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

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    Report

  • 105 Pages
  • December 2022
  • Region: North America
  • The Insight Partners
  • ID: 5715127
UP TO OFF until Mar 15th 2023
The location-based entertainment market in North America is expected to grow from US$ 581.20 million in 2022 to US$ 1,137.55 million by 2028. It is estimated to grow at a CAGR of 11.8% from 2022 to 2028.

Rising Popularity of 360-DegreeVR-Based Games

The development of 360-degree virtual reality (VR) technology is anticipated to significantly contribute to the expansion of the North America location-based entertainment market. The viewers can get a 360-degree view of the projected content. The introduction of VR-based games with 360-degree content can provide people with thrilling and immersive experiences, which is helping boost the industry's growth. These developments are prompting the major market players to work with technology providers and advance LBE technology. In September 2019, TacHammer; StrikerVR, Inc.; and Nanoport Technology Inc. collaborated on the Linear Magnetic Ram (LMR) haptic technology. As part of the partnership, Sticker VR launched Arena Infinity LITE VR peripheral, designed to deliver realistic tactile experiences for LBE and VR.

The hardware sector had the most significant growth in the VR gaming market. Hardware categories include VR gaming headsets and other products tailored to the gaming industry. The dynamics of the gaming market are anticipated to shift due to the presence of smaller start-ups and major hardware manufacturers such as Oculus VR, Sony, Samsung, and Google. Players will engage in fierce competition based on the style and cost of VR gadgets. The rising popularity of 360-degree content, high adoption of this technology, and increasing implementation and acceptance of the technology are projected to decrease the prices of VR hardware components such as joysticks and VR headsets. Being one of the most sought-after major gaming platforms, location-based VR technology is predicted to increase the appeal of 360-degree video. In the years to come, it is predicted that these elements would encourage the growth of the North America location-based entertainment market.

Market Overview

The North America location-based entertainment market is segmented into the US, Canada, and Mexico. The region is home to more than 400 theme parks. The most famous theme park is California's Disneyland. It has been providing location-based entertainment to its customers for a long time. Moreover, in September 2022, Warner Bros. Discovery announced that by 2023, the company would be bringing the three-day "Wizarding World Festival" to the US. For this festival, the company is partnered with Superfly X and Fever; a live-entertainment platform.
Further, due to the increasing footfall of tourists in the region, the governments of the respective countries are supporting location-based entertainment. For instance, the US government supports location-based entertainment and themed tourist attractions by providing machinery & products and architecture/engineering that are exported for the amusement parks and related tourist attractions. The support includes several service models such as public & private experience-driven activities and franchises.
  • In May 2022, Mattel and Epic Resort Destinations announced that in 2023, Mattel Adventure Park would be opened, and the featured brands would range from Barbie to Hot Wheels. This Glendale, Arizona-based theme park will be the company's flagship entertainment site, as this adventure park will have tourist attractions such as "Barbie Flying Theater."

North America Location-based Entertainment Market Segmentation

The North America location-based entertainment market is segmented into by component, technology, end-use, and country.
  • Based on component, the market is bifurcated intohardware and software. The hardware segment held a larger market share in 2022.
  • Based on technology, the market bifurcated into 2-dimesnional and 3-dimensional. The 3-dimensional segment held a larger market share in 2022.
  • Based on end-use, the market is segmented into amusement parks, arcade studios, and film studios. The amusement parks segment dominated the market share in 2022.
  • Based on country, the market is segmented into the US, Canada, and Mexico. The US dominated the market share in 2022.
BidOnGamesStudio; Dimension; HQSoftware; IMAXCORPORATION; Neurogaming Ltd; SpringboardVR; Samsung Electronics Co., Ltd.; Vicon Motion Systems Ltd; and VRstudios, Inc. are the leading companies operating in the location-based entertainment market in the region.
Frequently Asked Questions about the North American Location-based Entertainment Market

What is the estimated value of the North American Location-based Entertainment Market?

The North American Location-based Entertainment Market was estimated to be valued at $581.2 Million in 2022.

What is the growth rate of the North American Location-based Entertainment Market?

The growth rate of the North American Location-based Entertainment Market is 11.8%, with an estimated value of $1137.55 Million by 2028.

What is the forecasted size of the North American Location-based Entertainment Market?

The North American Location-based Entertainment Market is estimated to be worth $1137.55 Million by 2028.

Who are the key companies in the North American Location-based Entertainment Market?

Key companies in the North American Location-based Entertainment Market include BidOn Games Studio, Dimension, HQSoftware, IMAX CORPORATION, Neurogaming LTD, SpringboardVR, Samsung Electronics Co., Ltd. and VRstudios, Inc..

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. North America Location-Based Entertainment Market Landscape
4.1 Market Overview
4.2 PEST Analysis
4.2.1 North America
4.3 Ecosystem Analysis
4.4 Expert Opinions

5. North America 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. North America Location-Based Entertainment Market -Market Analysis
6.1 North America Location-Based Entertainment Market Overview
6.2 North America Location-Based Entertainment Market Revenue Forecast and Analysis

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

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

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

10. North America Location-Based Entertainment Market - Country Analysis
10.1 North America Location-Based Entertainment Market
10.1.1 North America Location-Based Entertainment Market - Revenue and Forecast to 2028 (US$ Million)
10.1.2 North America Location-Based Entertainment Market- by Key Country
10.1.2.1 US: North America Location-Based Entertainment Market - Revenue and Forecast to 2028 (US$ Million)
10.1.2.1.1 US: North America Location-Based Entertainment Market- By Component
10.1.2.1.2 US: North America Location-Based Entertainment Market- By Technology
10.1.2.1.3 US: North America Location-Based Entertainment Market- By End-Use
10.1.2.2 Canada: North America Location-Based Entertainment Market - Revenue and Forecast to 2028 (US$ Million)
10.1.2.2.1 Canada: North America Location-Based Entertainment Market- By Component
10.1.2.2.2 Canada: North America Location-Based Entertainment Market- By Technology
10.1.2.2.3 Canada: North America Location-Based Entertainment Market- By End-Use
10.1.2.3 Mexico: North America Location-Based Entertainment Market - Revenue and Forecast to 2028 (US$ Million)
10.1.2.3.1 Mexico: North America Location-Based Entertainment Market- By Component
10.1.2.3.2 Mexico: North America Location-Based Entertainment Market- By Technology
10.1.2.3.3 Mexico: North America 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 BidOn Games Studio
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 Dimension
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 HQSoftware
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 IMAX CORPORATION
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 Neurogaming 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 SpringboardVR
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
12.7 Samsung Electronics Co., Ltd.
12.7.1 Key Facts
12.7.2 Business Description
12.7.3 Products and Services
12.7.4 Financial Overview
12.7.5 SWOT Analysis
12.7.6 Key Developments
12.8 Vicon Motion Systems Ltd
12.8.1 Key Facts
12.8.2 Business Description
12.8.3 Products and Services
12.8.4 Financial Overview
12.8.5 SWOT Analysis
12.8.6 Key Developments
12.9 VRstudios, Inc.
12.9.1 Key Facts
12.9.2 Business Description
12.9.3 Products and Services
12.9.4 Financial Overview
12.9.5 SWOT Analysis
12.9.6 Key Developments

13. Appendix
13.1 About the Publisher
13.2 Word Index

List of Tables
Table 1. North America Location-Based Entertainment Market Revenue and Forecast to 2028 (US$ Million)
Table 2. North America Location-Based Entertainment Market- By Component - Revenue and Forecast to 2028 (US$ Million)
Table 3. North America Location-Based Entertainment Market- By Technology- Revenue and Forecast to 2028 (US$ Million)
Table 4. North America Location-Based Entertainment Market- By End-Use - Revenue and Forecast to 2028 (US$ Million)
Table 5. US: North America Location-Based Entertainment Market- By Component -Revenue and Forecast to 2028 (US$ Million)
Table 6. US: North America Location-Based Entertainment Market- By Technology -Revenue and Forecast to 2028 (US$ Million)
Table 7. US: North America Location-Based Entertainment Market- By End-Use -Revenue and Forecast to 2028 (US$ Million)
Table 8. Canada: North America Location-Based Entertainment Market- By Component -Revenue and Forecast to 2028 (US$ Million)
Table 9. Canada: North America Location-Based Entertainment Market- By Technology -Revenue and Forecast to 2028 (US$ Million)
Table 10. Canada: North America Location-Based Entertainment Market- By End-Use -Revenue and Forecast to 2028 (US$ Million)
Table 11. Mexico: North America Location-Based Entertainment Market- By Component -Revenue and Forecast to 2028 (US$ Million)
Table 12. Mexico: North America Location-Based Entertainment Market- By Technology -Revenue and Forecast to 2028 (US$ Million)
Table 13. Mexico: North America Location-Based Entertainment Market- By End-Use -Revenue and Forecast to 2028 (US$ Million)
Table 14. List of Abbreviation

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

Companies Mentioned

A selection of companies mentioned in this report includes:

  • BidOn Games Studio
  • Dimension
  • HQSoftware
  • IMAX CORPORATION
  • Neurogaming LTD
  • SpringboardVR
  • Samsung Electronics Co., Ltd.
  • Vicon Motion Systems Ltd
  • VRstudios, Inc.