Location-Based VR Market Size and Share

Location-Based VR Market Summary
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Location-Based VR Market Analysis by Mordor Intelligence

The location-based virtual reality market was valued at USD 2.1 billion in 2025 and estimated to grow from USD 2.76 billion in 2026 to reach USD 10.69 billion by 2031, at a CAGR of 31.2% during the forecast period (2026-2031). The acceleration comes from falling hardware prices, rising blockbuster intellectual-property partnerships, and infrastructure advances that improve venue economics. Operators now treat venues as dependable profit centers that compete with bowling, cinemas, and escape rooms. Consumer demand for social experiences, strong franchise roll-outs, and supportive urban revitalization grants keep expansion on track. Equipment makers align with venue needs by adding predictive diagnostics and wireless capability that streamline maintenance. At the same time, software platforms shift rendering to the cloud and shorten content-refresh cycles, which raises repeat-visit revenue potential. These forces collectively anchor the location-based virtual reality market on a solid growth trajectory.

Key Report Takeaways

  • By solution type, hardware captured 69.35% of the location-based virtual reality market share in 2025, while software is projected to post a 33.15% CAGR through 2031.
  • By application, VR Arcades led with 45.60% of location-based virtual reality market share in 2025 while Free-Roam Arenas advance at a 33.40% CAGR through 2031.
  • By technology, 3D experiences accounted for 61.20% of the location-based virtual reality market size in 2025. Cloud Merged Reality is projected to expand at 32.55% CAGR between 2026 and 2031.
  • By end-use, Arcade Studios captured 36.90% share of the location-based virtual reality market size in 2025, whereas Museums and Cultural Centres are forecast to post 32.10% CAGR to 2031.
  • By geography, North America commanded 39.60% share of the location-based virtual reality market size in 2025 and Asia Pacific is on track for a 33.20% CAGR to 2031.

Note: Market size and forecast figures in this report are generated using Mordor Intelligence’s proprietary estimation framework, updated with the latest available data and insights as of January 2026.

Segment Analysis

By Solution Type: Hardware Drives Current Revenue, Software Accelerates Future Growth

Hardware accounts for the bulk of 2024 venue spending because head-mounted displays, tracking cameras, and networking gear command premium prices. Commercial-grade headsets sell for USD 800 to USD 3,000 apiece, far above consumer models, and operators must own spares to minimize downtime. Network-attached storage devices, GPU servers, and safety gear push the bill higher. 

Although hardware dominance reflects today’s spending mix, software now posts the fastest rise at 33.15% CAGR. Edge-cloud pipelines like NVIDIA CloudXR let venues stream photorealistic environments from off-site servers. Subscription models convert lumpy investments into manageable monthly fees, and cloud-hosted analytics guide operators on dwell times and conversion funnels. The pivot toward software lifts margins and smooths cash flow, offering resiliency in downturns

Location-Based VR Market: Market Share by Solution Type, 2025
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By Application: VR Arcades Lead, Free-Roam Arenas Surge

VR Arcades occupy modest footprints, deliver quick session turnover, and suit mall or high-street settings. They held 45.60% share in 2025 because landlords favor such tenants for foot-traffic generation. Operators refine layouts with self-serve kiosks that shorten wait lines and grow ancillary spend on snacks and merchandise. 

Free-Roam Arenas now pace the application leaderboard with 33.40% CAGR through 2031. Wireless tracking and thin-client headsets allow 8-12 players to navigate warehouse-scale spaces without backpacks. Teams solve puzzles, dodge digital foes, and share real-world high-fives, which elevates word-of-mouth marketing. Corporate team-building events and birthday parties gravitate to arenas, producing weekday revenue that smooths peaks and troughs.

By End-Use: Arcade Studios Dominate, Museums Accelerate

Dedicated Arcade Studios captured 36.90% share because they specialize in throughput optimization and bundle event management into turnkey packages. Repeat visitors benefit from seasonal game rotations, while operators earn incremental revenue from corporate rentals and gift cards. Museums and Cultural Centres lead future growth at 32.10% CAGR. They adopt VR to modernize exhibits and attract younger audiences. The Kennedy Space Center added a Blue Origin crew-capsule simulator that lets visitors rehearse suborbital lift-off sequences. Such installations extend dwell time, lift souvenir sales, and integrate seamlessly with educational missions. Grant funding and nonprofit sponsorships help offset equipment costs, speeding diffusion in the public sector.

Location-Based VR Market: Market Share by End-Use, 2025
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Note: Segment shares of all individual segments available upon report purchase

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By Technology: 3D Experiences Still Rule, Cloud Merged Reality Reinvents Operations

Three-dimensional imagery remains the consumers’ baseline expectation, commanding 61.20% share in 2025. Accurate stereoscopy, gesture tracking, and haptic accessories establish immersion that distinguishes location-based virtual reality market venues from at-home headsets. Cloud Merged Reality now climbs at 32.55% CAGR. A private 5G-A network deployed by ZTE for Malaysia Games 2024 streamed 4K content to large-space theaters with sub-10 ms latency. Venues that shift rendering workloads to edge nodes need fewer on-site GPUs, which trims electricity costs and simplifies cooling. Scalable compute allows developers to insert high-polygon assets, dynamic lighting, and AI-driven nonplayer characters that keep veteran gamers engaged.

Geography Analysis

North America retains leadership with 39.60% of location-based virtual reality market share in 2025 thanks to affluent consumers, favorable franchising laws, and urban revitalization incentives. San Francisco’s Downtown ENRG program earmarks USD 50,000 grants for experiential venues that help reactivate retail corridors. Operators often pair VR with food and beverage concepts, creating hybrid spaces that fit mixed-use districts. In Canada, mall owners reposition legacy anchor stores as entertainment hubs that host VR arenas, pickleball courts, and e-sports lounges under one roof. Mexican developers adopt revenue-sharing lease models that lower upfront rent and invite foreign franchisees.

Asia Pacific, while smaller today, delivers the fastest 33.20% CAGR. China’s national roadmap targets RMB 350 billion in overall VR activity by 2026, funneling subsidies toward hardware makers and venue chains. Provincial grants cover land costs for entertainment districts, reducing operator risk. Japan’s mature console culture fuels high content expectations, so venues attain differentiation with location-exclusive titles and anime collaborations. South Korea’s Lotte World built a 700-square-meter free-roam arena that ties into K-pop intellectual property and social-media-friendly photo zones. India’s first-tier cities witness rising mall vacancy rates, which landlords convert into VR entertainment clusters at subsidized rents. Each market tailors its mix of arcades, arenas, and educational centres to local leisure patterns.

Europe posts steady growth anchored by Germany, the United Kingdom, and France. German franchise partners committed to rolling out up to 12 Sandbox VR locations each by 2026, attracted by strong per-capita spending on leisure. The United Kingdom favors premium positioning, with flagship London and Manchester venues bundling craft cocktails and VIP lounges. France capitalizes on cultural funding to install VR exhibits in national museums. Eastern European operators leverage lower construction costs yet face slower consumer adoption, prompting joint ventures with Western brands to share marketing know-how. The Middle East and Africa region, though still emerging, enjoys tourist-led spending. Saudi Arabia’s Vision 2030 plan finances mixed-reality parks in Riyadh’s new downtown, and United Arab Emirates malls integrate VR with indoor skydiving and snow parks to maintain year-round traffic.

Location-Based VR Market CAGR (%), Growth Rate by Region
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Recent Industry Developments

  • April 2025: Sandbox VR surpassed USD 200 million in lifetime revenue with 127 locations in the pipeline, underscoring sustained consumer interest in premium VR outings.
  • March 2025: Sandbox VR and JLG Ventures revealed plans for a flagship Manhattan site that integrates hospitality know-how for high-rent urban markets.
  • January 2025: Sandbox VR raised USD 6.8 million through a convertible note led by Gobi Partners to accelerate franchise growth toward 200 projected venues by 2027.
  • November 2025: The Park Playground opened Player One VR World in Hollywood, featuring twin free-roam fields and an e-sports oriented Nanoclash Focus arena.

Table of Contents for Location-Based VR Industry Report

1. INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2. RESEARCH METHODOLOGY

3. EXECUTIVE SUMMARY

4. MARKET LANDSCAPE

  • 4.1 Market Overview
  • 4.2 Market Drivers
    • 4.2.1 Rapid hardware cost decline improving ROI for operators
    • 4.2.2 Growing consumer appetite for immersive out-of-home experiences
    • 4.2.3 Content partnerships with blockbuster IP
    • 4.2.4 Advances in wireless free-roam tracking
    • 4.2.5 5G edge streaming reduces in-venue compute costs
    • 4.2.6 Urban revitalisation grants for experiential venues
  • 4.3 Market Restraints
    • 4.3.1 High upfront capex and maintenance
    • 4.3.2 Limited premium multiplayer content
    • 4.3.3 Rising insurance and liability premiums
    • 4.3.4 Semiconductor tariffs on optical components
  • 4.4 Industry Value Chain Analysis
  • 4.5 Impact of Macroeconomic Factors
  • 4.6 Technological Outlook
  • 4.7 Regulatory Landscape
  • 4.8 Porter's Five Forces Analysis
    • 4.8.1 Bargaining Power of Suppliers
    • 4.8.2 Bargaining Power of Buyers
    • 4.8.3 Threat of New Entrants
    • 4.8.4 Threat of Substitute Products
    • 4.8.5 Intensity of Competitive Rivalry

5. MARKET SIZE AND GROWTH FORECASTS (VALUE)

  • 5.1 By Solution Type
    • 5.1.1 Hardware
    • 5.1.1.1 Head-Mounted Displays
    • 5.1.1.2 Head-Up Displays
    • 5.1.1.3 Glasses
    • 5.1.1.4 Sensors
    • 5.1.1.5 Cameras
    • 5.1.2 Software
  • 5.2 By Application
    • 5.2.1 VR Arcades
    • 5.2.2 VR Theme Parks
    • 5.2.3 VR Cinemas
    • 5.2.4 Free-Roam Arenas
    • 5.2.5 VR Esports Lounges
    • 5.2.6 Educational and Training Centres
  • 5.3 By End-Use
    • 5.3.1 Amusement Parks
    • 5.3.2 Arcade Studios
    • 5.3.3 Cinemas
    • 5.3.4 Museums and Cultural Centres
    • 5.3.5 Commercial and Retail Venues
    • 5.3.6 Military and Training Facilities
  • 5.4 By Technology
    • 5.4.1 2D
    • 5.4.2 3D
    • 5.4.3 Cloud Merged Reality
  • 5.5 By Geography
    • 5.5.1 North America
    • 5.5.1.1 United States
    • 5.5.1.2 Canada
    • 5.5.1.3 Mexico
    • 5.5.2 South America
    • 5.5.2.1 Brazil
    • 5.5.2.2 Argentina
    • 5.5.2.3 Rest of South America
    • 5.5.3 Europe
    • 5.5.3.1 Germany
    • 5.5.3.2 France
    • 5.5.3.3 United Kingdom
    • 5.5.3.4 Italy
    • 5.5.3.5 Spain
    • 5.5.3.6 Russia
    • 5.5.3.7 Rest of Europe
    • 5.5.4 Asia Pacific
    • 5.5.4.1 China
    • 5.5.4.2 Japan
    • 5.5.4.3 South Korea
    • 5.5.4.4 India
    • 5.5.4.5 Australia
    • 5.5.4.6 Rest of Asia Pacific
    • 5.5.5 Middle East
    • 5.5.5.1 United Arab Emirates
    • 5.5.5.2 Saudi Arabia
    • 5.5.5.3 Turkey
    • 5.5.5.4 Rest of Middle East
    • 5.5.6 Africa
    • 5.5.6.1 South Africa
    • 5.5.6.2 Nigeria
    • 5.5.6.3 Egypt
    • 5.5.6.4 Rest of Africa

6. COMPETITIVE LANDSCAPE

  • 6.1 Market Concentration
  • 6.2 Strategic Moves
  • 6.3 Market Share Analysis
  • 6.4 Company Profiles {(includes Global level Overview, Market level overview, Core Segments, Financials as available, Strategic Information, Market Rank/Share for key companies, Products and Services, and Recent Developments)}
    • 6.4.1 Sandbox VR Inc.
    • 6.4.2 Zero Latency Pty Ltd
    • 6.4.3 Hologate GmbH
    • 6.4.4 Dreamscape Immersive Inc.
    • 6.4.5 VRstudios Inc.
    • 6.4.6 Vertigo Games Holding B.V. (Springboard VR)
    • 6.4.7 EXIT VR GmbH
    • 6.4.8 Survios Inc.
    • 6.4.9 Tyffon Inc.
    • 6.4.10 Neurogaming Limited
    • 6.4.11 Ctrl V Inc.
    • 6.4.12 IMAX Corporation
    • 6.4.13 Spaces LLC
    • 6.4.14 Nomadic Inc.
    • 6.4.15 The VOID LLC
    • 6.4.16 HTC Corporation (Viveport Arcade)
    • 6.4.17 Facebook Technologies LLC (Oculus VR)
    • 6.4.18 Disney Parks, Experiences and Products Inc.
    • 6.4.19 Pico Interactive Inc.
    • 6.4.20 DPVR Co. Ltd.

7. MARKET OPPORTUNITIES AND FUTURE OUTLOOK

  • 7.1 White-Space and Unmet-Need Assessment
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Global Location-Based VR Market Report Scope

A location-based virtual reality (LBVR) system is a collection of hardware and software components that allows users to perceive and experience a virtual environment in real time. Virtual reality refers to the hardware and software required to create and interact with a virtual environment for a real or fictional subject.

The location-based virtual reality (LBVR) market is segmented by type (hardware and software), application (VR arcades, VR theme parks, and VR cinemas), and geography (North America, Europe, Asia-Pacific, and Rest of the World). The market sizes and forecasts are provided in terms of value (USD) for all the above segments.

By Solution Type
HardwareHead-Mounted Displays
Head-Up Displays
Glasses
Sensors
Cameras
Software
By Application
VR Arcades
VR Theme Parks
VR Cinemas
Free-Roam Arenas
VR Esports Lounges
Educational and Training Centres
By End-Use
Amusement Parks
Arcade Studios
Cinemas
Museums and Cultural Centres
Commercial and Retail Venues
Military and Training Facilities
By Technology
2D
3D
Cloud Merged Reality
By Geography
North AmericaUnited States
Canada
Mexico
South AmericaBrazil
Argentina
Rest of South America
EuropeGermany
France
United Kingdom
Italy
Spain
Russia
Rest of Europe
Asia PacificChina
Japan
South Korea
India
Australia
Rest of Asia Pacific
Middle EastUnited Arab Emirates
Saudi Arabia
Turkey
Rest of Middle East
AfricaSouth Africa
Nigeria
Egypt
Rest of Africa
By Solution TypeHardwareHead-Mounted Displays
Head-Up Displays
Glasses
Sensors
Cameras
Software
By ApplicationVR Arcades
VR Theme Parks
VR Cinemas
Free-Roam Arenas
VR Esports Lounges
Educational and Training Centres
By End-UseAmusement Parks
Arcade Studios
Cinemas
Museums and Cultural Centres
Commercial and Retail Venues
Military and Training Facilities
By Technology2D
3D
Cloud Merged Reality
By GeographyNorth AmericaUnited States
Canada
Mexico
South AmericaBrazil
Argentina
Rest of South America
EuropeGermany
France
United Kingdom
Italy
Spain
Russia
Rest of Europe
Asia PacificChina
Japan
South Korea
India
Australia
Rest of Asia Pacific
Middle EastUnited Arab Emirates
Saudi Arabia
Turkey
Rest of Middle East
AfricaSouth Africa
Nigeria
Egypt
Rest of Africa
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Key Questions Answered in the Report

How big is the location-based virtual reality market in 2026?

The location-based virtual reality market size is USD 2.76 billion in 2026 with a forecast to reach USD 10.69 billion by 2031.

What is the expected growth rate through 2031?

The market is projected to grow at a 31.2% CAGR over the forecast period.

Which application segment earns the highest revenue today?

VR Arcades hold the largest share with 45.60% of global revenue in 2025.

Why is Asia Pacific considered the fastest-growing region?

Rapid urbanization, supportive government grants, and a rising middle class push Asia Pacific toward a forecast 33.20% CAGR through 2031.

How do content partnerships influence venue performance?

Exclusive blockbuster intellectual-property experiences raise ticket prices and spur repeat visits, improving venue profitability and brand differentiation.

What main barrier limits new entrants?

High upfront capital expenditure, often exceeding USD 300,000 per site, coupled with ongoing maintenance and insurance costs, remains the dominant hurdle.

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