The location-based entertainment market size has grown exponentially in recent years. It will grow from $3.05 billion in 2023 to $3.86 billion in 2024 at a compound annual growth rate (CAGR) of 26.4%. The expansion during the historical period can be credited to connections with popular culture, the impact of social media, urbanization, the prevalence of family and group activities, and the trends in experiential spending.
The location-based entertainment market size is expected to see exponential growth in the next few years. It will grow to $9.91 billion in 2028 at a compound annual growth rate (CAGR) of 26.6%. The anticipated growth in the forecast period is expected to stem from the incorporation of artificial intelligence, expansion into emerging markets, sustainability efforts, cross-industry partnerships, and a transition towards hybrid experiences. Key trends in the forecast period encompass the integration of augmented reality (AR), immersive experiences, adoption of virtual reality (VR), focus on interactive attractions, and technological advancements.
The growth of the location-based entertainment market is expected to be driven by an increase in consumer spending on games and video content. This spending encompasses purchases or subscriptions to video games, downloadable content, in-game purchases, streaming services, and other digital entertainment products. It mirrors a rising demand for digital and immersive entertainment experiences, alongside a shift towards online streaming platforms. Such spending also strengthens location-based entertainment by showcasing the potential for immersive experiences, thereby generating interest in similar interactive offerings at physical venues. For instance, in February 2024, total video game sales surged to $57.2 billion, up from $56.6 billion in 2022, with a notable boost in video game content spending reaching $48 billion in 2023, compared to $47.5 billion in 2022. Thus, the growth of the location-based entertainment market is propelled by increasing consumer spending on games and video content.
Major players in the location-based entertainment sector are concentrating on developing innovative solutions, including advanced virtual reality technologies, to enrich immersive experiences and attract a broader audience. Virtual reality technology in this context creates immersive digital environments for users to interact with in physical spaces, thereby enhancing overall entertainment experiences. For example, in September 2022, Shanghai Disney Resort inaugurated SoReal VR SuperSpace, an immersive virtual reality experience in its Disneytown district, marking Shanghai's first flagship store. The venue, featuring VR experiences on the first floor and an immersive VR walkthrough on the second, was developed by SoReal, a China-based VR company, enhancing visitor engagement and entertainment options within Disneytown.
In December 2023, Lionsgate, a US-based motion picture company, acquired the eOne entertainment platform from Hasbro for $375 million. This acquisition expanded Lionsgate's library with 6,500 film and television titles, strengthened its scripted and unscripted television divisions, and extended its presence in Canada and the UK. Hasbro, a US-based play and entertainment company, is a provider of location-based entertainment.
Major companies operating in the location-based entertainment market are Google LLC, Samsung Electronics Co. Ltd., Microsoft Corporation, Meta Platforms Inc., Huawei Technologies Co. Ltd., The Walt Disney Company, Panasonic Corporation, Nvidia Corporation, Regal Entertainment Group, Unity Technologies Inc., AEON Fantasy Co. Ltd., Sony Interactive Entertainment LLC, Magic Leap Inc., HTC Corporation, Niantic Inc., Barron Games International LLC, Bob’s Space Racers Inc., HQ Software LLC, Habo Studio Inc., CamOnApp S.A., E-Learning Studios Ltd., SpringboardVR Inc., BidOn Games Studio LLC, VRstudios LLC.
North America was the largest region in the location-based entertainment market in 2023. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the location-based entertainment market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the location-based entertainment market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
Location-based entertainment (LBE) refers to a form of entertainment that occurs within a specific physical setting, such as amusement parks and themed venues, often integrating immersive technologies to heighten visitor engagement and enjoyment. These experiences commonly incorporate virtual reality (VR), augmented reality (AR), or similar immersive technologies to craft immersive worlds and narrative environments.
The primary components of location-based entertainment encompass hardware, software, and services. Location-based entertainment hardware refers to the tangible equipment and apparatuses employed in venues such as amusement parks and arcades to deliver immersive experiences, such as VR attractions and interactive gaming. These technologies encompass various forms, including 2D, 3D, and cloud-merged reality (CMR), catering to diverse end users such as amusement parks, arcade studios, and 4D cinemas.
The location-based entertainment research report is one of a series of new reports that provides location-based entertainment market statistics, including the location-based entertainment industry's global market size, regional shares, competitors with a location-based entertainment market share, detailed location-based entertainment market segments, market trends and opportunities, and any further data you may need to thrive in the location-based entertainment industry. This location-based entertainment market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.
The location-based entertainment market consists of revenues earned by entities by providing services such as gameplay, storytelling, projection mapping, and others. The market value includes the value of related goods sold by the service provider or included within the service offering. The location-based entertainment market also includes sales of virtual reality (VR) headsets, augmented reality (AR) devices, interactive controllers, and audio systems. Values in this market are ‘factory gate’ values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 3-5 business days.
The location-based entertainment market size is expected to see exponential growth in the next few years. It will grow to $9.91 billion in 2028 at a compound annual growth rate (CAGR) of 26.6%. The anticipated growth in the forecast period is expected to stem from the incorporation of artificial intelligence, expansion into emerging markets, sustainability efforts, cross-industry partnerships, and a transition towards hybrid experiences. Key trends in the forecast period encompass the integration of augmented reality (AR), immersive experiences, adoption of virtual reality (VR), focus on interactive attractions, and technological advancements.
The growth of the location-based entertainment market is expected to be driven by an increase in consumer spending on games and video content. This spending encompasses purchases or subscriptions to video games, downloadable content, in-game purchases, streaming services, and other digital entertainment products. It mirrors a rising demand for digital and immersive entertainment experiences, alongside a shift towards online streaming platforms. Such spending also strengthens location-based entertainment by showcasing the potential for immersive experiences, thereby generating interest in similar interactive offerings at physical venues. For instance, in February 2024, total video game sales surged to $57.2 billion, up from $56.6 billion in 2022, with a notable boost in video game content spending reaching $48 billion in 2023, compared to $47.5 billion in 2022. Thus, the growth of the location-based entertainment market is propelled by increasing consumer spending on games and video content.
Major players in the location-based entertainment sector are concentrating on developing innovative solutions, including advanced virtual reality technologies, to enrich immersive experiences and attract a broader audience. Virtual reality technology in this context creates immersive digital environments for users to interact with in physical spaces, thereby enhancing overall entertainment experiences. For example, in September 2022, Shanghai Disney Resort inaugurated SoReal VR SuperSpace, an immersive virtual reality experience in its Disneytown district, marking Shanghai's first flagship store. The venue, featuring VR experiences on the first floor and an immersive VR walkthrough on the second, was developed by SoReal, a China-based VR company, enhancing visitor engagement and entertainment options within Disneytown.
In December 2023, Lionsgate, a US-based motion picture company, acquired the eOne entertainment platform from Hasbro for $375 million. This acquisition expanded Lionsgate's library with 6,500 film and television titles, strengthened its scripted and unscripted television divisions, and extended its presence in Canada and the UK. Hasbro, a US-based play and entertainment company, is a provider of location-based entertainment.
Major companies operating in the location-based entertainment market are Google LLC, Samsung Electronics Co. Ltd., Microsoft Corporation, Meta Platforms Inc., Huawei Technologies Co. Ltd., The Walt Disney Company, Panasonic Corporation, Nvidia Corporation, Regal Entertainment Group, Unity Technologies Inc., AEON Fantasy Co. Ltd., Sony Interactive Entertainment LLC, Magic Leap Inc., HTC Corporation, Niantic Inc., Barron Games International LLC, Bob’s Space Racers Inc., HQ Software LLC, Habo Studio Inc., CamOnApp S.A., E-Learning Studios Ltd., SpringboardVR Inc., BidOn Games Studio LLC, VRstudios LLC.
North America was the largest region in the location-based entertainment market in 2023. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the location-based entertainment market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the location-based entertainment market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
Location-based entertainment (LBE) refers to a form of entertainment that occurs within a specific physical setting, such as amusement parks and themed venues, often integrating immersive technologies to heighten visitor engagement and enjoyment. These experiences commonly incorporate virtual reality (VR), augmented reality (AR), or similar immersive technologies to craft immersive worlds and narrative environments.
The primary components of location-based entertainment encompass hardware, software, and services. Location-based entertainment hardware refers to the tangible equipment and apparatuses employed in venues such as amusement parks and arcades to deliver immersive experiences, such as VR attractions and interactive gaming. These technologies encompass various forms, including 2D, 3D, and cloud-merged reality (CMR), catering to diverse end users such as amusement parks, arcade studios, and 4D cinemas.
The location-based entertainment research report is one of a series of new reports that provides location-based entertainment market statistics, including the location-based entertainment industry's global market size, regional shares, competitors with a location-based entertainment market share, detailed location-based entertainment market segments, market trends and opportunities, and any further data you may need to thrive in the location-based entertainment industry. This location-based entertainment market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.
The location-based entertainment market consists of revenues earned by entities by providing services such as gameplay, storytelling, projection mapping, and others. The market value includes the value of related goods sold by the service provider or included within the service offering. The location-based entertainment market also includes sales of virtual reality (VR) headsets, augmented reality (AR) devices, interactive controllers, and audio systems. Values in this market are ‘factory gate’ values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 3-5 business days.
Table of Contents
1. Executive Summary2. Location-Based Entertainment Market Characteristics3. Location-Based Entertainment Market Trends and Strategies2 Dimensional (2D)32. Global Location-Based Entertainment Market Competitive Benchmarking33. Global Location-Based Entertainment Market Competitive Dashboard34. Key Mergers and Acquisitions in the Location-Based Entertainment Market
4. Location-Based Entertainment Market - Macro Economic Scenario
5. Global Location-Based Entertainment Market Size and Growth
6. Location-Based Entertainment Market Segmentation
3 Dimensional (3D)
7. Location-Based Entertainment Market Regional and Country Analysis
8. Asia-Pacific Location-Based Entertainment Market
9. China Location-Based Entertainment Market
10. India Location-Based Entertainment Market
11. Japan Location-Based Entertainment Market
12. Australia Location-Based Entertainment Market
13. Indonesia Location-Based Entertainment Market
14. South Korea Location-Based Entertainment Market
15. Western Europe Location-Based Entertainment Market
16. UK Location-Based Entertainment Market
17. Germany Location-Based Entertainment Market
18. France Location-Based Entertainment Market
19. Italy Location-Based Entertainment Market
20. Spain Location-Based Entertainment Market
21. Eastern Europe Location-Based Entertainment Market
22. Russia Location-Based Entertainment Market
23. North America Location-Based Entertainment Market
24. USA Location-Based Entertainment Market
25. Canada Location-Based Entertainment Market
26. South America Location-Based Entertainment Market
27. Brazil Location-Based Entertainment Market
28. Middle East Location-Based Entertainment Market
29. Africa Location-Based Entertainment Market
30. Location-Based Entertainment Market Competitive Landscape and Company Profiles
31. Location-Based Entertainment Market Other Major and Innovative Companies
35. Location-Based Entertainment Market Future Outlook and Potential Analysis
36. Appendix
Executive Summary
Location-Based Entertainment Global Market Report 2024 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on location-based entertainment market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
Reasons to Purchase:
- Gain a truly global perspective with the most comprehensive report available on this market covering 50+ geographies.
- Understand how the market has been affected by the COVID-19 and how it is responding as the impact of the virus abates.
- Assess the Russia - Ukraine war’s impact on agriculture, energy and mineral commodity supply and its direct and indirect impact on the market.
- Measure the impact of high global inflation on market growth.
- Create regional and country strategies on the basis of local data and analysis.
- Identify growth segments for investment.
- Outperform competitors using forecast data and the drivers and trends shaping the market.
- Understand customers based on the latest market shares.
- Benchmark performance against key competitors.
- Suitable for supporting your internal and external presentations with reliable high quality data and analysis
- Report will be updated with the latest data and delivered to you along with an Excel data sheet for easy data extraction and analysis.
- All data from the report will also be delivered in an excel dashboard format.
Description
Where is the largest and fastest growing market for location-based entertainment ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The location-based entertainment market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include:
- The impact of sanctions, supply chain disruptions, and altered demand for goods and services due to the Russian Ukraine war, impacting various macro-economic factors and parameters in the Eastern European region and its subsequent effect on global markets.
- The impact of higher inflation in many countries and the resulting spike in interest rates.
- The continued but declining impact of COVID-19 on supply chains and consumption patterns.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
Scope
Markets Covered:
1) by Offerings: Hardware; Software; Services2) by Technology: 2 Dimensional (2D); 3 Dimensional (3D); Cloud Merged Reality (CMR)
3) by End-Use: Amusement Parks; Arcade Studios; 4D Films
Key Companies Mentioned: Google LLC; Samsung Electronics Co. Ltd.; Microsoft Corporation; Meta Platforms Inc.; Huawei Technologies Co. Ltd.
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: PDF, Word and Excel Data Dashboard.
Companies Mentioned
- Google LLC
- Samsung Electronics Co. Ltd.
- Microsoft Corporation
- Meta Platforms Inc.
- Huawei Technologies Co. Ltd.
- The Walt Disney Company
- Panasonic Corporation
- Nvidia Corporation
- Regal Entertainment Group
- Unity Technologies Inc.
- AEON Fantasy Co. Ltd.
- Sony Interactive Entertainment LLC
- Magic Leap Inc.
- HTC Corporation
- Niantic Inc.
- Barron Games International LLC
- Bob’s Space Racers Inc.
- HQ Software LLC
- Habo Studio Inc.
- CamOnApp S.A.
- E-Learning Studios Ltd.
- SpringboardVR Inc.
- BidOn Games Studio LLC
- VRstudios LLC
Methodology
LOADING...
Table Information
Report Attribute | Details |
---|---|
No. of Pages | 175 |
Published | July 2024 |
Forecast Period | 2024 - 2028 |
Estimated Market Value ( USD | $ 3.86 Billion |
Forecasted Market Value ( USD | $ 9.91 Billion |
Compound Annual Growth Rate | 26.6% |
Regions Covered | Global |
No. of Companies Mentioned | 24 |