Global Location-based Entertainment Market Growth, Share, Size, Trends and Forecast (2024 - 2030)

By Component;

Hardware, and Software.

By End-Use;

Amusement Park, Arcade Studios, and 4D Films.

By Technology;

2 Dimensional (2D), 3 Dimensional (3D), and Cloud Merged Reality (CMR).

By Geography;

North America, Europe, Asia Pacific, Middle East & Africa, and Latin America - Report Timeline (2020 - 2030).
Report ID: Rn839644286 Published Date: April, 2024 Updated Date: May, 2024

Introduction

Global Location-based Entertainment Market (USD Million), 2020 - 2030

In the year 2023, the Global Location-based Entertainment Market was valued at USD 7,472.32 million. The size of this market is expected to increase to USD 59,809.57 million by the year 2030, while growing at a Compounded Annual Growth Rate (CAGR) of 34.6%.

The burgeoning market for location-based entertainment (LBE) is experiencing a notable upsurge, propelled by the rapid adoption of immersive video content, video games, and other entertainment offerings at LBE sites. This surge is particularly evident in the integration of Advanced Visual Effects (VFX) with sensory stimuli and tactile experiences, which are captivating consumers and driving demand for LBE services. The gaming industry, in particular, is witnessing a transformative shift as consumers increasingly embrace virtual reality (VR) experiences, especially in multiplayer settings, fostering a conducive environment for smaller firms to invest in the LBE market.

The impact of location-based entertainment extends beyond mere entertainment, with the potential to profoundly influence individuals seeking social and emotional experiences. LBE offers consumers the opportunity to immerse themselves in captivating environments without the need for personal simulation devices, thereby democratizing access to immersive experiences. The retail industry is undergoing a transformative shift, with retail stores and malls leveraging LBE to enhance the shopping experience for customers. By creating social spaces within malls and community centers, LBE is not only enriching entertainment options but also contributing to the creation of vibrant, experiential hubs that cater to diverse consumer preferences and needs.

  1. Introduction
    1. Research Objectives and Assumptions
    2. Research Methodology
    3. Abbreviations
  2. Market Definition & Study Scope
  3. Executive Summary
    1. Market Snapshot, By Component
    2. Market Snapshot, By End-Use
    3. Market Snapshot, By Technology
    4. Market Snapshot, By Region
  4. Global Location-based Entertainment Market Dynamics
    1. Drivers, Restraints and Opportunities
      1. Drivers
        1. Better VR and AR technology
        2. 5G getting more popular
        3. Big VR companies everywhere
        4. New XR technology is cool
      2. Restraints
        1. Need good internet for it
        2. Hard to reach people in rural areas
        3. Making good content is tough
      3. Opportunities
        1. Expanding beyond just games
        2. Working with real-world locations
        3. Making it more fun for everyone
        4. Offering cool rides and games
    2. PEST Analysis
      1. Political Analysis
      2. Economic Analysis
      3. Social Analysis
      4. Technological Analysis
    3. Porter's Analysis
      1. Bargaining Power of Suppliers
      2. Bargaining Power of Buyers
      3. Threat of Substitutes
      4. Threat of New Entrants
      5. Competitive Rivalry
  5. Market Segmentation
    1. Global Location-based Entertainment Market, By Component, 2022 - 2032 (USD Million)
      1. Hardware
      2. Software
    2. Global Location-based Entertainment Market, By End-Use, 2022 - 2032 (USD Million)
      1. Amusement Park
      2. Arcade Studios
      3. 4D Films
    3. Global Location-based Entertainment Market, By Technology, 2022 - 2032 (USD Million)
      1. 2 Dimensional (2D)
      2. 3 Dimensional (3D)
      3. Cloud Merged Reality (CMR)
    4. Global Location-based Entertainment Market, By Geography, 2022 - 2032 (USD Million)
      1. North America
        1. United States
        2. Canada
      2. Europe
        1. Germany
        2. United Kingdom
        3. France
        4. Italy
        5. Spain
        6. Nordic
        7. Benelux
        8. Rest of Europe
      3. Asia Pacific
        1. Japan
        2. China
        3. India
        4. Australia & New Zealand
        5. South Korea
        6. ASEAN (Association of South East Asian Countries)
        7. Rest of Asia Pacific
      4. Middle East & Africa
        1. GCC
        2. Israel
        3. South Africa
        4. Rest of Middle East & Africa
      5. Latin America
        1. Brazil
        2. Mexico
        3. Argentina
        4. Rest of Latin America
  6. Competitive Landscape Analysis
    1. Company Profiles
      1. Exit Reality
      2. Springboard VR
      3. HTC Corporation
      4. IMAX Corporation
      5. VOID LLC
      6. VRstudios Inc.
      7. Huawei Technologies Co., Ltd.
      8. Google LLC
      9. Microsoft Corporation
      10. Samsung Electronics Co.Ltd.
  7. Analyst Views
  8. Future Outlook of the Market

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