Location-based Entertainment Market Size, Share & Trends Analysis Report By Component, By End-use (Amusement Parks, Arcade Studios, 4D Films), By Technology, By Region, And Segment Forecasts, 2023 - 2030

Location-based Entertainment Market Size, Share & Trends Analysis Report By Component, By End-use (Amusement Parks, Arcade Studios, 4D Films), By Technology, By Region, And Segment Forecasts, 2023 - 2030

Location-based Entertainment Market Growth & Trends

The global location-based entertainment market size is projected to reach USD 24.76 billion in 2030 and is expected to expand at a compound annual growth rate (CAGR) of 28.8% from 2023 to 2030. The growth can be credited to increasing consumer expenditure on new and exciting adventure and leisure activities. Rising disposable incomes and changing lifestyle patterns are the major factors driving the demand for location-based entertainment (LBE).

The growth of the location-based entertainment market is being further driven by the introduction of technologies, such as Augmented Reality (AR), Virtual Reality (VR), and mixed reality. These location-based entertainment services combined with these technologies provide visitors with an immersive and real-life experience. The market players are offering VR attractions under one roof to attract more visitors. For instance, in 2022, Sandbox VR announced to enter the Colorado location at Park Meadows Mall to provide a socially immersive gaming experience that combines high-quality haptics and full-body motion capture to provide complete immersion.

Various video game developers are entering into mergers and acquisitions with VR and LBE technology providers to increase their respective market shares. For instance, in February 2021, Vertigo Games, a VR publisher and game developer, acquired Springboard VR, a VR venue management software and content marketplace provider for LBE. The acquisition was aimed at offering operators access to VR content through Vertigo Games' Haze VR distribution platform and providing both game studios and operators with new tools and technology to expand their LBE business.

Location-based Entertainment Market Report Highlights

  • In terms of component, the hardware segment accounted for over 64.0% of the total revenue share in 2022 owing to the increased spending on VR headsets that can deliver high-end immersive experiences to consumers
  • In terms of technology, the 3D segment accounted for the revenue share of nearly 43.0% in 2022 and is expected to continue dominating the market over the forecast period owing to the continued advances in 3D technology extended reality, which is substantially deployed at LBE sites
  • In terms of end-use, the arcade studios segment is expected to witness a growth rate of around 31.0% from 2023 to 2030
  • The Asia Pacific regional market is anticipated to register a CAGR of around 31.0% from 2023 to 2030
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Chapter 1 Methodology and Scope
1.1 Information Procurement
1.1.1 Purchased database
1.1.2 GVR’s internal database
1.1.3 Secondary sources & third-party perspective
1.1.4 Primary research
1.2 Information Analysis
1.2.1 Data Analysis Models
1.3 Market Formulation and Data Visualization
1.4 Market Scope and Assumptions
1.5 Data Validation and Publishing
Chapter 2 Executive Summary
2.1 Location-Based Entertainment Market Snapshot
2.2 Location-Based Entertainment Market- Segment Snapshot (1/2)
2.3 Location-Based Entertainment Market- Segment Snapshot (2/2)
2.4 Location-Based Entertainment Market- Competitive Landscape Snapshot
Chapter 3 Market Variables, Trends & Scope
3.1 Market Segmentation & Scope
3.2 Market Definition
3.3 Market Size and Growth Prospects
3.4 Location-based Entertainment Market: Value Chain Analysis
3.5 Location-based Entertainment - Market Dynamics
3.5.1 Market Driver Analysis
3.5.1.1 Increasing consumer spending on games and video content
3.5.1.2 Increasing adoption of innovative concepts with VR expertise
3.5.1.3 Raid Technological Innovations
3.5.2 Market Restraint/Challenge Analysis
3.5.2.1 High-Budget infrastructure
3.5.2.2 Spatial discomfort & risk of other ailments
3.6 Location-based Entertainment Market: Technology Landscape
3.6.1 Augmented Reality
3.6.2 Virtual Reality
3.6.3 Mixed Reality
3.6.4 Machine Learning and Artificial Intelligence
3.7 Location-based Entertainment Market - COVID-19 Impact Analysis
3.8 Penetration & Growth Prospect Mapping
3.9 Industry Analysis - Porter’s Five Forces
3.9.1 Bargaining Power of Suppliers - Moderate
3.9.2 Bargaining Power of Buyers- High
3.9.3 Threat of Substitutes- Low
3.9.4 Threat of New Entrant- Moderate
3.9.5 Competitive Rivalry- High
3.10 Industry Analysis - PEST
3.11 Total Number of Location-based Entertainment Centers, By Countries
3.11.1 Location-based Entertainment, Regional Concentration
3.11.2 Most Visited Amusement parks, 2021
3.11.3 List of Location-based Entertainment, by countries
3.11.3.1 U.S.
3.11.3.2 Canada
3.11.3.3 Mexico
3.11.3.4 Germany
3.11.3.5 U.K.
3.11.3.6 France
3.11.3.7 China
3.11.3.8 Japan
3.11.3.9 India
3.11.3.10 South Korea
3.11.3.11 Brazil
3.11.3.12 Middle East and Africa
3.12 Key Company Analysis, by Technology Providers
3.12.1 Key Players, strategic initiatives & outcome analysis
3.12.2 Key Company Ranking, 2022
3.13 Key Company Analysis, by Service Operators
3.13.1 Key Players, strategic initiatives & outcome analysis
3.13.2 Key Company Ranking, 2022
Chapter 4 Component Estimates and Trend Analysis
4.1 Location-based Entertainment Market: By Component Segment Outlook & Market Share 2022 and 2030
4.2 Component Movement Analysis & Market Share, 2022 & 2030
4.3 Hardware
4.3.1 Market size estimates and forecasts, 2018 - 2030 (USD Million)
4.4 Software
4.4.1 Market size estimates and forecasts, 2018 - 2030 (USD Million)
Chapter 5 End-Use Type Estimates and Trend Analysis
5.1 Location-based Entertainment Market: By End-Use Segment Outlook & Market Share 2022 and 2030
5.2 End-use Movement Analysis & Market Share, 2022 & 2030
5.3 Amusement Park
5.3.1 Market size estimates and forecasts, 2018 - 2030 (USD Million)
5.3.2 Indoor
5.3.2.1 Market size estimates and forecasts, 2018 - 2030 (USD Million)
5.3.3 Outdoor
5.3.3.1 Market size estimates and forecasts, 2018 - 2030 (USD Million)
5.4 Arcade Studios
5.4.1 Market size estimates and forecasts, 2018 - 2030 (USD Million)
5.5 4D Films
5.5.1 Market size estimates and forecasts, 2018 - 2030(USD Million)
Chapter 6 Technology Type Estimates and Trend Analysis
6.1 Location-based Entertainment Market: By Technology Segment Outlook & Market Share 2022 and 2030
6.2 Technology Movement Analysis & Market Share, 2022 & 2030
6.3 2 Dimensional (2D)
6.3.1 2-Dimensional (2D) Market, By Region, 2018 - 2030 (USD Million)
6.4 3 Dimensional (3D)
6.4.1 3-Dimensional (3D) Market, By Region, 2018 - 2030 (USD Million)
6.5 Cloud Merged Reality (CMR)
6.5.1 Cloud Merged Reality (CMR) Market, By Region, 2018 - 2030 (USD Million)
Chapter 7 Regional Segment Analysis
7.1 Location-based Entertainment Market: By Region Segment Outlook & Market Share 2022 and 2030
7.2 Regional Movement Analysis & Market Share, 2022 & 2030
7.3 North America
7.3.1 North America Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
7.3.2 North America Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
7.3.3 North America Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
7.3.4 U.S.
7.3.4.1 U.S. Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
7.3.4.2 U.S. Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
7.3.4.3 U.S. Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
7.3.5 Canada
7.3.5.1 Canada Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
7.3.5.2 Canada Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
7.3.5.3 Canada Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
7.3.6 Mexico
7.3.6.1 Mexico Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
7.3.6.2 Mexico Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
7.3.6.3 Mexico Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
7.4 Europe
7.4.1 Europe
7.4.2 Europe Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
7.4.3 Europe Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
7.4.4 Europe Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
7.4.5 Germany
7.4.5.1 Germany Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
7.4.5.2 Germany Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
7.4.5.3 Germany Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
7.4.6 U.K.
7.4.6.1 U.K. Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
7.4.6.2 U.K. Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
7.4.6.3 U.K. Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
7.4.7 France
7.4.7.1 France Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
7.4.7.2 France Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
7.4.7.3 France Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
7.5 Asia Pacific
7.5.1 Asia Pacific
7.5.2 Asia Pacific Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
7.5.3 Asia Pacific Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
7.5.4 Asia Pacific Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
7.5.5 China
7.5.5.1 China Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
7.5.5.2 China Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
7.5.5.3 China Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
7.5.6 Japan
7.5.6.1 Japan Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
7.5.6.2 Japan Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
7.5.6.3 Japan Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
7.5.7 India
7.5.7.1 India Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
7.5.7.2 India Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
7.5.7.3 India Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
7.5.8 South Korea
7.5.8.1 South Korea Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
7.5.8.2 South Korea Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
7.5.8.3 South Korea Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
7.6 South America
7.6.1 South America
7.6.2 South America Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
7.6.3 South America Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
7.6.4 South America Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
7.6.5 Brazil
7.6.5.1 Brazil Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
7.6.5.2 Brazil Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
7.6.5.3 Brazil Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
7.7 Middle East & Africa
7.7.1 Middle East & Africa
7.7.2 Middle East & Africa Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
7.7.3 Middle East & Africa Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
7.7.4 Middle East & Africa Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
Chapter 8 Competitive Landscape
A. Company Landscape, by Technology Provider
8.1 Microsoft Corporation
8.1.1 Company Overview
8.1.2 Financial Performance
8.1.3 Product Benchmarking
8.1.4 Recent Developments
8.2 Google LLC
8.2.1 Company Overview
8.2.2 Financial Performance
8.2.3 Product Benchmarking
8.2.4 Recent Developments
8.3 HQ Software
8.3.1 Company Overview
8.3.2 Product Benchmarking
8.4 HTC Corporation
8.4.1 Company Overview
8.4.2 Financial Performance
8.4.3 Product Benchmarking
8.4.4 Recent Developments
8.5 Samsung Electronics Co. Ltd.
8.5.1 Company Overview
8.5.2 Financial Performance
8.5.3 Product Benchmarking
8.5.4 Recent Developments
8.6 4Experience
8.6.1 Company Overview
8.6.2 Product Benchmarking
8.7 CamOnApp
8.7.1 Company Overview
8.7.2 Product Benchmarking
8.7.3 Recent Projects
8.8 Niantic Inc.
8.8.1 Company Overview
8.8.2 Product Benchmarking
8.8.3 Games and Apps using ar developed by Niantic
8.8.4 Recent Developments
8.9 Magic Leap Inc.
8.9.1 Company Overview
8.9.2 Product Benchmarking
8.9.3 Recent Developments
8.10 VRstudios Inc.
8.10.1 Company Overview
8.10.2 Product Benchmarking
8.10.3 Recent Developments
8.11 Huawei Technologies Co. Ltd.
8.11.1 Company Overview
8.11.2 Financial Performance
8.11.3 Product Benchmarking
8.11.4 Recent Developments
8.12 Springboard VR
8.12.1 Company Overview
8.12.2 Product Benchmarking
8.12.3 Recent Developments
B. Company Landscape, by Service Operator
8.13 Cinepolis
8.13.1 Company Overview
8.13.2 Product Benchmarking
8.13.3 Recent Developments
8.14 Disney Parks, Experience, and Products
8.14.1 Company Overview
8.14.2 Financial Performance
8.14.3 Product Benchmarking
8.14.4 Recent Developments
8.15 Universal Parks and Resorts
8.15.1 Company Overview
8.15.2 Financial Performance
8.15.3 Product Benchmarking
8.15.4 Recent Developments
8.16 Six Flags Entertainment Corporation
8.16.1 Company Overview
8.16.2 Financial Performance
8.16.3 List of Amusement Parks
8.16.4 Recent Developments
8.17 AEON Fantasy Company
8.17.1 Company Overview
8.17.2 Financial Performance
8.17.3 Brands
8.18 Barron Games International
8.18.1 Company Overview
8.18.2 Product Benchmarking
8.19 Overseas Chinese Town Enterprise Co. (OCT) Parks
8.19.1 Company Overview
8.19.2 List of Amusement Parks
8.20 E-Learning Studios
8.20.1 Company Overview
8.20.2 Product Benchmarking
8.21 KidZania Operations S.A.R.L.
8.21.1 Company Overview
8.21.2 ActivitIes Offered
8.22 Regal Entertainment Group
8.22.1 Company Overview
8.22.2 Product Benchmarking
8.23 Bob’s Space Racers
8.23.1 Company Overview
8.23.2 Brands

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