Location Based VR Comprehensive Study by Application (Media, Entertainment, Training/ Simulation, Navigation, Sales, Medical), Technology (2 Dimensional (2D), 3 Dimensional (3D), Cloud Merged Reality (CMR)), End User (Amusement Park, Themed Attraction, 4D Films, Healthcare, Automotive, Retail & Transport) Players and Region - Global Market Outlook to 2026

Location Based VR Market by XX Submarkets | Forecast Years 2022-2027  

  • Summary
  • Market Segments
  • Table of Content
  • List of Table & Figures
  • Players Profiled
Industry Background:
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.This growth is primarily driven by Increasing Adoption of CMR Technology across the World and High Demand for Location Based VR Technology from Automotive Industry.

Globally, a noticeable market trend is evident Increasing Popularity of 360-Degree Content . Major Players, such as 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) etc have either set up their manufacturing facilities or are planning to start new provision in the dominated region in the upcoming years.

Key Developments in the Market:
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.

Market Drivers
  • Increasing Adoption of CMR Technology across the World
  • High Demand for Location Based VR Technology from Automotive Industry

Market Trend
  • Increasing Popularity of 360-Degree Content
  • E-sports Gaining Traction in Location Based Virtual Reality

Restraints
  • High Cost of VR Content Development

Opportunities
Rising Investment in VR Technology and Usage of Inside-Out Tracking Technology in VR Headsets
Challenges
Lack of Awareness in Developing Region

AMA Research follow a focused and realistic research framework that provides the ability to study the crucial market dynamics in several regions across the world. Moreover, an in-depth assessment is mostly conducted by our analysts on geographical regions to provide clients and businesses the opportunity to dominate in niche markets and expand in emerging markets across the globe. This market research study also showcase the spontaneously changing Players landscape impacting the growth of the market. Furthermore, our market researchers extensively analyse the products and services offered by multiple players competing to increase their market share and presence.

Customization in the Report
AMA Research features not only specific market forecasts, but also include significant value-added commentary on:
- Market Trends
- Technological Trends and Innovations
- Market Maturity Indicators
- Growth Drivers and Constraints
- New Entrants into the Market & Entry/Exit Barriers
- To Seize Powerful Market Opportunities
- Identify Key Business Segments, Market Proposition & Gap Analysis

Against this Challenging Backdrop, Location Based VR Study Sheds Light on
— The Location Based VR Market status quo and key characteristics. To end this, Analyst at AMA organize and took survey of the Location Based VR industry Players. The resultant snapshot serves as a basis for understanding why and how the industry can be expected to change.
— Where Location Based VR industry is heading and what are the top priorities. Insights are drawn from financial analysis, the survey and interviews with key executives and industry experts.
— How every company in this diverse set of Players can best navigate the emerging competition landscape and follow a strategy that helps them position to hold value they currently claim, or capture the new addressable opportunity.

Report Objectives / Segmentation Covered

By Application
  • Media
  • Entertainment
  • Training/ Simulation
  • Navigation
  • Sales
  • Medical
By Technology
  • 2 Dimensional (2D)
  • 3 Dimensional (3D)
  • Cloud Merged Reality (CMR)

By End User
  • Amusement Park
  • Themed Attraction
  • 4D Films
  • Healthcare
  • Automotive
  • Retail & Transport

By Regions
  • 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
  • 1. Market Overview
    • 1.1. Introduction
    • 1.2. Scope/Objective of the Study
      • 1.2.1. Research Objective
  • 2. Executive Summary
    • 2.1. Introduction
  • 3. Market Dynamics
    • 3.1. Introduction
    • 3.2. Market Drivers
      • 3.2.1. Increasing Adoption of CMR Technology across the World
      • 3.2.2. High Demand for Location Based VR Technology from Automotive Industry
    • 3.3. Market Challenges
      • 3.3.1. Lack of Awareness in Developing Region
    • 3.4. Market Trends
      • 3.4.1. Increasing Popularity of 360-Degree Content
      • 3.4.2. E-sports Gaining Traction in Location Based Virtual Reality
  • 4. Market Factor Analysis
    • 4.1. Porters Five Forces
    • 4.2. Supply/Value Chain
    • 4.3. PESTEL analysis
    • 4.4. Market Entropy
    • 4.5. Patent/Trademark Analysis
  • 5. Global Location Based VR, by Application, Technology, End User and Region (value and price ) (2015-2020)
    • 5.1. Introduction
    • 5.2. Global Location Based VR (Value)
      • 5.2.1. Global Location Based VR by: Application (Value)
        • 5.2.1.1. Media
        • 5.2.1.2. Entertainment
        • 5.2.1.3. Training/ Simulation
        • 5.2.1.4. Navigation
        • 5.2.1.5. Sales
        • 5.2.1.6. Medical
      • 5.2.2. Global Location Based VR by: Technology (Value)
        • 5.2.2.1. 2 Dimensional (2D)
        • 5.2.2.2. 3 Dimensional (3D)
        • 5.2.2.3. Cloud Merged Reality (CMR)
      • 5.2.3. Global Location Based VR by: End User (Value)
        • 5.2.3.1. Amusement Park
        • 5.2.3.2. Themed Attraction
        • 5.2.3.3. 4D Films
        • 5.2.3.4. Healthcare
        • 5.2.3.5. Automotive
        • 5.2.3.6. Retail & Transport
      • 5.2.4. Global Location Based VR Region
        • 5.2.4.1. South America
          • 5.2.4.1.1. Brazil
          • 5.2.4.1.2. Argentina
          • 5.2.4.1.3. Rest of South America
        • 5.2.4.2. Asia Pacific
          • 5.2.4.2.1. China
          • 5.2.4.2.2. Japan
          • 5.2.4.2.3. India
          • 5.2.4.2.4. South Korea
          • 5.2.4.2.5. Taiwan
          • 5.2.4.2.6. Australia
          • 5.2.4.2.7. Rest of Asia-Pacific
        • 5.2.4.3. Europe
          • 5.2.4.3.1. Germany
          • 5.2.4.3.2. France
          • 5.2.4.3.3. Italy
          • 5.2.4.3.4. United Kingdom
          • 5.2.4.3.5. Netherlands
          • 5.2.4.3.6. Rest of Europe
        • 5.2.4.4. MEA
          • 5.2.4.4.1. Middle East
          • 5.2.4.4.2. Africa
        • 5.2.4.5. North America
          • 5.2.4.5.1. United States
          • 5.2.4.5.2. Canada
          • 5.2.4.5.3. Mexico
    • 5.3. Global Location Based VR (Price)
  • 6. Location Based VR: Manufacturers/Players Analysis
    • 6.1. Competitive Landscape
      • 6.1.1. Market Share Analysis
        • 6.1.1.1. Top 3
        • 6.1.1.2. Top 5
    • 6.2. Peer Group Analysis (2020)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. BidOn Games Studio (Ukraine)
        • 6.4.1.1. Business Overview
        • 6.4.1.2. Products/Services Offerings
        • 6.4.1.3. Financial Analysis
        • 6.4.1.4. SWOT Analysis
      • 6.4.2. Craftars (Romania)
        • 6.4.2.1. Business Overview
        • 6.4.2.2. Products/Services Offerings
        • 6.4.2.3. Financial Analysis
        • 6.4.2.4. SWOT Analysis
      • 6.4.3. Google, LLC (United States)
        • 6.4.3.1. Business Overview
        • 6.4.3.2. Products/Services Offerings
        • 6.4.3.3. Financial Analysis
        • 6.4.3.4. SWOT Analysis
      • 6.4.4. HQSoftware (Estonia)
        • 6.4.4.1. Business Overview
        • 6.4.4.2. Products/Services Offerings
        • 6.4.4.3. Financial Analysis
        • 6.4.4.4. SWOT Analysis
      • 6.4.5. HTC Corporation (Taiwan)
        • 6.4.5.1. Business Overview
        • 6.4.5.2. Products/Services Offerings
        • 6.4.5.3. Financial Analysis
        • 6.4.5.4. SWOT Analysis
      • 6.4.6. Huawei Technologies Co., Ltd. (China)
        • 6.4.6.1. Business Overview
        • 6.4.6.2. Products/Services Offerings
        • 6.4.6.3. Financial Analysis
        • 6.4.6.4. SWOT Analysis
      • 6.4.7. Intel Corporation (United States)
        • 6.4.7.1. Business Overview
        • 6.4.7.2. Products/Services Offerings
        • 6.4.7.3. Financial Analysis
        • 6.4.7.4. SWOT Analysis
      • 6.4.8. Next Now, Inc. (United States)
        • 6.4.8.1. Business Overview
        • 6.4.8.2. Products/Services Offerings
        • 6.4.8.3. Financial Analysis
        • 6.4.8.4. SWOT Analysis
      • 6.4.9. Oculus VR (United States)
        • 6.4.9.1. Business Overview
        • 6.4.9.2. Products/Services Offerings
        • 6.4.9.3. Financial Analysis
        • 6.4.9.4. SWOT Analysis
      • 6.4.10. The Void, LLC. (United States)
        • 6.4.10.1. Business Overview
        • 6.4.10.2. Products/Services Offerings
        • 6.4.10.3. Financial Analysis
        • 6.4.10.4. SWOT Analysis
  • 7. Global Location Based VR Sale, by Application, Technology, End User and Region (value and price ) (2021-2026)
    • 7.1. Introduction
    • 7.2. Global Location Based VR (Value)
      • 7.2.1. Global Location Based VR by: Application (Value)
        • 7.2.1.1. Media
        • 7.2.1.2. Entertainment
        • 7.2.1.3. Training/ Simulation
        • 7.2.1.4. Navigation
        • 7.2.1.5. Sales
        • 7.2.1.6. Medical
      • 7.2.2. Global Location Based VR by: Technology (Value)
        • 7.2.2.1. 2 Dimensional (2D)
        • 7.2.2.2. 3 Dimensional (3D)
        • 7.2.2.3. Cloud Merged Reality (CMR)
      • 7.2.3. Global Location Based VR by: End User (Value)
        • 7.2.3.1. Amusement Park
        • 7.2.3.2. Themed Attraction
        • 7.2.3.3. 4D Films
        • 7.2.3.4. Healthcare
        • 7.2.3.5. Automotive
        • 7.2.3.6. Retail & Transport
      • 7.2.4. Global Location Based VR Region
        • 7.2.4.1. South America
          • 7.2.4.1.1. Brazil
          • 7.2.4.1.2. Argentina
          • 7.2.4.1.3. Rest of South America
        • 7.2.4.2. Asia Pacific
          • 7.2.4.2.1. China
          • 7.2.4.2.2. Japan
          • 7.2.4.2.3. India
          • 7.2.4.2.4. South Korea
          • 7.2.4.2.5. Taiwan
          • 7.2.4.2.6. Australia
          • 7.2.4.2.7. Rest of Asia-Pacific
        • 7.2.4.3. Europe
          • 7.2.4.3.1. Germany
          • 7.2.4.3.2. France
          • 7.2.4.3.3. Italy
          • 7.2.4.3.4. United Kingdom
          • 7.2.4.3.5. Netherlands
          • 7.2.4.3.6. Rest of Europe
        • 7.2.4.4. MEA
          • 7.2.4.4.1. Middle East
          • 7.2.4.4.2. Africa
        • 7.2.4.5. North America
          • 7.2.4.5.1. United States
          • 7.2.4.5.2. Canada
          • 7.2.4.5.3. Mexico
    • 7.3. Global Location Based VR (Price)
  • 8. Appendix
    • 8.1. Acronyms
  • 9. Methodology and Data Source
    • 9.1. Methodology/Research Approach
      • 9.1.1. Research Programs/Design
      • 9.1.2. Market Size Estimation
      • 9.1.3. Market Breakdown and Data Triangulation
    • 9.2. Data Source
      • 9.2.1. Secondary Sources
      • 9.2.2. Primary Sources
    • 9.3. Disclaimer
List of Tables
  • Table 1. Location Based VR: by Application(USD Million)
  • Table 2. Location Based VR Media , by Region USD Million (2015-2020)
  • Table 3. Location Based VR Entertainment , by Region USD Million (2015-2020)
  • Table 4. Location Based VR Training/ Simulation , by Region USD Million (2015-2020)
  • Table 5. Location Based VR Navigation , by Region USD Million (2015-2020)
  • Table 6. Location Based VR Sales , by Region USD Million (2015-2020)
  • Table 7. Location Based VR Medical , by Region USD Million (2015-2020)
  • Table 8. Location Based VR: by Technology(USD Million)
  • Table 9. Location Based VR 2 Dimensional (2D) , by Region USD Million (2015-2020)
  • Table 10. Location Based VR 3 Dimensional (3D) , by Region USD Million (2015-2020)
  • Table 11. Location Based VR Cloud Merged Reality (CMR) , by Region USD Million (2015-2020)
  • Table 12. Location Based VR: by End User(USD Million)
  • Table 13. Location Based VR Amusement Park , by Region USD Million (2015-2020)
  • Table 14. Location Based VR Themed Attraction , by Region USD Million (2015-2020)
  • Table 15. Location Based VR 4D Films , by Region USD Million (2015-2020)
  • Table 16. Location Based VR Healthcare , by Region USD Million (2015-2020)
  • Table 17. Location Based VR Automotive , by Region USD Million (2015-2020)
  • Table 18. Location Based VR Retail & Transport , by Region USD Million (2015-2020)
  • Table 19. South America Location Based VR, by Country USD Million (2015-2020)
  • Table 20. South America Location Based VR, by Application USD Million (2015-2020)
  • Table 21. South America Location Based VR, by Technology USD Million (2015-2020)
  • Table 22. South America Location Based VR, by End User USD Million (2015-2020)
  • Table 23. Brazil Location Based VR, by Application USD Million (2015-2020)
  • Table 24. Brazil Location Based VR, by Technology USD Million (2015-2020)
  • Table 25. Brazil Location Based VR, by End User USD Million (2015-2020)
  • Table 26. Argentina Location Based VR, by Application USD Million (2015-2020)
  • Table 27. Argentina Location Based VR, by Technology USD Million (2015-2020)
  • Table 28. Argentina Location Based VR, by End User USD Million (2015-2020)
  • Table 29. Rest of South America Location Based VR, by Application USD Million (2015-2020)
  • Table 30. Rest of South America Location Based VR, by Technology USD Million (2015-2020)
  • Table 31. Rest of South America Location Based VR, by End User USD Million (2015-2020)
  • Table 32. Asia Pacific Location Based VR, by Country USD Million (2015-2020)
  • Table 33. Asia Pacific Location Based VR, by Application USD Million (2015-2020)
  • Table 34. Asia Pacific Location Based VR, by Technology USD Million (2015-2020)
  • Table 35. Asia Pacific Location Based VR, by End User USD Million (2015-2020)
  • Table 36. China Location Based VR, by Application USD Million (2015-2020)
  • Table 37. China Location Based VR, by Technology USD Million (2015-2020)
  • Table 38. China Location Based VR, by End User USD Million (2015-2020)
  • Table 39. Japan Location Based VR, by Application USD Million (2015-2020)
  • Table 40. Japan Location Based VR, by Technology USD Million (2015-2020)
  • Table 41. Japan Location Based VR, by End User USD Million (2015-2020)
  • Table 42. India Location Based VR, by Application USD Million (2015-2020)
  • Table 43. India Location Based VR, by Technology USD Million (2015-2020)
  • Table 44. India Location Based VR, by End User USD Million (2015-2020)
  • Table 45. South Korea Location Based VR, by Application USD Million (2015-2020)
  • Table 46. South Korea Location Based VR, by Technology USD Million (2015-2020)
  • Table 47. South Korea Location Based VR, by End User USD Million (2015-2020)
  • Table 48. Taiwan Location Based VR, by Application USD Million (2015-2020)
  • Table 49. Taiwan Location Based VR, by Technology USD Million (2015-2020)
  • Table 50. Taiwan Location Based VR, by End User USD Million (2015-2020)
  • Table 51. Australia Location Based VR, by Application USD Million (2015-2020)
  • Table 52. Australia Location Based VR, by Technology USD Million (2015-2020)
  • Table 53. Australia Location Based VR, by End User USD Million (2015-2020)
  • Table 54. Rest of Asia-Pacific Location Based VR, by Application USD Million (2015-2020)
  • Table 55. Rest of Asia-Pacific Location Based VR, by Technology USD Million (2015-2020)
  • Table 56. Rest of Asia-Pacific Location Based VR, by End User USD Million (2015-2020)
  • Table 57. Europe Location Based VR, by Country USD Million (2015-2020)
  • Table 58. Europe Location Based VR, by Application USD Million (2015-2020)
  • Table 59. Europe Location Based VR, by Technology USD Million (2015-2020)
  • Table 60. Europe Location Based VR, by End User USD Million (2015-2020)
  • Table 61. Germany Location Based VR, by Application USD Million (2015-2020)
  • Table 62. Germany Location Based VR, by Technology USD Million (2015-2020)
  • Table 63. Germany Location Based VR, by End User USD Million (2015-2020)
  • Table 64. France Location Based VR, by Application USD Million (2015-2020)
  • Table 65. France Location Based VR, by Technology USD Million (2015-2020)
  • Table 66. France Location Based VR, by End User USD Million (2015-2020)
  • Table 67. Italy Location Based VR, by Application USD Million (2015-2020)
  • Table 68. Italy Location Based VR, by Technology USD Million (2015-2020)
  • Table 69. Italy Location Based VR, by End User USD Million (2015-2020)
  • Table 70. United Kingdom Location Based VR, by Application USD Million (2015-2020)
  • Table 71. United Kingdom Location Based VR, by Technology USD Million (2015-2020)
  • Table 72. United Kingdom Location Based VR, by End User USD Million (2015-2020)
  • Table 73. Netherlands Location Based VR, by Application USD Million (2015-2020)
  • Table 74. Netherlands Location Based VR, by Technology USD Million (2015-2020)
  • Table 75. Netherlands Location Based VR, by End User USD Million (2015-2020)
  • Table 76. Rest of Europe Location Based VR, by Application USD Million (2015-2020)
  • Table 77. Rest of Europe Location Based VR, by Technology USD Million (2015-2020)
  • Table 78. Rest of Europe Location Based VR, by End User USD Million (2015-2020)
  • Table 79. MEA Location Based VR, by Country USD Million (2015-2020)
  • Table 80. MEA Location Based VR, by Application USD Million (2015-2020)
  • Table 81. MEA Location Based VR, by Technology USD Million (2015-2020)
  • Table 82. MEA Location Based VR, by End User USD Million (2015-2020)
  • Table 83. Middle East Location Based VR, by Application USD Million (2015-2020)
  • Table 84. Middle East Location Based VR, by Technology USD Million (2015-2020)
  • Table 85. Middle East Location Based VR, by End User USD Million (2015-2020)
  • Table 86. Africa Location Based VR, by Application USD Million (2015-2020)
  • Table 87. Africa Location Based VR, by Technology USD Million (2015-2020)
  • Table 88. Africa Location Based VR, by End User USD Million (2015-2020)
  • Table 89. North America Location Based VR, by Country USD Million (2015-2020)
  • Table 90. North America Location Based VR, by Application USD Million (2015-2020)
  • Table 91. North America Location Based VR, by Technology USD Million (2015-2020)
  • Table 92. North America Location Based VR, by End User USD Million (2015-2020)
  • Table 93. United States Location Based VR, by Application USD Million (2015-2020)
  • Table 94. United States Location Based VR, by Technology USD Million (2015-2020)
  • Table 95. United States Location Based VR, by End User USD Million (2015-2020)
  • Table 96. Canada Location Based VR, by Application USD Million (2015-2020)
  • Table 97. Canada Location Based VR, by Technology USD Million (2015-2020)
  • Table 98. Canada Location Based VR, by End User USD Million (2015-2020)
  • Table 99. Mexico Location Based VR, by Application USD Million (2015-2020)
  • Table 100. Mexico Location Based VR, by Technology USD Million (2015-2020)
  • Table 101. Mexico Location Based VR, by End User USD Million (2015-2020)
  • Table 102. Company Basic Information, Sales Area and Its Competitors
  • Table 103. Company Basic Information, Sales Area and Its Competitors
  • Table 104. Company Basic Information, Sales Area and Its Competitors
  • Table 105. Company Basic Information, Sales Area and Its Competitors
  • Table 106. Company Basic Information, Sales Area and Its Competitors
  • Table 107. Company Basic Information, Sales Area and Its Competitors
  • Table 108. Company Basic Information, Sales Area and Its Competitors
  • Table 109. Company Basic Information, Sales Area and Its Competitors
  • Table 110. Company Basic Information, Sales Area and Its Competitors
  • Table 111. Company Basic Information, Sales Area and Its Competitors
  • Table 112. Location Based VR: by Application(USD Million)
  • Table 113. Location Based VR Media , by Region USD Million (2021-2026)
  • Table 114. Location Based VR Entertainment , by Region USD Million (2021-2026)
  • Table 115. Location Based VR Training/ Simulation , by Region USD Million (2021-2026)
  • Table 116. Location Based VR Navigation , by Region USD Million (2021-2026)
  • Table 117. Location Based VR Sales , by Region USD Million (2021-2026)
  • Table 118. Location Based VR Medical , by Region USD Million (2021-2026)
  • Table 119. Location Based VR: by Technology(USD Million)
  • Table 120. Location Based VR 2 Dimensional (2D) , by Region USD Million (2021-2026)
  • Table 121. Location Based VR 3 Dimensional (3D) , by Region USD Million (2021-2026)
  • Table 122. Location Based VR Cloud Merged Reality (CMR) , by Region USD Million (2021-2026)
  • Table 123. Location Based VR: by End User(USD Million)
  • Table 124. Location Based VR Amusement Park , by Region USD Million (2021-2026)
  • Table 125. Location Based VR Themed Attraction , by Region USD Million (2021-2026)
  • Table 126. Location Based VR 4D Films , by Region USD Million (2021-2026)
  • Table 127. Location Based VR Healthcare , by Region USD Million (2021-2026)
  • Table 128. Location Based VR Automotive , by Region USD Million (2021-2026)
  • Table 129. Location Based VR Retail & Transport , by Region USD Million (2021-2026)
  • Table 130. South America Location Based VR, by Country USD Million (2021-2026)
  • Table 131. South America Location Based VR, by Application USD Million (2021-2026)
  • Table 132. South America Location Based VR, by Technology USD Million (2021-2026)
  • Table 133. South America Location Based VR, by End User USD Million (2021-2026)
  • Table 134. Brazil Location Based VR, by Application USD Million (2021-2026)
  • Table 135. Brazil Location Based VR, by Technology USD Million (2021-2026)
  • Table 136. Brazil Location Based VR, by End User USD Million (2021-2026)
  • Table 137. Argentina Location Based VR, by Application USD Million (2021-2026)
  • Table 138. Argentina Location Based VR, by Technology USD Million (2021-2026)
  • Table 139. Argentina Location Based VR, by End User USD Million (2021-2026)
  • Table 140. Rest of South America Location Based VR, by Application USD Million (2021-2026)
  • Table 141. Rest of South America Location Based VR, by Technology USD Million (2021-2026)
  • Table 142. Rest of South America Location Based VR, by End User USD Million (2021-2026)
  • Table 143. Asia Pacific Location Based VR, by Country USD Million (2021-2026)
  • Table 144. Asia Pacific Location Based VR, by Application USD Million (2021-2026)
  • Table 145. Asia Pacific Location Based VR, by Technology USD Million (2021-2026)
  • Table 146. Asia Pacific Location Based VR, by End User USD Million (2021-2026)
  • Table 147. China Location Based VR, by Application USD Million (2021-2026)
  • Table 148. China Location Based VR, by Technology USD Million (2021-2026)
  • Table 149. China Location Based VR, by End User USD Million (2021-2026)
  • Table 150. Japan Location Based VR, by Application USD Million (2021-2026)
  • Table 151. Japan Location Based VR, by Technology USD Million (2021-2026)
  • Table 152. Japan Location Based VR, by End User USD Million (2021-2026)
  • Table 153. India Location Based VR, by Application USD Million (2021-2026)
  • Table 154. India Location Based VR, by Technology USD Million (2021-2026)
  • Table 155. India Location Based VR, by End User USD Million (2021-2026)
  • Table 156. South Korea Location Based VR, by Application USD Million (2021-2026)
  • Table 157. South Korea Location Based VR, by Technology USD Million (2021-2026)
  • Table 158. South Korea Location Based VR, by End User USD Million (2021-2026)
  • Table 159. Taiwan Location Based VR, by Application USD Million (2021-2026)
  • Table 160. Taiwan Location Based VR, by Technology USD Million (2021-2026)
  • Table 161. Taiwan Location Based VR, by End User USD Million (2021-2026)
  • Table 162. Australia Location Based VR, by Application USD Million (2021-2026)
  • Table 163. Australia Location Based VR, by Technology USD Million (2021-2026)
  • Table 164. Australia Location Based VR, by End User USD Million (2021-2026)
  • Table 165. Rest of Asia-Pacific Location Based VR, by Application USD Million (2021-2026)
  • Table 166. Rest of Asia-Pacific Location Based VR, by Technology USD Million (2021-2026)
  • Table 167. Rest of Asia-Pacific Location Based VR, by End User USD Million (2021-2026)
  • Table 168. Europe Location Based VR, by Country USD Million (2021-2026)
  • Table 169. Europe Location Based VR, by Application USD Million (2021-2026)
  • Table 170. Europe Location Based VR, by Technology USD Million (2021-2026)
  • Table 171. Europe Location Based VR, by End User USD Million (2021-2026)
  • Table 172. Germany Location Based VR, by Application USD Million (2021-2026)
  • Table 173. Germany Location Based VR, by Technology USD Million (2021-2026)
  • Table 174. Germany Location Based VR, by End User USD Million (2021-2026)
  • Table 175. France Location Based VR, by Application USD Million (2021-2026)
  • Table 176. France Location Based VR, by Technology USD Million (2021-2026)
  • Table 177. France Location Based VR, by End User USD Million (2021-2026)
  • Table 178. Italy Location Based VR, by Application USD Million (2021-2026)
  • Table 179. Italy Location Based VR, by Technology USD Million (2021-2026)
  • Table 180. Italy Location Based VR, by End User USD Million (2021-2026)
  • Table 181. United Kingdom Location Based VR, by Application USD Million (2021-2026)
  • Table 182. United Kingdom Location Based VR, by Technology USD Million (2021-2026)
  • Table 183. United Kingdom Location Based VR, by End User USD Million (2021-2026)
  • Table 184. Netherlands Location Based VR, by Application USD Million (2021-2026)
  • Table 185. Netherlands Location Based VR, by Technology USD Million (2021-2026)
  • Table 186. Netherlands Location Based VR, by End User USD Million (2021-2026)
  • Table 187. Rest of Europe Location Based VR, by Application USD Million (2021-2026)
  • Table 188. Rest of Europe Location Based VR, by Technology USD Million (2021-2026)
  • Table 189. Rest of Europe Location Based VR, by End User USD Million (2021-2026)
  • Table 190. MEA Location Based VR, by Country USD Million (2021-2026)
  • Table 191. MEA Location Based VR, by Application USD Million (2021-2026)
  • Table 192. MEA Location Based VR, by Technology USD Million (2021-2026)
  • Table 193. MEA Location Based VR, by End User USD Million (2021-2026)
  • Table 194. Middle East Location Based VR, by Application USD Million (2021-2026)
  • Table 195. Middle East Location Based VR, by Technology USD Million (2021-2026)
  • Table 196. Middle East Location Based VR, by End User USD Million (2021-2026)
  • Table 197. Africa Location Based VR, by Application USD Million (2021-2026)
  • Table 198. Africa Location Based VR, by Technology USD Million (2021-2026)
  • Table 199. Africa Location Based VR, by End User USD Million (2021-2026)
  • Table 200. North America Location Based VR, by Country USD Million (2021-2026)
  • Table 201. North America Location Based VR, by Application USD Million (2021-2026)
  • Table 202. North America Location Based VR, by Technology USD Million (2021-2026)
  • Table 203. North America Location Based VR, by End User USD Million (2021-2026)
  • Table 204. United States Location Based VR, by Application USD Million (2021-2026)
  • Table 205. United States Location Based VR, by Technology USD Million (2021-2026)
  • Table 206. United States Location Based VR, by End User USD Million (2021-2026)
  • Table 207. Canada Location Based VR, by Application USD Million (2021-2026)
  • Table 208. Canada Location Based VR, by Technology USD Million (2021-2026)
  • Table 209. Canada Location Based VR, by End User USD Million (2021-2026)
  • Table 210. Mexico Location Based VR, by Application USD Million (2021-2026)
  • Table 211. Mexico Location Based VR, by Technology USD Million (2021-2026)
  • Table 212. Mexico Location Based VR, by End User USD Million (2021-2026)
  • Table 213. Research Programs/Design for This Report
  • Table 214. Key Data Information from Secondary Sources
  • Table 215. Key Data Information from Primary Sources
List of Figures
  • Figure 1. Porters Five Forces
  • Figure 2. Supply/Value Chain
  • Figure 3. PESTEL analysis
  • Figure 4. Global Location Based VR: by Application USD Million (2015-2020)
  • Figure 5. Global Location Based VR: by Technology USD Million (2015-2020)
  • Figure 6. Global Location Based VR: by End User USD Million (2015-2020)
  • Figure 7. South America Location Based VR Share (%), by Country
  • Figure 8. Asia Pacific Location Based VR Share (%), by Country
  • Figure 9. Europe Location Based VR Share (%), by Country
  • Figure 10. MEA Location Based VR Share (%), by Country
  • Figure 11. North America Location Based VR Share (%), by Country
  • Figure 12. Global Location Based VR share by Players 2020 (%)
  • Figure 13. Global Location Based VR share by Players (Top 3) 2020(%)
  • Figure 14. Global Location Based VR share by Players (Top 5) 2020(%)
  • Figure 15. BCG Matrix for key Companies
  • Figure 16. BidOn Games Studio (Ukraine) Revenue, Net Income and Gross profit
  • Figure 17. BidOn Games Studio (Ukraine) Revenue: by Geography 2020
  • Figure 18. Craftars (Romania) Revenue, Net Income and Gross profit
  • Figure 19. Craftars (Romania) Revenue: by Geography 2020
  • Figure 20. Google, LLC (United States) Revenue, Net Income and Gross profit
  • Figure 21. Google, LLC (United States) Revenue: by Geography 2020
  • Figure 22. HQSoftware (Estonia) Revenue, Net Income and Gross profit
  • Figure 23. HQSoftware (Estonia) Revenue: by Geography 2020
  • Figure 24. HTC Corporation (Taiwan) Revenue, Net Income and Gross profit
  • Figure 25. HTC Corporation (Taiwan) Revenue: by Geography 2020
  • Figure 26. Huawei Technologies Co., Ltd. (China) Revenue, Net Income and Gross profit
  • Figure 27. Huawei Technologies Co., Ltd. (China) Revenue: by Geography 2020
  • Figure 28. Intel Corporation (United States) Revenue, Net Income and Gross profit
  • Figure 29. Intel Corporation (United States) Revenue: by Geography 2020
  • Figure 30. Next Now, Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 31. Next Now, Inc. (United States) Revenue: by Geography 2020
  • Figure 32. Oculus VR (United States) Revenue, Net Income and Gross profit
  • Figure 33. Oculus VR (United States) Revenue: by Geography 2020
  • Figure 34. The Void, LLC. (United States) Revenue, Net Income and Gross profit
  • Figure 35. The Void, LLC. (United States) Revenue: by Geography 2020
  • Figure 36. Global Location Based VR: by Application USD Million (2021-2026)
  • Figure 37. Global Location Based VR: by Technology USD Million (2021-2026)
  • Figure 38. Global Location Based VR: by End User USD Million (2021-2026)
  • Figure 39. South America Location Based VR Share (%), by Country
  • Figure 40. Asia Pacific Location Based VR Share (%), by Country
  • Figure 41. Europe Location Based VR Share (%), by Country
  • Figure 42. MEA Location Based VR Share (%), by Country
  • Figure 43. North America Location Based VR Share (%), by Country
List of companies from research coverage that are profiled in the study
  • 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)
  • The Void, LLC. (United States)
Additional players considered in the study are as follows:
VRstudios Inc. (United States) , Exit Reality VR, Inc. (United States)
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Key Highlights of Report


Oct 2021 250 Pages 74 Tables Base Year: 2021 Coverage: 15+ Companies; 18 Countries

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Historical year: 2016-2020; Base year: 2020; Forecast period: 2021 to 2026
Companies that are profiled in Global Location Based VR Market 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) etc.
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.

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