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Global Location-Based Entertainment Market by Component (Hardware, Software), Technology (2D, 3D, Cloud Merged Reality), End-Use - Forecast 2024-2030

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  • 180 Pages
  • March 2024
  • Region: Global
  • 360iResearch™
  • ID: 4896741
UP TO OFF until Dec 31st 2024
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The Location-Based Entertainment Market size was estimated at USD 4.73 billion in 2023, USD 5.72 billion in 2024, and is expected to grow at a CAGR of 22.78% to reach USD 19.93 billion by 2030.

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

The report offers valuable insights on the following aspects:

  1. Market Penetration: It presents comprehensive information on the market provided by key players.
  2. Market Development: It delves deep into lucrative emerging markets and analyzes the penetration across mature market segments.
  3. Market Diversification: It provides detailed information on new product launches, untapped geographic regions, recent developments, and investments.
  4. 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.
  5. Product Development & Innovation: It offers intelligent insights on future technologies, R&D activities, and breakthrough product developments.

The report addresses key questions such as:

  1. What is the market size and forecast of the Location-Based Entertainment Market?
  2. Which products, segments, applications, and areas should one consider investing in over the forecast period in the Location-Based Entertainment Market?
  3. What are the technology trends and regulatory frameworks in the Location-Based Entertainment Market?
  4. What is the market share of the leading vendors in the Location-Based Entertainment Market?
  5. Which modes and strategic moves are suitable for entering the Location-Based Entertainment Market?

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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. Limitations
1.7. Assumptions
1.8. Stakeholders
2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update
3. Executive Summary
4. Market Overview
4.1. Introduction
4.2. Location-Based Entertainment Market, by Region
5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.1.1. Growing consumer inclination toward amusements parks, 3D, and 4D films
5.1.1.2. Rapid expansion of the tourism industry worldwide
5.1.1.3. High potential for 360-degree content and cloud-merged reality
5.1.2. Restraints
5.1.2.1. High investment cost and safety issues with location-based entertainment
5.1.3. Opportunities
5.1.3.1. Growing introduction of integrating advanced technologies to deliver immersive experiences
5.1.3.2. Increase in investment to expand amusement parks and gaming industry
5.1.4. Challenges
5.1.4.1. Technical challenges associated with location-based entertainment
5.2. Market Segmentation Analysis
5.3. Market Trend Analysis
5.4. Cumulative Impact of High Inflation
5.5. Porter’s Five Forces Analysis
5.5.1. Threat of New Entrants
5.5.2. Threat of Substitutes
5.5.3. Bargaining Power of Customers
5.5.4. Bargaining Power of Suppliers
5.5.5. Industry Rivalry
5.6. Value Chain & Critical Path Analysis
5.7. Regulatory Framework
6. Location-Based Entertainment Market, by Component
6.1. Introduction
6.2. Hardware
6.3. Software
7. Location-Based Entertainment Market, by Technology
7.1. Introduction
7.2. 2D
7.3. 3D
7.4. Cloud Merged Reality
8. Location-Based Entertainment Market, by End-Use
8.1. Introduction
8.2. 4D Films
8.3. Amusement Park
8.4. Arcade Studios
9. Americas Location-Based Entertainment Market
9.1. Introduction
9.2. Argentina
9.3. Brazil
9.4. Canada
9.5. Mexico
9.6. United States
10. Asia-Pacific Location-Based Entertainment Market
10.1. Introduction
10.2. Australia
10.3. China
10.4. India
10.5. Indonesia
10.6. Japan
10.7. Malaysia
10.8. Philippines
10.9. Singapore
10.10. South Korea
10.11. Taiwan
10.12. Thailand
10.13. Vietnam
11. Europe, Middle East & Africa Location-Based Entertainment Market
11.1. Introduction
11.2. Denmark
11.3. Egypt
11.4. Finland
11.5. France
11.6. Germany
11.7. Israel
11.8. Italy
11.9. Netherlands
11.10. Nigeria
11.11. Norway
11.12. Poland
11.13. Qatar
11.14. Russia
11.15. Saudi Arabia
11.16. South Africa
11.17. Spain
11.18. Sweden
11.19. Switzerland
11.20. Turkey
11.21. United Arab Emirates
11.22. United Kingdom
12. Competitive Landscape
12.1. FPNV Positioning Matrix
12.2. Market Share Analysis, By Key Player
12.3. Competitive Scenario Analysis, By Key Player
12.3.1. Merger & Acquisition
12.3.1.1. Live Nation Announces Acquisition of Majority Interest In Clockenflap Festivals And Clockenflap Presents In Hong Kong
12.3.1.2. H.I.G. Capital Completes Acquisition of Family Entertainment Group
12.3.2. Agreement, Collaboration, & Partnership
12.3.2.1. Six Flags Entertainment and Coca-Cola Extend Long-Time Strategic Partnership
12.3.2.2. South Korean theme park announces collaboration with SM Entertainment on artist-themed attractions
12.3.3. New Product Launch & Enhancement
12.3.3.1. The Park Playground Launches Industry-First VR Experience: Nanoclash Focus
12.3.3.2. Bandai Namco Toys & Collectibles America To Launch One Piece U.S.A. Tour As Part Of Largest-Ever Location-Based Entertainment Experience At Anime Expo 2022
12.3.3.3. Panasonic Connect’s New Visual Solutions Create Impactful and Impressive Experiences
12.3.4. Investment & Funding
12.3.4.1. Fever, the live-entertainment discovery platform, completes a USD 110 Million funding round
12.3.5. Award, Recognition, & Expansion
12.3.5.1. Palo Alto eyed for Silicon Valley-themed amusement park
12.3.5.2. Crayola Announces Expansion of Its LBE Business in the U.S. Market
13. Competitive Portfolio
13.1. Key Company Profiles
13.1.1. (Huawei Investment & Holding Co., Ltd by Huawei Technologies Co., Ltd.
13.1.2. 4Experience sp. z o.o.
13.1.3. AEON Fantasy Co.,Ltd.
13.1.4. Barron Games International
13.1.5. CyberGlove Systems
13.1.6. Dreamscape Immersive, Inc.
13.1.7. Falcon’s Beyond Global, LLC
13.1.8. Fantawild Holdings Inc.
13.1.9. Fennec Labs Ltd.
13.1.10. Google LLC by Alphabet, Inc.
13.1.11. HQ Software
13.1.12. HTC Corporation
13.1.13. IMAX Corporation
13.1.14. KABUM S.N.C.
13.1.15. Magic Leap Inc.
13.1.16. Microsoft Corporation
13.1.17. Niantic Inc.
13.1.18. NOMADIC
13.1.19. Panasonic Holdings Corporation
13.1.20. Samsung Electronics Co. Ltd.
13.1.21. Sandbox VR
13.1.22. Sony Group Corporation
13.1.23. SpringboardVR by Vertigo Studios B.V.
13.1.24. Starbreeze AB
13.1.25. The VOID LLC
13.1.26. Universal Parks and Resorts by NBCUniversal
13.1.27. Vicon Motion Systems Limited by Oxford Metrics PLC
13.1.28. VRstudios, Inc.
13.1.29. Zero Latency PTY LTD
13.2. Key Product Portfolio
14. Appendix
14.1. Discussion Guide
14.2. License & Pricing
List of Figures
FIGURE 1. LOCATION-BASED ENTERTAINMENT MARKET RESEARCH PROCESS
FIGURE 2. LOCATION-BASED ENTERTAINMENT MARKET SIZE, 2023 VS 2030
FIGURE 3. LOCATION-BASED ENTERTAINMENT MARKET SIZE, 2018-2030 (USD MILLION)
FIGURE 4. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY REGION, 2023 VS 2030 (%)
FIGURE 5. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 6. LOCATION-BASED ENTERTAINMENT MARKET DYNAMICS
FIGURE 7. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2023 VS 2030 (%)
FIGURE 8. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 9. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2023 VS 2030 (%)
FIGURE 10. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 11. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2023 VS 2030 (%)
FIGURE 12. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 13. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 14. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 15. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY STATE, 2023 VS 2030 (%)
FIGURE 16. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 17. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 18. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 19. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 20. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 21. LOCATION-BASED ENTERTAINMENT MARKET, FPNV POSITIONING MATRIX, 2023
FIGURE 22. LOCATION-BASED ENTERTAINMENT MARKET SHARE, BY KEY PLAYER, 2023
List of Tables
TABLE 1. LOCATION-BASED ENTERTAINMENT MARKET SEGMENTATION & COVERAGE
TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
TABLE 3. LOCATION-BASED ENTERTAINMENT MARKET SIZE, 2018-2030 (USD MILLION)
TABLE 4. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
TABLE 5. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 6. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY HARDWARE, BY REGION, 2018-2030 (USD MILLION)
TABLE 7. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2030 (USD MILLION)
TABLE 8. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 9. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY 2D, BY REGION, 2018-2030 (USD MILLION)
TABLE 10. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY 3D, BY REGION, 2018-2030 (USD MILLION)
TABLE 11. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY CLOUD MERGED REALITY, BY REGION, 2018-2030 (USD MILLION)
TABLE 12. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 13. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY 4D FILMS, BY REGION, 2018-2030 (USD MILLION)
TABLE 14. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY AMUSEMENT PARK, BY REGION, 2018-2030 (USD MILLION)
TABLE 15. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY ARCADE STUDIOS, BY REGION, 2018-2030 (USD MILLION)
TABLE 16. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 17. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 18. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 19. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 20. ARGENTINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 21. ARGENTINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 22. ARGENTINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 23. BRAZIL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 24. BRAZIL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 25. BRAZIL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 26. CANADA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 27. CANADA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 28. CANADA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 29. MEXICO LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 30. MEXICO LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 31. MEXICO LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 32. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 33. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 34. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 35. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
TABLE 36. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 37. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 38. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 39. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 40. AUSTRALIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 41. AUSTRALIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 42. AUSTRALIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 43. CHINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 44. CHINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 45. CHINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 46. INDIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 47. INDIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 48. INDIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 49. INDONESIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 50. INDONESIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 51. INDONESIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 52. JAPAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 53. JAPAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 54. JAPAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 55. MALAYSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 56. MALAYSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 57. MALAYSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 58. PHILIPPINES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 59. PHILIPPINES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 60. PHILIPPINES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 61. SINGAPORE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 62. SINGAPORE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 63. SINGAPORE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 64. SOUTH KOREA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 65. SOUTH KOREA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 66. SOUTH KOREA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 67. TAIWAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 68. TAIWAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 69. TAIWAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 70. THAILAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 71. THAILAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 72. THAILAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 73. VIETNAM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 74. VIETNAM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 75. VIETNAM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 76. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 77. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 78. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 79. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 80. DENMARK LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 81. DENMARK LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 82. DENMARK LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 83. EGYPT LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 84. EGYPT LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 85. EGYPT LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 86. FINLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 87. FINLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 88. FINLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 89. FRANCE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 90. FRANCE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 91. FRANCE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 92. GERMANY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 93. GERMANY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 94. GERMANY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 95. ISRAEL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 96. ISRAEL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 97. ISRAEL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 98. ITALY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 99. ITALY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 100. ITALY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 101. NETHERLANDS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 102. NETHERLANDS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 103. NETHERLANDS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 104. NIGERIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 105. NIGERIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 106. NIGERIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 107. NORWAY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 108. NORWAY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 109. NORWAY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 110. POLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 111. POLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 112. POLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 113. QATAR LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 114. QATAR LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 115. QATAR LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 116. RUSSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 117. RUSSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 118. RUSSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 119. SAUDI ARABIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 120. SAUDI ARABIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 121. SAUDI ARABIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 122. SOUTH AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 123. SOUTH AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 124. SOUTH AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 125. SPAIN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 126. SPAIN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 127. SPAIN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 128. SWEDEN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 129. SWEDEN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 130. SWEDEN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 131. SWITZERLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 132. SWITZERLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 133. SWITZERLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 134. TURKEY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 135. TURKEY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 136. TURKEY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 137. UNITED ARAB EMIRATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 138. UNITED ARAB EMIRATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 139. UNITED ARAB EMIRATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 140. UNITED KINGDOM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 141. UNITED KINGDOM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 142. UNITED KINGDOM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 143. LOCATION-BASED ENTERTAINMENT MARKET, FPNV POSITIONING MATRIX, 2023
TABLE 144. LOCATION-BASED ENTERTAINMENT MARKET SHARE, BY KEY PLAYER, 2023
TABLE 145. LOCATION-BASED ENTERTAINMENT MARKET LICENSE & PRICING

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