Global Location Based VR Market Overview:
Location based virtual reality (LBVR) technology geared toward individual use or a social interactive experience. By giving consumers greater knowledge and personalized experiences, it has helped spur wider adoption of virtual reality. The location based VR technology offers ways to educate in museums, aquariums, and schools, as well as helping further the preservation of cultural and historical interests through rich information. An immersive environment that supports a person's learning preferences which includes audio, visual, and kinesthetic interactions makes it easier to retain information and provides more absorbing experiences. Some of the key players profiled in the study are BidOn Games Studio (Ukraine), Craftars (Romania), Google, LLC (United States), HQSoftware (Estonia), HTC Corporation (Taiwan), Huawei Technologies Co., Ltd. (China), Intel Corporation (United States), Next Now, Inc. (United States), Oculus VR (United States) and The Void, LLC. (United States).
On the basis of geography, the market of Location Based VR has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico). If we see Market by Technology, the sub-segment i.e. 2 Dimensional (2D) will boost the Location Based VR market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth. If we see Market by End User, the sub-segment i.e. Amusement Park will boost the Location Based VR market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.
- Increasing Adoption of CMR Technology across the World
- High Demand for Location Based VR Technology from Automotive Industry
- Increasing Popularity of 360-Degree Content
- E-sports Gaining Traction in Location Based Virtual Reality
- High Cost of VR Content Development
- Rising Investment in VR Technology
- Usage of Inside-Out Tracking Technology in VR Headsets
- Lack of Awareness in Developing Region
On January 04, 2019 - HTC DeepQ collaborates with Taipei Municipal Wan Fang Hospital to build the first VR patient education room using VIVE Focus with the VR human patient education application.
Leading players are focusing on strategic partnerships to improve their products and services. Companies are focusing on increasing their client base to strengthen market position and to improve product & service offerings.
Target Audience:Location Based VR Technology Providers, Manufacturers of VR Solutions, Suppliers of VR Technology Solutions, Entertainment Industry, Governmental Bodies and Research Firms
Major Objectives Focused through this Study To define, describe, and forecast the Global Location Based VR market on the basis of product  , application [Media, Entertainment, Training/ Simulation, Navigation, Sales and Medical], key regions and end user
To provide in-depth information regarding major influencing factors affecting the growth of the market (trends, drivers, restraints, opportunities, and industry-centric and regional challenges)
To strategically analyse the micro-markets and important business segments with respect to individual growth drivers , market trends and potential, and historical contributions to the total market
Identifying the opportunities in the market for key stakeholders and detailing the competitive landscape for market leaders
To provide market size for various segments of the Location Based VR market with respect to major geographies, namely, South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico)
To strategically profile the key players and analyzing their market shares and core competencies in the Location Based VR industry
To track key developments such as product launches, expansions, agreements, partnerships, mergers & acquisitions, and R&D activities that are key factors in shaping the market
Available Customization: Data related to EXIM [Export- Import], production & consumption by country or regional level break-up can be provided based on client request**. Additionally, the Players which are also part of the research are VRstudios Inc. (United States) and Exit Reality VR, Inc. (United States).
** Confirmation on availability of data would be informed prior purchase
While framing the research framework, major and emerging players operating in the Location Based VR market in various regions have been profiled, and their offerings, geographic footprints, and distribution/sales channels have been analysed through in-depth discussions. Top-down and bottom-up approaches have been used to determine the overall market size. Sizes of the other individual markets have been estimated using the percentage splits obtained through secondary sources such as Hoovers, Bloomberg BusinessWeek, and Dow Jones (Factiva), along with primary respondents. The complete methodology includes the study of the annual and financial reports of the key market players and extensive interviews with industry experts such as CEOs, VPs, directors, and marketing executives for key insights (both qualitative and quantitative) related to the market.