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Location-Based Entertainment Market Opportunities and Strategies to 2034

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    Report

  • 320 Pages
  • April 2025
  • Region: Global
  • The Business Research Company
  • ID: 6093323
This report describes and explains the location-based entertainment market and covers 2019-2024, termed the historic period, and 2024-2029, 2034F termed the forecast period. The report evaluates the market across each region and for the major economies within each region.

The global location-based entertainment market reached a value of nearly $3.86 billion in 2024, having grown at a compound annual growth rate (CAGR) of 10.76% since 2019. The market is expected to grow from $3.86 billion in 2024 to $11.75 billion in 2029 at a rate of 24.95%. The market is then expected to grow at a CAGR of 24.23% from 2029 and reach $34.79 billion in 2034.

Growth in the historic period resulted from the advancements in immersive experiences, integration of LBE with tourism and retail, increased consumer spending on entertainment content and urbanization and rising disposable incomes. Factors that negatively affected growth in the historic period were impact of COVID-19 pandemic and high capital and operational costs.

Going forward, the strategic partnerships and intellectual property (IP) collaborations, expansion and development of the new parks and technology advancements and innovative attractions will drive the growth. Factor that could hinder the growth of the location-based entertainment market in the future include growing competition from home entertainment & other leisure and economic pressures and rising operational costs.

North America was the largest region in the location-based entertainment market, accounting for 35.03% or$1,352.35 million of the total in 2024. It was followed by Asia-Pacific, Western Europe and then the other regions. Going forward, the fastest-growing regions in the location-based entertainment market will be Asia-Pacific and South America where growth will be at CAGRs of 33.11% and 29.14% respectively. These will be followed by Africa and Eastern Europe where the markets are expected to grow at CAGRs of 25.46% and 23.71% respectively.

The global location-based entertainment markets is fairly concentrated, with large players operating in the market. The top 10 competitors in the market made up 36.31% of the total market in 2023. The Walt Disney Company was the largest competitor with a 9.59% share of the market, followed by Meta Platforms Inc. with 5.96%, Microsoft Corporation with 4.66%, Samsung Electronics Co. Ltd. with 3.50%, Niantic Inc. with 2.95%, Unity Technologies Inc. with 2.58%, NBCUniversal Media LLC with 2.16%, Hologate GmbH with 2.13%, Six Flags Entertainment Corporation with 1.81% and HTC Corporation (VIVE) with 0.99%.

The location-based entertainment market is segmented by offerings into hardware, software and services. The hardware market was the largest segment of the location-based entertainment market segmented by offerings, accounting for 52.99% or $2.04 billion of the total in 2024. Going forward, the software segment is expected to be the fastest growing segment in the location-based entertainment market segmented by offerings, at a CAGR of 34.35% during 2024-2029.

The location-based entertainment market is segmented by technology into 2 dimensional (2D), 3 dimensional (3D) and cloud merged reality (CMR). The 3-dimensional (3D) market was the largest segment of the location-based entertainment market segmented by technology, accounting for 49.67% or $1.91 billion of the total in 2024. Going forward, the cloud merged reality (CMR) segment is expected to be the fastest growing segment in the location-based entertainment market segmented by technology, at a CAGR of 40.14% during 2024-2029.

The location-based entertainment market is segmented by end-use into amusement parks, arcade studios and 4d films. The amusement parks market was the largest segment of the location-based entertainment market segmented by end-use, accounting for 42.83% or $1.65 billion of the total in 2024. Going forward, the arcade studios segment is expected to be the fastest growing segment in the location-based entertainment market segmented by end-use, at a CAGR of 28.74% during 2024-2029.

The top opportunities in the location-based entertainment markets segmented by offering will arise in the software segment, which will gain $3.51 billion of global annual sales by 2029. The top opportunities in the location-based entertainment markets segmented by technology will arise in the cloud merged reality (CMR) segment, which will gain $5.55 billion of global annual sales by 2029. The top opportunities in the location-based entertainment markets segmented by end-use will arise in the arcade studios segment, which will gain $3.22 billion of global annual sales by 2029. The location-based entertainment market size will gain the most in the USA at $1.69 billion.

Market-trend-based strategies for the location-based entertainment market include focus on boosting traditional venues such as theme parks, arcades, and escape rooms by providing interactive and personalized experiences, focus on demand for individualized and tailored experiences, focus on food & beverage services, focus on expanding rapidly in regions such as Asia-Pacific, and Middle East owing to increased disposable incomes, urbanization, and a growing thirst for new leisure activities, focus on ecologically concerned consumers and focus on hybrid experiences that blend digital technologies and physical systems.

Player-adopted strategies in the location-based entertainment market include focus on expanding business capabilities through partnership to expand its operational capabilities and focus on expanding manufacturing capabilities through strategic Investment.

To take advantage of the opportunities, the analyst recommends the location-based entertainment to focus on integrating immersive technologies with branded experiences, focus on personalized guest experiences through data analytics, focus on enhancing themed food and beverage experiences, focus on high-growth regions in Asia-pacific and the middle east, focus on sustainability and inclusive policies to attract value-aligned visitors, focus on enhancing hybrid engagement through emerging technology, expand in emerging markets, continue to focus on developed markets, focus on expanding presence across high-traffic urban and travel hubs, focus on tiered pricing models based on experience type, focus on building awareness through partnerships and experience-driven campaigns, focus on personalized digital promotions and localized targeting and focus on targeting tech-savvy gamers through staff training and community engagement.

Major Market Trends

  • Highly Immersive Environments with Integration of Technologies (AR/VR/MR)
  • Demand for Personalization and Customization in Entertainment
  • Food & Beverage Experiences to Compliment the Experiences
  • Growth in Emerging Markets
  • Focus on Sustainable and Eco-Friendly Initiatives
  • Emphasis on Hybrid Experiences that Blend Digital Technologies and Physical Systems

Table of Contents

1 Executive Summary
1.1 Location-Based Entertainment - Market Attractiveness and Macro Economic Landscape
2 Table of Contents3 List of Tables4 List of Figures5 Report Structure
6 Market Characteristics
6.1 General Market Definition
6.2 Summary
6.3 Location-Based Entertainment Market Definition and Segmentations
6.4 Market Segmentation by Offerings
6.4.1 Hardware
6.4.2 Software
6.4.3 Services
6.5 Market Segmentation by Technology
6.5.1 2 Dimensional (2D)
6.5.2 3 Dimensional (3D)
6.5.3 Cloud Merged Reality (CMR)
6.6 Market Segmentation by End-Use
6.6.1 Amusement Parks
6.6.2 Arcade Studios
6.6.3 4D Films
7 Major Market Trends
7.1 Highly Immersive Environments with Integration of Technologies (AR/VR/MR)
7.2 Demand for Personalization and Customization in Entertainment
7.3 Food & Beverage Experiences to Compliment the Experiences
7.4 Growth in Emerging Markets
7.5 Focus on Sustainable and Eco-Friendly Initiatives
7.6 Emphasis on Hybrid Experiences that Blend Digital Technologies and Physical Systems
8 Global Location-Based Entertainment Growth Analysis and Strategic Analysis Framework
8.1 Global Location-Based Entertainment PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors)
8.1.1 Political
8.1.2 Economic
8.1.3 Social
8.1.4 Technological
8.1.5 Environmental
8.1.6 Legal
8.2 Analysis of End User Market
8.2.1 Amusement Parks
8.2.2 Arcade Studios
8.2.3 4D Films
8.3 Global Location-Based Entertainment Market Growth Rate Analysis
8.4 Historic Market Growth, 2019-2024, Value ($ Million)
8.4.1 Market Drivers 2019-2024
8.4.2 Market Restraints 2019-2024
8.5 Forecast Market Growth, 2024-2029, 2034F Value ($ Million)
8.5.1 Market Drivers 2024-2029
8.5.2 Market Restraints 2024-2029
8.6 Forecast Growth Contributors/Factors
8.6.1 Quantitative Growth Contributors
8.6.2 Drivers
8.6.3 Restraints
8.7 Global Location-Based Entertainment Total Addressable Market (TAM)
9 Global Location-Based Entertainment Market Segmentation
9.1 Global Location-Based Entertainment Market, Segmentation by Offerings, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
9.2 Global Location-Based Entertainment Market, Segmentation by Technology, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
9.3 Global Location-Based Entertainment Market, Segmentation by End-Use Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
9.4 Global Location-Based Entertainment Market, Sub-Segmentation of Hardware, by Type, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
9.5 Global Location-Based Entertainment Market, Sub-Segmentation of Software, by Type, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
9.6 Global Location-Based Entertainment Market, Sub-Segmentation of Services, by Type, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
10 Location-Based Entertainment Market, Regional and Country Analysis
10.1 Global Location-Based Entertainment Market, by Region, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
10.2 Global Location-Based Entertainment Market, by Country, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
11 Asia-Pacific Market
11.1 Summary
11.2 Market Overview
11.2.1 Region Information
11.2.2 Market Information
11.2.3 Background Information
11.2.4 Government Initiatives
11.2.5 Regulations
11.2.6 Regulatory Bodies
11.2.7 Major Associations
11.2.8 Taxes Levied
11.2.9 Corporate Tax Structure
11.2.10 Investments
11.2.11 Major Companies
11.3 Asia-Pacific Location-Based Entertainment Market, Segmentation by Offerings, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
11.4 Asia-Pacific Location-Based Entertainment Market, Segmentation by Technology, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
11.5 Asia-Pacific Location-Based Entertainment Market, Segmentation by End-Use Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
11.6 Asia-Pacific Location-Based Entertainment Market: Country Analysis
11.7 China Market
11.8 Summary
11.9 Market Overview
11.9.1 Country Information
11.9.2 Market Information
11.9.3 Background Information
11.9.4 Government Initiatives
11.9.5 Regulations
11.9.6 Regulatory Bodies
11.9.7 Major Associations
11.9.8 Taxes Levied
11.9.9 Corporate Tax Structure
11.9.10 Investments
11.9.11 Major Companies
11.10 China Location-Based Entertainment Market, Segmentation by Offerings, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
11.11 China Location-Based Entertainment Market, Segmentation by Technology, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
11.12 China Location-Based Entertainment Market, Segmentation by End-Use Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
11.13 India Market
11.14 India Location-Based Entertainment Market, Segmentation by Offerings, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
11.15 India Location-Based Entertainment Market, Segmentation by Technology, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
11.16 India Location-Based Entertainment Market, Segmentation by End-Use Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
11.17 Japan Market
11.18 Summary
11.19 Market Overview
11.19.1 Country Information
11.19.2 Market Information
11.19.3 Background Information
11.19.4 Government Initiatives
11.19.5 Regulations
11.19.6 Regulatory Bodies
11.19.7 Major Associations
11.19.8 Taxes Levied
11.19.9 Corporate Tax Structure
11.19.10 Investments
11.19.11 Major Companies
11.20 Japan Location-Based Entertainment Market, Segmentation by Offerings, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
11.21 Japan Location-Based Entertainment Market, Segmentation by Technology, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
11.22 Japan Location-Based Entertainment Market, Segmentation by End-Use Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
11.23 Australia Market
11.24 Australia Location-Based Entertainment Market, Segmentation by Offerings, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
11.25 Australia Location-Based Entertainment Market, Segmentation by Technology, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
11.26 Australia Location-Based Entertainment Market, Segmentation by End-Use Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
11.27 Indonesia Market
11.28 Indonesia Location-Based Entertainment Market, Segmentation by Offerings, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
11.29 Indonesia Location-Based Entertainment Market, Segmentation by Technology, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
11.30 Indonesia Location-Based Entertainment Market, Segmentation by End-Use Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
11.31 South Korea Market
11.32 Summary
11.33 Market Overview
11.33.1 Country Information
11.33.2 Market Information
11.33.3 Background Information
11.33.4 Government Initiatives
11.33.5 Regulations
11.33.6 Regulatory Bodies
11.33.7 Major Associations
11.33.8 Taxes Levied
11.33.9 Corporate Tax Structure
11.33.10 Investments
11.33.11 Major Companies
11.34 South Korea Location-Based Entertainment Market, Segmentation by Offerings, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
11.35 South Korea Location-Based Entertainment Market, Segmentation by Technology, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
11.36 South Korea Location-Based Entertainment Market, Segmentation by End-Use Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
12 Western Europe Market
12.1 Summary
12.2 Market Overview
12.2.1 Region Information
12.2.2 Market Information
12.2.3 Background Information
12.2.4 Government Initiatives
12.2.5 Regulations
12.2.6 Regulatory Bodies
12.2.7 Major Associations
12.2.8 Taxes Levied
12.2.9 Corporate tax structure
12.2.10 Investments
12.2.11 Major Companies
12.3 Western Europe Location-Based Entertainment Market, Segmentation by Offerings, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
12.4 Western Europe Location-Based Entertainment Market, Segmentation by Technology, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
12.5 Western Europe Location-Based Entertainment Market, Segmentation by End-Use Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
12.6 Western Europe Location-Based Entertainment Market: Country Analysis
12.7 UK Market
12.8 UK Location-Based Entertainment Market, Segmentation by Offerings, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
12.9 UK Location-Based Entertainment Market, Segmentation by Technology, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
12.10 UK Location-Based Entertainment Market, Segmentation by End-Use Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
12.11 Germany Market
12.12 Germany Location-Based Entertainment Market, Segmentation by Offerings, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
12.13 Germany Location-Based Entertainment Market, Segmentation by Technology, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
12.14 Germany Location-Based Entertainment Market, Segmentation by End-Use Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
12.15 France Market
12.16 France Location-Based Entertainment Market, Segmentation by Offerings, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
12.17 France Location-Based Entertainment Market, Segmentation by Technology, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
12.18 France Location-Based Entertainment Market, Segmentation by End-Use Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
12.19 Italy Market
12.20 Italy Location-Based Entertainment Market, Segmentation by Offerings, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
12.21 Italy Location-Based Entertainment Market, Segmentation by Technology, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
12.22 Italy Location-Based Entertainment Market, Segmentation by End-Use Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
12.23 Spain Market
12.24 Spain Location-Based Entertainment Market, Segmentation by Offerings, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
12.25 Spain Location-Based Entertainment Market, Segmentation by Technology, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
12.26 Spain Location-Based Entertainment Market, Segmentation by End-Use Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
13 Eastern Europe Market
13.1 Summary
13.2 Market Overview
13.2.1 Region Information
13.2.2 Market Information
13.2.3 Background Information
13.2.4 Government Initiatives
13.2.5 Regulations
13.2.6 Regulatory Bodies
13.2.7 Major Associations
13.2.8 Taxes Levied
13.2.9 Corporate Tax Structure
13.2.10 Investments
13.2.11 Major companies
13.3 Eastern Europe Location-Based Entertainment Market, Segmentation by Offerings, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
13.4 Eastern Europe Location-Based Entertainment Market, Segmentation by Technology, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
13.5 Eastern Europe Location-Based Entertainment Market, Segmentation by End-Use Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
13.6 Russia Market
13.7 Russia Location-Based Entertainment Market, Segmentation by Offerings, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
13.8 Russia Location-Based Entertainment Market, Segmentation by Technology, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
13.9 Russia Location-Based Entertainment Market, Segmentation by End-Use Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
14 North America Market
14.1 Summary
14.2 Market Overview
14.2.1 Region Information
14.2.2 Market Information
14.2.3 Background Information
14.2.4 Government Initiatives
14.2.5 Regulations
14.2.6 Regulatory Bodies
14.2.7 Major Associations
14.2.8 Taxes Levied
14.2.9 Corporate Tax Structure
14.2.10 Investments
14.2.11 Major Companies
14.3 North America Location-Based Entertainment Market, Segmentation by Offerings, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
14.4 North America Location-Based Entertainment Market, Segmentation by Technology, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
14.5 North America Location-Based Entertainment Market, Segmentation by End-Use Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
14.6 USA Market
14.7 Summary
14.8 Market Overview
14.8.1 Country Information
14.8.2 Market Information
14.8.3 Background Information
14.8.4 Government Initiatives
14.8.5 Regulations
14.8.6 Regulatory Bodies
14.8.7 Major Associations
14.8.8 Taxes Levied
14.8.9 Corporate Tax Structure
14.8.10 Investments
14.8.11 Major Companies
14.9 USA Location-Based Entertainment Market, Segmentation by Offerings, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
14.10 USA Location-Based Entertainment Market, Segmentation by Technology, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
14.11 USA Location-Based Entertainment Market, Segmentation by End-Use Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
14.12 Canada Market
14.13 Summary
14.14 Market Overview
14.14.1 Region Information
14.14.2 Market Information
14.14.3 Background Information
14.14.4 Government Initiatives
14.14.5 Regulations
14.14.6 Regulatory Bodies
14.14.7 Major Associations
14.14.8 Taxes Levied
14.14.9 Corporate Tax Structure
14.14.10 Investments
14.14.11 Major Companies
14.15 Canada Location-Based Entertainment Market, Segmentation by Offerings, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
14.16 Canada Location-Based Entertainment Market, Segmentation by Technology, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
14.17 Canada Location-Based Entertainment Market, Segmentation by End-Use Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
15 South America Market
15.1 Summary
15.2 Market Overview
15.2.1 Region Information
15.2.2 Market Information
15.2.3 Background Information
15.2.4 Government Initiatives
15.2.5 Regulations
15.2.6 Regulatory Bodies
15.2.7 Major Associations
15.2.8 Taxes Levied
15.2.9 Corporate Tax Structure
15.2.10 Investments
15.2.11 Major Companies
15.3 South America Location-Based Entertainment Market, Segmentation by Offerings, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
15.4 South America Location-Based Entertainment Market, Segmentation by Technology, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
15.5 South America Location-Based Entertainment Market, Segmentation by End-Use Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
15.6 South America Location-Based Entertainment Market: Country Analysis
15.7 Brazil Market
15.8 Brazil Location-Based Entertainment Market, Segmentation by Offerings, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
15.9 Brazil Location-Based Entertainment Market, Segmentation by Technology, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
15.10 Brazil Location-Based Entertainment Market, Segmentation by End-Use Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
16 Middle East Market
16.1 Summary
16.2 Market Overview
16.2.1 Region Information
16.2.2 Market Information
16.2.3 Background Information
16.2.4 Government Initiatives
16.2.5 Regulations
16.2.6 Regulatory Bodies
16.2.7 Major Associations
16.2.8 Taxes Levied
16.2.9 Corporate Tax Structure
16.2.10 Investments
16.2.11 Major Companies
16.3 Middle East Location-Based Entertainment Market, Segmentation by Offerings, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
16.4 Middle East Location-Based Entertainment Market, Segmentation by Technology, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
16.5 Middle East Location-Based Entertainment Market, Segmentation by End-Use Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
17 Africa Market
17.1 Summary
17.2 Market Overview
17.2.1 Region Information
17.2.2 Market Information
17.2.3 Background Information
17.2.4 Government Initiatives
17.2.5 Regulations
17.2.6 Regulatory Bodies
17.2.7 Major Associations
17.2.8 Taxes Levied
17.2.9 Corporate Tax Structure
17.2.10 Investments
17.2.11 Major Companies
17.3 Africa Location-Based Entertainment Market, Segmentation by Offerings, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
17.4 Africa Location-Based Entertainment Market, Segmentation by Technology, Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
17.5 Africa Location-Based Entertainment Market, Segmentation by End-Use Historic and Forecast, 2019-2024, 2029F, 2034F, Value ($ Million)
18 Competitive Landscape and Company Profiles
18.1 Company Profiles
18.2 The Walt Disney Company
18.2.1 Company Overview
18.2.2 Products and Services
18.2.3 Business Strategy
18.2.4 Financial Overview
18.3 Meta Platforms Inc.
18.3.1 Company Overview
18.3.2 Products and Services
18.3.3 Business Strategy
18.3.4 Financial Overview
18.4 Microsoft Corporation
18.4.1 Company Overview
18.4.2 Products and Services
18.4.3 Business Strategy
18.4.4 Financial Overview
18.5 Samsung Electronics Co. Ltd.
18.5.1 Company Overview
18.5.2 Products and Services
18.5.3 Business Strategy
18.5.4 Financial Overview
18.6 Niantic Inc.
18.6.1 Company Overview
18.6.2 Products and Services
18.6.3 Business Strategy
18.6.4 Financial Overview
19 Other Major and Innovative Companies
19.1 Unity Technologies Inc.
19.1.1 Company Overview
19.1.2 Products and Services
19.2 NBCUniversal Media LLC
19.2.1 Company Overview
19.2.2 Products and Services
19.3 Hologate GmbH
19.3.1 Company Overview
19.3.2 Products and Services
19.4 Six Flags Entertainment Corporation
19.4.1 Company Overview
19.4.2 Products and Services
19.5 HTC Corporation (VIVE)
19.5.1 Company Overview
19.5.2 Products and Services
19.6 Dave & Buster's Entertainment Inc.
19.6.1 Company Overview
19.6.2 Products and Services
19.7 The Sandbox
19.7.1 Company Overview
19.7.2 Products and Services
19.8 Cinépolis India Pvt. Ltd.
19.8.1 Company Overview
19.8.2 Products and Services
19.9 Habo Studio Inc.
19.9.1 Company Overview
19.9.2 Products and Services
19.10 Parques Reunidos Servicios Centrales S.A
19.10.1 Company Overview
19.10.2 Products and Services
19.11 Bob’s Space Racers Inc.
19.11.1 Company Overview
19.11.2 Products and Services
19.12 Wikitude GmbH
19.12.1 Company Overview
19.12.2 Products and Services
19.13 Zero Latency pty Ltd.
19.13.1 Company Overview
19.13.2 Products and Services
19.14 Barron Games International LLC
19.14.1 Company Overview
19.14.2 Products and Services
19.15 Dreamscape Immersive Inc.
19.15.1 Company Overview
19.15.2 Products and Services
20 Competitive Benchmarking21 Competitive Dashboard
22 Key Mergers and Acquisitions
22.1 Scopely Acquired Niantic's Pokémon Go
22.2 Infinite Acquisitions Partners Announced Plans to Acquire of Oceaneering Entertainment Systems (OES)
22.3 Epic Games Acquired AQUIRIS
23 Recent Developments in the Location-Based Entertainment Market
23.1 International Expansions Targeted to Capture Rapidly Emerging Markets
23.2 Strategic Collaborations to Enhance Immersive Experiences for Themed Parks
23.3 Global Companies Focusing on Expansions & Diversification in Offerings
24 Opportunities and Strategies
24.1 Global Location-Based Entertainment Market in 2029 - Countries Offering Most New Opportunities
24.2 Global Location-Based Entertainment Market in 2029 - Segments Offering Most New Opportunities
24.3 Global Location-Based Entertainment Market in 2029 - Growth Strategies
24.3.1 Market Trend Based Strategies
24.3.2 Competitor Strategies
25 Location-Based Entertainment Market, Conclusions and Recommendations
25.1 Conclusions
25.2 Recommendations
25.2.1 Product
25.2.2 Place
25.2.3 Price
25.2.4 Promotion
25.2.5 People
26 Appendix
26.1 Geographies Covered
26.2 Market Data Sources
26.3 Research Methodology
26.4 Currencies
26.5 About the Analyst
26.6 Copyright and Disclaimer

Executive Summary

Location-Based Entertainment Global Market Opportunities and Strategies to 2034 provides the strategists; marketers and senior management with the critical information they need to assess the global location-based entertainment market as it emerges from the COVID-19 shut down.

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Description

Where is the largest and fastest-growing market for location-based entertainment? How does the market relate to the overall economy; demography and other similar markets? What forces will shape the market going forward? The location-based entertainment market global report answers all these questions and many more.

The report covers market characteristics; size and growth; segmentation; regional and country breakdowns; competitive landscape; market shares; trends and strategies for this market. It traces the market’s history and forecasts market growth by geography. It places the market within the context of the wider location-based entertainment market; and compares it with other markets.

The report covers the following chapters:

  • Introduction and Market Characteristics- Brief introduction to the segmentations covered in the market, definitions and explanations about the segment by type and by application.
  • Key Trends- Highlights the major trends shaping the global market. This section also highlights likely future developments in the market.
  • Growth Analysis and Strategic Analysis Framework- Analysis on PESTEL, end use industries, market growth rate, global historic (2019-2024) and forecast (2024-2029, 2034F) market values and drivers and restraints that support and control the growth of the market in the historic and forecast periods, forecast growth contributors and total addressable market (TAM).
  • Regional and Country Analysis- Historic (2019-2024) and forecast (2024-2029, 2034F) market values and growth and market share comparison by region and country.
  • Market Segmentation- Contains the market values (2019-2024) (2024-2029, 2034F) and analysis for each segment by type and by application in the market. Historic (2019-2024) and forecast (2024-2029) and (2029-2034) market values and growth and market share comparison by region market.
  • Regional Market Size and Growth- Regional market size (2024), historic (2019-2024) and forecast (2024-2029, 2034F) market values and growth and market share comparison of countries within the region. This report includes information on all the regions Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa and major countries within each region.
  • Competitive Landscape- Details on the competitive landscape of the market, estimated market shares and company profiles of the leading players.
  • Other Major and Innovative Companies- Details on the company profiles of other major and innovative companies in the market.
  • Competitive Benchmarking- Briefs on the financials comparison between major players in the market.
  • Competitive Dashboard- Briefs on competitive dashboard of major players.
  • Key Mergers and Acquisitions- Information on recent mergers and acquisitions in the market covered in the report. This section gives key financial details of mergers and acquisitions, which have shaped the market in recent years
  • Recent Developments- Information on recent developments in the market covered in the report.
  • Market Opportunities and Strategies- Describes market opportunities and strategies based on findings of the research, with information on growth opportunities across countries, segments and strategies to be followed in those markets.
  • Conclusions and Recommendations- This section includes recommendations for location-based entertainment providers in terms of product/service offerings geographic expansion, marketing strategies and target groups.
  • Appendix- This section includes details on the NAICS codes covered, abbreviations and currencies codes used in this report.
Markets Covered:
1) by Offerings: Hardware; Software; Services
2) by Technology: Dimensional (2D); Dimensional (3D); Cloud Merged Reality (CMR)
3) by End-Use: Amusement Parks; Arcade Studios; 4D Films

Key Companies Profiled: the Walt Disney Company; Meta Platforms Inc.; Microsoft Corporation; Samsung Electronics Co. Ltd.; Niantic Inc.

Countries: China; Australia; India; Indonesia; Japan; South Korea; USA; Canada; Brazil; France; Germany; UK; Italy; Spain; Russia

Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa

Time Series: Five years historic and ten years forecast.

Data: Ratios of market size and growth to related markets; GDP proportions; expenditure per capita; location-based entertainment indicators comparison.

Data Segmentation: Country and regional historic and forecast data; market share of competitors; market segments.

Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.

Companies Mentioned

The companies featured in this Location-Based Entertainment market report include:
  • The Walt Disney Company
  • Meta Platforms Inc.
  • Microsoft Corporation
  • Samsung Electronics Co. Ltd.
  • Niantic Inc.
  • Unity Technologies Inc.
  • NBCUniversal Media LLC
  • Hologate GmbH
  • Six Flags Entertainment Corporation
  • HTC Corporation (VIVE)
  • Universal Parks & Resorts
  • Merlin Entertainments
  • OCT Group
  • Fantawild Holdings Inc.
  • AEON Fantasy Co., Ltd.
  • Samsung Electronics Co., Ltd.
  • Village Roadshow Theme Parks
  • VR Studios Inc.
  • Parques Reunidos
  • Compagnie des Alpes
  • Efteling, Europa-Park
  • Tivoli Gardens
  • Embracer Group
  • Ubisoft
  • Dream Island (Остров мечты)
  • Energylandia
  • Thrill Park Prague
  • Herschend Family Entertainment
  • SeaWorld Parks & Entertainment
  • Cineplex Entertainment
  • Dave & Buster’s
  • Beto Carrero World
  • Hopi Hari
  • Fantasilandia
  • Aquiris(Acquired by Epic Games)
  • Playland
  • Google (Brazil - Indie Games Fund)
  • Hasbro (Brazil - Nerf Mania at Beto Carrero World)
  • Miral Group
  • Qiddiya Investment Company
  • Dubai Parks and Resorts
  • Al Hokair Group
  • Majid Al Futtaim Group
  • Universal Studios
  • Disney Land
  • Sunwest International (Pty) Ltd
  • Othawa Holdings (Pty) Ltd
  • Akani Egoli (Pty) Ltd
  • Golf Greens International CC

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