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LAMEA 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

  • 92 Pages
  • February 2023
  • Region: Africa, Middle East
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5752606
The Latin America, Middle East and Africa Location-based Entertainment Market should witness market growth of 31.8% CAGR during the forecast period (2022-2028).

Augmented reality is a superb tool for navigation in addition to its obvious entertainment value. It may be integrated into a more extensive AR navigation system designed for AR glasses, including real-time wait time updates and other helpful data. Similarly, using current consumer behavior to modularize and outsource certain on-site activities in theme parks would be fascinating by integrating on-demand services like Seamless.

The operators of theme parks will get invaluable data from IoT connections to help them better understand their visitors. For instance, Universal Parks recently announced it would connect sensors around the theme park that monitor variables like temperature, energy use, and asset location using a LoRaWAN-based wireless platform from its MachineQ IoT service. This will give operations managers more data and increase the park's efficiency daily. In addition, the implementation of IoT networks will benefit stake owners in OOH entertainment on a smaller scale, much as how they are an essential component of future smart cities.

Despite Dubai and Abu Dhabi's head start, the remainder of the Middle East may be the world's largest market for new themed entertainment, with audiovisual installations ready to assist. The International Association of Amusement Parks and Attractions named the Middle East and North Africa the fastest-growing theme park region in 2018. Leisure markets are the biggest in EMEA in the Middle East. The Saudi government's support for entertainment contributed to that expansion. In a bid to emulate Dubai and reduce oil dependence, Saudi Crown Prince Mohammed bin Salman has invested more than $60 billion in entertainment, including U.S. professional wrestling.

The Brazil market dominated the LAMEA Location-based Entertainment Market by Country in 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $269.4 Million by 2028. The Argentina market is exhibiting a CAGR of 32.5% during (2022-2028). Additionally, The UAE market would showcase a CAGR of 31.4% 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 Brazil, Argentina, UAE, Saudi Arabia, South Africa, Nigeria, and Rest of LAMEA.

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

  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA

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 LAMEA Location-based Entertainment Market, by Technology
1.4.2 LAMEA Location-based Entertainment Market, by Component
1.4.3 LAMEA Location-based Entertainment Market, by End-use
1.4.4 LAMEA 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. LAMEA Location-based Entertainment Market by Technology
4.1 LAMEA 3 Dimensional (3D) Market by Country
4.2 LAMEA Cloud Merged Reality Market by Country
4.3 LAMEA 2 Dimensional (2D) Market by Country

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

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

Chapter 7. LAMEA Location-based Entertainment Market by Country
7.1 Brazil Location-based Entertainment Market
7.1.1 Brazil Location-based Entertainment Market by Technology
7.1.2 Brazil Location-based Entertainment Market by Component
7.1.3 Brazil Location-based Entertainment Market by End-use
7.2 Argentina Location-based Entertainment Market
7.2.1 Argentina Location-based Entertainment Market by Technology
7.2.2 Argentina Location-based Entertainment Market by Component
7.2.3 Argentina Location-based Entertainment Market by End-use
7.3 UAE Location-based Entertainment Market
7.3.1 UAE Location-based Entertainment Market by Technology
7.3.2 UAE Location-based Entertainment Market by Component
7.3.3 UAE Location-based Entertainment Market by End-use
7.4 Saudi Arabia Location-based Entertainment Market
7.4.1 Saudi Arabia Location-based Entertainment Market by Technology
7.4.2 Saudi Arabia Location-based Entertainment Market by Component
7.4.3 Saudi Arabia Location-based Entertainment Market by End-use
7.5 South Africa Location-based Entertainment Market
7.5.1 South Africa Location-based Entertainment Market by Technology
7.5.2 South Africa Location-based Entertainment Market by Component
7.5.3 South Africa Location-based Entertainment Market by End-use
7.6 Nigeria Location-based Entertainment Market
7.6.1 Nigeria Location-based Entertainment Market by Technology
7.6.2 Nigeria Location-based Entertainment Market by Component
7.6.3 Nigeria Location-based Entertainment Market by End-use
7.7 Rest of LAMEA Location-based Entertainment Market
7.7.1 Rest of LAMEA Location-based Entertainment Market by Technology
7.7.2 Rest of LAMEA Location-based Entertainment Market by Component
7.7.3 Rest of LAMEA 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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