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Location-based Entertainment

Published Oct 01, 2025
Length 741 Pages
SKU # GJOB20486740

Description

Global Location-based Entertainment Market to Reach US$15.9 Billion by 2030

The global market for Location-based Entertainment estimated at US$5.5 Billion in the year 2024, is expected to reach US$15.9 Billion by 2030, growing at a CAGR of 19.5% over the analysis period 2024-2030. Location-based Entertainment Hardware, one of the segments analyzed in the report, is expected to record a 18.7% CAGR and reach US$9.9 Billion by the end of the analysis period. Growth in the Location-based Entertainment Software segment is estimated at 20.8% CAGR over the analysis period.

The U.S. Market is Estimated at US$1.7 Billion While China is Forecast to Grow at 24.7% CAGR

The Location-based Entertainment market in the U.S. is estimated at US$1.7 Billion in the year 2024. China, the world`s second largest economy, is forecast to reach a projected market size of US$2.7 Billion by the year 2030 trailing a CAGR of 24.7% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 14.8% and 19.1% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 17.5% CAGR.

Global Location-Based Entertainment (LBE) Market – Key Trends & Drivers Summarized

Why Is the Location-Based Entertainment (LBE) Market Growing Rapidly?

The global location-based entertainment (LBE) market is experiencing rapid growth, driven by increasing consumer demand for immersive experiences, advancements in virtual and augmented reality, and the resurgence of social and out-of-home entertainment. As digital entertainment options become more saturated, consumers are seeking unique, interactive experiences that go beyond traditional media consumption. LBE venues, including theme parks, VR arcades, escape rooms, and immersive theaters, are capitalizing on this trend by offering engaging, technology-driven attractions. The growth of experiential retail, where brands integrate entertainment into physical stores to enhance customer engagement, has also contributed to the expansion of the LBE sector. Additionally, as economies recover from pandemic-related disruptions, there has been a renewed emphasis on shared entertainment experiences, further fueling demand for LBE venues worldwide.

How Are Technological Innovations Enhancing LBE Experiences?

Technological advancements are at the core of the LBE market, transforming traditional entertainment into hyper-immersive experiences. The integration of virtual reality (VR) and augmented reality (AR) has revolutionized attractions, allowing visitors to engage in lifelike simulations, interactive storytelling, and multiplayer gaming experiences. Haptic feedback systems, motion-tracking sensors, and AI-driven character interactions are further enhancing immersion, making LBE attractions more realistic and engaging. The rise of mixed reality (MR) technology, which blends physical and digital environments, is opening new possibilities for theme parks, museums, and entertainment complexes. Additionally, the adoption of artificial intelligence (AI) in crowd management, personalized content recommendations, and dynamic attraction adjustments is improving operational efficiency and customer satisfaction. The use of blockchain for ticketing, digital collectibles, and virtual economies within LBE venues is also gaining traction, providing new monetization opportunities for businesses in the sector.

What Are the Challenges Facing the LBE Market?

Despite its growth, the LBE market faces challenges related to high infrastructure costs, evolving consumer preferences, and competition from digital entertainment platforms. Establishing and maintaining immersive LBE venues requires significant investment in technology, real estate, and operational staff, making it difficult for smaller businesses to compete. Additionally, the rapid evolution of technology means that LBE attractions must constantly innovate to remain relevant, requiring frequent upgrades and reinvestment. Changing consumer habits, particularly the increasing preference for at-home digital entertainment and gaming, also pose a challenge, as LBE operators must continuously offer unique and compelling experiences that cannot be replicated at home. Moreover, safety concerns, particularly in post-pandemic times, have led to new health and sanitation requirements that impact the operational costs and logistics of LBE venues. However, industry leaders are addressing these challenges through strategic partnerships, modular attraction designs, and the development of hybrid entertainment models that combine physical and digital engagement.

What Factors Are Driving Growth in the LBE Market?

The growth in the LBE market is driven by several factors, including technological advancements, increasing disposable income, and the rising demand for immersive social experiences. The proliferation of VR, AR, and AI-driven entertainment has created new possibilities for interactive attractions, making LBE venues more engaging and dynamic. The expansion of the tourism and hospitality industries has further boosted demand for location-based experiences, as travelers seek unique entertainment options in new destinations. The resurgence of in-person socialization, particularly among younger demographics, has also played a crucial role in LBE market expansion, with millennials and Gen Z consumers prioritizing experiences over material possessions. Additionally, the integration of gamification elements, digital rewards, and immersive storytelling is attracting a diverse audience, enhancing customer retention and repeat visits. The continued investment in smart theme parks, AI-powered escape rooms, and hybrid entertainment spaces that blend online and offline interactions is expected to sustain long-term growth in the LBE industry, positioning it as a key driver of the future entertainment landscape.

SCOPE OF STUDY:

The report analyzes the Location-based Entertainment market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:
Component (Location-based Entertainment Hardware, Location-based Entertainment Software); Technology (3- & 4-Dimensional Technology, 2-Dimensional Technology); End-Use (Amusement Parks End-Use, Arcade Studios End-Use, Other End-Uses)

Geographic Regions/Countries:
World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; Spain; Russia; and Rest of Europe); Asia-Pacific (Australia; India; South Korea; and Rest of Asia-Pacific); Latin America (Argentina; Brazil; Mexico; and Rest of Latin America); Middle East (Iran; Israel; Saudi Arabia; United Arab Emirates; and Rest of Middle East); and Africa.

Select Competitors (Total 67 Featured) -
  • 4Experience
  • AEON Fantasy Co., LTD.
  • Barco NV
  • BidOn Games Studio LLC
  • Bob’s Space Racers
  • CamOnApp
  • Cineplex, Inc.
  • Cleanbox Technology
  • Dark Slope Studios
  • Dave & Buster
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Table of Contents

741 Pages
I. METHODOLOGY
II. EXECUTIVE SUMMARY
1. MARKET OVERVIEW
Redefining Entertainment through Destination Experiences
Global Market outlook
Global Economic Outlook
World Economic Growth Projections (Real Gross Domestic Product (GDP), Annual % Change) for the Years 2024 Through 2026
Global Headline Inflation Rates (In %) for the Years 2019 through 2026
Global Average Annual Brent Crude Oil Price (In US$ Per Barrel) for Years 2019 through 2026
Location-based Entertainment – Global Key Competitors Percentage Market Share in 2025 (E)
Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2025 (E)
Location-based Entertainment: Introduction
Benefits of Location-Based Entertainment: A Multi-Dimensional Perspective
Domain Expert Insights
Recent Market Activity
2. FOCUS ON SELECT PLAYERS
3. MARKET TRENDS & DRIVERS
How Location-Based Services are Powering Entertainment’s Next Leap?
3D Technology Gains Renewed Momentum in Location-Based Entertainment
Integration of Augmented and Virtual Reality Experiences Spurs Growth of Next-Gen Location-Based Attractions
Consumer Preference for AR and VR Experiences Pushes Growth in Location-based Attractions: Global AR/VR Market Size (in US$ Billion) for the Years 2024, 2026, 2028 and 2030
Technology Advancements Highlight Growing Interest in Delivering Physical-Digital Hybrids that Create Deeper Engagement
Surge in Post-Pandemic Preference for Safe, Enclosed Social Activities Spurs Investment in Indoor LBEs
Mixed Reality Demonstrates Demonstrating Broader Appeal
Location-Based VR: Expanding the Boundaries of Immersive Entertainment
Shift Toward Experience-Driven Leisure Spending Strengthens Business Case for High-Engagement Entertainment Formats
Percentage of US Households Participating in LBE Activity in 2024
Expansion of Mixed-Use Buildings and Retail Complexes and Urban Entertainment Districts Generates Demand for Location-Based Entertainment
Community LBEs Enter a New Era: From Entertainment to Social Gaming Entertainment
Rise in Immersive Dining and Interactive Theater Expands LBE Applications in Hospitality and F&B
Rising Popularity of Pop-Up and Mobile LBE Installations Expands Flexibility in Urban and Temporary Markets
Growth in Experiential Tourism and Cultural LBE Installations Promotes Localization of Themed Attractions
Growing Popularity of Gamified Experiences and Competitive Socializing Drives Adoption of Interactive Entertainment Centers
Rising Adoption of Gamified Experiences Fuels Interactive Entertainment: Global Gamification Market Size (in US$ Billion) for the Years 2025, 2027, 2029 and 2031
Esports Arenas: Modern, Dedicated Colosseums for Digital Gladiators
Next-Gen Gaming Glory: Roaring Esports Trends to Watch-for
Emergence of Multiplayer Formats Drives Social Gaming and E-Sports LBE Growth
4. GLOBAL MARKET PERSPECTIVE
TABLE 1: World Location-based Entertainment Market Analysis of Annual Sales in US$ Thousand for Years 2015 through 2030
TABLE 2: World Recent Past, Current & Future Analysis for Location-based Entertainment by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2024 through 2030 and % CAGR
TABLE 3: World Historic Review for Location-based Entertainment by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 4: World 15-Year Perspective for Location-based Entertainment by Geographic Region - Percentage Breakdown of Value Revenues for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets for Years 2015, 2025 & 2030
TABLE 5: World Recent Past, Current & Future Analysis for Location-based Entertainment Hardware by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2024 through 2030 and % CAGR
TABLE 6: World Historic Review for Location-based Entertainment Hardware by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 7: World 15-Year Perspective for Location-based Entertainment Hardware by Geographic Region - Percentage Breakdown of Value Revenues for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
TABLE 8: World Recent Past, Current & Future Analysis for Location-based Entertainment Software by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2024 through 2030 and % CAGR
TABLE 9: World Historic Review for Location-based Entertainment Software by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 10: World 15-Year Perspective for Location-based Entertainment Software by Geographic Region - Percentage Breakdown of Value Revenues for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
TABLE 11: World Recent Past, Current & Future Analysis for 3- & 4-Dimensional Technology by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2024 through 2030 and % CAGR
TABLE 12: World Historic Review for 3- & 4-Dimensional Technology by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 13: World 15-Year Perspective for 3- & 4-Dimensional Technology by Geographic Region - Percentage Breakdown of Value Revenues for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
TABLE 14: World Recent Past, Current & Future Analysis for 2-Dimensional Technology by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2024 through 2030 and % CAGR
TABLE 15: World Historic Review for 2-Dimensional Technology by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 16: World 15-Year Perspective for 2-Dimensional Technology by Geographic Region - Percentage Breakdown of Value Revenues for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
TABLE 17: World Recent Past, Current & Future Analysis for Amusement Parks End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2024 through 2030 and % CAGR
TABLE 18: World Historic Review for Amusement Parks End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 19: World 15-Year Perspective for Amusement Parks End-Use by Geographic Region - Percentage Breakdown of Value Revenues for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
TABLE 20: World Recent Past, Current & Future Analysis for Arcade Studios End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2024 through 2030 and % CAGR
TABLE 21: World Historic Review for Arcade Studios End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 22: World 15-Year Perspective for Arcade Studios End-Use by Geographic Region - Percentage Breakdown of Value Revenues for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
TABLE 23: World Recent Past, Current & Future Analysis for Other End-Uses by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2024 through 2030 and % CAGR
TABLE 24: World Historic Review for Other End-Uses by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 25: World 15-Year Perspective for Other End-Uses by Geographic Region - Percentage Breakdown of Value Revenues for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
III. MARKET ANALYSIS
UNITED STATES
Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
TABLE 26: USA Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 27: USA Historic Review for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 28: USA 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Revenues for Location-based Entertainment Hardware and Location-based Entertainment Software for the Years 2015, 2025 & 2030
TABLE 29: USA Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 30: USA Historic Review for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 31: USA 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Revenues for 3- & 4-Dimensional Technology and 2-Dimensional Technology for the Years 2015, 2025 & 2030
TABLE 32: USA Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 33: USA Historic Review for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 34: USA 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Revenues for Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses for the Years 2015, 2025 & 2030
CANADA
TABLE 35: Canada Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 36: Canada Historic Review for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 37: Canada 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Revenues for Location-based Entertainment Hardware and Location-based Entertainment Software for the Years 2015, 2025 & 2030
TABLE 38: Canada Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 39: Canada Historic Review for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 40: Canada 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Revenues for 3- & 4-Dimensional Technology and 2-Dimensional Technology for the Years 2015, 2025 & 2030
TABLE 41: Canada Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 42: Canada Historic Review for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 43: Canada 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Revenues for Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses for the Years 2015, 2025 & 2030
JAPAN
Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
TABLE 44: Japan Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 45: Japan Historic Review for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 46: Japan 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Revenues for Location-based Entertainment Hardware and Location-based Entertainment Software for the Years 2015, 2025 & 2030
TABLE 47: Japan Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 48: Japan Historic Review for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 49: Japan 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Revenues for 3- & 4-Dimensional Technology and 2-Dimensional Technology for the Years 2015, 2025 & 2030
TABLE 50: Japan Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 51: Japan Historic Review for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 52: Japan 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Revenues for Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses for the Years 2015, 2025 & 2030
CHINA
Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
TABLE 53: China Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 54: China Historic Review for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 55: China 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Revenues for Location-based Entertainment Hardware and Location-based Entertainment Software for the Years 2015, 2025 & 2030
TABLE 56: China Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 57: China Historic Review for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 58: China 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Revenues for 3- & 4-Dimensional Technology and 2-Dimensional Technology for the Years 2015, 2025 & 2030
TABLE 59: China Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 60: China Historic Review for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 61: China 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Revenues for Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses for the Years 2015, 2025 & 2030
EUROPE
Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
TABLE 62: Europe Recent Past, Current & Future Analysis for Location-based Entertainment by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2024 through 2030 and % CAGR
TABLE 63: Europe Historic Review for Location-based Entertainment by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 64: Europe 15-Year Perspective for Location-based Entertainment by Geographic Region - Percentage Breakdown of Value Revenues for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2015, 2025 & 2030
TABLE 65: Europe Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 66: Europe Historic Review for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 67: Europe 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Revenues for Location-based Entertainment Hardware and Location-based Entertainment Software for the Years 2015, 2025 & 2030
TABLE 68: Europe Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 69: Europe Historic Review for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 70: Europe 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Revenues for 3- & 4-Dimensional Technology and 2-Dimensional Technology for the Years 2015, 2025 & 2030
TABLE 71: Europe Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 72: Europe Historic Review for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 73: Europe 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Revenues for Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses for the Years 2015, 2025 & 2030
FRANCE
Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
TABLE 74: France Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 75: France Historic Review for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 76: France 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Revenues for Location-based Entertainment Hardware and Location-based Entertainment Software for the Years 2015, 2025 & 2030
TABLE 77: France Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 78: France Historic Review for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 79: France 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Revenues for 3- & 4-Dimensional Technology and 2-Dimensional Technology for the Years 2015, 2025 & 2030
TABLE 80: France Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 81: France Historic Review for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 82: France 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Revenues for Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses for the Years 2015, 2025 & 2030
GERMANY
Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
TABLE 83: Germany Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 84: Germany Historic Review for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 85: Germany 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Revenues for Location-based Entertainment Hardware and Location-based Entertainment Software for the Years 2015, 2025 & 2030
TABLE 86: Germany Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 87: Germany Historic Review for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 88: Germany 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Revenues for 3- & 4-Dimensional Technology and 2-Dimensional Technology for the Years 2015, 2025 & 2030
TABLE 89: Germany Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 90: Germany Historic Review for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 91: Germany 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Revenues for Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses for the Years 2015, 2025 & 2030
ITALY
TABLE 92: Italy Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 93: Italy Historic Review for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 94: Italy 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Revenues for Location-based Entertainment Hardware and Location-based Entertainment Software for the Years 2015, 2025 & 2030
TABLE 95: Italy Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 96: Italy Historic Review for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 97: Italy 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Revenues for 3- & 4-Dimensional Technology and 2-Dimensional Technology for the Years 2015, 2025 & 2030
TABLE 98: Italy Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 99: Italy Historic Review for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 100: Italy 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Revenues for Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses for the Years 2015, 2025 & 2030
UNITED KINGDOM
Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
TABLE 101: UK Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 102: UK Historic Review for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 103: UK 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Revenues for Location-based Entertainment Hardware and Location-based Entertainment Software for the Years 2015, 2025 & 2030
TABLE 104: UK Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 105: UK Historic Review for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 106: UK 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Revenues for 3- & 4-Dimensional Technology and 2-Dimensional Technology for the Years 2015, 2025 & 2030
TABLE 107: UK Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 108: UK Historic Review for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 109: UK 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Revenues for Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses for the Years 2015, 2025 & 2030
SPAIN
TABLE 110: Spain Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 111: Spain Historic Review for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 112: Spain 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Revenues for Location-based Entertainment Hardware and Location-based Entertainment Software for the Years 2015, 2025 & 2030
TABLE 113: Spain Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 114: Spain Historic Review for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 115: Spain 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Revenues for 3- & 4-Dimensional Technology and 2-Dimensional Technology for the Years 2015, 2025 & 2030
TABLE 116: Spain Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 117: Spain Historic Review for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 118: Spain 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Revenues for Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses for the Years 2015, 2025 & 2030
RUSSIA
TABLE 119: Russia Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 120: Russia Historic Review for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 121: Russia 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Revenues for Location-based Entertainment Hardware and Location-based Entertainment Software for the Years 2015, 2025 & 2030
TABLE 122: Russia Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 123: Russia Historic Review for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 124: Russia 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Revenues for 3- & 4-Dimensional Technology and 2-Dimensional Technology for the Years 2015, 2025 & 2030
TABLE 125: Russia Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 126: Russia Historic Review for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 127: Russia 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Revenues for Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses for the Years 2015, 2025 & 2030
REST OF EUROPE
TABLE 128: Rest of Europe Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 129: Rest of Europe Historic Review for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 130: Rest of Europe 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Revenues for Location-based Entertainment Hardware and Location-based Entertainment Software for the Years 2015, 2025 & 2030
TABLE 131: Rest of Europe Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 132: Rest of Europe Historic Review for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 133: Rest of Europe 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Revenues for 3- & 4-Dimensional Technology and 2-Dimensional Technology for the Years 2015, 2025 & 2030
TABLE 134: Rest of Europe Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 135: Rest of Europe Historic Review for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 136: Rest of Europe 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Revenues for Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses for the Years 2015, 2025 & 2030
ASIA-PACIFIC
Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
TABLE 137: Asia-Pacific Recent Past, Current & Future Analysis for Location-based Entertainment by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2024 through 2030 and % CAGR
TABLE 138: Asia-Pacific Historic Review for Location-based Entertainment by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 139: Asia-Pacific 15-Year Perspective for Location-based Entertainment by Geographic Region - Percentage Breakdown of Value Revenues for Australia, India, South Korea and Rest of Asia-Pacific Markets for Years 2015, 2025 & 2030
TABLE 140: Asia-Pacific Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 141: Asia-Pacific Historic Review for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 142: Asia-Pacific 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Revenues for Location-based Entertainment Hardware and Location-based Entertainment Software for the Years 2015, 2025 & 2030
TABLE 143: Asia-Pacific Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 144: Asia-Pacific Historic Review for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 145: Asia-Pacific 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Revenues for 3- & 4-Dimensional Technology and 2-Dimensional Technology for the Years 2015, 2025 & 2030
TABLE 146: Asia-Pacific Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 147: Asia-Pacific Historic Review for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 148: Asia-Pacific 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Revenues for Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses for the Years 2015, 2025 & 2030
AUSTRALIA
Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Australia for 2025 (E)
TABLE 149: Australia Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 150: Australia Historic Review for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 151: Australia 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Revenues for Location-based Entertainment Hardware and Location-based Entertainment Software for the Years 2015, 2025 & 2030
TABLE 152: Australia Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 153: Australia Historic Review for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 154: Australia 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Revenues for 3- & 4-Dimensional Technology and 2-Dimensional Technology for the Years 2015, 2025 & 2030
TABLE 155: Australia Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 156: Australia Historic Review for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 157: Australia 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Revenues for Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses for the Years 2015, 2025 & 2030
INDIA
Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in India for 2025 (E)
TABLE 158: India Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 159: India Historic Review for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 160: India 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Revenues for Location-based Entertainment Hardware and Location-based Entertainment Software for the Years 2015, 2025 & 2030
TABLE 161: India Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 162: India Historic Review for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 163: India 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Revenues for 3- & 4-Dimensional Technology and 2-Dimensional Technology for the Years 2015, 2025 & 2030
TABLE 164: India Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 165: India Historic Review for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 166: India 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Revenues for Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses for the Years 2015, 2025 & 2030
SOUTH KOREA
TABLE 167: South Korea Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 168: South Korea Historic Review for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 169: South Korea 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Revenues for Location-based Entertainment Hardware and Location-based Entertainment Software for the Years 2015, 2025 & 2030
TABLE 170: South Korea Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 171: South Korea Historic Review for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 172: South Korea 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Revenues for 3- & 4-Dimensional Technology and 2-Dimensional Technology for the Years 2015, 2025 & 2030
TABLE 173: South Korea Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 174: South Korea Historic Review for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 175: South Korea 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Revenues for Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses for the Years 2015, 2025 & 2030
REST OF ASIA-PACIFIC
TABLE 176: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 177: Rest of Asia-Pacific Historic Review for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 178: Rest of Asia-Pacific 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Revenues for Location-based Entertainment Hardware and Location-based Entertainment Software for the Years 2015, 2025 & 2030
TABLE 179: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 180: Rest of Asia-Pacific Historic Review for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 181: Rest of Asia-Pacific 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Revenues for 3- & 4-Dimensional Technology and 2-Dimensional Technology for the Years 2015, 2025 & 2030
TABLE 182: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 183: Rest of Asia-Pacific Historic Review for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 184: Rest of Asia-Pacific 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Revenues for Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses for the Years 2015, 2025 & 2030
LATIN AMERICA
Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Latin America for 2025 (E)
TABLE 185: Latin America Recent Past, Current & Future Analysis for Location-based Entertainment by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2024 through 2030 and % CAGR
TABLE 186: Latin America Historic Review for Location-based Entertainment by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 187: Latin America 15-Year Perspective for Location-based Entertainment by Geographic Region - Percentage Breakdown of Value Revenues for Argentina, Brazil, Mexico and Rest of Latin America Markets for Years 2015, 2025 & 2030
TABLE 188: Latin America Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 189: Latin America Historic Review for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 190: Latin America 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Revenues for Location-based Entertainment Hardware and Location-based Entertainment Software for the Years 2015, 2025 & 2030
TABLE 191: Latin America Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 192: Latin America Historic Review for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 193: Latin America 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Revenues for 3- & 4-Dimensional Technology and 2-Dimensional Technology for the Years 2015, 2025 & 2030
TABLE 194: Latin America Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 195: Latin America Historic Review for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 196: Latin America 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Revenues for Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses for the Years 2015, 2025 & 2030
ARGENTINA
TABLE 197: Argentina Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 198: Argentina Historic Review for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 199: Argentina 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Revenues for Location-based Entertainment Hardware and Location-based Entertainment Software for the Years 2015, 2025 & 2030
TABLE 200: Argentina Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 201: Argentina Historic Review for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 202: Argentina 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Revenues for 3- & 4-Dimensional Technology and 2-Dimensional Technology for the Years 2015, 2025 & 2030
TABLE 203: Argentina Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 204: Argentina Historic Review for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 205: Argentina 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Revenues for Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses for the Years 2015, 2025 & 2030
BRAZIL
TABLE 206: Brazil Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 207: Brazil Historic Review for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 208: Brazil 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Revenues for Location-based Entertainment Hardware and Location-based Entertainment Software for the Years 2015, 2025 & 2030
TABLE 209: Brazil Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 210: Brazil Historic Review for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 211: Brazil 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Revenues for 3- & 4-Dimensional Technology and 2-Dimensional Technology for the Years 2015, 2025 & 2030
TABLE 212: Brazil Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 213: Brazil Historic Review for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 214: Brazil 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Revenues for Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses for the Years 2015, 2025 & 2030
MEXICO
TABLE 215: Mexico Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 216: Mexico Historic Review for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 217: Mexico 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Revenues for Location-based Entertainment Hardware and Location-based Entertainment Software for the Years 2015, 2025 & 2030
TABLE 218: Mexico Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 219: Mexico Historic Review for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 220: Mexico 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Revenues for 3- & 4-Dimensional Technology and 2-Dimensional Technology for the Years 2015, 2025 & 2030
TABLE 221: Mexico Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 222: Mexico Historic Review for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 223: Mexico 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Revenues for Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses for the Years 2015, 2025 & 2030
REST OF LATIN AMERICA
TABLE 224: Rest of Latin America Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 225: Rest of Latin America Historic Review for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 226: Rest of Latin America 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Revenues for Location-based Entertainment Hardware and Location-based Entertainment Software for the Years 2015, 2025 & 2030
TABLE 227: Rest of Latin America Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 228: Rest of Latin America Historic Review for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 229: Rest of Latin America 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Revenues for 3- & 4-Dimensional Technology and 2-Dimensional Technology for the Years 2015, 2025 & 2030
TABLE 230: Rest of Latin America Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 231: Rest of Latin America Historic Review for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 232: Rest of Latin America 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Revenues for Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses for the Years 2015, 2025 & 2030
MIDDLE EAST
Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Middle East for 2025 (E)
TABLE 233: Middle East Recent Past, Current & Future Analysis for Location-based Entertainment by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2024 through 2030 and % CAGR
TABLE 234: Middle East Historic Review for Location-based Entertainment by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 235: Middle East 15-Year Perspective for Location-based Entertainment by Geographic Region - Percentage Breakdown of Value Revenues for Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets for Years 2015, 2025 & 2030
TABLE 236: Middle East Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 237: Middle East Historic Review for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 238: Middle East 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Revenues for Location-based Entertainment Hardware and Location-based Entertainment Software for the Years 2015, 2025 & 2030
TABLE 239: Middle East Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 240: Middle East Historic Review for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 241: Middle East 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Revenues for 3- & 4-Dimensional Technology and 2-Dimensional Technology for the Years 2015, 2025 & 2030
TABLE 242: Middle East Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 243: Middle East Historic Review for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 244: Middle East 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Revenues for Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses for the Years 2015, 2025 & 2030
IRAN
TABLE 245: Iran Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 246: Iran Historic Review for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 247: Iran 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Revenues for Location-based Entertainment Hardware and Location-based Entertainment Software for the Years 2015, 2025 & 2030
TABLE 248: Iran Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 249: Iran Historic Review for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 250: Iran 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Revenues for 3- & 4-Dimensional Technology and 2-Dimensional Technology for the Years 2015, 2025 & 2030
TABLE 251: Iran Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 252: Iran Historic Review for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 253: Iran 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Revenues for Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses for the Years 2015, 2025 & 2030
ISRAEL
TABLE 254: Israel Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 255: Israel Historic Review for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 256: Israel 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Revenues for Location-based Entertainment Hardware and Location-based Entertainment Software for the Years 2015, 2025 & 2030
TABLE 257: Israel Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 258: Israel Historic Review for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 259: Israel 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Revenues for 3- & 4-Dimensional Technology and 2-Dimensional Technology for the Years 2015, 2025 & 2030
TABLE 260: Israel Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 261: Israel Historic Review for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 262: Israel 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Revenues for Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses for the Years 2015, 2025 & 2030
SAUDI ARABIA
TABLE 263: Saudi Arabia Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 264: Saudi Arabia Historic Review for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 265: Saudi Arabia 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Revenues for Location-based Entertainment Hardware and Location-based Entertainment Software for the Years 2015, 2025 & 2030
TABLE 266: Saudi Arabia Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 267: Saudi Arabia Historic Review for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 268: Saudi Arabia 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Revenues for 3- & 4-Dimensional Technology and 2-Dimensional Technology for the Years 2015, 2025 & 2030
TABLE 269: Saudi Arabia Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 270: Saudi Arabia Historic Review for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 271: Saudi Arabia 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Revenues for Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses for the Years 2015, 2025 & 2030
UNITED ARAB EMIRATES
TABLE 272: UAE Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 273: UAE Historic Review for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 274: UAE 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Revenues for Location-based Entertainment Hardware and Location-based Entertainment Software for the Years 2015, 2025 & 2030
TABLE 275: UAE Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 276: UAE Historic Review for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 277: UAE 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Revenues for 3- & 4-Dimensional Technology and 2-Dimensional Technology for the Years 2015, 2025 & 2030
TABLE 278: UAE Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 279: UAE Historic Review for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 280: UAE 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Revenues for Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses for the Years 2015, 2025 & 2030
REST OF MIDDLE EAST
TABLE 281: Rest of Middle East Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 282: Rest of Middle East Historic Review for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 283: Rest of Middle East 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Revenues for Location-based Entertainment Hardware and Location-based Entertainment Software for the Years 2015, 2025 & 2030
TABLE 284: Rest of Middle East Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 285: Rest of Middle East Historic Review for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 286: Rest of Middle East 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Revenues for 3- & 4-Dimensional Technology and 2-Dimensional Technology for the Years 2015, 2025 & 2030
TABLE 287: Rest of Middle East Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 288: Rest of Middle East Historic Review for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 289: Rest of Middle East 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Revenues for Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses for the Years 2015, 2025 & 2030
AFRICA
Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Africa for 2025 (E)
TABLE 290: Africa Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 291: Africa Historic Review for Location-based Entertainment by Component - Location-based Entertainment Hardware and Location-based Entertainment Software Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 292: Africa 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Revenues for Location-based Entertainment Hardware and Location-based Entertainment Software for the Years 2015, 2025 & 2030
TABLE 293: Africa Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 294: Africa Historic Review for Location-based Entertainment by Technology - 3- & 4-Dimensional Technology and 2-Dimensional Technology Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 295: Africa 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Revenues for 3- & 4-Dimensional Technology and 2-Dimensional Technology for the Years 2015, 2025 & 2030
TABLE 296: Africa Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 297: Africa Historic Review for Location-based Entertainment by End-Use - Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
TABLE 298: Africa 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Revenues for Amusement Parks End-Use, Arcade Studios End-Use and Other End-Uses for the Years 2015, 2025 & 2030
IV. COMPETITION
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