The global location-based VR market is estimated to reach USD 35.15 billion in 2024 and USD 365.40 billion by 2032, growing at a CAGR of 34% during the forecast period.
Advances in VR material developed using 3D, 4D, and 5D techniques resulted in 360-degree VR videos. With the popularity and acceptance of location-based VR, the growing popularity of 360° videos is one of the most critical developments in the world market for gaming material. 360° videos will be created with advanced camera systems that simultaneously record a scene's whole 360° perspective. VR makes significant headway in the entertainment field with the assistance of these techniques, finding its way to different digital arenas and mainstream gaming platforms. As the demand increases, the world market for VR gaming will probably expand.
Virtual Reality based on location is a place where VR devices are deployed so that users can experience VR by interacting physically with the environment in a way they cannot in their household. Among the experiences LBVR allows are wandering through a haunted house or a warehouse with foam walls that sound like various bricks. While some LBVR experiences give visitors a VR headset, a VR backpack PC, and a custom room, other LBVR experiences offer users a portable, non-tethered VR headset combined with roller coasters, wind tunnels, and other actions.
The Location-Based VR market is still in its beginnings. Realizing the VR experience is a crucial engine for business acceptance and penetration. Another main driver of the development of the Location-Based VR market is the increased deployment of VR technology, rising investment in VR, and the increasing popularity of 360-degree material. High-quality content is a crucial factor in this sector, and the market is anticipated to increase as high-quality, more convincing content attracts a broad demographic base. The research methodology used to calculate and forecast the location-based VR market began by collecting information on the market key players' sales using multiple sources via secondary research. Supplier offers have been considered to identify market segmentation.
Location-based virtual Reality is a set of elements in software and hardware that allow end-users to visualize and experiment with virtual surroundings in real time. Virtual Reality involves software and hardware necessary to provide an actual or imaginary virtual environment and to communicate with it further. The demand for location-based online truth is anticipated to increase worldwide, primarily because of increased apps in end-use industries like health, education, gaming, media, and leisure. The virtual reality market is rapidly growing, and the location-based VR market is rapidly proceeding. The emergence of fresh techniques such as 3D, 4D, 5D, and sophisticated VR content introduces VR with 360-degree displays and is now one of the significant developments in the world's gaming content industry. The entire 360 ° perspective of a picture is recorded simultaneously by these camera technologies.
With these sophisticated techniques, the entertainment sector has seen significant progress. Different digital arenas and mainstream gaming platforms are on the verge of increasing demand for immersive environments. The quality material generated by sophisticated camera technologies is anticipated to increase the popularity and adoption of location-based VR and demonstrate the vast VR business possibilities over the forecast period. The location-based VR market is anticipated to grow significantly from 2024 to 2029 due to the growing applications in multiple end-use industries such as retail, aerospace, gaming, etc. In addition, the industry is anticipated to grow to the latter part of the forecast period, as parts such as hardware headsets and glasses have been widely used, and software and facilities among end-users have been increased. Value production in the business industry is anticipated for the place-centered VR industry.
REPORT METRIC |
DETAILS |
Market Size Available |
2023 to 2032 |
Base Year |
2023 |
Forecast Period |
2024 to 2032 |
CAGR |
34% |
Segments Covered |
By Type, Application, and Region |
Various Analyses Covered |
Global, Regional & Country Level Analysis, Segment-Level Analysis, DROC, PESTLE Analysis, Porter’s Five Forces Analysis, Competitive Landscape, Analyst Overview on Investment Opportunities |
Regions Covered |
North America, Europe, APAC, Latin America, Middle East & Africa |
Market Leaders Profiled |
The Void LLC, Exit Realty Corporation, SpaceVR, Survios Inc, Hologate, Zero Latency PTY LTD, Oculus VR Inc, HTC Vive Tech Corporation, Tyffon Inc., Neurogaming, and Others. |
As the number of 4D movies, amusement parks, and thematic sights in these areas increases as the youthful population grows, there is an ever-growing demand to locate VR in Europe and the Asia Pacific. In Europe, businesses deploy sophisticated client assistance approaches such as chatbots and social media platforms for ongoing communication and review. The development of Asian Pacific manufacturing sectors is also boosting the use of VR in the region's car industry.
North America dominates the market due to significant technology innovations and increased VR applications in gaming and entertainment. Europe with a growing interest in immersive experiences. Asia-Pacific is a significant contributor, driven by the growing gaming industry and technical infrastructure development. Latin America and the Middle East have the potential for market expansion driven by increased awareness and investment.
The major companies operating in the global location based virtual reality VR market include The Void LLC, Exit Realty Corporation, SpaceVR, Survios Inc., Hologate, Zero Latency PTY LTD, Oculus VR Inc., HTC Vive Tech Corporation, Tyffon Inc., and Neurogaming.
In May 2019, since its initial launch in 2017, Hologate announced that it has reached a 2 million VR milestone.
In March 2019, The Void announced its growth in China, Maltese Malaysia, Singapore, Hong Kong, and the Asia Pacific, focusing on investing more.
By Type
By Application
By Region
North America
The United States
Canada
Rest of North America
Europe
The United Kingdom
Spain
Germany
Italy
France
Rest of Europe
The Asia Pacific
India
Japan
China
Australia
Singapore
Malaysia
South Korea
New Zealand
Southeast Asia
Latin America
Brazil
Argentina
Mexico
Rest of LATAM
The Middle East and Africa
Saudi Arabia
UAE
Lebanon
Jordan
Cyprus
Frequently Asked Questions
Entertainment and gaming sectors are primary consumers, but the healthcare, education, and automotive industries are increasingly incorporating Location-Based VR for training, simulations, and experiential marketing.
Challenges include high initial setup costs, concerns about data privacy, and the need for consistent and high-quality content to keep consumers engaged.
The rollout of 5G is significantly enhancing the VR experience by providing lower latency and higher data transfer speeds, which is expected to drive the adoption of Location-Based VR applications.
Currently, regulations vary by country, but data protection and content censorship laws can impact the deployment of Location-Based VR applications.
Related Reports
Access the study in MULTIPLE FORMATS
Purchase options starting from $ 2500
Didn’t find what you’re looking for?
TALK TO OUR ANALYST TEAM
Need something within your budget?
NO WORRIES! WE GOT YOU COVERED!
Call us on: +1 888 702 9696 (U.S Toll Free)
Write to us: [email protected]
Reports By Region