Global Location-based Virtual Reality (VR) Market Growth, Share, Size, Trends and Forecast (2025 - 2031)

By Component;

Hardware (Mn Units) - Head Mounted Display, Head Up Displays, Glasses, Sensor/Input, and Camera, Software.

By Technology;

2 Dimensional (3D), 3 Dimensional (2D), Cloud Merged Reality (CMR).

By Application;

Entertainment, Media, Training/ Simulation, Navigation, Sales, and Medical.

By End-Use;

Amusement Park, Themed Attraction, 4D Films, Games, Automotive, and Retail & Transport.

By Geography;

North America, Europe, Asia Pacific, Middle East and Africa and Latin America - Report Timeline (2021 - 2031).
Report ID: Rn962381212 Published Date: March, 2025 Updated Date: April, 2025

Introduction

Global Location-based Virtual Reality (VR) Market (USD Million), 2021 - 2031

In the year 2024, the Global Location-based Virtual Reality (VR) Market was valued at USD 7,190.11 million. The size of this market is expected to increase to USD 51,280.40 million by the year 2031, while growing at a Compounded Annual Growth Rate (CAGR) of 32.4%.

The global location-based virtual reality (VR) market has witnessed remarkable growth in recent years, propelled by advancements in VR technology and an increasing appetite for immersive experiences. Location-based VR refers to the utilization of specialized VR equipment and environments situated in physical spaces, allowing users to interact with virtual worlds in a more engaging and realistic manner. This market encompasses a broad spectrum of applications, including gaming, entertainment, education, training, and simulations, offering novel experiences that cannot be replicated in traditional VR settings.

Key drivers of the global location-based VR market include the continuous evolution of VR hardware and software, coupled with a growing demand for immersive entertainment experiences. Technological advancements have led to the development of more sophisticated VR equipment, such as headsets with higher resolutions and motion tracking systems with greater precision. Moreover, increasing consumer disposable income, coupled with a desire for unique and memorable experiences, has fueled the expansion of location-based VR venues worldwide, ranging from dedicated VR arcades to immersive theme parks and entertainment centers.

As the adoption of location-based VR continues to rise, driven by factors such as technological innovation, shifting consumer preferences, and the proliferation of VR content, the market presents significant opportunities for growth and innovation. Companies are investing heavily in content development, partnerships, and expansion strategies to capitalize on the growing demand for immersive experiences. Additionally, advancements in areas like augmented reality (AR) and mixed reality (MR) are expected to further enhance the capabilities and applications of location-based VR, paving the way for exciting new possibilities in entertainment, education, and beyond.

  1. Introduction
    1. Research Objectives and Assumptions
    2. Research Methodology
    3. Abbreviations
  2. Market Definition & Study Scope
  3. Executive Summary
    1. Market Snapshot, By Component
    2. Market Snapshot, By Technology
    3. Market Snapshot, By Application
    4. Market Snapshot, By End-Use
    5. Market Snapshot, By Region
  4. Global Location-based Virtual Reality (VR) Market Dynamics
    1. Drivers, Restraints and Opportunities
      1. Drivers
        1. Technological Advancements in VR Hardware and Software
        2. Increasing Demand for Immersive Entertainment Experiences
        3. Growing Investment in VR Content Development
        4. Expansion of VR Arcades and Theme Parks
        5. Rising Adoption of VR in Training and Simulation Applications
      2. Restraints
        1. High Initial Investment Costs for Setup and Equipment
        2. Limited Availability of Premium VR Content
        3. Concerns Regarding Health and Safety in VR Environments
        4. Challenges in Achieving Wide-scale Accessibility and Inclusivity
        5. Regulatory and Compliance Issues Related to VR Experiences
      3. Opportunities
        1. Expansion into Emerging Markets and Untapped Demographics
        2. Diversification of VR Content Offerings Across Various Industries
        3. Integration of VR with Other Technologies like AR and MR
        4. Collaborations and Partnerships for Enhanced Content Creation and Distribution
        5. Development of Customized VR Solutions for Enterprise Applications
    2. PEST Analysis
      1. Political Analysis
      2. Economic Analysis
      3. Social Analysis
      4. Technological Analysis
    3. Porter's Analysis
      1. Bargaining Power of Suppliers
      2. Bargaining Power of Buyers
      3. Threat of Substitutes
      4. Threat of New Entrants
      5. Competitive Rivalry
  5. Market Segmentation
    1. Global Location Based VR Market, By Component, 2020 - 2030 (USD Million)Hardware (Mn Units)
      1. Head Mounted Display
      2. Head up Displays
      3. Glasses
      4. Sensor/Input
      5. Camera
      6. Software
    2. Global Location Based VR Market, By Technology, 2020 - 2030 (USD Million)
      1. 2 Dimensional (3D)
      2. 3 Dimensional (2D)
      3. Cloud Merged Reality (CMR)
    3. Global Location Based VR Market, By Application, 2020 - 2030 (USD Million)
      1. Entertainment
      2. Media
      3. Training/ Simulation
      4. Navigation
      5. Sales
      6. Medical
    4. Global Location Based VR Market, By End-Use, 2020 - 2030 (USD Million)
      1. Amusement Park
      2. Themed Attraction
      3. 4D Films
      4. Games
      5. Automotive
      6. Retail & Transport
    5. Global Location-based Virtual Reality (VR) Market, By Geography, 2021 - 2031 (USD Million)
      1. North America
        1. United States
        2. Canada
      2. Europe
        1. Germany
        2. United Kingdom
        3. France
        4. Italy
        5. Spain
        6. Nordic
        7. Benelux
        8. Rest of Europe
      3. Asia Pacific
        1. Japan
        2. China
        3. India
        4. Australia/New Zealand
        5. South Korea
        6. ASEAN
        7. Rest of Asia Pacific
      4. Middle East & Africa
        1. GCC
        2. Israel
        3. South Africa
        4. Rest of Middle East & Africa
      5. Latin America
        1. Brazil
        2. Mexico
        3. Argentina
        4. Rest of Latin America
  6. Competitive Landscape
    1. Company Profiles
      1. Sandbox VR
      2. VRstudios
      3. Hologate
      4. Nomadic
      5. Ctrl V
      6. Spaces
  7. Analyst Views
  8. Future Outlook of the Market