Global Location-based VR Entertainment (LBE) Market CAGR 26.4% by 2032 | Widening Utilization of VR and AR in the Entertainment and Gaming Industries to Boost the Market

Published On : 4 Sep 2025

The global location-based VR entertainment (LBE) market size is likely to be valued at US$ 3.97 billion in 2025, reaching US$ 20.47 billion by 2032 and exhibiting a CAGR of 26.4% during the forecast period 2025-2032. Breakthroughs in virtual reality (VR) and augmented reality (AR) for the development of immersive content are forming the core growth determinants for the LBE market. 

Recent Market Trends 

  • A perceptible shift is being observed toward free-roam VR systems, allowing users to physically explore large spaces, heightening user immersion and experience diversity. 
  • Multi-player and collaborative VR adventures are redefining audience engagement, moving beyond rudimentary games to include complex narratives, cinematic experiences, and realistic simulations. 
  • Increasing strategic partnerships between VR hardware providers, such as the one between HTC Corporation and IMAX, and entertainment venues are expanding market accessibility and technological sophistication. 
  • The integration of physical props and environmental elements into VR experiences is becoming a key differentiator, providing users with a deepened sensory engagement, unlike standard home-based VR solutions. 
  • Location-based VR entertainment is steadily diversifying beyond fun and games, finding wide applicability in professional training, education, and corporate marketing initiatives, producing new revenue streams. 

Location-based VR Entertainment (LBE) Market in the News 

  • August 2025: Meta’s Reality Labs Research will debut two advanced VR headset prototypes, Tiramisu and Boba 3, at SIGGRAPH 2025 in Vancouver, aiming to bring the world closer to rendering virtual scenes that are indistinguishable from real life, a milestone they refer to as the “Visual Turing Test”. Tiramisu focuses on visual realism using micro-OLED displays with extremely high pixel density and relies on powerful GPUs. By contrast, Boba 3 targets broader immersion, delivering spectacular clarity while offering an ultra-wide 180° horizontal and 120° vertical field of view, with 4K×4K panels per eye in a compact form factor, but also demands top-tier PC hardware. 
  • August 2025: Burnley Football Club and VR sports tech company Rezzil teamed up to present the first-ever virtual reality live-stream of a football match, offering fans a “virtual seat” inside Turf Moor, accessible globally via the Premier League Player app on Meta Quest headsets. Users can enjoy panoramic views, live commentary, and immersive stadium sounds as if they were physically present. This free-to-access VR experience is part of Rezzil's broader push, backed by a four-year partnership with the Premier League, to redefine fan engagement through immersive technology.  
  • March 2025: Florida International University, with support from the Dolan Family Foundation, launched the D.R.E.A.M.S. (Digital Research Entertainment Arts Media Sciences) program to train students for careers in location-based entertainment, including immersive media, gaming, and themed attractions. The program combines academic research with hands-on industry experience through global partnerships, offering a curriculum focused on digital storytelling and experience design. Set to debut in fall 2025, D.R.E.A.M.S. positions FIU as a leader in the LBE market driven by AR, VR, and AI technologies. 

Segment Analysis 

The hardware segment is slated to command a dominant 68.2% of the location-based VR entertainment market share in 2025 due to its pivotal ability to deliver immersive, sensory-rich experiences. Advanced VR hardware, such as motion tracking sensors and haptic feedback systems, enables users to engage deeply with virtual environments, making it a central pillar of the LBE ecosystem. This surge is mainly on account of rising consumer demand for interactive entertainment and emotional engagement, making hardware as a primary revenue generator in the virtual reality industry. 

Amusement parks are positioned as the leading end-user segment in the LBE market, as they provide the ideal platform for integrating VR attractions across virtual galleries, theme parks, museums, and cinemas. These venues are leveraging immersive technologies to offer novel experiences, such as interacting with digital recreations of iconic artworks such as Michelangelo’s David or the Head of Nefertiti. On the other hand, Training and educational applications are emerging segments experiencing fast-growing demand, with businesses and social organizations employing VR for immersive skill development and scenario-based learning in controlled environments. 

Regional Analysis 

Among regions, North America currently leads the LBE market, driven by strong consumer interest in VR- and AR-based gaming and entertainment, willing adoption of advanced immersion technologies, and significant investments from key industry players. Europe follows closely with a well-established tech infrastructure and a growing consumer base. Market players in the region are focusing on rolling out diverse VR offerings, including cultural and educational experiences. In terms of growth rate, Asia Pacific steals the spotlight because of the steadily rising interest in VR and AR among the rapidly urbanizing populace, further bolstered by a large young population eager to experience innovative VR gaming and entertainment. Emerging markets across the Middle East, Africa, and South America present untapped opportunities for market players.  

Industry Players 

Prominent players such as HTC Corporation, IMAX Corporation, Springboard VR, Microsoft Corporation, and VRstudios Inc. are redrawing the contours of the global location-based VR entertainment market landscape. As giants with a presence in tech and entertainment industries, these companies are spearheading innovation in hardware capabilities, immersive content creation, and strategic market expansion. Mergers and acquisitions are the mainstay strategies employed by the top players to widen their technological portfolios and expand their geographic reach. Alongside these behemoths, numerous startups and regional innovators are also engaged in achieving disruptive breakthroughs in VR and AR technologies as well as continuously developing customer-centric products.

Locationbased Vr Entertainment Lbe Market

Market Study on Location-based VR Entertainment (LBE): VR Technology Gaining Immense Traction in Amusement Parks & Video Games for Immersive User Experience

Locationbased Vr Entertainment Lbe Market

Market Study on Location-based VR Entertainment (LBE): VR Technology Gaining Immense Traction in Amusement Parks & Video Games for Immersive User Experience

View Report

Research Methodology

Data-Driven Research Methodology for Accurate Insights