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Location-based Entertainment (LBE) Market by Technology (Virtual Reality (VR), Augmented Reality (AR), Projection Mapping), Offering (Hardware, Software, Services), Venue (Amusement Parks, Theme Parks, Arcades) and Region - Forecast to 2028

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    Report

  • 231 Pages
  • May 2023
  • Region: Global
  • Markets and Markets
  • ID: 5807231

The global location based entertainment market is projected to grow from USD 3.5 billion in 2023 to USD 11.8 billion by 2028, at a CAGR of 27.3% during the forecast period. As technology becomes more accessible and affordable, the barriers to entry for location based entertainment decrease. This allows more venues and establishments to incorporate immersive experiences into their offerings, making it accessible to a wider audience and being a driving factor to the growth of the market.

By professional services, the training and deployment segment to hold the largest market size during the forecast period

Training and deployment services are crucial for location based entertainment operators to ensure that their employees are well-equipped to provide visitors with high-quality experiences. These services include staff training, deployment planning, and equipment setup, which help ensure that location based entertainment experiences are deployed efficiently and effectively, minimizing downtime and maximizing visitor satisfaction. Staff training ensures that employees are knowledgeable and skilled in delivering exceptional customer experiences. Deployment planning helps location based entertainment operators plan and execute the deployment of their experiences, and equipment setup ensures that location based entertainment experiences are running correctly and that any issues are resolved quickly. Overall, these services are essential in delivering outstanding location based entertainment experiences.

Based on services, the managed services segment is expected to grow with the highest CAGR during the forecast period

Managed services are considered crucial, as they are directly related to customer experience. These services help sustain their positions in the market. Managed services are an important aspect of location based entertainment that involve outsourcing the management of technology, systems, and operations to a third-party provider. These services include infrastructure management, content management, and operational management, which ensure that location based entertainment experiences have high-quality content, run smoothly, and meet visitor expectations. Managed services allow location based entertainment operators to focus on delivering excellent experiences while leaving the management to experts.

Based on region, Asia-Pacific is expected to grow with the highest CAGR during the forecast period

The Asia-Pacific region Asia-Pacific has witnessed progressive and dynamic adoption of new and emerging technologies in the location based entertainment market. The location-based entertainment market in Asia-Pacific is a growing industry with a wide range of opportunities for international and regional players due to driving factors of the market such as growth of urbanization and their demand for entertainment activities and willingness to spend more money on leisure, entertainment and unique experiences than ever before. However, challenges such as high costs, safety concerns, and seasonality may affect the growth of the market. Overall, consumer electronics, retail, BFSI, healthcare, transportation, and sports and entertainment industries are expected to contribute substantially to the growth of the location based entertainment market in the region.

Breakdown of Primaries

The study contains insights from various industry experts, ranging from solution vendors to Tier 1 companies. The break-up of the primaries is as follows:

  • By Company Type: Tier 1 - 35%, Tier 2 - 40%, and Tier 3 - 25%
  • By Designation: C-level - 35%, D-level - 25%, and Others - 40%
  • By Region: North America - 30%, Europe - 35%, Asia-Pacific - 25%, Middle East & Africa - 5%, and Latin America - 5%

The major players in the location based entertainment market are Google (US), Meta (US), Microsoft (US), Nvidia (US), Unity Technologies (US), Sony Interactive Entertainment (US), Samsung (South Korea), Barco Electronic Systems (Belgium), Panasonic (Japan), Huawei Technologies (China), HQ Software (Estonia), HTC Vive (Taiwan), Niantic Inc. (US), Vicon Motion Systems (UK), Optitrack (US), Springboard VR (US), 4Experience (Poland), Hologate (Germany), Ultraleap (UK), Magic Leap (US), Shape Immersive (Canada), Camon (Argentina), KatVR (US), Virtuix (US), Pico XR (US). These players have adopted various growth strategies, such as partnerships, agreements and collaborations, new product launches and product enhancements, and acquisitions to expand their footprint in the location based entertainment market.

Research Coverage

The market study covers the location based entertainment market size across different segments. It aims at estimating the market size and the growth potential across different segments, including technology, offerings, venue, and region. The study further includes an in-depth competitive analysis of the leading market players, along with their company profiles, key observations related to product and business offerings, recent developments, and market strategies.

Key Benefits of Buying the Report

The report will help the market leaders/new entrants with information on the closest approximations of the revenue numbers for the location based entertainment market and its subsegments. This report will help stakeholders understand the competitive landscape and gain more insights to better position their businesses and to plan suitable go-to-market strategies. Moreover, the report will provide insights for stakeholders to understand the pulse of the market and provide them with information on key market drivers, restraints, challenges, and opportunities.

The report provides insights on the following pointers:

  • Analysis of key drivers (Advancement of VR gaming world with location based entertainment, Advancement in VR and AR Technologies, Integration of artificial intelligence (AI) and machine learning (ML) technologies, The increasing demand for social and shared experiences), restraints (Limited Scalability, High Upfront Cost), opportunities (Live events and performances, Wearables offering unique opportunities for location based entertainment), and challenges (Regulatory requirements at the local, state, and federal levels, Rapid pace of technological change) influencing the growth of the location based entertainment market.
  • Product Development/Innovation: Detailed insights on upcoming technologies, research & development activities, and new product & service launches in the location based entertainment market.
  • Market Development: Comprehensive information about lucrative markets - the report analyses the location based entertainment market across varied regions.
  • Market Diversification: Exhaustive information about new products & services, untapped geographies, recent developments, and investments in the location based entertainment market.
  • Competitive Assessment: In-depth assessment of market shares, growth strategies and service offerings of leading players like Google (US), Meta (US), Microsoft (US), Nvidia (US), Unity Technologies (US), Sony Interactive Entertainment (US), Samsung (South Korea), Barco Electronic Systems (Belgium), Panasonic (Japan), Huawei Technologies (China), HQ Software (Estonia), HTC Vive (Taiwan), Niantic Inc. (US), Vicon Motion Systems (UK), Optitrack (US), Springboard VR (US), 4Experience (Poland), Hologate (Germany), Ultraleap (UK), Magic Leap (US), Shape Immersive (Canada), Camon (Argentina), KatVR (US), Virtuix (US), Pico XR (US).

Table of Contents

1 Introduction
1.1 Study Objectives
1.2 Market Definition
1.3 Study Scope
1.3.1 Market Segmentation
1.3.2 Regions Covered
1.3.3 Inclusions & Exclusions
1.4 Years Considered
1.5 Currency Considered
Table 1 USD Exchange Rate, 2020-2022
1.6 Stakeholders

2 Research Methodology
2.1 Research Data
Figure 1 Location-based Entertainment Market: Research Design
Figure 2 Research Methodology
2.1.1 Secondary Data
2.1.1.1 Key Data from Secondary Sources
2.1.2 Primary Data
2.1.2.1 Key Primary Interview Participants
2.1.2.2 Breakdown of Primaries
2.1.2.3 Key Data from Primary Sources
2.1.2.4 Key Industry Insights
2.2 Market Size Estimation
Figure 3 Market Size Estimation Methodology: Top-Down and Bottom-Up Approaches
2.2.1 Top-Down Approach
2.2.2 Bottom-Up Approach
2.3 Market Breakdown and Data Triangulation
Figure 4 Data Triangulation
Table 2 Factor Analysis
2.4 Research Assumptions
2.5 Limitations and Risk Assessment
2.6 Location-based Entertainment Market: Recession Impact

3 Executive Summary
Figure 5 Market, 2021-2028 (USD Million)
Figure 6 Market, by Region, 2023
Figure 7 Asia-Pacific to be Lucrative Market for Investments During Forecast Period

4 Premium Insights
4.1 Attractive Opportunities for Players in Location-based Entertainment Market
4.2 North America: Market, by Offering & Country
Figure 8 Hardware and US to Account for Significant Share in 2023
4.3 Asia-Pacific: Market, by Offering & Key Country
Figure 9 Hardware and China to Account for Significant Share in 2023

5 Market Overview
5.1 Introduction
5.2 Market Dynamics
Figure 10 Location-based Entertainment Market: Drivers, Restraints, Opportunities, and Challenges
5.2.1 Drivers
5.2.1.1 Advancements in Vr Gaming with Location-based Entertainment
5.2.1.2 Advancements in Vr and Ar Technologies
5.2.1.3 Integration of Artificial Intelligence (AI) and Machine Learning (ML) Technologies
5.2.1.4 Rising Demand for Social and Shared Experiences
5.2.2 Restraints
5.2.2.1 Limited Scalability of Location-based Entertainment Business
5.2.2.2 High Upfront Cost
5.2.3 Opportunities
5.2.3.1 Increase in Live Events and Performances
5.2.3.2 Rising Popularity of Wearables Such as Fitness Trackers and Smartwatches
5.2.4 Challenges
5.2.4.1 Regulatory Requirements at Local, State, and Federal Levels
5.2.4.2 Rapid Pace of Technological Change
5.2.5 Cumulative Growth Analysis
5.3 Industry Trends
5.3.1 Value Chain Analysis
Figure 11 Value Chain Analysis
5.3.2 History of Location-based Entertainment
Figure 12 History of Location-based Entertainment
5.3.2.1 1990S
5.3.2.2 2000S
5.3.2.3 2010S
5.3.2.4 2020S
5.3.3 Ecosystem Analysis
Figure 13 Ecosystem Analysis Map
Table 3 Ecosystem Analysis
5.3.4 Location-based Entertainment Tools, Framework, and Techniques
5.3.5 Porter's Five Forces Analysis
Table 4 Porter's Five Forces Analysis
Figure 14 Porter's Five Forces Analysis
5.3.5.1 Threat from New Entrants
5.3.5.2 Threat from Substitutes
5.3.5.3 Bargaining Power of Buyers
5.3.5.4 Bargaining Power of Suppliers
5.3.5.5 Intensity of Competitive Rivalry
5.3.6 Key Stakeholders and Buying Criteria
5.3.6.1 Key Stakeholders in Buying Process
Figure 15 Influence of Stakeholders on Buying Process for Top Technologies
Table 5 Influence of Stakeholders on Buying Process for Top Technologies
5.3.6.2 Buying Criteria
Figure 16 Key Buying Criteria for Top Technologies
Table 6 Key Buying Criteria for Top Technologies
5.3.7 Technology Analysis
5.3.7.1 Adjacent Technologies
5.3.7.1.1 AI & ML
5.3.7.1.2 5G
5.3.7.1.3 IoT
5.3.7.2 Related Technologies
5.3.7.2.1 Virtual Reality (VR)
5.3.7.2.2 Augmented Reality (AR)
5.3.7.2.3 Projection Mapping
5.3.8 Future of Location-based Entertainment Market Landscape
5.3.9 Recent Trends and Deals Undertaken by Disney, Netflix, and Universal Studios
5.3.9.1 Disney
5.3.9.2 Netflix
5.3.9.3 Universal Studios
5.3.10 Trends and Disruptions Impacting Buyers
Figure 17 Revenue Shift for Location-based Entertainment Market
5.3.11 Patent Analysis
5.3.11.1 Methodology
5.3.11.2 Document Types
Table 7 Patents Filed, 2020-2023
5.3.11.3 Innovation and Patent Applications
Figure 18 Number of Patents Granted Annually, 2020-2023
5.3.11.3.1 Top Applicants
Figure 19 Top Ten Patent Applicants with Highest Number of Applications, 2020-2023
5.3.12 Pricing Analysis
Table 8 Pricing Analysis
5.3.13 Case Study Analysis
5.3.13.1 Case Study 1: Barco Helped Miraj Group Create Immersive Experience for Audience
5.3.13.2 Case Study 2: Fennec Labs and Spawnpoint Used Vive Focus 3 and LBSS to Deliver Engaging VR Arcade Experiences
5.3.13.3 Case Study 3: Ocean Labs Used Ultraleap's Immersive Technologies to Promote Lego's Rebuild World Campaign
5.3.13.4 Case Study 4: Dreamtrace Used 4Experience for Motion Tracking and Multiplayer Functionalities in Physical VR Arena
5.3.13.5 Case Study 5: Atlantis Aquarium Relied on Panasonic to Offer Visitors Fully Immersive Experience of Underwater World
5.3.14 Key Conferences & Events
Table 9 List of Key Conferences & Events, 2023-2024
5.3.15 Regulatory Landscape
5.3.15.1 Regulatory Bodies, Government Agencies, and Other Organizations
5.3.15.1.1 North America
5.3.15.1.2 Europe
5.3.15.1.3 Asia-Pacific
5.3.15.1.4 Middle East & Africa
5.3.15.1.5 Latin America

6 Location-based Entertainment Market, by Technology
6.1 Introduction
Figure 20 Augmented Reality Segment to Witness Highest Growth During Forecast Period
6.1.1 Technologies: Market Drivers
Table 10 Market, by Technology, 2018-2022 (USD Million)
Table 11 Market, by Technology, 2023-2028 (USD Million)
6.2 Virtual Reality
6.2.1 Growing Demand for Immersive Entertainment Experiences to Drive Market for Virtual Reality Technology
Table 12 Virtual Reality: Location-based Entertainment Market, by Region, 2018-2022 (USD Million)
Table 13 Virtual Reality: Market, by Region, 2023-2028 (USD Million)
6.3 Augmented Reality
6.3.1 Growing Need to Offer Engaging Training and Educational Experiences to Drive Market for Augmented Reality Technology
Table 14 Augmented Reality: Market, by Region, 2018-2022 (USD Million)
Table 15 Augmented Reality: Market, by Region, 2023-2028 (USD Million)
6.4 Projection Mapping
6.4.1 Demand for Interactive Experience Among Users to Drive Popularity of Projection Mapping Technology
Table 16 Projection Mapping: Market, by Region, 2018-2022 (USD Million)
Table 17 Projection Mapping: Market, by Region, 2023-2028 (USD Million)
6.5 Other Technologies
Table 18 Other Technologies: Market, by Region, 2018-2022 (USD Million)
Table 19 Other Technologies: Market, by Region, 2023-2028 (USD Million)

7 Location-based Entertainment Market, by Offering
7.1 Introduction
Figure 21 Hardware Segment to Witness Highest Growth During Forecast Period
7.1.1 Offerings: Market Drivers
Table 20 Market, by Offering, 2018-2022 (USD Million)
Table 21 Market, by Offering, 2023-2028 (USD Million)
7.2 Hardware
7.2.1 Effective Use of Hardware Systems to Facilitate Creation of Engaging and Immersive Experiences to Drive Market
Table 22 Hardware: Market, by Region, 2018-2022 (USD Million)
Table 23 Hardware: Market, by Region, 2023-2028 (USD Million)
7.3 Software
7.3.1 Growing Need for Advanced Systems to Create and Manage Digital Content to Drive Adoption of Location-based Entertainment Software
Table 24 Software: Location-based Entertainment Market, by Region, 2018-2022 (USD Million)
Table 25 Software: Market, by Region, 2023-2028 (USD Million)
7.4 Services
Figure 22 Managed Services Segment to Record Highest CAGR by 2028
Table 26 Market, by Service, 2018-2022 (USD Million)
Table 27 Market, by Service, 2023-2028 (USD Million)
Table 28 Services: Market, by Region, 2018-2022 (USD Million)
Table 29 Services: Market, by Region, 2023-2028 (USD Million)
7.4.1 Professional Services
Figure 23 Training and Deployment Segment to Achieve Highest Growth During Forecast Period
Table 30 Market, by Professional Service, 2018-2022 (USD Million)
Table 31 Market, by Professional Service, 2023-2028 (USD Million)
Table 32 Professional Services: Market, by Region, 2018-2022 (USD Million)
Table 33 Professional Services: Market, by Region, 2023-2028 (USD Million)
7.4.1.1 Consulting
7.4.1.1.1 Increasing Need to Determine Viability of Location-based Entertainment Projects to Drive Demand for Strategic Consulting Services
Table 34 Consulting: Location-based Entertainment Market, by Region, 2018-2022 (USD Million)
Table 35 Consulting: Market, by Region, 2023-2028 (USD Million)
7.4.1.2 Support and Maintenance
7.4.1.2.1 Effective Support and Maintenance Services to Guarantee Seamless Location-based Entertainment Experiences
Table 36 Support and Maintenance: Market, by Region, 2018-2022 (USD Million)
Table 37 Support and Maintenance: Market, by Region, 2023-2028 (USD Million)
7.4.1.3 Training and Deployment
7.4.1.3.1 Demand for Exceptional Location-based Entertainment Experiences to Propel Market for Training and Deployment Services
Table 38 Training and Deployment: Market, by Region, 2018-2022 (USD Million)
Table 39 Training and Deployment: Market, by Region, 2023-2028 (USD Million)
7.4.2 Managed Services
7.4.2.1 Growing Demand for Better Customer Service and Experience to Increase Use of Managed Services in Location-based Entertainment Industry
Table 40 Managed Services: Market, by Region, 2018-2022 (USD Million)
Table 41 Managed Services: Market, by Region, 2023-2028 (USD Million)

8 Location-based Entertainment Market, by Venue
8.1 Introduction
Figure 24 Arcades Segment to Witness Highest CAGR During Forecast Period
8.1.1 Venues: Market Drivers
Table 42 Market, by Venue, 2018-2022 (USD Million)
Table 43 Market, by Venue, 2023-2028 (USD Million)
8.2 Amusement Parks
8.2.1 Demand for Innovative, Engaging Experiences at Amusement Parks to Drive Market
Table 44 Amusement Parks: Market, by Region, 2018-2022 (USD Million)
Table 45 Amusement Parks: Market, by Region, 2023-2028 (USD Million)
8.3 Theme Parks
8.3.1 Growing Demand for Cultural and Education Hubs to Drive Popularity of Location-based Entertainment at Theme Parks
Table 46 Theme Parks: Market, by Region, 2018-2022 (USD Million)
Table 47 Theme Parks: Market, by Region, 2023-2028 (USD Million)
8.4 Arcades
8.4.1 Need to Promote Social Interaction and Engagement Among Youth to Boost Popularity of Arcades
Table 48 Arcades: Market, by Region, 2018-2022 (USD Million)
Table 49 Arcades: Market, by Region, 2023-2028 (USD Million)
8.5 Other Venues
Table 50 Other Venues: Market, by Region, 2018-2022 (USD Million)
Table 51 Other Venues: Market, by Region, 2023-2028 (USD Million)

9 Location-based Entertainment Market, by Region
9.1 Introduction
Figure 25 North America to Lead Market During Forecast Period
Figure 26 Asia-Pacific to Grow at Highest CAGR During Forecast Period
Table 52 Market, by Region, 2018-2022 (USD Million)
Table 53 Market, by Region, 2023-2028 (USD Million)
9.2 North America
9.2.1 North America: Market Drivers
9.2.2 North America: Recession Impact
Figure 27 North America: Market Snapshot
Table 54 North America: Location-based Entertainment Market, by Technology, 2018-2022 (USD Million)
Table 55 North America: Market, by Technology, 2023-2028 (USD Million)
Table 56 North America: Market, by Offering, 2018-2022 (USD Million)
Table 57 North America: Market, by Offering, 2023-2028 (USD Million)
Table 58 North America: Market, by Service, 2018-2022 (USD Million)
Table 59 North America: Market, by Service, 2023-2028 (USD Million)
Table 60 North America: Market, by Professional Service, 2018-2022 (USD Million)
Table 61 North America: Market, by Professional Service, 2023-2028 (USD Million)
Table 62 North America: Market, by Venue, 2018-2022 (USD Million)
Table 63 North America: Market, by Venue, 2023-2028 (USD Million)
Table 64 North America: Market, by Country, 2018-2022 (USD Million)
Table 65 North America: Market, by Country, 2023-2028 (USD Million)
9.2.3 US
9.2.3.1 Rising Demand for Immersive and Interactive Experiences to Drive Market
Table 66 US: Location-based Entertainment Market, by Technology, 2018-2022 (USD Million)
Table 67 US: Market, by Technology, 2023-2028 (USD Million)
Table 68 US: Market, by Offering, 2018-2022 (USD Million)
Table 69 US: Market, by Offering, 2023-2028 (USD Million)
Table 70 US: Market, by Service, 2018-2022 (USD Million)
Table 71 US: Market, by Service, 2023-2028 (USD Million)
Table 72 US: Market, by Professional Service, 2018-2022 (USD Million)
Table 73 US: Market, by Professional Service, 2023-2028 (USD Million)
Table 74 US: Market, by Venue, 2018-2022 (USD Million)
Table 75 US: Market, by Venue, 2023-2028 (USD Million)
9.2.4 Canada
9.2.4.1 Increased Consumer Spending on Leisure Activities to Drive Popularity of Location-based Entertainment
9.3 Europe
9.3.1 Europe: Market Drivers
9.3.2 Europe: Recession Impact
Table 76 Europe: Location-based Entertainment Market, by Technology, 2018-2022 (USD Million)
Table 77 Europe: Market, by Technology, 2023-2028 (USD Million)
Table 78 Europe: Market, by Offering, 2018-2022 (USD Million)
Table 79 Europe: Market, by Offering, 2023-2028 (USD Million)
Table 80 Europe: Market, by Service, 2018-2022 (USD Million)
Table 81 Europe: Market, by Service, 2023-2028 (USD Million)
Table 82 Europe: Market, by Professional Service, 2018-2022 (USD Million)
Table 83 Europe: Market, by Professional Service, 2023-2028 (USD Million)
Table 84 Europe: Market, by Venue, 2018-2022 (USD Million)
Table 85 Europe: Market, by Venue, 2023-2028 (USD Million)
Table 86 Europe: Market, by Country, 2018-2022 (USD Million)
Table 87 Europe: Market, by Country, 2023-2028 (USD Million)
9.3.3 UK
9.3.3.1 Rise in Demand for Immersive Experiences Among Youth to Drive Popularity of Location-based Entertainment Solutions
Table 88 UK: Location-based Entertainment Market, by Technology, 2018-2022 (USD Million)
Table 89 UK: Market, by Technology, 2023-2028 (USD Million)
Table 90 UK: Market, by Offering, 2018-2022 (USD Million)
Table 91 UK: Market, by Offering, 2023-2028 (USD Million)
Table 92 UK: Market, by Service, 2018-2022 (USD Million)
Table 93 UK: Market, by Service, 2023-2028 (USD Million)
Table 94 UK: Market, by Professional Service, 2018-2022 (USD Million)
Table 95 UK: Market, by Professional Service, 2023-2028 (USD Million)
Table 96 UK: Market, by Venue, 2018-2022 (USD Million)
Table 97 UK: Market, by Venue, 2023-2028 (USD Million)
9.3.4 Germany
9.3.4.1 Growing Adoption of Advanced Technologies for Location-based Entertainment to Drive Market Growth
9.3.5 France
9.3.5.1 Increased Development in Venture Funding by Small Players to Propel Market for Location-based Entertainment
9.3.6 Spain
9.3.6.1 Rise in Tourism to Boost Market
9.3.7 Italy
9.3.7.1 Increased Government Initiatives to Drive Development of Location-based Entertainment Solutions
9.3.8 Nordics
9.3.8.1 Rising Demand for Leisure and Entertainment Activities to Drive Demand for Location-based Entertainment Solutions
9.3.9 Rest of Europe
9.4 Asia-Pacific
9.4.1 Asia-Pacific: Market Drivers
9.4.2 Asia-Pacific: Recession Impact
Figure 28 Asia-Pacific: Location-based Entertainment Market Snapshot
Table 98 Asia-Pacific: Market, by Technology, 2018-2022 (USD Million)
Table 99 Asia-Pacific: Market, by Technology, 2023-2028 (USD Million)
Table 100 Asia-Pacific: Market, by Offering, 2018-2022 (USD Million)
Table 101 Asia-Pacific: Market, by Offering, 2023-2028 (USD Million)
Table 102 Asia-Pacific: Market, by Service, 2018-2022 (USD Million)
Table 103 Asia-Pacific: Market, by Service, 2023-2028 (USD Million)
Table 104 Asia-Pacific: Market, by Professional Service, 2018-2022 (USD Million)
Table 105 Asia-Pacific: Market, by Professional Service, 2023-2028 (USD Million)
Table 106 Asia-Pacific: Market, by Venue, 2018-2022 (USD Million)
Table 107 Asia-Pacific: Market, by Venue, 2023-2028 (USD Million)
Table 108 Asia-Pacific: Market, by Country, 2018-2022 (USD Million)
Table 109 Asia-Pacific: Market, by Country, 2023-2028 (USD Million)
9.4.3 China
9.4.3.1 Increasing Investments in Immersive Technologies to Drive Growth of Market
Table 110 China: Location-based Entertainment Market, by Technology, 2018-2022 (USD Million)
Table 111 China: Market, by Technology, 2023-2028 (USD Million)
Table 112 China: Market, by Offering, 2018-2022 (USD Million)
Table 113 China: Market, by Offering, 2023-2028 (USD Million)
Table 114 China: Market, by Service, 2018-2022 (USD Million)
Table 115 China: Market, by Service, 2023-2028 (USD Million)
Table 116 China: Market, by Professional Service, 2018-2022 (USD Million)
Table 117 China: Market, by Professional Service, 2023-2028 (USD Million)
Table 118 China: Market, by Venue, 2018-2022 (USD Million)
Table 119 China: Market, by Venue, 2023-2028 (USD Million)
9.4.4 Japan
9.4.4.1 Increased Adoption of Ar and Vr Technologies to Boost Demand for Market
9.4.5 India
9.4.5.1 Large Investments in Location-based Entertainment Industry by Domestic and International Players to Drive Market Growth
9.4.6 Australia & New Zealand
9.4.6.1 Increased Consumer Spending on Entertainment Activities to Drive Popularity of Location-based Entertainment Solutions
9.4.7 Southeast Asia
9.4.7.1 Increasing Tourism to Drive Advancements in Location-based Entertainment Industry
9.4.8 Rest of Asia-Pacific
9.5 Middle East & Africa
9.5.1 Middle East & Africa: Market Drivers
9.5.2 Middle East & Africa: Recession Impact
Table 120 Middle East & Africa: Location-based Entertainment Market, by Technology, 2018-2022 (USD Million)
Table 121 Middle East & Africa: Market, by Technology, 2023-2028 (USD Million)
Table 122 Middle East & Africa: Market, by Offering, 2018-2022 (USD Million)
Table 123 Middle East & Africa: Market, by Offering, 2023-2028 (USD Million)
Table 124 Middle East & Africa: Market, by Service, 2018-2022 (USD Million)
Table 125 Middle East & Africa: Market, by Service, 2023-2028 (USD Million)
Table 126 Middle East & Africa: Market, by Professional Service, 2018-2022 (USD Million)
Table 127 Middle East & Africa: Market, by Professional Service, 2023-2028 (USD Million)
Table 128 Middle East & Africa: Market, by Venue, 2018-2022 (USD Million)
Table 129 Middle East & Africa: Market, by Venue, 2023-2028 (USD Million)
Table 130 Middle East & Africa: Market, by Country, 2018-2022 (USD Million)
Table 131 Middle East & Africa: Market, by Country, 2023-2028 (USD Million)
9.5.3 UAE
9.5.3.1 Increasing Tourism to Drive Demand for Location-based Entertainment Solutions
Table 132 UAE: Location-based Entertainment Market, by Technology, 2018-2022 (USD Million)
Table 133 UAE: Market, by Technology, 2023-2028 (USD Million)
Table 134 UAE: Market, by Offering, 2018-2022 (USD Million)
Table 135 UAE: Market, by Offering, 2023-2028 (USD Million)
Table 136 UAE: Market, by Service, 2018-2022 (USD Million)
Table 137 UAE: Market, by Service, 2023-2028 (USD Million)
Table 138 UAE: Market, by Professional Service, 2018-2022 (USD Million)
Table 139 UAE: Market, by Professional Service, 2023-2028 (USD Million)
Table 140 UAE: Market, by Venue, 2018-2022 (USD Million)
Table 141 UAE: Market, by Venue, 2023-2028 (USD Million)
9.5.4 Ksa
9.5.4.1 Rapid Economic Growth and Change in Consumer Lifestyle to Boost Adoption of Location-based Entertainment Solutions
9.5.5 Israel
9.5.5.1 Increased Government Support to Propel Developments in Market
9.5.6 South Africa
9.5.6.1 Increasing Spending on Leisure Activities to Drive Market Growth
9.5.7 Rest of Middle East & Africa
9.6 Latin America
9.6.1 Latin America: Market Drivers
9.6.2 Latin America: Recession Impact
Table 142 Latin America: Location-based Entertainment Market, by Technology, 2018-2022 (USD Million)
Table 143 Latin America: Market, by Technology, 2023-2028 (USD Million)
Table 144 Latin America: Market, by Offering, 2018-2022 (USD Million)
Table 145 Latin America: Market, by Offering, 2023-2028 (USD Million)
Table 146 Latin America: Market, by Service, 2018-2022 (USD Million)
Table 147 Latin America: Market, by Service, 2023-2028 (USD Million)
Table 148 Latin America: Market, by Professional Service, 2018-2022 (USD Million)
Table 149 Latin America: Market, by Professional Service, 2023-2028 (USD Million)
Table 150 Latin America: Market, by Venue, 2018-2022 (USD Million)
Table 151 Latin America: Market, by Venue, 2023-2028 (USD Million)
Table 152 Latin America: Market, by Country, 2018-2022 (USD Million)
Table 153 Latin America: Market, by Country, 2023-2028 (USD Million)
9.6.3 Brazil
9.6.3.1 Rapidly Evolving Middle-Class Population and Its Expectations to Boost Growth of Location-based Entertainment Market
Table 154 Brazil: Market, by Technology, 2018-2022 (USD Million)
Table 155 Brazil: Market, by Technology, 2023-2028 (USD Million)
Table 156 Brazil: Market, by Offering, 2018-2022 (USD Million)
Table 157 Brazil: Market, by Offering, 2023-2028 (USD Million)
Table 158 Brazil: Market, by Service, 2018-2022 (USD Million)
Table 159 Brazil: Market, by Service, 2023-2028 (USD Million)
Table 160 Brazil: Market, by Professional Service, 2018-2022 (USD Million)
Table 161 Brazil: Market, by Professional Service, 2023-2028 (USD Million)
Table 162 Brazil: Market, by Venue, 2018-2022 (USD Million)
Table 163 Brazil: Market, by Venue, 2023-2028 (USD Million)
9.6.4 Mexico
9.6.4.1 Growing Disposable Income of Consumers to Drive Growth of Location-based Entertainment Market
9.6.5 Rest of Latin America

10 Competitive Landscape
10.1 Overview
10.2 Strategies Adopted by Key Players
Table 164 Strategies Adopted by Key Players
10.3 Market Share Analysis for Key Players
Table 165 Location-based Entertainment Market: Intensity of Competitive Rivalry
10.4 Historical Revenue Analysis
Figure 29 Historical Revenue Analysis for Key Players, 2020-2022 (USD Million)
10.5 Market Ranking Analysis for Key Players, 2023
Figure 30 Market Ranking Analysis for Key Players, 2023
10.6 Evaluation Quadrant Matrix for Key Players
Figure 31 Evaluation Quadrant Matrix for Key Players: Criteria Weightage
10.6.1 Stars
10.6.2 Emerging Leaders
10.6.3 Pervasive Players
10.6.4 Participants
Figure 32 Evaluation Quadrant Matrix for Key Players, 2023
10.7 Evaluation Quadrant Matrix for Startups/SMEs
Figure 33 Evaluation Quadrant Matrix for Startups/SMEs: Criteria Weightage
10.7.1 Progressive Companies
10.7.2 Responsive Companies
10.7.3 Dynamic Companies
10.7.4 Starting Blocks
Figure 34 Evaluation Quadrant Matrix for Startups/SMEs, 2023
10.8 Competitive Benchmarking for Startups/SMEs
Table 166 Detailed List of Key Startups/SMEs
Table 167 Competitive Benchmarking for Startups/SMEs
Table 168 Competitive Benchmarking for Key Players
10.9 Competitive Scenario
10.9.1 Product Launches
Table 169 Product Launches, 2019-2022
10.9.2 Deals
Table 170 Deals, 2020-2023

11 Company Profiles
11.1 Major Players
(Business Overview, Products/Solutions/Services Offered, Recent Developments, Analyst's View)*
11.1.1 Microsoft
Table 171 Microsoft: Business Overview
Figure 35 Microsoft: Company Snapshot
Table 172 Microsoft: Products/Solutions/Services Offered
Table 173 Microsoft: Deals
11.1.2 Google
Table 174 Google: Business Overview
Figure 36 Google: Company Snapshot
Table 175 Google: Products/Solutions/Services Offered
11.1.3 Meta
Table 176 Meta: Business Overview
Figure 37 Meta: Company Snapshot
Table 177 Meta: Products/Solutions/Services Offered
11.1.4 Unity Technologies
Table 178 Unity Technologies: Business Overview
Figure 38 Unity Technologies: Company Snapshot
Table 179 Unity Technologies: Products/Solutions/Services Offered
Table 180 Unity Technologies: Product Launches
Table 181 Unity Technologies: Deals
11.1.5 Nvidia
Table 182 Nvidia: Business Overview
Figure 39 Nvidia: Company Snapshot
Table 183 Nvidia: Products/Solutions/Services Offered
Table 184 Nvidia: Product Launches
11.1.6 Sony Interactive Entertainment
Table 185 Sony Interactive Entertainment: Business Overview
Figure 40 Sony Interactive Entertainment: Company Snapshot
Table 186 Sony Interactive Entertainment: Products/Solutions/Services Offered
Table 187 Sony Interactive Entertainment: Deals
11.1.7 Samsung
Table 188 Samsung: Business Overview
Figure 41 Samsung: Company Snapshot
Table 189 Samsung: Products/Solutions/Services Offered
Table 190 Samsung: Deals
11.1.8 Barco Electronic Systems
Table 191 Barco Electronic Systems: Business Overview
Figure 42 Barco Electronic Systems: Company Snapshot
Table 192 Barco Electronic Systems: Products/Solutions/Services Offered
Table 193 Barco Electronic Systems: Deals
11.1.9 Panasonic
Table 194 Panasonic: Business Overview
Figure 43 Panasonic: Company Snapshot
Table 195 Panasonic: Deals
11.1.10 Huawei Technologies
Table 196 Huawei Technologies: Business Overview
Figure 44 Huawei Technologies: Company Snapshot
Table 197 Huawei Technologies: Products/Solutions/Services Offered
Table 198 Huawei Technologies: Product Launches
*Details on Business Overview, Products/Solutions/Services Offered, Recent Developments, Analyst's View Might Not be Captured in Case of Unlisted Companies
11.2 Other Players
11.2.1 HQ Software
11.2.2 HTC Vive
11.2.3 Niantic Inc.
11.2.4 Vicon Motion Systems
11.2.5 Optitrack
11.3 Startups/SMEs
11.3.1 Springboardvr
11.3.2 4Experience
11.3.3 Hologate
11.3.4 Ultraleap
11.3.5 Magic Leap
11.3.6 Shape Immersive
11.3.7 Camon
11.3.8 Katvr
11.3.9 Virtuix
11.3.10 Pico

12 Adjacent and Related Markets
12.1 Limitations
12.2 Augmented Reality and Virtual Reality Market
12.2.1 Market Definition
12.2.2 Augmented Reality and Virtual Reality Market, by Technology
Table 199 Virtual Reality Market, by Technology, 2022-2027 (USD Million)
Table 200 Non-Immersive: Virtual Reality Market, by Offering, 2022-2027 (USD Million)
Table 201 Semi- and Fully Immersive: Virtual Reality Market, by Offering, 2022-2027 (USD Million)
12.2.3 Augmented Reality and Virtual Reality Market, by Offering
Table 202 Augmented Reality Market, by Offering, 2022-2027 (USD Million)
Table 203 Augmented Reality Market, by Hardware, 2022-2027 (USD Million)
Table 204 Virtual Reality Market, by Offering, 2022-2027 (USD Million)
Table 205 Virtual Reality Market, by Hardware, 2022-2027 (USD Million)
Table 206 Software: Augmented Reality Market, by Application, 2022-2027 (USD Million)
Table 207 Software: Virtual Reality Market, by Application, 2022-2027 (USD Million)
12.2.4 Augmented Reality and Virtual Reality Market, by Device Type
Table 208 Augmented Reality Market, by Device Type, 2022-2027 (USD Million)
Table 209 Augmented Reality Market, by Device Type, 2022-2027 (Thousand Units)
Table 210 Head-Mounted Displays: Augmented Reality Market, by Application, 2022-2027 (USD Million)
Table 211 Head-Up Displays: Augmented Reality Market, by Application, 2022-2027 (USD Million)
Table 212 Virtual Reality Market, by Device Type, 2022-2027 (USD Million)
Table 213 Virtual Reality Market, by Device Type, 2022-2027 (Thousand Units)
Table 214 Head-Mounted Displays: Virtual Reality Market, by Application, 2022-2027 (USD Million)
Table 215 Gesture-Tracking Devices: Virtual Reality Market, by Application, 2022-2027 (USD Million)
Table 216 Projectors & Display Walls: Virtual Reality Market, by Application, 2022-2027 (USD Million)
12.2.5 Augmented Reality and Virtual Reality Market, by Application
Table 217 Augmented Reality Market, by Application, 2022-2027 (USD Million)
Table 218 Virtual Reality Market, by Application, 2022-2027 (USD Million)
12.2.6 Augmented Reality and Virtual Reality Market, by Region
Table 219 Augmented Reality Market, by Region, 2022-2027 (USD Million)
Table 220 Virtual Reality Market, by Region, 2022-2027 (USD Million)
12.3 Projection Mapping Market
12.3.1 Market Definition
12.3.2 Projection Mapping Market, by Offering
Table 221 Projection Mapping Market, by Offering, 2017-2020 (USD Million)
Table 222 Projection Mapping Market, by Offering, 2021-2026 (USD Million)
Table 223 Projection Mapping Market, by Hardware, 2017-2020 (USD Million)
Table 224 Projection Mapping Market, by Hardware, 2021-2026 (USD Million)
12.3.3 Projection Mapping Market, by Throw Distance
Table 225 Projection Mapping Market, by Throw Distance, 2017-2020 (USD Million)
Table 226 Projection Mapping Market, by Throw Distance, 2021-2026 (USD Million)
12.3.4 Projection Mapping Market, by Dimension
Table 227 Projection Mapping Market, by Dimension, 2017-2020 (USD Million)
Table 228 Projection Mapping Market, by Dimension, 2021-2026 (USD Million)
12.3.5 Projection Mapping Market, by Brightness/Lumens
Table 229 Projection Mapping Market, by Brightness/Lumens, 2017-2020 (USD Million)
Table 230 Projection Mapping Market, by Brightness/Lumens, 2021-2026 (USD Million)
12.3.6 Projection Mapping Market, by Application
Table 231 Projection Mapping Market, by Application, 2017-2020 (USD Million)
Table 232 Projection Mapping Market, by Application, 2021-2026 (USD Million)
12.3.7 Projection Mapping Market, by Region
Table 233 Projection Mapping Market, by Region, 2017-2020 (USD Million)
Table 234 Projection Mapping Market, by Region, 2021-2026 (USD Million)

13 Appendix
13.1 Discussion Guide
13.2 Knowledgestore: The Subscription Portal
13.3 Customization Options

Companies Mentioned

  • 4Experience
  • Atlantis Aquarium
  • Barco Electronic Systems
  • Camon
  • Dreamtrace
  • Fennec Labs
  • Google
  • Hologate
  • HQ Software
  • HTC Vive
  • Huawei Technologies
  • Katvr
  • Magic Leap
  • Meta
  • Microsoft
  • Miraj Group
  • Niantic Inc.
  • Nvidia
  • Ocean Labs
  • Optitrack
  • Panasonic
  • Pico
  • Samsung
  • Shape Immersive
  • Sony Interactive Entertainment
  • Spawnpoint
  • Springboardvr
  • Ultraleap
  • Unity Technologies
  • Vicon Motion Systems
  • Virtuix

Methodology

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Table Information