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Location-based VR Entertainment (LBE) Market by Product Type, End-Users, and Geography (North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa): Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2025 - 2032

Published Oct 09, 2025
Length 250 Pages
SKU # PERR20468872

Description

Persistence Market Research has recently published an extensive report on the global Location-based VR Entertainment (LBE) Market. This report offers a comprehensive analysis of the key market dynamics, including drivers, trends, opportunities, and challenges, providing deep insights into the market structure.

Key Insights:
  • Location-based VR Entertainment (LBE) Market Size (2025E): USD 3971.2 Mn
  • Projected Market Value (2032F): USD 20471.6 Mn
  • Global Market Growth Rate (CAGR 2025 to 2032): 26.4%
Location-based VR Entertainment (LBE) Market - Report Scope:

The Location-based VR Entertainment (LBE) Market encompasses immersive virtual reality experiences provided in dedicated venues such as amusement parks, VR arcades, theme parks, and cinemas. These experiences are tailored to deliver high-quality, interactive, and social engagement through advanced VR headsets, motion-tracking technology, and haptic feedback systems. The market caters to entertainment seekers, gamers, and businesses aiming to offer engaging experiences. Growth is fueled by increasing consumer interest in immersive entertainment, technological advancements in VR hardware and software, and the expansion of out-of-home entertainment venues.

Market Growth Drivers:

Several key factors are driving the global Location-based VR Entertainment (LBE) Market. The rising consumer demand for immersive and interactive entertainment solutions significantly contributes to market expansion. Technological advancements, such as high-fidelity VR headsets, 5G connectivity, and AI-driven content, enhance the overall user experience, making LBE more attractive. The growing investment in VR infrastructure by entertainment venues, including theme parks, shopping malls, and dedicated VR arcades, supports industry growth. Additionally, the increasing adoption of VR in corporate training, tourism, and education broadens the market scope beyond entertainment.

Market Restraints:

Despite promising growth prospects, the Location-based VR Entertainment (LBE) Market faces challenges related to high setup and maintenance costs. The need for sophisticated hardware, frequent software updates, and large venue spaces poses financial burdens for operators. Additionally, concerns about VR-induced motion sickness and hygiene issues in shared VR equipment may deter potential users. The relatively high ticket prices for VR experiences compared to traditional entertainment options can also impact market penetration. Addressing these challenges requires continuous investment in cost-effective solutions, improved VR ergonomics, and enhanced user comfort features.

Market Opportunities:

The market presents significant opportunities driven by the integration of emerging technologies such as artificial intelligence, blockchain, and cloud gaming. The expansion of hyper-realistic multiplayer VR experiences and esports events creates new revenue streams for LBE operators. The development of location-based VR for tourism and heritage site recreations offers potential for cultural and educational applications. Additionally, partnerships between VR content developers and major entertainment brands can enhance the appeal of LBE experiences. The growing preference for sustainable and modular VR setups, including wireless VR solutions and compact motion platforms, further drives innovation in the sector.

Key Questions Answered in the Report:
  • What are the primary factors driving the growth of the Location-based VR Entertainment (LBE) Market globally?
  • Which types and formats of LBE experiences are leading adoption in various settings?
  • How are technological advancements influencing the competitive landscape of the Location-based VR Entertainment (LBE) Market?
  • Who are the key players in the Location-based VR Entertainment (LBE) Market, and what strategies are they employing to stay competitive?
  • What are the emerging trends and future prospects in the global Location-based VR Entertainment (LBE) Market?
Competitive Intelligence and Business Strategy:

Leading players in the global Location-based VR Entertainment (LBE) Market, including The VOID, Sandbox VR, Zero Latency, and IMAX VR, focus on innovation, strategic partnerships, and technological advancements to maintain a competitive edge. These companies invest in high-fidelity VR content, motion tracking systems, and AI-driven interactivity to enhance user experience. Collaborations with gaming studios, entertainment franchises, and theme park operators expand market reach and drive adoption. Additionally, emphasis on hygiene protocols, user safety, and VR accessibility ensures sustained consumer trust and engagement in the evolving LBE landscape.

Key Companies Profiled:
  • HTC Vive (HTC Corporation
  • Oculus VR (Meta)
  • Hologate
  • Survios Inc.
  • The Void LLC
  • VRstudios Inc.
  • Zero Latency VR
  • Exit Reality VR
  • Positron
  • Others
Key Segments of LBE Industry Research

By Component:
  • Hardware
  • Software
  • Services
By Technology:
  • 2D
  • 3D
  • Cloud-Merged Reality
By End User:
  • Amusement Parks
  • Theme Parks
  • Arcade Studios
  • 4D Films
  • Others
By Region:
  • North America
  • Latin America
  • Europe
  • East Asia
  • South Asia Pacific
  • Middle East and Africa


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Table of Contents

250 Pages
1. Executive Summary
1.1. Global Market Outlook
1.2. Demand Side Trends
1.3. Supply Side Trends
1.4. Analysis and Recommendations
2. Market Overview
2.1. Market Coverage / Taxonomy
2.2. Market Definition / Scope / Limitations
3. Key Market Trends
3.1. Key Trends Impacting the Market
3.2. Product Innovation / Development Trends
4. Pricing Analysis
4.1. Pricing Analysis, By Product
4.1.1. Hardware Pricing Analysis
4.1.2. Software Pricing Analysis
4.2. Average Pricing Analysis Benchmark
5. Global Location-based VR Entertainment (LBE) Market Outlook, 2019-2032
5.1. Historical Market Value (US$ Mn) Analysis, 2019-2024
5.2. Current and Future Market Value (US$ Mn) Projections, 2025-2032
5.2.1. Y-o-Y Growth Trend Analysis
5.2.2. Absolute $ Opportunity Analysis
6. Market Background
6.1. Macro-Economic Factors
6.2. Forecast Factors - Relevance & Impact
6.3. Value Chain
6.4. COVID-19 Crisis – Impact Assessment
6.4.1. Current Statistics
6.4.2. Short-Mid-Long Term Outlook
6.4.3. Likely Rebound
6.5. Market Dynamics
6.5.1. Drivers
6.5.2. Restraints
6.5.3. Opportunities
7. Global Location-based VR Entertainment (LBE) Market Outlook, 2019-2032
7.1. Introduction / Key Findings
7.2. Historical Market Size (US$ Mn) Analysis By Component, 2019-2024
7.3. Current and Future Market Size (US$ Mn) Analysis and Forecast By Component, 2025-2032
7.3.1. Hardware
7.3.1.1. Head Mount Display
7.3.1.2. Sensors
7.3.1.3. Head up Display
7.3.1.4. Camera
7.3.1.5. Others
7.3.2. VR Software
7.3.3. VR Services
7.4. Market Attractiveness Analysis By Component
8. Global Location-based VR Entertainment (LBE) Market Outlook, 2019-2032
8.1. Introduction / Key Findings
8.2. Historical Market Size (US$ Mn) Analysis By Technology, 2019-2024
8.3. Current and Future Market Size (US$ Mn) Analysis and Forecast By Technology, 2025-2032
8.3.1. 2D
8.3.2. 3D
8.3.3. Cloud Merged Reality
8.4. Market Attractiveness Analysis By Technology
9. Global Location-based VR Entertainment (LBE) Market Outlook, 2019-2032
9.1. Introduction / Key Findings
9.2. Historical Market Size (US$ Mn) Analysis By End User, 2019-2024
9.3. Current and Future Market Size (US$ Mn) Analysis and Forecast By End User, 2025-2032
9.3.1. Amusement Park
9.3.2. Theme Park
9.3.3. Arcade Studios
9.3.4. 4D Films
9.3.5. Others
9.4. Market Attractiveness Analysis By End User
10. Global Location-based VR Entertainment (LBE) Outlook, 2019-2032
10.1. Introduction / Key Findings
10.2. Historical Market Size (US$ Mn) Analysis By Region, 2019-2024
10.3. Current and Future Market Size (US$ Mn) Analysis and Forecast By Region, 2025-2032
10.3.1. North America
10.3.2. Latin America
10.3.3. Europe
10.3.4. East Asia
10.3.5. South Asia Pacific
10.3.6. Middle East and Africa
10.4. Market Attractiveness Analysis By Region
11. North America Location-based VR Entertainment (LBE) Market Outlook, 2019-2032
11.1. Introduction
11.2. Historical Market Size (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2024
11.3. Current and Future Market Size (US$ Mn) Forecast By Market Taxonomy, 2025-2032
11.3.1. By Component
11.3.2. By Technology
11.3.3. By End User
11.3.4. By Country
11.3.4.1. U.S.
11.3.4.2. Canada
11.4. Market Attractiveness Analysis
11.4.1. By Component
11.4.2. By Technology
11.4.3. By End User
11.4.4. By Country
11.5. Market Trends
11.6. Key Market Participants - Intensity Mapping
12. Latin America Location-based VR Entertainment (LBE) Market Outlook, 2019-2032
12.1. Introduction
12.2. Historical Market Size (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2024
12.3. Current and Future Market Size (US$ Mn) Forecast By Market Taxonomy, 2025-2032
12.3.1. By Component
12.3.2. By Technology
12.3.3. By End User
12.3.4. By Country
12.3.4.1. Brazil
12.3.4.2. Mexico
12.3.4.3. Rest of Latin America
12.4. Market Attractiveness Analysis
12.4.1. By Component
12.4.2. By Technology
12.4.3. By End User
12.4.4. By Country
13. Europe Location-based VR Entertainment (LBE) Market Outlook, 2019-2032
13.1. Introduction
13.2. Historical Market Size (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2024
13.3. Current and Future Market Size (US$ Mn) Forecast By Market Taxonomy, 2025-2032
13.3.1. By Component
13.3.2. By Technology
13.3.3. By End User
13.3.4. By Country
13.3.4.1. Germany
13.3.4.2. Italy
13.3.4.3. France
13.3.4.4. U.K.
13.3.4.5. Spain
13.3.4.6. BENELUX
13.3.4.7. Russia
13.3.4.8. Rest of Europe
13.4. Market Attractiveness Analysis
13.4.1. By Component
13.4.2. By Technology
13.4.3. By End User
13.4.4. By Country
14. South Asia & Pacific Location-based VR Entertainment (LBE) Market Outlook, 2019-2032
14.1. Introduction
14.2. Historical Market Size (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2024
14.3. Current and Future Market Size (US$ Mn) Forecast By Market Taxonomy, 2025-2032
14.3.1. By Component
14.3.2. By Technology
14.3.3. By End User
14.3.4. By Country
14.3.4.1. India
14.3.4.2. Indonesia
14.3.4.3. Malaysia
14.3.4.4. Singapore
14.3.4.5. Australia & New Zealand
14.3.4.6. Rest of South Asia and Pacific
14.4. Market Attractiveness Analysis
14.4.1. By Component
14.4.2. By Technology
14.4.3. By End User
14.4.4. By Country
15. East Asia Location-based VR Entertainment (LBE) Market Outlook, 2019-2032
15.1. Introduction
15.2. Historical Market Size (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2024
15.3. Current and Future Market Size (US$ Mn) Forecast By Market Taxonomy, 2025-2032
15.3.1. By Component
15.3.2. By Technology
15.3.3. By End User
15.3.4. By Country
15.3.4.1. China
15.3.4.2. Japan
15.3.4.3. South Korea
15.4. Market Attractiveness Analysis
15.4.1. By Component
15.4.2. By Technology
15.4.3. By End User
15.4.4. By Country
16. Middle East and Africa Location-based VR Entertainment (LBE) Market Outlook, 2019-2032
16.1. Introduction
16.2. Historical Market Size (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2024
16.3. Current and Future Market Size (US$ Mn) Forecast By Market Taxonomy, 2025-2032
16.3.1. By Component
16.3.2. By Technology
16.3.3. By End User
16.3.4. By Country
16.3.4.1. GCC Countries
16.3.4.2. Turkey
16.3.4.3. South Africa
16.3.4.4. Rest of Middle East and Africa
16.4. Market Attractiveness Analysis
16.4.1. By Component
16.4.2. By Technology
16.4.3. By End User
16.4.4. By Country
17. Key Countries Analysis- Location-based VR Entertainment (LBE) Market
17.1. U.S. Location-based VR Entertainment (LBE) Market Analysis
17.1.1. By Component
17.1.2. By Technology
17.1.3. By End User
17.2. Canada Location-based VR Entertainment (LBE) Market Analysis
17.2.1. By Component
17.2.2. By Technology
17.2.3. By End User
17.3. Mexico Location-based VR Entertainment (LBE) Market Analysis
17.3.1. By Component
17.3.2. By Technology
17.3.3. By End User
17.4. Brazil Location-based VR Entertainment (LBE) Market Analysis
17.4.1. By Component
17.4.2. By Technology
17.4.3. By End User
17.5. Germany Location-based VR Entertainment (LBE) Market Analysis
17.5.1. By Component
17.5.2. By Technology
17.5.3. By End User
17.6. Italy Location-based VR Entertainment (LBE) Market Analysis
17.6.1. By Component
17.6.2. By Technology
17.6.3. By End User
17.7. France Location-based VR Entertainment (LBE) Market Analysis
17.7.1. By Component
17.7.2. By Technology
17.7.3. By End User
17.8. U.K. Location-based VR Entertainment (LBE) Market Analysis
17.8.1. By Component
17.8.2. By Technology
17.8.3. By End User
17.9. Spain Location-based VR Entertainment (LBE) Market Analysis
17.9.1. By Component
17.9.2. By Technology
17.9.3. By End User
17.10. BENELUX Location-based VR Entertainment (LBE) Market Analysis
17.10.1. By Component
17.10.2. By Technology
17.10.3. By End User
17.11. Russia Location-based VR Entertainment (LBE) Market Analysis
17.11.1. By Component
17.11.2. By Technology
17.11.3. By End User
17.12. Rest of Europe Location-based VR Entertainment (LBE) Market Analysis
17.12.1. By Component
17.12.2. By Technology
17.12.3. By End User
17.13. China Location-based VR Entertainment (LBE) Market Analysis
17.13.1. By Component
17.13.2. By Technology
17.13.3. By End User
17.14. Japan Location-based VR Entertainment (LBE) Market Analysis
17.14.1. By Component
17.14.2. By Technology
17.14.3. By End User
17.15. South Korea Location-based VR Entertainment (LBE) Market Analysis
17.15.1. By Component
17.15.2. By Technology
17.15.3. By End User
17.16. India Location-based VR Entertainment (LBE) Market Analysis
17.16.1. By Component
17.16.2. By Technology
17.16.3. By End User
17.17. Malaysia Location-based VR Entertainment (LBE) Market Analysis
17.17.1. By Component
17.17.2. By Technology
17.17.3. By End User
17.18. Indonesia Location-based VR Entertainment (LBE) Market Analysis
17.18.1. By Component
17.18.2. By Technology
17.18.3. By End User
17.19. Singapore Location-based VR Entertainment (LBE) Market Analysis
17.19.1. By Component
17.19.2. By Technology
17.19.3. By End User
17.20. Australia and New Zealand Location-based VR Entertainment (LBE) Market Analysis
17.20.1. By Component
17.20.2. By Technology
17.20.3. By End User
17.21. GCC Countries Location-based VR Entertainment (LBE) Market Analysis
17.21.1. By Component
17.21.2. By Technology
17.21.3. By End User
17.22. Turkey Location-based VR Entertainment (LBE) Market Analysis
17.22.1. By Component
17.22.2. By Technology
17.22.3. By End User
17.23. South Africa Location-based VR Entertainment (LBE) Market Analysis
17.23.1. By Component
17.23.2. By Technology
17.23.3. By End User
17.24. Rest of Middle East and Africa Location-based VR Entertainment (LBE) Market Analysis
17.24.1. By Component
17.24.2. By Technology
17.24.3. By End User
18. Market Structure Analysis
18.1. Market Analysis by Tier of Companies
18.2. Market Share Analysis of Top Players
18.3. Market Presence Analysis
19. Competition Analysis
19.1. Competition Dashboard
19.2. Competition Benchmarking
19.3. Competition Deep Dive
19.3.1. HTC Vive (HTC Corporation)
19.3.1.1. Business Overview
19.3.1.2. Solution Portfolio
19.3.1.3. Profitability by Market Segments (Business Segments/Region)
19.3.1.4. Key Strategy & Developments
19.3.2. Oculus VR (Meta)
19.3.2.1. Business Overview
19.3.2.2. Solution Portfolio
19.3.2.3. Profitability by Market Segments (Business Segments/Region)
19.3.2.4. Key Strategy & Developments
19.3.3. Hologate
19.3.3.1. Business Overview
19.3.3.2. Solution Portfolio
19.3.3.3. Profitability by Market Segments (Business Segments/Region)
19.3.3.4. Key Strategy & Developments
19.3.4. Survios Inc.
19.3.4.1. Business Overview
19.3.4.2. Solution Portfolio
19.3.4.3. Profitability by Market Segments (Business Segments/Region)
19.3.4.4. Key Strategy & Developments
19.3.5. The Void LLC
19.3.5.1. Business Overview
19.3.5.2. Solution Portfolio
19.3.5.3. Profitability by Market Segments (Business Segments/Region)
19.3.5.4. Key Strategy & Developments
19.3.6. VRstudios Inc.
19.3.6.1. Business Overview
19.3.6.2. Solution Portfolio
19.3.6.3. Profitability by Market Segments (Business Segments/Region)
19.3.6.4. Key Strategy & Developments
19.3.7. Zero Latency VR
19.3.7.1. Business Overview
19.3.7.2. Solution Portfolio
19.3.7.3. Profitability by Market Segments (Business Segments/Region)
19.3.7.4. Key Strategy & Developments
19.3.8. Exit Reality VR
19.3.8.1. Business Overview
19.3.8.2. Solution Portfolio
19.3.8.3. Profitability by Market Segments (Business Segments/Region)
19.3.8.4. Key Strategy & Developments
19.3.9. Positron
19.3.9.1. Business Overview
19.3.9.2. Solution Portfolio
19.3.9.3. Profitability by Market Segments (Business Segments/Region)
19.3.9.4. Key Strategy & Developments
19.3.10. Others
19.3.9.5. Business Overview
19.3.9.6. Solution Portfolio
19.3.9.7. Profitability by Market Segments (Business Segments/Region)
19.3.9.8. Key Strategy & Developments
20. Assumptions and Acronyms Used
21. Research Methodology
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