U.S. Physical Therapy Services Market Size, Share & Trends Analysis Report By Application (Orthopedic Therapy, Neurological Therapy), By Settings (Outpatient Clinics, Hospitals), By Payer (Public Insurance, Private Insurance), And Segment Forecasts, 2025

U.S. Physical Therapy Services Market Size, Share & Trends Analysis Report By Application (Orthopedic Therapy, Neurological Therapy), By Settings (Outpatient Clinics, Hospitals), By Payer (Public Insurance, Private Insurance), And Segment Forecasts, 2025 - 2030


U.S. Physical Therapy Services Market Growth & Trends

The U.S. physical therapy services market size is estimated to reach USD 61.70 billion by 2030, exhibiting a CAGR of 4.60% from 2025 to 2030 according to a new report by Grand View Research, Inc. Physical therapy (PT) can help in reducing overall treatment costs and improving outcomes. This, coupled with the rising prevalence of pain and musculoskeletal diseases, is driving market growth. According to the U.S. Bureau of Labor Statistics, employment of PTs is expected to increase by 17% from 2021 to 2031. In addition, approximately 15,400 yearly average openings for physical therapists are projected over the next ten years. Providers and purchasers of traditional healthcare services, such as insurance companies, health maintenance organizations, businesses, and industries, are constantly seeking cost savings.

PT services are a cost-effective method for preventing short-term disabilities from becoming chronic conditions, avoiding invasive procedures, accelerating recovery, and eliminating or reducing the need for opioids. The patient who takes PT can save an average of USD 2,736 on treatment costs. In the United States, approximately 19.7% of children & adolescents aged 2 to 19 years are obese. This represents over 14.7 million children & adolescents. The prevalence of obesity among adults was 41.9% during 2017-2020. Furthermore, the annual medical cost of obesity was estimated to be around USD 173 billion in 2019. PT services help obese individuals become more active and fit with the help of pain-free movement techniques.

The COVID-19 pandemic has negatively impacted market growth. In April and May 2020, according to national surveys conducted by the American Physical Therapy Association (APTA), 54% of physical therapists reported a decrease in work hours since the start of the pandemic. Nearly 36% reported a decrease in hours in July 2020, while 7% reported being laid off, 16% furloughed, and 2% resigned or quit. Nearly 98% of therapists did not offer telehealth consultations to patients before the COVID-19 outbreak. However, by July 2020, 47% reported using telehealth, a percentage that is likely to increase in the future. Due to the COVID-19 emergency, policy modifications have facilitated telehealth utilization in PT services.

U.S. Physical Therapy Services Market Report Highlights
  • Based on application, the orthopedic therapy segment dominated the industry in 2024 owing to the increased cases of orthopedic-related disorders
  • The geriatric therapy application segment is anticipated to register the fastest growth rate during the forecast period owing to the high number of patients suffering from chronic diseases and the inclusion of PT services in long-term care facilities
  • In terms of the payer, the private insurance segment held the maximum revenue share due to the presence of corporate insurance and a large number of people taking commercial insurance
  • The outpatient clinics settings segment accounted for the largest revenue share in 2024 on account of the shift towards outpatient settings and the increased number of standalone physical therapists
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Chapter 1. Methodology and Scope
1.1. Market Segmentation & Scope
1.2. Market Definitions
1.3. Information Procurement
1.3.1. Information analysis
1.3.2. Market formulation & data visualization
1.3.3. Data validation & publishing
1.4. 4 Research Scope and Assumptions
1.4.1. List of Data Sources
Chapter 2. Executive Summary
2.1. Location-based Entertainment Market Snapshot
2.2. Location-based Entertainment Market- Competitive Landscape Snapshot
Chapter 3. Location-based Entertainment Market - Industry Outlook
3.1. Market Overview
3.2. Industry Value Chain Analysis
3.3. Market Dynamics
3.3.1. Market Driver Analysis
3.3.2. Market Restraint Analysis
3.3.3. Market Opportunity
3.4. Technology Landscape
3.5. Industry Analysis Tools
3.5.1. Porter’s analysis
3.5.2. Macroeconomic analysis
Chapter 4. Location-based Entertainment Market: Component Estimates & Trend Analysis
4.1. Component Movement Analysis & Market Share, 2024 & 2030
4.2. Location-based Entertainment Market Estimates & Forecast, By Component (USD Million)
4.2.1. Hardware
4.2.2. Software
Chapter 5. Location-based Entertainment Market: Technology Estimates & Trend Analysis
5.1. Technology Movement Analysis & Market Share, 2024 & 2030
5.2. Location-based Entertainment Market Estimates & Forecast, By Technology (USD Million)
5.2.1. 3- & 4-Dimensional (3D & 4D)
5.2.2. 2D
5.2.3. Cloud Merged Reality (CMR)
Chapter 6. Location-based Entertainment Market: End Use Estimates & Trend Analysis
6.1. End Use Movement Analysis & Market Share, 2024 & 2030
6.2. Location-based Entertainment Market Estimates & Forecast, By End Use (USD Million)
6.2.1. Amusement Park
6.2.1.1. Indoor
6.2.1.2. Outdoor
6.2.2. 4D Films
6.2.3. Arcade Studios
Chapter 7. Regional Estimates & Trend Analysis
7.1. Location-based Entertainment Market by Region, 2024 & 2030
7.2. North America
7.2.1. North America Location-based Entertainment Market Estimates & Forecasts, 2018 - 2030 (USD Million)
7.2.2. U.S.
7.2.3. Canada
7.2.4. Mexico
7.3. Europe
7.3.1. Europe Location-based Entertainment Market Estimates & Forecasts, 2018 - 2030 (USD Million)
7.3.2. Germany
7.3.3. UK
7.3.4. France
7.3.5. Rest of Europe
7.4. Asia Pacific
7.4.1. Asia Pacific Location-based Entertainment Market Estimates & Forecasts, 2018 - 2030 (USD Million)
7.4.2. Japan
7.4.3. China
7.4.4. India
7.4.5. South Korea
7.4.6. Australia
7.4.7. Rest of Asia Pacific
7.5. South America
7.5.1. South America Location-based Entertainment Market Estimates & Forecasts, 2018 - 2030 (USD Million)
7.5.2. Brazil
7.5.3. Rest of South America
7.6. Middle East & Africa (MEA)
7.6.1. MEA Location-based Entertainment Market Estimates & Forecasts, 2018 - 2030 (USD Million)
7.6.2. Saudi Arabia
7.6.3. UAE
7.6.4. South Africa
7.6.5. Rest of MEA
Chapter 8. Location-based Entertainment Market - Competitive Landscape
8.1. Recent Developments & Impact Analysis, By Key Market Participants
8.2. Company Categorization
8.3. Participant’s Overview
8.4. Financial Performance
8.5. Product Benchmarking
8.6. Company Market Positioning
8.7. Company Heat Map Analysis
8.8. Strategy Mapping
8.8.1. Expansion/Divestiture
8.8.2. Collaborations/Partnerships
8.8.3. New Product Launches
8.8.4. Research & Development
8.9. Company Profiles
8.9.1. 4Expeience
8.9.1.1. Participant’s Overview
8.9.1.2. Financial Performance
8.9.1.3. Product Benchmarking
8.9.1.4. Recent Developments
8.9.2. CamOnApp
8.9.2.1. Participant’s Overview
8.9.2.2. Financial Performance
8.9.2.3. Product Benchmarking
8.9.2.4. Recent Developments
8.9.3. Google LLC
8.9.3.1. Participant’s Overview
8.9.3.2. Financial Performance
8.9.3.3. Product Benchmarking
8.9.3.4. Recent Developments
8.9.4. Cisco HQ Software, Inc.
8.9.4.1. Participant’s Overview
8.9.4.2. Financial Performance
8.9.4.3. Product Benchmarking
8.9.4.4. Recent Developments
8.9.5. HTC Corporation
8.9.5.1. Participant’s Overview
8.9.5.2. Financial Performance
8.9.5.3. Product Benchmarking
8.9.5.4. Recent Developments
8.9.6. Huawei Technologies Co., Ltd.
8.9.6.1. Participant’s Overview
8.9.6.2. Financial Performance
8.9.6.3. Product Benchmarking
8.9.6.4. Recent Developments
8.9.7. Magic Leap, Inc.
8.9.7.1. Participant’s Overview
8.9.7.2. Financial Performance
8.9.7.3. Product Benchmarking
8.9.7.4. Recent Developments
8.9.8. Microsoft Corporation
8.9.8.1. Participant’s Overview
8.9.8.2. Financial Performance
8.9.8.3. Product Benchmarking
8.9.8.4. Recent Developments
8.9.9. Niantic, Inc.
8.9.9.1. Participant’s Overview
8.9.9.2. Financial Performance
8.9.9.3. Product Benchmarking
8.9.9.4. Recent Developments
8.9.10. Samsung Electronics Co. Ltd.
8.9.10.1. Participant’s Overview
8.9.10.2. Financial Performance
8.9.10.3. Product Benchmarking
8.9.10.4. Recent Developments
8.9.11. Springboard VR
8.9.11.1. Participant’s Overview
8.9.11.2. Financial Performance
8.9.11.3. Product Benchmarking
8.9.11.4. Recent Developments
8.9.12. VRstudios Inc.
8.9.12.1. Participant’s Overview
8.9.12.2. Financial Performance
8.9.12.3. Product Benchmarking
8.9.12.4. Recent Developments

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