
    • TABLE 146: 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
    • TABLE 147: 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
    • TABLE 148: 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
    • TABLE 149: 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
    • TABLE 150: 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
    • TABLE 151: 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
    • TABLE 152: 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
    • TABLE 153: 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
    • TABLE 154: 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
    • TABLE 155: 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
    • TABLE 156: 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
    • TABLE 157: 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
    • TABLE 158: 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
    • TABLE 159: 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
    • TABLE 160: 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)
    • TABLE 161: 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
    • TABLE 162: 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
    • TABLE 163: 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
    • TABLE 164: 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
    • TABLE 165: 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
    • TABLE 166: 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
    • TABLE 167: 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
    • TABLE 168: 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
    • TABLE 169: 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
    • TABLE 170: 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
    • TABLE 171: 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
    • TABLE 172: 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
    • TABLE 173: 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
    • TABLE 174: 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
    • TABLE 175: 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
    • TABLE 176: 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
    • TABLE 177: 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
    • TABLE 178: 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
    • TABLE 179: 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
    • TABLE 180: 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
    • TABLE 181: 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
    • TABLE 182: 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
    • TABLE 183: 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
    • TABLE 184: 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
    • TABLE 185: 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
    • TABLE 186: 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
    • TABLE 187: 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
    • TABLE 188: 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
    • TABLE 189: 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
    • TABLE 190: 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
    • TABLE 191: 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
    • TABLE 192: 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
    • TABLE 193: 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
    • TABLE 194: 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
    • TABLE 195: 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
    • TABLE 196: 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
    • TABLE 197: 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
    • TABLE 198: 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
    • TABLE 199: 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)
    • TABLE 200: 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
    • TABLE 201: 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
    • TABLE 202: 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
    • TABLE 203: 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
    • TABLE 204: 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
    • TABLE 205: 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

IV. COMPETITION

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