PUBLISHER: The Business Research Company | PRODUCT CODE: 1760443
PUBLISHER: The Business Research Company | PRODUCT CODE: 1760443
Zero-gravity entertainment refers to creative experiences that simulate or make use of weightlessness, typically achieved through parabolic flights or specialized environments, to create unique artistic, musical, or cinematic performances. This concept combines the sensation of floating with immersive storytelling or spectacle, providing audiences with a novel and often surreal form of engagement.
The main types of zero-gravity entertainment products include virtual reality experiences, augmented reality experiences, zero-gravity rides, zero-gravity sports, and other experiences. Virtual reality experiences enhance zero-gravity entertainment by immersing users in safe, interactive simulations of weightlessness, utilizing advanced headsets and sensors. These experiences are designed for various age groups, including children, teenagers, and adults, and are distributed through both online platforms and offline stores. They are used in a variety of settings such as amusement parks, gaming centers, themed attractions, educational institutions, and more.
The zero-gravity entertainment market research report is one of a series of new reports from The Business Research Company that provides zero-gravity entertainment market statistics, including the zero-gravity entertainment industry global market size, regional shares, competitors with the zero-gravity entertainment market share, detailed zero-gravity entertainment market segments, market trends, and opportunities, and any further data you may need to thrive in the zero-gravity entertainment industry. This zero-gravity entertainment 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 zero-gravity entertainment market size has grown rapidly in recent years. It will grow from$1.59 billion in 2024 to $1.80 billion in 2025 at a compound annual growth rate (CAGR) of 13.5%. The growth during the historic period can be attributed to the excitement surrounding space tourism, increased investments in amusement parks, early adoption of virtual reality, initiatives by public space agencies, and media coverage of astronaut training.
The zero-gravity entertainment market size is expected to see rapid growth in the next few years. It will grow to$2.96 billion in 2029 at a compound annual growth rate (CAGR) of 13.2%. The growth in the forecast period can be attributed to the rising demand for immersive experiences, the expansion of commercial space travel, the growth of virtual reality platforms, increased consumer spending on entertainment, and the integration of AI and sensors. Key trends during this period include technological advancements, innovations in immersive experiences, developments in hardware and software, research and development in simulation, and the creation of gamified zero-gravity platforms.
The increasing demand for new and immersive forms of entertainment is expected to fuel the growth of the zero-gravity entertainment market in the coming years. Immersive entertainment, which blends physical, digital, and interactive elements to create realistic or imaginative worlds, is becoming more popular. This form of media captivates the senses and emotions, offering experiences that engage users on multiple levels. With advancements in virtual reality (VR) and augmented reality (AR), immersive entertainment now provides highly interactive experiences that seamlessly combine the digital and real worlds. These technologies also enhance zero-gravity experiences by offering realistic simulations of weightlessness. As a result, VR and AR make zero-gravity environments more accessible and appealing to a broader audience. For instance, in April 2024, the University of North Carolina School of the Arts projected that immersive entertainment would see rapid global growth, estimating it would generate $426 billion by 2030. Consequently, the growing demand for innovative and immersive entertainment is propelling the expansion of the zero-gravity entertainment market.
Leading companies in the zero-gravity entertainment market are developing advanced products, such as zero-gravity gaming chairs, to improve user immersion and elevate the overall interactive entertainment experience. These ergonomic chairs are designed to recline and evenly distribute body weight, reducing spinal pressure for enhanced comfort. For example, in March 2024, Cluvens, a China-based manufacturer of high-end ergonomic reclining workstations, unveiled its innovative Scorpion IW-SK Zero-Gravity Gaming Chair. This futuristic chair, which takes the form of a scorpion, features a motorized tail for mounting monitors and six sturdy legs for added stability. Weighing 265 pounds and measuring 65 inches long, 47 inches wide, and 82 inches tall when fully extended, it offers six adjustable zero-gravity positions, allowing users to recline up to 170 degrees for gaming, working, or even relaxing.
In May 2024, Zero Gravity Corporation, a US-based provider of zero-gravity entertainment, entered into a partnership with The Interstellar Group to expand parabolic flight experiences and research in Asia. This collaboration combines Zero-G's technical expertise and pilot training with Interstellar's local infrastructure and regulatory support to introduce zero-gravity experiences in Asia. The partnership aims to launch Zero Gravity Asia operations in South Korea by 2026, advancing both zero-gravity entertainment and the emerging field of space tourism. Interstellar Group, a Netherlands-based company, specializes in experiential space travel and innovative space tourism solutions.
Major players in the zero-gravity entertainment market are Space Perspective, World View Enterprises, AlterG, MiGFlug GmbH, Virgin Galactic, Big Rock Amusements, Battech Enterprises, Zero Gravity Corporation, AntiGravity, Inc, Zero Gravity Management, Incredible Adventures Inc., Space Adventures Inc., Cluvens, Vast, BigCityBeats, D.A. Campbell Amusements Ltd., Space Entertainment Enterprises (SEE), Microgravity, Zero Gravity Dance Company, and GravityZip.
North America was the largest region in the zero-gravity entertainment market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in zero-gravity entertainment report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.
The countries covered in the zero-gravity entertainment market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The zero-gravity entertainment market consists of revenues earned by entities by providing services such as parabolic flight experiences, weightlessness training programs, and zero-gravity dance or music events. The market value includes the value of related goods sold by the service provider or included within the service offering. The zero-gravity entertainment market consists of sales of space-themed interactive display units and control consoles, virtual reality headsets and motion tracking gear, and parabolic aircraft. 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 and 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.
Zero-Gravity Entertainment 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 zero-gravity entertainment 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.
Where is the largest and fastest growing market for zero-gravity entertainment ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The zero-gravity entertainment 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.