Location-based Entertainment Market

Report Code TC 8652
Published in Feb, 2025, By MarketsandMarkets™
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Location-based Entertainment Market by Systems (AR/VR, Projection Mapping, Interactive Gaming), Software (Content Management, Experience Design, Analytics & Monitoring), Application (Immersive Rides, Cinematic Experiences) - Global Forecast to 2029

 

Overview

The location-based entertainment (LBE) market is projected to grow from USD 5.47 billion in 2024 to USD 15.33 billion by 2029 at a compound annual growth rate (CAGR) of 22.9% from 2024 to 2029. This market seeks to transform immersive experiences by developing advanced technology systems that unite with physical spaces to boost user involvement. The development of advanced systems and software, together with services at different levels, requires a complex process that includes AI-driven content management as well as sensory-enhanced attractions. The industry is focusing on creating personalized experiences with mixed reality and advanced haptic feedback in theme parks, gaming areas, and movie theaters.

Location-based Entertainment Market

Attractive Opportunities in the Location-based Entertainment Market

ASIA PACIFIC

Growing investment in entertainment infrastructure, the adoption of cutting-edge digital technologies, the expansion of themed attractions, and the rising popularity of multiplayer and interactive experiences drive the location-based entertainment market in Asia Pacific.

The Asia Pacific region is witnessing increased adoption of artificial intelligence (AI) and machine learning (ML) technologies.

Innovations in product development, strategic partnerships, mergers and acquisitions, and geographic expansions are likely to be the key growth strategies adopted by players in the location-based entertainment market.

The growth of this market can be attributed to factors such as rising demand for immersive experiences, tech advancements, increased investments, and expanding interactive attractions.

The Asia Pacific location-based entertainment market is expected to be worth USD 4.21 billion by 2029, registering a CAGR of 27.5% during the forecast period.

Impact of AI on Location-based Entertainment Market

AI is redefining the LBE market with personalization, automation, and hyper-realism. AI-driven analytics optimize visitor flow, predict demand, and enhance content recommendation so that crowd management is seamless and engagement is maximum. Generative AI accelerates content creation, adaptive storytelling, AI-powered NPCs in gaming, and dynamic world-building in immersive attractions. AI enhances real-time sensory experiences by combining computer vision, voice recognition, and emotion AI to deliver responsive interactions based on individual preferences. This means more engaging, cost-effective, and scalable LBE experiences and operational efficiency and innovation.

For example, AI-powered chatbots and virtual concierges in theme parks assist visitors by offering real-time recommendations and guiding them through the park. Additionally, generative AI creates dynamic and evolving storylines in games. Generative AI creates dynamic gaming narratives in escape rooms, adapting challenges based on player behavior. AI-driven facial recognition and sentiment analysis in interactive attractions deliver personalized content, making the experience more immersive. Interactive attractions provide personalized content, enhancing the immersive experience. Autonomous robots in entertainment venues improve ticketing, security, and guest interactions, boosting operational efficiency. AI-generated digital twins help optimize attraction layouts, reducing wait times and improving crowd management.

Location-based Entertainment Market Impact

Global Location-based Entertainment Market Dynamics

Driver: Advancements in VR and AR technologies

Virtual reality (VR) and augmented reality (AR) technologies are significantly advancing the location-based entertainment (LBE) market by providing hyper-realistic and immersive experiences. With higher-resolution headsets, improved motion tracking, and AI-driven interactive elements, users can enjoy more lifelike simulations. Beyond gaming, these technologies are also being applied in education, training, and tourism. Cloud AR streaming has led to no more bulky hardware and more accessibility. Haptic feedback suits, AI-generated environments, and 5G implies more sensory engagement. Location-based VR in arcades and theme parks is on the rise as businesses add dynamic motion platforms and full body tracking for more realism. For example, VR escape rooms now use AI to adjust the puzzles and tasks in real-time, offering each user a unique experience. AR museum exhibits let visitors interact with historical artifacts through real-time overlays. Theme parks are adding AR-enhanced rides and experiences that combine physical elements with digital features, making the experiences more engaging and enjoyable.

Restraint: High upfront cost

The high cost of LBE infrastructure, system, software, and facility development is a major barrier to market growth. Advanced projection systems, spatial computing setups, and custom-built immersive installations require much capital and are out of reach for smaller operators. Technology upgrades are frequent and add to long-term costs as businesses need to invest in new equipment and software to stay competitive. Licensing fees for content, high maintenance costs, and compliance with evolving safety regulations add to the financial burden. Smaller entertainment centers cannot afford to build large-scale VR arenas due to the high cost of motion-tracking cameras, high-resolution projectors, and AI-driven interactive software. For example, a fully immersive VR theme park requires haptic feedback systems and a large spatial environment, which is very costly to develop, and integrating AI-driven personalization in LBE experiences like tailored virtual environments adds another layer of cost. Despite high consumer demand, the high upfront cost is a major barrier to adoption, especially in emerging markets.

 

Opportunity: Increase in live events and performances

The demand for special, interactive experiences at concerts, sports, and live theatrical shows is driving the LBE market. Holographic projections, AI avatars, and interactive stage design are changing engagement. Music festivals include extended reality (XR) elements so remote attendees can experience live shows in a virtual environment. AI-driven facial recognition is being used for personal fan interactions, and motion-sensing technology is creating dance floors that react to the crowd. Sports venues are adding real-time AR overlays so fans can get instant stats, replays, and player info. For example, the NBA has introduced AR courtside experiences to enhance fan engagement. Holographic concerts are going mainstream, with artists like ABBA using volumetric capture to perform as digital avatars. Broadway shows are trying out interactive sets where the audience can control scene changes with motion-sensing technology. All this is changing how live shows are delivered, making them more immersive and accessible.

Challenge: Regulatory requirements at local, state, and federal levels

The LBE market is complicated by safety standards, data privacy, and zoning regulations, which can vary greatly by region. Adhering to accessibility guidelines, health and safety protocols, and digital content restrictions poses an operational challenge for businesses. Biometric data collection in VR-based attractions or motion sickness in immersive rides requires strict adherence to evolving policies. Cybersecurity regulations are becoming more relevant as AI and cloud-based technologies play a bigger role in LBE experiences. In the US, VR arcades and interactive gaming zones must comply with state-specific licensing requirements, which can slow down market entry for new operators. In Europe, GDPR regulations affect how personal data is collected and used in AI-driven entertainment experiences. For example, LBE venues using facial recognition for personalized guest interactions must comply with data protection laws. Regulatory uncertainty around AI-generated content in immersive storytelling is also a challenge; businesses must navigate complex legal frameworks.

Global Location-based Entertainment Market Ecosystem Analysis

Location-based entertainment (LBE) refers to immersive, technology-driven experiences offered in physical venues, integrating cutting-edge digital innovations to enhance user engagement. This market is expanding rapidly due to increasing consumer demand for interactive and experiential entertainment, advancements in immersive technologies, and the growing adoption of AI-powered personalization. Businesses across various sectors, including theme parks, arcades, museums, and live event venues, are leveraging spatial computing, mixed reality, and AI-driven simulations to create highly engaging attractions. The shift toward digital transformation, combined with the rising popularity of social and multiplayer entertainment, is further driving market growth. Additionally, cloud-based content delivery, AI-enhanced audience analytics, and real-time adaptive experiences are revolutionizing LBE operations, enabling businesses to offer personalized and scalable experiences while optimizing operational efficiency.

Top Companies in Location-based Entertainment Market

Note: The above diagram only shows the representation of the Location-based Entertainment Market ecosystem; it is not limited to the companies represented above.
Source: Secondary Research and MarketsandMarkets Analysis

 

By software type, the content management software segment is estimated to lead the market during the forecast period

The content management software (CMS) segment is estimated to dominate the LBE market as it holds together digital content across all platforms. Modern LBE venues need to update real-time info, facilitate seamless interaction, and create personalized experiences for visitors. The growing use of AI automation in CMS leads to personalized content delivery, improved visitor engagement, and greater operational efficiency. For example, the National Air and Space Museum uses an advanced CMS to manage its digital exhibits and create interactive and customizable experiences. Universal Studios uses CMS to manage digital signage, show schedules, and guest information systems. Gaming arcades and VR centers use CMS to manage interactive leaderboards, dynamic advertising, and real-time multiplayer matchmaking. These examples showcase the importance of CMS for enhancing engagement across LBE. With the rise of smart attractions and AI-driven visitor analytics, the demand for CMS will skyrocket. The software’s ability to offer a central and dynamic digital experience makes it non-negotiable for operators looking to scale their LBE offering, making it a key driver for the industry’s growth during the forecast period.

By venue, the amusement parks segment is estimated to lead the market during the forecast period

Theme parks will have the largest share in the LBE market as they invest in immersive technologies and interactive attractions. Growing consumer demand for unique technology-driven experiences has led to the introduction of digital twins, AI-powered ride management, and next-gen entertainment. For example, Europa-Park in Germany has introduced “Coastiality,” a VR-enhanced roller coaster experience that combines physical thrill rides with digital content. Universal Studios Japan has another major innovation with Super Nintendo World, using real-time gamification with wearable tech so visitors can interact with the environment in real-time. Big theme parks use data analytics and IoT to track visitor movement, reduce wait times, and personalize experiences. They are investing in AI-driven crowd control and predictive maintenance to optimize park operations. 5D multi-sensory rides, holographic experiences, and interactive dark rides are redefining the theme park experience. With tourism growth, increasing disposable income, and a growing middle class in regions like Asia Pacific, theme parks will continue to dominate the market.

The Asia Pacific market is projected to witness the highest growth rate during the forecast period

The Asia Pacific region will see the highest growth in the LBE market due to rapid urbanization, rising disposable income, and demand for immersive entertainment. The region’s strong digital infrastructure and adoption of future tech, like AI-driven attractions and hyper-personalization, is driving growth. Countries like China, Japan, and South Korea are investing heavily in future LBE experiences. Universal Studios Beijing has introduced AR-enabled rides and AI-powered crowd management systems to enhance the visitor experience. Theme parks in Singapore and Hong Kong are introducing interactive entertainment like AI-driven holographic shows and multi-sensory attractions to attract tourists. Large-scale immersive exhibitions in cities like Tokyo and Shanghai are driving demand for technologically advanced LBE venues. The rise of location-based VR arcades, 5G-powered attractions, and digital simulation zones shows the growing consumer interest in interactive entertainment. Government and private sector investments in tourism and smart entertainment hubs are further fueling growth. With a young and tech-savvy population and an appetite for innovation, the Asia Pacific region will be the fastest-growing LBE market in the next few years.

HIGHEST CAGR MARKET (2024–2029)
INDIA - FASTEST-GROWING MARKET IN THE REGION
Location-based Entertainment Market by region

Recent Developments of Location-based Entertainment Market

  • In April 2024, Barco announced the launch of its RGB laser projectors, specifically designed to enhance premium cinema experiences with superior brightness, color accuracy, and image quality.
  • In May 2024, the Singapore Tourism Board and Google announced their plan to expand their partnership to create more augmented reality (AR) experiences, which will be directly available on Google Maps for the first time.
  • In February 2024, Meta announced the Quest 3 at Connect 2024, featuring advanced mixed reality capabilities with improved visuals, performance, and new immersive experiences.
  • In April 2023, Samsung announced its partnership with Qualcomm and Google to build an ecosystem for extended reality (XR).

Key Market Players

List of Top Location-based Entertainment Market Companies

The Location-based Entertainment Market is dominated by a few major players that have a wide regional presence. The major players in the Location-based Entertainment Market are

  • Microsoft (US)
  • Google (US)
  • Sony Interactive Experiences (US)
  • Samsung (South Korea)
  • Barco Electronic System (Belgium)
  • Panasonic (Japan)
  • Huawei Technologies (China)
  • HQ Software (Estonia)
  • HTC Vive (Taiwan)
  • Meta (US)
  • NVIDIA (US)
  • Niantic (US)
  • Vicon Motion Systems (UK)
  • Optitrack (US)
  • Springboard VR (US)
  • 4Experience (Poland)
  • Hologate (Germany)
  • Ultraleap (UK)
  • Unity Technologies (US)
  • Magic Leap (US)
  • Shape Immersive (Canada)
  • Camon (Argentina)
  • Kat VR (China)
  • Virtuix (US)
  • Pico (US)
  • Illumix (US)
  • Sandbox VR (US)

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Scope of the Report

Report Attribute Details
Market size available for years 2019-2029
Base year considered 2023
Forecast period 2024–2029
Forecast units Value (USD) Million/Billion
Segments Covered By Offering, Venue, and Application, and Region
Regions covered North America, Europe, Asia Pacific, Middle East & Africa, and Latin America

 

Key Questions Addressed by the Report

What is the definition of the location-based entertainment market?
Location-based entertainment refers to a specific segment of the entertainment industry leveraging advanced technologies, such as augmented reality (AR), virtual reality (VR), mixed reality (MR), projection mapping, motion capture, and other related technologies to deliver highly immersive and captivating experiences to visitors at various venues, including amusement parks, theme parks, arcades, and similar entertainment destinations.
Using cutting-edge technologies, location-based entertainment venues aim to create experiences that are highly engaging, interactive, and memorable and provide visitors with a unique and personalized form of entertainment that traditional media cannot replicate.
What is the estimated market size of the location-based entertainment market?
The location-based entertainment market is projected to grow from USD 5.47 billion in 2024 to USD 15.33 billion by 2029 at a CAGR of 22.9%.
What are the major drivers of the location-based entertainment market?
The major market drivers include advancements in VR and AR technologies, rising consumer spending power, rising demand for social and shared experiences, and integration of AI and ML technologies.
Who are the key players operating in the location-based entertainment market?
The key market players profiled in the location-based entertainment market include Microsoft (US), Google (US), Meta (US), NVIDIA (US), Unity Technologies (US), Sony Interactive Experiences (US), Samsung (South Korea), Barco Electronic System (Belgium), Panasonic (Japan), Huawei Technologies (China), HQ Software (Estonia), HTC Vive (Taiwan), Niantic (US), Vicon Motion Systems (UK), Optitrack (US), Springboard VR (US), 4Experience (Poland), Hologate (Germany), Ultraleap (UK), Magic Leap (US), Shape Immersive (Canada), Camon (Argentina), Kat VR (China), Virtuix (US), Pico (US), Illumix (US), and Sandbox VR (US).
What are the key technology trends prevailing in the location-based entertainment market?
The key technology trends in location-based entertainment include AI-driven personalization, generative AI, spatial computing, haptics, 5G, mixed reality, cloud management, IoT, holograms, immersive sound, biometric access, real-time analytics, digital twins, and blockchain ticketing.

 

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Table Of Contents

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TITLE
PAGE NO
INTRODUCTION
29
RESEARCH METHODOLOGY
33
EXECUTIVE SUMMARY
45
PREMIUM INSIGHTS
48
MARKET OVERVIEW AND INDUSTRY TRENDS
51
  • 5.1 INTRODUCTION
  • 5.2 MARKET DYNAMICS
    DRIVERS
    - Rising consumer spending power
    - Advancements in VR and AR technologies
    - Integration of artificial intelligence (AI) and machine learning (ML) technologies
    - Rising demand for social and shared experiences
    RESTRAINTS
    - Limited scalability of location-based entertainment business
    - High upfront cost
    - Impact of wealth dependency
    OPPORTUNITIES
    - Increase in live events and performances
    - Rising popularity of wearables such as fitness trackers and smartwatches
    - Collaboration with brands & events
    CHALLENGES
    - Regulatory requirements at local, state, and federal levels
    - Rapid pace of technological change
    - Limited appeal
  • 5.3 BRIEF HISTORY OF LOCATION-BASED ENTERTAINMENT
  • 5.4 ECOSYSTEM ANALYSIS
  • 5.5 CASE STUDY ANALYSIS
    ANDRETTI KARTING ENHANCES LOCATION-BASED ENTERTAINMENT OPERATIONS WITH MICROSOFT DYNAMICS 365 BUSINESS CENTRAL
    WORLDBUILDR UTILIZES UNITY INDUSTRY FOR AEC TO POWER NEXT-GENERATION VIRTUAL WORLD CREATION
    MAQUETTE UTILIZES OPTITRACK MOTION CAPTURE BY NATURALPOINT FOR ENHANCED XR PROTOTYPING
    DREAMTRACE UTILIZES 4EXPERIENCE FOR MOTION TRACKING AND MULTIPLAYER FUNCTIONALITIES IN PHYSICAL VR ARENA
    FENNEC LABS AND SPAWNPOINT UTILIZE VIVE FOCUS 3 AND LBSS TO DELIVER ENGAGING VR ARCADE EXPERIENCES
    ATLANTIS AQUARIUM RELIES ON PANASONIC TO OFFER FULLY IMMERSIVE EXPERIENCE OF UNDERWATER WORLD
  • 5.6 SUPPLY CHAIN ANALYSIS
  • 5.7 REGULATORY LANDSCAPE
    REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
    - International Association of Amusement Parks and Attractions (IAAPA) – Global
    - Federal Communications Commission (FCC)-Global
    - Gambling Regulatory Authority of Singapore (GRA)-Global
    KEY REGULATIONS
  • 5.8 PRICING ANALYSIS
    PRICING OF SOLUTIONS, BY KEY PLAYER, 2024
    INDICATIVE PRICING ANALYSIS, BY AR SOFTWARE, 2024
  • 5.9 TECHNOLOGY ANALYSIS
    KEY TECHNOLOGIES
    - Virtual Reality (VR)
    - Augmented Reality (AR)
    - Projection Mapping
    COMPLEMENTARY TECHNOLOGIES
    - Artificial intelligence (AI)/Machine learning (ML)
    - Internet of Things (IoT)
    - 5G
    ADJACENT TECHNOLOGIES
    - Wearable devices
    - Cloud computing
  • 5.10 PATENT ANALYSIS
  • 5.11 PORTER’S FIVE FORCES ANALYSIS
    THREAT OF NEW ENTRANTS
    THREAT OF SUBSTITUTES
    BARGAINING POWER OF SUPPLIERS
    BARGAINING POWER OF BUYERS
    INTENSITY OF COMPETITIVE RIVALRY
  • 5.12 TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS
  • 5.13 KEY STAKEHOLDERS AND BUYING CRITERIA
    KEY STAKEHOLDERS IN BUYING PROCESS
    BUYING CRITERIA
  • 5.14 KEY CONFERENCES AND EVENTS, 2025–2026
  • 5.15 TECHNOLOGY ROADMAP FOR LOCATION-BASED ENTERTAINMENT MARKET
    SHORT-TERM ROADMAP (2023–2025)
    MID-TERM ROADMAP (2026–2028)
    LONG-TERM ROADMAP (2029–2030)
  • 5.16 BEST PRACTICES IN LOCATION-BASED ENTERTAINMENT MARKET
    SEAMLESS INTEGRATION OF TECHNOLOGY
    PERSONALIZATION OF EXPERIENCES
    FOCUS ON HYGIENE AND SAFETY
    SCALABILITY OF INFRASTRUCTURE
  • 5.17 CURRENT AND EMERGING BUSINESS MODELS
    PAY-PER-EXPERIENCE MODEL
    SUBSCRIPTION MODEL
    PARTNERSHIP & LICENSING MODEL
    FREEMIUM MODEL
    DATA MONETIZATION
  • 5.18 LOCATION-BASED ENTERTAINMENT MARKET: TOOLS, FRAMEWORKS, AND TECHNIQUES
  • 5.19 TRADE ANALYSIS
    EXPORT SCENARIO OF VIDEO GAME CONSOLES, MACHINES, AND OTHER ARTICLES FOR FUNFAIR, TABLE, OR PARLOR GAMES (9504)
    IMPORT SCENARIO OF VIDEO GAME CONSOLES, MACHINES, AND OTHER ARTICLES FOR FUNFAIR, TABLE, OR PARLOR GAMES, BY KEY COUNTRY, 2016–2023 (USD BILLION)
  • 5.20 INVESTMENT AND FUNDING SCENARIO
  • 5.21 IMPACT OF GENERATIVE AI ON LOCATION-BASED ENTERTAINMENT MARKET
    TOP USE CASES AND MARKET POTENTIAL
    - Key use cases
    BEST PRACTICES
    - Hospitality & tourism
    - Retail & shopping malls
    - Sports & live entertainment
    CASE STUDIES OF GENERATIVE AI IMPLEMENTATION
    - AI-powered virtual tour guide enhancing visitor engagement
    - Smart AI concierge improving guest satisfaction in theme parks
    - AI-generated gamified retail experience boosting foot traffic in shopping malls
    CLIENT READINESS AND IMPACT ASSESSMENT
    - Client A: Powered personalized storytelling
    - Client B: Intelligent virtual assistants & concierges
    - Client C: AI-driven gamification & interactive experiences
LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING
92
  • 6.1 INTRODUCTION
    OFFERINGS: MARKET DRIVERS
  • 6.2 SYSTEMS
    CREATION OF ENGAGING AND IMMERSIVE EXPERIENCES TO DRIVE MARKET
    AR/VR SYSTEM
    PROJECTION MAPPING SYSTEM
    INTERACTIVE GAMING SYSTEM
    OTHER SYSTEMS
  • 6.3 SOFTWARE
    GROWING NEED FOR ADVANCED SYSTEMS TO CREATE AND MANAGE DIGITAL CONTENT TO DRIVE MARKET
    CONTENT MANAGEMENT SOFTWARE
    EXPERIENCE DESIGN SOFTWARE
    ANALYTICS & MONITORING SOFTWARE
    OTHER SOFTWARE
  • 6.4 SERVICES
    NEED TO OPERATE AND MANAGE SYSTEMS AND SOFTWARE TO DRIVE GROWTH
    PROFESSIONAL SERVICES
    - Rising complexity of operations and growing demand for LBE solutions to drive market
    - Consulting & advisory
    - Support & maintenance
    - Training & development
    MANAGED SERVICES
    - Demand for better customer service and experience to increase use of managed services
LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE
115
  • 7.1 INTRODUCTION
    VENUES: MARKET DRIVERS
  • 7.2 AMUSEMENT PARKS
    DEMAND FOR INNOVATIVE, ENGAGING EXPERIENCES AT AMUSEMENT PARKS TO DRIVE MARKET
  • 7.3 THEME PARKS
    GROWING DEMAND FOR CULTURAL AND EDUCATIONAL HUBS TO DRIVE MARKET
  • 7.4 ARCADES
    NEED TO PROMOTE SOCIAL INTERACTION AND ENGAGEMENT AMONG YOUTH TO BOOST POPULARITY OF ARCADES
  • 7.5 OTHER VENUES
LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION
122
  • 8.1 INTRODUCTION
    APPLICATIONS: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS
  • 8.2 GAMING
    GROWING DEMAND FOR IMMERSIVE GAMING ENTERTAINMENT EXPERIENCES TO DRIVE MARKET
  • 8.3 IMMERSIVE RIDES
    GROWING DEMAND FOR INTERACTIVE AND ENGAGING EXPERIENCES AT THEME PARKS TO DRIVE MARKET
  • 8.4 CINEMATIC EXPERIENCES
    INCREASING DEMAND FOR HIGH-QUALITY PERSONALIZED CINEMATIC EXPERIENCES TO DRIVE MARKET
  • 8.5 OTHER APPLICATIONS
LOCATION-BASED ENTERTAINMENT MARKET, BY REGION
129
  • 9.1 INTRODUCTION
  • 9.2 NORTH AMERICA
    NORTH AMERICA: MACROECONOMIC OUTLOOK
    US
    - Rise in demand for immersive and interactive experiences to drive market
    CANADA
    - Increased consumer spending on leisure activities to drive demand
  • 9.3 EUROPE
    EUROPE: MACROECONOMIC OUTLOOK
    UK
    - Rise in demand for immersive experiences among youth to drive demand
    GERMANY
    - Growing adoption of advanced technologies for location-based entertainment to drive market
    FRANCE
    - Increased development in venture funding by small players to drive market
    SPAIN
    - Rise in tourism to boost location-based entertainment market
    ITALY
    - Increased government initiatives to drive development of location-based entertainment solutions
    NORDICS
    - Rising demand for leisure and entertainment activities to drive demand
    REST OF EUROPE
  • 9.4 ASIA PACIFIC
    ASIA PACIFIC: MACROECONOMIC OUTLOOK
    CHINA
    - Increasing investments in immersive technologies to drive growth
    INDIA
    - Large investments by domestic and international players to drive market
    JAPAN
    - Increased adoption of AR and VR technologies to boost demand
    AUSTRALIA & NEW ZEALAND
    - Increased consumer spending on entertainment activities to drive market
    SOUTHEAST ASIA
    - Rise in tourism to drive advancements in location-based entertainment industry
    REST OF ASIA PACIFIC
  • 9.5 MIDDLE EAST & AFRICA
    MIDDLE EAST & AFRICA: MACROECONOMIC OUTLOOK
    GCC COUNTRIES
    - Rapid economic growth, tourism expansion, and technological advancements to drive growth
    SOUTH AFRICA
    - Increase in spending on leisure activities to drive market
    REST OF MIDDLE EAST & AFRICA
  • 9.6 LATIN AMERICA
    LATIN AMERICA: MACROECONOMIC OUTLOOK
    BRAZIL
    - Cultural diversity and technological innovation to drive market
    MEXICO
    - Growing disposable income of consumers to drive growth
    REST OF LATIN AMERICA
COMPETITIVE LANDSCAPE
197
  • 10.1 INTRODUCTION
  • 10.2 KEY PLAYER STRATEGIES/RIGHT TO WIN, 197
  • 10.3 REVENUE ANALYSIS
  • 10.4 MARKET SHARE ANALYSIS
  • 10.5 MARKET RANKING ANALYSIS
  • 10.6 COMPANY EVALUATION MATRIX: KEY PLAYERS, 2024
    STARS
    EMERGING LEADERS
    PERVASIVE PLAYERS
    PARTICIPANTS
    COMPANY FOOTPRINT: KEY PLAYERS, 2024
    - Regional footprint
    - Offering footprint
    - Venue footprint
    - Application footprint
  • 10.7 COMPANY EVALUATION MATRIX: STARTUPS/SMES, 2024
    PROGRESSIVE COMPANIES
    RESPONSIVE COMPANIES
    DYNAMIC COMPANIES
    STARTING BLOCKS
    COMPETITIVE BENCHMARKING: STARTUPS/SMES, 2024
  • 10.8 COMPETITIVE SCENARIO AND TRENDS
    PRODUCT LAUNCHES
    DEALS
  • 10.9 BRAND/PRODUCT COMPARISON ANALYSIS
  • 10.10 COMPANY VALUATION AND FINANCIAL METRICS OF KEY LOCATION-BASED ENTERTAINMENT MARKET PROVIDERS
COMPANY PROFILES
217
  • 11.1 MAJOR PLAYERS
    MICROSOFT
    - Business overview
    - Products/Solutions/Services offered
    - Recent developments
    - MnM view
    GOOGLE
    - Business overview
    - Products/Solutions/Services offered
    - Recent developments
    - MnM view
    META
    - Business overview
    - Products/Solutions/Services offered
    - Recent developments
    - MnM view
    UNITY TECHNOLOGIES
    - Business overview
    - Products/Solutions/Services offered
    - Recent developments
    - MnM view
    NVIDIA
    - Business overview
    - Products/Solutions/Services offered
    - Recent developments
    - MnM view
    SONY INTERACTIVE ENTERTAINMENT
    - Business overview
    - Products/Solutions/Services offered
    - Recent developments
    SAMSUNG
    - Business overview
    - Products/Solutions/Services offered
    - Recent developments
    BARCO ELECTRONIC SYSTEMS
    - Business overview
    - Products/Solutions/Services offered
    - Recent developments
    PANASONIC
    - Business overview
    - Products/Solutions/Services offered
    - Recent developments
    HUAWEI TECHNOLOGIES
    - Business overview
    - Products/Solutions/Services offered
    - Recent developments
  • 11.2 OTHER PLAYERS
    HQ SOFTWARE
    HTC VIVE
    NIANTIC INC.
    VICON MOTION SYSTEMS
    OPTITRACK
  • 11.3 STARTUPS/SMES
    SPRINGBOARDVR
    4EXPERIENCE
    HOLOGATE
    ULTRALEAP
    MAGIC LEAP
    SHAPE IMMERSIVE
    CAMON
    KATVR
    VIRTUIX
    PICO
    ILLUMIX
    SANDBOX VR
ADJACENT AND RELATED MARKETS
266
  • 12.1 AUGMENTED REALITY AND VIRTUAL REALITY MARKET
    MARKET DEFINITION
  • 12.2 IMMERSIVE VIRTUAL REALITY (VR) MARKET
    MARKET DEFINITION
APPENDIX
272
  • 13.1 DISCUSSION GUIDE
  • 13.2 KNOWLEDGESTORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL
  • 13.3 CUSTOMIZATION OPTIONS
  • 13.4 RELATED REPORTS
  • 13.5 AUTHOR DETAILS
LIST OF TABLES
 
  • TABLE 1 USD EXCHANGE RATES, 2020–2024
  • TABLE 2 FACTOR ANALYSIS
  • TABLE 3 LOCATION-BASED ENTERTAINMENT MARKET: ECOSYSTEM
  • TABLE 4 NORTH AMERICA: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
  • TABLE 5 EUROPE: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
  • TABLE 6 ASIA PACIFIC: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
  • TABLE 7 ROW: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
  • TABLE 8 AVERAGE SELLING PRICE TREND OF KEY PLAYERS, BY OFFERING, 2024
  • TABLE 9 INDICATIVE PRICING ANALYSIS, BY AR SOFTWARE, 2023
  • TABLE 10 LIST OF KEY PATENTS
  • TABLE 11 PORTER’S FIVE FORCES’ IMPACT ON MARKET
  • TABLE 12 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP APPLICATIONS
  • TABLE 13 KEY BUYING CRITERIA FOR TOP APPLICATIONS
  • TABLE 14 LOCATION-BASED ENTERTAINMENT MARKET: DETAILED LIST OF KEY CONFERENCES AND EVENTS, 2025–2026
  • TABLE 15 MARKET, BY OFFERING, 2019–2023 (USD MILLION)
  • TABLE 16 MARKET, BY OFFERING, 2024–2029 (USD MILLION)
  • TABLE 17 MARKET, BY SYSTEM, 2019–2023 (USD MILLION)
  • TABLE 18 MARKET, BY SYSTEM, 2024–2029 (USD MILLION)
  • TABLE 19 SYSTEMS: MARKET, BY REGION, 2019–2023 (USD MILLION)
  • TABLE 20 SYSTEMS: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 21 AR/VR SYSTEM: MARKET, BY REGION, 2019–2023 (USD MILLION)
  • TABLE 22 AR/VR SYSTEM: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 23 PROJECTION MAPPING SYSTEM: MARKET, BY REGION, 2019–2023 (USD MILLION)
  • TABLE 24 PROJECTION MAPPING SYSTEM: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 25 INTERACTIVE GAMING SYSTEM: MARKET, BY REGION, 2019–2023 (USD MILLION)
  • TABLE 26 INTERACTIVE GAMING SYSTEM: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 27 OTHER SYSTEMS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION)
  • TABLE 28 OTHER SYSTEMS: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 29 MARKET, BY SOFTWARE, 2019–2023 (USD MILLION)
  • TABLE 30 MARKET, BY SOFTWARE, 2024–2029 (USD MILLION)
  • TABLE 31 SOFTWARE: MARKET, BY REGION, 2019–2023 (USD MILLION)
  • TABLE 32 SOFTWARE: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 33 CONTENT MANAGEMENT SOFTWARE: MARKET, BY REGION, 2019–2023 (USD MILLION)
  • TABLE 34 CONTENT MANAGEMENT SOFTWARE: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 35 EXPERIENCE DESIGN SOFTWARE: MARKET, BY REGION, 2019–2023 (USD MILLION)
  • TABLE 36 EXPERIENCE DESIGN SOFTWARE: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 37 ANALYTICS & MONITORING SOFTWARE: MARKET, BY REGION, 2019–2023 (USD MILLION)
  • TABLE 38 ANALYTICS & MONITORING SOFTWARE: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 39 OTHER SOFTWARE: MARKET, BY REGION, 2019–2023 (USD MILLION)
  • TABLE 40 OTHER SOFTWARE: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 41 MARKET, BY SERVICE, 2019–2023 (USD MILLION)
  • TABLE 42 MARKET, BY SERVICE, 2024–2029 (USD MILLION)
  • TABLE 43 SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION)
  • TABLE 44 SERVICES: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 45 MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION)
  • TABLE 46 MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION)
  • TABLE 47 PROFESSIONAL SERVICES: MARKET, BY REGION, 2019–2023 (USD MILLION)
  • TABLE 48 PROFESSIONAL SERVICES: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 49 CONSULTING & ADVISORY: MARKET, BY REGION, 2019–2023 (USD MILLION)
  • TABLE 50 CONSULTING & ADVISORY: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 51 SUPPORT & MAINTENANCE: MARKET, BY REGION, 2019–2023 (USD MILLION)
  • TABLE 52 SUPPORT & MAINTENANCE: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 53 TRAINING & DEVELOPMENT: MARKET, BY REGION, 2019–2023 (USD MILLION)
  • TABLE 54 TRAINING & DEVELOPMENT: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 55 MANAGED SERVICES: MARKET, BY REGION, 2019–2023 (USD MILLION)
  • TABLE 56 MANAGED SERVICES: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 57 MARKET, BY VENUE, 2019–2023 (USD MILLION)
  • TABLE 58 LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024–2029 (USD MILLION)
  • TABLE 59 AMUSEMENT PARKS: MARKET, BY REGION, 2019–2023 (USD MILLION)
  • TABLE 60 AMUSEMENT PARKS: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 61 THEME PARKS: MARKET, BY REGION, 2019–2023 (USD MILLION)
  • TABLE 62 THEME PARKS: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 63 ARCADES: MARKET, BY REGION, 2019–2023 (USD MILLION)
  • TABLE 64 ARCADES: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 65 OTHER VENUES: MARKET, BY REGION, 2019–2023 (USD MILLION)
  • TABLE 66 OTHER VENUES: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 67 MARKET, BY APPLICATION, 2019–2023 (USD MILLION)
  • TABLE 68 MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 69 GAMING: MARKET, BY REGION, 2019–2023 (USD MILLION)
  • TABLE 70 GAMING: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 71 IMMERSIVE RIDES: MARKET, BY REGION, 2019–2023 (USD MILLION)
  • TABLE 72 IMMERSIVE RIDES: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 73 CINEMATIC EXPERIENCES: MARKET, BY REGION, 2019–2023 (USD MILLION)
  • TABLE 74 CINEMATIC EXPERIENCES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 75 OTHER APPLICATIONS: MARKET, BY REGION, 2019–2023 (USD MILLION)
  • TABLE 76 OTHER APPLICATIONS: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 77 MARKET, BY REGION, 2019–2023 (USD MILLION)
  • TABLE 78 MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 79 NORTH AMERICA: MARKET, BY OFFERING, 2019–2023 (USD MILLION)
  • TABLE 80 NORTH AMERICA: MARKET, BY OFFERING, 2024–2029 (USD MILLION)
  • TABLE 81 NORTH AMERICA: MARKET, BY SYSTEM, 2019–2023 (USD MILLION)
  • TABLE 82 NORTH AMERICA: MARKET, BY SYSTEM, 2024–2029 (USD MILLION)
  • TABLE 83 NORTH AMERICA: MARKET, BY SOFTWARE, 2019–2023 (USD MILLION)
  • TABLE 84 NORTH AMERICA: MARKET, BY SOFTWARE, 2024–2029 (USD MILLION)
  • TABLE 85 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019–2023 (USD MILLION)
  • TABLE 86 NORTH AMERICA: MARKET, BY SERVICE, 2024–2029 (USD MILLION)
  • TABLE 87 NORTH AMERICA: MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION)
  • TABLE 88 NORTH AMERICA: MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION)
  • TABLE 89 NORTH AMERICA: MARKET, BY VENUE, 2019–2023 (USD MILLION)
  • TABLE 90 NORTH AMERICA: MARKET, BY VENUE, 2024–2029 (USD MILLION)
  • TABLE 91 NORTH AMERICA: MARKET, BY APPLICATION, 2019–2023 (USD MILLION)
  • TABLE 92 NORTH AMERICA: MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 93 NORTH AMERICA: MARKET, BY COUNTRY, 2019–2023 (USD MILLION)
  • TABLE 94 NORTH AMERICA: MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
  • TABLE 95 US: MARKET, BY OFFERING, 2019–2023 (USD MILLION)
  • TABLE 96 US: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024–2029 (USD MILLION)
  • TABLE 97 US: MARKET, BY SYSTEM, 2019–2023 (USD MILLION)
  • TABLE 98 US: MARKET, BY SYSTEM, 2024–2029 (USD MILLION)
  • TABLE 99 US: MARKET, BY SOFTWARE, 2019–2023 (USD MILLION)
  • TABLE 100 US: MARKET, BY SOFTWARE, 2024–2029 (USD MILLION)
  • TABLE 101 US: MARKET, BY SERVICE, 2019–2023 (USD MILLION)
  • TABLE 102 US: MARKET, BY SERVICE, 2024–2029 (USD MILLION)
  • TABLE 103 US: MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION)
  • TABLE 104 US: MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION)
  • TABLE 105 US: MARKET, BY VENUE, 2019–2023 (USD MILLION)
  • TABLE 106 US: MARKET, BY VENUE, 2024–2029 (USD MILLION)
  • TABLE 107 US: MARKET, BY APPLICATION, 2019–2023 (USD MILLION)
  • TABLE 108 US: MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 109 EUROPE: MARKET, BY OFFERING, 2019–2023 (USD MILLION)
  • TABLE 110 EUROPE: MARKET, BY OFFERING, 2024–2029 (USD MILLION)
  • TABLE 111 EUROPE: MARKET, BY SYSTEM, 2019–2023 (USD MILLION)
  • TABLE 112 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024–2029 (USD MILLION)
  • TABLE 113 EUROPE: MARKET, BY SOFTWARE, 2019–2023 (USD MILLION)
  • TABLE 114 EUROPE: MARKET, BY SOFTWARE, 2024–2029 (USD MILLION)
  • TABLE 115 EUROPE: MARKET, BY SERVICE, 2019–2023 (USD MILLION)
  • TABLE 116 EUROPE: MARKET, BY SERVICE, 2024–2029 (USD MILLION)
  • TABLE 117 EUROPE: MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION)
  • TABLE 118 EUROPE: MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION)
  • TABLE 119 EUROPE: MARKET, BY VENUE, 2019–2023 (USD MILLION)
  • TABLE 120 EUROPE: MARKET, BY VENUE, 2024–2029 (USD MILLION)
  • TABLE 121 EUROPE: MARKET, BY APPLICATION, 2019–2023 (USD MILLION)
  • TABLE 122 EUROPE: MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 123 EUROPE: MARKET, BY COUNTRY, 2019–2023 (USD MILLION)
  • TABLE 124 EUROPE: MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
  • TABLE 125 UK: MARKET, BY OFFERING, 2019–2023 (USD MILLION)
  • TABLE 126 UK: MARKET, BY OFFERING, 2024–2029 (USD MILLION)
  • TABLE 127 UK: MARKET, BY SYSTEM, 2019–2023 (USD MILLION)
  • TABLE 128 UK: MARKET, BY SYSTEM, 2024–2029 (USD MILLION)
  • TABLE 129 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019–2023 (USD MILLION)
  • TABLE 130 UK: MARKET, BY SOFTWARE, 2024–2029 (USD MILLION)
  • TABLE 131 UK: MARKET, BY SERVICE, 2019–2023 (USD MILLION)
  • TABLE 132 UK: MARKET, BY SERVICE, 2024–2029 (USD MILLION)
  • TABLE 133 UK: MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION)
  • TABLE 134 UK: MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION)
  • TABLE 135 UK: MARKET, BY VENUE, 2019–2023 (USD MILLION)
  • TABLE 136 UK: MARKET, BY VENUE, 2024–2029 (USD MILLION)
  • TABLE 137 UK: MARKET, BY APPLICATION, 2019–2023 (USD MILLION)
  • TABLE 138 UK: MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 139 GERMANY: MARKET, BY OFFERING, 2019–2023 (USD MILLION)
  • TABLE 140 GERMANY: MARKET, BY OFFERING, 2024–2029 (USD MILLION)
  • TABLE 141 GERMANY: MARKET, BY SYSTEM, 2019–2023 (USD MILLION)
  • TABLE 142 GERMANY: MARKET, BY SYSTEM, 2024–2029 (USD MILLION)
  • TABLE 143 GERMANY: MARKET, BY SOFTWARE, 2019–2023 (USD MILLION)
  • TABLE 144 GERMANY: MARKET, BY SOFTWARE, 2024–2029 (USD MILLION)
  • TABLE 145 GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019–2023 (USD MILLION)
  • TABLE 146 GERMANY: MARKET, BY SERVICE, 2024–2029 (USD MILLION)
  • TABLE 147 GERMANY: MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION)
  • TABLE 148 GERMANY: MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION)
  • TABLE 149 GERMANY: MARKET, BY VENUE, 2019–2023 (USD MILLION)
  • TABLE 150 GERMANY: MARKET, BY VENUE, 2024–2029 (USD MILLION)
  • TABLE 151 GERMANY: MARKET, BY APPLICATION, 2019–2023 (USD MILLION)
  • TABLE 152 GERMANY: MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 153 ASIA PACIFIC: MARKET, BY OFFERING, 2019–2023 (USD MILLION)
  • TABLE 154 ASIA PACIFIC: MARKET, BY OFFERING, 2024–2029 (USD MILLION)
  • TABLE 155 ASIA PACIFIC: MARKET, BY SYSTEM, 2019–2023 (USD MILLION)
  • TABLE 156 ASIA PACIFIC: MARKET, BY SYSTEM, 2024–2029 (USD MILLION)
  • TABLE 157 ASIA PACIFIC: MARKET, BY SOFTWARE, 2019–2023 (USD MILLION)
  • TABLE 158 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024–2029 (USD MILLION)
  • TABLE 159 ASIA PACIFIC: MARKET, BY SERVICE, 2019–2023 (USD MILLION)
  • TABLE 160 ASIA PACIFIC: MARKET, BY SERVICE, 2024–2029 (USD MILLION)
  • TABLE 161 ASIA PACIFIC: MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION)
  • TABLE 162 ASIA PACIFIC: MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION)
  • TABLE 163 ASIA PACIFIC: MARKET, BY VENUE, 2019–2023 (USD MILLION)
  • TABLE 164 ASIA PACIFIC: MARKET, BY VENUE, 2024–2029 (USD MILLION)
  • TABLE 165 ASIA PACIFIC: MARKET, BY APPLICATION, 2019–2023 (USD MILLION)
  • TABLE 166 ASIA PACIFIC: MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 167 ASIA PACIFIC: MARKET, BY COUNTRY, 2019–2023 (USD MILLION)
  • TABLE 168 ASIA PACIFIC: MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
  • TABLE 169 CHINA: MARKET, BY OFFERING, 2019–2023 (USD MILLION)
  • TABLE 170 CHINA: MARKET, BY OFFERING, 2024–2029 (USD MILLION)
  • TABLE 171 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019–2023 (USD MILLION)
  • TABLE 172 CHINA: MARKET, BY SYSTEM, 2024–2029 (USD MILLION)
  • TABLE 173 CHINA: MARKET, BY SOFTWARE, 2019–2023 (USD MILLION)
  • TABLE 174 CHINA: MARKET, BY SOFTWARE, 2024–2029 (USD MILLION)
  • TABLE 175 CHINA: MARKET, BY SERVICE, 2019–2023 (USD MILLION)
  • TABLE 176 CHINA: MARKET, BY SERVICE, 2024–2029 (USD MILLION)
  • TABLE 177 CHINA: MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION)
  • TABLE 178 CHINA: MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION)
  • TABLE 179 CHINA: MARKET, BY VENUE, 2019–2023 (USD MILLION)
  • TABLE 180 CHINA: MARKET, BY VENUE, 2024–2029 (USD MILLION)
  • TABLE 181 CHINA: MARKET, BY APPLICATION, 2019–2023 (USD MILLION)
  • TABLE 182 CHINA: MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 183 INDIA: MARKET, BY OFFERING, 2019–2023 (USD MILLION)
  • TABLE 184 INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024–2029 (USD MILLION)
  • TABLE 185 INDIA: MARKET, BY SYSTEM, 2019–2023 (USD MILLION)
  • TABLE 186 INDIA: MARKET, BY SYSTEM, 2024–2029 (USD MILLION)
  • TABLE 187 INDIA: MARKET, BY SOFTWARE, 2019–2023 (USD MILLION)
  • TABLE 188 INDIA: MARKET, BY SOFTWARE, 2024–2029 (USD MILLION)
  • TABLE 189 INDIA: MARKET, BY SERVICE, 2019–2023 (USD MILLION)
  • TABLE 190 INDIA: MARKET, BY SERVICE, 2024–2029 (USD MILLION)
  • TABLE 191 INDIA: MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION)
  • TABLE 192 INDIA: MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION)
  • TABLE 193 INDIA: MARKET, BY VENUE, 2019–2023 (USD MILLION)
  • TABLE 194 INDIA: MARKET, BY VENUE, 2024–2029 (USD MILLION)
  • TABLE 195 INDIA: MARKET, BY APPLICATION, 2019–2023 (USD MILLION)
  • TABLE 196 INDIA: MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 197 MIDDLE EAST & AFRICA: MARKET, BY OFFERING, 2019–2023 (USD MILLION)
  • TABLE 198 MIDDLE EAST & AFRICA: MARKET, BY OFFERING, 2024–2029 (USD MILLION)
  • TABLE 199 MIDDLE EAST & AFRICA: MARKET, BY SYSTEM, 2019–2023 (USD MILLION)
  • TABLE 200 MIDDLE EAST & AFRICA: MARKET, BY SYSTEM, 2024–2029 (USD MILLION)
  • TABLE 201 MIDDLE EAST & AFRICA: MARKET, BY SOFTWARE, 2019–2023 (USD MILLION)
  • TABLE 202 MIDDLE EAST & AFRICA: MARKET, BY SOFTWARE, 2024–2029 (USD MILLION)
  • TABLE 203 MIDDLE EAST & AFRICA: MARKET, BY SERVICE, 2019–2023 (USD MILLION)
  • TABLE 204 MIDDLE EAST & AFRICA: MARKET, BY SERVICE, 2024–2029 (USD MILLION)
  • TABLE 205 MIDDLE EAST & AFRICA: MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION)
  • TABLE 206 MIDDLE EAST & AFRICA: MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION)
  • TABLE 207 MIDDLE EAST & AFRICA: MARKET, BY VENUE, 2019–2023 (USD MILLION)
  • TABLE 208 MIDDLE EAST & AFRICA: MARKET, BY VENUE, 2024–2029 (USD MILLION)
  • TABLE 209 MIDDLE EAST & AFRICA: MARKET, BY APPLICATION, 2019–2023 (USD MILLION)
  • TABLE 210 MIDDLE EAST & AFRICA: MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 211 MIDDLE EAST & AFRICA: MARKET, BY COUNTRY, 2019–2023 (USD MILLION)
  • TABLE 212 MIDDLE EAST & AFRICA: MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
  • TABLE 213 GCC COUNTRIES: MARKET, BY OFFERING, 2019–2023 (USD MILLION)
  • TABLE 214 GCC COUNTRIES: MARKET, BY OFFERING, 2024–2029 (USD MILLION)
  • TABLE 215 GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019–2023 (USD MILLION)
  • TABLE 216 GCC COUNTRIES: MARKET, BY SYSTEM, 2024–2029 (USD MILLION)
  • TABLE 217 GCC COUNTRIES: MARKET, BY SOFTWARE, 2019–2023 (USD MILLION)
  • TABLE 218 GCC COUNTRIES: MARKET, BY SOFTWARE, 2024–2029 (USD MILLION)
  • TABLE 219 GCC COUNTRIES: MARKET, BY SERVICE, 2019–2023 (USD MILLION)
  • TABLE 220 GCC COUNTRIES: MARKET, BY SERVICE, 2024–2029 (USD MILLION)
  • TABLE 221 GCC COUNTRIES: MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION)
  • TABLE 222 GCC COUNTRIES: MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION)
  • TABLE 223 GCC COUNTRIES: MARKET, BY VENUE, 2019–2023 (USD MILLION)
  • TABLE 224 GCC COUNTRIES: MARKET, BY VENUE, 2024–2029 (USD MILLION)
  • TABLE 225 GCC COUNTRIES: MARKET, BY APPLICATION, 2019–2023 (USD MILLION)
  • TABLE 226 GCC COUNTRIES: MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 227 GCC COUNTRIES: MARKET, BY COUNTRY, 2019–2023 (USD MILLION)
  • TABLE 228 GCC COUNTRIES: MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
  • TABLE 229 LATIN AMERICA: MARKET, BY OFFERING, 2019–2023 (USD MILLION)
  • TABLE 230 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024–2029 (USD MILLION)
  • TABLE 231 LATIN AMERICA: MARKET, BY SYSTEM, 2019–2023 (USD MILLION)
  • TABLE 232 LATIN AMERICA: MARKET, BY SYSTEM, 2024–2029 (USD MILLION)
  • TABLE 233 LATIN AMERICA: MARKET, BY SOFTWARE, 2019–2023 (USD MILLION)
  • TABLE 234 LATIN AMERICA: MARKET, BY SOFTWARE, 2024–2029 (USD MILLION)
  • TABLE 235 LATIN AMERICA: MARKET, BY SERVICE, 2019–2023 (USD MILLION)
  • TABLE 236 LATIN AMERICA: MARKET, BY SERVICE, 2024–2029 (USD MILLION)
  • TABLE 237 LATIN AMERICA: MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION)
  • TABLE 238 LATIN AMERICA: MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION)
  • TABLE 239 LATIN AMERICA: MARKET, BY VENUE, 2019–2023 (USD MILLION)
  • TABLE 240 LATIN AMERICA: MARKET, BY VENUE, 2024–2029 (USD MILLION)
  • TABLE 241 LATIN AMERICA: MARKET, BY APPLICATION, 2019–2023 (USD MILLION)
  • TABLE 242 LATIN AMERICA: MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 243 LATIN AMERICA: MARKET, BY COUNTRY, 2019–2023 (USD MILLION)
  • TABLE 244 LATIN AMERICA: MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
  • TABLE 245 BRAZIL: MARKET, BY OFFERING, 2019–2023 (USD MILLION)
  • TABLE 246 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024–2029 (USD MILLION)
  • TABLE 247 BRAZIL: MARKET, BY SYSTEM, 2019–2023 (USD MILLION)
  • TABLE 248 BRAZIL: MARKET, BY SYSTEM, 2024–2029 (USD MILLION)
  • TABLE 249 BRAZIL: MARKET, BY SOFTWARE, 2019–2023 (USD MILLION)
  • TABLE 250 BRAZIL: MARKET, BY SOFTWARE, 2024–2029 (USD MILLION)
  • TABLE 251 BRAZIL: MARKET, BY SERVICE, 2019–2023 (USD MILLION)
  • TABLE 252 BRAZIL: MARKET, BY SERVICE, 2024–2029 (USD MILLION)
  • TABLE 253 BRAZIL: MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION)
  • TABLE 254 BRAZIL: MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION)
  • TABLE 255 BRAZIL: MARKET, BY VENUE, 2019–2023 (USD MILLION)
  • TABLE 256 BRAZIL: MARKET, BY VENUE, 2024–2029 (USD MILLION)
  • TABLE 257 BRAZIL: MARKET, BY APPLICATION, 2019–2023 (USD MILLION)
  • TABLE 258 BRAZIL: MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 259 OVERVIEW OF STRATEGIES ADOPTED BY KEY MARKET VENDORS
  • TABLE 260 LOCATION-BASED ENTERTAINMENT MARKET: DEGREE OF COMPETITION
  • TABLE 261 REGIONAL FOOTPRINT, 2024
  • TABLE 262 OFFERING FOOTPRINT, 2024
  • TABLE 263 VENUE FOOTPRINT, 2024
  • TABLE 264 APPLICATION FOOTPRINT, 2024
  • TABLE 265 DETAILED LIST OF: KEY STARTUPS/SMES, 2024
  • TABLE 266 COMPETITIVE BENCHMARKING OF STARTUPS/SMES, 2024
  • TABLE 267 MARKET: PRODUCT LAUNCHES, JANUARY 2022–DECEMBER 2024
  • TABLE 268 MARKET: DEALS, JANUARY 2022–DECEMBER 2024
  • TABLE 269 MICROSOFT: COMPANY OVERVIEW
  • TABLE 270 MICROSOFT: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 271 MICROSOFT: PRODUCT LAUNCHES
  • TABLE 272 MICROSOFT: DEALS
  • TABLE 273 GOOGLE: COMPANY OVERVIEW
  • TABLE 274 GOOGLE: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 275 GOOGLE: DEALS
  • TABLE 276 META: COMPANY OVERVIEW
  • TABLE 277 META: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 278 META: PRODUCT LAUNCHES
  • TABLE 279 UNITY TECHNOLOGIES: COMPANY OVERVIEW
  • TABLE 280 UNITY TECHNOLOGIES: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 281 UNITY TECHNOLOGIES: PRODUCT LAUNCHES
  • TABLE 282 UNITY TECHNOLOGIES: DEALS
  • TABLE 283 NVIDIA: COMPANY OVERVIEW
  • TABLE 284 NVIDIA: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 285 NVIDIA: PRODUCT LAUNCHES
  • TABLE 286 SONY INTERACTIVE ENTERTAINMENT: COMPANY OVERVIEW
  • TABLE 287 SONY INTERACTIVE ENTERTAINMENT: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 288 SONY INTERACTIVE ENTERTAINMENT: PRODUCT LAUNCHES
  • TABLE 289 SONY INTERACTIVE ENTERTAINMENT: DEALS
  • TABLE 290 SAMSUNG: COMPANY OVERVIEW
  • TABLE 291 SAMSUNG: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 292 SAMSUNG: DEALS
  • TABLE 293 BARCO ELECTRONIC SYSTEMS: COMPANY OVERVIEW
  • TABLE 294 BARCO ELECTRONIC SYSTEMS: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 295 BARCO ELECTRONIC SYSTEMS: PRODUCT LAUNCHES
  • TABLE 296 BARCO ELECTRONIC SYSTEMS: DEALS
  • TABLE 297 PANASONIC: COMPANY OVERVIEW
  • TABLE 298 PANASONIC: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 299 PANASONIC: PRODUCT LAUNCHES
  • TABLE 300 PANASONIC: DEALS
  • TABLE 301 HUAWEI TECHNOLOGIES: COMPANY OVERVIEW
  • TABLE 302 HUAWEI TECHNOLOGIES: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 303 HUAWEI TECHNOLOGIES: PRODUCT LAUNCHES
  • TABLE 304 AUGMENTED AND VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
  • TABLE 305 AUGMENTED AND VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
  • TABLE 306 AUGMENTED REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
  • TABLE 307 AUGMENTED REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)
  • TABLE 308 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION)
  • TABLE 309 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION)
  • TABLE 310 AUGMENTED REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
  • TABLE 311 AUGMENTED REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 312 AUGMENTED REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 313 AUGMENTED REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 314 IMMERSIVE VR MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION)
  • TABLE 315 IMMERSIVE VR MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION)
  • TABLE 316 IMMERSIVE VR MARKET, BY OFFERING, 2020–2023 (USD MILLION)
  • TABLE 317 IMMERSIVE VR MARKET, BY OFFERING, 2024–2029 (USD MILLION)
  • TABLE 318 IMMERSIVE VR MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
  • TABLE 319 IMMERSIVE VR MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 320 IMMERSIVE VR MARKET, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 321 IMMERSIVE VR MARKET, BY REGION, 2024–2029 (USD MILLION)
LIST OF FIGURES
 
  • FIGURE 1 LOCATION-BASED ENTERTAINMENT MARKET: RESEARCH DESIGN
  • FIGURE 2 BREAKUP OF PRIMARY INTERVIEWS: BY COMPANY TYPE, DESIGNATION, AND REGION
  • FIGURE 3 DATA TRIANGULATION
  • FIGURE 4 MARKET: TOP-DOWN AND BOTTOM-UP APPROACHES
  • FIGURE 5 MARKET SIZE ESTIMATION METHODOLOGY - APPROACH 1 (SUPPLY-SIDE ANALYSIS): REVENUE FROM SERVICES IN MARKET
  • FIGURE 6 MARKET SIZE ESTIMATION METHODOLOGY - APPROACH 2, BOTTOM-UP (SUPPLY-SIDE ANALYSIS): COLLECTIVE REVENUE FROM ALL SERVICES IN MARKET
  • FIGURE 7 MARKET SIZE ESTIMATION METHODOLOGY - APPROACH 3, BOTTOM-UP (SUPPLY-SIDE ANALYSIS): COLLECTIVE REVENUE FROM ALL SERVICES IN MARKET
  • FIGURE 8 MARKET, 2022–2029 (USD MILLION)
  • FIGURE 9 MARKET, BY REGION, 2024
  • FIGURE 10 ADVANCEMENTS IN VR GAMING, INTEGRATION OF ADVANCED TECHNOLOGIES, AND RISING DEMAND FOR SOCIAL AND SHARED EXPERIENCES TO DRIVE LOCATION-BASED ENTERTAINMENT MARKET
  • FIGURE 11 SYSTEMS AND US TO ACCOUNT FOR SIGNIFICANT SHARES IN NORTH AMERICA IN 2024
  • FIGURE 12 SYSTEMS AND CHINA TO ACCOUNT FOR SIGNIFICANT SHARES IN ASIA PACIFIC IN 2024
  • FIGURE 13 SYSTEMS SEGMENT TO ACCOUNT FOR LARGEST MARKET SHARE IN 2024
  • FIGURE 14 AMUSEMENT PARKS SEGMENT TO ACCOUNT FOR LARGEST MARKET SHARE IN 2024
  • FIGURE 15 GAMING SEGMENT TO ACCOUNT FOR LARGEST MARKET SHARE IN 2024
  • FIGURE 16 MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES
  • FIGURE 17 EVOLUTION OF LOCATION-BASED ENTERTAINMENT
  • FIGURE 18 KEY PLAYERS IN MARKET: ECOSYSTEMS
  • FIGURE 19 MARKET: SUPPLY CHAIN ANALYSIS
  • FIGURE 20 AVERAGE SELLING PRICE TREND OF KEY PLAYERS, BY OFFERING, 2024
  • FIGURE 21 LIST OF KEY PATENTS FOR LOCATION-BASED ENTERTAINMENT, 2014–2025
  • FIGURE 22 MARKET: PORTER’S FIVE FORCES ANALYSIS
  • FIGURE 23 MARKET: DISRUPTIONS IMPACTING CUSTOMER BUSINESS
  • FIGURE 24 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP APPLICATIONS
  • FIGURE 25 KEY BUYING CRITERIA FOR TOP APPLICATIONS
  • FIGURE 26 LOCATION-BASED ENTERTAINMENT MARKET: TOOLS, FRAMEWORKS, AND TECHNIQUES
  • FIGURE 27 EXPORT SCENARIO OF VIDEO GAME CONSOLES, MACHINES, AND OTHER ARTICLES FOR FUNFAIR, TABLE, OR PARLOR GAMES, BY KEY COUNTRY, 2016–2023 (USD BILLION)
  • FIGURE 28 RECEPTION, CONVERSION, AND TRANSMISSION OR REGENERATION OF VOICE, IMAGES OR OTHER DATA, INCLUDING SWITCHING AND ROUTING APPARATUS (8517) IMPORT, BY KEY COUNTRY, 2016–2023 (USD BILLION)
  • FIGURE 29 INVESTMENT AND FUNDING SCENARIO, 2020–2024 (USD MILLION)
  • FIGURE 30 MARKET POTENTIAL OF GENERATIVE AI IN ENHANCING LOCATION-BASED ENTERTAINMENT ACROSS VARIOUS TYPES OF SOLUTIONS
  • FIGURE 31 GENERATIVE AI BEST PRACTICES ACROSS MAJOR INDUSTRIES
  • FIGURE 32 SOFTWARE SEGMENT TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD
  • FIGURE 33 AR/VR SYSTEM SEGMENT TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD
  • FIGURE 34 ANALYTICS & MONITORING SOFTWARE SEGMENT TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD
  • FIGURE 35 MANAGED SERVICES SEGMENT TO RECORD HIGHER CAGR DURING FORECAST PERIOD
  • FIGURE 36 CONSULTING & ADVISORY SEGMENT TO WITNESS HIGHEST GROWTH DURING FORECAST PERIOD
  • FIGURE 37 ARCADES SEGMENT TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD
  • FIGURE 38 GAMING SEGMENT TO WITNESS HIGHEST GROWTH DURING FORECAST PERIOD
  • FIGURE 39 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET SNAPSHOT
  • FIGURE 40 ASIA PACIFIC: MARKET SNAPSHOT
  • FIGURE 41 REVENUE ANALYSIS FOR KEY PLAYERS, 2019–2023 (USD MILLION)
  • FIGURE 42 SHARE OF LEADING COMPANIES IN MARKET, 2024
  • FIGURE 43 MARKET RANKING ANALYSIS OF TOP FIVE PLAYERS
  • FIGURE 44 COMPANY EVALUATION MATRIX: KEY PLAYERS, 2024
  • FIGURE 45 OVERALL COMPANY FOOTPRINT, 2024
  • FIGURE 46 COMPANY EVALUATION MATRIX: STARTUPS/SMES, 2024
  • FIGURE 47 BRAND/PRODUCT COMPARISON ANALYSIS
  • FIGURE 48 FINANCIAL METRICS OF KEY MARKET VENDORS
  • FIGURE 49 COMPANY VALUATION OF KEY MARKET VENDORS
  • FIGURE 50 MICROSOFT: COMPANY SNAPSHOT
  • FIGURE 51 GOOGLE: COMPANY SNAPSHOT
  • FIGURE 52 META: COMPANY SNAPSHOT
  • FIGURE 53 UNITY TECHNOLOGIES: COMPANY SNAPSHOT
  • FIGURE 54 NVIDIA: COMPANY SNAPSHOT
  • FIGURE 55 SONY INTERACTIVE ENTERTAINMENT: COMPANY SNAPSHOT
  • FIGURE 56 SAMSUNG: COMPANY SNAPSHOT
  • FIGURE 57 BARCO ELECTRONIC SYSTEMS: COMPANY SNAPSHOT
  • FIGURE 58 PANASONIC: COMPANY SNAPSHOT
  • FIGURE 59 HUAWEI TECHNOLOGIES: COMPANY SNAPSHOT

 

This research study involved the extensive use of secondary sources, directories, and databases, such as Dun & Bradstreet (D&B) Hoovers and Bloomberg BusinessWeek, to identify and collect valuable information for a technical, market-oriented, and commercial study of the Location-Based entertainment market. The primary sources have been mainly industry experts from the core and related industries and preferred suppliers, manufacturers, distributors, service providers, technology developers, alliances, and organizations related to all segments of the value chain of this market. In-depth interviews have been conducted with numerous primary respondents, including key industry participants, subject matter experts, C-level executives of key market players, and industry consultants, to obtain and verify critical qualitative and quantitative information.

Secondary Research

In the secondary research process, various secondary sources were referred to identify and collect information for the study. The secondary sources included annual reports, press releases, investor presentations of companies, white papers, certified publications, and articles from recognized associations and government publishing sources. Several journals and associations, such as the International Association of Amusement Parks and Attractions (IAAPA), and Themed Entertainment Association (TEA), were also referred to. Secondary research was used to obtain key information about industry insights, the market’s monetary chain, the overall pool of key players, market classification and segmentation according to industry trends to the bottom-most level, regional markets, and key developments from both the market and technology-oriented perspectives.

Primary Research

In the primary research process, various primary sources from both the supply and demand sides were interviewed to obtain qualitative and quantitative information for the report. The primary sources from the supply side included industry experts, such as Chief Executive Officers (CEOs), Chief Technology Officers (CTOs), Chief Operating Officers (COOs), Vice Presidents (VPs), marketing directors, technology and innovation directors, and related key executives from various key companies and organizations operating in the Location-Based entertainment market. The primary sources from the demand side included Location-Based entertainment end users, consultants/specialists, Chief Information Officers (CIOs), and subject-matter experts from enterprises and government associations.

Location-based Entertainment Market Size, and Share

*Others include sales managers, marketing managers, and product managers.
Note: Tier 1 companies’ revenue is more than USD 1 billion; Tier 2 companies ‘revenue ranges between USD 500 million to 1 billion; and Tier 3
companies’ revenue ranges in between USD 100 million and USD 500 million

To know about the assumptions considered for the study, download the pdf brochure

Market Size Estimation

Multiple approaches were adopted to estimate and forecast the size of the Location-Based entertainment market. The first approach involves estimating market size by summing up the revenue generated by companies through the sale of Location-Based entertainment.

Both top-down and bottom-up approaches were used to estimate and validate the total size of the Location-Based entertainment market. These methods were extensively used to estimate the size of various segments in the market. The research methodology used to estimate the market size includes the following:

  • Key players in the market have been identified through extensive secondary research.
  • In terms of value, the industry’s supply chain and market size have been determined through primary and secondary research processes.
  • All percentage shares, splits, and breakups have been determined using secondary sources and verified through primary sources.

Location-based Entertainment Market : Top-Down and Bottom-Up Approach

Location-based Entertainment Market Top Down and Bottom Up Approach

Data Triangulation

After arriving at the overall market size, the Location-Based entertainment market was divided into several segments and subsegments. A data triangulation procedure was used to complete the overall market engineering process and arrive at the exact statistics for all segments and subsegments, wherever applicable. The data was triangulated by studying various factors and trends from the demand and supply sides. Along with data triangulation and market breakdown, the market size was validated by the top-down and bottom-up approaches.

Market Definition

Location-Based entertainment refers to a specific segment of the entertainment industry leveraging advanced technologies, such as Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), Projection Mapping, Motion Capture, and other related technologies to deliver highly immersive and captivating experiences to visitors at various venues, including amusement parks, theme parks, arcades, and similar entertainment destinations.

Using cutting-edge technologies, location-based entertainment venues aim to create highly engaging, interactive, and memorable experiences and provide visitors with a unique and personalized form of entertainment that traditional media cannot replicate.

Stakeholders

  • Location-Based  entertainment hardware providers
  • Location-Based  entertainment software providers
  • Location-Based  entertainment service providers
  • Location-Based  entertainment technology providers
  • Managed Service Providers (MSPs)
  • Content developers
  • Venue owners
  • Visitors/Customers
  • Event planners and producers
  • Regional and global government organizations
  • Investors and venture capitalists

Report Objectives

  • To define, describe, and forecast the Location-Based  entertainment market in terms of value
  • To provide detailed information regarding drivers, restraints, opportunities, and challenges influencing the growth of the market
  • To forecast the market by offering (system, software, services), venue, application, and region
  • To forecast the market size of segments for five main regions: North America, Europe, Asia Pacific, the Middle East & Africa, and Latin America
  • To analyze opportunities in the market and provide details of the competitive landscape for stakeholders and market leaders
  • To profile the key market players, including top vendors and startups; provide a comparative analysis based on business overviews, regional presence, product offerings, business strategies, and key financials; and provide a detailed competitive landscape of the market
  • To analyze competitive developments, such as mergers & acquisitions (M&A), product launches/enhancements, agreements, partnerships, collaborations, expansions, and R&D activities, in the market.

Available Customizations

With the given market data, MarketsandMarkets offers customizations as per the company’s specific needs. The following customization options are available for the report:

Country-wise Information

  • Analysis for additional countries (up to five)

Company Information

  • Detailed analysis and profiling of additional market players (up to 5)

Previous Versions of this Report

Location-based Entertainment Market by Systems (AR/VR, Projection Mapping, Interactive Gaming), Software (Content Management, Experience Design, Analytics & Monitoring), Application (Immersive Rides, Cinematic Experiences) - Global Forecast to 2029

Report Code TC 8652
Published in May, 2023, By MarketsandMarkets™

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Growth opportunities and latent adjacency in Location-based Entertainment Market

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