세계의 위치 기반 VR 시장 보고서(2025년)
Location-Based Virtual Reality (VR) Global Market Report 2025
상품코드 : 1760166
리서치사 : The Business Research Company
발행일 : On Demand Report
페이지 정보 : 영문 175 Pages
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한글목차

위치 기반 VR 시장 규모는 향후 수년간 비약적인 성장이 전망됩니다. 2029년에는 CAGR 32.6%로 성장할 전망이며, 278억 3,000만 달러로 성장이 예측됩니다. 이 예측 기간 동안의 성장은 기업의 팀 빌딩 VR 채택 증가, 디지털 혁신에 대한 정부 지원 증가, VR 하드웨어의 저가화, 저지연 체험을 가능하게 하는 5G 도입 증가, 하이테크 기업과 엔터테인먼트 시설 간 협업 확대 등에 기인할 것으로 보입니다. 이 기간에 예상되는 주요 동향으로는 무선 및 5G 연결 발전, 모션 트래킹 기술 향상, 몰입형 스토리텔링 혁신, 원활한 업데이트를 위한 클라우드 컴퓨팅 통합, 개인화된 VR 체험을 창출하기 위한 AI 접목 등이 있다.

향후 수년간 게임 및 엔터테인먼트 분야의 성장이 위치 기반 VR 시장의 확대를 이끌 것으로 예측됩니다. 이러한 분야에는 인터랙티브 게임, 디지털 콘텐츠, 다양한 레저 활동에 초점을 맞춘 산업이 포함됩니다. 이러한 분야에서의 기술의 진보로 인해 사용자 경험이 크게 향상되어 더 많은 사용자를 매료시키는 몰입형 인터랙티브 게임의 개발로 이어지고 있습니다. 게임이나 엔터테인먼트 분야는, 많은 관객을 끌어당기는 매력적이고 인터랙티브한 경험을 제공함으로써, 위치 기반 VR의 성장에 공헌하고 있습니다. 이러한 분야에서는, 선진적인 위치 기반 VR 기술을 도입하는 것으로, 가정에서의 셋업을 넘은 사회적 교류나 엔터테인먼트 체험을 높이는 몰입형 환경을 만들어 내고 있습니다. 예를 들어 2024년 6월 호주를 거점으로 한 비영리단체 Interactive Games and Entertainment Association(IGEA)은 2023년 호주인들이 비디오 게임과 관련 하드웨어에 지출한 금액은 28억 2,000만 달러(호주 : 44억 달러)로 2022년부터 5% 증가했고 디지털 게임 매출은 11% 증가했다고 보고했습니다. 그 결과, 이러한 분야의 성장이 위치 기반 VR 시장의 열기에 박차를 가하고 있습니다.

위치 기반 VR 시장의 주요 기업은 몰입감 있는 대화형 VR 경험을 제공하기 위해 전략적 파트너십 채택을 늘리고 있습니다. 전략적 파트너십이란 2개 이상의 독립적인 기업이 리소스나 전문지식을 조합해 공통의 목적을 달성하기 위해 협력함으로써 시장 범위의 확대, 비용 절감, 경쟁력 강화와 같은 상호 이익을 창출하는 것입니다. 예를 들어 2022년 9월 아랍에미리트에 거점을 둔 쇼핑몰 기업 마지드 알 푸타임 그룹은 사우디아라비아에 거점을 둔 몰입형 VR 엔터테인먼트 기업 드림스케이프와 손잡고 사우디아라비아에 몰입형 VR 데스티네이션을 오픈했습니다. 이 VR 체험은 VOX 시네마즈, Yalla! Bowling, Magic Planet과 같은 Majid Al Futaim의 엔터테인먼트 시설과 통합되어 가족을 위한 엔터테인먼트 허브가 되고 있습니다.

목차

제1장 주요 요약

제2장 시장 특징

제3장 시장 동향 및 전략

제4장 시장-금리, 인플레이션, 지정학, 무역전쟁 및 관세, 코로나 시기 및 회복이 시장에 미치는 영향을 포함한 거시경제 시나리오

제5장 세계의 성장 분석 및 전략 분석 프레임워크

제6장 시장 세분화

제7장 지역별 및 국가별 분석

제8장 아시아태평양 시장

제9장 중국 시장

제10장 인도 시장

제11장 일본 시장

제12장 호주 시장

제13장 인도네시아 시장

제14장 한국 시장

제15장 서유럽 시장

제16장 영국 시장

제17장 독일 시장

제18장 프랑스 시장

제19장 이탈리아 시장

제20장 스페인 시장

제21장 동유럽 시장

제22장 러시아 시장

제23장 북미 시장

제24장 미국 시장

제25장 캐나다 시장

제26장 남미 시장

제27장 브라질 시장

제28장 중동 시장

제29장 아프리카 시장

제30장 경쟁 구도 및 기업 프로파일

제31장 기타 주요 기업 및 혁신 기업

제32장 세계 시장 경쟁 벤치마킹 및 대시보드

제33장 주요 인수합병(M&A)

제34장 최근 시장 동향

제35장 시장의 잠재력이 높은 국가, 부문 및 전략

제36장 부록

AJY
영문 목차

영문목차

Location-based virtual reality (LBVR) involves immersive VR experiences hosted at dedicated physical venues that provide highly interactive and socially engaging environments. These setups offer rich, multi-sensory adventures that go beyond what is possible with at-home VR, often blending real-world motion with virtual simulations for a more dynamic and realistic experience.

The main types of location-based virtual reality (VR) are head-mounted displays (HMDs), handheld devices, smart glasses, and controllers. Head-mounted displays are wearable devices that position screens near the eyes, offering immersive virtual reality experiences vital for gaming, training, and entertainment. These systems utilize various technologies, including two-dimensional (2D) and three-dimensional (3D) visuals, along with content such as 360-degree videos, 360-degree images, augmented reality (AR), and mixed reality (MR). LBVR is applied in various settings, such as VR arcades, VR theme parks, and VR cinemas, and is used across a variety of industries, including gaming, entertainment, travel, education, and healthcare.

The location-based virtual reality (VR) market research report is one of a series of new reports from The Business Research Company that provides location-based virtual reality (VR) market statistics, including the location-based virtual reality (VR) industry global market size, regional shares, competitors with the location-based virtual reality (VR) market share, detailed location-based virtual reality (VR) market segments, market trends, and opportunities, and any further data you may need to thrive in the location-based virtual reality (VR) industry. This location-based virtual reality (VR) market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.

The location-based virtual reality (VR) market size has grown exponentially in recent years. It will grow from $6.77 billion in 2024 to $9.00 billion in 2025 at a compound annual growth rate (CAGR) of 32.9%. The growth during the historic period can be attributed to rising investment in VR arcades and theme parks, the growing popularity of multiplayer VR gaming, the increasing adoption of VR in entertainment and education, the expanding availability of VR content, and heightened awareness of VR through marketing campaigns and events.

The location-based virtual reality (VR) market size is expected to see exponential growth in the next few years. It will grow to $27.83 billion in 2029 at a compound annual growth rate (CAGR) of 32.6%. The projected growth in the forecast period can be attributed to the rising adoption of VR for corporate team-building, increasing government support for digital innovation, the decreasing cost of VR hardware, the rise in 5G deployment enabling low-latency experiences, and growing collaboration between tech companies and entertainment venues. Key trends expected during this period include advancements in wireless and 5G connectivity, improved motion tracking technologies, innovations in immersive storytelling, the integration of cloud computing for seamless updates, and the incorporation of AI to create personalized VR experiences.

The growth of the gaming and entertainment sectors is expected to drive the expansion of the location-based virtual reality (VR) market in the coming years. These sectors encompass industries focused on interactive gaming, digital content, and various leisure activities. Technological advancements in these fields have significantly enhanced user experiences, leading to the development of more immersive and interactive games that attract a wider audience. The gaming and entertainment sectors contribute to the growth of location-based VR by offering engaging, interactive experiences that draw in large audiences. They incorporate advanced location-based VR technologies to create immersive environments that elevate social interactions and entertainment experiences beyond home-based setups. For example, in June 2024, the Interactive Games and Entertainment Association (IGEA), an Australia-based nonprofit, reported that Australians spent $2.82 billion (AUD 4.4 billion) on video games and related hardware in 2023, a 5% increase from 2022, with an 11% rise in digital game sales. As a result, the growth of these sectors is fueling the rise of the location-based virtual reality market.

Major players in the location-based virtual reality market are increasingly adopting strategic partnerships to deliver highly immersive and interactive VR experiences. A strategic partnership involves collaboration between two or more independent companies that combine resources and expertise to achieve common objectives, creating mutual benefits such as expanded market reach, cost reduction, and enhanced competitive advantages. For example, in September 2022, Majid Al Futtaim Group, a UAE-based shopping mall company, partnered with Dreamscape, a Saudi Arabia-based immersive VR entertainment company, to open an immersive VR destination in Saudi Arabia. This VR experience features four free-roaming and free-flying adventures with full-body tracking technology, integrated with Majid Al Futtaim's entertainment venues such as VOX Cinemas, Yalla! Bowling, and Magic Planet, forming a family-friendly entertainment hub.

In February 2025, SynthesisVR, a US-based VR solutions company, acquired SpringboardVR for an undisclosed amount. This acquisition allows SynthesisVR to strengthen its position in the location-based virtual reality market by integrating SpringboardVR's comprehensive venue management platform and content library, thereby expanding its market reach and enhancing operational efficiency for VR arcades and entertainment centers. SpringboardVR is a US-based provider of location-based virtual reality services.

Major players in the location-based virtual reality (vr) market are Meta Platforms Inc., IMAX Corporation, HTC Corporation, Matterport Inc., Varjo Technologies Oy, EON Reality Inc., Survios Inc., Magnopus LLC, The VOID LLC, HOLOGATE GmbH, Pure Imagination Studios Inc., Virtuix Inc., Dreamscape Immersive Inc., Sandbox VR Inc., Immotion Group PLC, Arcadia Earth LLC, 360 Labs LLC, Holoride GmbH, Tyffon Inc., HQSoftware Industrial Ltd., Positron Inc., EXIT VR.

North America was the largest region in the location-based virtual reality (VR) market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in location-based virtual reality (VR) report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

The countries covered in the location-based virtual reality (VR) market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The location-based virtual reality (VR) market consists of revenues earned by entities by providing services such as immersive entertainment experiences, virtual tourism, corporate training and simulations, and educational virtual reality programs. The market value includes the value of related goods sold by the service provider or included within the service offering. The location-based virtual reality market also includes sales of immersive simulators, haptic feedback suits, virtual reality (VR) arcade machines, and virtual reality (VR) pods. Values in this market are 'factory gate' values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Location-Based Virtual Reality (VR) Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on location-based virtual reality (vr) market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase

Where is the largest and fastest growing market for location-based virtual reality (vr) ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The location-based virtual reality (vr) market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

Scope

Table of Contents

1. Executive Summary

2. Location-Based Virtual Reality (VR) Market Characteristics

3. Location-Based Virtual Reality (VR) Market Trends And Strategies

4. Location-Based Virtual Reality (VR) Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

5. Global Location-Based Virtual Reality (VR) Growth Analysis And Strategic Analysis Framework

6. Location-Based Virtual Reality (VR) Market Segmentation

7. Location-Based Virtual Reality (VR) Market Regional And Country Analysis

8. Asia-Pacific Location-Based Virtual Reality (VR) Market

9. China Location-Based Virtual Reality (VR) Market

10. India Location-Based Virtual Reality (VR) Market

11. Japan Location-Based Virtual Reality (VR) Market

12. Australia Location-Based Virtual Reality (VR) Market

13. Indonesia Location-Based Virtual Reality (VR) Market

14. South Korea Location-Based Virtual Reality (VR) Market

15. Western Europe Location-Based Virtual Reality (VR) Market

16. UK Location-Based Virtual Reality (VR) Market

17. Germany Location-Based Virtual Reality (VR) Market

18. France Location-Based Virtual Reality (VR) Market

19. Italy Location-Based Virtual Reality (VR) Market

20. Spain Location-Based Virtual Reality (VR) Market

21. Eastern Europe Location-Based Virtual Reality (VR) Market

22. Russia Location-Based Virtual Reality (VR) Market

23. North America Location-Based Virtual Reality (VR) Market

24. USA Location-Based Virtual Reality (VR) Market

25. Canada Location-Based Virtual Reality (VR) Market

26. South America Location-Based Virtual Reality (VR) Market

27. Brazil Location-Based Virtual Reality (VR) Market

28. Middle East Location-Based Virtual Reality (VR) Market

29. Africa Location-Based Virtual Reality (VR) Market

30. Location-Based Virtual Reality (VR) Market Competitive Landscape And Company Profiles

31. Location-Based Virtual Reality (VR) Market Other Major And Innovative Companies

32. Global Location-Based Virtual Reality (VR) Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Location-Based Virtual Reality (VR) Market

34. Recent Developments In The Location-Based Virtual Reality (VR) Market

35. Location-Based Virtual Reality (VR) Market High Potential Countries, Segments and Strategies

36. Appendix

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