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Asia Pacific Location-based Entertainment Market Size, Share & Industry Trends Analysis Report By Technology , By Component, By End-use, By Country and Growth Forecast, 2022 - 2028

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    Report

  • 93 Pages
  • February 2023
  • Region: Asia Pacific
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5752607
The Asia Pacific Location-based Entertainment Market should witness market growth of 29.1% CAGR during the forecast period (2022-2028).

The VR entertainment genre, virtual reality arcade (VRcade), is distinguished by its quick yet intense gameplay. A few square meters of space, an HMD, and controllers are the minimum requirements for a VR arcade experience. Apart from their accessibility, arcades are advantageous because players may interact with one another while playing games, which helps them draw in more players. More stakes were placed in virtual reality as investors and VR developers discovered that arcades were a potential trend. Arcades need significantly less investment than Virtual theme parks.

A rise in interest in virtual reality at the grassroots level is unavoidable if they start to exist; nonetheless, demand and high consumer expectations will spur further technological advancement. The gaming industry is paradigm shifting, and the market's major participants are ready to explore technology-driven initiatives. Consumers are reportedly adopting virtual reality (VR) in significant numbers due to the industry's emphasis on multiplayer games. In addition, smaller firms are encouraged by the tendency to enter the LBE market, which furthers the industry's growth.

VR gaming popularity in Japan, China, South Korea, and India is also helping APAC industry growth. In addition, several governments encourage LBE technology in popular tourist locations to enhance regional development. This boosts the Asia-Pacific market growth. For instance, in March 2022, the Research & Entrepreneurship Park of IIT Bhubaneswar (IIT BBS-REP) conducted an Open Challenge Program (OCP) in AR-VR in conjunction with Software Technology Parks of India (STPI), the Ministry of Micro, Small, and Medium Businesses (MSME), the Government of Odisha, Start-up Odisha, and the Ministry of Electronics and Information Technology (MEITY). These reasons are growing the Asia Pacific Location-based Entertainment Market.

The China market dominated the Asia Pacific Location-based Entertainment Market by Country in 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $1,183.7 Million by 2028. The Japan market is estimated to grow a CAGR of 28.3% during (2022-2028). Additionally, The India market would experience a CAGR of 29.9% during (2022-2028).

Based on Technology, the market is segmented into 3 Dimensional (3D), Cloud Merged Reality and 2 Dimensional (2D). Based on Component, the market is segmented into Hardware and Software. Based on End-use, the market is segmented into Amusement Parks, Arcade Studios and 4D Films. Based on countries, the market is segmented into China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include The Walt Disney Company, Google LLC (Alphabet, Inc.), HTC Corporation, Huawei Technologies Co., Ltd. (Huawei Investment & Holding Co., Ltd.), Magic Leap, Inc., Microsoft Corporation, Samsung Electronics Co., Ltd. (Samsung Group), Niantic, Inc., VRstudios, Inc. (FOD Capital, LLC), and KidZania S.A.P.I. de C.V.

Scope of the Study

By Technology

  • 3 Dimensional (3D)
  • Cloud Merged Reality
  • 2 Dimensional (2D)

By Component

  • Hardware
  • Software

By End-use

  • Amusement Parks
  • Arcade Studios
  • 4D Films

By Country

  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific

Key Market Players

List of Companies Profiled in the Report:

  • The Walt Disney Company
  • Google LLC (Alphabet, Inc.)
  • HTC Corporation
  • Huawei Technologies Co., Ltd. (Huawei Investment & Holding Co., Ltd.)
  • Magic Leap, Inc.
  • Microsoft Corporation
  • Samsung Electronics Co., Ltd. (Samsung Group)
  • Niantic, Inc.
  • VRstudios, Inc. (FOD Capital, LLC)
  • KidZania S.A.P.I. de C.V

Unique Offerings

  • Exhaustive coverage
  • The highest number of Market tables and figures
  • Subscription-based model available
  • Guaranteed best price
  • Assured post sales research support with 10% customization free

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Asia Pacific Location-based Entertainment Market, by Technology
1.4.2 Asia Pacific Location-based Entertainment Market, by Component
1.4.3 Asia Pacific Location-based Entertainment Market, by End-use
1.4.4 Asia Pacific Location-based Entertainment Market, by Country
1.5 Methodology for the research

Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.1.1 Market Composition and Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints

Chapter 3. Competition Analysis - Global
3.1 Analyst's Cardinal Matrix
3.2 Recent Industry Wide Strategic Developments
3.2.1 Partnerships, Collaborations and Agreements
3.2.2 Product Launches and Product Expansions
3.2.3 Acquisition and Mergers
3.3 Top Winning Strategies
3.3.1 Key Leading Strategies: Percentage Distribution (2018-2022)
3.3.2 Key Strategic Move: (Partnerships, Collaborations and Agreements : 2018, Sep - 2023, Feb) Leading Players

Chapter 4. Asia Pacific Location-based Entertainment Market by Technology
4.1 Asia Pacific 3 Dimensional (3D) Market by Country
4.2 Asia Pacific Cloud Merged Reality Market by Country
4.3 Asia Pacific 2 Dimensional (2D) Market by Country

Chapter 5. Asia Pacific Location-based Entertainment Market by Component
5.1 Asia Pacific Hardware Market by Country
5.2 Asia Pacific Software Market by Country

Chapter 6. Asia Pacific Location-based Entertainment Market by End-use
6.1 Asia Pacific Amusement Parks Market by Country
6.2 Asia Pacific Arcade Studios Market by Country
6.3 Asia Pacific 4D Films Market by Country

Chapter 7. Asia Pacific Location-based Entertainment Market by Country
7.1 China Location-based Entertainment Market
7.1.1 China Location-based Entertainment Market by Technology
7.1.2 China Location-based Entertainment Market by Component
7.1.3 China Location-based Entertainment Market by End-use
7.2 Japan Location-based Entertainment Market
7.2.1 Japan Location-based Entertainment Market by Technology
7.2.2 Japan Location-based Entertainment Market by Component
7.2.3 Japan Location-based Entertainment Market by End-use
7.3 India Location-based Entertainment Market
7.3.1 India Location-based Entertainment Market by Technology
7.3.2 India Location-based Entertainment Market by Component
7.3.3 India Location-based Entertainment Market by End-use
7.4 South Korea Location-based Entertainment Market
7.4.1 South Korea Location-based Entertainment Market by Technology
7.4.2 South Korea Location-based Entertainment Market by Component
7.4.3 South Korea Location-based Entertainment Market by End-use
7.5 Singapore Location-based Entertainment Market
7.5.1 Singapore Location-based Entertainment Market by Technology
7.5.2 Singapore Location-based Entertainment Market by Component
7.5.3 Singapore Location-based Entertainment Market by End-use
7.6 Malaysia Location-based Entertainment Market
7.6.1 Malaysia Location-based Entertainment Market by Technology
7.6.2 Malaysia Location-based Entertainment Market by Component
7.6.3 Malaysia Location-based Entertainment Market by End-use
7.7 Rest of Asia Pacific Location-based Entertainment Market
7.7.1 Rest of Asia Pacific Location-based Entertainment Market by Technology
7.7.2 Rest of Asia Pacific Location-based Entertainment Market by Component
7.7.3 Rest of Asia Pacific Location-based Entertainment Market by End-use

Chapter 8. Company Profiles
8.1 Microsoft Corporation
8.1.1 Company Overview
8.1.2 Financial Analysis
8.1.3 Segmental and Regional Analysis
8.1.4 Research & Development Expenses
8.1.5 Recent strategies and developments:
8.1.5.1 Partnerships, Collaborations, and Agreements:
8.1.5.2 Product Launches and Product Expansions:
8.1.6 SWOT Analysis
8.2 Samsung Electronics Co., Ltd. (Samsung Group)
8.2.1 Company Overview
8.2.2 Financial Analysis
8.2.3 Segmental and Regional Analysis
8.2.4 Research & Development Expense
8.2.5 Recent strategies and developments:
8.2.5.1 Acquisition and Mergers:
8.2.6 SWOT Analysis
8.3 Google LLC (Alphabet, Inc.)
8.3.1 Company Overview
8.3.2 Financial Analysis
8.3.3 Segmental and Regional Analysis
8.3.4 Research & Development Expense
8.3.5 Recent strategies and developments:
8.3.5.1 Acquisition and Mergers:
8.3.6 SWOT Analysis
8.4 Huawei Technologies Co., Ltd. (Huawei Investment & Holding Co., Ltd.)
8.4.1 Company Overview
8.4.2 Financial Analysis
8.4.3 Segmental and Regional Analysis
8.4.4 Research & Development Expense
8.4.5 Recent strategies and developments:
8.4.5.1 Partnerships, Collaborations, and Agreements:
8.5 The Walt Disney Company
8.5.1 Company Overview
8.5.2 Financial Analysis
8.5.3 Segment and Regional Analysis
8.5.4 Recent strategies and developments:
8.5.4.1 Partnerships, Collaborations, and Agreements:
8.6 HTC Corporation
8.6.1 Company Overview
8.6.2 Financial Analysis
8.6.3 Regional Analysis
8.6.4 Research & Development Expense
8.6.5 Recent strategies and developments:
8.6.5.1 Partnerships, Collaborations, and Agreements:
8.7 Niantic, Inc.
8.7.1 Company Overview
8.7.2 Recent strategies and developments:
8.7.2.1 Acquisition and Mergers:
8.8 VRstudios, Inc. (FOD Capital, LLC)
8.8.1 Company Overview
8.8.2 Recent strategies and developments:
8.8.2.1 Partnerships, Collaborations, and Agreements:
8.9 Magic Leap, Inc.
8.9.1 Company Overview
8.9.2 Recent strategies and developments:
8.9.2.1 Partnerships, Collaborations, and Agreements:
8.10. KidZania S.A.P.I. de C.V.
8.10.1 Company Overview

Companies Mentioned

  • The Walt Disney Company
  • Google LLC (Alphabet, Inc.)
  • HTC Corporation
  • Huawei Technologies Co., Ltd. (Huawei Investment & Holding Co., Ltd.)
  • Magic Leap, Inc.
  • Microsoft Corporation
  • Samsung Electronics Co., Ltd. (Samsung Group)
  • Niantic, Inc.
  • VRstudios, Inc. (FOD Capital, LLC)
  • KidZania S.A.P.I. de C.V

Methodology

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