Location-Based Entertainment Market by Component (Hardware, Software), Technology (2D, 3D, Cloud Merged Reality), End-Use - Global Forecast 2024-2030

Location-Based Entertainment Market by Component (Hardware, Software), Technology (2D, 3D, Cloud Merged Reality), End-Use - Global Forecast 2024-2030


The Location-Based Entertainment Market size was estimated at USD 4.73 billion in 2023 and expected to reach USD 5.72 billion in 2024, at a CAGR 22.78% to reach USD 19.93 billion by 2030.

Global Location-Based Entertainment Market Location-based entertainment (LBE) combines hospitality, leisure, and retail elements. Location-based entertainment (LBE) generally includes any form of entertainment in a particular location. Rising preference for arcade studios, amusement parks, and arcade studios as a part of leisure is driving market growth. The rapid expansion of the tourism industry, particularly in popular tourist destinations, is benefiting market growth. Establishing and maintaining LBE venues, such as theme parks or VR arcades, requires substantial upfront investment in infrastructure, technology, equipment, and staff, subsequently hampering the adoption of location-based entertainment solutions. Advances in technology, such as virtual reality (VR), augmented reality (AR), and mixed reality (MR) that enable the development of high-quality, interactive, and realistic content are anticipated to increase the demand for LBE solutions. The growing incorporation of cutting-edge technologies, unique themes, interactive elements, and personalized experiences across LBE platforms is expected to provide growth opportunities for the market.Regional InsightsThe Americas and Europe represent a highly developing and innovative landscape for the location-based entertainment market owing to increased investments and developments in attractions such as theme parks, arcades, and immersive experiences. The United States, in particular, has mature and well-established market players. The Asia-Pacific region represents significant growth in the LBE market due to rising consumer incomes, urbanization, and increasing interest in entertainment experiences. Countries such as Japan, China, India, and South Korea invest heavily in theme parks, virtual reality experiences, and other LBE attractions to cater to the growing demand. The Middle East is expected to observe significant market growth in the upcoming years due to the development of new tourist destinations, such as theme parks and entertainment complexes, in countries such as the United Arab Emirates and Saudi Arabia.

FPNV Positioning Matrix

The FPNV Positioning Matrix is pivotal in evaluating the Location-Based Entertainment Market. It offers a comprehensive assessment of vendors, examining key metrics related to Business Strategy and Product Satisfaction. This in-depth analysis empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital (V).

Market Share Analysis

The Market Share Analysis is a comprehensive tool that provides an insightful and in-depth examination of the current state of vendors in the Location-Based Entertainment Market. By meticulously comparing and analyzing vendor contributions in terms of overall revenue, customer base, and other key metrics, we can offer companies a greater understanding of their performance and the challenges they face when competing for market share. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With this expanded level of detail, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.

Key Company Profiles

The report delves into recent significant developments in the Location-Based Entertainment Market, highlighting leading vendors and their innovative profiles. These include (Huawei Investment & Holding Co., Ltd by Huawei Technologies Co., Ltd., 4Experience sp. z o.o., AEON Fantasy Co.,Ltd., Barron Games International, CyberGlove Systems, Dreamscape Immersive, Inc., Falcon’s Beyond Global, LLC, Fantawild Holdings Inc., Fennec Labs Ltd., Google LLC by Alphabet, Inc., HQ Software, HTC Corporation, IMAX Corporation, KABUM S.N.C., Magic Leap Inc., Microsoft Corporation, Niantic Inc., NOMADIC, Panasonic Holdings Corporation, Samsung Electronics Co. Ltd., Sandbox VR, Sony Group Corporation, SpringboardVR by Vertigo Studios B.V., Starbreeze AB, The VOID LLC, Universal Parks and Resorts by NBCUniversal, Vicon Motion Systems Limited by Oxford Metrics PLC, VRstudios, Inc., and Zero Latency PTY LTD.

Market Segmentation & Coverage

This research report categorizes the Location-Based Entertainment Market to forecast the revenues and analyze trends in each of the following sub-markets:

Component
Hardware

Software

Technology
2D

3D

Cloud Merged Reality

End-Use
4D Films

Amusement Park

Arcade Studios

Region
Americas
Argentina

Brazil

Canada

Mexico

United States
California

Florida

Illinois

New York

Ohio

Pennsylvania

Texas

Asia-Pacific
Australia

China

India

Indonesia

Japan

Malaysia

Philippines

Singapore

South Korea

Taiwan

Thailand

Vietnam

Europe, Middle East & Africa
Denmark

Egypt

Finland

France

Germany

Israel

Italy

Netherlands

Nigeria

Norway

Poland

Qatar

Russia

Saudi Arabia

South Africa

Spain

Sweden

Switzerland

Turkey

United Arab Emirates

United Kingdom

The report offers valuable insights on the following aspects:

1. Market Penetration: It presents comprehensive information on the market provided by key players.
2. Market Development: It delves deep into lucrative emerging markets and analyzes the penetration across mature market segments.
3. Market Diversification: It provides detailed information on new product launches, untapped geographic regions, recent developments, and investments.
4. Competitive Assessment & Intelligence: It conducts an exhaustive assessment of market shares, strategies, products, certifications, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players.
5. Product Development & Innovation: It offers intelligent insights on future technologies, R&D activities, and breakthrough product developments.

The report addresses key questions such as:

1. What is the market size and forecast of the Location-Based Entertainment Market?
2. Which products, segments, applications, and areas should one consider investing in over the forecast period in the Location-Based Entertainment Market?
3. What are the technology trends and regulatory frameworks in the Location-Based Entertainment Market?
4. What is the market share of the leading vendors in the Location-Based Entertainment Market?
5. Which modes and strategic moves are suitable for entering the Location-Based Entertainment Market?

Note: PDF & Excel + Online Access - 1 Year


1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Limitations
1.7. Assumptions
1.8. Stakeholders
2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update
3. Executive Summary
4. Market Overview
4.1. Introduction
4.2. Location-Based Entertainment Market, by Region
5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.1.1. Growing consumer inclination toward amusements parks, 3D, and 4D films
5.1.1.2. Rapid expansion of the tourism industry worldwide
5.1.1.3. High potential for 360-degree content and cloud-merged reality
5.1.2. Restraints
5.1.2.1. High investment cost and safety issues with location-based entertainment
5.1.3. Opportunities
5.1.3.1. Growing introduction of integrating advanced technologies to deliver immersive experiences
5.1.3.2. Increase in investment to expand amusement parks and gaming industry
5.1.4. Challenges
5.1.4.1. Technical challenges associated with location-based entertainment
5.2. Market Segmentation Analysis
5.3. Market Trend Analysis
5.4. Cumulative Impact of High Inflation
5.5. Porter’s Five Forces Analysis
5.5.1. Threat of New Entrants
5.5.2. Threat of Substitutes
5.5.3. Bargaining Power of Customers
5.5.4. Bargaining Power of Suppliers
5.5.5. Industry Rivalry
5.6. Value Chain & Critical Path Analysis
5.7. Regulatory Framework
6. Location-Based Entertainment Market, by Component
6.1. Introduction
6.2. Hardware
6.3. Software
7. Location-Based Entertainment Market, by Technology
7.1. Introduction
7.2. 2D
7.3. 3D
7.4. Cloud Merged Reality
8. Location-Based Entertainment Market, by End-Use
8.1. Introduction
8.2. 4D Films
8.3. Amusement Park
8.4. Arcade Studios
9. Americas Location-Based Entertainment Market
9.1. Introduction
9.2. Argentina
9.3. Brazil
9.4. Canada
9.5. Mexico
9.6. United States
10. Asia-Pacific Location-Based Entertainment Market
10.1. Introduction
10.2. Australia
10.3. China
10.4. India
10.5. Indonesia
10.6. Japan
10.7. Malaysia
10.8. Philippines
10.9. Singapore
10.
10. South Korea
10.
11. Taiwan
10.
12. Thailand
10.
13. Vietnam
11. Europe, Middle East & Africa Location-Based Entertainment Market
11.1. Introduction
11.2. Denmark
11.3. Egypt
11.4. Finland
11.5. France
11.6. Germany
11.7. Israel
11.8. Italy
11.9. Netherlands
11.
10. Nigeria
11.
11. Norway
11.
12. Poland
11.
13. Qatar
11.
14. Russia
11.
15. Saudi Arabia
11.
16. South Africa
11.
17. Spain
11.
18. Sweden
11.
19. Switzerland
11.
20. Turkey
11.
21. United Arab Emirates
11.
22. United Kingdom
12. Competitive Landscape
12.1. FPNV Positioning Matrix
12.2. Market Share Analysis, By Key Player
12.3. Competitive Scenario Analysis, By Key Player
12.3.1. Merger & Acquisition
12.3.1.1. Live Nation Announces Acquisition of Majority Interest In Clockenflap Festivals And Clockenflap Presents In Hong Kong
12.3.1.2. H.I.G. Capital Completes Acquisition of Family Entertainment Group
12.3.2. Agreement, Collaboration, & Partnership
12.3.2.1. Six Flags Entertainment and Coca-Cola Extend Long-Time Strategic Partnership
12.3.2.2. South Korean theme park announces collaboration with SM Entertainment on artist-themed attractions
12.3.3. New Product Launch & Enhancement
12.3.3.1. The Park Playground Launches Industry-First VR Experience: Nanoclash Focus
12.3.3.2. Bandai Namco Toys & Collectibles America To Launch One Piece U.S.A. Tour As Part Of Largest-Ever Location-Based Entertainment Experience At Anime Expo 2022
12.3.3.3. Panasonic Connect’s New Visual Solutions Create Impactful and Impressive Experiences
12.3.4. Investment & Funding
12.3.4.1. Fever, the live-entertainment discovery platform, completes a USD
110 Million funding round
12.3.5. Award, Recognition, & Expansion
12.3.5.1. Palo Alto eyed for Silicon Valley-themed amusement park
12.3.5.2. Crayola Announces Expansion of Its LBE Business in the U.S. Market
13. Competitive Portfolio
13.1. Key Company Profiles
13.1.1. (Huawei Investment & Holding Co., Ltd by Huawei Technologies Co., Ltd.
13.1.2. 4Experience sp. z o.o.
13.1.3. AEON Fantasy Co.,Ltd.
13.1.4. Barron Games International
13.1.5. CyberGlove Systems
13.1.6. Dreamscape Immersive, Inc.
13.1.7. Falcon’s Beyond Global, LLC
13.1.8. Fantawild Holdings Inc.
13.1.9. Fennec Labs Ltd.
13.1.
10. Google LLC by Alphabet, Inc.
13.1.
11. HQ Software
13.1.
12. HTC Corporation
13.1.
13. IMAX Corporation
13.1.
14. KABUM S.N.C.
13.1.
15. Magic Leap Inc.
13.1.
16. Microsoft Corporation
13.1.
17. Niantic Inc.
13.1.
18. NOMADIC
13.1.
19. Panasonic Holdings Corporation
13.1.
20. Samsung Electronics Co. Ltd.
13.1.
21. Sandbox VR
13.1.
22. Sony Group Corporation
13.1.
23. SpringboardVR by Vertigo Studios B.V.
13.1.
24. Starbreeze AB
13.1.
25. The VOID LLC
13.1.
26. Universal Parks and Resorts by NBCUniversal
13.1.
27. Vicon Motion Systems Limited by Oxford Metrics PLC
13.1.
28. VRstudios, Inc.
13.1.
29. Zero Latency PTY LTD
13.2. Key Product Portfolio
14. Appendix
14.1. Discussion Guide
14.2. License & Pricing
FIGURE 1. LOCATION-BASED ENTERTAINMENT MARKET RESEARCH PROCESS
FIGURE 2. LOCATION-BASED ENTERTAINMENT MARKET SIZE, 2023 VS 2030
FIGURE 3. LOCATION-BASED ENTERTAINMENT MARKET SIZE, 2018-2030 (USD MILLION)
FIGURE 4. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY REGION, 2023 VS 2030 (%)
FIGURE 5. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 6. LOCATION-BASED ENTERTAINMENT MARKET DYNAMICS
FIGURE 7. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2023 VS 2030 (%)
FIGURE 8. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 9. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2023 VS 2030 (%)
FIGURE 10. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 11. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2023 VS 2030 (%)
FIGURE 12. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 13. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 14. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 15. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY STATE, 2023 VS 2030 (%)
FIGURE 16. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 17. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 18. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 19. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 20. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 21. LOCATION-BASED ENTERTAINMENT MARKET, FPNV POSITIONING MATRIX, 2023
FIGURE 22. LOCATION-BASED ENTERTAINMENT MARKET SHARE, BY KEY PLAYER, 2023

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