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.
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
6 Market Characteristics
7 Major Market Trends
8 Global Location-Based Entertainment Growth Analysis and Strategic Analysis Framework
9 Global Location-Based Entertainment Market Segmentation
10 Location-Based Entertainment Market, Regional and Country Analysis
11 Asia-Pacific Market
12 Western Europe Market
13 Eastern Europe Market
14 North America Market
15 South America Market
16 Middle East Market
17 Africa Market
18 Competitive Landscape and Company Profiles
19 Other Major and Innovative Companies
22 Key Mergers and Acquisitions
23 Recent Developments in the Location-Based Entertainment Market
24 Opportunities and Strategies
25 Location-Based Entertainment Market, Conclusions and Recommendations
26 Appendix
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.Reasons to Purchase
- Gain a truly global perspective with the most comprehensive report available on this market covering 15 geographies.
- Understand how the market is being affected by the coronavirus and how it is likely to emerge and grow as the impact of the virus abates.
- Create regional and country strategies on the basis of local data and analysis.
- Identify growth segments for investment.
- Outperform competitors using forecast data and the drivers and trends shaping the market.
- Understand customers based on the latest market research findings.
- Benchmark performance against key competitors.
- Utilize the relationships between key data sets for superior strategizing.
- Suitable for supporting your internal and external presentations with reliable high-quality data and analysis.
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.
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
Table Information
Report Attribute | Details |
---|---|
No. of Pages | 320 |
Published | April 2025 |
Forecast Period | 2024 - 2034 |
Estimated Market Value ( USD | $ 3.86 Billion |
Forecasted Market Value ( USD | $ 34.79 Billion |
Compound Annual Growth Rate | 24.6% |
Regions Covered | Global |
No. of Companies Mentioned | 50 |