
Location-Based Entertainment Market by Component (Hardware, Software), Technology (2D, 3D, Cloud Merged Reality), End-Use - Global Forecast 2024-2030
Description
Location-Based Entertainment Market by Component (Hardware, Software), Technology (2D, 3D, Cloud Merged Reality), End-Use - Global Forecast 2024-2030
The Location-Based Entertainment Market size was estimated at USD 4.73 billion in 2023 and expected to reach USD 5.72 billion in 2024, at a CAGR 22.78% to reach USD 19.93 billion by 2030.
Global Location-Based Entertainment Market Location-based entertainment (LBE) combines hospitality, leisure, and retail elements. Location-based entertainment (LBE) generally includes any form of entertainment in a particular location. Rising preference for arcade studios, amusement parks, and arcade studios as a part of leisure is driving market growth. The rapid expansion of the tourism industry, particularly in popular tourist destinations, is benefiting market growth. Establishing and maintaining LBE venues, such as theme parks or VR arcades, requires substantial upfront investment in infrastructure, technology, equipment, and staff, subsequently hampering the adoption of location-based entertainment solutions. Advances in technology, such as virtual reality (VR), augmented reality (AR), and mixed reality (MR) that enable the development of high-quality, interactive, and realistic content are anticipated to increase the demand for LBE solutions. The growing incorporation of cutting-edge technologies, unique themes, interactive elements, and personalized experiences across LBE platforms is expected to provide growth opportunities for the market.Regional InsightsThe Americas and Europe represent a highly developing and innovative landscape for the location-based entertainment market owing to increased investments and developments in attractions such as theme parks, arcades, and immersive experiences. The United States, in particular, has mature and well-established market players. The Asia-Pacific region represents significant growth in the LBE market due to rising consumer incomes, urbanization, and increasing interest in entertainment experiences. Countries such as Japan, China, India, and South Korea invest heavily in theme parks, virtual reality experiences, and other LBE attractions to cater to the growing demand. The Middle East is expected to observe significant market growth in the upcoming years due to the development of new tourist destinations, such as theme parks and entertainment complexes, in countries such as the United Arab Emirates and Saudi Arabia.
FPNV Positioning Matrix
The FPNV Positioning Matrix is pivotal in evaluating the Location-Based Entertainment Market. It offers a comprehensive assessment of vendors, examining key metrics related to Business Strategy and Product Satisfaction. This in-depth analysis empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital (V).
Market Share Analysis
The Market Share Analysis is a comprehensive tool that provides an insightful and in-depth examination of the current state of vendors in the Location-Based Entertainment Market. By meticulously comparing and analyzing vendor contributions in terms of overall revenue, customer base, and other key metrics, we can offer companies a greater understanding of their performance and the challenges they face when competing for market share. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With this expanded level of detail, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.
Key Company Profiles
The report delves into recent significant developments in the Location-Based Entertainment Market, highlighting leading vendors and their innovative profiles. These include (Huawei Investment & Holding Co., Ltd by Huawei Technologies Co., Ltd., 4Experience sp. z o.o., AEON Fantasy Co.,Ltd., Barron Games International, CyberGlove Systems, Dreamscape Immersive, Inc., Falcon’s Beyond Global, LLC, Fantawild Holdings Inc., Fennec Labs Ltd., Google LLC by Alphabet, Inc., HQ Software, HTC Corporation, IMAX Corporation, KABUM S.N.C., Magic Leap Inc., Microsoft Corporation, Niantic Inc., NOMADIC, Panasonic Holdings Corporation, Samsung Electronics Co. Ltd., Sandbox VR, Sony Group Corporation, SpringboardVR by Vertigo Studios B.V., Starbreeze AB, The VOID LLC, Universal Parks and Resorts by NBCUniversal, Vicon Motion Systems Limited by Oxford Metrics PLC, VRstudios, Inc., and Zero Latency PTY LTD.
Market Segmentation & Coverage
This research report categorizes the Location-Based Entertainment Market to forecast the revenues and analyze trends in each of the following sub-markets:
Component
Hardware
Software
Technology
2D
3D
Cloud Merged Reality
End-Use
4D Films
Amusement Park
Arcade Studios
Region
Americas
Argentina
Brazil
Canada
Mexico
United States
California
Florida
Illinois
New York
Ohio
Pennsylvania
Texas
Asia-Pacific
Australia
China
India
Indonesia
Japan
Malaysia
Philippines
Singapore
South Korea
Taiwan
Thailand
Vietnam
Europe, Middle East & Africa
Denmark
Egypt
Finland
France
Germany
Israel
Italy
Netherlands
Nigeria
Norway
Poland
Qatar
Russia
Saudi Arabia
South Africa
Spain
Sweden
Switzerland
Turkey
United Arab Emirates
United Kingdom
The report offers valuable insights on the following aspects:
1. Market Penetration: It presents comprehensive information on the market provided by key players.
2. Market Development: It delves deep into lucrative emerging markets and analyzes the penetration across mature market segments.
3. Market Diversification: It provides detailed information on new product launches, untapped geographic regions, recent developments, and investments.
4. Competitive Assessment & Intelligence: It conducts an exhaustive assessment of market shares, strategies, products, certifications, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players.
5. Product Development & Innovation: It offers intelligent insights on future technologies, R&D activities, and breakthrough product developments.
The report addresses key questions such as:
1. What is the market size and forecast of the Location-Based Entertainment Market?
2. Which products, segments, applications, and areas should one consider investing in over the forecast period in the Location-Based Entertainment Market?
3. What are the technology trends and regulatory frameworks in the Location-Based Entertainment Market?
4. What is the market share of the leading vendors in the Location-Based Entertainment Market?
5. Which modes and strategic moves are suitable for entering the Location-Based Entertainment Market?
Note: PDF & Excel + Online Access - 1 Year
Table of Contents
180 Pages
- 1. Preface
- 1.1. Objectives of the Study
- 1.2. Market Segmentation & Coverage
- 1.3. Years Considered for the Study
- 1.4. Currency & Pricing
- 1.5. Language
- 1.6. Limitations
- 1.7. Assumptions
- 1.8. Stakeholders
- 2. Research Methodology
- 2.1. Define: Research Objective
- 2.2. Determine: Research Design
- 2.3. Prepare: Research Instrument
- 2.4. Collect: Data Source
- 2.5. Analyze: Data Interpretation
- 2.6. Formulate: Data Verification
- 2.7. Publish: Research Report
- 2.8. Repeat: Report Update
- 3. Executive Summary
- 4. Market Overview
- 4.1. Introduction
- 4.2. Location-Based Entertainment Market, by Region
- 5. Market Insights
- 5.1. Market Dynamics
- 5.1.1. Drivers
- 5.1.1.1. Growing consumer inclination toward amusements parks, 3D, and 4D films
- 5.1.1.2. Rapid expansion of the tourism industry worldwide
- 5.1.1.3. High potential for 360-degree content and cloud-merged reality
- 5.1.2. Restraints
- 5.1.2.1. High investment cost and safety issues with location-based entertainment
- 5.1.3. Opportunities
- 5.1.3.1. Growing introduction of integrating advanced technologies to deliver immersive experiences
- 5.1.3.2. Increase in investment to expand amusement parks and gaming industry
- 5.1.4. Challenges
- 5.1.4.1. Technical challenges associated with location-based entertainment
- 5.2. Market Segmentation Analysis
- 5.3. Market Trend Analysis
- 5.4. Cumulative Impact of High Inflation
- 5.5. Porter’s Five Forces Analysis
- 5.5.1. Threat of New Entrants
- 5.5.2. Threat of Substitutes
- 5.5.3. Bargaining Power of Customers
- 5.5.4. Bargaining Power of Suppliers
- 5.5.5. Industry Rivalry
- 5.6. Value Chain & Critical Path Analysis
- 5.7. Regulatory Framework
- 6. Location-Based Entertainment Market, by Component
- 6.1. Introduction
- 6.2. Hardware
- 6.3. Software
- 7. Location-Based Entertainment Market, by Technology
- 7.1. Introduction
- 7.2. 2D
- 7.3. 3D
- 7.4. Cloud Merged Reality
- 8. Location-Based Entertainment Market, by End-Use
- 8.1. Introduction
- 8.2. 4D Films
- 8.3. Amusement Park
- 8.4. Arcade Studios
- 9. Americas Location-Based Entertainment Market
- 9.1. Introduction
- 9.2. Argentina
- 9.3. Brazil
- 9.4. Canada
- 9.5. Mexico
- 9.6. United States
- 10. Asia-Pacific Location-Based Entertainment Market
- 10.1. Introduction
- 10.2. Australia
- 10.3. China
- 10.4. India
- 10.5. Indonesia
- 10.6. Japan
- 10.7. Malaysia
- 10.8. Philippines
- 10.9. Singapore
- 10.
- 10. South Korea
- 10.
- 11. Taiwan
- 10.
- 12. Thailand
- 10.
- 13. Vietnam
- 11. Europe, Middle East & Africa Location-Based Entertainment Market
- 11.1. Introduction
- 11.2. Denmark
- 11.3. Egypt
- 11.4. Finland
- 11.5. France
- 11.6. Germany
- 11.7. Israel
- 11.8. Italy
- 11.9. Netherlands
- 11.
- 10. Nigeria
- 11.
- 11. Norway
- 11.
- 12. Poland
- 11.
- 13. Qatar
- 11.
- 14. Russia
- 11.
- 15. Saudi Arabia
- 11.
- 16. South Africa
- 11.
- 17. Spain
- 11.
- 18. Sweden
- 11.
- 19. Switzerland
- 11.
- 20. Turkey
- 11.
- 21. United Arab Emirates
- 11.
- 22. United Kingdom
- 12. Competitive Landscape
- 12.1. FPNV Positioning Matrix
- 12.2. Market Share Analysis, By Key Player
- 12.3. Competitive Scenario Analysis, By Key Player
- 12.3.1. Merger & Acquisition
- 12.3.1.1. Live Nation Announces Acquisition of Majority Interest In Clockenflap Festivals And Clockenflap Presents In Hong Kong
- 12.3.1.2. H.I.G. Capital Completes Acquisition of Family Entertainment Group
- 12.3.2. Agreement, Collaboration, & Partnership
- 12.3.2.1. Six Flags Entertainment and Coca-Cola Extend Long-Time Strategic Partnership
- 12.3.2.2. South Korean theme park announces collaboration with SM Entertainment on artist-themed attractions
- 12.3.3. New Product Launch & Enhancement
- 12.3.3.1. The Park Playground Launches Industry-First VR Experience: Nanoclash Focus
- 12.3.3.2. Bandai Namco Toys & Collectibles America To Launch One Piece U.S.A. Tour As Part Of Largest-Ever Location-Based Entertainment Experience At Anime Expo 2022
- 12.3.3.3. Panasonic Connect’s New Visual Solutions Create Impactful and Impressive Experiences
- 12.3.4. Investment & Funding
- 12.3.4.1. Fever, the live-entertainment discovery platform, completes a USD
- 110 Million funding round
- 12.3.5. Award, Recognition, & Expansion
- 12.3.5.1. Palo Alto eyed for Silicon Valley-themed amusement park
- 12.3.5.2. Crayola Announces Expansion of Its LBE Business in the U.S. Market
- 13. Competitive Portfolio
- 13.1. Key Company Profiles
- 13.1.1. (Huawei Investment & Holding Co., Ltd by Huawei Technologies Co., Ltd.
- 13.1.2. 4Experience sp. z o.o.
- 13.1.3. AEON Fantasy Co.,Ltd.
- 13.1.4. Barron Games International
- 13.1.5. CyberGlove Systems
- 13.1.6. Dreamscape Immersive, Inc.
- 13.1.7. Falcon’s Beyond Global, LLC
- 13.1.8. Fantawild Holdings Inc.
- 13.1.9. Fennec Labs Ltd.
- 13.1.
- 10. Google LLC by Alphabet, Inc.
- 13.1.
- 11. HQ Software
- 13.1.
- 12. HTC Corporation
- 13.1.
- 13. IMAX Corporation
- 13.1.
- 14. KABUM S.N.C.
- 13.1.
- 15. Magic Leap Inc.
- 13.1.
- 16. Microsoft Corporation
- 13.1.
- 17. Niantic Inc.
- 13.1.
- 18. NOMADIC
- 13.1.
- 19. Panasonic Holdings Corporation
- 13.1.
- 20. Samsung Electronics Co. Ltd.
- 13.1.
- 21. Sandbox VR
- 13.1.
- 22. Sony Group Corporation
- 13.1.
- 23. SpringboardVR by Vertigo Studios B.V.
- 13.1.
- 24. Starbreeze AB
- 13.1.
- 25. The VOID LLC
- 13.1.
- 26. Universal Parks and Resorts by NBCUniversal
- 13.1.
- 27. Vicon Motion Systems Limited by Oxford Metrics PLC
- 13.1.
- 28. VRstudios, Inc.
- 13.1.
- 29. Zero Latency PTY LTD
- 13.2. Key Product Portfolio
- 14. Appendix
- 14.1. Discussion Guide
- 14.2. License & Pricing
- FIGURE 1. LOCATION-BASED ENTERTAINMENT MARKET RESEARCH PROCESS
- FIGURE 2. LOCATION-BASED ENTERTAINMENT MARKET SIZE, 2023 VS 2030
- FIGURE 3. LOCATION-BASED ENTERTAINMENT MARKET SIZE, 2018-2030 (USD MILLION)
- FIGURE 4. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY REGION, 2023 VS 2030 (%)
- FIGURE 5. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 6. LOCATION-BASED ENTERTAINMENT MARKET DYNAMICS
- FIGURE 7. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2023 VS 2030 (%)
- FIGURE 8. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 9. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2023 VS 2030 (%)
- FIGURE 10. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 11. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2023 VS 2030 (%)
- FIGURE 12. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 13. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
- FIGURE 14. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 15. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY STATE, 2023 VS 2030 (%)
- FIGURE 16. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 17. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
- FIGURE 18. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 19. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
- FIGURE 20. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 21. LOCATION-BASED ENTERTAINMENT MARKET, FPNV POSITIONING MATRIX, 2023
- FIGURE 22. LOCATION-BASED ENTERTAINMENT MARKET SHARE, BY KEY PLAYER, 2023
Pricing
Currency Rates
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