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Location-based entertainment (LBE) combines hospitality, leisure, and retail elements. Location-based entertainment (LBE) generally includes any form of entertainment in a particular location. Rising preference for arcade studios, amusement parks, and arcade studios as a part of leisure is driving market growth. The rapid expansion of the tourism industry, particularly in popular tourist destinations, is benefiting market growth. Establishing and maintaining LBE venues, such as theme parks or VR arcades, requires substantial upfront investment in infrastructure, technology, equipment, and staff, subsequently hampering the adoption of location-based entertainment solutions. Advances in technology, such as virtual reality (VR), augmented reality (AR), and mixed reality (MR) that enable the development of high-quality, interactive, and realistic content are anticipated to increase the demand for LBE solutions. The growing incorporation of cutting-edge technologies, unique themes, interactive elements, and personalized experiences across LBE platforms is expected to provide growth opportunities for the market.
Regional Insights
The Americas and Europe represent a highly developing and innovative landscape for the location-based entertainment market owing to increased investments and developments in attractions such as theme parks, arcades, and immersive experiences. The United States, in particular, has mature and well-established market players. The Asia-Pacific region represents significant growth in the LBE market due to rising consumer incomes, urbanization, and increasing interest in entertainment experiences. Countries such as Japan, China, India, and South Korea invest heavily in theme parks, virtual reality experiences, and other LBE attractions to cater to the growing demand. The Middle East is expected to observe significant market growth in the upcoming years due to the development of new tourist destinations, such as theme parks and entertainment complexes, in countries such as the United Arab Emirates and Saudi Arabia.FPNV Positioning Matrix
The FPNV Positioning Matrix is pivotal in evaluating the Location-Based Entertainment Market. It offers a comprehensive assessment of vendors, examining key metrics related to Business Strategy and Product Satisfaction. This in-depth analysis empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital (V).Market Share Analysis
The Market Share Analysis is a comprehensive tool that provides an insightful and in-depth examination of the current state of vendors in the Location-Based Entertainment Market. By meticulously comparing and analyzing vendor contributions in terms of overall revenue, customer base, and other key metrics, we can offer companies a greater understanding of their performance and the challenges they face when competing for market share. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With this expanded level of detail, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.Key Company Profiles
The report delves into recent significant developments in the Location-Based Entertainment Market, highlighting leading vendors and their innovative profiles. These include (Huawei Investment & Holding Co., Ltd by Huawei Technologies Co., Ltd., 4Experience sp. z o.o., AEON Fantasy Co.,Ltd., Barron Games International, CyberGlove Systems, Dreamscape Immersive, Inc., Falcon’s Beyond Global, LLC, Fantawild Holdings Inc., Fennec Labs Ltd., Google LLC by Alphabet, Inc., HQ Software, HTC Corporation, IMAX Corporation, KABUM S.N.C., Magic Leap Inc., Microsoft Corporation, Niantic Inc., NOMADIC, Panasonic Holdings Corporation, Samsung Electronics Co. Ltd., Sandbox VR, Sony Group Corporation, SpringboardVR by Vertigo Studios B.V., Starbreeze AB, The VOID LLC, Universal Parks and Resorts by NBCUniversal, Vicon Motion Systems Limited by Oxford Metrics PLC, VRstudios, Inc., and Zero Latency PTY LTD.Market Segmentation & Coverage
This research report categorizes the Location-Based Entertainment Market to forecast the revenues and analyze trends in each of the following sub-markets:- Component
- Hardware
- Software
- Technology
- 2D
- 3D
- Cloud Merged Reality
- End-Use
- 4D Films
- Amusement Park
- Arcade Studios
- Region
- Americas
- Argentina
- Brazil
- Canada
- Mexico
- United States
- California
- Florida
- Illinois
- New York
- Ohio
- Pennsylvania
- Texas
- Asia-Pacific
- Australia
- China
- India
- Indonesia
- Japan
- Malaysia
- Philippines
- Singapore
- South Korea
- Taiwan
- Thailand
- Vietnam
- Europe, Middle East & Africa
- Denmark
- Egypt
- Finland
- France
- Germany
- Israel
- Italy
- Netherlands
- Nigeria
- Norway
- Poland
- Qatar
- Russia
- Saudi Arabia
- South Africa
- Spain
- Sweden
- Switzerland
- Turkey
- United Arab Emirates
- United Kingdom
- Americas
The report offers valuable insights on the following aspects:
- Market Penetration: It presents comprehensive information on the market provided by key players.
- Market Development: It delves deep into lucrative emerging markets and analyzes the penetration across mature market segments.
- Market Diversification: It provides detailed information on new product launches, untapped geographic regions, recent developments, and investments.
- Competitive Assessment & Intelligence: It conducts an exhaustive assessment of market shares, strategies, products, certifications, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players.
- Product Development & Innovation: It offers intelligent insights on future technologies, R&D activities, and breakthrough product developments.
The report addresses key questions such as:
- What is the market size and forecast of the Location-Based Entertainment Market?
- Which products, segments, applications, and areas should one consider investing in over the forecast period in the Location-Based Entertainment Market?
- What are the technology trends and regulatory frameworks in the Location-Based Entertainment Market?
- What is the market share of the leading vendors in the Location-Based Entertainment Market?
- Which modes and strategic moves are suitable for entering the Location-Based Entertainment Market?
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Table of Contents
Companies Mentioned
- (Huawei Investment & Holding Co., Ltd by Huawei Technologies Co., Ltd.
- 4Experience sp. z o.o.
- AEON Fantasy Co.,Ltd.
- Barron Games International
- CyberGlove Systems
- Dreamscape Immersive, Inc.
- Falcon’s Beyond Global, LLC
- Fantawild Holdings Inc.
- Fennec Labs Ltd.
- Google LLC by Alphabet, Inc.
- HQ Software
- HTC Corporation
- IMAX Corporation
- KABUM S.N.C.
- Magic Leap Inc.
- Microsoft Corporation
- Niantic Inc.
- NOMADIC
- Panasonic Holdings Corporation
- Samsung Electronics Co. Ltd.
- Sandbox VR
- Sony Group Corporation
- SpringboardVR by Vertigo Studios B.V.
- Starbreeze AB
- The VOID LLC
- Universal Parks and Resorts by NBCUniversal
- Vicon Motion Systems Limited by Oxford Metrics PLC
- VRstudios, Inc.
- Zero Latency PTY LTD
Methodology
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Table Information
Report Attribute | Details |
---|---|
No. of Pages | 180 |
Published | March 2024 |
Forecast Period | 2024 - 2030 |
Estimated Market Value ( USD | $ 5.72 Billion |
Forecasted Market Value ( USD | $ 19.93 Billion |
Compound Annual Growth Rate | 22.7% |
Regions Covered | Global |
No. of Companies Mentioned | 29 |