Us Location Based Entertainment Hardware Market Size By Applications, By Type, By End-User, By Deployment & By Technology 2032
Location Based Entertainment Hardware Market was valued at USD 3.5 Billion in 2022 and is projected to reach USD 10 Billion by 2030, growing at a CAGR of 15.5% from 2024 to 2030.
The U.S. location-based entertainment (LBE) hardware market is experiencing remarkable growth, driven by consumer demand for immersive experiences and technological advancements. In 2023, the market generated approximately USD 1.07 billion in revenue and is projected to reach USD 5.51 billion by 2030, with a compound annual growth rate (CAGR) of 26.4%.
Hardware components, including virtual reality (VR) headsets, augmented reality (AR) devices, and interactive installations, constitute the largest segment, accounting for over 64% of the market share in 2023. This dominance is attributed to continuous innovation and the integration of advanced technologies such as AI and machine learning, enhancing user engagement and experience.
Investments in infrastructure and technology are pivotal in propelling the LBE hardware market forward. Companies are focusing on developing sophisticated systems that combine physical spaces with digital content, creating unique and engaging experiences for consumers. For instance, the integration of full-body tracking systems in VR setups offers users a more immersive and interactive environment.
However, the market faces challenges, particularly in the adoption of arena-style VR arcades. Discussions on platforms like Reddit highlight concerns about the narrow target audience and the rapid evolution of home-based VR technology, which may outpace the infrastructure investments in location-based setups. Additionally, considerations regarding accessibility for younger audiences and the need for diverse content offerings are crucial for sustained growth.
Despite these challenges, the U.S. LBE hardware market is poised for significant expansion. The increasing consumer appetite for shared, immersive experiences, coupled with technological advancements, positions the market for robust growth in the coming years. As companies continue to innovate and address existing challenges, the LBE hardware sector is set to redefine the entertainment landscape in the United States.
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Oculus
Vicon
KATVR
Vrsenal
Virtuix Omni
Stricker VR
Optitrack
HP
HTC Vive
Ultrahaptics
Teslasuit
Tactical Haptics
SUBPAC
Ballast VR
HoloSuit
Sony
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By the year 2030, the scale for growth in the market research industry is reported to be above 120 billion which further indicates its projected compound annual growth rate (CAGR), of more than 5.8% from 2023 to 2030. There have also been disruptions in the industry due to advancements in machine learning, artificial intelligence and data analytics There is predictive analysis and real time information about consumers which such technologies provide to the companies enabling them to make better and precise decisions. The Asia-Pacific region is expected to be a key driver of growth, accounting for more than 35% of total revenue growth. In addition, new innovative techniques such as mobile surveys, social listening, and online panels, which emphasize speed, precision, and customization, are also transforming this particular sector.
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Growing demand for below applications around the world has had a direct impact on the growth of the Global Location Based Entertainment Hardware Market
Virtual Reality (VR) Equipment
Augmented Reality (AR) Equipment
Mixed Reality (MR) Equipment
Escape Room Equipment
Arcade Machines
Themed Entertainment (e.g., amusement parks and attractions)
Shopping Malls and Retail Environments
Educational Centers (e.g., edutainment venues)
Events and Exhibitions
Bars and Restaurants (e.g., interactive dining experiences)
Age Groups
Income Level
Family Structure
Early Adopters
Early Majority
Late Majority
Laggards
Direct Sales (e.g., manufacturers selling directly to consumers)
Retail Sales (e.g., electronics and entertainment stores)
Online Sales (e.g., e-commerce platforms, company websites)
Rental Services (e.g., leasing equipment for events or parties)
Franchise Operations (e.g., operating branded entertainment locations)
Global (United States, Global and Mexico)
Europe (Germany, UK, France, Italy, Russia, Turkey, etc.)
Asia-Pacific (China, Japan, Korea, India, Australia, Indonesia, Thailand, Philippines, Malaysia and Vietnam)
South America (Brazil, Argentina, Columbia, etc.)
Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)
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1. Introduction of the Global Location Based Entertainment Hardware Market
Overview of the Market
Scope of Report
Assumptions
2. Executive Summary
3. Research Methodology of Verified Market Reports
Data Mining
Validation
Primary Interviews
List of Data Sources
4. Global Location Based Entertainment Hardware Market Outlook
Overview
Market Dynamics
Drivers
Restraints
Opportunities
Porters Five Force Model
Value Chain Analysis
5. Global Location Based Entertainment Hardware Market, By Type
6. Global Location Based Entertainment Hardware Market, By Application
7. Global Location Based Entertainment Hardware Market, By Geography
Global
Europe
Asia Pacific
Rest of the World
8. Global Location Based Entertainment Hardware Market Competitive Landscape
Overview
Company Market Ranking
Key Development Strategies
9. Company Profiles
10. Appendix
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