Location-Based Entertainment Market Size, Share, Trends, Industry Analysis Report: By Technology [Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality], Application, End User, and Region (North America, Europe, Asia Pacific, Latin America, and

The global location-based entertainment market size is expected to reach USD 68.69 billion by 2034, according to a new study by Polaris Market Research. The report “Location-Based Entertainment Market Size, Share, Trends, Industry Analysis Report: By Technology [Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality], Application, End User, and Region (North America, Europe, Asia Pacific, Latin America, and Middle East & Africa) – Market Forecast, 2025–2034” gives a detailed insight into current market dynamics and provides analysis on future market growth.

Location-based entertainment uses advanced technology, creative storytelling, and experiential design to provide audiences with unique entertainment offerings. Popular LBE formats include virtual reality (VR) arcades, escape rooms, theme parks, immersive theater experiences, and augmented reality (AR). The LBE market caters to various demographics, including families, thrill-seekers, casual gamers, and corporate groups.

The increasing accessibility of immersive technologies is propelling the location-based entertainment market growth. The rise of VR and AR has opened new opportunities for entertainment providers to create highly engaging experiences. For instance, VR arcades and free-roam VR arenas offer multiplayer adventures in which participants interact in digital worlds while physically moving through real-world spaces. These venues provide consumers with access to high-end equipment and content that may not be affordable or practical to use at home, thereby contributing to the market expansion.

Partnerships and collaborations between technology companies and entertainment providers are also supporting the location-based entertainment market development. For instance, tech giants such as Meta and Microsoft are working with entertainment companies to develop next-generation immersive experiences that integrate VR, AR, and artificial intelligence (AI). These collaborations aim to push the boundaries of the location-based entertainment, ensuring that the market remains innovative and competitive.

Location-Based Entertainment Market Report Highlights

In terms of technology, the virtual reality (VR) segment dominated the location-based entertainment market share in 2024 due to its ability to offer immersive, interactive experiences that are difficult to replicate at home.

Based on application, the themed entertainment venues segment accounted for a major market share in 2024 due to their ability to deliver highly personalized and unique experiences.

In the global market, the North America location-based entertainment market held the largest revenue share in 2024 due to high consumer spending on entertainment and a well-established infrastructure of venues.

The market in Asia Pacific is expected to grow at a rapid pace during the forecast period, owing to rapid urbanization and rising disposable incomes.

Some of the global key market players are The Walt Disney Company, Universal Studios, SeaWorld Entertainment, Cineplex Inc., Dreamscape Immersive, The VOID, Hologate, Zero Latency VR, Sandbox VR, LEGOLAND, Illumination Entertainment, Lionsgate Entertainment, Merlin Entertainments, Two Bit Circus, and Dark Slope Studio

Polaris Market Research has segmented the location-based entertainment market report on the basis of technology, application, end user, and region:

By Technology Outlook (Revenue, USD Billion, 2020–2034)

Virtual Reality (VR)

Augmented Reality (AR)

Mixed Reality

By Application Outlook (Revenue, USD Billion, 2020–2034)

Amusement Parks

Themed Entertainment Venues

Arcades

By End User Outlook (Revenue, USD Billion, 2020–2034)

Families

Corporate Groups

By Regional Outlook (Revenue, USD Billion, 2020–2034)

North America

  • US
  • Canada
Europe
  • Germany
  • France
  • UK
  • Italy
  • Spain
  • Netherlands
  • Russia
  • Rest of Europe
Asia Pacific
  • China
  • Japan
  • India
  • Malaysia
  • South Korea
  • Indonesia
  • Australia
  • Vietnam
  • Rest of Asia Pacific
Middle East & Africa
  • Saudi Arabia
  • UAE
  • Israel
  • South Africa
  • Rest of Middle East & Africa
Latin America
  • Mexico
  • Brazil
  • Argentina
  • Rest of Latin America


1. Introduction
1.1. Report Description
1.1.1. Objectives of the Study
1.1.2. Market Scope
1.1.3. Assumptions
1.2. Stakeholders
2. Executive Summary
2.1. Market Highlights
3. Research Methodology
3.1. Overview
3.1.1. Data Mining
3.2. Data Source
3.2.1. Primary Source
3.2.2. Secondary Source
4. Global Location-Based Entertainment Market Insights
4.1. Location-Based Entertainment Market – Market Snapshot
4.2. Location-Based Entertainment Market Dynamics
4.2.1. Drivers and Opportunities
4.2.1.1. Advancements in Virtual and Augmented Reality Technologies
4.2.1.2. Increasing Investment in Themed Entertainment
4.2.2. Restraints and Challenges
4.2.2.1. High Setup Cost
4.3. Porter’s Five Forces Analysis
4.3.1. Bargaining Power of Suppliers (Moderate)
4.3.2. Threats of New Entrants: (Low)
4.3.3. Bargaining Power of Buyers (Moderate)
4.3.4. Threat of Substitute (Moderate)
4.3.5. Rivalry among existing firms (High)
4.4. PESTEL Analysis
4.5. Location-Based Entertainment Market Trends
4.6. Value Chain Analysis
5. Global Location-Based Entertainment Market, by Technology
5.1. Key Findings
5.2. Introduction
5.2.1. Global Location-Based Entertainment Market, by Technology, 2020-2034 (USD Billion)
5.3. Virtual Reality (VR)
5.3.1. Global Location-Based Entertainment Market, by Virtual Reality (VR), by Region, 2020-2034 (USD Billion)
5.4. Augmented Reality (AR)
5.4.1. Global Location-Based Entertainment Market, by Augmented Reality (AR), by Region, 2020-2034 (USD Billion)
5.5. Mixed Reality
5.5.1. Global Location-Based Entertainment Market, by Mixed Reality, by Region, 2020-2034 (USD Billion)
6. Global Location-Based Entertainment Market, by Application
6.1. Key Findings
6.2. Introduction
6.2.1. Global Location-Based Entertainment Market, by Application, 2020-2034 (USD Billion)
6.3. Amusement Parks
6.3.1. Global Location-Based Entertainment Market, by Amusement Parks, by Region, 2020-2034 (USD Billion)
6.4. Themed Entertainment Venues
6.4.1. Global Location-Based Entertainment Market, by Themed Entertainment Venues, by Region, 2020-2034 (USD Billion)
6.5. Arcades
6.5.1. Global Location-Based Entertainment Market, by Arcades, by Region, 2020-2034 (USD Billion)
7. Global Location-Based Entertainment Market, by End User
7.1. Key Findings
7.2. Introduction
7.2.1. Global Location-Based Entertainment Market, by End User, 2020-2034 (USD Billion)
7.3. Families
7.3.1. Global Location-Based Entertainment Market, by Families, by Region, 2020-2034 (USD Billion)
7.4. Corporate Groups
7.4.1. Global Location-Based Entertainment Market, by Corporate Groups, by Region, 2020-2034 (USD Billion)
8. Global Location-Based Entertainment Market, by Geography
8.1. Key Findings
8.2. Introduction
8.2.1. Location-Based Entertainment Market Assessment, By Geography, 2020-2034 (USD Billion)
8.3. Location-Based Entertainment Market – North America
8.3.1. North America: Location-Based Entertainment Market, by Technology, 2020-2034 (USD Billion)
8.3.2. North America: Location-Based Entertainment Market, by Application, 2020-2034 (USD Billion)
8.3.3. North America: Location-Based Entertainment Market, by End User, 2020-2034 (USD Billion)
8.3.4. Location-Based Entertainment Market – U.S.
8.3.4.1. U.S.: Location-Based Entertainment Market, by Technology, 2020-2034 (USD Billion)
8.3.4.2. U.S.: Location-Based Entertainment Market, by Application, 2020-2034 (USD Billion)
8.3.4.3. U.S.: Location-Based Entertainment Market, by End User, 2020-2034 (USD Billion)
8.3.5. Location-Based Entertainment Market – Canada
8.3.5.1. Canada: Location-Based Entertainment Market, by Technology, 2020-2034 (USD Billion)
8.3.5.2. Canada: Location-Based Entertainment Market, by Application, 2020-2034 (USD Billion)
8.3.5.3. Canada: Location-Based Entertainment Market, by End User, 2020-2034 (USD Billion)
8.4. Location-Based Entertainment Market – Europe
8.4.1. Europe: Location-Based Entertainment Market, by Technology, 2020-2034 (USD Billion)
8.4.2. Europe: Location-Based Entertainment Market, by Application, 2020-2034 (USD Billion)
8.4.3. Europe: Location-Based Entertainment Market, by End User, 2020-2034 (USD Billion)
8.4.4. Location-Based Entertainment Market – UK
8.4.4.1. UK: Location-Based Entertainment Market, by Technology, 2020-2034 (USD Billion)
8.4.4.2. UK: Location-Based Entertainment Market, by Application, 2020-2034 (USD Billion)
8.4.4.3. UK: Location-Based Entertainment Market, by End User, 2020-2034 (USD Billion)
8.4.5. Location-Based Entertainment Market – France
8.4.5.1. France: Location-Based Entertainment Market, by Technology, 2020-2034 (USD Billion)
8.4.5.2. France: Location-Based Entertainment Market, by Application, 2020-2034 (USD Billion)
8.4.5.3. France: Location-Based Entertainment Market, by End User, 2020-2034 (USD Billion)
8.4.6. Location-Based Entertainment Market – Germany
8.4.6.1. Germany: Location-Based Entertainment Market, by Technology, 2020-2034 (USD Billion)
8.4.6.2. Germany: Location-Based Entertainment Market, by Application, 2020-2034 (USD Billion)
8.4.6.3. Germany: Location-Based Entertainment Market, by End User, 2020-2034 (USD Billion)
8.4.7. Location-Based Entertainment Market – Italy
8.4.7.1. Italy: Location-Based Entertainment Market, by Technology, 2020-2034 (USD Billion)
8.4.7.2. Italy: Location-Based Entertainment Market, by Application, 2020-2034 (USD Billion)
8.4.7.3. Italy: Location-Based Entertainment Market, by End User, 2020-2034 (USD Billion)
8.4.8. Location-Based Entertainment Market – Spain
8.4.8.1. Spain: Location-Based Entertainment Market, by Technology, 2020-2034 (USD Billion)
8.4.8.2. Spain: Location-Based Entertainment Market, by Application, 2020-2034 (USD Billion)
8.4.8.3. Spain: Location-Based Entertainment Market, by End User, 2020-2034 (USD Billion)
8.4.9. Location-Based Entertainment Market – Netherlands
8.4.9.1. Netherlands: Location-Based Entertainment Market, by Technology, 2020-2034 (USD Billion)
8.4.9.2. Netherlands: Location-Based Entertainment Market, by Application, 2020-2034 (USD Billion)
8.4.9.3. Netherlands: Location-Based Entertainment Market, by End User, 2020-2034 (USD Billion)
8.4.10. Location-Based Entertainment Market – Russia
8.4.10.1. Russia: Location-Based Entertainment Market, by Technology, 2020-2034 (USD Billion)
8.4.10.2. Russia: Location-Based Entertainment Market, by Application, 2020-2034 (USD Billion)
8.4.10.3. Russia: Location-Based Entertainment Market, by End User, 2020-2034 (USD Billion)
8.4.11. Location-Based Entertainment Market – Rest of Europe
8.4.11.1. Rest of Europe: Location-Based Entertainment Market, by Technology, 2020-2034 (USD Billion)
8.4.11.2. Rest of Europe: Location-Based Entertainment Market, by Application, 2020-2034 (USD Billion)
8.4.11.3. Rest of Europe: Location-Based Entertainment Market, by End User, 2020-2034 (USD Billion)
8.5. Location-Based Entertainment Market – Asia Pacific
8.5.1. Asia Pacific: Location-Based Entertainment Market, by Technology, 2020-2034 (USD Billion)
8.5.2. Asia Pacific: Location-Based Entertainment Market, by Application, 2020-2034 (USD Billion)
8.5.3. Asia Pacific: Location-Based Entertainment Market, by End User, 2020-2034 (USD Billion)
8.5.4. Location-Based Entertainment Market – China
8.5.4.1. China: Location-Based Entertainment Market, by Technology, 2020-2034 (USD Billion)
8.5.4.2. China: Location-Based Entertainment Market, by Application, 2020-2034 (USD Billion)
8.5.4.3. China: Location-Based Entertainment Market, by End User, 2020-2034 (USD Billion)
8.5.5. Location-Based Entertainment Market – India
8.5.5.1. India: Location-Based Entertainment Market, by Technology, 2020-2034 (USD Billion)
8.5.5.2. India: Location-Based Entertainment Market, by Application, 2020-2034 (USD Billion)
8.5.5.3. India: Location-Based Entertainment Market, by End User, 2020-2034 (USD Billion)
8.5.6. Location-Based Entertainment Market – Malaysia
8.5.6.1. Malaysia: Location-Based Entertainment Market, by Technology, 2020-2034 (USD Billion)
8.5.6.2. Malaysia: Location-Based Entertainment Market, by Application, 2020-2034 (USD Billion)
8.5.6.3. Malaysia: Location-Based Entertainment Market, by End User, 2020-2034 (USD Billion)
8.5.7. Location-Based Entertainment Market – Japan
8.5.7.1. Japan: Location-Based Entertainment Market, by Technology, 2020-2034 (USD Billion)
8.5.7.2. Japan: Location-Based Entertainment Market, by Application, 2020-2034 (USD Billion)
8.5.7.3. Japan: Location-Based Entertainment Market, by End User, 2020-2034 (USD Billion)
8.5.8. Location-Based Entertainment Market – Indonesia
8.5.8.1. Indonesia: Location-Based Entertainment Market, by Technology, 2020-2034 (USD Billion)
8.5.8.2. Indonesia: Location-Based Entertainment Market, by Application, 2020-2034 (USD Billion)
8.5.8.3. Indonesia: Location-Based Entertainment Market, by End User, 2020-2034 (USD Billion)
8.5.9. Location-Based Entertainment Market – South Korea
8.5.9.1. South Korea: Location-Based Entertainment Market, by Technology, 2020-2034 (USD Billion)
8.5.9.2. South Korea: Location-Based Entertainment Market, by Application, 2020-2034 (USD Billion)
8.5.9.3. South Korea: Location-Based Entertainment Market, by End User, 2020-2034 (USD Billion)
8.5.10. Location-Based Entertainment Market – Australia
8.5.10.1. Australia: Location-Based Entertainment Market, by Technology, 2020-2034 (USD Billion)
8.5.10.2. Australia: Location-Based Entertainment Market, by Application, 2020-2034 (USD Billion)
8.5.10.3. Australia: Location-Based Entertainment Market, by End User, 2020-2034 (USD Billion)
8.5.11. Location-Based Entertainment Market – Rest of Asia Pacific
8.5.11.1. Rest of Asia Pacific: Location-Based Entertainment Market, by Technology, 2020-2034 (USD Billion)
8.5.11.2. Rest of Asia Pacific: Location-Based Entertainment Market, by Application, 2020-2034 (USD Billion)
8.5.11.3. Rest of Asia Pacific: Location-Based Entertainment Market, by End User, 2020-2034 (USD Billion)
8.6. Location-Based Entertainment Market – Middle East & Africa
8.6.1. Middle East & Africa: Location-Based Entertainment Market, by Technology, 2020-2034 (USD Billion)
8.6.2. Middle East & Africa: Location-Based Entertainment Market, by Application, 2020-2034 (USD Billion)
8.6.3. Middle East & Africa: Location-Based Entertainment Market, by End User, 2020-2034 (USD Billion)
8.6.4. Location-Based Entertainment Market – Saudi Arabia
8.6.4.1. Saudi Arabia: Location-Based Entertainment Market, by Technology, 2020-2034 (USD Billion)
8.6.4.2. Saudi Arabia: Location-Based Entertainment Market, by Application, 2020-2034 (USD Billion)
8.6.4.3. Saudi Arabia: Location-Based Entertainment Market, by End User, 2020-2034 (USD Billion)
8.6.5. Location-Based Entertainment Market – UAE
8.6.5.1. UAE: Location-Based Entertainment Market, by Technology, 2020-2034 (USD Billion)
8.6.5.2. UAE: Location-Based Entertainment Market, by Application, 2020-2034 (USD Billion)
8.6.5.3. UAE: Location-Based Entertainment Market, by End User, 2020-2034 (USD Billion)
8.6.6. Location-Based Entertainment Market – Israel
8.6.6.1. Israel: Location-Based Entertainment Market, by Technology, 2020-2034 (USD Billion)
8.6.6.2. Israel: Location-Based Entertainment Market, by Application, 2020-2034 (USD Billion)
8.6.6.3. Israel: Location-Based Entertainment Market, by End User, 2020-2034 (USD Billion)
8.6.7. Location-Based Entertainment Market – South Africa
8.6.7.1. South Africa: Location-Based Entertainment Market, by Technology, 2020-2034 (USD Billion)
8.6.7.2. South Africa: Location-Based Entertainment Market, by Application, 2020-2034 (USD Billion)
8.6.7.3. South Africa: Location-Based Entertainment Market, by End User, 2020-2034 (USD Billion)
8.6.8. Location-Based Entertainment Market – Rest of Middle East & Africa
8.6.8.1. Rest of Middle East & Africa: Location-Based Entertainment Market, by Technology, 2020-2034 (USD Billion)
8.6.8.2. Rest of Middle East & Africa: Location-Based Entertainment Market, by Application, 2020-2034 (USD Billion)
8.6.8.3. Rest of Middle East & Africa: Location-Based Entertainment Market, by End User, 2020-2034 (USD Billion)
8.7. Location-Based Entertainment Market – Latin America
8.7.1. Latin America: Location-Based Entertainment Market, by Technology, 2020-2034 (USD Billion)
8.7.2. Latin America: Location-Based Entertainment Market, by Application, 2020-2034 (USD Billion)
8.7.3. Latin America: Location-Based Entertainment Market, by End User, 2020-2034 (USD Billion)
8.7.4. Location-Based Entertainment Market – Mexico
8.7.4.1. Mexico: Location-Based Entertainment Market, by Technology, 2020-2034 (USD Billion)
8.7.4.2. Mexico: Location-Based Entertainment Market, by Application, 2020-2034 (USD Billion)
8.7.4.3. Mexico: Location-Based Entertainment Market, by End User, 2020-2034 (USD Billion)
8.7.5. Location-Based Entertainment Market – Brazil
8.7.5.1. Brazil: Location-Based Entertainment Market, by Technology, 2020-2034 (USD Billion)
8.7.5.2. Brazil: Location-Based Entertainment Market, by Application, 2020-2034 (USD Billion)
8.7.5.3. Brazil: Location-Based Entertainment Market, by End User, 2020-2034 (USD Billion)
8.7.6. Location-Based Entertainment Market – Argentina
8.7.6.1. Argentina: Location-Based Entertainment Market, by Technology, 2020-2034 (USD Billion)
8.7.6.2. Argentina: Location-Based Entertainment Market, by Application, 2020-2034 (USD Billion)
8.7.6.3. Argentina: Location-Based Entertainment Market, by End User, 2020-2034 (USD Billion)
8.7.7. Location-Based Entertainment Market – Rest of Latin America
8.7.7.1. Rest of Latin America: Location-Based Entertainment Market, by Technology, 2020-2034 (USD Billion)
8.7.7.2. Rest of Latin America: Location-Based Entertainment Market, by Application, 2020-2034 (USD Billion)
8.7.7.3. Rest of Latin America: Location-Based Entertainment Market, by End User, 2020-2034 (USD Billion)
9. Competitive Landscape
9.1. Expansion and Acquisition Analysis
9.1.1. Expansion
9.1.2. Acquisitions
9.2. Partnerships/Collaborations/Agreements/Exhibitions
10. Company Profiles
10.1. The Walt Disney Company
10.1.1. Company Overview
10.1.2. Financial Performance
10.1.3. Product Benchmarking
10.1.4. Recent Development
10.2. Universal Studios
10.2.1. Company Overview
10.2.2. Financial Performance
10.2.3. Product Benchmarking
10.2.4. Recent Development
10.3. SeaWorld Entertainment
10.3.1. Company Overview
10.3.2. Financial Performance
10.3.3. Product Benchmarking
10.3.4. Recent Development
10.4. Cineplex Inc.
10.4.1. Company Overview
10.4.2. Financial Performance
10.4.3. Product Benchmarking
10.4.4. Recent Development
10.5. Dreamscape Immersive
10.5.1. Company Overview
10.5.2. Financial Performance
10.5.3. Product Benchmarking
10.5.4. Recent Development
10.6. The VOID
10.6.1. Company Overview
10.6.2. Financial Performance
10.6.3. Product Benchmarking
10.6.4. Recent Development
10.7. Hologate
10.7.1. Company Overview
10.7.2. Financial Performance
10.7.3. Product Benchmarking
10.7.4. Recent Development
10.8. Zero Latency VR
10.8.1. Company Overview
10.8.2. Financial Performance
10.8.3. Product Benchmarking
10.8.4. Recent Development
10.9. Sandbox VR
10.9.1. Company Overview
10.9.2. Financial Performance
10.9.3. Product Benchmarking
10.9.4. Recent Development
10.10. LEGOLAND
10.10.1. Company Overview
10.10.2. Financial Performance
10.10.3. Product Benchmarking
10.10.4. Recent Development

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