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Location-based Entertainment - Global Strategic Business Report

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    Report

  • 741 Pages
  • October 2025
  • Region: Global
  • Global Industry Analysts, Inc
  • ID: 6068644
The global market for Location-based Entertainment was valued at US$5.5 Billion in 2024 and is projected to reach US$15.9 Billion by 2030, growing at a CAGR of 19.5% 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 (USD). The analysis covers the key segments and geographic regions outlined below.
  • Segments: Component (Location-based Entertainment Hardware, Location-based Entertainment Software); Technology (3- & 4-Dimensional Technology, 2-Dimensional Technology); End-Use (Amusement Parks End-Use, Arcade Studios End-Use, Other End-Uses).
  • 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 Location-based Entertainment Hardware segment, which is expected to reach US$9.9 Billion by 2030 with a CAGR of 18.7%. The Location-based Entertainment Software segment is also set to grow at 20.8% CAGR over the analysis period.
  • Regional Analysis: Gain insights into the U.S. market, valued at $1.7 Billion in 2024, and China, forecasted to grow at an impressive 24.7% CAGR to reach $2.7 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 4Experience, AEON Fantasy Co., LTD., Barco NV, BidOn Games Studio LLC, Bob’s Space Racers and more.
  • Complimentary Updates: Receive free report updates for one year to keep you informed of the latest market developments.

Some of the 67 companies featured in this Location-based Entertainment market report include:

  • 4Experience
  • AEON Fantasy Co., LTD.
  • Barco NV
  • BidOn Games Studio LLC
  • Bob’s Space Racers
  • CamOnApp
  • Cineplex, Inc.
  • Cleanbox Technology
  • Dark Slope Studios
  • Dave & Buster

This edition integrates the latest global trade and economic shifts into comprehensive market analysis. Key updates include:

  • Tariff and Trade Impact: Insights into global tariff negotiations across 180+ countries, with analysis of supply chain turbulence, sourcing disruptions, and geographic realignment. Special focus on 2025 as a pivotal year for trade tensions, including updated perspectives on the Trump-era tariffs.
  • Adjusted Forecasts and Analytics: Revised global and regional market forecasts through 2030, incorporating tariff effects, economic uncertainty, and structural changes in globalization. Includes historical analysis from 2015 to 2023.
  • Strategic Market Dynamics: Evaluation of revised market prospects, regional outlooks, and key economic indicators such as population and urbanization trends.
  • Innovation & Technology Trends: Latest developments in product and process innovation, emerging technologies, and key industry drivers shaping the competitive landscape.
  • Competitive Intelligence: Updated global market share estimates for 2025, competitive positioning of major players (Strong/Active/Niche/Trivial), and refined focus on leading global brands and core players.
  • Expert Insight & Commentary: Strategic analysis from economists, trade experts, and domain specialists to contextualize market shifts and identify emerging opportunities.

Table of Contents

I. METHODOLOGYII. EXECUTIVE SUMMARY
1. MARKET OVERVIEW
  • Redefining Entertainment through Destination Experiences
  • Global Market outlook
  • Global Economic Outlook
  • World Economic Growth Projections (Real Gross Domestic Product (GDP), Annual % Change) for the Years 2024 Through 2026
  • Global Headline Inflation Rates (In %) for the Years 2019 through 2026
  • Global Average Annual Brent Crude Oil Price (In US$ Per Barrel) for Years 2019 through 2026
  • Location-based Entertainment - Global Key Competitors Percentage Market Share in 2025 (E)
  • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2025 (E)
  • Location-based Entertainment: Introduction
  • Benefits of Location-Based Entertainment: A Multi-Dimensional Perspective
  • Domain Expert Insights
  • Recent Market Activity
2. FOCUS ON SELECT PLAYERS
3. MARKET TRENDS & DRIVERS
  • How Location-Based Services are Powering Entertainment's Next Leap?
  • 3D Technology Gains Renewed Momentum in Location-Based Entertainment
  • Integration of Augmented and Virtual Reality Experiences Spurs Growth of Next-Gen Location-Based Attractions
  • Consumer Preference for AR and VR Experiences Pushes Growth in Location-based Attractions: Global AR/VR Market Size (in US$ Billion) for the Years 2024, 2026, 2028 and 2030
  • Technology Advancements Highlight Growing Interest in Delivering Physical-Digital Hybrids that Create Deeper Engagement
  • Surge in Post-Pandemic Preference for Safe, Enclosed Social Activities Spurs Investment in Indoor LBEs
  • Mixed Reality Demonstrates Demonstrating Broader Appeal
  • Location-Based VR: Expanding the Boundaries of Immersive Entertainment
  • Shift Toward Experience-Driven Leisure Spending Strengthens Business Case for High-Engagement Entertainment Formats
  • Percentage of US Households Participating in LBE Activity in 2024
  • Expansion of Mixed-Use Buildings and Retail Complexes and Urban Entertainment Districts Generates Demand for Location-Based Entertainment
  • Community LBEs Enter a New Era: From Entertainment to Social Gaming Entertainment
  • Rise in Immersive Dining and Interactive Theater Expands LBE Applications in Hospitality and F&B
  • Rising Popularity of Pop-Up and Mobile LBE Installations Expands Flexibility in Urban and Temporary Markets
  • Growth in Experiential Tourism and Cultural LBE Installations Promotes Localization of Themed Attractions
  • Growing Popularity of Gamified Experiences and Competitive Socializing Drives Adoption of Interactive Entertainment Centers
  • Rising Adoption of Gamified Experiences Fuels Interactive Entertainment: Global Gamification Market Size (in US$ Billion) for the Years 2025, 2027, 2029 and 2031
  • Esports Arenas: Modern, Dedicated Colosseums for Digital Gladiators
  • Next-Gen Gaming Glory: Roaring Esports Trends to Watch-for
  • Emergence of Multiplayer Formats Drives Social Gaming and E-Sports LBE Growth
4. GLOBAL MARKET PERSPECTIVE
  • Table 1: World Location-based Entertainment Market Analysis of Annual Sales in US$ Thousand 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 Revenues in US$ Thousand 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 Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
  • Table 4: World 15-Year Perspective for Location-based Entertainment by Geographic Region - Percentage Breakdown of Value Revenues 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 Location-based Entertainment Hardware by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2024 through 2030 and % CAGR
  • Table 6: World Historic Review for Location-based Entertainment Hardware by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
  • Table 7: World 15-Year Perspective for Location-based Entertainment Hardware by Geographic Region - Percentage Breakdown of Value Revenues 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 Location-based Entertainment Software by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2024 through 2030 and % CAGR
  • Table 9: World Historic Review for Location-based Entertainment Software by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
  • Table 10: World 15-Year Perspective for Location-based Entertainment Software by Geographic Region - Percentage Breakdown of Value Revenues 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 3- & 4-Dimensional Technology by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2024 through 2030 and % CAGR
  • Table 12: World Historic Review for 3- & 4-Dimensional Technology by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
  • Table 13: World 15-Year Perspective for 3- & 4-Dimensional Technology by Geographic Region - Percentage Breakdown of Value Revenues 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 2-Dimensional Technology by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2024 through 2030 and % CAGR
  • Table 15: World Historic Review for 2-Dimensional Technology by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
  • Table 16: World 15-Year Perspective for 2-Dimensional Technology by Geographic Region - Percentage Breakdown of Value Revenues 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 Amusement Parks End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2024 through 2030 and % CAGR
  • Table 18: World Historic Review for Amusement Parks End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
  • Table 19: World 15-Year Perspective for Amusement Parks End-Use by Geographic Region - Percentage Breakdown of Value Revenues 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 Arcade Studios End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2024 through 2030 and % CAGR
  • Table 21: World Historic Review for Arcade Studios End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
  • Table 22: World 15-Year Perspective for Arcade Studios End-Use by Geographic Region - Percentage Breakdown of Value Revenues 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 Other End-Uses by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2024 through 2030 and % CAGR
  • Table 24: World Historic Review for Other End-Uses by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2015 through 2023 and % CAGR
  • Table 25: World 15-Year Perspective for Other End-Uses by Geographic Region - Percentage Breakdown of Value Revenues 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:

  • 4Experience
  • AEON Fantasy Co., LTD.
  • Barco NV
  • BidOn Games Studio LLC
  • Bob’s Space Racers
  • CamOnApp
  • Cineplex, Inc.
  • Cleanbox Technology
  • Dark Slope Studios
  • Dave & Buster

Table Information