Location Based Entertainment Market Synopsis

Location Based Entertainment Market Size is Valued at USD 5.64 Billion in 2023, and is Projected to Reach USD 80.43 Billion by 2032, Growing at a CAGR of 34.33% From 2024-2032.

Entertainment experiences that are associated with a particular physical location, such as amusement parks, arcades, and virtual reality (VR) centers, are referred to as location-based entertainment (LBE). By utilizing cutting-edge technologies such as virtual reality (VR), augmented reality (AR), and mixed reality (MR), these venues provide interactive and immersive experiences that are impossible to duplicate offline or online. The objective of LBE experiences is to offer guests distinctive and unforgettable entertainment that motivates them to explore and interact with the physical environment in manners that surpass conventional entertainment methods.

  • There are several LBE market drivers that are influencing the industry due to the changing market trends. First, there is a tendency toward the increase in the demand for entertaining experiences that cannot be quickly delivered in an LBE. People today are drawn to novel types of amusement that are more immersing than traditional entertainment, which has boosted the popularity of LBEs that employ VR, AR, and other innovative technologies.
  • Secondly, emerging technologies, and more specifically VR, AR, and AI, are now improving the functions of LBEs, and their interactions to become more immersive and lifelike. These are not only pushing consumers to participate more in the LBE industry but also makes the operators to provide a variety of experience such as theme parks, escape rooms etc. which is in accordance with consumer needs and wants. These factors are the main contributors to the growth and development of the LBE industry in which, further growth is being driven by the presence of the market.

 

 

Location Based Entertainment Market Trend Analysis

Tech-Driven Thrills, The Future of Location Based Entertainment

  • Currently, the Location based entertainment market is rapidly growing since its advancement is fueled by both the technological solutions and the need for entertaining content by consumers. One trend is in merging digital technology such as virtual reality and augmented reality in the range of provided LBE services thus making them more appealing and absorbing for clients. We can establish that VR/AR game popularity stems from the growth of accessible and comparatively cheap equipment, as well as consumers’ interest in innovative forms of entertainment.
  • Another trend is that LBE is not limited to acting like gaming arcades or containing them anymore. LBE venues are now in a position to provide more than just game plays, and offers like virtual tours, lively performances, education sessions etc which targets a wider demographic. This diversification is helping in attracting more and more people towards LBE and has been a factor in increasing the revenues in this market. To sum up, based upon the viewpoint of advanced technology and the public’s increasing demand for substantial LBE entertainment except movies or TV dramas, LBE market shall maintain a developing tendency in the future.

Where Reality Meets Fantasy, The Rise of Location-Based Entertainment

  • There are bound to be more opportunities in the offing for the Location-Based Entertainment (LBE) business due to change in consumer screen consumption patterns and breakthrough technogy like VR and AR. As consumers continue to immerse themselves in more engaging and differentiated experiences, LBE establishments have been applying first VR, then AR, and recently MR technologies for delivering memorable experiences. These are not just the interactions that drive engaging narratives, games, and other content; they also foster social interactivity, which differentiates LBE from typical entertainment forms.
  • In addition, people’s growing tendency to spend money on experiences has opened up new possibilities for LBE venues to enter into partnerships with owners of IPs, including movie producers and game designers, to recreate the IPs. This is not only a great benefit to LBE venues but also a great way to increase the longevity of IPs because fans can experience all forms of their favorite IPs. Also, development in facility location and point recognition and personalization technologies are making it possible for LBE venues to segment and target visitors in line with their preferred interests and hobbies, thus improving the overall entertainment value.

Location Based Entertainment Market Segment Analysis:

  • Location Based Entertainment Market is Segmented on the basis Component, Technology, and end-users.

By Type, Software segment is expected to dominate the market during the forecast period

  • Hardware refers to the physical fixtures relevant to LBE venues and the tech required to power them like wearable VR headsets, motion-sensitive detectors, haptic feedback gadgets, and the screens themselves. These components include heads-up display, hardware, software and content authoring tools which are crucial in the creation of an environment that can effectively capture the interest of visitors and take them to virtual worlds or into an augmented reality realm. The hardware should give users the highest quality and capabilities determining the level of immersion and realism in entertainment, which makes it one of the most significant factors for LBEs when choosing equipment and developing attractions.
  • While hardcore refers to the physical infrastructure of the LBE attractions, software refers to the applications or games and contents that are executed on the underlying platform. Animation is essential to achieving the goal of the game because it is through other software on the computer that the user is provided with the means of accessing the many interfaces that determine the interaction with the simulated environment. Moreover, software is something crucial for controlling the processes, such as ticketing, scheduling, and monitoring the activity of the guests which, in its turn, makes it an indispensable tool for adequate work of LBE venues.

By Technology, Cloud Merged Reality segment held the largest share in 2023

  • The concept of fun for people, basically Location Based Entertainment (LBE) is regarded as being cantered in use of technology to come up with dazzling and appealing concepts. LBE experiences can be broadly classified into three categories based on technology: Some of the categories of mixed reality include Two Dimensional (2D), Three Dimensional (3D), and cloud merged reality.
  • Mobile applications are part of the three-dimensional (3D) experiences, which are the innovative forms of entertainment being delivered to consumer devices with screens and interface larger than two dimensions. Although such experiences are quite common and available almost to everyone, they cannot be compared to a rich and profound affair that is presented by the mmorpg mmo and similar technologies.
  • 3D stands for three-dimensional, which means that instead of moving on two planes – the X and the Y – it has an additional Z plane, giving the game more life-like feel. It is found widely in applications relating to virtual reality (VR) and its close cousin, augmented reality (AR), where a user can cat and manipulate virtual objects and spaces in a virtual world in three dimensions.
  • Cloud Merged Reality is seen as the most progressive type of LBE technology since it fuses physical and virtual worlds seamlessly. This refers to the use of technology where the real and virtual equipments are equally incorporated so as to provide the user with a ‘touch and feel’ system. Cloud Merged Reality incorporates use of cloud computing systems as well as tracking technologies to blend physical space with digital content and provides a virtually infinite variety of innovative and interesting interactions.

Location Based Entertainment Market Regional Insights:

North America is Expected to Dominate the Market Over the Forecast period

  • The North American LBE industry is a diverse and highly competitive market where technological innovations and video game enthusiasts play a significant role. It identifies that LBE locations are varied and fall into Virtual Reality (VR) arcade, theme parks and Immersive entertainment centers segments. The activities of the major stakeholders in the market are evolving with a we of new and exciting offers for the consumers.
  • There is also the presence of technology and entertainment gurus as well as conglomerates which have taken a stake in the North America’s LBE market. These companies are employing their commitment and skills to show unique LBE experiences that are attractive to a broad audience. In the same way again, more personal disposable income and better economic returns are seen in this location, which in turn makes it to be more attractive to LBE operators who wish to establish themselves in this area. Nevertheless, the plate of competition in the region’s LBE segment remains high as operators seek to win the attention of clients amidst stiff rivalry.

Active Key Players in the Location Based Entertainment Market

  • 4Experience
  • AEON Fantasy Co
  • Barron Games International
  • Bob’s Space Racers
  • CamOnApp
  • Cinepolis
  • Disney Parks, Experience, and Products (The Walt Disney Company)
  • E-Learning Studios
  • Google LLC
  • HQ Software
  • HTC Corporation
  • Huawei Technologies Co., Ltd.
  • KidZania Operations S.A.R.L.
  • Magic Leap Inc.
  • Microsoft Corporation
  • Niantic Inc.
  • Overseas Chinese Town Enterprise Co. (OCT) Parks
  • Regal Entertainment Group
  • Samsung Electronics Co., Ltd.
  • Six Flag Entertainment Corporation
  • Springboard VR
  • Universal Parks and Resorts
  • VRstudios, Inc.
 

Global Location-Based Entertainment Market

Base Year:

2023

Forecast Period:

2024-2032

Historical Data:

2017 to 2023

Market Size in 2023:

USD 5.64 Bn.

Forecast Period 2024-32 CAGR:

34.33 %

Market Size in 2032:

USD 80.43 Bn.

Segments Covered:

By Component

  • Hardware
  • Software

By Technology

  • Two Dimensional
  • Three dimensional
  • Cloud Merged Reality

By End User

  • Amusement Parks
  • Arcade Studios
  • 4D Films

By Region

  • North America (U.S., Canada, Mexico)
  • Eastern Europe (Bulgaria, The Czech Republic, Hungary, Poland, Romania, Rest of Eastern Europe)
  • Western Europe (Germany, UK, France, Netherlands, Italy, Russia, Spain, Rest of Western Europe)
  • Asia Pacific (China, India, Japan, South Korea, Malaysia, Thailand, Vietnam, The Philippines, Australia, New-Zealand, Rest of APAC)
  • Middle East & Africa (Turkey, Bahrain, Kuwait, Saudi Arabia, Qatar, UAE, Israel, South Africa)
  • South America (Brazil, Argentina, Rest of SA)

Key Market Drivers:

  • Immersive Experiences, Driving Growth in Location Based Entertainment

Key Market Restraints:

  • Regulatory Hurdle, Impact on Market Growth

Key Opportunities:

  • Exploring the Next Frontier, Opportunities in Location-Based Entertainment

Companies Covered in the report:

  • 4Experience, AEON Fantasy Co, Barron Games International, Bob’s Space Racers, CamOnApp, Cinepolis, Disney Parks, Experience, and Products (The Walt Disney Company), E-Learning Studios, Google LLC, HQ Software, HTC Corporation, Huawei Technologies Co., Ltd., KidZania Operations S.A.R.L., Magic Leap Inc., Microsoft Corporation, Niantic Inc., Overseas Chinese Town Enterprise Co. (OCT) Parks, Regal Entertainment Group, Samsung Electronics Co., Ltd., Six Flag Entertainment Corporation, Springboard VR, Universal Parks and Resorts, VRstudios, Inc. and Other Major Players.

Chapter 1: Introduction
 1.1 Research Objectives
 1.2 Research Methodology
 1.3 Research Process
 1.4 Scope and Coverage
  1.4.1 Market Definition
  1.4.2 Key Questions Answered
 1.5 Market Segmentation

Chapter 2:Executive Summary

Chapter 3:Growth Opportunities By Segment
 3.1 By Component
 3.2 By End-user
 3.3 By Technology

Chapter 4: Market Landscape
 4.1 Porter's Five Forces Analysis
  4.1.1 Bargaining Power of Supplier
  4.1.2 Threat of New Entrants
  4.1.3 Threat of Substitutes
  4.1.4 Competitive Rivalry
  4.1.5 Bargaining Power Among Buyers
 4.2 Industry Value Chain Analysis
 4.3 Market Dynamics
  4.3.1 Drivers
  4.3.2 Restraints
  4.3.3 Opportunities
  4.5.4 Challenges
 4.4 Pestle Analysis
 4.5 Technological Roadmap
 4.6 Regulatory Landscape
 4.7 SWOT Analysis
 4.8 Price Trend Analysis
 4.9 Patent Analysis
 4.10 Analysis of the Impact of Covid-19
  4.10.1 Impact on the Overall Market
  4.10.2 Impact on the Supply Chain
  4.10.3 Impact on the Key Manufacturers
  4.10.4 Impact on the Pricing

Chapter 5: Location Based Entertainment Market by Component
 5.1 Location Based Entertainment Market Overview Snapshot and Growth Engine
 5.2 Location Based Entertainment Market Overview
 5.3 Hardware
  5.3.1 Introduction and Market Overview
  5.3.2 Historic and Forecasted Market Size (2016-2028F)
  5.3.3 Key Market Trends, Growth Factors and Opportunities
  5.3.4 Hardware: Grographic Segmentation
 5.4 Software
  5.4.1 Introduction and Market Overview
  5.4.2 Historic and Forecasted Market Size (2016-2028F)
  5.4.3 Key Market Trends, Growth Factors and Opportunities
  5.4.4 Software: Grographic Segmentation

Chapter 6: Location Based Entertainment Market by End-user
 6.1 Location Based Entertainment Market Overview Snapshot and Growth Engine
 6.2 Location Based Entertainment Market Overview
 6.3 Amusement Parks
  6.3.1 Introduction and Market Overview
  6.3.2 Historic and Forecasted Market Size (2016-2028F)
  6.3.3 Key Market Trends, Growth Factors and Opportunities
  6.3.4 Amusement Parks: Grographic Segmentation
 6.4 Arcade Studios
  6.4.1 Introduction and Market Overview
  6.4.2 Historic and Forecasted Market Size (2016-2028F)
  6.4.3 Key Market Trends, Growth Factors and Opportunities
  6.4.4 Arcade Studios: Grographic Segmentation
 6.5 4D Films
  6.5.1 Introduction and Market Overview
  6.5.2 Historic and Forecasted Market Size (2016-2028F)
  6.5.3 Key Market Trends, Growth Factors and Opportunities
  6.5.4 4D Films: Grographic Segmentation

Chapter 7: Location Based Entertainment Market by Technology
 7.1 Location Based Entertainment Market Overview Snapshot and Growth Engine
 7.2 Location Based Entertainment Market Overview
 7.3 2 Dimensional (2D)
  7.3.1 Introduction and Market Overview
  7.3.2 Historic and Forecasted Market Size (2016-2028F)
  7.3.3 Key Market Trends, Growth Factors and Opportunities
  7.3.4 2 Dimensional (2D): Grographic Segmentation
 7.4 3 Dimensional (3D)
  7.4.1 Introduction and Market Overview
  7.4.2 Historic and Forecasted Market Size (2016-2028F)
  7.4.3 Key Market Trends, Growth Factors and Opportunities
  7.4.4 3 Dimensional (3D): Grographic Segmentation
 7.5 Cloud Merged Reality
  7.5.1 Introduction and Market Overview
  7.5.2 Historic and Forecasted Market Size (2016-2028F)
  7.5.3 Key Market Trends, Growth Factors and Opportunities
  7.5.4 Cloud Merged Reality: Grographic Segmentation

Chapter 8: Company Profiles and Competitive Analysis
 8.1 Competitive Landscape
  8.1.1 Competitive Positioning
  8.1.2 Location Based Entertainment Sales and Market Share By Players
  8.1.3 Industry BCG Matrix
  8.1.4 Ansoff Matrix
  8.1.5 Location Based Entertainment Industry Concentration Ratio (CR5 and HHI)
  8.1.6 Top 5 Location Based Entertainment Players Market Share
  8.1.7 Mergers and Acquisitions
  8.1.8 Business Strategies By Top Players
 8.2 HTC CORPORATION
  8.2.1 Company Overview
  8.2.2 Key Executives
  8.2.3 Company Snapshot
  8.2.4 Operating Business Segments
  8.2.5 Product Portfolio
  8.2.6 Business Performance
  8.2.7 Key Strategic Moves and Recent Developments
  8.2.8 SWOT Analysis
 8.3 IMAX CORPORATION
 8.4 GOOGLE LLC
 8.5 MICROSOFT CORPORATION
 8.6 SAMSUNG ELECTRONICS CO.LTD.
 8.7 SPRINGBOARD VR
 8.8 EXIT REALITY
 8.9 HQ SOFTWARE
 8.10 MOFABLES
 8.11 BIDON GAMES STUDIO
 8.12 OTHER MAJOR PLAYERS

Chapter 9: Global Location Based Entertainment Market Analysis, Insights and Forecast, 2016-2028
 9.1 Market Overview
 9.2 Historic and Forecasted Market Size By Component
  9.2.1 Hardware
  9.2.2 Software
 9.3 Historic and Forecasted Market Size By End-user
  9.3.1 Amusement Parks
  9.3.2 Arcade Studios
  9.3.3 4D Films
 9.4 Historic and Forecasted Market Size By Technology
  9.4.1 2 Dimensional (2D)
  9.4.2 3 Dimensional (3D)
  9.4.3 Cloud Merged Reality

Chapter 10: North America Location Based Entertainment Market Analysis, Insights and Forecast, 2016-2028
 10.1 Key Market Trends, Growth Factors and Opportunities
 10.2 Impact of Covid-19
 10.3 Key Players
 10.4 Key Market Trends, Growth Factors and Opportunities
 10.4 Historic and Forecasted Market Size By Component
  10.4.1 Hardware
  10.4.2 Software
 10.5 Historic and Forecasted Market Size By End-user
  10.5.1 Amusement Parks
  10.5.2 Arcade Studios
  10.5.3 4D Films
 10.6 Historic and Forecasted Market Size By Technology
  10.6.1 2 Dimensional (2D)
  10.6.2 3 Dimensional (3D)
  10.6.3 Cloud Merged Reality
 10.7 Historic and Forecast Market Size by Country
  10.7.1 U.S.
  10.7.2 Canada
  10.7.3 Mexico

Chapter 11: Europe Location Based Entertainment Market Analysis, Insights and Forecast, 2016-2028
 11.1 Key Market Trends, Growth Factors and Opportunities
 11.2 Impact of Covid-19
 11.3 Key Players
 11.4 Key Market Trends, Growth Factors and Opportunities
 11.4 Historic and Forecasted Market Size By Component
  11.4.1 Hardware
  11.4.2 Software
 11.5 Historic and Forecasted Market Size By End-user
  11.5.1 Amusement Parks
  11.5.2 Arcade Studios
  11.5.3 4D Films
 11.6 Historic and Forecasted Market Size By Technology
  11.6.1 2 Dimensional (2D)
  11.6.2 3 Dimensional (3D)
  11.6.3 Cloud Merged Reality
 11.7 Historic and Forecast Market Size by Country
  11.7.1 Germany
  11.7.2 U.K.
  11.7.3 France
  11.7.4 Italy
  11.7.5 Russia
  11.7.6 Spain
  11.7.7 Rest of Europe

Chapter 12: Asia-Pacific Location Based Entertainment Market Analysis, Insights and Forecast, 2016-2028
 12.1 Key Market Trends, Growth Factors and Opportunities
 12.2 Impact of Covid-19
 12.3 Key Players
 12.4 Key Market Trends, Growth Factors and Opportunities
 12.4 Historic and Forecasted Market Size By Component
  12.4.1 Hardware
  12.4.2 Software
 12.5 Historic and Forecasted Market Size By End-user
  12.5.1 Amusement Parks
  12.5.2 Arcade Studios
  12.5.3 4D Films
 12.6 Historic and Forecasted Market Size By Technology
  12.6.1 2 Dimensional (2D)
  12.6.2 3 Dimensional (3D)
  12.6.3 Cloud Merged Reality
 12.7 Historic and Forecast Market Size by Country
  12.7.1 China
  12.7.2 India
  12.7.3 Japan
  12.7.4 Singapore
  12.7.5 Australia
  12.7.6 New Zealand
  12.7.7 Rest of APAC

Chapter 13: Middle East & Africa Location Based Entertainment Market Analysis, Insights and Forecast, 2016-2028
 13.1 Key Market Trends, Growth Factors and Opportunities
 13.2 Impact of Covid-19
 13.3 Key Players
 13.4 Key Market Trends, Growth Factors and Opportunities
 13.4 Historic and Forecasted Market Size By Component
  13.4.1 Hardware
  13.4.2 Software
 13.5 Historic and Forecasted Market Size By End-user
  13.5.1 Amusement Parks
  13.5.2 Arcade Studios
  13.5.3 4D Films
 13.6 Historic and Forecasted Market Size By Technology
  13.6.1 2 Dimensional (2D)
  13.6.2 3 Dimensional (3D)
  13.6.3 Cloud Merged Reality
 13.7 Historic and Forecast Market Size by Country
  13.7.1 Turkey
  13.7.2 Saudi Arabia
  13.7.3 Iran
  13.7.4 UAE
  13.7.5 Africa
  13.7.6 Rest of MEA

Chapter 14: South America Location Based Entertainment Market Analysis, Insights and Forecast, 2016-2028
 14.1 Key Market Trends, Growth Factors and Opportunities
 14.2 Impact of Covid-19
 14.3 Key Players
 14.4 Key Market Trends, Growth Factors and Opportunities
 14.4 Historic and Forecasted Market Size By Component
  14.4.1 Hardware
  14.4.2 Software
 14.5 Historic and Forecasted Market Size By End-user
  14.5.1 Amusement Parks
  14.5.2 Arcade Studios
  14.5.3 4D Films
 14.6 Historic and Forecasted Market Size By Technology
  14.6.1 2 Dimensional (2D)
  14.6.2 3 Dimensional (3D)
  14.6.3 Cloud Merged Reality
 14.7 Historic and Forecast Market Size by Country
  14.7.1 Brazil
  14.7.2 Argentina
  14.7.3 Rest of SA

Chapter 15 Investment Analysis

Chapter 16 Analyst Viewpoint and Conclusion

Global Location-Based Entertainment Market

Base Year:

2023

Forecast Period:

2024-2032

Historical Data:

2017 to 2023

Market Size in 2023:

USD 5.64 Bn.

Forecast Period 2024-32 CAGR:

34.33 %

Market Size in 2032:

USD 80.43 Bn.

Segments Covered:

By Component

  • Hardware
  • Software

By Technology

  • Two Dimensional
  • Three dimensional
  • Cloud Merged Reality

By End User

  • Amusement Parks
  • Arcade Studios
  • 4D Films

By Region

  • North America (U.S., Canada, Mexico)
  • Eastern Europe (Bulgaria, The Czech Republic, Hungary, Poland, Romania, Rest of Eastern Europe)
  • Western Europe (Germany, UK, France, Netherlands, Italy, Russia, Spain, Rest of Western Europe)
  • Asia Pacific (China, India, Japan, South Korea, Malaysia, Thailand, Vietnam, The Philippines, Australia, New-Zealand, Rest of APAC)
  • Middle East & Africa (Turkey, Bahrain, Kuwait, Saudi Arabia, Qatar, UAE, Israel, South Africa)
  • South America (Brazil, Argentina, Rest of SA)

Key Market Drivers:

  • Immersive Experiences, Driving Growth in Location Based Entertainment

Key Market Restraints:

  • Regulatory Hurdle, Impact on Market Growth

Key Opportunities:

  • Exploring the Next Frontier, Opportunities in Location-Based Entertainment

Companies Covered in the report:

  • 4Experience, AEON Fantasy Co, Barron Games International, Bob’s Space Racers, CamOnApp, Cinepolis, Disney Parks, Experience, and Products (The Walt Disney Company), E-Learning Studios, Google LLC, HQ Software, HTC Corporation, Huawei Technologies Co., Ltd., KidZania Operations S.A.R.L., Magic Leap Inc., Microsoft Corporation, Niantic Inc., Overseas Chinese Town Enterprise Co. (OCT) Parks, Regal Entertainment Group, Samsung Electronics Co., Ltd., Six Flag Entertainment Corporation, Springboard VR, Universal Parks and Resorts, VRstudios, Inc. and Other Major Players.

LIST OF TABLES

TABLE 001. EXECUTIVE SUMMARY
TABLE 002. LOCATION BASED ENTERTAINMENT MARKET BARGAINING POWER OF SUPPLIERS
TABLE 003. LOCATION BASED ENTERTAINMENT MARKET BARGAINING POWER OF CUSTOMERS
TABLE 004. LOCATION BASED ENTERTAINMENT MARKET COMPETITIVE RIVALRY
TABLE 005. LOCATION BASED ENTERTAINMENT MARKET THREAT OF NEW ENTRANTS
TABLE 006. LOCATION BASED ENTERTAINMENT MARKET THREAT OF SUBSTITUTES
TABLE 007. LOCATION BASED ENTERTAINMENT MARKET BY COMPONENT
TABLE 008. HARDWARE MARKET OVERVIEW (2016-2028)
TABLE 009. SOFTWARE MARKET OVERVIEW (2016-2028)
TABLE 010. LOCATION BASED ENTERTAINMENT MARKET BY END-USER
TABLE 011. AMUSEMENT PARKS MARKET OVERVIEW (2016-2028)
TABLE 012. ARCADE STUDIOS MARKET OVERVIEW (2016-2028)
TABLE 013. 4D FILMS MARKET OVERVIEW (2016-2028)
TABLE 014. LOCATION BASED ENTERTAINMENT MARKET BY TECHNOLOGY
TABLE 015. 2 DIMENSIONAL (2D) MARKET OVERVIEW (2016-2028)
TABLE 016. 3 DIMENSIONAL (3D) MARKET OVERVIEW (2016-2028)
TABLE 017. CLOUD MERGED REALITY MARKET OVERVIEW (2016-2028)
TABLE 018. NORTH AMERICA LOCATION BASED ENTERTAINMENT MARKET, BY COMPONENT (2016-2028)
TABLE 019. NORTH AMERICA LOCATION BASED ENTERTAINMENT MARKET, BY END-USER (2016-2028)
TABLE 020. NORTH AMERICA LOCATION BASED ENTERTAINMENT MARKET, BY TECHNOLOGY (2016-2028)
TABLE 021. N LOCATION BASED ENTERTAINMENT MARKET, BY COUNTRY (2016-2028)
TABLE 022. EUROPE LOCATION BASED ENTERTAINMENT MARKET, BY COMPONENT (2016-2028)
TABLE 023. EUROPE LOCATION BASED ENTERTAINMENT MARKET, BY END-USER (2016-2028)
TABLE 024. EUROPE LOCATION BASED ENTERTAINMENT MARKET, BY TECHNOLOGY (2016-2028)
TABLE 025. LOCATION BASED ENTERTAINMENT MARKET, BY COUNTRY (2016-2028)
TABLE 026. ASIA PACIFIC LOCATION BASED ENTERTAINMENT MARKET, BY COMPONENT (2016-2028)
TABLE 027. ASIA PACIFIC LOCATION BASED ENTERTAINMENT MARKET, BY END-USER (2016-2028)
TABLE 028. ASIA PACIFIC LOCATION BASED ENTERTAINMENT MARKET, BY TECHNOLOGY (2016-2028)
TABLE 029. LOCATION BASED ENTERTAINMENT MARKET, BY COUNTRY (2016-2028)
TABLE 030. MIDDLE EAST & AFRICA LOCATION BASED ENTERTAINMENT MARKET, BY COMPONENT (2016-2028)
TABLE 031. MIDDLE EAST & AFRICA LOCATION BASED ENTERTAINMENT MARKET, BY END-USER (2016-2028)
TABLE 032. MIDDLE EAST & AFRICA LOCATION BASED ENTERTAINMENT MARKET, BY TECHNOLOGY (2016-2028)
TABLE 033. LOCATION BASED ENTERTAINMENT MARKET, BY COUNTRY (2016-2028)
TABLE 034. SOUTH AMERICA LOCATION BASED ENTERTAINMENT MARKET, BY COMPONENT (2016-2028)
TABLE 035. SOUTH AMERICA LOCATION BASED ENTERTAINMENT MARKET, BY END-USER (2016-2028)
TABLE 036. SOUTH AMERICA LOCATION BASED ENTERTAINMENT MARKET, BY TECHNOLOGY (2016-2028)
TABLE 037. LOCATION BASED ENTERTAINMENT MARKET, BY COUNTRY (2016-2028)
TABLE 038. HTC CORPORATION: SNAPSHOT
TABLE 039. HTC CORPORATION: BUSINESS PERFORMANCE
TABLE 040. HTC CORPORATION: PRODUCT PORTFOLIO
TABLE 041. HTC CORPORATION: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 041. IMAX CORPORATION: SNAPSHOT
TABLE 042. IMAX CORPORATION: BUSINESS PERFORMANCE
TABLE 043. IMAX CORPORATION: PRODUCT PORTFOLIO
TABLE 044. IMAX CORPORATION: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 044. GOOGLE LLC: SNAPSHOT
TABLE 045. GOOGLE LLC: BUSINESS PERFORMANCE
TABLE 046. GOOGLE LLC: PRODUCT PORTFOLIO
TABLE 047. GOOGLE LLC: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 047. MICROSOFT CORPORATION: SNAPSHOT
TABLE 048. MICROSOFT CORPORATION: BUSINESS PERFORMANCE
TABLE 049. MICROSOFT CORPORATION: PRODUCT PORTFOLIO
TABLE 050. MICROSOFT CORPORATION: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 050. SAMSUNG ELECTRONICS CO.LTD.: SNAPSHOT
TABLE 051. SAMSUNG ELECTRONICS CO.LTD.: BUSINESS PERFORMANCE
TABLE 052. SAMSUNG ELECTRONICS CO.LTD.: PRODUCT PORTFOLIO
TABLE 053. SAMSUNG ELECTRONICS CO.LTD.: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 053. SPRINGBOARD VR: SNAPSHOT
TABLE 054. SPRINGBOARD VR: BUSINESS PERFORMANCE
TABLE 055. SPRINGBOARD VR: PRODUCT PORTFOLIO
TABLE 056. SPRINGBOARD VR: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 056. EXIT REALITY: SNAPSHOT
TABLE 057. EXIT REALITY: BUSINESS PERFORMANCE
TABLE 058. EXIT REALITY: PRODUCT PORTFOLIO
TABLE 059. EXIT REALITY: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 059. HQ SOFTWARE: SNAPSHOT
TABLE 060. HQ SOFTWARE: BUSINESS PERFORMANCE
TABLE 061. HQ SOFTWARE: PRODUCT PORTFOLIO
TABLE 062. HQ SOFTWARE: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 062. MOFABLES: SNAPSHOT
TABLE 063. MOFABLES: BUSINESS PERFORMANCE
TABLE 064. MOFABLES: PRODUCT PORTFOLIO
TABLE 065. MOFABLES: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 065. BIDON GAMES STUDIO: SNAPSHOT
TABLE 066. BIDON GAMES STUDIO: BUSINESS PERFORMANCE
TABLE 067. BIDON GAMES STUDIO: PRODUCT PORTFOLIO
TABLE 068. BIDON GAMES STUDIO: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 068. OTHER MAJOR PLAYERS: SNAPSHOT
TABLE 069. OTHER MAJOR PLAYERS: BUSINESS PERFORMANCE
TABLE 070. OTHER MAJOR PLAYERS: PRODUCT PORTFOLIO
TABLE 071. OTHER MAJOR PLAYERS: KEY STRATEGIC MOVES AND DEVELOPMENTS

LIST OF FIGURES

FIGURE 001. YEARS CONSIDERED FOR ANALYSIS
FIGURE 002. SCOPE OF THE STUDY
FIGURE 003. LOCATION BASED ENTERTAINMENT MARKET OVERVIEW BY REGIONS
FIGURE 004. PORTER'S FIVE FORCES ANALYSIS
FIGURE 005. BARGAINING POWER OF SUPPLIERS
FIGURE 006. COMPETITIVE RIVALRYFIGURE 007. THREAT OF NEW ENTRANTS
FIGURE 008. THREAT OF SUBSTITUTES
FIGURE 009. VALUE CHAIN ANALYSIS
FIGURE 010. PESTLE ANALYSIS
FIGURE 011. LOCATION BASED ENTERTAINMENT MARKET OVERVIEW BY COMPONENT
FIGURE 012. HARDWARE MARKET OVERVIEW (2016-2028)
FIGURE 013. SOFTWARE MARKET OVERVIEW (2016-2028)
FIGURE 014. LOCATION BASED ENTERTAINMENT MARKET OVERVIEW BY END-USER
FIGURE 015. AMUSEMENT PARKS MARKET OVERVIEW (2016-2028)
FIGURE 016. ARCADE STUDIOS MARKET OVERVIEW (2016-2028)
FIGURE 017. 4D FILMS MARKET OVERVIEW (2016-2028)
FIGURE 018. LOCATION BASED ENTERTAINMENT MARKET OVERVIEW BY TECHNOLOGY
FIGURE 019. 2 DIMENSIONAL (2D) MARKET OVERVIEW (2016-2028)
FIGURE 020. 3 DIMENSIONAL (3D) MARKET OVERVIEW (2016-2028)
FIGURE 021. CLOUD MERGED REALITY MARKET OVERVIEW (2016-2028)
FIGURE 022. NORTH AMERICA LOCATION BASED ENTERTAINMENT MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 023. EUROPE LOCATION BASED ENTERTAINMENT MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 024. ASIA PACIFIC LOCATION BASED ENTERTAINMENT MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 025. MIDDLE EAST & AFRICA LOCATION BASED ENTERTAINMENT MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 026. SOUTH AMERICA LOCATION BASED ENTERTAINMENT MARKET OVERVIEW BY COUNTRY (2016-2028)

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Frequently Asked Questions :

What would be the forecast period in the Location Based Entertainment Market research report?

The forecast period in the Location Based Entertainment Market research report is 2024-2032.

Who are the key players in the Location Based Entertainment Market?

4Experience, AEON Fantasy Co, Barron Games International, Bob’s Space Racers, CamOnApp, Cinepolis, Disney Parks, Experience, and Products (The Walt Disney Company), E-Learning Studios, Google LLC, HQ Software, HTC Corporation, Huawei Technologies Co., Ltd., KidZania Operations S.A.R.L., Magic Leap Inc., Microsoft Corporation, Niantic Inc., Overseas Chinese Town Enterprise Co. (OCT) Parks, Regal Entertainment Group, Samsung Electronics Co., Ltd., Six Flag Entertainment Corporation, Springboard VR, Universal Parks and Resorts, VRstudios, Inc. and Other Major Players.

What are the segments of the Location Based Entertainment Market?

The Location Based Entertainment Market is segmented by Component (Hardware, Software), Technology (2 Dimensional (2D), 3 Dimensional (3D), Cloud Merged Reality), End-user (Amusement Parks, Arcade Studios, 4D Films), By region, it is analyzed across North America (U.S.; Canada; Mexico), Eastern Europe (Bulgaria; The Czech Republic; Hungary; Poland; Romania; Rest of Eastern Europe), Western Europe (Germany; UK; France; Netherlands; Italy; Russia; Spain; Rest of Western Europe), Asia-Pacific (China; India; Japan; Southeast Asia, etc.), South America (Brazil; Argentina, etc.), Middle East & Africa (Saudi Arabia; South Africa, etc.).

What is the Location Based Entertainment Market?

Entertainment experiences that are associated with a particular physical location, such as amusement parks, arcades, and virtual reality (VR) centers, are referred to as location-based entertainment (LBE). By utilizing cutting-edge technologies such as virtual reality (VR), augmented reality (AR), and mixed reality (MR), these venues provide interactive and immersive experiences that are impossible to duplicate offline or online. The objective of LBE experiences is to offer guests distinctive and unforgettable entertainment that motivates them to explore and interact with the physical environment in manners that surpass conventional entertainment methods.

How big is the Location Based Entertainment Market?

Location Based Entertainment Market Size is Valued at USD 5.64 Billion in 2024, and is Projected to Reach USD 80.43 Billion by 2032, Growing at a CAGR of 34.33% From 2024-2032.