Location Based Entertainment Market Overview
Global Location Based Entertainment Market was valued at USD 3.13 billion in 2021 and is expected to reach USD 24.42 billion by the year 2028, at a CAGR of 34.11%.
The Location Based Entertainment is a self-defined term which means that the entertainment takes place outside the individual’s home either in a family entertainment center or an arcade or many other several places. Increasing spending on the online gaming and video entertainment has kept the pace of the market upbeat. The high demand of VR headsets and the growing sale of it is increasing the market.
According to the analyst, the major driving factors for the Location Based Entertainment Market are rising demand of consumers from the game publishers and the easily accessible Location Based Entertainment VR providers are propelling the market growth. Huge investments in the research and development from the manufacturers and developers are generating great opportunities for the market. Location Based Entertainment market size in the year 2020 is expected to be at USD 2.31 billion which is a slight less from the previously estimated revenue due to the pandemic. The urbanization in the developing countries and the tourist attraction are the driving factors for Location Based Entertainment market.
By the end of 2027, the Location Based Entertainment Market size is estimated to be at USD 18.04 billion. The global shift in the gaming industry and the innovation in the latest technology has driven the market to new growth opportunities. With the collaboration of AI and augmented reality which enhanced the user’s experience, the Location Based Entertainment market has witnessed a huge growth in the industry.
Impact of COVID-19 on Location Based Entertainment Market
The pandemic when hit the globe, the industries that were affected by the virus were mostly where the man presence was needed the most. Movie theatre, manufacturing companies, raw materials distribution took a huge hit during the lockdown period. As the end users for the Location Based Entertainment market are the amusement parks, arcade studios and public places, Location Based Entertainment market took a hit and witnessed a decrease in the revenue of the companies. But as there are slight relaxations in the restrictions now, the manufacturing companies and the end-user industries are matching the pace with the competitors and new developed contingency plans and innovative strategies. Further detailed analysis about the impact of covid-19 on the market is described in Location Based Entertainment market research report by IMR.
Market Segmentation
Players Covered in Location Based Entertainment Market are:
- HTC Corporation
- IMAX Corporation
- Google LLC
- Microsoft Corporation
- Samsung Electronics Co.Ltd.
- Springboard VR
- Exit Reality
- HQ Software
- MOFABLES
- BidOn Games Studio
Component Insights
By Component type, Location Based Entertainment market is segmented into Hardware and Software. In this segment, Hardware segment is accounted for the largest segment with more than half of the market share of 56.12% and estimated to have a market size of USD 7.28 billion in the year 2027 with the CAGR of 33.67%. While, Location Based Entertainment segment for software is expected to have the highest CAGR of 37.93% in the forecast period due to the high influence and collaboration of virtual and augmented reality and the market size of USD 10.45 billion in the year 2027.
Technology Type Insights
By Technology type, Location Based Entertainment market is segmented into 2-D, 3-D and Cloud Merged Reality. In this segment, 3-D technology segment is accounted for the largest segment with the market share of 45.12% and estimated to have a market size of USD 6.18 billion in the year 2027 with the CAGR of 34.49%. While most industrial research and development departments are still testing Augmented reality and virtual reality, the entertainment industry is already registering return on investment and sustainable growth due to high consumer spending on theme parks and Location Based Entertainment sites.
Salient Features of the Location Based Entertainment Market
The approximate expected value for the Location Based Entertainment was USD 1.74 billion in 2019, and it is expected to reach USD 13.356 billion by 2027.
- The Location Based Entertainment centers have introduced changes into the center’s games. The social media, Internet, and mobile devices have brought a lot of changes in the market and is further creating the hindrance in the Location Based Entertainment, resulting in competition for both the markets.
- The AR and VR are the current high trending technologies that the manufacturers are adapting in their Location Based Entertainment centers to attract more of a target audience.
- Some amusement park owners and the developers are investing large amounts in the development of various technologies for the gamers to create the hype about Location Based Entertainment market.
- The manufacturers are mixing the AR and the VR technologies with the 3-D technology to give an enhanced and personalized experience to the users.
Global Location Based Entertainment Market |
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Base Year: |
2021 |
Forecast Period: |
2022-2028 |
Historical Data: |
2016 to 2020 |
Market Size in 2021: |
USD 3.13 Bn. |
Forecast Period 2022-28 CAGR: |
34.11% |
Market Size in 2028: |
USD 24.42 Bn. |
Segments Covered: |
By Component |
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By End-user |
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By Technology |
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By Region |
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Key Market Drivers: |
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Key Market Restraints: |
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Key Opportunities: |
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Companies Covered in the report: |
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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: |
2021 |
Forecast Period: |
2022-2028 |
Historical Data: |
2016 to 2020 |
Market Size in 2021: |
USD 3.13 Bn. |
Forecast Period 2022-28 CAGR: |
34.11% |
Market Size in 2028: |
USD 24.42 Bn. |
Segments Covered: |
By Component |
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By End-user |
|
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By Technology |
|
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By Region |
|
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Key Market Drivers: |
|
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Key Market Restraints: |
|
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Key Opportunities: |
|
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Companies Covered in the report: |
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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)
Frequently Asked Questions :
The forecast period in the Location Based Entertainment Market research report is 2022-2028.
HTC Corporation, IMAX Corporation, Google LLC, Microsoft Corporation, Samsung Electronics Co.Ltd., Springboard VR, Exit Reality, HQ Software, MOFABLES, BidOn Games Studio and other major players.
The Location Based Entertainment Market is segmented into Component, End-user, Technology, and region. By Component, the market is categorized into Hardware, and Software. By End-user, the market is categorized into Amusement Parks, Arcade Studios, and 4D Films. By Technology, the market is categorized into 2 Dimensional (2D), 3 Dimensional (3D), and Cloud Merged Reality. By region, it is analyzed across North America (U.S.; Canada; Mexico), Europe (Germany; U.K.; France; Italy; Russia; Spain, etc.), Asia-Pacific (China; India; Japan; Southeast Asia, etc.), South America (Brazil; Argentina, etc.), Middle East & Africa (Saudi Arabia; South Africa, etc.).
The Location Based Entertainment is a self-defined term which means that the entertainment takes place outside the individual’s home either in a family entertainment center or an arcade or many other several places.
The Location Based Entertainment Market was valued at USD 3.13 Billion in 2021 and is projected to reach USD 24.42 Billion by 2028, growing at a CAGR of 34.11% from 2022 to 2028.