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Asia Pacific Location-based Entertainment Market Forecast to 2028 - COVID-19 Impact and Regional Analysis - by Component, Technology, and End-use

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    Report

  • 104 Pages
  • December 2022
  • Region: Asia Pacific
  • The Insight Partners
  • ID: 5715124
UP TO OFF until Jun 30th 2024
The location-based entertainment market in Middle East & Africa is expected to grow from US$ 44.40 million in 2022 to US$ 68.95 million by 2028. It is estimated to grow at a CAGR of 7.6% from 2022 to 2028.

Use of VR Headsets for Indoor Games

Currently, sporting events are embracing immersive experiences and entering the game industry. Large sporting organizations and events have already begun to invest in virtual and augmented reality to improve sports and events. For instance, during the COVID-19 lockdowns, many people and businesses were using virtual and augmented reality to organize virtual yet immersive meetings and activities beyond the typical video meetings. The major technology firms are already striving to create headgear that do not require cords and allow for HD visual viewing. Manufactures like Sony, Samsung Electronics Co., Ltd. and many more are creating 8k and significantly more powerful processors for virtual reality headsets. With an unmatched, potent engagement platform that connects players in-home, VR gameplay with their social, competitive, and premium experiences at out-of-home entertainment venues like family entertainment centres, in order to accommodate the new standard in location-based entertainment, VRStudies Sports redraws the lines dividing virtual reality games.

Market Overview

The Middle East & Africa is segmented into South Africa, Saudi Arabia, the UAE, and the Rest of the Middle East & Africa. Dubai is one of the prominent cities in the region to which the tourists are primarily attracted. Due to this, the country is focused on building more tourism infrastructures. The country has the world's largest indoor virtual reality (VR) park, which is a major tourist attraction. Further, prominent Middle East & Africa location-based entertainment market players such as Zero Latency are present in major countries of the region, such as Saudi Arabia and the UAE. Any strategic development implemented by such companies contributes to the region's Middle East & Africa location-based entertainment market. In February 2020, Saudi Entertainment Ventures (SEVEN) decided to contribute to Saudi Vision 2030. This Public Investment Fund (PIF)-established company is set to invest in developing several entertainment destinations in Riyadh, Saudi Arabia.

Further, the companies operating in the Middle East & Africa location-based entertainment market continuously focus on growth strategies. Due to this, the companies achieve several awards and recognitions. For instance, in June 2022, SPREE Interactive was awarded the Best in Location-Based" for its AR and VR at Augmented World Expo 2022.

Table of Contents

1. Introduction
1.1 Study Scope
1.2 Research Report Guidance
1.3 Market Segmentation

2. Key Takeaways

3. Research Methodology
3.1 Coverage
3.2 Secondary Research
3.3 Primary Research

4. Asia Pacific Location-Based Entertainment Market Landscape
4.1 Market Overview
4.2 PEST Analysis
4.2.1 APAC
4.3 Ecosystem Analysis
4.4 Expert Opinions

5. Asia Pacific Location-Based Entertainment Market - Key Market Dynamics
5.1 Market Drivers
5.1.1 Rising Popularity of 360-Degree VR-Based Games
5.1.2 Mix of AR and VR Technology with 3-D Projection Mapping
5.2 Market Restraints
5.2.1 Health Risks Associated with Extensive Usage of Virtual Reality Headsets
5.3 Market Opportunities
5.3.1 Development and Integration of Advanced Technologies and Tools
5.3.2 Use of VR Headsets for Indoor Games
5.4 Future Trends
5.4.1 Advent of Next-Generation Laser Tags
5.5 Impact Analysis of Drivers and Restraints

6. Asia Pacific Location-Based Entertainment Market -Market Analysis
6.1 Asia Pacific Location-Based Entertainment Market Overview
6.2 Asia Pacific Location-Based Entertainment Market Revenue Forecast and Analysis

7. Asia Pacific Location-Based Entertainment Market Analysis - By Component
7.1 Overview
7.2 Asia Pacific Location-Based Entertainment Market, By Hardware (2021 and 2028)
7.3 Hardware
7.3.1 Overview
7.3.2 Hardware: Asia Pacific Location-Based Entertainment Market - Revenue and Forecast to 2028 (US$ Million)
7.4 Software
7.4.1 Overview
7.4.2 Software: Asia Pacific Location-Based Entertainment Market - Revenue and Forecast to 2028 (US$ Million)

8. Asia Pacific Location-Based Entertainment Market Analysis - By Technology
8.1 Overview
8.2 Asia Pacific Location-Based Entertainment Market, By Technology (2021 and 2028)
8.3 2D
8.3.1 Overview
8.3.2 Asia Pacific 2D: Asia Pacific Location-Based Entertainment Market - Revenue and Forecast to 2028 (US$ Million)
8.4 3D
8.4.1 Overview
8.4.2 Asia Pacific 3D: Asia Pacific Location-Based Entertainment Market - Revenue and Forecast to 2028 (US$ Million)

9. Asia Pacific Location-Based Entertainment Market Analysis - By End Use
9.1 Overview
9.2 Asia Pacific Location-Based Entertainment Market, By End Use (2021 and 2028)
9.3 Amusement Park
9.3.1 Overview
9.3.2 Amusement Park: Asia Pacific Location-Based Entertainment Market - Revenue and Forecast to 2028 (US$ Million)
9.4 Arcade Studio
9.4.1 Overview
9.4.2 Arcade Studio: Asia Pacific Location-Based Entertainment Market - Revenue and Forecast to 2028 (US$ Million)
9.5 Film Studio
9.5.1 Overview
9.5.2 Film Studio: Asia Pacific Location-Based Entertainment Market - Revenue and Forecast to 2028 (US$ Million)

10. Asia Pacific Location-Based Entertainment Market - Country Analysis
10.1 Asia Pacific Location-Based Entertainment Market
10.1.1 Asia Pacific Location-Based Entertainment Market - Revenue and Forecast to 2028 (US$ Million)
10.1.2 Asia Pacific Location-Based Entertainment Market- by Key Country
10.1.2.1 Australia: Asia Pacific Location-Based Entertainment Market - Revenue and Forecast to 2028 (US$ Million)
10.1.2.1.1 Australia: Asia Pacific Location-Based Entertainment Market- by Component
10.1.2.1.2 Australia: Asia Pacific Location-Based Entertainment Market- By Technology
10.1.2.1.3 Australia: Asia Pacific Location-Based Entertainment Market- By End Use
10.1.2.2 China: Asia Pacific Location-Based Entertainment Market - Revenue and Forecast to 2028 (US$ Million)
10.1.2.2.1 China: Asia Pacific Location-Based Entertainment Market- by Component
10.1.2.2.2 China: Asia Pacific Location-Based Entertainment Market- By Technology
10.1.2.2.3 China: Asia Pacific Location-Based Entertainment Market- By End Use
10.1.2.3 India: Asia Pacific Location-Based Entertainment Market - Revenue and Forecast to 2028 (US$ Million)
10.1.2.3.1 India: Asia Pacific Location-Based Entertainment Market- by Component
10.1.2.3.2 India: Asia Pacific Location-Based Entertainment Market- By Technology
10.1.2.3.3 India: Asia Pacific Location-Based Entertainment Market- By End Use
10.1.2.4 Japan: Asia Pacific Location-Based Entertainment Market - Revenue and Forecast to 2028 (US$ Million)
10.1.2.4.1 Japan: Asia Pacific Location-Based Entertainment Market- by Component
10.1.2.4.2 Japan: Asia Pacific Location-Based Entertainment Market- By Technology
10.1.2.4.3 Japan: Asia Pacific Location-Based Entertainment Market- By End Use
10.1.2.5 South Korea: Asia Pacific Location-Based Entertainment Market - Revenue and Forecast to 2028 (US$ Million)
10.1.2.5.1 South Korea: Asia Pacific Location-Based Entertainment Market- by Component
10.1.2.5.2 South Korea: Asia Pacific Location-Based Entertainment Market- By Technology
10.1.2.5.3 South Korea: Asia Pacific Location-Based Entertainment Market- By End Use
10.1.2.6 Rest of Asia Pacific Location-Based Entertainment Market - Revenue and Forecast to 2028 (US$ Million)
10.1.2.6.1 Rest of Asia Pacific Location-Based Entertainment Market- by Component
10.1.2.6.2 Rest of Asia Pacific Location-Based Entertainment Market- By Technology
10.1.2.6.3 Rest of Asia Pacific Location-Based Entertainment Market- By End Use

11. Industry Landscape
11.1 Overview
11.2 Business Planning and Strategy
11.3 Merger and Acquisition
11.4 Expansion & Collaboration
11.5 Product News

12. Company Profiles
12.1 HQSoftware
12.1.1 Key Facts
12.1.2 Business Description
12.1.3 Products and Services
12.1.4 Financial Overview
12.1.5 SWOT Analysis
12.1.6 Key Developments
12.2 IMAX CORPORATION
12.2.1 Key Facts
12.2.2 Business Description
12.2.3 Products and Services
12.2.4 Financial Overview
12.2.5 SWOT Analysis
12.2.6 Key Developments
12.3 Neurogaming LTD
12.3.1 Key Facts
12.3.2 Business Description
12.3.3 Products and Services
12.3.4 Financial Overview
12.3.5 SWOT Analysis
12.3.6 Key Developments
12.4 SpringboardVR
12.4.1 Key Facts
12.4.2 Business Description
12.4.3 Products and Services
12.4.4 Financial Overview
12.4.5 SWOT Analysis
12.4.6 Key Developments
12.5 Samsung Electronics Co., Ltd.
12.5.1 Key Facts
12.5.2 Business Description
12.5.3 Products and Services
12.5.4 Financial Overview
12.5.5 SWOT Analysis
12.5.6 Key Developments
12.6 Vicon Motion Systems Ltd
12.6.1 Key Facts
12.6.2 Business Description
12.6.3 Products and Services
12.6.4 Financial Overview
12.6.5 SWOT Analysis
12.6.6 Key Developments

13. Appendix
13.1 About the Publisher
13.2 Word Index

List of Tables
Table 1. Asia Pacific Location-Based Entertainment Market Revenue and Forecast to 2028 (US$ Million)
Table 2. Asia Pacific Location-Based Entertainment Market- by Hardware - Revenue and Forecast to 2028 (US$ Million)
Table 3. Asia Pacific Location-Based Entertainment Market- By Technology - Revenue and Forecast to 2028 (US$ Million)
Table 4. Asia Pacific Location-Based Entertainment Market- By End Use - Revenue and Forecast to 2028 (US$ Million)
Table 5. Australia: Asia Pacific Location-Based Entertainment Market- by Component -Revenue and Forecast to 2028 (US$ Million)
Table 6. Australia: Asia Pacific Location-Based Entertainment Market- By Technology -Revenue and Forecast to 2028 (US$ Million)
Table 7. Australia: Asia Pacific Location-Based Entertainment Market- By End Use -Revenue and Forecast to 2028 (US$ Million)
Table 8. China: Asia Pacific Location-Based Entertainment Market- by Component -Revenue and Forecast to 2028 (US$ Million)
Table 9. China: Asia Pacific Location-Based Entertainment Market- By Technology -Revenue and Forecast to 2028 (US$ Million)
Table 10. China: Asia Pacific Location-Based Entertainment Market- By End Use -Revenue and Forecast to 2028 (US$ Million)
Table 11. India: Asia Pacific Location-Based Entertainment Market- by Component -Revenue and Forecast to 2028 (US$ Million)
Table 12. India: Asia Pacific Location-Based Entertainment Market- By Technology -Revenue and Forecast to 2028 (US$ Million)
Table 13. India: Asia Pacific Location-Based Entertainment Market- By End Use -Revenue and Forecast to 2028 (US$ Million)
Table 14. Japan: Asia Pacific Location-Based Entertainment Market- by Component -Revenue and Forecast to 2028 (US$ Million)
Table 15. Japan: Asia Pacific Location-Based Entertainment Market- By Technology -Revenue and Forecast to 2028 (US$ Million)
Table 16. Japan: Asia Pacific Location-Based Entertainment Market- By End Use -Revenue and Forecast to 2028 (US$ Million)
Table 17. South Korea: Asia Pacific Location-Based Entertainment Market- by Component -Revenue and Forecast to 2028 (US$ Million)
Table 18. South Korea: Asia Pacific Location-Based Entertainment Market- By Technology -Revenue and Forecast to 2028 (US$ Million)
Table 19. South Korea: Asia Pacific Location-Based Entertainment Market- By End Use -Revenue and Forecast to 2028 (US$ Million)
Table 20. Rest of Asia Pacific Location-Based Entertainment Market- by Component -Revenue and Forecast to 2028 (US$ Million)
Table 21. Rest of Asia Pacific Location-Based Entertainment Market- By Technology -Revenue and Forecast to 2028 (US$ Million)
Table 22. Rest of Asia Pacific Location-Based Entertainment Market- By End Use -Revenue and Forecast to 2028 (US$ Million)
Table 23. List of Abbreviation

List of Figures
Figure 1. Asia Pacific Location-Based Entertainment Market Segmentation
Figure 2. Asia Pacific Location-Based Entertainment Market Segmentation - By Country
Figure 3. Asia Pacific Location-Based Entertainment Market Overview
Figure 4. Asia Pacific Location-Based Entertainment Market, by Component
Figure 5. Asia Pacific Location-Based Entertainment Market, by Country
Figure 6. APAC - PEST Analysis
Figure 7. Asia Pacific Location-Based Entertainment Market- Ecosystem Analysis
Figure 8. Asia Pacific Location-Based Entertainment Market Impact Analysis of Drivers and Restraints
Figure 9. Asia Pacific Location-Based Entertainment Market Revenue Forecast and Analysis (US$ Million)
Figure 10. Asia Pacific Location-Based Entertainment Market Revenue Share, By Hardware (2021 and 2028)
Figure 11. Hardware: Asia Pacific Location-Based Entertainment Market - Revenue and Forecast to 2028 (US$ Million)
Figure 12. Software: Asia Pacific Location-Based Entertainment Market - Revenue and Forecast to 2028 (US$ Million)
Figure 13. Asia Pacific Location-Based Entertainment Market Revenue Share, By Technology (2021 and 2028)
Figure 14. Asia Pacific 2D: Asia Pacific Location-Based Entertainment Market - Revenue and Forecast to 2028 (US$ Million)
Figure 15. Asia Pacific 3D: Asia Pacific Location-Based Entertainment Market - Revenue and Forecast to 2028 (US$ Million)
Figure 16. Asia Pacific Location-Based Entertainment Market Revenue Share, By End Use (2021 and 2028)
Figure 17. Amusement Park: Asia Pacific Location-Based Entertainment Market - Revenue and Forecast to 2028 (US$ Million)
Figure 18. Arcade Studio: Asia Pacific Location-Based Entertainment Market - Revenue and Forecast to 2028 (US$ Million)
Figure 19. Film Studio: Asia Pacific Location-Based Entertainment Market - Revenue and Forecast to 2028 (US$ Million)
Figure 20. Asia Pacific Location-Based Entertainment Market - Revenue and Forecast to 2028 (US$ Million)
Figure 21. Asia Pacific Location-Based Entertainment Market Revenue Share, By Key Country (2021 and 2028)
Figure 22. Australia: Asia Pacific Location-Based Entertainment Market - Revenue and Forecast to 2028 (US$ Million)
Figure 23. China: Asia Pacific Location-Based Entertainment Market - Revenue and Forecast to 2028 (US$ Million)
Figure 24. India: Asia Pacific Location-Based Entertainment Market - Revenue and Forecast to 2028 (US$ Million)
Figure 25. Japan: Asia Pacific Location-Based Entertainment Market - Revenue and Forecast to 2028 (US$ Million)
Figure 26. South Korea: Asia Pacific Location-Based Entertainment Market - Revenue and Forecast to 2028 (US$ Million)
Figure 27. Rest of Asia Pacific Location-Based Entertainment Market - Revenue and Forecast to 2028 (US$ Million)

Companies Mentioned (Partial List)

A selection of companies mentioned in this report includes, but is not limited to:

  • HQSoftware
  • IMAX CORPORATION
  • Neurogaming Ltd
  • SpringboardVR
  • Samsung Electronics Co., Ltd.
  • Vicon Motion Systems Ltd

Table Information