Location-based Entertainment (LBE) Market, By Component (Hardware, Software, Services); By Technology (Virtual Reality (VR), Augmented Reality (AR), Project Mapping, Mobile GPS, Beacon Technology); By Venue (Arcades & Gaming Centers, Theme Parks, Escape R

Global Location-based Entertainment (LBE) Market Set to Reach USD 2.65 Billion by 2031

Global Location-based Entertainment (LBE) Market is flourishing because of the increasing number of theme parks and entertainment hubs, a surging demand for engaging and immersive entertainment, and the growing adoption of generative AI tools.

BlueWeave Consulting, a leading strategic consulting and market research firm, in its recent study, estimated Global Location-based Entertainment (LBE) Market size at USD 1.75 billion in 2024. During the forecast period between 2025 and 2031, BlueWeave expects Global Location-based Entertainment (LBE) Market size to expand at a CAGR of 6.12% reaching a value of USD 2.65 billion by 2031. The growth of Location-based Entertainment (LBE) market across the regions is propelled by the rising consumer demand for immersive and interactive experiences, rapid technological advancements in virtual and augmented reality, and strategic governmental support through infrastructure investments and financial incentives; this expansion is further propelled by the shift towards experiential consumption, the penetration of emerging markets, and collaborative brand partnerships, while manufacturers focus on developing cutting-edge hardware and software, and integrating mobile applications to enhance customer engagement, positioning the LBE sector for sustained growth as a leading force in the evolving entertainment landscape.

Impact of Escalating Geopolitical Tensions on Global Location-based Entertainment (LBE) Market

Intensifying geopolitical tensions could disrupt the growth of Global Location-based Entertainment (LBE) Market. Trade barriers, economic sanctions, and security concerns directly impact supply chains, operational costs, and consumer behavior. To navigate this turbulence, LBE providers must prioritize strategic adaptation, fostering operational resilience and safeguarding investment in transformative technologies.

Asia Pacific Leads Global Location-based Entertainment (LBE) Market

Asia pacific region continues to dominate Global Location-based Entertainment (LBE) Market. It is driven by a discernible shift in consumer preferences toward immersive, experiential recreational activities, supplanting traditional entertainment modalities. The concentration of leading virtual reality (VR) hardware and software manufacturers, coupled with a substantial and expanding VR gaming consumer base, particularly in China, serves as a significant accelerant for market expansion. Furthermore, escalating demand for VR-based entertainment is evident across key regional markets, including Japan, South Korea, and India. Strategic governmental initiatives designed to foster the adoption of LBE technologies at prominent tourist destinations are also contributing to market augmentation. For example, India’s IIT Bhubaneswar, in partnership with government agencies, has launched the Open Challenge Program (OCP) to stimulate innovation and startup development within the augmented and virtual reality (AR-VR) domain. Concurrently, North America maintains its position as a critical revenue contributor, underpinned by widespread adoption of advanced technologies, a robust media and entertainment infrastructure, and the persistent expansion of location-based VR gaming. These convergent factors continue to define the evolving dynamics of Global Location-based Entertainment (LBE) Market.

Competitive Landscape

Major companies in Global Location-based Entertainment (LBE) Market include 4Experience, Meta, CamOnApp, HTC, Google LLC, Samsung Electronics Co. Ltd, Sony Interactive Entertainment Inc, Cisco HQ Software Inc, HTC Corporation, Huawei Technologies Co. Ltd, Magic Leap Inc, Wikitude, Microsoft Corporation, Niantic Inc, Samsung Electronics Co. Ltd, Springboard VR, and VRstudios Inc. The presence of high number of companies intensify the market competition as they compete to gain a significant market share. These companies employ various strategies, including mergers and acquisitions, partnerships, joint ventures, license agreements, and new product launches to further enhance their market share.

The in-depth analysis of the report provides information about growth potential, upcoming trends, and Global Location-based Entertainment (LBE) Market . It also highlights the factors driving forecasts of total market size. The report promises to provide recent technology trends in Global Location-based Entertainment (LBE) Market and industry insights to help decision-makers make sound strategic decisions. Furthermore, the report also analyzes the growth drivers, challenges, and competitive dynamics of the market.


1. Research Framework
1.1. Research Objective
1.2. Product Overview
1.3. Market Segmentation
2. Executive Summary
3. Global Location-based Entertainment (LBE) Market Insights
3.1. End User Value Chain Analysis
3.2. DROC Analysis
3.2.1. Growth Drivers
3.2.1.1. Growth of Theme Parks & Entertainment Centers
3.2.1.2. Increasing Demand for Immersive Experiences
3.2.1.3. Rising Disposable Incomes
3.2.2. Restraints
3.2.2.1. High Capital Investment
3.2.2.2. Safety and Regulatory Concerns
3.2.3. Opportunities
3.2.3.1. Integration of Advanced Technologies
3.2.3.2. Partnerships & Collaborations
3.2.4. Challenges
3.2.4.1. Technological Obsolescence
3.2.4.2. Economic Fluctuations
3.3. Technological Advancements/Recent Developments
3.4. Regulatory Framework
3.5. Porter’s Five Forces Analysis
3.5.1. Bargaining Power of Suppliers
3.5.2. Bargaining Power of Buyers
3.5.3. Threat of New Entrants
3.5.4. Threat of Substitutes
3.5.5. Intensity of Rivalry
4. Global Location-based Entertainment (LBE) Market: Marketing Strategies
5. Global Location-based Entertainment (LBE) Market: Pricing Analysis
6. Global Location-based Entertainment (LBE) Market: Geography Analysis
6.1. Global Location-based Entertainment (LBE) Market, Geographical Analysis, 2024
6.2. Global Location-based Entertainment (LBE), Market Attractiveness Analysis, 2024–2031
7. Global Location-based Entertainment (LBE) Market Overview
7.1. Market Size & Forecast, 2019–2031
7.1.1. By Value (USD Billion)
7.2. Market Share & Forecast
7.2.1. By Component
7.2.1.1. Hardware
7.2.1.2. Software
7.2.1.3. Services
7.2.2. By Technology
7.2.2.1. Virtual Reality
7.2.2.2. Augmented Reality
7.2.2.3. Project Mapping
7.2.2.4. Mobile GPS
7.2.2.5. Beacon Technology
7.2.3. By Venue
7.2.3.1. Arcades & Gaming Centers
7.2.3.2. Theme Parks
7.2.3.3. Escape Rooms & Interactive Theatres
7.2.3.4. Other (museums, shopping malls, dedication VR/AR centers)
7.2.4. By Region
7.2.4.1. North America
7.2.4.2. Europe
7.2.4.3. Asia Pacific (APAC)
7.2.4.4. Latin America (LATAM)
7.2.4.5. Middle East and Africa (MEA)
8. North America Location-based Entertainment (LBE) Market
8.1. Market Size & Forecast, 2019–2031
8.1.1. By Value (USD Billion)
8.2. Market Share & Forecast
8.2.1. By Component
8.2.2. By Technology
8.2.3. By Venue
8.2.4. By Country
8.2.4.1. United States
8.2.4.1.1. By Component
8.2.4.1.2. By Technology
8.2.4.1.3. By Venue
8.2.4.2. Canada
8.2.4.2.1. By Component
8.2.4.2.2. By Technology
8.2.4.2.3. By Venue
9. Europe Location-based Entertainment (LBE) Market
9.1. Market Size & Forecast, 2019–2031
9.1.1. By Value (USD Billion)
9.2. Market Share & Forecast
9.2.1. By Component
9.2.2. By Technology
9.2.3. By Venue
9.2.4. By Country
9.2.4.1. Germany
9.2.4.1.1. By Component
9.2.4.1.2. By Technology
9.2.4.1.3. By Venue
9.2.4.2. United Kingdom
9.2.4.2.1. By Component
9.2.4.2.2. By Technology
9.2.4.2.3. By Venue
9.2.4.3. Italy
9.2.4.3.1. By Component
9.2.4.3.2. By Technology
9.2.4.3.3. By Venue
9.2.4.4. France
9.2.4.4.1. By Component
9.2.4.4.2. By Technology
9.2.4.4.3. By Venue
9.2.4.5. Spain
9.2.4.5.1. By Component
9.2.4.5.2. By Technology
9.2.4.5.3. By Venue
9.2.4.6. Belgium
9.2.4.6.1. By Component
9.2.4.6.2. By Technology
9.2.4.6.3. By Venue
9.2.4.7. Russia
9.2.4.7.1. By Component
9.2.4.7.2. By Technology
9.2.4.7.3. By Venue
9.2.4.8. The Netherlands
9.2.4.8.1. By Component
9.2.4.8.2. By Technology
9.2.4.8.3. By Venue
9.2.4.9. Rest of Europe
9.2.4.9.1. By Component
9.2.4.9.2. By Technology
9.2.4.9.3. By Venue
10. Asia Pacific Location-based Entertainment (LBE) Market
10.1. Market Size & Forecast, 2019–2031
10.1.1. By Value (USD Billion)
10.2. Market Share & Forecast
10.2.1. By Component
10.2.2. By Technology
10.2.3. By Venue
10.2.4. By Country
10.2.4.1. China
10.2.4.1.1. By Component
10.2.4.1.2. By Technology
10.2.4.1.3. By Venue
10.2.4.2. India
10.2.4.2.1. By Component
10.2.4.2.2. By Technology
10.2.4.2.3. By Venue
10.2.4.3. Japan
10.2.4.3.1. By Component
10.2.4.3.2. By Technology
10.2.4.3.3. By Venue
10.2.4.4. South Korea
10.2.4.4.1. By Component
10.2.4.4.2. By Technology
10.2.4.4.3. By Venue
10.2.4.5. Australia and New Zealand
10.2.4.5.1. By Component
10.2.4.5.2. By Technology
10.2.4.5.3. By Venue
10.2.4.6. Indonesia
10.2.4.6.1. By Component
10.2.4.6.2. By Technology
10.2.4.6.3. By Venue
10.2.4.7. Malaysia
10.2.4.7.1. By Component
10.2.4.7.2. By Technology
10.2.4.7.3. By Venue
10.2.4.8. Singapore
10.2.4.8.1. By Component
10.2.4.8.2. By Technology
10.2.4.8.3. By Venue
10.2.4.9. Vietnam
10.2.4.9.1. By Component
10.2.4.9.2. By Technology
10.2.4.9.3. By Venue
10.2.4.10. Rest of APAC
10.2.4.10.1. By Component
10.2.4.10.2. By Technology
10.2.4.10.3. By Venue
11. Latin America Location-based Entertainment (LBE) Market
11.1. Market Size & Forecast, 2019–2031
11.1.1. By Value (USD Billion)
11.2. Market Share & Forecast
11.2.1. By Component
11.2.2. By Technology
11.2.3. By Venue
11.2.4. By Country
11.2.4.1. Brazil
11.2.4.1.1. By Component
11.2.4.1.2. By Technology
11.2.4.1.3. By Venue
11.2.4.2. Mexico
11.2.4.2.1. By Component
11.2.4.2.2. By Technology
11.2.4.2.3. By Venue
11.2.4.3. Argentina
11.2.4.3.1. By Component
11.2.4.3.2. By Technology
11.2.4.3.3. By Venue
11.2.4.4. Peru
11.2.4.4.1. By Component
11.2.4.4.2. By Technology
11.2.4.4.3. By Venue
11.2.4.5. Rest of LATAM
11.2.4.5.1. By Component
11.2.4.5.2. By Technology
11.2.4.5.3. By Venue
12. Middle East and Africa Location-based Entertainment (LBE) Market
12.1. Market Size & Forecast, 2019–2031
12.1.1. By Value (USD Billion)
12.2. Market Share & Forecast
12.2.1. By Component
12.2.2. By Technology
12.2.3. By Venue
12.2.4. By Country
12.2.4.1. Saudi Arabia
12.2.4.1.1. By Component
12.2.4.1.2. By Technology
12.2.4.1.3. By Venue
12.2.4.2. UAE
12.2.4.2.1. By Component
12.2.4.2.2. By Technology
12.2.4.2.3. By Venue
12.2.4.3. Qatar
12.2.4.3.1. By Component
12.2.4.3.2. By Technology
12.2.4.3.3. By Venue
12.2.4.4. Kuwait
12.2.4.4.1. By Component
12.2.4.4.2. By Technology
12.2.4.4.3. By Venue
12.2.4.5. South Africa
12.2.4.5.1. By Component
12.2.4.5.2. By Technology
12.2.4.5.3. By Venue
12.2.4.6. Nigeria
12.2.4.6.1. By Component
12.2.4.6.2. By Technology
12.2.4.6.3. By Venue
12.2.4.7. Algeria
12.2.4.7.1. By Component
12.2.4.7.2. By Technology
12.2.4.7.3. By Venue
12.2.4.8. Rest of MEA
12.2.4.8.1. By Component
12.2.4.8.2. By Technology
12.2.4.8.3. By Venue
13. Competitive Landscape
13.1. List of Key Players and Their Offerings
13.2. Global Location-based Entertainment (LBE) Company Market Share Analysis, 2024
13.3. Competitive Benchmarking, By Operating Parameters
13.4. Key Strategic Developments (Mergers, Acquisitions, Partnerships)
14. Impact of Escalating Geopolitical Tensions on Global Location-based Entertainment (LBE) Market
15. Company Profiles (Company Overview, Financial Matrix, Competitive Landscape, Key Personnel, Key Competitors, Contact Address, Strategic Outlook, SWOT Analysis)
15.1. 4Expeience
15.2. Meta
15.3. CamOnApp
15.4. HTC
15.5. Google LLC
15.6. Samsung Electronics Co. Ltd
15.7. Sony Interactive Entertainment Inc
15.8. Cisco HQ Software, Inc
15.9. HTC Corporation
15.10. Huawei Technologies Co., Ltd
15.11. Magic Leap, Inc
15.12. Wikitude
15.13. Microsoft Corporation
15.14. Niantic, Inc.
15.15. Samsung Electronics Co. Ltd
15.16. Springboard VR
15.17. VRstudios Inc
15.18. Other Prominent Players
16. Key Strategic Recommendations
17. Research Methodology
17.1. Qualitative Research
17.1.1. Primary & Secondary Research
17.2. Quantitative Research
17.3. Market Breakdown & Data Triangulation
17.3.1. Secondary Research
17.3.2. Primary Research
17.4. Breakdown of Primary Research Respondents, By Region
17.5. Assumptions & Limitations
*Financial information of non-listed companies can be provided as per availability.
**The segmentation and the companies are subject to modifications based on in-depth secondary research for the final deliverable

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