

The global market for Location Based Entertainment Hardware was estimated to be worth US$ million in 2023 and is forecast to a readjusted size of US$ million by 2030 with a CAGR of % during the forecast period 2024-2030.
North American market for Location Based Entertainment Hardware was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Asia-Pacific market for Location Based Entertainment Hardware was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Europe market for Location Based Entertainment Hardware was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The global key companies of Location Based Entertainment Hardware include Oculus, Vicon, KATVR, Vrsenal, Virtuix Omni, Stricker VR, Optitrack, HP and HTC Vive, etc. In 2023, the global five largest players hold a share approximately % in terms of revenue.
Report Scope
This report aims to provide a comprehensive presentation of the global market for Location Based Entertainment Hardware, focusing on the total sales volume, sales revenue, price, key companies market share and ranking, together with an analysis of Location Based Entertainment Hardware by region & country, by Type, and by Application.
The Location Based Entertainment Hardware market size, estimations, and forecasts are provided in terms of sales volume (K Units) and sales revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. With both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Location Based Entertainment Hardware.
Market Segmentation
By Company
Oculus
Vicon
KATVR
Vrsenal
Virtuix Omni
Stricker VR
Optitrack
HP
HTC Vive
Ultrahaptics
Teslasuit
Tactical Haptics
SUBPAC
Ballast VR
HoloSuit
Sony
Segment by Type:
VR Headset
Camera
Others
Segment by Application
Home
Business
By Region
North America
United States
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
China Taiwan
Southeast Asia
India
Latin America
Mexico
Brazil
Argentina
Middle East & Africa
Turkey
Saudi Arabia
UAE
Chapter Outline
Chapter 1: Introduces the report scope of the report, global total market size (valve, volume and price). This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 2: Detailed analysis of Location Based Entertainment Hardware manufacturers competitive landscape, price, sales and revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 4: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 5: Sales, revenue of Location Based Entertainment Hardware in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 6: Sales, revenue of Location Based Entertainment Hardware in country level. It provides sigmate data by Type, and by Application for each country/region.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Conclusion.
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1 Market Overview
1.1 Location Based Entertainment Hardware Product Introduction
1.2 Global Location Based Entertainment Hardware Market Size Forecast
1.2.1 Global Location Based Entertainment Hardware Sales Value (2019-2030)
1.2.2 Global Location Based Entertainment Hardware Sales Volume (2019-2030)
1.2.3 Global Location Based Entertainment Hardware Sales Price (2019-2030)
1.3 Location Based Entertainment Hardware Market Trends & Drivers
1.3.1 Location Based Entertainment Hardware Industry Trends
1.3.2 Location Based Entertainment Hardware Market Drivers & Opportunity
1.3.3 Location Based Entertainment Hardware Market Challenges
1.3.4 Location Based Entertainment Hardware Market Restraints
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Competitive Analysis by Company
2.1 Global Location Based Entertainment Hardware Players Revenue Ranking (2023)
2.2 Global Location Based Entertainment Hardware Revenue by Company (2019-2024)
2.3 Global Location Based Entertainment Hardware Players Sales Volume Ranking (2023)
2.4 Global Location Based Entertainment Hardware Sales Volume by Company Players (2019-2024)
2.5 Global Location Based Entertainment Hardware Average Price by Company (2019-2024)
2.6 Key Manufacturers Location Based Entertainment Hardware Manufacturing Base Distribution and Headquarters
2.7 Key Manufacturers Location Based Entertainment Hardware Product Offered
2.8 Key Manufacturers Time to Begin Mass Production of Location Based Entertainment Hardware
2.9 Location Based Entertainment Hardware Market Competitive Analysis
2.9.1 Location Based Entertainment Hardware Market Concentration Rate (2019-2024)
2.9.2 Global 5 and 10 Largest Manufacturers by Location Based Entertainment Hardware Revenue in 2023
2.9.3 Global Top Manufacturers by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Location Based Entertainment Hardware as of 2023)
2.10 Mergers & Acquisitions, Expansion
3 Segmentation by Type
3.1 Introduction by Type
3.1.1 VR Headset
3.1.2 Camera
3.1.3 Others
3.2 Global Location Based Entertainment Hardware Sales Value by Type
3.2.1 Global Location Based Entertainment Hardware Sales Value by Type (2019 VS 2023 VS 2030)
3.2.2 Global Location Based Entertainment Hardware Sales Value, by Type (2019-2030)
3.2.3 Global Location Based Entertainment Hardware Sales Value, by Type (%) (2019-2030)
3.3 Global Location Based Entertainment Hardware Sales Volume by Type
3.3.1 Global Location Based Entertainment Hardware Sales Volume by Type (2019 VS 2023 VS 2030)
3.3.2 Global Location Based Entertainment Hardware Sales Volume, by Type (2019-2030)
3.3.3 Global Location Based Entertainment Hardware Sales Volume, by Type (%) (2019-2030)
3.4 Global Location Based Entertainment Hardware Average Price by Type (2019-2030)
4 Segmentation by Application
4.1 Introduction by Application
4.1.1 Home
4.1.2 Business
4.2 Global Location Based Entertainment Hardware Sales Value by Application
4.2.1 Global Location Based Entertainment Hardware Sales Value by Application (2019 VS 2023 VS 2030)
4.2.2 Global Location Based Entertainment Hardware Sales Value, by Application (2019-2030)
4.2.3 Global Location Based Entertainment Hardware Sales Value, by Application (%) (2019-2030)
4.3 Global Location Based Entertainment Hardware Sales Volume by Application
4.3.1 Global Location Based Entertainment Hardware Sales Volume by Application (2019 VS 2023 VS 2030)
4.3.2 Global Location Based Entertainment Hardware Sales Volume, by Application (2019-2030)
4.3.3 Global Location Based Entertainment Hardware Sales Volume, by Application (%) (2019-2030)
4.4 Global Location Based Entertainment Hardware Average Price by Application (2019-2030)
5 Segmentation by Region
5.1 Global Location Based Entertainment Hardware Sales Value by Region
5.1.1 Global Location Based Entertainment Hardware Sales Value by Region: 2019 VS 2023 VS 2030
5.1.2 Global Location Based Entertainment Hardware Sales Value by Region (2019-2024)
5.1.3 Global Location Based Entertainment Hardware Sales Value by Region (2025-2030)
5.1.4 Global Location Based Entertainment Hardware Sales Value by Region (%), (2019-2030)
5.2 Global Location Based Entertainment Hardware Sales Volume by Region
5.2.1 Global Location Based Entertainment Hardware Sales Volume by Region: 2019 VS 2023 VS 2030
5.2.2 Global Location Based Entertainment Hardware Sales Volume by Region (2019-2024)
5.2.3 Global Location Based Entertainment Hardware Sales Volume by Region (2025-2030)
5.2.4 Global Location Based Entertainment Hardware Sales Volume by Region (%), (2019-2030)
5.3 Global Location Based Entertainment Hardware Average Price by Region (2019-2030)
5.4 North America
5.4.1 North America Location Based Entertainment Hardware Sales Value, 2019-2030
5.4.2 North America Location Based Entertainment Hardware Sales Value by Country (%), 2023 VS 2030
5.5 Europe
5.5.1 Europe Location Based Entertainment Hardware Sales Value, 2019-2030
5.5.2 Europe Location Based Entertainment Hardware Sales Value by Country (%), 2023 VS 2030
5.6 Asia Pacific
5.6.1 Asia Pacific Location Based Entertainment Hardware Sales Value, 2019-2030
5.6.2 Asia Pacific Location Based Entertainment Hardware Sales Value by Country (%), 2023 VS 2030
5.7 South America
5.7.1 South America Location Based Entertainment Hardware Sales Value, 2019-2030
5.7.2 South America Location Based Entertainment Hardware Sales Value by Country (%), 2023 VS 2030
5.8 Middle East & Africa
5.8.1 Middle East & Africa Location Based Entertainment Hardware Sales Value, 2019-2030
5.8.2 Middle East & Africa Location Based Entertainment Hardware Sales Value by Country (%), 2023 VS 2030
6 Segmentation by Key Countries/Regions
6.1 Key Countries/Regions Location Based Entertainment Hardware Sales Value Growth Trends, 2019 VS 2023 VS 2030
6.2 Key Countries/Regions Location Based Entertainment Hardware Sales Value
6.2.1 Key Countries/Regions Location Based Entertainment Hardware Sales Value, 2019-2030
6.2.2 Key Countries/Regions Location Based Entertainment Hardware Sales Volume, 2019-2030
6.3 United States
6.3.1 United States Location Based Entertainment Hardware Sales Value, 2019-2030
6.3.2 United States Location Based Entertainment Hardware Sales Value by Type (%), 2023 VS 2030
6.3.3 United States Location Based Entertainment Hardware Sales Value by Application, 2023 VS 2030
6.4 Europe
6.4.1 Europe Location Based Entertainment Hardware Sales Value, 2019-2030
6.4.2 Europe Location Based Entertainment Hardware Sales Value by Type (%), 2023 VS 2030
6.4.3 Europe Location Based Entertainment Hardware Sales Value by Application, 2023 VS 2030
6.5 China
6.5.1 China Location Based Entertainment Hardware Sales Value, 2019-2030
6.5.2 China Location Based Entertainment Hardware Sales Value by Type (%), 2023 VS 2030
6.5.3 China Location Based Entertainment Hardware Sales Value by Application, 2023 VS 2030
6.6 Japan
6.6.1 Japan Location Based Entertainment Hardware Sales Value, 2019-2030
6.6.2 Japan Location Based Entertainment Hardware Sales Value by Type (%), 2023 VS 2030
6.6.3 Japan Location Based Entertainment Hardware Sales Value by Application, 2023 VS 2030
6.7 South Korea
6.7.1 South Korea Location Based Entertainment Hardware Sales Value, 2019-2030
6.7.2 South Korea Location Based Entertainment Hardware Sales Value by Type (%), 2023 VS 2030
6.7.3 South Korea Location Based Entertainment Hardware Sales Value by Application, 2023 VS 2030
6.8 Southeast Asia
6.8.1 Southeast Asia Location Based Entertainment Hardware Sales Value, 2019-2030
6.8.2 Southeast Asia Location Based Entertainment Hardware Sales Value by Type (%), 2023 VS 2030
6.8.3 Southeast Asia Location Based Entertainment Hardware Sales Value by Application, 2023 VS 2030
6.9 India
6.9.1 India Location Based Entertainment Hardware Sales Value, 2019-2030
6.9.2 India Location Based Entertainment Hardware Sales Value by Type (%), 2023 VS 2030
6.9.3 India Location Based Entertainment Hardware Sales Value by Application, 2023 VS 2030
7 Company Profiles
7.1 Oculus
7.1.1 Oculus Company Information
7.1.2 Oculus Introduction and Business Overview
7.1.3 Oculus Location Based Entertainment Hardware Sales, Revenue and Gross Margin (2019-2024)
7.1.4 Oculus Location Based Entertainment Hardware Product Offerings
7.1.5 Oculus Recent Development
7.2 Vicon
7.2.1 Vicon Company Information
7.2.2 Vicon Introduction and Business Overview
7.2.3 Vicon Location Based Entertainment Hardware Sales, Revenue and Gross Margin (2019-2024)
7.2.4 Vicon Location Based Entertainment Hardware Product Offerings
7.2.5 Vicon Recent Development
7.3 KATVR
7.3.1 KATVR Company Information
7.3.2 KATVR Introduction and Business Overview
7.3.3 KATVR Location Based Entertainment Hardware Sales, Revenue and Gross Margin (2019-2024)
7.3.4 KATVR Location Based Entertainment Hardware Product Offerings
7.3.5 KATVR Recent Development
7.4 Vrsenal
7.4.1 Vrsenal Company Information
7.4.2 Vrsenal Introduction and Business Overview
7.4.3 Vrsenal Location Based Entertainment Hardware Sales, Revenue and Gross Margin (2019-2024)
7.4.4 Vrsenal Location Based Entertainment Hardware Product Offerings
7.4.5 Vrsenal Recent Development
7.5 Virtuix Omni
7.5.1 Virtuix Omni Company Information
7.5.2 Virtuix Omni Introduction and Business Overview
7.5.3 Virtuix Omni Location Based Entertainment Hardware Sales, Revenue and Gross Margin (2019-2024)
7.5.4 Virtuix Omni Location Based Entertainment Hardware Product Offerings
7.5.5 Virtuix Omni Recent Development
7.6 Stricker VR
7.6.1 Stricker VR Company Information
7.6.2 Stricker VR Introduction and Business Overview
7.6.3 Stricker VR Location Based Entertainment Hardware Sales, Revenue and Gross Margin (2019-2024)
7.6.4 Stricker VR Location Based Entertainment Hardware Product Offerings
7.6.5 Stricker VR Recent Development
7.7 Optitrack
7.7.1 Optitrack Company Information
7.7.2 Optitrack Introduction and Business Overview
7.7.3 Optitrack Location Based Entertainment Hardware Sales, Revenue and Gross Margin (2019-2024)
7.7.4 Optitrack Location Based Entertainment Hardware Product Offerings
7.7.5 Optitrack Recent Development
7.8 HP
7.8.1 HP Company Information
7.8.2 HP Introduction and Business Overview
7.8.3 HP Location Based Entertainment Hardware Sales, Revenue and Gross Margin (2019-2024)
7.8.4 HP Location Based Entertainment Hardware Product Offerings
7.8.5 HP Recent Development
7.9 HTC Vive
7.9.1 HTC Vive Company Information
7.9.2 HTC Vive Introduction and Business Overview
7.9.3 HTC Vive Location Based Entertainment Hardware Sales, Revenue and Gross Margin (2019-2024)
7.9.4 HTC Vive Location Based Entertainment Hardware Product Offerings
7.9.5 HTC Vive Recent Development
7.10 Ultrahaptics
7.10.1 Ultrahaptics Company Information
7.10.2 Ultrahaptics Introduction and Business Overview
7.10.3 Ultrahaptics Location Based Entertainment Hardware Sales, Revenue and Gross Margin (2019-2024)
7.10.4 Ultrahaptics Location Based Entertainment Hardware Product Offerings
7.10.5 Ultrahaptics Recent Development
7.11 Teslasuit
7.11.1 Teslasuit Company Information
7.11.2 Teslasuit Introduction and Business Overview
7.11.3 Teslasuit Location Based Entertainment Hardware Sales, Revenue and Gross Margin (2019-2024)
7.11.4 Teslasuit Location Based Entertainment Hardware Product Offerings
7.11.5 Teslasuit Recent Development
7.12 Tactical Haptics
7.12.1 Tactical Haptics Company Information
7.12.2 Tactical Haptics Introduction and Business Overview
7.12.3 Tactical Haptics Location Based Entertainment Hardware Sales, Revenue and Gross Margin (2019-2024)
7.12.4 Tactical Haptics Location Based Entertainment Hardware Product Offerings
7.12.5 Tactical Haptics Recent Development
7.13 SUBPAC
7.13.1 SUBPAC Company Information
7.13.2 SUBPAC Introduction and Business Overview
7.13.3 SUBPAC Location Based Entertainment Hardware Sales, Revenue and Gross Margin (2019-2024)
7.13.4 SUBPAC Location Based Entertainment Hardware Product Offerings
7.13.5 SUBPAC Recent Development
7.14 Ballast VR
7.14.1 Ballast VR Company Information
7.14.2 Ballast VR Introduction and Business Overview
7.14.3 Ballast VR Location Based Entertainment Hardware Sales, Revenue and Gross Margin (2019-2024)
7.14.4 Ballast VR Location Based Entertainment Hardware Product Offerings
7.14.5 Ballast VR Recent Development
7.15 HoloSuit
7.15.1 HoloSuit Company Information
7.15.2 HoloSuit Introduction and Business Overview
7.15.3 HoloSuit Location Based Entertainment Hardware Sales, Revenue and Gross Margin (2019-2024)
7.15.4 HoloSuit Location Based Entertainment Hardware Product Offerings
7.15.5 HoloSuit Recent Development
7.16 Sony
7.16.1 Sony Company Information
7.16.2 Sony Introduction and Business Overview
7.16.3 Sony Location Based Entertainment Hardware Sales, Revenue and Gross Margin (2019-2024)
7.16.4 Sony Location Based Entertainment Hardware Product Offerings
7.16.5 Sony Recent Development
8 Industry Chain Analysis
8.1 Location Based Entertainment Hardware Industrial Chain
8.2 Location Based Entertainment Hardware Upstream Analysis
8.2.1 Key Raw Materials
8.2.2 Raw Materials Key Suppliers
8.2.3 Manufacturing Cost Structure
8.3 Midstream Analysis
8.4 Downstream Analysis (Customers Analysis)
8.5 Sales Model and Sales Channels
8.5.1 Location Based Entertainment Hardware Sales Model
8.5.2 Sales Channel
8.5.3 Location Based Entertainment Hardware Distributors
9 Research Findings and Conclusion
10 Appendix
10.1 Research Methodology
10.1.1 Methodology/Research Approach
10.1.2 Data Source
10.2 Author Details
10.3 Disclaimer
Oculus
Vicon
KATVR
Vrsenal
Virtuix Omni
Stricker VR
Optitrack
HP
HTC Vive
Ultrahaptics
Teslasuit
Tactical Haptics
SUBPAC
Ballast VR
HoloSuit
Sony
Ìý
Ìý
*If Applicable.