The Europe Location-based Entertainment Market should witness market growth of 27.9% CAGR during the forecast period (2022-2028).
The market's main drivers are the growing population's expenditure on outdoor activities and the usage of 3D technology at entertainment venues that provide a lifelike experience. However, it presents a challenging issue for market players due to the high cost of content creation. The lines between the online and real worlds for contemporary consumers are almost nonexistent. Their tastes and purchasing behaviors are fueled by the brands, personalities, and information they consume online and offline.
Brands may use this trend by promoting their brand identity or joining up with a well-known property via a licensing arrangement. Including a well-known figure or subject in a venue's entertainment options increases customer knowledge and attachment. Moreover, adding beloved characters, artwork, and design may make an experience more shareable online. Today's word-of-mouth marketing is fans posting about their experiences on social media.
Western Europe as a whole is working less and relaxing more. Germans work 18.6 hours a week after unemployment and holidays. Europe's leisure time has increased dramatically. Several industry experts think VR is the future of thrill-seeking entertainment. VR theme parks and amusement parks are not the only industries using it. Travel companies, shopping malls, and clothes merchants utilize VR to entice travelers. Consequently, the growing sociability and work-life balance trend encouraged individuals to spend their leisure time, driving the European location-based entertainment market.
The Germany market dominated the Europe Location-based Entertainment Market by Country in 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $969.2 Million by 2028. The UK market is anticipated to grow at a CAGR of 26.9% during (2022-2028). Additionally, The France market would exhibit a CAGR of 28.9% 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 Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.
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.
The market's main drivers are the growing population's expenditure on outdoor activities and the usage of 3D technology at entertainment venues that provide a lifelike experience. However, it presents a challenging issue for market players due to the high cost of content creation. The lines between the online and real worlds for contemporary consumers are almost nonexistent. Their tastes and purchasing behaviors are fueled by the brands, personalities, and information they consume online and offline.
Brands may use this trend by promoting their brand identity or joining up with a well-known property via a licensing arrangement. Including a well-known figure or subject in a venue's entertainment options increases customer knowledge and attachment. Moreover, adding beloved characters, artwork, and design may make an experience more shareable online. Today's word-of-mouth marketing is fans posting about their experiences on social media.
Western Europe as a whole is working less and relaxing more. Germans work 18.6 hours a week after unemployment and holidays. Europe's leisure time has increased dramatically. Several industry experts think VR is the future of thrill-seeking entertainment. VR theme parks and amusement parks are not the only industries using it. Travel companies, shopping malls, and clothes merchants utilize VR to entice travelers. Consequently, the growing sociability and work-life balance trend encouraged individuals to spend their leisure time, driving the European location-based entertainment market.
The Germany market dominated the Europe Location-based Entertainment Market by Country in 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $969.2 Million by 2028. The UK market is anticipated to grow at a CAGR of 26.9% during (2022-2028). Additionally, The France market would exhibit a CAGR of 28.9% 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 Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.
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
- Germany
- UK
- France
- Russia
- Spain
- Italy
- Rest of Europe
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
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Table of Contents
Chapter 1. Market Scope & Methodology1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Europe Location-based Entertainment Market, by Technology
1.4.2 Europe Location-based Entertainment Market, by Component
1.4.3 Europe Location-based Entertainment Market, by End-use
1.4.4 Europe 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. Europe Location-based Entertainment Market by Technology
4.1 Europe 3 Dimensional (3D) Market by Country
4.2 Europe Cloud Merged Reality Market by Country
4.3 Europe 2 Dimensional (2D) Market by Country
Chapter 5. Europe Location-based Entertainment Market by Component
5.1 Europe Hardware Market by Country
5.2 Europe Software Market by Country
Chapter 6. Europe Location-based Entertainment Market by End-use
6.1 Europe Amusement Parks Market by Country
6.2 Europe Arcade Studios Market by Country
6.3 Europe 4D Films Market by Country
Chapter 7. Europe Location-based Entertainment Market by Country
7.1 Germany Location-based Entertainment Market
7.1.1 Germany Location-based Entertainment Market by Technology
7.1.2 Germany Location-based Entertainment Market by Component
7.1.3 Germany Location-based Entertainment Market by End-use
7.2 UK Location-based Entertainment Market
7.2.1 UK Location-based Entertainment Market by Technology
7.2.2 UK Location-based Entertainment Market by Component
7.2.3 UK Location-based Entertainment Market by End-use
7.3 France Location-based Entertainment Market
7.3.1 France Location-based Entertainment Market by Technology
7.3.2 France Location-based Entertainment Market by Component
7.3.3 France Location-based Entertainment Market by End-use
7.4 Russia Location-based Entertainment Market
7.4.1 Russia Location-based Entertainment Market by Technology
7.4.2 Russia Location-based Entertainment Market by Component
7.4.3 Russia Location-based Entertainment Market by End-use
7.5 Spain Location-based Entertainment Market
7.5.1 Spain Location-based Entertainment Market by Technology
7.5.2 Spain Location-based Entertainment Market by Component
7.5.3 Spain Location-based Entertainment Market by End-use
7.6 Italy Location-based Entertainment Market
7.6.1 Italy Location-based Entertainment Market by Technology
7.6.2 Italy Location-based Entertainment Market by Component
7.6.3 Italy Location-based Entertainment Market by End-use
7.7 Rest of Europe Location-based Entertainment Market
7.7.1 Rest of Europe Location-based Entertainment Market by Technology
7.7.2 Rest of Europe Location-based Entertainment Market by Component
7.7.3 Rest of Europe 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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