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Location-based Entertainment Market Size- By Fibers, By End Use - Regional Outlook, Competitive Strategies and Segment Forecast to 2034

Published Sep 01, 2025
Length 234 Pages
SKU # SPER20501459

Description

Location-based Entertainment Market Introduction and Overview

According to SPER market research, ‘Global Location-based Entertainment Market Size- By Fibers, By End Use – Regional Outlook, Competitive Strategies and Segment Forecast to 2034’ state that the Global Location-based Entertainment Market is predicted to reach 70.47 Billion by 2034 with a CAGR 28.75%.

Location-Based Entertainment (LBE) refers to entertainment experiences that are designed to be enjoyed at a specific physical location, rather than at home or online. These experiences often involve immersive, interactive, or social elements that take advantage of real-world environments, technology, and physical space. Common examples include theme parks, arcades, escape rooms, virtual reality (VR) centers, interactive museums, and attractions in malls or entertainment complexes.

Restraints: The location-based entertainment market encounters various challenges that affect its growth and stability. Significant upfront costs for technology and infrastructure pose financial obstacles for both new and established businesses. The market’s reliance on visitor traffic makes it vulnerable to economic slowdowns, seasonal changes, and unexpected events like pandemics. Continuous innovation to satisfy changing consumer demands is expensive and competitive. Additionally, regulatory requirements, safety issues, and limited location options can restrict growth.

Scope of the report:

Report Metric Details
Market size available for years 2021-2034
Base year considered 2024
Forecast period 2025-2034

Segments covered
By Component, By Technology, By End Use

Regions covered
North America, Latin America, Asia-Pacific, Europe, and Middle East & Africa

Companies Covered

4Experience, CamOnApp, Google LLC, Cisco HQ Software, Inc., HTC Corporation, Huawei Technologies Co., Ltd., Magic Leap, Inc., Microsoft Corporation, Niantic, Inc., Samsung Electronics Co. Ltd., Springboard VR, VRstudios Inc.

Global Location-based Entertainment Market Segmentation:

By Component: Based on the Component, Global Location-based Entertainment Market is segmented as; Hardware, Software

By Technology: Based on the Technology, Global Location-based Entertainment Market is segmented as; 2 Dimensional (2D), 3- & 4-Dimensional (3D & 4D), Cloud Merged Reality (CMR).

By End Use: Based on the End Use, Global Location-based Entertainment Market is segmented as; Amusement Parks, , Arcade Studios, 4D Films

By Region: This research also includes data for North America, Latin America, Asia-Pacific, Europe and Middle East & Africa.

Table of Contents

234 Pages
1. Introduction
1.1. Scope of the report
1.2. Market segment analysis
2. Research Methodology
2.1. Research data source
2.1.1. Secondary Data
2.1.2. Primary Data
2.1.3. SPERs internal database
2.1.4. Premium insight from KOLs
2.2. Market size estimation
2.2.1. Top-down and Bottom-up approach
2.3. Data triangulation
3. Executive Summary
4. Market Dynamics
4.1. Driver, Restraint, Opportunity and Challenges analysis
4.1.1. Drivers
4.1.2. Restraints
4.1.3. Opportunities
4.1.4. Challenges
5. Market variable and outlook
5.1. SWOT Analysis
5.1.1. Strengths
5.1.2. Weaknesses
5.1.3. Opportunities
5.1.4. Threats
5.2. PESTEL Analysis
5.2.1. Political Landscape
5.2.2. Economic Landscape
5.2.3. Social Landscape
5.2.4. Technological Landscape
5.2.5. Environmental Landscape
5.2.6. Legal Landscape
5.3. PORTERs Five Forces
5.3.1. Bargaining power of suppliers
5.3.2. Bargaining power of buyers
5.3.3. Threat of Substitute
5.3.4. Threat of new entrant
5.3.5. Competitive rivalry
5.4. Heat Map Analysis
6. Competitive Landscape
6.1. Global Location-based Entertainment Market Manufacturing Base Distribution, Sales Area, Product Type
6.2. Mergers & Acquisitions, Partnerships, Product Launch, and Collaboration in Global Location-based Entertainment Market
7. Global Location-based Entertainment Market, By Component, (USD Million) 2021-2034
7.1. Hardware
7.2. Software
8. Global Location-based Entertainment Market, By Technology, (USD Million) 2021-2034
8.1. 2 Dimensional (2 D)
8.2. 3- & 4-Dimensional (3 D & 4 D)
8.3. Cloud Merged Reality (CMR)
9. Global Location-based Entertainment Market, By End-use, (USD Million) 2021-2034
9.1. Amusement Parks
9.1.1. Indoor
9.1.2. Outdoor
9.2. Arcade Studios
9.3. 4 D Films
10. Global Location-based Entertainment Market, (USD Million) 2021-2034
10.1. Global Location-based Entertainment Market Size and Market Share
11. Global Location-based Entertainment Market, By Region, 2021-2034 (USD Million)
11.1. Asia-Pacific
11.1.1. Australia
11.1.2. China
11.1.3. India
11.1.4. Japan
11.1.5. South Korea
11.1.6. Rest of Asia-Pacific
11.2. Europe
11.2.1. France
11.2.2. Germany
11.2.3. Italy
11.2.4. Spain
11.2.5. United Kingdom
11.2.6. Rest of Europe
11.3. Middle East and Africa
11.3.1. Kingdom of Saudi Arabia
11.3.2. United Arab Emirates
11.3.3. Qatar
11.3.4. South Africa
11.3.5. Egypt
11.3.6. Morocco
11.3.7. Nigeria
11.3.8. Rest of Middle-East and Africa
11.4. North America
11.4.1. Canada
11.4.2. Mexico
11.4.3. United States
11.5. Latin America
11.5.1. Argentina
11.5.2. Brazil
11.5.3. Rest of Latin America
12. Company Profile
12.1. 4 Expeience
12.1.1. Company details
12.1.2. Financial outlook
12.1.3. Product summary
12.1.4. Recent developments
12.2. CamOnApp
12.2.1. Company details
12.2.2. Financial outlook
12.2.3. Product summary
12.2.4. Recent developments
12.3. Google LLC
12.3.1. Company details
12.3.2. Financial outlook
12.3.3. Product summary
12.3.4. Recent developments
12.4. Cisco HQ Software, Inc
12.4.1. Company details
12.4.2. Financial outlook
12.4.3. Product summary
12.4.4. Recent developments
12.5. HTC Corporation
12.5.1. Company details
12.5.2. Financial outlook
12.5.3. Product summary
12.5.4. Recent developments
12.6. Huawei Technologies Co., Ltd
12.6.1. Company details
12.6.2. Financial outlook
12.6.3. Product summary
12.6.4. Recent developments
12.7. Magic Leap, Inc
12.7.1. Company details
12.7.2. Financial outlook
12.7.3. Product summary
12.7.4. Recent developments
12.8. Microsoft Corporation
12.8.1. Company details
12.8.2. Financial outlook
12.8.3. Product summary
12.8.4. Recent developments
12.9. Niantic, Inc.
12.9.1. Company details
12.9.2. Financial outlook
12.9.3. Product summary
12.9.4. Recent developments
12.10. Samsung Electronics Co. Ltd.
12.10.1. Company details
12.10.2. Financial outlook
12.10.3. Product summary
12.10.4. Recent developments
12.11. Springboard VR
12.11.1. Company details
12.11.2. Financial outlook
12.11.3. Product summary
12.11.4. Recent developments
12.12. VRstudios Inc
12.12.1. Company details
12.12.2. Financial outlook
12.12.3. Product summary
12.12.4. Recent developments
12.13. Others
13. Conclusion
14. List of Abbreviations
15. Reference Links
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