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, 2025 - 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, 2025 - 2030
Location-based Entertainment Market Growth & Trends
The global location-based entertainment market size is anticipated to reach USD 25.90 billion by 2030, according to a new report by Grand View Research, Inc. The market is projected to grow at a CAGR of 28.5% from 2025 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 2024 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 2024 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 2025 to 2030
The Asia Pacific regional market is anticipated to register a CAGR of around 31.0% from 2025 to 2030
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Chapter 1. Methodology and Scope
1.1. Market Segmentation & Scope
1.2. Market Definitions
1.3. Information Procurement
1.3.1. Information analysis
1.3.2. Market formulation & data visualization
1.3.3. Data validation & publishing
1.4. 4 Research Scope and Assumptions
1.4.1. List of Data Sources
Chapter 2. Executive Summary
2.1. Location-based Entertainment Market Snapshot
2.2. Location-based Entertainment Market- Competitive Landscape Snapshot
Chapter 3. Location-based Entertainment Market - Industry Outlook
3.1. Market Overview
3.2. Industry Value Chain Analysis
3.3. Market Dynamics
3.3.1. Market Driver Analysis
3.3.2. Market Restraint Analysis
3.3.3. Market Opportunity
3.4. Technology Landscape
3.5. Industry Analysis Tools
3.5.1. Porter’s analysis
3.5.2. Macroeconomic analysis
Chapter 4. Location-based Entertainment Market: Component Estimates & Trend Analysis
4.1. Component Movement Analysis & Market Share, 2024 & 2030
4.2. Location-based Entertainment Market Estimates & Forecast, By Component (USD Million)
4.2.1. Hardware
4.2.2. Software
Chapter 5. Location-based Entertainment Market: Technology Estimates & Trend Analysis
5.1. Technology Movement Analysis & Market Share, 2024 & 2030
5.2. Location-based Entertainment Market Estimates & Forecast, By Technology (USD Million)
5.2.1. 3- & 4-Dimensional (3D & 4D)
5.2.2. 2D
5.2.3. Cloud Merged Reality (CMR)
Chapter 6. Location-based Entertainment Market: End Use Estimates & Trend Analysis
6.1. End Use Movement Analysis & Market Share, 2024 & 2030
6.2. Location-based Entertainment Market Estimates & Forecast, By End Use (USD Million)
6.2.1. Amusement Park
6.2.1.1. Indoor
6.2.1.2. Outdoor
6.2.2. 4D Films
6.2.3. Arcade Studios
Chapter 7. Regional Estimates & Trend Analysis
7.1. Location-based Entertainment Market by Region, 2024 & 2030
7.2. North America
7.2.1. North America Location-based Entertainment Market Estimates & Forecasts, 2018 - 2030 (USD Million)
7.2.2. U.S.
7.2.3. Canada
7.2.4. Mexico
7.3. Europe
7.3.1. Europe Location-based Entertainment Market Estimates & Forecasts, 2018 - 2030 (USD Million)
7.3.2. Germany
7.3.3. UK
7.3.4. France
7.3.5. Rest of Europe
7.4. Asia Pacific
7.4.1. Asia Pacific Location-based Entertainment Market Estimates & Forecasts, 2018 - 2030 (USD Million)
7.4.2. Japan
7.4.3. China
7.4.4. India
7.4.5. South Korea
7.4.6. Australia
7.4.7. Rest of Asia Pacific
7.5. South America
7.5.1. South America Location-based Entertainment Market Estimates & Forecasts, 2018 - 2030 (USD Million)
7.5.2. Brazil
7.5.3. Rest of South America
7.6. Middle East & Africa (MEA)
7.6.1. MEA Location-based Entertainment Market Estimates & Forecasts, 2018 - 2030 (USD Million)
7.6.2. Saudi Arabia
7.6.3. UAE
7.6.4. South Africa
7.6.5. Rest of MEA
Chapter 8. Location-based Entertainment Market - Competitive Landscape
8.1. Recent Developments & Impact Analysis, By Key Market Participants