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