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Location-Based Entertainment Market - Global Forecast 2025-2030

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    Report

  • 183 Pages
  • October 2025
  • Region: Global
  • 360iResearch™
  • ID: 4896741
UP TO OFF until Jan 01st 2026
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The location-based entertainment market is undergoing significant transformation as organizations leverage immersive technologies and adapt operational strategies to better engage users. This report provides senior decision-makers with distilled analysis to help guide organizational strategy in a fast-evolving landscape.

Market Snapshot: Growth and Dynamics of the Location-Based Entertainment Market

The location-based entertainment market expanded from USD 7.07 billion in 2024 to USD 8.64 billion in 2025 and is projected to achieve a CAGR of 22.53%, reaching USD 23.94 billion by 2030.

Rapid growth in this sector stems from widespread adoption of integrated digital platforms, such as augmented reality, simulation, and projection mapping. These technological advances are redefining venue experiences and propelling the competitive landscape forward. For executive teams, staying aligned on both strategy and operations is essential as the pace of innovation accelerates and market actors diversify their offerings.

Scope & Segmentation: Comprehensive Market Perspectives

This report delivers an inclusive overview of the location-based entertainment market, covering critical market segments and technology integrations across key geographies:

  • Component: AR and 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 systems, CRM, simulation platforms, and system control and integration solutions.
  • Venue Types: Theme parks, water parks, arcades, museums, zoos, indoor sports halls, stadiums, cultural centers, and sports venues represent a broad array of location-based offerings, serving diverse consumer preferences worldwide.
  • Technologies: Cloud-merged reality applications such as augmented and virtual reality, projection mapping from 3D to 5D, sensor arrays, and audio-visual integration systems are foundational to driving immersive experiences and engaging visitor journeys.
  • Business Models: Both pay-per-use models and subscription or membership-based approaches support operators’ ability to adapt to variable consumer demands and optimize recurring revenue streams.
  • Experience Types: Cinematic attractions, immersive storytelling, and interactive games appeal to audiences seeking novel and participatory entertainment.
  • Applications: Education and edutainment, gaming and eSports, historical and cultural initiatives, as well as science and exploration, allow operators to diversify offerings and attract wider market segments.
  • Regions: Coverage includes the Americas (with North America: US, Canada, Mexico; and Latin America: Brazil, Argentina, Chile, Colombia, Peru), Europe, the Middle East and Africa (capturing both established and emerging centers), and Asia-Pacific (including China, India, Japan, Australia, South Korea, Indonesia, Thailand, Malaysia, Singapore, Taiwan).
  • Companies Analyzed: Analysis spans key technology and content leaders, such as 4Experience sp. z o.o., AEON Fantasy, Apple, CyberGlove Systems, Falcon’s Beyond Global, Fantawild Holdings, Fennec Labs, Google, Habo Studio, HOLOGATE, HQ Software, HTC Corporation, Huawei, IMAX, Kabum, Kingsmen Creatives, Magic Leap, Meta Platforms, Microsoft, NBCUniversal, Niantic by Scopely, NVIDIA, Oxford Metrics, Panasonic, Samsung, Sandbox VR, Sony, SpringboardVR by Vertigo Studios, Tencent, The VOID, Disney, Zero Latency, and Zooom Studios.

Key Takeaways for Senior Decision-Makers

  • Integrated cloud-connected platforms and advanced simulation tools enable flexible upgrades and scale adjustments, supporting a wide range of venue needs.
  • Operators, technology vendors, and content creators are increasingly collaborating to develop hybrid engagement models, effectively connecting physical experiences with digital interactions.
  • Personalized guest journeys, powered by advanced analytics and CRM integration, increase satisfaction, foster repeat visits, and open new avenues for revenue growth.
  • The shift toward modular hardware and open integration standards streamlines technology adoption, lowering capital exposure and reducing the need for disruptive infrastructure changes.
  • Regional partnerships with specialists enhance local expertise, optimize supply chain flows, and provide critical support for navigating regulatory requirements and cross-border risks.
  • Diversified business models, such as flexible pay-per-use and memberships, position operators to adjust as consumer behaviors evolve, while supporting steady growth even in changing market conditions.

Tariff Impact: Navigating Regulatory and Supply Chain Challenges

United States tariffs on core hardware components have prompted a reassessment of sourcing strategies across the industry. Procurement and integration teams are actively exploring alternative suppliers to manage expenditure and uphold profitability. As service providers revise contract terms to reflect new cost structures, executive focus on effective risk management is crucial to safeguard long-term investments in this dynamic environment.

Methodology & Data Sources

This research integrates primary interviews with operators, technology suppliers, and service professionals, supported by quantitative analysis of deployment trends and operational performance. Industry publications and regulatory inputs provide further context. Rigorous data validation and expert reviews underpin analysis tailored to the needs of senior leadership.

Why This Report Matters to the Location-Based Entertainment Market

  • Enables executives to confidently prioritize technology investments and align operational approaches within a fast-changing entertainment sector.
  • Offers actionable segmentation and regulatory insight, supporting strategic growth initiatives and reducing risks tied to market volatility and supply chain disruptions.
  • Facilitates monitoring of market trends, optimizing partnership strategies, and achieving differentiation across revenue-generating segments.

Conclusion

This report delivers senior executives the practical frameworks and timely insights required to successfully navigate the location-based entertainment sector’s strategic challenges and opportunities, supporting refined market entry, investment focus, and ongoing operational growth.

 

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
List of Tables
List of Figures

Samples

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Companies Mentioned

The key 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