Global Location-based Entertainment Market 2025 by Company, Regions, Type and Application, Forecast to 2031

According to our (Global Info Research) latest study, the global Location-based Entertainment market size was valued at US$ million in 2024 and is forecast to a readjusted size of USD million by 2031 with a CAGR of %during review period.

The location-based entertainment market refers to the segment of the entertainment industry that offers interactive and immersive experiences to consumers at physical venues. These venues can include theme parks, amusement parks, escape rooms, virtual reality arcades, live-action experiences, and more.

One of the key drivers of the location-based entertainment market is the desire for unique and immersive experiences that cannot be replicated at home or through traditional media. These venues often utilize advanced technologies such as virtual reality (VR), augmented reality (AR), motion tracking, and 3D projection to create highly engaging and interactive experiences.

The market is also driven by the increasing popularity of experiential entertainment among consumers. People are seeking out memorable and interactive experiences, and location-based entertainment provides exactly that. These experiences are often shared on social media, generating further interest and driving more people to visit these venues.

Furthermore, the location-based entertainment market is continually evolving and innovating. As technology advances, new and more immersive experiences are being developed, attracting a wider audience. VR arcades, for example, are becoming increasingly popular as they allow individuals to experience virtual worlds and games in a social and interactive setting.

The COVID-19 pandemic has had a significant impact on the location-based entertainment market. Many venues had to temporarily close or limit their operations due to lockdowns and social distancing measures. However, as restrictions ease, there is expected to be a strong rebound in demand as people seek out entertainment experiences outside their homes.

Overall, the location-based entertainment market is a dynamic and growing sector that offers consumers unique, immersive, and interactive experiences. With constant innovation and advancements in technology, this market is expected to continue to expand and attract a diverse range of consumers.

This report is a detailed and comprehensive analysis for global Location-based Entertainment market. Both quantitative and qualitative analyses are presented by company, by region & country, by Type and by Application. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2025, are provided.

Key Features:

Global Location-based Entertainment market size and forecasts, in consumption value ($ Million), 2020-2031

Global Location-based Entertainment market size and forecasts by region and country, in consumption value ($ Million), 2020-2031

Global Location-based Entertainment market size and forecasts, by Type and by Application, in consumption value ($ Million), 2020-2031

Global Location-based Entertainment market shares of main players, in revenue ($ Million), 2020-2025

The Primary Objectives in This Report Are:

To determine the size of the total market opportunity of global and key countries

To assess the growth potential for Location-based Entertainment

To forecast future growth in each product and end-use market

To assess competitive factors affecting the marketplace

This report profiles key players in the global Location-based Entertainment market based on the following parameters - company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include BidOn Games Studio, Dimension, HQSoftware, IMAX CORPORATION, Neurogaming, TESLASUIT, SpringboardVR, Samsung Electronics, Vicon Motion Systems, Vrstudios, etc.

This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.

Market segmentation

Location-based Entertainment market is split by Type and by Application. For the period 2020-2031, the growth among segments provides accurate calculations and forecasts for Consumption Value by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.

Market segment by Type
2-Dimensional Location-based Entertainment
3-Dimensional Location-based Entertainment

Market segment by Application
Amusement Parks
Arcade Studios
Others

Market segment by players, this report covers
BidOn Games Studio
Dimension
HQSoftware
IMAX CORPORATION
Neurogaming
TESLASUIT
SpringboardVR
Samsung Electronics
Vicon Motion Systems
Vrstudios
VR Electronics

Market segment by regions, regional analysis covers

North America (United States, Canada and Mexico)

Europe (Germany, France, UK, Russia, Italy and Rest of Europe)

Asia-Pacific (China, Japan, South Korea, India, Southeast Asia and Rest of Asia-Pacific)

South America (Brazil, Rest of South America)

Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)

The content of the study subjects, includes a total of 13 chapters:

Chapter 1, to describe Location-based Entertainment product scope, market overview, market estimation caveats and base year.

Chapter 2, to profile the top players of Location-based Entertainment, with revenue, gross margin, and global market share of Location-based Entertainment from 2020 to 2025.

Chapter 3, the Location-based Entertainment competitive situation, revenue, and global market share of top players are analyzed emphatically by landscape contrast.

Chapter 4 and 5, to segment the market size by Type and by Application, with consumption value and growth rate by Type, by Application, from 2020 to 2031

Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2020 to 2025.and Location-based Entertainment market forecast, by regions, by Type and by Application, with consumption value, from 2026 to 2031.

Chapter 11, market dynamics, drivers, restraints, trends, Porters Five Forces analysis.

Chapter 12, the key raw materials and key suppliers, and industry chain of Location-based Entertainment.

Chapter 13, to describe Location-based Entertainment research findings and conclusion.


1 Market Overview
2 Company Profiles
3 Market Competition, by Players
4 Market Size Segment by Type
5 Market Size Segment by Application
6 North America
7 Europe
8 Asia-Pacific
9 South America
10 Middle East & Africa
11 Market Dynamics
12 Industry Chain Analysis
13 Research Findings and Conclusion
14 Appendix

Download our eBook: How to Succeed Using Market Research

Learn how to effectively navigate the market research process to help guide your organization on the journey to success.

Download eBook
Cookie Settings