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.
*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:
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Key players in the market have been identified through extensive secondary research.
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In terms of value, the industry’s supply chain and market size have been determined through primary and secondary research processes.
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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
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
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Location-Based entertainment hardware providers
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Location-Based entertainment software providers
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Location-Based entertainment service providers
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Location-Based entertainment technology providers
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Managed Service Providers (MSPs)
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Content developers
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Venue owners
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Visitors/Customers
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Event planners and producers
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Regional and global government organizations
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Investors and venture capitalists
Report Objectives
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To define, describe, and forecast the Location-Based entertainment market in terms of value
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To provide detailed information regarding drivers, restraints, opportunities, and challenges influencing the growth of the market
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To forecast the market by offering (system, software, services), venue, application, and region
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To forecast the market size of segments for five main regions: North America, Europe, Asia Pacific, the Middle East & Africa, and Latin America
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To analyze opportunities in the market and provide details of the competitive landscape for stakeholders and market leaders
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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
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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
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Analysis for additional countries (up to five)
Company Information
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Detailed analysis and profiling of additional market players (up to 5)
Growth opportunities and latent adjacency in Location-based Entertainment Market