Location-based Entertainment Market by Systems (AR/VR, Projection Mapping, Interactive Gaming), Software (Content Management, Experience Design, Analytics & Monitoring), Application (Immersive Rides, Cinematic Experiences) - Global Forecast to 2029

The Location-Based entertainment market was estimated to be USD 5.47 billion in 2024 to USD 15.33 billion by 2029 at a compound annual growth rate (CAGR) of 22.9%. The growth of LBE depends on several factors including improvements in holographic displays as well as spatial computing and motion tracking and AI-driven simulations that deliver highly immersive experiences. The transition from generic to individualized entertainment experiences drives up demand at amusement parks and themed attractions and digital experience centers. Advanced analytics and cloud-based content management systems and real-time monitoring capabilities enable businesses to optimize visitor interactions and business operations while increasing revenue. High-speed network adoption and IoT-based interactive installations create new ways for users to experience physical spaces. The market expansion gets a boost from investments in smart tourism and next-generation entertainment hubs. The use of AI-generated content coupled with adaptive storytelling allows businesses to develop distinct playable experiences that attract more consumers to LBE. For instance, Meow Wolf integrates sensor-based interactivity into its immersive art exhibitions and AREA15 in Las Vegas provides multi-sensory entertainment through mixed reality and large-scale projection technology.

“Based on System, The AR/VR systems are expected to have second largest market size during the forecast period.” AR/VR systems will dominate the market because they provide highly immersive and interactive experiences. Organizations have started implementing these systems to boost customer involvement within entertainment centers and theme parks and retail settings. Market growth exists because of increasing use of head-mounted displays (HMDs) and haptic feedback technologies and spatial computing devices. Recent developments in 5G technology together with AI systems that personalize content have improved the delivery of AR/VR experiences while making them both more fluid and capable of mass scale deployment.

Location-Based VR arenas incorporating AI-powered avatars and real-time multiplayer interactions draw in more customers to their facilities. The combination of MR technologies within cultural institutions lets visitors experience interactive historical events firsthand. The boundaries of engagement continue to expand because of the advancements in full-body motion tracking and extended reality (XR) theme park rides. The sports and fitness industries use VR-based simulations to develop hyper-realistic training scenarios which benefit their operations. Metaverse-related applications expansion drives investments that position AR/VR system technology as market leaders in the LBE sector.

“Based on Services, The Professional Services will witness the highest growth during the forecast period.” Businesses will depend on professional services to dominate the market because they need expert consultation along with training and support to optimize their Location-Based entertainment (LBE) experiences. The range of services includes consulting & advisory, training & development, and support & maintenance, guaranteeing smooth integration with ongoing system efficiency. The market demands specialized expertise because immersive technologies, including AI-driven interactive environments, spatial computing, and sensor-based installations, continue to increase in complexity.

Large companies implementing projection mapping and AI-driven interactive projects need specialized consultation services to develop compelling visitor experiences. Theme parks and entertainment venues dedicate ongoing training programs to teach their staff how to operate advanced AR-based attractions and real-time analytics platforms. Periodic system updates and predictive maintenance services are essential for LBE operators to ensure operational continuity and maximize user engagement since the LBE market experiences rapid hardware and software changes. Data-driven personalized entertainment solutions have increased the market demand for professional services thus strengthening their position as market leaders.

“Based on Region, Asia Pacific's highest growth rate during the forecast period.”

The Asia Pacific region will experience the fastest expansion of LBE market operations because of increasing urbanization, growing consumer disposable income, and increasing entertainment demand. The leading countries in Asia Pacific, such as China, Japan, and South Korea, use advanced technologies such as AI-powered attractions, holographic entertainment, and multi-sensory installations to lead LBE development. The ongoing smart city developments alongside digital infrastructure growth across India and Southeast Asia provide perfect conditions for LBE market adoption.

Public authorities and private stakeholders dedicate resources to establish theme parks alongside VR gaming facilities and advanced movie theaters. China's strong metaverse initiative supports AR/VR adoption, while Japan's advanced integration of robotics and interactive park experiences improves visitor engagement. The interactive gaming culture of South Korea, together with its esports popularity, drives the market demand for advanced gaming facilities. Asia Pacific has become the fastest-growing market for Location-Based entertainment because its diverse consumer base grows alongside its middle class while smartphone penetration numbers rise.

Breakdown of primaries

The study contains insights from various industry experts, from solution vendors to Tier 1 companies. The break-up of the primaries is as follows:

By Company Type: Tier 1 – 62%, Tier 2 – 23%, and Tier 3 – 15%

By Designation: C-level –50%, D-level – 30%, and Others – 20%

By Region: North America – 38%, Europe – 15%, Asia Pacific – 35%, Middle East & Africa – 7%, and Latin America- 5%.

The major players in the Location-Based entertainment market include Microsoft (US), Google (US), Meta (US), NVIDIA (US), Unity Technologies (US), Sony Interactive Experiences (US), Samsung (South Korea), Barco Electronic System (Belgium), Panasonic (Japan), Huawei Technologies (China), HQ Software (Estonia), HTC Vive (Taiwan), Niantic (US), Vicon Motion Systems (UK), Optitrack (US), Springboard VR (US), 4Experience (Poland), Hologate (Germany), Ultraleap (UK), Magic Leap (US), Shape Immersive (Canada), Camon (Argentina), Kat VR (China), Virtuix (US), Pico (US), Illumix (US), Sandbox VR (US). These players have adopted various growth strategies, such as partnerships, agreements and collaborations, new product launches, enhancements, and acquisitions to expand their Location-Based entertainment market footprint.

Research Coverage

The market study covers the Location-Based entertainment market size across different segments. It aims at estimating the market size and the growth potential across different segments, including offering, venue, application, and region. The offerings include systems, software, and services. Systems comprise simulation-based attractions, holographic displays, and other interactive systems, while software includes content management, experience design, analytics, and monitoring tools. Services cover professional consulting, training, support, and managed services. Further, the venue segment consists of amusement parks, theme parks, arcades, and other entertainment venues. The applications encompass gaming, immersive rides, cinematic experiences, and other interactive entertainment formats. The regional analysis of the Location-Based entertainment market covers North America, Europe, Asia Pacific, the Middle East & Africa, and Latin America. The study includes an in-depth competitive analysis of the leading market players, their company profiles, key observations related to product and business offerings, recent developments, and market strategies.

Key Benefits of Buying the Report

The report will help the market leaders/new entrants with information on the closest approximations of the global Location-Based entertainment market’s revenue numbers and subsegments. This report will help stakeholders understand the competitive landscape and gain more insights to position their businesses better and plan suitable go-to-market strategies. Moreover, the report will provide insights for stakeholders to understand the market’s pulse and provide them with information on key market drivers, restraints, challenges, and opportunities.

The report provides insights on the following pointers:

1. Analysis of key drivers (advancements in AR and VR technologies, rising consumer spending power, rising demand for social and shared experiences, and integration of AIand ML technologies ), restraints (limited scalability of LBE business, high upfront cost, and impact of weather dependency), opportunities (increase in live events and performances, rising popularity of wearables such as fitness trackers and smartwatches, collaboration with brands and events ), and challenges (regulatory requirement at local, state, and federal levels, necessity for consistent content updates, and limited appeal) influencing the growth of the Location-Based entertainment market.

2. Product Development/Innovation: Detailed insights on upcoming technologies, research & development activities, and new product & service launches in the Location-Based entertainment market.

3. Market Development: Comprehensive information about lucrative markets – the report analyses the Location-Based entertainment market across various regions.

4. Market Diversification: Exhaustive information about new products & services, untapped geographies, recent developments, and investments in the Location-Based entertainment market.

5. Competitive Assessment: In-depth assessment of market shares, growth strategies and service offerings of leading players Microsoft (US), Google (US), Meta (US), NVIDIA (US), Unity Technologies (US), Sony Interactive Experiences (US), Samsung (South Korea), Barco Electronic System (Belgium), Panasonic (Japan), Huawei Technologies (China), HQ Software (Estonia), HTC Vive (Taiwan), Niantic (US), Vicon Motion Systems (UK), Optitrack (US), Springboard VR (US), 4Experience (Poland), Hologate (Germany), Ultraleap (UK), Magic Leap (US), Shape Immersive (Canada), Camon (Argentina), Kat VR (China), Virtuix (US), Pico (US), Illumix (US), Sandbox VR (US).


1 Introduction
1.1 Study Objectives
1.2 Market Definition
1.2.1 Inclusions And Exclusions
1.3 Market Scope
1.3.1 Market Segmentation
1.3.2 Years Considered
1.4 Currency Considered
1.5 Stakeholders
1.6 Summary Of Changes
2 Research Methodology
2.1 Research Data
2.1.1 Secondary Data
2.1.1.1 Key Data From Secondary Sources
2.1.2 Primary Data
2.1.2.1 List Of Key Primary Interview Participants
2.1.2.2 Breakup Of Primary Profiles
2.1.2.3 Key Data From Primary Sources
2.1.2.4 Key Insights From Industry Experts
2.2 Data Triangulation
2.3 Market Size Estimation
2.3.1 Top-down Approach
2.3.2 Bottom-up Approach
2.4 Market Forecast
2.5 Research Assumptions
2.6 Research Limitations
3 Executive Summary
4 Premium Insights
4.1 Attractive Opportunities For Players In Location-based Entertainment Market
4.2 North America: Location-based Entertainment Market,
By Offering & Country, 2024
4.3 Asia Pacific: Location-based Entertainment Market,
By Offering & Top 3 Countries, 2024
4.4 Location-based Entertainment Market, By Offering
4.5 Location-based Entertainment Market, By Venue
4.6 Location-based Entertainment Market, By Application
5 Market Overview And Industry Trends
5.1 Introduction
5.2 Market Dynamics
5.2.1 Drivers
5.2.1.1 Rising Consumer Spending Power
5.2.1.2 Advancements In Vr And Ar Technologies
5.2.1.3 Integration Of Artificial Intelligence (Ai) And Machine Learning (Ml) Technologies
5.2.1.4 Rising Demand For Social And Shared Experiences
5.2.2 Restraints
5.2.2.1 Limited Scalability Of Location-based Entertainment Business
5.2.2.2 High Upfront Cost
5.2.2.3 Impact Of Wealth Dependency
5.2.3 Opportunities
5.2.3.1 Increase In Live Events And Performances
5.2.3.2 Rising Popularity Of Wearables Such As Fitness Trackers And Smartwatches
5.2.3.3 Collaboration With Brands & Events
5.2.4 Challenges
5.2.4.1 Regulatory Requirements At Local, State, And Federal Levels
5.2.4.2 Rapid Pace Of Technological Change
5.2.4.3 Limited Appeal
5.3 Brief History Of Location-based Entertainment
5.4 Ecosystem Analysis
5.5 Case Study Analysis
5.5.1 Andretti Karting Enhances Location-based Entertainment Operations With Microsoft Dynamics 365 Business Central
5.5.2 Worldbuildr Utilizes Unity Industry For Aec To Power Next-generation Virtual World Creation
5.5.3 Maquette Utilizes Optitrack Motion Capture By Naturalpoint For Enhanced Xr Prototyping
5.5.4 Dreamtrace Utilizes 4experience For Motion Tracking And Multiplayer Functionalities In Physical Vr Arena
5.5.5 Fennec Labs And Spawnpoint Utilize Vive Focus 3 And Lbss To Deliver Engaging Vr Arcade Experiences
5.5.6 Atlantis Aquarium Relies On Panasonic To Offer Fully Immersive Experience Of Underwater World
5.6 Supply Chain Analysis
5.7 Regulatory Landscape
5.7.1 Regulatory Bodies, Government Agencies,
And Other Organizations
5.7.1.1 International Association Of Amusement Parks And Attractions (Iaapa) – Global
5.7.1.2 Federal Communications Commission (Fcc)-global
5.7.1.3 Gambling Regulatory Authority Of Singapore (Gra)-global
5.7.2 Key Regulations
5.7.2.1.1 North America
5.7.2.1.2 Europe
5.7.2.1.3 Asia Pacific
5.7.2.1.4 Middle East & Africa
5.7.2.1.5 Latin America
5.8 Pricing Analysis
5.8.1 Pricing Of Solutions, By Key Player, 2024
5.8.2 Indicative Pricing Analysis, By Ar Software, 2024
5.9 Technology Analysis
5.9.1 Key Technologies
5.9.1.1 Virtual Reality (Vr)
5.9.1.2 Augmented Reality (Ar)
5.9.1.3 Projection Mapping
5.9.2 Complementary Technologies
5.9.2.1 Artificial Intelligence (Ai)/Machine Learning (Ml)
5.9.2.2 Internet Of Things (Iot)
5.9.2.3 5g
5.9.3 Adjacent Technologies
5.9.3.1 Wearable Devices
5.9.3.2 Cloud Computing
5.10 Patent Analysis
5.11 Porter’s Five Forces Analysis
5.11.1 Threat Of New Entrants
5.11.2 Threat Of Substitutes
5.11.3 Bargaining Power Of Suppliers
5.11.4 Bargaining Power Of Buyers
5.11.5 Intensity Of Competitive Rivalry
5.12 Trends/Disruptions Impacting Customer Business
5.13 Key Stakeholders And Buying Criteria
5.13.1 Key Stakeholders In Buying Process
5.13.2 Buying Criteria
5.14 Key Conferences And Events, 2025–2026
5.15 Technology Roadmap For Location-based Entertainment Market
5.15.1 Short-term Roadmap (2023–2025)
5.15.2 Mid-term Roadmap (2026–2028)
5.15.3 Long-term Roadmap (2029–2030)
5.16 Best Practices In Location-based Entertainment Market
5.16.1 Seamless Integration Of Technology
5.16.2 Personalization Of Experiences
5.16.3 Focus On Hygiene And Safety
5.16.4 Scalability Of Infrastructure
5.17 Current And Emerging Business Models
5.17.1 Pay-per-experience Model
5.17.2 Subscription Model
5.17.3 Partnership & Licensing Model
5.17.4 Freemium Model
5.17.5 Data Monetization
5.18 Location-based Entertainment Market: Tools, Frameworks,
And Techniques
5.19 Trade Analysis
5.19.1 Export Scenario Of Video Game Consoles, Machines,
And Other Articles For Funfair, Table, Or Parlor Games (9504)
5.19.2 Import Scenario Of Video Game Consoles, Machines, And Other Articles For Funfair, Table, Or Parlor Games, By Key Country, 2016–2023 (Usd Billion)
5.20 Investment And Funding Scenario
5.21 Impact Of Generative Ai On Location-based Entertainment Market
5.21.1 Top Use Cases And Market Potential
5.21.1.1 Key Use Cases
5.21.2 Best Practices
5.21.2.1 Hospitality & Tourism
5.21.2.2 Retail & Shopping Malls
5.21.2.3 Sports & Live Entertainment
5.21.3 Case Studies Of Generative Ai Implementation
5.21.3.1 Ai-powered Virtual Tour Guide Enhancing Visitor Engagement
5.21.3.2 Smart Ai Concierge Improving Guest Satisfaction In Theme Parks
5.21.3.3 Ai-generated Gamified Retail Experience Boosting Foot Traffic In Shopping Malls
5.21.4 Client Readiness And Impact Assessment
5.21.4.1 Client A: Powered Personalized Storytelling
5.21.4.2 Client B: Intelligent Virtual Assistants & Concierges
5.21.4.3 Client C: Ai-driven Gamification & Interactive Experiences
6 Location-based Entertainment Market, By Offering
6.1 Introduction
6.1.1 Offerings: Location-based Entertainment Market Drivers
6.2 Systems
6.2.1 Creation Of Engaging And Immersive Experiences To Drive Market
6.2.2 Ar/Vr System
6.2.3 Projection Mapping System
6.2.4 Interactive Gaming System
6.2.5 Other Systems
6.3 Software
6.3.1 Growing Need For Advanced Systems To Create And Manage Digital Content To Drive Market
6.3.2 Content Management Software
6.3.3 Experience Design Software
6.3.4 Analytics & Monitoring Software
6.3.5 Other Software
6.4 Services
6.4.1 Need To Operate And Manage Systems And Software To Drive Growth
6.4.2 Professional Services
6.4.2.1 Rising Complexity Of Operations And Growing Demand For Lbe Solutions To Drive Market
6.4.2.2 Consulting & Advisory
6.4.2.3 Support & Maintenance
6.4.2.4 Training & Development
6.4.3 Managed Services
6.4.3.1 Demand For Better Customer Service And Experience To Increase Use Of Managed Services
7 Location-based Entertainment Market, By Venue
7.1 Introduction
7.1.1 Venues: Location-based Entertainment Market Drivers
7.2 Amusement Parks
7.2.1 Demand For Innovative, Engaging Experiences At Amusement Parks To Drive Market
7.3 Theme Parks
7.3.1 Growing Demand For Cultural And Educational Hubs To Drive Market
7.4 Arcades
7.4.1 Need To Promote Social Interaction And Engagement Among Youth To Boost Popularity Of Arcades
7.5 Other Venues
8 Location-based Entertainment Market, By Application
8.1 Introduction
8.1.1 Applications: Location-based Entertainment Market Drivers
8.2 Gaming
8.2.1 Growing Demand For Immersive Gaming Entertainment Experiences To Drive Market
8.3 Immersive Rides
8.3.1 Growing Demand For Interactive And Engaging Experiences At Theme Parks To Drive Market
8.4 Cinematic Experiences
8.4.1 Increasing Demand For High-quality Personalized Cinematic Experiences To Drive Market
8.5 Other Applications
9 Location-based Entertainment Market, By Region
9.1 Introduction
9.2 North America
9.2.1 North America: Macroeconomic Outlook
9.2.2 Us
9.2.2.1 Rise In Demand For Immersive And Interactive Experiences To Drive Market
9.2.3 Canada
9.2.3.1 Increased Consumer Spending On Leisure Activities To Drive Demand
9.3 Europe
9.3.1 Europe: Macroeconomic Outlook
9.3.2 Uk
9.3.2.1 Rise In Demand For Immersive Experiences Among Youth To Drive Demand
9.3.3 Germany
9.3.3.1 Growing Adoption Of Advanced Technologies For Location-based Entertainment To Drive Market
9.3.4 France
9.3.4.1 Increased Development In Venture Funding By Small Players To Drive Market
9.3.5 Spain
9.3.5.1 Rise In Tourism To Boost Location-based Entertainment Market
9.3.6 Italy
9.3.6.1 Increased Government Initiatives To Drive Development Of Location-based Entertainment Solutions
9.3.7 Nordics
9.3.7.1 Rising Demand For Leisure And Entertainment Activities To Drive Demand
9.3.8 Rest Of Europe
9.4 Asia Pacific
9.4.1 Asia Pacific: Macroeconomic Outlook
9.4.2 China
9.4.2.1 Increasing Investments In Immersive Technologies To Drive Growth
9.4.3 India
9.4.3.1 Large Investments By Domestic And International Players To Drive Market
9.4.4 Japan
9.4.4.1 Increased Adoption Of Ar And Vr Technologies To Boost Demand
9.4.5 Australia & New Zealand
9.4.5.1 Increased Consumer Spending On Entertainment Activities To Drive Market
9.4.6 Southeast Asia
9.4.6.1 Rise In Tourism To Drive Advancements In Location-based Entertainment Industry
9.4.7 Rest Of Asia Pacific
9.5 Middle East & Africa
9.5.1 Middle East & Africa: Macroeconomic Outlook
9.5.2 Gcc Countries
9.5.2.1 Rapid Economic Growth, Tourism Expansion, And Technological Advancements To Drive Growth
9.5.3 South Africa
9.5.3.1 Increase In Spending On Leisure Activities To Drive Market
9.5.4 Rest Of Middle East & Africa
9.6 Latin America
9.6.1 Latin America: Macroeconomic Outlook
9.6.2 Brazil
9.6.2.1 Cultural Diversity And Technological Innovation To Drive Market
9.6.3 Mexico
9.6.3.1 Growing Disposable Income Of Consumers To Drive Growth
9.6.4 Rest Of Latin America
10 Competitive Landscape
10.1 Introduction
10.2 Key Player Strategies/Right To Win,
10.3 Revenue Analysis
10.4 Market Share Analysis
10.5 Market Ranking Analysis
10.6 Company Evaluation Matrix: Key Players, 2024
10.6.1 Stars
10.6.2 Emerging Leaders
10.6.3 Pervasive Players
10.6.4 Participants
10.6.5 Company Footprint: Key Players, 2024
10.6.5.1 Regional Footprint
10.6.5.2 Offering Footprint
10.6.5.3 Venue Footprint
10.6.5.4 Application Footprint
10.7 Company Evaluation Matrix: Startups/Smes, 2024
10.7.1 Progressive Companies
10.7.2 Responsive Companies
10.7.3 Dynamic Companies
10.7.4 Starting Blocks
10.7.5 Competitive Benchmarking: Startups/Smes, 2024
10.8 Competitive Scenario And Trends
10.8.1 Product Launches
10.8.2 Deals
10.9 Brand/Product Comparison Analysis
10.10 Company Valuation And Financial Metrics Of Key Location-based Entertainment Market Providers
11 Company Profiles
11.1 Major Players
11.1.1 Microsoft
11.1.1.1 Business Overview
11.1.1.2 Products/Solutions/Services Offered
11.1.1.3 Recent Developments
11.1.1.4 Mnm View
11.1.1.4.1 Key Strengths
11.1.1.4.2 Strategic Choices
11.1.1.4.3 Weaknesses And Competitive Threats
11.1.2 Google
11.1.2.1 Business Overview
11.1.2.2 Products/Solutions/Services Offered
11.1.2.3 Recent Developments
11.1.2.4 Mnm View
11.1.2.4.1 Key Strengths
11.1.2.4.2 Strategic Choices
11.1.2.4.3 Weaknesses And Competitive Threats
11.1.3 Meta
11.1.3.1 Business Overview
11.1.3.2 Products/Solutions/Services Offered
11.1.3.3 Recent Developments
11.1.3.4 Mnm View
11.1.3.4.1 Key Strengths
11.1.3.4.2 Strategic Choices
11.1.3.4.3 Weaknesses And Competitive Threats
11.1.4 Unity Technologies
11.1.4.1 Business Overview
11.1.4.2 Products/Solutions/Services Offered
11.1.4.3 Recent Developments
11.1.4.4 Mnm View
11.1.4.4.1 Key Strengths
11.1.4.4.2 Strategic Choices
11.1.4.4.3 Weaknesses And Competitive Threats
11.1.5 Nvidia
11.1.5.1 Business Overview
11.1.5.2 Products/Solutions/Services Offered
11.1.5.3 Recent Developments
11.1.5.4 Mnm View
11.1.5.4.1 Key Strengths
11.1.5.4.2 Strategic Choices
11.1.5.4.3 Weaknesses And Competitive Threats
11.1.6 Sony Interactive Entertainment
11.1.6.1 Business Overview
11.1.6.2 Products/Solutions/Services Offered
11.1.6.3 Recent Developments
11.1.7 Samsung
11.1.7.1 Business Overview
11.1.7.2 Products/Solutions/Services Offered
11.1.7.3 Recent Developments
11.1.8 Barco Electronic Systems
11.1.8.1 Business Overview
11.1.8.2 Products/Solutions/Services Offered
11.1.8.3 Recent Developments
11.1.9 Panasonic
11.1.9.1 Business Overview
11.1.9.2 Products/Solutions/Services Offered
11.1.9.3 Recent Developments
11.1.10 Huawei Technologies
11.1.10.1 Business Overview
11.1.10.2 Products/Solutions/Services Offered
11.1.10.3 Recent Developments
11.2 Other Players
11.2.1 Hq Software
11.2.2 Htc Vive
11.2.3 Niantic Inc.
11.2.4 Vicon Motion Systems
11.2.5 Optitrack
11.3 Startups/Smes
11.3.1 Springboardvr
11.3.2 4experience
11.3.3 Hologate
11.3.4 Ultraleap
11.3.5 Magic Leap
11.3.6 Shape Immersive
11.3.7 Camon
11.3.8 Katvr
11.3.9 Virtuix
11.3.10 Pico
11.3.11 Illumix
11.3.12 Sandbox Vr
12 Adjacent And Related Markets
12.1 Augmented Reality And Virtual Reality Market
12.1.1 Market Definition
12.2 Immersive Virtual Reality (Vr) Market
12.2.1 Market Definition
13 Appendix
13.1 Discussion Guide
13.2 Knowledgestore: Marketsandmarkets’ Subscription Portal
13.3 Customization Options
13.4 Related Reports
13.5 Author Details

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