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Location-Based Entertainment Market - Global Forecast 2025-2030

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    Report

  • 183 Pages
  • November 2025
  • Region: Global
  • 360iResearch™
  • ID: 4896741
UP TO OFF until Jan 01st 2026
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The location-based entertainment market is rapidly transforming the guest experience landscape, blending immersive technologies, advanced analytics, and creative design to deliver interactive, narrative-driven environments. As venues and operators adapt to shifting audience expectations, this market presents new opportunities and operational challenges for growth-oriented decision-makers.

Market Snapshot: Location-Based Entertainment Market Overview

The Location-Based Entertainment Market grew from USD 7.07 billion in 2024 to USD 8.64 billion in 2025. It is expected to continue growing at a CAGR of 22.53%, reaching USD 23.94 billion by 2030. This growth reflects rising demand for interactive amusement options powered by augmented reality, projection mapping, and cloud-connected simulation platforms. The sector is expanding beyond traditional paradigms, with diverse applications across theme parks, arcades, museums, sports venues, and cultural centers. Operators are increasingly adopting data-driven personalization and modular technology architectures to meet evolving guest expectations and drive competitive differentiation.

Scope & Segmentation

This report provides a comprehensive analysis spanning multiple components, technologies, venue types, business models, experience categories, and applications across key global regions.

  • Component Categories: AR & VR accessories, arcade and gaming machines, audio and spatial sound systems, motion simulator modules, projection and display screens, sensors, consulting and integration services, customer support and technical assistance, game hosting and maintenance, analytics and data management, content creation and game development, content management, booking and CRM platforms, simulation platforms, and system control and integration solutions.
  • Venue Types: Theme parks, water parks, arcades, museums, zoos, indoor sports halls, stadiums, and cultural centers.
  • Technologies: Cloud merged reality, augmented reality, virtual reality, 3D, 4D, and 5D projection mapping.
  • Business Models: Pay-per-use and subscription or membership-based approaches.
  • Experience Types: Dimensional cinematic attractions, immersive storytelling, and interactive games.
  • Applications: Educational and edutainment, gaming and eSports, historical and cultural showcases, and science and exploration experiences.
  • Regional Coverage: Americas (United States, Canada, Mexico, Brazil, Argentina, Chile, Colombia, Peru), Europe, Middle East & Africa (United Kingdom, Germany, France, Russia, Italy, Spain, Netherlands, Sweden, Poland, Switzerland, United Arab Emirates, Saudi Arabia, Qatar, Turkey, Israel, South Africa, Nigeria, Egypt, Kenya), Asia-Pacific (China, India, Japan, Australia, South Korea, Indonesia, Thailand, Malaysia, Singapore, Taiwan).

Key Takeaways for Senior Decision-Makers

  • Immersive audience engagement is evolving from passive viewing to participatory experiences, integrating storytelling, interactive gaming, and tailored education.
  • Successful operators are forming strategic alliances with technology vendors and content creators, enhancing both creative delivery and system interoperability.
  • Cross-disciplinary talent pools, including software developers, creative directors, and guest analytics specialists, are essential for agile innovation and competitive advantage.
  • Personalization and modular technology adoption drive sustained guest satisfaction and efficient expansion of immersive offerings.
  • Regional development strategies must reflect differences in infrastructure maturity, regulatory factors, and diverse cultural preferences to optimize investment and growth.

Tariff Impact: Navigating Supply Chain and Cost Considerations

Recent changes to United States tariff schedules have increased complexities within equipment supply chains. Elevated import duties on hardware components are prompting procurement teams to adjust supplier networks and explore alternative sourcing. Service providers are updating fee structures and support contracts to address shifting cost bases, while solution vendors are recalibrating investments in localization and regional support to maintain guest satisfaction and operational innovation. Collaborative supply chain mapping and vendor management are critical to minimizing disruption.

Methodology & Data Sources

This report integrates insights from primary research, including qualitative interviews with venue operators, technology providers, and service vendors across regions. Quantitative analysis covers deployment timelines and integration challenges, while secondary sources such as industry publications and regulatory reports inform broader context and supply chain perspectives. Data validation and cross-verification ensure robust, actionable intelligence for the location-based entertainment market.

Why This Report Matters

  • Enables stakeholders to benchmark opportunities, risks, and innovation pathways in the evolving location-based entertainment sector.
  • Provides actionable recommendations for operational agility, cross-functional alignment, and technology adoption within immersive venues.
  • Helps identify optimal strategies for regional market entry, tariff mitigation, and enhanced guest engagement outcomes.

Conclusion

As the market advances, the interplay of technology, creative content, and regional strategies is reshaping audience experiences. Effective leadership and agile partnership models will position organizations to thrive and lead in location-based entertainment.

 

Additional Product Information:

  • Purchase of this report includes 1 year online access with quarterly updates.
  • This report can be updated on request. Please contact our Customer Experience team using the Ask a Question widget on our website.

Table of Contents

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. Stakeholders
2. Research Methodology
3. Executive Summary
4. Market Overview
5. Market Insights
5.1. Rise of hyper-localized pop-up immersive experiences blending local culture with branded storytelling
5.2. Expansion of e-sports arenas within entertainment complexes featuring live streaming and spectator engagement
5.3. Integration of large-scale VR free-roam adventures with real-time audience analytics and social sharing
5.4. Adoption of AI-driven personalization engines to tailor attraction pathways based on guest preferences
5.5. Implementation of contactless queue management and virtual queuing to enhance guest satisfaction and throughput
5.6. Integration of multi-sensory effects and haptic feedback technologies in location-based dark rollercoaster experiences
5.7. Growth of modular pop-up funhouses combining AR gaming zones with F&B micro-concepts in urban districts
5.8. Adoption of sustainable materials and LEED-certified design practices in new immersive entertainment venues
5.9. Emergence of subscription-based access models for location attractions driving recurring revenue streams
5.10. Integration of big data analytics platforms capturing in-venue customer behavior to optimize attraction layouts
6. Cumulative Impact of United States Tariffs 2025
7. Cumulative Impact of Artificial Intelligence 2025
8. Location-Based Entertainment Market, by Component
8.1. Hardware
8.1.1. AR & VR Accessories
8.1.2. Arcade & Gaming Machines
8.1.3. Audio & Spatial Sound Systems
8.1.4. Motion Simulator Modules
8.1.5. Projection & Display Screens
8.1.6. Sensors
8.2. Services
8.2.1. Consulting & Integration Services
8.2.2. Customer Support & Technical Assistance
8.2.3. Game Hosting & Maintenance
8.3. Solutions
8.3.1. Analytics & Data Management
8.3.2. Content Creation & Game Development
8.3.3. Content Management, Booking & CRM
8.3.4. Simulation Platforms
8.3.5. System Control & Integration
9. Location-Based Entertainment Market, by Venue Type
9.1. Amusement Parks
9.1.1. Theme Parks
9.1.2. Water Parks
9.2. Arcades
9.3. Cultural Centers
9.3.1. Museums
9.3.2. Zoos
9.4. Sports Venues
9.4.1. Indoor Sports Halls
9.4.2. Stadiums
10. Location-Based Entertainment Market, by Technology
10.1. Cloud Merged Reality
10.1.1. Augmented Reality
10.1.2. Virtual Reality
10.2. Projection Mapping
10.2.1. 3D
10.2.2. 4D
10.2.3. 5 D
11. Location-Based Entertainment Market, by Business Model
11.1. Pay-Per-Use
11.2. Subscription / Membership-Based
12. Location-Based Entertainment Market, by Experience Type
12.1. Dimensional Cinematic Attractions
12.2. Immersive Storytelling
12.3. Interactive Games
13. Location-Based Entertainment Market, by Application
13.1. Educational & Edutainment
13.2. Gaming & eSports
13.3. Historical & Cultural
13.4. Science & Exploration
14. Location-Based Entertainment Market, by Region
14.1. Americas
14.1.1. North America
14.1.2. Latin America
14.2. Europe, Middle East & Africa
14.2.1. Europe
14.2.2. Middle East
14.2.3. Africa
14.3. Asia-Pacific
15. Location-Based Entertainment Market, by Group
15.1. ASEAN
15.2. GCC
15.3. European Union
15.4. BRICS
15.5. G7
15.6. NATO
16. Location-Based Entertainment Market, by Country
16.1. United States
16.2. Canada
16.3. Mexico
16.4. Brazil
16.5. United Kingdom
16.6. Germany
16.7. France
16.8. Russia
16.9. Italy
16.10. Spain
16.11. China
16.12. India
16.13. Japan
16.14. Australia
16.15. South Korea
17. Competitive Landscape
17.1. Market Share Analysis, 2024
17.2. FPNV Positioning Matrix, 2024
17.3. Competitive Analysis
17.3.1. AEON Fantasy Co.,Ltd.
17.3.2. Falcon’s Beyond Global, Inc.
17.3.3. Google LLC by Alphabet, Inc.
17.3.4. Meta Platforms, Inc.
17.3.5. Microsoft Corporation
17.3.6. NBCUNIVERSAL MEDIA, LLC
17.3.7. Niantic Inc. by Scopely, Inc.
17.3.8. Oxford Metrics plc
17.3.9. Panasonic Holdings Corporation
17.3.10. The Walt Disney Company

Companies Mentioned

The companies profiled in this Location-Based Entertainment market report include:
  • 4Experience sp. z o.o.
  • AEON Fantasy Co.,Ltd.
  • Apple Inc.
  • CyberGlove Systems LLC
  • Falcon’s Beyond Global, Inc.
  • Fantawild Holdings Inc.
  • Fennec Labs Ltd.
  • Google LLC by Alphabet, Inc.
  • Habo Studio Inc.
  • HOLOGATE GmbH
  • HQ Software
  • HTC Corporation
  • Huawei Technologies Co., Ltd.
  • IMAX Corporation
  • Kabum s.r.l.
  • Kingsmen Creatives Ltd.
  • Magic Leap Inc.
  • Meta Platforms, Inc.
  • Microsoft Corporation
  • NBCUNIVERSAL MEDIA, LLC
  • Niantic Inc. by Scopely, Inc.
  • NVIDIA Corporation
  • Oxford Metrics plc
  • Panasonic Holdings Corporation
  • Samsung Electronics Co. Ltd.
  • Sandbox VR, Inc.
  • Sony Group Corporation
  • SpringboardVR by Vertigo Studios B.V.
  • Tencent Holdings Ltd.
  • The VOID LLC
  • The Walt Disney Company
  • Zero Latency Pty Ltd.
  • Zooom Studios

Table Information