+353-1-416-8900REST OF WORLD
+44-20-3973-8888REST OF WORLD
1-917-300-0470EAST COAST U.S
1-800-526-8630U.S. (TOLL FREE)
New

Location-based Entertainment Market Size, Share & Trends Analysis Report by Component, End-use (Amusement Parks, Arcade Studios, 4D Films), Technology, Region, and Segment Forecasts, 2025-2030

  • PDF Icon

    Report

  • 180 Pages
  • October 2024
  • Region: Global
  • Grand View Research
  • ID: 5415543
The global location-based entertainment market size is anticipated to reach USD 25.90 billion by 2030. The market is projected to grow at a CAGR of 28.5% from 2025 to 2030. The growth can be credited to increasing consumer expenditure on new and exciting adventure and leisure activities. Rising disposable incomes and changing lifestyle patterns are the major factors driving the demand for location-based entertainment (LBE).

The growth of the location-based entertainment market is being further driven by the introduction of technologies, such as Augmented Reality (AR), Virtual Reality (VR), and mixed reality. These location-based entertainment services combined with these technologies provide visitors with an immersive and real-life experience. The market players are offering VR attractions under one roof to attract more visitors. For instance, in 2022, Sandbox VR announced to enter the Colorado location at Park Meadows Mall to provide a socially immersive gaming experience that combines high-quality haptics and full-body motion capture to provide complete immersion.

Various video game developers are entering into mergers and acquisitions with VR and LBE technology providers to increase their respective market shares. For instance, in February 2021, Vertigo Games, a VR publisher and game developer, acquired Springboard VR, a VR venue management software and content marketplace provider for LBE. The acquisition was aimed at offering operators access to VR content through Vertigo Games' Haze VR distribution platform and providing both game studios and operators with new tools and technology to expand their LBE business.

Location-based Entertainment Market Report Highlights

  • In terms of component, the hardware segment accounted for over 64.0% of the total revenue share in 2024 owing to the increased spending on VR headsets that can deliver high-end immersive experiences to consumers
  • In terms of technology, the 3D segment accounted for the revenue share of nearly 43.0% in 2024 and is expected to continue dominating the market over the forecast period owing to the continued advances in 3D technology extended reality, which is substantially deployed at LBE sites
  • In terms of end-use, the arcade studios segment is expected to witness a growth rate of around 31.0% from 2025 to 2030
  • The Asia Pacific regional market is anticipated to register a CAGR of around 31.0% from 2025 to 2030

Why should you buy this report?

  • Comprehensive Market Analysis: Gain detailed insights into the global market across major regions and segments
  • Competitive Landscape: Explore the market presence of key players worldwide
  • Future Trends: Discover the pivotal trends and drivers shaping the future of the global market
  • Actionable Recommendations: Utilize insights to uncover new revenue streams and guide strategic business decisions

This report addresses:

  • Market intelligence to enable effective decision-making
  • Market estimates and forecasts from 2018 to 2030
  • Growth opportunities and trend analyses
  • Segment and regional revenue forecasts for market assessment
  • Competition strategy and market share analysis
  • Product innovation listing for you to stay ahead of the curve
  • COVID-19's impact and how to sustain in these fast-evolving markets

The leading players in the Location-based Entertainment market include:

  • 4Expeience
  • CamOnApp
  • Google LLC
  • Cisco HQ Software, Inc
  • HTC Corporation
  • Huawei Technologies Co., Ltd
  • Magic Leap, Inc
  • Microsoft Corporation
  • Niantic, Inc.
  • Samsung Electronics Co. Ltd.
  • Springboard VR
  • VRstudios Inc

Table of Contents

Chapter 1. Methodology and Scope
1.1. Market Segmentation & Scope
1.2. Market Definitions
1.3. Information Procurement
1.3.1. Information analysis
1.3.2. Market formulation & data visualization
1.3.3. Data validation & publishing
1.4. 4 Research Scope and Assumptions
1.4.1. List of Data Sources
Chapter 2. Executive Summary
2.1. Location-based Entertainment Market Snapshot
2.2. Location-based Entertainment Market- Competitive Landscape Snapshot
Chapter 3. Location-based Entertainment Market - Industry Outlook
3.1. Market Overview
3.2. Industry Value Chain Analysis
3.3. Market Dynamics
3.3.1. Market Driver Analysis
3.3.2. Market Restraint Analysis
3.3.3. Market Opportunity
3.4. Technology Landscape
3.5. Industry Analysis Tools
3.5.1. Porter’s analysis
3.5.2. Macroeconomic analysis
Chapter 4. Location-based Entertainment Market: Component Estimates & Trend Analysis
4.1. Component Movement Analysis & Market Share, 2024 & 2030
4.2. Location-based Entertainment Market Estimates & Forecast, By Component (USD Million)
4.2.1. Hardware
4.2.2. Software
Chapter 5. Location-based Entertainment Market: Technology Estimates & Trend Analysis
5.1. Technology Movement Analysis & Market Share, 2024 & 2030
5.2. Location-based Entertainment Market Estimates & Forecast, By Technology (USD Million)
5.2.1. 3- & 4-Dimensional (3D & 4D)
5.2.2. 2D
5.2.3. Cloud Merged Reality (CMR)
Chapter 6. Location-based Entertainment Market: End Use Estimates & Trend Analysis
6.1. End Use Movement Analysis & Market Share, 2024 & 2030
6.2. Location-based Entertainment Market Estimates & Forecast, By End Use (USD Million)
6.2.1. Amusement Park
6.2.1.1. Indoor
6.2.1.2. Outdoor
6.2.2. 4D Films
6.2.3. Arcade Studios
Chapter 7. Regional Estimates & Trend Analysis
7.1. Location-based Entertainment Market by Region, 2024 & 2030
7.2. North America
7.2.1. North America Location-based Entertainment Market Estimates & Forecasts, 2018 - 2030 (USD Million)
7.2.2. U.S.
7.2.3. Canada
7.2.4. Mexico
7.3. Europe
7.3.1. Europe Location-based Entertainment Market Estimates & Forecasts, 2018 - 2030 (USD Million)
7.3.2. Germany
7.3.3. UK
7.3.4. France
7.3.5. Rest of Europe
7.4. Asia Pacific
7.4.1. Asia Pacific Location-based Entertainment Market Estimates & Forecasts, 2018 - 2030 (USD Million)
7.4.2. Japan
7.4.3. China
7.4.4. India
7.4.5. South Korea
7.4.6. Australia
7.4.7. Rest of Asia Pacific
7.5. South America
7.5.1. South America Location-based Entertainment Market Estimates & Forecasts, 2018 - 2030 (USD Million)
7.5.2. Brazil
7.5.3. Rest of South America
7.6. Middle East & Africa (MEA)
7.6.1. MEA Location-based Entertainment Market Estimates & Forecasts, 2018 - 2030 (USD Million)
7.6.2. Saudi Arabia
7.6.3. UAE
7.6.4. South Africa
7.6.5. Rest of MEA
Chapter 8. Location-based Entertainment Market - Competitive Landscape
8.1. Recent Developments & Impact Analysis, By Key Market Participants
8.2. Company Categorization
8.3. Participant’s Overview
8.4. Financial Performance
8.5. Product Benchmarking
8.6. Company Market Positioning
8.7. Company Heat Map Analysis
8.8. Strategy Mapping
8.8.1. Expansion/Divestiture
8.8.2. Collaborations/Partnerships
8.8.3. New Product Launches
8.8.4. Research & Development
8.9. Company Profiles
8.9.1. 4Expeience
8.9.1.1. Participant’s Overview
8.9.1.2. Financial Performance
8.9.1.3. Product Benchmarking
8.9.1.4. Recent Developments
8.9.2. CamOnApp
8.9.2.1. Participant’s Overview
8.9.2.2. Financial Performance
8.9.2.3. Product Benchmarking
8.9.2.4. Recent Developments
8.9.3. Google LLC
8.9.3.1. Participant’s Overview
8.9.3.2. Financial Performance
8.9.3.3. Product Benchmarking
8.9.3.4. Recent Developments
8.9.4. Cisco HQ Software, Inc.
8.9.4.1. Participant’s Overview
8.9.4.2. Financial Performance
8.9.4.3. Product Benchmarking
8.9.4.4. Recent Developments
8.9.5. HTC Corporation
8.9.5.1. Participant’s Overview
8.9.5.2. Financial Performance
8.9.5.3. Product Benchmarking
8.9.5.4. Recent Developments
8.9.6. Huawei Technologies Co., Ltd.
8.9.6.1. Participant’s Overview
8.9.6.2. Financial Performance
8.9.6.3. Product Benchmarking
8.9.6.4. Recent Developments
8.9.7. Magic Leap, Inc.
8.9.7.1. Participant’s Overview
8.9.7.2. Financial Performance
8.9.7.3. Product Benchmarking
8.9.7.4. Recent Developments
8.9.8. Microsoft Corporation
8.9.8.1. Participant’s Overview
8.9.8.2. Financial Performance
8.9.8.3. Product Benchmarking
8.9.8.4. Recent Developments
8.9.9. Niantic, Inc.
8.9.9.1. Participant’s Overview
8.9.9.2. Financial Performance
8.9.9.3. Product Benchmarking
8.9.9.4. Recent Developments
8.9.10. Samsung Electronics Co. Ltd.
8.9.10.1. Participant’s Overview
8.9.10.2. Financial Performance
8.9.10.3. Product Benchmarking
8.9.10.4. Recent Developments
8.9.11. Springboard VR
8.9.11.1. Participant’s Overview
8.9.11.2. Financial Performance
8.9.11.3. Product Benchmarking
8.9.11.4. Recent Developments
8.9.12. VRstudios Inc.
8.9.12.1. Participant’s Overview
8.9.12.2. Financial Performance
8.9.12.3. Product Benchmarking
8.9.12.4. Recent Developments
List of Tables
Table 1 Global Location-based Entertainment market size estimates & forecasts 2018 - 2030 (USD Million)
Table 2 Global Location-based Entertainment market, by region 2018 - 2030 (USD Million)
Table 3 Global Location-based Entertainment market, by component 2018 - 2030 (USD Million)
Table 4 Global Location-based Entertainment market, by technology 2018 - 2030 (USD Million)
Table 5 Global Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
Table 6 Hardware Location-based Entertainment market, by region 2018 - 2030 (USD Million)
Table 7 Software Location-based Entertainment market, by region 2018 - 2030 (USD Million)
Table 8 Amusement Park Location-based Entertainment market, by region 2018 - 2030 (USD Million)
Table 9 Indoor Location-based Entertainment market, by region 2018 - 2030 (USD Million)
Table 10 Outdoor Location-based Entertainment market, by region 2018 - 2030 (USD Million)
Table 11 Arcade Studios Location-based Entertainment market, by region 2018 - 2030 (USD Million)
Table 12 4D Films Location-based Entertainment market, by region 2018 - 2030 (USD Million)
Table 13 North America Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
Table 14 North America Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
Table 15 North America Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
Table 16 U.S. Location-based Entertainment market, by component 2018 - 2030 (USD Million)
Table 17 U.S. Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
Table 18 U.S. Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
Table 19 Canada Location-based Entertainment market, by component 2018 - 2030 (USD Million)
Table 20 Canada Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
Table 21 Canada Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
Table 22 Mexico Location-based Entertainment market, by component 2018 - 2030 (USD Million)
Table 23 Mexico Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
Table 24 Mexico Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
Table 25 Europe Location-based Entertainment market, by component 2018 - 2030 (USD Million)
Table 26 Europe Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
Table 27 Europe Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
Table 28 UK Location-based Entertainment market, by component 2018 - 2030 (USD Million)
Table 29 UK Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
Table 30 UK Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
Table 31 Germany Location-based Entertainment market, by component 2018 - 2030 (USD Million)
Table 32 Germany Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
Table 33 Germany Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
Table 34 France Location-based Entertainment market, by component 2018 - 2030 (USD Million)
Table 35 France Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
Table 36 France Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
Table 37 Asia Pacific Location-based Entertainment market, by component 2018 - 2030 (USD Million)
Table 38 Asia Pacific Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
Table 39 Asia Pacific Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
Table 40 China Location-based Entertainment market, by component 2018 - 2030 (USD Million)
Table 41 China Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
Table 42 China Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
Table 43 India Location-based Entertainment market, by component 2018 - 2030 (USD Million)
Table 44 India Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
Table 45 India Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
Table 46 South Korea Location-based Entertainment market, by component 2018 - 2030 (USD Million)
Table 47 South Korea Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
Table 48 South Korea Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
Table 49 Australia Location-based Entertainment market, by component 2018 - 2030 (USD Million)
Table 50 Australia Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
Table 51 Australia Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
Table 52 Japan Location-based Entertainment market, by component 2018 - 2030 (USD Million)
Table 53 Japan Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
Table 54 Japan Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
Table 55 Latin America Location-based Entertainment market, by component 2018 - 2030 (USD Million)
Table 56 Latin America Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
Table 57 Latin America Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
Table 58 Brazil Location-based Entertainment market, by component 2018 - 2030 (USD Million)
Table 59 Brazil Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
Table 60 Brazil Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
Table 61 MEA Location-based Entertainment market, by component 2018 - 2030 (USD Million)
Table 62 MEA Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
Table 63 MEA Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
Table 64 UAE Location-based Entertainment market, by component 2018 - 2030 (USD Million)
Table 65 UAE Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
Table 66 UAE Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
Table 67 KSA Location-based Entertainment market, by component 2018 - 2030 (USD Million)
Table 68 KSA Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
Table 69 KSA Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
Table 70 South Africa Location-based Entertainment market, by component 2018 - 2030 (USD Million)
Table 71 South Africa Location-based Entertainment market, by Technology 2018 - 2030 (USD Million)
Table 72 South Africa Location-based Entertainment market, by end use 2018 - 2030 (USD Million)
List of Figures
Fig. 1 Location-based Entertainment market segmentation
Fig. 2 Market research process
Fig. 3 Information procurement
Fig. 4 Primary research pattern
Fig. 5 Market research approaches
Fig. 6 Value chain-based sizing & forecasting
Fig. 7 Parent market analysis
Fig. 8 Market formulation & validation
Fig. 9 Location-based Entertainment market snapshot
Fig. 10 Location-based Entertainment market segment snapshot
Fig. 11 Location-based Entertainment market, Component outlook key takeaways (USD Million)
Fig. 12 Location-based Entertainment market Component movement analysis (USD Million), 2024 & 2030
Fig. 13 Hardware market revenue estimates and forecasts, 2018 - 2030 (USD Million)
Fig. 14 Software market revenue estimates and forecasts, 2018 - 2030 (USD Million)
Fig. 15 Location-based Entertainment market: End Use outlook key takeaways (USD Million)
Fig. 16 Location-based Entertainment market: End Use movement analysis (USD Million), 2024 & 2030
Fig. 17 Amusement Park market revenue estimates and forecasts, 2018 - 2030 (USD Million)
Fig. 18 Indoor market revenue estimates and forecasts, 2018 - 2030 (USD Million)
Fig. 19 Outdoor market revenue estimates and forecasts, 2018 - 2030 (USD Million)
Fig. 20 Arcade market revenue estimates and forecasts, 2018 - 2030 (USD Million)
Fig. 21 4D films market revenue estimates and forecasts, 2018 - 2030 (USD Million),
Fig. 22 Location-based Entertainment market: Technology outlook key takeaways (USD Million)
Fig. 23 Location-based Entertainment market: Technology outlook key takeaways (USD Million)
Fig. 24 2-Dimensional (2D) market revenue estimates and forecasts, 2018 - 2030 (USD Million)
Fig. 25 3-Dimensional (3D) market revenue estimates and forecasts, 2018 - 2030 (USD Million)
Fig. 26 Cloud Merged Reality (CMR) market revenue estimates and forecasts, 2018 - 2030 (USD Million)
Fig. 27 Regional marketplace: Key takeaways
Fig. 28 Location-based Entertainment market: Regional outlook, 2024 & 2030 USD Million
Fig. 29 North America Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
Fig. 30 U.S. Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
Fig. 31 Canada Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
Fig. 32 Mexico Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
Fig. 33 Europe Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
Fig. 34 UK Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
Fig. 35 Germany Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
Fig. 36 France Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
Fig. 37 Asia Pacific Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
Fig. 38 Japan Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
Fig. 39 China Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
Fig. 40 India Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
Fig. 41 Australia Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
Fig. 42 South Korea Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
Fig. 43 Latin America Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
Fig. 44 Brazil Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
Fig. 45 MEA Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
Fig. 46 KSA Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
Fig. 47 UAE Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
Fig. 48 South Africa Location-based Entertainment market estimates and forecasts, 2018 - 2030 (USD Million)
Fig. 49 Strategy framework
Fig. 50 Company Categorization

Companies Mentioned

  • 4Expeience
  • CamOnApp
  • Google LLC
  • Cisco HQ Software, Inc
  • HTC Corporation
  • Huawei Technologies Co., Ltd
  • Magic Leap, Inc
  • Microsoft Corporation
  • Niantic, Inc.
  • Samsung Electronics Co. Ltd.
  • Springboard VR
  • VRstudios Inc

Methodology

Loading
LOADING...

Table Information