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

October 2024 | 180 pages | ID: LF778DA4F422EN
Grand View Research, Inc.

US$ 4,950.00

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Location-based Entertainment Market Growth & Trends

The global location-based entertainment market size is anticipated treach USD 25.90 billion by 2030, according ta new report by Grand View Research, Inc. The market is projected tgrow at a CAGR of 28.5% from 2025 t2030. The growth can be credited tincreasing consumer expenditure on new and exciting adventure and leisure activities. Rising disposable incomes and changing lifestyle patterns are the major factors driving the demand for location-based entertainment (LBE).

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

Various videgame developers are entering intmergers and acquisitions with VR and LBE technology providers tincrease their respective market shares. For instance, in February 2021, VertigGames, a VR publisher and game developer, acquired Springboard VR, a VR venue management software and content marketplace provider for LBE. The acquisition was aimed at offering operators access tVR content through VertigGames' Haze VR distribution platform and providing both game studios and operators with new tools and technology texpand their LBE business.

Location-based Entertainment Market Report Highlights
      • In terms of component, the hardware segment accounted for over 64.0% of the total revenue share in 2024 owing tthe increased spending on VR headsets that can deliver high-end immersive experiences tconsumers
      • In terms of technology, the 3D segment accounted for the revenue share of nearly 43.0% in 2024 and is expected tcontinue dominating the market over the forecast period owing tthe continued advances in 3D technology extended reality, which is substantially deployed at LBE sites
      • In terms of end-use, the arcade studios segment is expected twitness a growth rate of around 31.0% from 2025 t2030
      • The Asia Pacific regional market is anticipated tregister a CAGR of around 31.0% from 2025 t2030
CHAPTER 1. METHODOLOGY AND SCOPE

1.1. Market Segmentation & Scope
1.2. Market Definitions
1.3. Information Procurement
  1.3.1. Information analysis
  1.3.2. Market formulation & data visualization
  1.3.3. Data validation & publishing
1.4. 4 Research Scope and Assumptions
  1.4.1. List of Data Sources

CHAPTER 2. EXECUTIVE SUMMARY

2.1. Location-based Entertainment Market Snapshot
2.2. Location-based Entertainment Market- Competitive Landscape Snapshot

CHAPTER 3. LOCATION-BASED ENTERTAINMENT MARKET - INDUSTRY OUTLOOK

3.1. Market Overview
3.2. Industry Value Chain Analysis
3.3. Market Dynamics
  3.3.1. Market Driver Analysis
  3.3.2. Market Restraint Analysis
  3.3.3. Market Opportunity
3.4. Technology Landscape
3.5. Industry Analysis Tools
  3.5.1. Porter’s analysis
  3.5.2. Macroeconomic analysis

CHAPTER 4. LOCATION-BASED ENTERTAINMENT MARKET: COMPONENT ESTIMATES & TREND ANALYSIS

4.1. Component Movement Analysis & Market Share, 2024 & 2030
4.2. Location-based Entertainment Market Estimates & Forecast, By Component (USD Million)
  4.2.1. Hardware
  4.2.2. Software

CHAPTER 5. LOCATION-BASED ENTERTAINMENT MARKET: TECHNOLOGY ESTIMATES & TREND ANALYSIS

5.1. Technology Movement Analysis & Market Share, 2024 & 2030
5.2. Location-based Entertainment Market Estimates & Forecast, By Technology (USD Million)
  5.2.1. 3- & 4-Dimensional (3D & 4D)
  5.2.2. 2D
  5.2.3. Cloud Merged Reality (CMR)

CHAPTER 6. LOCATION-BASED ENTERTAINMENT MARKET: END USE ESTIMATES & TREND ANALYSIS

6.1. End Use Movement Analysis & Market Share, 2024 & 2030
6.2. Location-based Entertainment Market Estimates & Forecast, By End Use (USD Million)
  6.2.1. Amusement Park
    6.2.1.1. Indoor
    6.2.1.2. Outdoor
  6.2.2. 4D Films
  6.2.3. Arcade Studios

CHAPTER 7. REGIONAL ESTIMATES & TREND ANALYSIS

7.1. Location-based Entertainment Market by Region, 2024 & 2030
7.2. North America
  7.2.1. North America Location-based Entertainment Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  7.2.2. U.S.
  7.2.3. Canada
  7.2.4. Mexico
7.3. Europe
  7.3.1. Europe Location-based Entertainment Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  7.3.2. Germany
  7.3.3. UK
  7.3.4. France
  7.3.5. Rest of Europe
7.4. Asia Pacific
  7.4.1. Asia Pacific Location-based Entertainment Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  7.4.2. Japan
  7.4.3. China
  7.4.4. India
  7.4.5. South Korea
  7.4.6. Australia
  7.4.7. Rest of Asia Pacific
7.5. South America
  7.5.1. South America Location-based Entertainment Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  7.5.2. Brazil
  7.5.3. Rest of South America
7.6. Middle East & Africa (MEA)
  7.6.1. MEA Location-based Entertainment Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  7.6.2. Saudi Arabia
  7.6.3. UAE
  7.6.4. South Africa
  7.6.5. Rest of MEA

CHAPTER 8. LOCATION-BASED ENTERTAINMENT MARKET - COMPETITIVE LANDSCAPE

8.1. Recent Developments & Impact Analysis, By Key Market Participants
8.2. Company Categorization
8.3. Participant’s Overview
8.4. Financial Performance
8.5. Product Benchmarking
8.6. Company Market Positioning
8.7. Company Heat Map Analysis
8.8. Strategy Mapping
  8.8.1. Expansion/Divestiture
  8.8.2. Collaborations/Partnerships
  8.8.3. New Product Launches
  8.8.4. Research & Development
8.9. Company Profiles
  8.9.1. 4Expeience
    8.9.1.1. Participant’s Overview
    8.9.1.2. Financial Performance
    8.9.1.3. Product Benchmarking
    8.9.1.4. Recent Developments
  8.9.2. CamOnApp
    8.9.2.1. Participant’s Overview
    8.9.2.2. Financial Performance
    8.9.2.3. Product Benchmarking
    8.9.2.4. Recent Developments
  8.9.3. Google LLC
    8.9.3.1. Participant’s Overview
    8.9.3.2. Financial Performance
    8.9.3.3. Product Benchmarking
    8.9.3.4. Recent Developments
  8.9.4. Cisco HQ Software, Inc.
    8.9.4.1. Participant’s Overview
    8.9.4.2. Financial Performance
    8.9.4.3. Product Benchmarking
    8.9.4.4. Recent Developments
  8.9.5. HTC Corporation
    8.9.5.1. Participant’s Overview
    8.9.5.2. Financial Performance
    8.9.5.3. Product Benchmarking
    8.9.5.4. Recent Developments
  8.9.6. Huawei Technologies Co., Ltd.
    8.9.6.1. Participant’s Overview
    8.9.6.2. Financial Performance
    8.9.6.3. Product Benchmarking
    8.9.6.4. Recent Developments
  8.9.7. Magic Leap, Inc.
    8.9.7.1. Participant’s Overview
    8.9.7.2. Financial Performance
    8.9.7.3. Product Benchmarking
    8.9.7.4. Recent Developments
  8.9.8. Microsoft Corporation
    8.9.8.1. Participant’s Overview
    8.9.8.2. Financial Performance
    8.9.8.3. Product Benchmarking
    8.9.8.4. Recent Developments
  8.9.9. Niantic, Inc.
    8.9.9.1. Participant’s Overview
    8.9.9.2. Financial Performance
    8.9.9.3. Product Benchmarking
    8.9.9.4. Recent Developments
  8.9.10. Samsung Electronics Co. Ltd.
    8.9.10.1. Participant’s Overview
    8.9.10.2. Financial Performance
    8.9.10.3. Product Benchmarking
    8.9.10.4. Recent Developments
  8.9.11. Springboard VR
    8.9.11.1. Participant’s Overview
    8.9.11.2. Financial Performance
    8.9.11.3. Product Benchmarking
    8.9.11.4. Recent Developments
  8.9.12. VRstudios Inc.
    8.9.12.1. Participant’s Overview
    8.9.12.2. Financial Performance
    8.9.12.3. Product Benchmarking
    8.9.12.4. Recent Developments


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