Global Location Based 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: Rn100598387 Published Date: March, 2025 Updated Date: April, 2025

Introduction

Global Location Based VR Market (USD Million), 2021 - 2031

In the year 2024, the Global Location Based VR Market was valued at USD 6,988.99 million. The size of this market is expected to increase to USD 49,321.30 million by the year 2031, while growing at a Compounded Annual Growth Rate (CAGR) of 32.2%.

The global location-based virtual reality (VR) market has witnessed significant growth in recent years, fueled by advancements in VR technology and increasing consumer demand for immersive entertainment experiences. Location-based VR involves the use 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 emerging market encompasses a wide range of applications, including gaming, entertainment, education, training, and simulations, offering novel experiences that cannot be replicated in traditional VR settings.

Key players in the global location-based VR market are continuously innovating to enhance the quality and diversity of experiences offered to users. These companies deploy state-of-the-art VR hardware, such as headsets, motion-tracking systems, and haptic feedback devices, along with custom-built environments designed to simulate various scenarios and environments. Moreover, partnerships with content creators, intellectual property owners, and venue operators play a crucial role in expanding the reach and appeal of location-based VR experiences, enabling the integration of popular franchises, brands, and themes into immersive entertainment offerings.

As the adoption of location-based VR grows, driven by factors such as increasing disposable incomes, rising interest in experiential entertainment, and advancements in VR technology, the market is expected to continue its expansion trajectory. With the ongoing development of new VR experiences, the integration of emerging technologies like augmented reality (AR) and mixed reality (MR), and the establishment of more location-based VR venues worldwide, the market holds significant potential for further growth and innovation in the foreseeable future.

  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 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, 2021 - 2031 (USD Million)
      1. 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, 2021 - 2031 (USD Million)
      1. 2 Dimensional (3D)
      2. 3 Dimensional (2D)
      3. Cloud Merged Reality (CMR)
    3. Global Location Based VR Market, By Application, 2021 - 2031 (USD Million)
      1. Entertainment
      2. Media
      3. Training/ Simulation
      4. Navigation
      5. Sales
      6. Medical
    4. Global Location Based VR Market, By End-Use, 2021 - 2031 (USD Million)
      1. Amusement Park
      2. Themed Attraction
      3. 4D Films
      4. Games
      5. Automotive
      6. Retail & Transport
  6. Global Location Based 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
  7. Competitive Landscape
    1. Company Profiles
      1. The VOID
      2. Zero Latency
      3. Dreamscape Immersive
      4. Sandbox VR
      5. VRstudios
  8. Analyst Views
  9. Future Outlook of the Market