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Immersive Location-based Entertainment Market Size, Share & Trends Analysis Report By Content Type, By Format (Venue-based, Device-based), By Region, And Segment Forecasts, 2025 - 2033

Published Oct 27, 2025
Length 150 Pages
SKU # GV20575161

Description

Immersive Location-based Entertainment Market Summary

The global immersive location-based entertainment market size was estimated at USD 2,738.2 million in 2024 and is projected to reach USD 29,971.6 million by 2033, growing at a CAGR of 29.9% from 2025 to 2033. The market growth is driven by the growing technological advancements, shifting consumer preferences, and strategic investments that enhance the immersive experience and expand market reach.

The immersive location-based entertainment industry is expanding, driven by the rising adoption of immersive technologies such as virtual reality (VR), augmented reality (AR), and mixed reality (MR). These technologies create new, engaging, and interactive experiences for consumers that are difficult to replicate at home, motivating increased visits to physical venues like VR arcades, theme parks, and escape rooms. The growing accessibility and user-friendliness of immersive tech, along with widespread high-speed internet availability, further help market growth by making immersive entertainment more attainable for a broad audience.

Additionally, technological advancements are redefining the immersive location-based entertainment industry, with growing innovations in VR and AR hardware and software significantly propelling the market. Improved display technologies, motion tracking, spatial computing, and audio-visual effects enrich user immersion, attracting more customers. Investment in large-scale immersive venues featuring cutting-edge displays and sound systems, such as LED domes and concert-grade audio, elevates the experience to a new level, driving consumer demand and venue expansion.

Furthermore, social interaction and shared experiences form a key market trend. Location-based entertainment offers a platform where friends, families, and even strangers can engage together in gamified, immersive activities. These venues enable multi-user social value and collective enjoyment, which increases consumer interest and repeat visits. The pay-per-play pricing model in VR arcades further lowers barriers to participation, making it accessible without long-term commitments, thus broadening the consumer base.

The increasing consumer spending on digital entertainment and gaming content is driving a strong demand for unique, interactive, and immersive experiences. As consumers seek more engaging and personalized forms of entertainment, operators in the location-based immersive entertainment market are compelled to innovate continuously. This trend aligns with the broader rise in gamified entertainment, where interactive elements such as challenges, rewards, storytelling, and social connectivity are integrated into entertainment experiences to boost engagement and satisfaction.

Global Immersive Location-based Entertainment Market Report Segmentation

This report forecasts revenue growth at the global, regional, and country levels and provides an analysis of the latest industry trends in each of the sub-segments from 2021 to 2033. For this study, Grand View Research has segmented the global immersive location-based entertainment market report based on content type, format, and region:
  • Content Type Outlook (Revenue, USD Million, 2021 - 2033)
  • Gaming
  • Sports & eSports
  • Film/ TV
  • Music & Live Concerts
  • Visual & Performing Arts
  • Education
  • Others
  • Format Outlook (Revenue, USD Million, 2021 - 2033)
  • Venue-based Location-based Entertainment
  • Device-based Location-based Entertainment
  • Regional Outlook (Revenue, USD Million, 2021 - 2033)
  • North America
  • U.S.
  • Canada
  • Mexico
  • Europe
  • Germany
  • UK
  • France
  • Asia Pacific
  • China
  • Japan
  • India
  • South Korea
  • Australia
  • Latin America
  • Brazil
  • Middle East and Africa (MEA)
  • UAE
  • Saudi Arabia
  • South Africa
Please note The report will be delivered in 2-3 business days upon order notification.

Table of Contents

150 Pages
Chapter 1. Methodology and Scope
1.1. Market Segmentation and Scope
1.2. Market Definitions
1.2.1. Information analysis
1.2.2. Market formulation & data visualization
1.2.3. Data validation & publishing
1.3. Research Scope and Assumptions
1.3.1. List of Data Sources
Chapter 2. Executive Summary
2.1. Market Outlook
2.2. Segment Outlook
2.3. Competitive Insights
Chapter 3. Immersive Location-based Entertainment Market Variables, Trends, & Scope
3.1. Market Lineage Outlook
3.2. Market Dynamics
3.2.1. Market Driver Analysis
3.2.2. Market Restraint Analysis
3.2.3. Market Challenge
3.3. Immersive Location-based Entertainment Market Analysis Tools
3.3.1. Industry Analysis - Porter’s
3.3.1.1. Bargaining power of the suppliers
3.3.1.2. Bargaining power of the buyers
3.3.1.3. Threats of substitution
3.3.1.4. Threats from new entrants
3.3.1.5. Competitive rivalry
3.3.2. PESTEL Analysis
3.3.2.1. Political landscape
3.3.2.2. Economic landscape
3.3.2.3. Social landscape
3.3.2.4. Technological landscape
3.3.2.5. Environmental landscape
3.3.2.6. Legal landscape
Chapter 4. Immersive Location-based Entertainment Market: Content Type Estimates & Trend Analysis
4.1. Segment Dashboard
4.2. Immersive Location-based Entertainment Market: Content Type Movement Analysis, USD Million, 2024 & 2033
4.3. Gaming
4.3.1. Gaming Market Revenue Estimates and Forecasts, 2021 - 2033 (USD Million)
4.4. Sports & eSports
4.4.1. Sports & eSports Market Revenue Estimates and Forecasts, 2021 - 2033 (USD Million)
4.5. Film/ TV
4.5.1. Film/TV Market Revenue Estimates and Forecasts, 2021 - 2033 (USD Million)
4.6. Music & Live Concerts
4.6.1. Music & Live Concerts Market Revenue Estimates and Forecasts, 2021 - 2033 (USD Million)
4.7. Visual & Performing Arts
4.7.1. Visual & Performing Arts Market Revenue Estimates and Forecasts, 2021 - 2033 (USD Million)
4.8. Education
4.8.1. Education Market Revenue Estimates and Forecasts, 2021 - 2033 (USD Million)
4.9. Others
4.9.1. Others Market Revenue Estimates and Forecasts, 2021 - 2033 (USD Million)
Chapter 5. Immersive Location-based Entertainment Market: Format Estimates & Trend Analysis
5.1. Segment Dashboard
5.2. Immersive Location-based Entertainment Market: Format Movement Analysis, USD Million, 2024 & 2033
5.3. Venue-based Location-based Entertainment
5.3.1. Venue-based Location-based Entertainment Market Revenue Estimates and Forecasts, 2021 - 2033 (USD Million)
5.4. Device-based Location-based Entertainment
5.4.1. Device-based Location-based Entertainment Market Revenue Estimates and Forecasts, 2021 - 2033 (USD Million)
Chapter 6. Regional Estimates & Trend Analysis
6.1. Immersive Location-based Entertainment Market, By Region, 2024 & 2033
6.2. North America
6.2.1. North America Immersive Location-based Entertainment Market Estimates & Forecasts, 2021 - 2033 (Revenue, USD Million)
6.2.2. U.S.
6.2.2.1. U.S. Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 - 2033 (USD Million)
6.2.3. Canada
6.2.3.1. Canada Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 - 2033 (USD Million)
6.2.4. Mexico
6.2.4.1. Mexico Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 - 2033 (USD Million)
6.3. Europe
6.3.1. Europe Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 - 2033 (USD Million)
6.3.2. UK
6.3.2.1. UK Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 - 2033 (USD Million)
6.3.3. Germany
6.3.3.1. Germany Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 - 2033 (USD Million)
6.3.4. France
6.3.4.1. France Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 - 2033 (USD Million)
6.4. Asia Pacific
6.4.1. Asia Pacific Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 - 2033 (USD Million)
6.4.2. China
6.4.2.1. China Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 - 2033 (USD Million)
6.4.3. Japan
6.4.3.1. Japan Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 - 2033 (USD Million)
6.4.4. India
6.4.4.1. India Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 - 2033 (USD Million)
6.4.5. South Korea
6.4.5.1. South Korea Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 - 2033 (USD Million)
6.4.6. Australia
6.4.6.1. Australia Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 - 2033 (USD Million)
6.5. Latin America
6.5.1. Latin America Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 - 2033 (USD Million)
6.5.2. Brazil
6.5.2.1. Brazil Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 - 2033 (USD Million)
6.6. Middle East and Africa
6.6.1. Middle East and Africa Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 - 2033 (USD Million)
6.6.2. UAE
6.6.2.1. UAE Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 - 2033 (USD Million)
6.6.3. Saudi Arabia
6.6.3.1. Saudi Arabia Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 - 2033 (USD Million)
6.6.4. South Africa
6.6.4.1. South Africa Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 - 2033 (USD Million)
Chapter 7. Immersive Location-based Entertainment Market - Competitive Landscape
7.1. Company Categorization
7.2. Company Market Positioning
7.3. Company Heat Map Analysis
7.4. Company Profiles/Listing
7.4.1. 4Experience sp. z o.o.
7.4.1.1. Participant’s Overview
7.4.1.2. Financial Performance
7.4.1.3. Product Benchmarking
7.4.1.4. Strategic Initiatives
7.4.2. AEON Fantasy Co., Ltd.
7.4.2.1. Participant’s Overview
7.4.2.2. Financial Performance
7.4.2.3. Product Benchmarking
7.4.2.4. Strategic Initiatives
7.4.3. Barron Games International
7.4.3.1. Participant’s Overview
7.4.3.2. Financial Performance
7.4.3.3. Product Benchmarking
7.4.3.4. Strategic Initiatives
7.4.4. Sandbox VR
7.4.4.1. Participant’s Overview
7.4.4.2. Financial Performance
7.4.4.3. Product Benchmarking
7.4.4.4. Strategic Initiatives
7.4.5. Dreamscape Immersive, Inc.
7.4.5.1. Participant’s Overview
7.4.5.2. Financial Performance
7.4.5.3. Product Benchmarking
7.4.5.4. Strategic Initiatives
7.4.6. Falcon’s Beyond Global, LLC
7.4.6.1. Participant’s Overview
7.4.6.2. Financial Performance
7.4.6.3. Product Benchmarking
7.4.6.4. Strategic Initiatives
7.4.7. Fantawild Holdings Inc.
7.4.7.1. Participant’s Overview
7.4.7.2. Financial Performance
7.4.7.3. Product Benchmarking
7.4.7.4. Strategic Initiatives
7.4.8. The Walt Disney Company
7.4.8.1. Participant’s Overview
7.4.8.2. Financial Performance
7.4.8.3. Product Benchmarking
7.4.8.4. Strategic Initiatives
7.4.9. HTC Corporation
7.4.9.1. Participant’s Overview
7.4.9.2. Financial Performance
7.4.9.3. Product Benchmarking
7.4.9.4. Strategic Initiatives
7.4.10. Habo Studio, Inc.
7.4.10.1. Participant’s Overview
7.4.10.2. Financial Performance
7.4.10.3. Product Benchmarking
7.4.10.4. Strategic Initiatives
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