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Location-Based Entertainment Market Report 2026

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    Report

  • 250 Pages
  • January 2026
  • Region: Global
  • The Business Research Company
  • ID: 5980376
The location-based entertainment market size has grown exponentially in recent years. It will grow from $4.81 billion in 2025 to $5.99 billion in 2026 at a compound annual growth rate (CAGR) of 24.5%. The growth in the historic period can be attributed to expansion of amusement park infrastructure, increasing consumer spending on out-of-home entertainment, adoption of digital gaming experiences, growth of themed entertainment venues, rising popularity of experiential leisure activities.

The location-based entertainment market size is expected to see exponential growth in the next few years. It will grow to $14.35 billion in 2030 at a compound annual growth rate (CAGR) of 24.4%. The growth in the forecast period can be attributed to increasing investments in immersive entertainment technologies, rising demand for personalized visitor experiences, expansion of mixed reality entertainment formats, growing integration of data analytics in venue operations, increasing global tourism footfall. Major trends in the forecast period include increasing deployment of immersive theme-based attractions, rising adoption of vr and ar experiences, growing demand for interactive entertainment venues, expansion of story-driven location-based experiences, enhanced focus on visitor engagement.

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 companies operating in the location-based entertainment (LBE) market are prioritizing the development of innovative solutions - such as open-source Unity SDKs for multi-user XR experiences - to reduce technical barriers, enable cross-device synchronization, and enhance the quality of immersive entertainment production in commercial and public venues. The term “Unity-based SDKs for multi-user XR experiences” refers to a suite of developer tools that enable multiple users to interact simultaneously within AR, VR, or MR environments, supported by networking capabilities, device compatibility, and server-side infrastructure. For example, in December 2025, STYLY Inc., a Japan-based provider of spatial computing technologies, XR content creation platforms, and immersive entertainment solutions, introduced an open-source project for the LBE sector. The project delivers lightweight, high-performance networking capable of synchronizing up to 50 head-mounted devices, Unity-compatible SDKs that work with various HMDs - including Meta Quest, Apple Vision Pro, Pico, HTC Vive, and SteamVR - and server-side functionality using Unity or Python to implement scalable multi-user logic. Additional features include one-click XR rig setup, automatic switching between VR and MR modes, avatar synchronization, and simple integration into both new and existing Unity projects, allowing creators to concentrate on production quality and immersive experience design while minimizing technical complexity.

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 The Walt Disney Company, Universal Parks & Resorts, Merlin Entertainments, Six Flags Entertainment Corporation, Cedar Fair Entertainment Company, SeaWorld Entertainment, VRstudios, Dreamscape Immersive, The VOID, Niantic, Sandbox VR, Zero Latency, Hologate, Two Bit Circus, Meow Wolf, AREA15, Fever, Secret Cinema, Illuminarium Experiences, TeamLab.

North America was the largest region in the location-based entertainment market in 2025. 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, South East Asia, 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, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

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 1-3 business days.

Table of Contents

1. Executive Summary
1.1. Key Market Insights (2020-2035)
1.2. Visual Dashboard: Market Size, Growth Rate, Hotspots
1.3. Major Factors Driving the Market
1.4. Top Three Trends Shaping the Market
2. Location-Based Entertainment Market Characteristics
2.1. Market Definition & Scope
2.2. Market Segmentations
2.3. Overview of Key Products and Services
2.4. Global Location-Based Entertainment Market Attractiveness Scoring and Analysis
2.4.1. Overview of Market Attractiveness Framework
2.4.2. Quantitative Scoring Methodology
2.4.3. Factor-Wise Evaluation
Growth Potential Analysis, Competitive Dynamics Assessment, Strategic Fit Assessment and Risk Profile Evaluation
2.4.4. Market Attractiveness Scoring and Interpretation
2.4.5. Strategic Implications and Recommendations
3. Location-Based Entertainment Market Supply Chain Analysis
3.1. Overview of the Supply Chain and Ecosystem
3.2. List of Key Raw Materials, Resources & Suppliers
3.3. List of Major Distributors and Channel Partners
3.4. List of Major End Users
4. Global Location-Based Entertainment Market Trends and Strategies
4.1. Key Technologies & Future Trends
4.1.1 Immersive Technologies (Ar/Vr/Xr) & Digital Experiences
4.1.2 Artificial Intelligence & Autonomous Intelligence
4.1.3 Digitalization, Cloud, Big Data & Cybersecurity
4.1.4 Industry 4.0 & Intelligent Manufacturing
4.1.5 Internet of Things (Iot), Smart Infrastructure & Connected Ecosystems
4.2. Major Trends
4.2.1 Increasing Deployment of Immersive Theme-Based Attractions
4.2.2 Rising Adoption of Vr and Ar Experiences
4.2.3 Growing Demand for Interactive Entertainment Venues
4.2.4 Expansion of Story-Driven Location-Based Experiences
4.2.5 Enhanced Focus on Visitor Engagement
5. Location-Based Entertainment Market Analysis of End Use Industries
5.1 Amusement Park Operators
5.2 Arcade Studio Owners
5.3 Entertainment Venue Operators
5.4 Theme Park Developers
5.5 Experiential Marketing Companies
6. Location-Based Entertainment Market - Macro Economic Scenario Including the Impact of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, Supply Chain Impact from Tariff War & Trade Protectionism, and Covid and Recovery on the Market
7. Global Location-Based Entertainment Strategic Analysis Framework, Current Market Size, Market Comparisons and Growth Rate Analysis
7.1. Global Location-Based Entertainment PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
7.2. Global Location-Based Entertainment Market Size, Comparisons and Growth Rate Analysis
7.3. Global Location-Based Entertainment Historic Market Size and Growth, 2020-2025, Value ($ Billion)
7.4. Global Location-Based Entertainment Forecast Market Size and Growth, 2025-2030, 2035F, Value ($ Billion)
8. Global Location-Based Entertainment Total Addressable Market (TAM) Analysis for the Market
8.1. Definition and Scope of Total Addressable Market (TAM)
8.2. Methodology and Assumptions
8.3. Global Total Addressable Market (TAM) Estimation
8.4. TAM vs. Current Market Size Analysis
8.5. Strategic Insights and Growth Opportunities from TAM Analysis
9. Location-Based Entertainment Market Segmentation
9.1. Global Location-Based Entertainment Market, Segmentation by Offerings, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Hardware, Software, Services
9.2. Global Location-Based Entertainment Market, Segmentation by Technology, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
3 Dimensional (3D), Cloud Merged Reality (CMR)
9.3. Global Location-Based Entertainment Market, Segmentation by End-Use, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Amusement Parks, Arcade Studios
9.4. Global Location-Based Entertainment Market, Sub-Segmentation of Hardware, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Virtual Reality (VR) Headsets, Augmented Reality (AR) Devices, Interactive Kiosks, Motion Tracking Equipment, Projection Equipment
9.5. Global Location-Based Entertainment Market, Sub-Segmentation of Software, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Game Development Software, Simulation Software, VR or AR Content Creation Software, Location-Based Game Applications, Analytics and Data Management Software
9.6. Global Location-Based Entertainment Market, Sub-Segmentation of Services, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Game Hosting and Maintenance Services, Content Creation and Customization Services, Consulting and Integration Services, Customer Support and Technical Assistance, Installation and Setup Services
10. Location-Based Entertainment Market Regional and Country Analysis
10.1. Global Location-Based Entertainment Market, Split by Region, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
10.2. Global Location-Based Entertainment Market, Split by Country, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
11. Asia-Pacific Location-Based Entertainment Market
11.1. Asia-Pacific Location-Based Entertainment Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
11.2. Asia-Pacific Location-Based Entertainment Market, Segmentation by Offerings, Segmentation by Technology, Segmentation by End-Use, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
12. China Location-Based Entertainment Market
12.1. China Location-Based Entertainment Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
12.2. China Location-Based Entertainment Market, Segmentation by Offerings, Segmentation by Technology, Segmentation by End-Use, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
13. India Location-Based Entertainment Market
13.1. India Location-Based Entertainment Market, Segmentation by Offerings, Segmentation by Technology, Segmentation by End-Use, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
14. Japan Location-Based Entertainment Market
14.1. Japan Location-Based Entertainment Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
14.2. Japan Location-Based Entertainment Market, Segmentation by Offerings, Segmentation by Technology, Segmentation by End-Use, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
15. Australia Location-Based Entertainment Market
15.1. Australia Location-Based Entertainment Market, Segmentation by Offerings, Segmentation by Technology, Segmentation by End-Use, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
16. Indonesia Location-Based Entertainment Market
16.1. Indonesia Location-Based Entertainment Market, Segmentation by Offerings, Segmentation by Technology, Segmentation by End-Use, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
17. South Korea Location-Based Entertainment Market
17.1. South Korea Location-Based Entertainment Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
17.2. South Korea Location-Based Entertainment Market, Segmentation by Offerings, Segmentation by Technology, Segmentation by End-Use, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
18. Taiwan Location-Based Entertainment Market
18.1. Taiwan Location-Based Entertainment Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
18.2. Taiwan Location-Based Entertainment Market, Segmentation by Offerings, Segmentation by Technology, Segmentation by End-Use, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
19. South East Asia Location-Based Entertainment Market
19.1. South East Asia Location-Based Entertainment Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
19.2. South East Asia Location-Based Entertainment Market, Segmentation by Offerings, Segmentation by Technology, Segmentation by End-Use, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
20. Western Europe Location-Based Entertainment Market
20.1. Western Europe Location-Based Entertainment Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
20.2. Western Europe Location-Based Entertainment Market, Segmentation by Offerings, Segmentation by Technology, Segmentation by End-Use, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
21. UK Location-Based Entertainment Market
21.1. UK Location-Based Entertainment Market, Segmentation by Offerings, Segmentation by Technology, Segmentation by End-Use, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
22. Germany Location-Based Entertainment Market
22.1. Germany Location-Based Entertainment Market, Segmentation by Offerings, Segmentation by Technology, Segmentation by End-Use, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
23. France Location-Based Entertainment Market
23.1. France Location-Based Entertainment Market, Segmentation by Offerings, Segmentation by Technology, Segmentation by End-Use, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
24. Italy Location-Based Entertainment Market
24.1. Italy Location-Based Entertainment Market, Segmentation by Offerings, Segmentation by Technology, Segmentation by End-Use, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
25. Spain Location-Based Entertainment Market
25.1. Spain Location-Based Entertainment Market, Segmentation by Offerings, Segmentation by Technology, Segmentation by End-Use, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
26. Eastern Europe Location-Based Entertainment Market
26.1. Eastern Europe Location-Based Entertainment Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
26.2. Eastern Europe Location-Based Entertainment Market, Segmentation by Offerings, Segmentation by Technology, Segmentation by End-Use, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
27. Russia Location-Based Entertainment Market
27.1. Russia Location-Based Entertainment Market, Segmentation by Offerings, Segmentation by Technology, Segmentation by End-Use, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
28. North America Location-Based Entertainment Market
28.1. North America Location-Based Entertainment Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
28.2. North America Location-Based Entertainment Market, Segmentation by Offerings, Segmentation by Technology, Segmentation by End-Use, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
29. USA Location-Based Entertainment Market
29.1. USA Location-Based Entertainment Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
29.2. USA Location-Based Entertainment Market, Segmentation by Offerings, Segmentation by Technology, Segmentation by End-Use, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
30. Canada Location-Based Entertainment Market
30.1. Canada Location-Based Entertainment Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
30.2. Canada Location-Based Entertainment Market, Segmentation by Offerings, Segmentation by Technology, Segmentation by End-Use, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
31. South America Location-Based Entertainment Market
31.1. South America Location-Based Entertainment Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
31.2. South America Location-Based Entertainment Market, Segmentation by Offerings, Segmentation by Technology, Segmentation by End-Use, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
32. Brazil Location-Based Entertainment Market
32.1. Brazil Location-Based Entertainment Market, Segmentation by Offerings, Segmentation by Technology, Segmentation by End-Use, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
33. Middle East Location-Based Entertainment Market
33.1. Middle East Location-Based Entertainment Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
33.2. Middle East Location-Based Entertainment Market, Segmentation by Offerings, Segmentation by Technology, Segmentation by End-Use, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
34. Africa Location-Based Entertainment Market
34.1. Africa Location-Based Entertainment Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
34.2. Africa Location-Based Entertainment Market, Segmentation by Offerings, Segmentation by Technology, Segmentation by End-Use, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
35. Location-Based Entertainment Market Regulatory and Investment Landscape
36. Location-Based Entertainment Market Competitive Landscape and Company Profiles
36.1. Location-Based Entertainment Market Competitive Landscape and Market Share 2024
36.1.1. Top 10 Companies (Ranked by revenue/share)
36.2. Location-Based Entertainment Market - Company Scoring Matrix
36.2.1. Market Revenues
36.2.2. Product Innovation Score
36.2.3. Brand Recognition
36.3. Location-Based Entertainment Market Company Profiles
36.3.1. The Walt Disney Company Overview, Products and Services, Strategy and Financial Analysis
36.3.2. Universal Parks & Resorts Overview, Products and Services, Strategy and Financial Analysis
36.3.3. Merlin Entertainments Overview, Products and Services, Strategy and Financial Analysis
36.3.4. Six Flags Entertainment Corporation Overview, Products and Services, Strategy and Financial Analysis
36.3.5. Cedar Fair Entertainment Company Overview, Products and Services, Strategy and Financial Analysis
37. Location-Based Entertainment Market Other Major and Innovative Companies
SeaWorld Entertainment, VRstudios, Dreamscape Immersive, the VOID, Niantic, Sandbox VR, Zero Latency, Hologate, Two Bit Circus, Meow Wolf, AREA15, Fever, Secret Cinema, Illuminarium Experiences
38. Global Location-Based Entertainment Market Competitive Benchmarking and Dashboard39. Key Mergers and Acquisitions in the Location-Based Entertainment Market
40. Location-Based Entertainment Market High Potential Countries, Segments and Strategies
40.1 Location-Based Entertainment Market in 2030 - Countries Offering Most New Opportunities
40.2 Location-Based Entertainment Market in 2030 - Segments Offering Most New Opportunities
40.3 Location-Based Entertainment Market in 2030 - Growth Strategies
40.3.1 Market Trend Based Strategies
40.3.2 Competitor Strategies
41. Appendix
41.1. Abbreviations
41.2. Currencies
41.3. Historic and Forecast Inflation Rates
41.4. Research Inquiries
41.5. About the Analyst
41.6. Copyright and Disclaimer

Executive Summary

Location-Based Entertainment Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses 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 16 geographies.
  • Assess the impact of key macro factors such as geopolitical conflicts, trade policies and tariffs, inflation and interest rate fluctuations, and evolving regulatory landscapes.
  • 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 end user analysis.
  • Benchmark performance against key competitors based on market share, innovation, and brand strength.
  • Evaluate the total addressable market (TAM) and market attractiveness scoring to measure market potential.
  • 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, including technological disruption, regulatory shifts, and changing consumer preferences? 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, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, 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. This section also examines key products and services offered in the market, evaluates brand-level differentiation, compares product features, and highlights major innovation and product development trends.
  • The supply chain analysis section provides an overview of the entire value chain, including key raw materials, resources, and supplier analysis. It also provides a list competitor at each level of the supply chain.
  • The updated trends and strategies section analyses the shape of the market as it evolves and highlights emerging technology trends such as digital transformation, automation, sustainability initiatives, and AI-driven innovation. It suggests how companies can leverage these advancements to strengthen their market position and achieve competitive differentiation.
  • The regulatory and investment landscape section provides an overview of the key regulatory frameworks, regularity bodies, associations, and government policies influencing the market. It also examines major investment flows, incentives, and funding trends shaping industry growth and innovation.
  • 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 technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
  • The total addressable market (TAM) analysis section defines and estimates the market potential compares it with the current market size, and provides strategic insights and growth opportunities based on this evaluation.
  • The market attractiveness scoring section evaluates the market based on a quantitative scoring framework that considers growth potential, competitive dynamics, strategic fit, and risk profile. It also provides interpretive insights and strategic implications for decision-makers.
  • 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.
  • Expanded geographical coverage includes Taiwan and Southeast Asia, reflecting recent supply chain realignments and manufacturing shifts in the region. This section analyzes how these markets are becoming increasingly important hubs in the global value chain.
  • 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 company scoring matrix section evaluates and ranks leading companies based on a multi-parameter framework that includes market share or revenues, product innovation, and brand recognition.

Report Scope

Markets Covered:

1) By Offerings: Hardware; Software; Services
2) By Technology: 3 Dimensional (3D); Cloud Merged Reality (CMR)
3) By End-Use: Amusement Parks; Arcade Studios

Subsegments:

1) By Hardware: Virtual Reality (VR) Headsets; Augmented Reality (AR) Devices; Interactive Kiosks; Motion Tracking Equipment; Projection Equipment
2) By Software: Game Development Software; Simulation Software; VR or AR Content Creation Software; Location-Based Game Applications; Analytics and Data Management Software
3) By Services: Game Hosting and Maintenance Services; Content Creation and Customization Services; Consulting and Integration Services; Customer Support and Technical Assistance; Installation and Setup Services

Companies Mentioned: the Walt Disney Company; Universal Parks & Resorts; Merlin Entertainments; Six Flags Entertainment Corporation; Cedar Fair Entertainment Company; SeaWorld Entertainment; VRstudios; Dreamscape Immersive; the VOID; Niantic; Sandbox VR; Zero Latency; Hologate; Two Bit Circus; Meow Wolf; AREA15; Fever; Secret Cinema; Illuminarium Experiences; TeamLab

Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Taiwan; Russia; South Korea; UK; USA; Canada; Italy; Spain.

Regions: Asia-Pacific; South East Asia; 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: Word, PDF or Interactive Report + Excel Dashboard

Added Benefits:

  • Bi-Annual Data Update
  • Customisation
  • Expert Consultant Support

Companies Mentioned

The companies featured in this Location-Based Entertainment market report include:
  • The Walt Disney Company
  • Universal Parks & Resorts
  • Merlin Entertainments
  • Six Flags Entertainment Corporation
  • Cedar Fair Entertainment Company
  • SeaWorld Entertainment
  • VRstudios
  • Dreamscape Immersive
  • The VOID
  • Niantic
  • Sandbox VR
  • Zero Latency
  • Hologate
  • Two Bit Circus
  • Meow Wolf
  • AREA15
  • Fever
  • Secret Cinema
  • Illuminarium Experiences
  • TeamLab

Table Information