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Location-based Virtual Reality Market: By Component By Technology By Application End Users and Region Forecast 2020-2031
Location-based virtual reality market size was valued at US$ 10.9 billion in 2024 and is expected to reach US$ 35.1 billion by 2031, growing at a significant CAGR of 18.2% from 2025-2031. Facilitating location-based VR adoption in the automotive industry, increasing implementation of VR technology with the intense of R&D activity act as the drivers for global location-based virtual reality market. At the same time there are few restrains which hamper the growth such as high cost and popularity among common people. Impact in the gaming industry and personal tracking is augmented to provide numerous opportunities towards global market. Global market report gives comprehensive outlook on market across the globe with special emphasis on key regions such as North America, Europe, Asia Pacific, Latin America, and Middle East and Africa. This report studies global location-based virtual reality dynamics elaborately to identify the current trends & drivers, future opportunities and possible challenges to the key stakeholders operating in the market.
In addition, global market report includes human demographics; regulatory scenario, and competition analysis with vividly illustrated the competition dashboard to assess the market competition. Moreover, PBI analyzed global market to better equip clients with possible investment opportunities across the regions (regional Investment Hot-Spots) and market unmet needs (Product Opportunities). Key stakeholders of the global market report include suppliers, manufacturers, marketers, policy makers, and service providers engaged in global market
Study Period
2025-2031Base Year
2024CAGR
18.2%Largest Market
North-AmericaFastest Growing Market
Europe
It is noticed that the global location-based virtual reality market has a significant market growth rate on the perspective of technologies driving the 5G evolution. As they become usable, the telecoms industry has always grown to take advantage of modern, improved technology, beginning with 1 G and progressing into 4 G, and now 5G. In fact, with 5 G, the pace of technology adoption will speed up. All main components in enabling use cases and business models are technologies such as virtualization, cloud-native, cloud computing, edge computing, artificial intelligence, machine learning, network slicing, automation, management and orchestration with simultaneously boosting the global market.
Report Benchmarks |
Details |
Report Study Period |
2025-2031 |
Market Size in 2024 |
US$ 10.9 billion |
Market Size in 2031 |
US$ 35.1 billion |
Market CAGR |
18.2% |
By Component |
|
By Technology |
|
By Application |
|
By End User |
|
By Region |
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The global location based virtual reality market size was valued at US$ 10.9 billion in 2024 and is expected to reach US$ 35.1 billion by 2031, growing at a significant CAGR of 18.2% from 2025-2031.
The Location-based Virtual Reality Market has been classified into North America, Asia Pacific, Europe, Latin America, Middle East and Africa, and the rest of MEA.
The Location-based Virtual Reality Market key players are Appentus Technologies, BidOn Games Studio, Cortex, Craftars, Google, LLC, HQSoftware, HTC Corporation, Huawei Technologies Co.Ltd., Intel Corporation.
1.Executive Summary |
2.Global Location Based Virtual Reality Market Introduction |
2.1.Global Location Based Virtual Reality Market - Taxonomy |
2.2.Global Location Based Virtual Reality Market - Definitions |
2.2.1.Component |
2.2.2.Technology |
2.2.3.Application |
2.2.4.End User |
2.2.5.Region |
3.Global Location Based Virtual Reality Market Dynamics |
3.1. Drivers |
3.2. Restraints |
3.3. Opportunities/Unmet Needs of the Market |
3.4. Trends |
3.5. Product Landscape |
3.6. New Product Launches |
3.7. Impact of COVID 19 on Market |
4.Global Location Based Virtual Reality Market Analysis, 2020 - 2024 and Forecast 2025 - 2031 |
4.1. Market Analysis, 2020 - 2024 and Forecast, 2025 - 2031, (Sales Value USD Million) |
4.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) |
4.3. Market Opportunity Analysis |
5.Global Location Based Virtual Reality Market By Component, 2020 - 2024 and Forecast 2025 - 2031 (Sales Value USD Million) |
5.1. Hardware |
5.1.1. Market Analysis, 2020 - 2024 and Forecast, 2025 - 2031, (Sales Value USD Million) |
5.1.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
5.1.3. Market Opportunity Analysis |
5.2. Head Mounted Display |
5.2.1. Market Analysis, 2020 - 2024 and Forecast, 2025 - 2031, (Sales Value USD Million) |
5.2.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
5.2.3. Market Opportunity Analysis |
5.3. Head up Display |
5.3.1. Market Analysis, 2020 - 2024 and Forecast, 2025 - 2031, (Sales Value USD Million) |
5.3.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
5.3.3. Market Opportunity Analysis |
5.4. Glasses |
5.4.1. Market Analysis, 2020 - 2024 and Forecast, 2025 - 2031, (Sales Value USD Million) |
5.4.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
5.4.3. Market Opportunity Analysis |
5.5. Sensor/ Input |
5.5.1. Market Analysis, 2020 - 2024 and Forecast, 2025 - 2031, (Sales Value USD Million) |
5.5.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
5.5.3. Market Opportunity Analysis |
5.6. Camera |
5.6.1. Market Analysis, 2020 - 2024 and Forecast, 2025 - 2031, (Sales Value USD Million) |
5.6.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
5.6.3. Market Opportunity Analysis |
5.7. Software |
5.7.1. Market Analysis, 2020 - 2024 and Forecast, 2025 - 2031, (Sales Value USD Million) |
5.7.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
5.7.3. Market Opportunity Analysis |
6.Global Location Based Virtual Reality Market By Technology, 2020 - 2024 and Forecast 2025 - 2031 (Sales Value USD Million) |
6.1. 2 Dimensional |
6.1.1. Market Analysis, 2020 - 2024 and Forecast, 2025 - 2031, (Sales Value USD Million) |
6.1.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
6.1.3. Market Opportunity Analysis |
6.2. 3 Dimensional |
6.2.1. Market Analysis, 2020 - 2024 and Forecast, 2025 - 2031, (Sales Value USD Million) |
6.2.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
6.2.3. Market Opportunity Analysis |
6.3. Cloud Merged Reality |
6.3.1. Market Analysis, 2020 - 2024 and Forecast, 2025 - 2031, (Sales Value USD Million) |
6.3.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
6.3.3. Market Opportunity Analysis |
7.Global Location Based Virtual Reality Market By Application, 2020 - 2024 and Forecast 2025 - 2031 (Sales Value USD Million) |
7.1. Entertainment |
7.1.1. Market Analysis, 2020 - 2024 and Forecast, 2025 - 2031, (Sales Value USD Million) |
7.1.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
7.1.3. Market Opportunity Analysis |
7.2. Media |
7.2.1. Market Analysis, 2020 - 2024 and Forecast, 2025 - 2031, (Sales Value USD Million) |
7.2.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
7.2.3. Market Opportunity Analysis |
7.3. Training/ Simulation |
7.3.1. Market Analysis, 2020 - 2024 and Forecast, 2025 - 2031, (Sales Value USD Million) |
7.3.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
7.3.3. Market Opportunity Analysis |
7.4. Navigation |
7.4.1. Market Analysis, 2020 - 2024 and Forecast, 2025 - 2031, (Sales Value USD Million) |
7.4.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
7.4.3. Market Opportunity Analysis |
7.5. Sales |
7.5.1. Market Analysis, 2020 - 2024 and Forecast, 2025 - 2031, (Sales Value USD Million) |
7.5.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
7.5.3. Market Opportunity Analysis |
7.6. Medical |
7.6.1. Market Analysis, 2020 - 2024 and Forecast, 2025 - 2031, (Sales Value USD Million) |
7.6.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
7.6.3. Market Opportunity Analysis |
8.Global Location Based Virtual Reality Market By End User, 2020 - 2024 and Forecast 2025 - 2031 (Sales Value USD Million) |
8.1. Amusement Park |
8.1.1. Market Analysis, 2020 - 2024 and Forecast, 2025 - 2031, (Sales Value USD Million) |
8.1.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
8.1.3. Market Opportunity Analysis |
8.2. Themed Attraction |
8.2.1. Market Analysis, 2020 - 2024 and Forecast, 2025 - 2031, (Sales Value USD Million) |
8.2.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
8.2.3. Market Opportunity Analysis |
8.3. 4D Films |
8.3.1. Market Analysis, 2020 - 2024 and Forecast, 2025 - 2031, (Sales Value USD Million) |
8.3.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
8.3.3. Market Opportunity Analysis |
8.4. Automotive |
8.4.1. Market Analysis, 2020 - 2024 and Forecast, 2025 - 2031, (Sales Value USD Million) |
8.4.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
8.4.3. Market Opportunity Analysis |
8.5. Retail & Transport |
8.5.1. Market Analysis, 2020 - 2024 and Forecast, 2025 - 2031, (Sales Value USD Million) |
8.5.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
8.5.3. Market Opportunity Analysis |
8.6. Healthcare |
8.6.1. Market Analysis, 2020 - 2024 and Forecast, 2025 - 2031, (Sales Value USD Million) |
8.6.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
8.6.3. Market Opportunity Analysis |
9.Global Location Based Virtual Reality Market By Region, 2020 - 2024 and Forecast 2025 - 2031 (Sales Value USD Million) |
9.1. North America |
9.1.1. Market Analysis, 2020 - 2024 and Forecast, 2025 - 2031, (Sales Value USD Million) |
9.1.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
9.1.3. Market Opportunity Analysis |
9.2. Europe |
9.2.1. Market Analysis, 2020 - 2024 and Forecast, 2025 - 2031, (Sales Value USD Million) |
9.2.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
9.2.3. Market Opportunity Analysis |
9.3. Asia Pacific (APAC) |
9.3.1. Market Analysis, 2020 - 2024 and Forecast, 2025 - 2031, (Sales Value USD Million) |
9.3.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
9.3.3. Market Opportunity Analysis |
9.4. Middle East and Africa (MEA) |
9.4.1. Market Analysis, 2020 - 2024 and Forecast, 2025 - 2031, (Sales Value USD Million) |
9.4.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
9.4.3. Market Opportunity Analysis |
9.5. Latin America |
9.5.1. Market Analysis, 2020 - 2024 and Forecast, 2025 - 2031, (Sales Value USD Million) |
9.5.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
9.5.3. Market Opportunity Analysis |
10.North America Location Based Virtual Reality Market ,2020 - 2024 and Forecast 2025 - 2031 (Sales Value USD Million) |
10.1. Component Analysis 2020 - 2024 and Forecast 2025 - 2031 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
10.1.1.Hardware |
10.1.2.Head Mounted Display |
10.1.3.Head up Display |
10.1.4.Glasses |
10.1.5.Sensor/ Input |
10.1.6.Camera |
10.1.7.Software |
10.2. Technology Analysis 2020 - 2024 and Forecast 2025 - 2031 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
10.2.1.2 Dimensional |
10.2.2.3 Dimensional |
10.2.3.Cloud Merged Reality |
10.3. Application Analysis 2020 - 2024 and Forecast 2025 - 2031 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
10.3.1.Entertainment |
10.3.2.Media |
10.3.3.Training/ Simulation |
10.3.4.Navigation |
10.3.5.Sales |
10.3.6.Medical |
10.4. End User Analysis 2020 - 2024 and Forecast 2025 - 2031 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
10.4.1.Amusement Park |
10.4.2.Themed Attraction |
10.4.3.4D Films |
10.4.4.Automotive |
10.4.5.Retail & Transport |
10.4.6.Healthcare |
10.5. Country Analysis 2020 - 2024 and Forecast 2025 - 2031 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
10.5.1.United States of America (USA) |
10.5.2.Canada |
11.Europe Location Based Virtual Reality Market ,2020 - 2024 and Forecast 2025 - 2031 (Sales Value USD Million) |
11.1. Component Analysis and Forecast by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
11.1.1.Hardware |
11.1.2.Head Mounted Display |
11.1.3.Head up Display |
11.1.4.Glasses |
11.1.5.Sensor/ Input |
11.1.6.Camera |
11.1.7.Software |
11.2. Technology Analysis 2020 - 2024 and Forecast 2025 - 2031 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
11.2.1.2 Dimensional |
11.2.2.3 Dimensional |
11.2.3.Cloud Merged Reality |
11.3. Application Analysis 2020 - 2024 and Forecast 2025 - 2031 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
11.3.1.Entertainment |
11.3.2.Media |
11.3.3.Training/ Simulation |
11.3.4.Navigation |
11.3.5.Sales |
11.3.6.Medical |
11.4. End User Analysis 2020 - 2024 and Forecast 2025 - 2031 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
11.4.1.Amusement Park |
11.4.2.Themed Attraction |
11.4.3.4D Films |
11.4.4.Automotive |
11.4.5.Retail & Transport |
11.4.6.Healthcare |
11.5. Country Analysis 2020 - 2024 and Forecast 2025 - 2031 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
11.5.1.Germany |
11.5.2.France |
11.5.3.Italy |
11.5.4.United Kingdom (UK) |
11.5.5.Spain |
12.Asia Pacific (APAC) Location Based Virtual Reality Market ,2020 - 2024 and Forecast 2025 - 2031 (Sales Value USD Million) |
12.1. Component Analysis and Forecast by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
12.1.1.Hardware |
12.1.2.Head Mounted Display |
12.1.3.Head up Display |
12.1.4.Glasses |
12.1.5.Sensor/ Input |
12.1.6.Camera |
12.1.7.Software |
12.2. Technology Analysis 2020 - 2024 and Forecast 2025 - 2031 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
12.2.1.2 Dimensional |
12.2.2.3 Dimensional |
12.2.3.Cloud Merged Reality |
12.3. Application Analysis 2020 - 2024 and Forecast 2025 - 2031 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
12.3.1.Entertainment |
12.3.2.Media |
12.3.3.Training/ Simulation |
12.3.4.Navigation |
12.3.5.Sales |
12.3.6.Medical |
12.4. End User Analysis 2020 - 2024 and Forecast 2025 - 2031 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
12.4.1.Amusement Park |
12.4.2.Themed Attraction |
12.4.3.4D Films |
12.4.4.Automotive |
12.4.5.Retail & Transport |
12.4.6.Healthcare |
12.5. Country Analysis 2020 - 2024 and Forecast 2025 - 2031 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
12.5.1.China |
12.5.2.India |
12.5.3.Australia and New Zealand (ANZ) |
12.5.4.Japan |
12.5.5.Rest of APAC |
13.Middle East and Africa (MEA) Location Based Virtual Reality Market ,2020 - 2024 and Forecast 2025 - 2031 (Sales Value USD Million) |
13.1. Component Analysis and Forecast by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
13.1.1.Hardware |
13.1.2.Head Mounted Display |
13.1.3.Head up Display |
13.1.4.Glasses |
13.1.5.Sensor/ Input |
13.1.6.Camera |
13.1.7.Software |
13.2. Technology Analysis 2020 - 2024 and Forecast 2025 - 2031 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
13.2.1.2 Dimensional |
13.2.2.3 Dimensional |
13.2.3.Cloud Merged Reality |
13.3. Application Analysis 2020 - 2024 and Forecast 2025 - 2031 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
13.3.1.Entertainment |
13.3.2.Media |
13.3.3.Training/ Simulation |
13.3.4.Navigation |
13.3.5.Sales |
13.3.6.Medical |
13.4. End User Analysis 2020 - 2024 and Forecast 2025 - 2031 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
13.4.1.Amusement Park |
13.4.2.Themed Attraction |
13.4.3.4D Films |
13.4.4.Automotive |
13.4.5.Retail & Transport |
13.4.6.Healthcare |
13.5. Country Analysis 2020 - 2024 and Forecast 2025 - 2031 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
13.5.1.GCC Countries |
13.5.2.South Africa |
13.5.3.Rest of MEA |
14.Latin America Location Based Virtual Reality Market ,2020 - 2024 and Forecast 2025 - 2031 (Sales Value USD Million) |
14.1. Component Analysis and Forecast by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
14.1.1.Hardware |
14.1.2.Head Mounted Display |
14.1.3.Head up Display |
14.1.4.Glasses |
14.1.5.Sensor/ Input |
14.1.6.Camera |
14.1.7.Software |
14.2. Technology Analysis 2020 - 2024 and Forecast 2025 - 2031 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
14.2.1.2 Dimensional |
14.2.2.3 Dimensional |
14.2.3.Cloud Merged Reality |
14.3. Application Analysis 2020 - 2024 and Forecast 2025 - 2031 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
14.3.1.Entertainment |
14.3.2.Media |
14.3.3.Training/ Simulation |
14.3.4.Navigation |
14.3.5.Sales |
14.3.6.Medical |
14.4. End User Analysis 2020 - 2024 and Forecast 2025 - 2031 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
14.4.1.Amusement Park |
14.4.2.Themed Attraction |
14.4.3.4D Films |
14.4.4.Automotive |
14.4.5.Retail & Transport |
14.4.6.Healthcare |
14.5. Country Analysis 2020 - 2024 and Forecast 2025 - 2031 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
14.5.1.Brazil |
14.5.2.Mexico |
14.5.3.Rest of LA |
15. Competition Landscape |
15.1. Market Player Profiles (Introduction, Brand/Product Sales, Financial Analysis, Product Offerings, Key Developments, Collaborations, M & A, Strategies, and SWOT Analysis) |
15.2.1.Appentus Technologies |
15.2.2.BidOn Games Studio |
15.2.3.Cortex |
15.2.4.Craftars |
15.2.5.Google |
15.2.6.HQSoftware |
15.2.7.HTC Corporation |
15.2.8.Huawei Technologies Co.Ltd. |
15.2.9.Intel Corporation |
16. Research Methodology |
17. Appendix and Abbreviations |
Key Market Players