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Location-based Entertainment - Global Strategic Business Report

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    Report

  • 371 Pages
  • April 2025
  • Region: Global
  • Global Industry Analysts, Inc
  • ID: 6068644
The global market for Location-based Entertainment was estimated at US$10.9 Billion in 2024 and is projected to reach US$45.3 Billion by 2030, growing at a CAGR of 26.7% from 2024 to 2030. This comprehensive report provides an in-depth analysis of market trends, drivers, and forecasts, helping you make informed business decisions. The report includes the most recent global tariff developments and how they impact the Location-based Entertainment market.

Global Location-Based Entertainment (LBE) Market - Key Trends & Drivers Summarized

Why Is the Location-Based Entertainment (LBE) Market Growing Rapidly?

The global location-based entertainment (LBE) market is experiencing rapid growth, driven by increasing consumer demand for immersive experiences, advancements in virtual and augmented reality, and the resurgence of social and out-of-home entertainment. As digital entertainment options become more saturated, consumers are seeking unique, interactive experiences that go beyond traditional media consumption. LBE venues, including theme parks, VR arcades, escape rooms, and immersive theaters, are capitalizing on this trend by offering engaging, technology-driven attractions. The growth of experiential retail, where brands integrate entertainment into physical stores to enhance customer engagement, has also contributed to the expansion of the LBE sector. Additionally, as economies recover from pandemic-related disruptions, there has been a renewed emphasis on shared entertainment experiences, further fueling demand for LBE venues worldwide.

How Are Technological Innovations Enhancing LBE Experiences?

Technological advancements are at the core of the LBE market, transforming traditional entertainment into hyper-immersive experiences. The integration of virtual reality (VR) and augmented reality (AR) has revolutionized attractions, allowing visitors to engage in lifelike simulations, interactive storytelling, and multiplayer gaming experiences. Haptic feedback systems, motion-tracking sensors, and AI-driven character interactions are further enhancing immersion, making LBE attractions more realistic and engaging. The rise of mixed reality (MR) technology, which blends physical and digital environments, is opening new possibilities for theme parks, museums, and entertainment complexes. Additionally, the adoption of artificial intelligence (AI) in crowd management, personalized content recommendations, and dynamic attraction adjustments is improving operational efficiency and customer satisfaction. The use of blockchain for ticketing, digital collectibles, and virtual economies within LBE venues is also gaining traction, providing new monetization opportunities for businesses in the sector.

What Are the Challenges Facing the LBE Market?

Despite its growth, the LBE market faces challenges related to high infrastructure costs, evolving consumer preferences, and competition from digital entertainment platforms. Establishing and maintaining immersive LBE venues requires significant investment in technology, real estate, and operational staff, making it difficult for smaller businesses to compete. Additionally, the rapid evolution of technology means that LBE attractions must constantly innovate to remain relevant, requiring frequent upgrades and reinvestment. Changing consumer habits, particularly the increasing preference for at-home digital entertainment and gaming, also pose a challenge, as LBE operators must continuously offer unique and compelling experiences that cannot be replicated at home. Moreover, safety concerns, particularly in post-pandemic times, have led to new health and sanitation requirements that impact the operational costs and logistics of LBE venues. However, industry leaders are addressing these challenges through strategic partnerships, modular attraction designs, and the development of hybrid entertainment models that combine physical and digital engagement.

What Factors Are Driving Growth in the LBE Market?

The growth in the LBE market is driven by several factors, including technological advancements, increasing disposable income, and the rising demand for immersive social experiences. The proliferation of VR, AR, and AI-driven entertainment has created new possibilities for interactive attractions, making LBE venues more engaging and dynamic. The expansion of the tourism and hospitality industries has further boosted demand for location-based experiences, as travelers seek unique entertainment options in new destinations. The resurgence of in-person socialization, particularly among younger demographics, has also played a crucial role in LBE market expansion, with millennials and Gen Z consumers prioritizing experiences over material possessions. Additionally, the integration of gamification elements, digital rewards, and immersive storytelling is attracting a diverse audience, enhancing customer retention and repeat visits. The continued investment in smart theme parks, AI-powered escape rooms, and hybrid entertainment spaces that blend online and offline interactions is expected to sustain long-term growth in the LBE industry, positioning it as a key driver of the future entertainment landscape.

Report Scope

The report analyzes the Location-based Entertainment market, presented in terms of market value (US$ Thousand). The analysis covers the key segments and geographic regions outlined below.

Segments: Component (Hardware, Software); Technology (2-Dimensional, 3- & 4-Dimensional, Cloud Merged Reality); End-Use (Amusement Parks, Arcade Studios, 4D Films)

Geographic Regions/Countries: World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; Spain; Russia; and Rest of Europe); Asia-Pacific (Australia; India; South Korea; and Rest of Asia-Pacific); Latin America (Argentina; Brazil; Mexico; and Rest of Latin America); Middle East (Iran; Israel; Saudi Arabia; United Arab Emirates; and Rest of Middle East); and Africa.

Key Insights:

  • Market Growth: Understand the significant growth trajectory of the Hardware segment, which is expected to reach US$29.3 Billion by 2030 with a CAGR of a 26.7%. The Software segment is also set to grow at 26.7% CAGR over the analysis period.
  • Regional Analysis: Gain insights into the U.S. market, estimated at $3.0 Billion in 2024, and China, forecasted to grow at an impressive 35.1% CAGR to reach $11.2 Billion by 2030. Discover growth trends in other key regions, including Japan, Canada, Germany, and the Asia-Pacific.

Why You Should Buy This Report:

  • Detailed Market Analysis: Access a thorough analysis of the Global Location-based Entertainment Market, covering all major geographic regions and market segments.
  • Competitive Insights: Get an overview of the competitive landscape, including the market presence of major players across different geographies.
  • Future Trends and Drivers: Understand the key trends and drivers shaping the future of the Global Location-based Entertainment Market.
  • Actionable Insights: Benefit from actionable insights that can help you identify new revenue opportunities and make strategic business decisions.

Key Questions Answered:

  • How is the Global Location-based Entertainment Market expected to evolve by 2030?
  • What are the main drivers and restraints affecting the market?
  • Which market segments will grow the most over the forecast period?
  • How will market shares for different regions and segments change by 2030?
  • Who are the leading players in the market, and what are their prospects?

Report Features:

  • Comprehensive Market Data: Independent analysis of annual sales and market forecasts in US$ Million from 2024 to 2030.
  • In-Depth Regional Analysis: Detailed insights into key markets, including the U.S., China, Japan, Canada, Europe, Asia-Pacific, Latin America, Middle East, and Africa.
  • Company Profiles: Coverage of players such as Cedar Fair Entertainment Company, Fantawild Holdings Inc., Google LLC, Hologate, HTC Corporation and more.
  • Complimentary Updates: Receive free report updates for one year to keep you informed of the latest market developments.

Select Competitors (Total 41 Featured):

  • Cedar Fair Entertainment Company
  • Fantawild Holdings Inc.
  • Google LLC
  • Hologate
  • HTC Corporation
  • Merlin Entertainments
  • Meta Platforms, Inc.
  • Microsoft Corporation
  • Niantic, Inc.
  • OCT Parks China
  • Parques Reunidos
  • Samsung Electronics
  • Sandbox VR
  • SeaWorld Parks & Entertainment
  • Six Flags Entertainment Corporation
  • Sony Interactive Entertainment
  • The Walt Disney Company
  • Universal Parks & Resorts
  • Village Roadshow Theme Parks
  • Zero Latency VR

Tariff Impact Analysis: Key Insights for 2025

Global tariff negotiations across 180+ countries are reshaping supply chains, costs, and competitiveness. This report reflects the latest developments as of April 2025 and incorporates forward-looking insights into the market outlook.

The analysts continuously track trade developments worldwide, drawing insights from leading global economists and over 200 industry and policy institutions, including think tanks, trade organizations, and national economic advisory bodies. This intelligence is integrated into forecasting models to provide timely, data-driven analysis of emerging risks and opportunities.

What’s Included in This Edition:

  • Tariff-adjusted market forecasts by region and segment
  • Analysis of cost and supply chain implications by sourcing and trade exposure
  • Strategic insights into geographic shifts

Buyers receive a free July 2025 update with:

  • Finalized tariff impacts and new trade agreement effects
  • Updated projections reflecting global sourcing and cost shifts
  • Expanded country-specific coverage across the industry

Table of Contents

I. METHODOLOGYII. EXECUTIVE SUMMARY
1. MARKET OVERVIEW
  • Influencer Market Insights
  • Tariff Impact on Global Supply Chain Patterns
  • Location-based Entertainment - Global Key Competitors Percentage Market Share in 2024 (E)
  • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2024 (E)
2. FOCUS ON SELECT PLAYERS
3. MARKET TRENDS & DRIVERS
  • Rising Demand for Experiential and Immersive Entertainment Throws the Spotlight on Location-Based Formats
  • Expansion of Mixed Reality and Themed Attractions Spurs Innovation in Interactive LBE Concepts
  • OEM Focus on VR/AR-Enabled Installations Enhances Visitor Engagement in Multi-Sensory Venues
  • Growth in Indoor Entertainment Centers and Retailtainment Hubs Drives Demand for Modular LBE Units
  • OEM Partnerships With IP Owners and Studios Support Branded Entertainment and Franchise-Based LBE Venues
  • Rising Popularity of Pop-Up and Mobile LBE Installations Expands Flexibility in Urban and Temporary Markets
  • OEM Development of Sensor-Based and AI-Powered Gaming Systems Enhances Adaptive Visitor Experiences
  • Surge in Post-Pandemic Preference for Safe, Enclosed Social Activities Spurs Investment in Indoor LBEs
  • Expansion of Gamification in Education, Fitness, and Corporate Training Opens New B2B LBE Revenue Streams
  • OEM Integration of Contactless Entry, Digital Wallets, and Mobile Ticketing Enhances User Journey
  • Growth in Experiential Tourism and Cultural LBE Installations Promotes Localization of Themed Attractions
  • OEM Emphasis on Real-Time Analytics and Visitor Heat Mapping Supports Operational Optimization
  • Emergence of Multiplayer and Competitive Arena Formats Drives Social Gaming and E-Sports LBE Growth
  • OEM Strategies for Dynamic Content Rotation and Seasonal Events Boost Repeat Visitor Traffic
  • Rise in Immersive Dining and Interactive Theater Expands LBE Applications in Hospitality and F&B
  • OEM Collaboration With Retail Malls and Airports Creates Footfall Synergy and New Revenue Models
  • Increased Focus on Accessibility, Inclusivity, and Neurodivergent-Friendly Design Enhances Audience Reach
  • OEM Investment in Franchise Replication and Global Licensing Supports LBE Expansion Across Cities
  • Shift Toward Hybrid Physical-Digital Experiences Strengthens Cross-Platform Monetization in LBEs
  • Focus on Family-Centric, Multigenerational Attractions Sustains Demand Across Weekends and Holidays
4. GLOBAL MARKET PERSPECTIVE
  • TABLE 1: World Location-based Entertainment Market Analysis of Annual Sales in US$ Million for Years 2015 through 2030
  • TABLE 2: World Recent Past, Current & Future Analysis for Location-based Entertainment by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 3: World Historic Review for Location-based Entertainment by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
  • TABLE 4: World 15-Year Perspective for Location-based Entertainment by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets for Years 2015, 2025 & 2030
  • TABLE 5: World Recent Past, Current & Future Analysis for Hardware by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 6: World Historic Review for Hardware by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
  • TABLE 7: World 15-Year Perspective for Hardware by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
  • TABLE 8: World Recent Past, Current & Future Analysis for Software by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 9: World Historic Review for Software by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
  • TABLE 10: World 15-Year Perspective for Software by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
  • TABLE 11: World Recent Past, Current & Future Analysis for 2-Dimensional by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 12: World Historic Review for 2-Dimensional by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
  • TABLE 13: World 15-Year Perspective for 2-Dimensional by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
  • TABLE 14: World Recent Past, Current & Future Analysis for 3- & 4-Dimensional by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 15: World Historic Review for 3- & 4-Dimensional by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
  • TABLE 16: World 15-Year Perspective for 3- & 4-Dimensional by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
  • TABLE 17: World Recent Past, Current & Future Analysis for Cloud Merged Reality by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 18: World Historic Review for Cloud Merged Reality by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
  • TABLE 19: World 15-Year Perspective for Cloud Merged Reality by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
  • TABLE 20: World Recent Past, Current & Future Analysis for Amusement Parks by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 21: World Historic Review for Amusement Parks by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
  • TABLE 22: World 15-Year Perspective for Amusement Parks by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
  • TABLE 23: World Recent Past, Current & Future Analysis for Arcade Studios by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 24: World Historic Review for Arcade Studios by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
  • TABLE 25: World 15-Year Perspective for Arcade Studios by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
  • TABLE 26: World Recent Past, Current & Future Analysis for 4D Films by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 27: World Historic Review for 4D Films by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
  • TABLE 28: World 15-Year Perspective for 4D Films by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
III. MARKET ANALYSIS
  • UNITED STATES
  • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
  • CANADA
  • JAPAN
  • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
  • CHINA
  • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
  • EUROPE
  • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
  • FRANCE
  • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
  • GERMANY
  • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
  • ITALY
  • UNITED KINGDOM
  • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
  • SPAIN
  • RUSSIA
  • REST OF EUROPE
  • ASIA-PACIFIC
  • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
  • AUSTRALIA
  • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Australia for 2025 (E)
  • INDIA
  • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in India for 2025 (E)
  • SOUTH KOREA
  • REST OF ASIA-PACIFIC
  • LATIN AMERICA
  • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Latin America for 2025 (E)
  • ARGENTINA
  • BRAZIL
  • MEXICO
  • REST OF LATIN AMERICA
  • MIDDLE EAST
  • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Middle East for 2025 (E)
  • IRAN
  • ISRAEL
  • SAUDI ARABIA
  • UNITED ARAB EMIRATES
  • REST OF MIDDLE EAST
  • AFRICA
  • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Africa for 2025 (E)
IV. COMPETITION

Companies Mentioned (Partial List)

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

  • Cedar Fair Entertainment Company
  • Fantawild Holdings Inc.
  • Google LLC
  • Hologate
  • HTC Corporation
  • Merlin Entertainments
  • Meta Platforms, Inc.
  • Microsoft Corporation
  • Niantic, Inc.
  • OCT Parks China
  • Parques Reunidos
  • Samsung Electronics
  • Sandbox VR
  • SeaWorld Parks & Entertainment
  • Six Flags Entertainment Corporation
  • Sony Interactive Entertainment
  • The Walt Disney Company
  • Universal Parks & Resorts
  • Village Roadshow Theme Parks
  • Zero Latency VR

Table Information