
South & Central America Location-based Entertainment Market Forecast to 2028 – COVID-19 Impact and Regional Analysis – by Component (Hardware and Software), Technology (2-Dimesnional and 3-Dimensional), and End-use (Amusement Parks, Arcade Studios, and Fi
Description
South & Central America Location-based Entertainment Market Forecast to 2028 – COVID-19 Impact and Regional Analysis – by Component (Hardware and Software), Technology (2-Dimesnional and 3-Dimensional), and End-use (Amusement Parks, Arcade Studios, and Film Studios)
The location-based entertainment market in South & Central America is expected to grow from US$ 10.21 million in 2022 to US$ 13.62 million by 2028. It is estimated to grow at a CAGR of 4.9% from 2022 to 2028.
Advent of Next-Generation Laser Tags
Infrared-emitting light guns are used by players in the shooting game of laser tag to tag certain targets. Each player typically wears an infrared-sensitive signalling device to track hits, and the gaming venue itself occasionally incorporates this technology. Current laser tag arenas, including their walls and obstacles, are scanned, and precisely represented within the game environment using the latest laser scanning technology. The tangible objects are united with the virtual setting. Through 3D laser scanning, creative works have partnered with an expert in LiDAR laser imaging to recreate the area's aspects precisely. This allows players to interact safely with physical barriers within the game space. Users can shoot each other while running around in virtual reality thanks to businesses like Zero Latency. However, LAVR Tag is the first VR activity that doesn't call for a computer backpack. The Oculus Quest headgear is used by LAVR Tag, which enhances it with the help of Azure Spatial Anchors and other tools. As a result, users may move around freely without having to wear a backpack or manage any cords.
Market Overview
The South & Central America location -based entertainment market is segmented into Brazil, Argentina, and the Rest of South & Central America. The region has a presence of several amusement and theme parks, which is one of the reasons for the growth of the South & Central America location -based entertainment market in the region. Pixel VR Virtual Reality Arcade is an amusement park situated in Brazil. Moreover, the region has several film studios in Brazil and Argentina. In addition, AR/VR companies such as 3dar, Sense Arq, and Novaworks are contributing to the growth of the region's South & Central America location -based entertainment market. Companies operating in the South & Central America location -based entertainment market are receiving several contracts due to the increasing demand for location-based entertainment. For instance, in April 2021, Storyland Studios received a contract from Grupo Cataratas to design new location-based entertainment concepts. Grupo Cataratas is the region's largest tourism operator. Grupo Cataratas expects to increase the region's tourist attractions through location-based entertainment. Storyland will develop strategies related to themed entertainment, including concept development for tourist attractions.
South & Central America Location-based Entertainment Market Revenue and Forecast to 2028 (US$ Million)
South & Central America Location-based Entertainment Market Segmentation
The South & Central America location-based entertainment market is segmented into by component, technology, end-use, and country.
Based on component, the market is bifurcated into hardware and software. The hardware segment held a larger market share in 2022. Based on technology, the market is bifurcated into 2-dimesnional and 3-dimensional. The 3-dimensional segment held a larger market share in 2022. Based on end-use, the market is segmented into amusement parks, arcade studios, and film studios. The amusement parks segment dominated the market share in 2022. Based on country, the market is segmented into Brazil, Argentina, and Rest of South & Central America. Brazil segment dominated the market share in 2022. HQSoftware; IMAXCORPORATION; Neurogaming Ltd; SpringboardVR; Samsung Electronics Co., Ltd.; and Vicon Motion Systems Ltd are the leading companies operating in the location-based entertainment market in the region.
Reasons to Buy
Save and reduce time carrying out entry-level research by identifying the growth, size, leading players and segments in the Asia Pacific seam welding machine market
Highlights key business priorities in order to assist companies to realign their business strategies
The key findings and recommendations highlight crucial progressive industry trends in the Asia Pacific seam welding machine market, thereby allowing players across the value chain to develop effective long-term strategies
Develop/modify business expansion plans by using substantial growth offering developed and emerging markets
Scrutinize in-depth Asia Pacific market trends and outlook coupled with the factors driving the seam welding machine market, as well as those hindering it
Enhance the decision-making process by understanding the strategies that underpin commercial interest with respect to client products, segmentation, pricing and distribution
The location-based entertainment market in South & Central America is expected to grow from US$ 10.21 million in 2022 to US$ 13.62 million by 2028. It is estimated to grow at a CAGR of 4.9% from 2022 to 2028.
Advent of Next-Generation Laser Tags
Infrared-emitting light guns are used by players in the shooting game of laser tag to tag certain targets. Each player typically wears an infrared-sensitive signalling device to track hits, and the gaming venue itself occasionally incorporates this technology. Current laser tag arenas, including their walls and obstacles, are scanned, and precisely represented within the game environment using the latest laser scanning technology. The tangible objects are united with the virtual setting. Through 3D laser scanning, creative works have partnered with an expert in LiDAR laser imaging to recreate the area's aspects precisely. This allows players to interact safely with physical barriers within the game space. Users can shoot each other while running around in virtual reality thanks to businesses like Zero Latency. However, LAVR Tag is the first VR activity that doesn't call for a computer backpack. The Oculus Quest headgear is used by LAVR Tag, which enhances it with the help of Azure Spatial Anchors and other tools. As a result, users may move around freely without having to wear a backpack or manage any cords.
Market Overview
The South & Central America location -based entertainment market is segmented into Brazil, Argentina, and the Rest of South & Central America. The region has a presence of several amusement and theme parks, which is one of the reasons for the growth of the South & Central America location -based entertainment market in the region. Pixel VR Virtual Reality Arcade is an amusement park situated in Brazil. Moreover, the region has several film studios in Brazil and Argentina. In addition, AR/VR companies such as 3dar, Sense Arq, and Novaworks are contributing to the growth of the region's South & Central America location -based entertainment market. Companies operating in the South & Central America location -based entertainment market are receiving several contracts due to the increasing demand for location-based entertainment. For instance, in April 2021, Storyland Studios received a contract from Grupo Cataratas to design new location-based entertainment concepts. Grupo Cataratas is the region's largest tourism operator. Grupo Cataratas expects to increase the region's tourist attractions through location-based entertainment. Storyland will develop strategies related to themed entertainment, including concept development for tourist attractions.
South & Central America Location-based Entertainment Market Revenue and Forecast to 2028 (US$ Million)
South & Central America Location-based Entertainment Market Segmentation
The South & Central America location-based entertainment market is segmented into by component, technology, end-use, and country.
Based on component, the market is bifurcated into hardware and software. The hardware segment held a larger market share in 2022. Based on technology, the market is bifurcated into 2-dimesnional and 3-dimensional. The 3-dimensional segment held a larger market share in 2022. Based on end-use, the market is segmented into amusement parks, arcade studios, and film studios. The amusement parks segment dominated the market share in 2022. Based on country, the market is segmented into Brazil, Argentina, and Rest of South & Central America. Brazil segment dominated the market share in 2022. HQSoftware; IMAXCORPORATION; Neurogaming Ltd; SpringboardVR; Samsung Electronics Co., Ltd.; and Vicon Motion Systems Ltd are the leading companies operating in the location-based entertainment market in the region.
Reasons to Buy
Save and reduce time carrying out entry-level research by identifying the growth, size, leading players and segments in the Asia Pacific seam welding machine market
Highlights key business priorities in order to assist companies to realign their business strategies
The key findings and recommendations highlight crucial progressive industry trends in the Asia Pacific seam welding machine market, thereby allowing players across the value chain to develop effective long-term strategies
Develop/modify business expansion plans by using substantial growth offering developed and emerging markets
Scrutinize in-depth Asia Pacific market trends and outlook coupled with the factors driving the seam welding machine market, as well as those hindering it
Enhance the decision-making process by understanding the strategies that underpin commercial interest with respect to client products, segmentation, pricing and distribution
Table of Contents
95 Pages
- 1. Introduction
- 1.1 Study Scope
- 1.2 The Insight Partners Research Report Guidance
- 1.3 Market Segmentation
- 2. Key Takeaways
- 3. Research Methodology
- 3.1 Coverage
- 3.2 Secondary Research
- 3.3 Primary Research
- 4. South & Central America Location-Based Entertainment Market Landscape
- 4.1 Market Overview
- 4.2 PEST Analysis
- 4.2.1 SAM
- 4.3 Ecosystem Analysis
- 4.4 Expert Opinions
- 5. South & Central America Location-Based Entertainment Market – Key Market Dynamics
- 5.1 Market Drivers
- 5.1.1 Rising Popularity of 360-Degree VR-Based Games
- 5.1.2 Mix of AR and VR Technology with 3-D Projection Mapping
- 5.2 Market Restraints
- 5.2.1 Health Risks Associated with Extensive Usage of Virtual Reality Headsets
- 5.3 Market Opportunities
- 5.3.1 Development and Integration of Advanced Technologies and Tools
- 5.3.2 Use of VR Headsets for Indoor Games
- 5.4 Future Trends
- 5.4.1 Advent of Next-Generation Laser Tags
- 5.5 Impact Analysis of Drivers and Restraints
- 6. South & Central America Location-Based Entertainment Market –Market Analysis
- 6.1 South & Central America Location-Based Entertainment Market Overview
- 6.2 South & Central America Location-Based Entertainment Market Revenue Forecast and Analysis
- 7. South & Central America Location-Based Entertainment Market Analysis – By Component
- 7.1 Overview
- 7.2 South & Central America Location-Based Entertainment Market, By Component(2021 and 2028)
- 7.3 Hardware
- 7.3.1 Overview
- 7.3.2 Hardware: South & Central America Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
- 7.4 Software
- 7.4.1 Overview
- 7.4.2 Software: South & Central America Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
- 8. South & Central America Location-Based Entertainment Market Analysis – By Technology
- 8.1 Overview
- 8.2 South & Central America Location-Based Entertainment Market, By Technology (2021 and 2028)
- 8.3 2D
- 8.3.1 Overview
- 8.3.2 2D: South & Central America Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
- 8.4 3D
- 8.4.1 Overview
- 8.4.2 3D: South & Central America Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
- 9. South & Central America Location-Based Entertainment Market Analysis – By End Use
- 9.1 Overview
- 9.2 South & Central America Location-Based Entertainment Market, By End Use (2021 and 2028)
- 9.3 Amusement Park
- 9.3.1 Overview
- 9.3.2 Amusement Park: South & Central America Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
- 9.4 Arcade Studio
- 9.4.1 Overview
- 9.4.2 Arcade Studio: South & Central America Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
- 9.5 Film Studio
- 9.5.1 Overview
- 9.5.2 Film Studio: South & Central America Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
- 10. South & Central America Location-Based Entertainment Market – Country Analysis
- 10.1 South & Central America Location-Based Entertainment Market
- 10.1.1 South & Central America Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
- 10.1.2 South & Central America Location-Based Entertainment Market- by Key Country
- 10.1.2.1 Brazil: South & Central America Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
- 10.1.2.1.1 Brazil: South & Central America Location-Based Entertainment Market- By Component
- 10.1.2.1.2 Brazil: South & Central America Location-Based Entertainment Market- By Technology
- 10.1.2.1.3 Brazil: South & Central America Location-Based Entertainment Market- By End Use
- 10.1.2.2 Argentina: South & Central America Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
- 10.1.2.2.1 Argentina: South & Central America Location-Based Entertainment Market- By Component
- 10.1.2.2.2 Argentina: South & Central America Location-Based Entertainment Market- By Technology
- 10.1.2.2.3 Argentina: South & Central America Location-Based Entertainment Market- By End Use
- 10.1.2.3 Rest of South & Central America Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
- 10.1.2.3.1 Rest of South & Central America Location-Based Entertainment Market- By Component
- 10.1.2.3.2 Rest of South & Central America Location-Based Entertainment Market- By Technology
- 10.1.2.3.3 Rest of South & Central America Location-Based Entertainment Market- By End Use
- 11. Industry Landscape
- 11.1 Overview
- 11.2 Business Planning and Strategy
- 11.3 Merger and Acquisition
- 11.4 Expansion & Collaboration
- 11.5 Product News
- 12. Company Profiles
- 12.1 HQSoftware
- 12.1.1 Key Facts
- 12.1.2 Business Description
- 12.1.3 Products and Services
- 12.1.4 Financial Overview
- 12.1.5 SWOT Analysis
- 12.1.6 Key Developments
- 12.2 IMAX CORPORATION
- 12.2.1 Key Facts
- 12.2.2 Business Description
- 12.2.3 Products and Services
- 12.2.4 Financial Overview
- 12.2.5 SWOT Analysis
- 12.2.6 Key Developments
- 12.3 Neurogaming LTD
- 12.3.1 Key Facts
- 12.3.2 Business Description
- 12.3.3 Products and Services
- 12.3.4 Financial Overview
- 12.3.5 SWOT Analysis
- 12.3.6 Key Developments
- 12.4 SpringboardVR
- 12.4.1 Key Facts
- 12.4.2 Business Description
- 12.4.3 Products and Services
- 12.4.4 Financial Overview
- 12.4.5 SWOT Analysis
- 12.4.6 Key Developments
- 12.5 Samsung Electronics Co., Ltd.
- 12.5.1 Key Facts
- 12.5.2 Business Description
- 12.5.3 Products and Services
- 12.5.4 Financial Overview
- 12.5.5 SWOT Analysis
- 12.5.6 Key Developments
- 12.6 Vicon Motion Systems Ltd
- 12.6.1 Key Facts
- 12.6.2 Business Description
- 12.6.3 Products and Services
- 12.6.4 Financial Overview
- 12.6.5 SWOT Analysis
- 12.6.6 Key Developments
- 13. Appendix
- 13.1 About The Insight Partners
- 13.2 Word Index
- LIST OF TABLES
- Table 1. South & Central America Location-Based Entertainment Market Revenue and Forecast to 2028 (US$ Million)
- Table 2. South & Central America Location-Based Entertainment Market- By Component – Revenue and Forecast to 2028 (US$ Million)
- Table 3. South & Central America Location-Based Entertainment Market- By Technology – Revenue and Forecast to 2028 (US$ Million)
- Table 4. South & Central America Location-Based Entertainment Market- By End Use – Revenue and Forecast to 2028 (US$ Million)
- Table 5. Brazil: South & Central America Location-Based Entertainment Market- By Component –Revenue and Forecast to 2028 (US$ Million)
- Table 6. Brazil: South & Central America Location-Based Entertainment Market- By Technology –Revenue and Forecast to 2028 (US$ Million)
- Table 7. Brazil: South & Central America Location-Based Entertainment Market- By End Use –Revenue and Forecast to 2028 (US$ Million)
- Table 8. Argentina: South & Central America Location-Based Entertainment Market- By Component –Revenue and Forecast to 2028 (US$ Million)
- Table 9. Argentina: South & Central America Location-Based Entertainment Market- By Technology –Revenue and Forecast to 2028 (US$ Million)
- Table 10. Argentina: South & Central America Location-Based Entertainment Market- By End Use –Revenue and Forecast to 2028 (US$ Million)
- Table 11. Rest of South & Central America Location-Based Entertainment Market- By Component–Revenue and Forecast to 2028 (US$ Million)
- Table 12. Rest of South & Central America Location-Based Entertainment Market- By Technology –Revenue and Forecast to 2028 (US$ Million)
- Table 13. Rest of South & Central America Location-Based Entertainment Market- By End Use –Revenue and Forecast to 2028 (US$ Million)
- Table 14. List of Abbreviation
- LIST OF FIGURES
- Figure 1. South & Central America Location-Based Entertainment Market Segmentation
- Figure 2. South & Central America Location-Based Entertainment Market Segmentation – By Country
- Figure 3. South & Central America Location-Based Entertainment Market Overview
- Figure 4. South & Central America Location-Based Entertainment Market, By Component
- Figure 5. South & Central America Location-Based Entertainment Market, By Country
- Figure 6. SAM – PEST Analysis
- Figure 7. South & Central America Location-Based Entertainment Market- Ecosystem Analysis
- Figure 8. South & Central America Location-Based Entertainment Market Impact Analysis of Drivers and Restraints
- Figure 9. South & Central America Location-Based Entertainment Market Revenue Forecast and Analysis (US$ Million)
- Figure 10. South & Central America Location-Based Entertainment Market Revenue Share, By Component (2021 and 2028)
- Figure 11. Hardware: South & Central America Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
- Figure 12. Software: South & Central America Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
- Figure 13. South & Central America Location-Based Entertainment Market Revenue Share, By Technology (2021 and 2028)
- Figure 14. 2D: South & Central America Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
- Figure 15. 3D: South & Central America Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
- Figure 16. South & Central America Location-Based Entertainment Market Revenue Share, By End Use (2021 and 2028)
- Figure 17. Amusement Park: South & Central America Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
- Figure 18. Arcade Studio: South & Central America Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
- Figure 19. Film Studio: South & Central America Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
- Figure 20. South & Central America Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
- Figure 21. South & Central America Location-Based Entertainment Market Revenue Share, By Key Country (2021 and 2028)
- Figure 22. Brazil: South & Central America Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
- Figure 23. Argentina: South & Central America Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
- Figure 24. Rest of South & Central America Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
Pricing
Currency Rates
Questions or Comments?
Our team has the ability to search within reports to verify it suits your needs. We can also help maximize your budget by finding sections of reports you can purchase.