Location Based Entertainment (LBE) Market by Technology (Virtual Reality (VR), Augmented Reality (AR), Projection Mapping), Offering (Hardware, Software, Services), Venue (Amusement Parks, Theme Parks, Arcades) and Region - Global Forecast to 2028
The global Location Based Entertainment Market was valued at $3.5 billion in 2023, and is projected to reach $11.8 billion by 2028, growing at a CAGR of 27.3% from 2023 to 2028. The primary factor driving the growth of Location Based Entertainment industry is that it allows individuals to escape from their daily routines and immerse themselves in exciting and imaginative worlds. People seek entertainment options that provide an escape from reality, and location based experiences fulfill this need by transporting them to different environments, time periods, or fictional worlds.
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Location Based Entertainment Market Dynamics
Driver: Advancement in VR and AR Technologies
Advances in virtual reality (VR) and augmented reality (AR) technologies have been a major driver of growth in the location based entertainment market. VR technology creates a completely immersive experience through a headset, allowing users to feel like they are in a different environment. This can be used for interactive games, virtual tours, and educational simulations, among others. AR technology overlays digital information onto the real world, enabling visitors to see and interact with digital content in real-time. Both VR and AR technologies can provide highly immersive and interactive experiences, leading to increased engagement, longer visit times, and higher revenue.
Restraint: Limited Scalability
Limited scalability is a major constraint that LBE businesses face, as their experiences are constrained by physical space and capacity. Unlike digital or online experiences, LBE businesses cannot easily scale up their operations to meet high demand, and expanding their physical footprint can be costly and challenging. This can limit their ability to grow and compete with other entertainment options, particularly in regions where available space is limited or expensive. For example, expanding an amusement park or escape room attraction may require the construction of new buildings, the purchase of new equipment, and the hiring of additional staff. These costs can be significant, and may limit a business's ability to expand.
Opportunity: Wearables offerings unique opportunities for location based entertainment
Wearable devices, including fitness trackers and smartwatches, have the potential to revolutionize location based entertainment by providing a personalized and immersive experience to users. With their GPS technology, these devices can track users' movements and provide them with real-time information about nearby attractions, events, and activities that match their preferences. This customization leads to more enjoyable experiences. Additionally, these devices can also incorporate interactive elements like gamification and augmented reality to make the entertainment more engaging. As technology evolves, wearable devices will likely continue to play a significant role in shaping the future of location based entertainment.
Challenge: Rapid pace of technological changes
The location based entertainment market faces the challenge of keeping up with the rapidly changing technology landscape. As technology is a critical component of LBE experiences, new advancements can quickly make existing equipment and technology outdated. Consequently, businesses require significant capital investment to stay competitive and innovative. This can be particularly challenging for smaller or newer businesses with limited budgets. Additionally, maintaining and updating technology and equipment is essential to provide an optimal customer experience. Failure to do so may result in customer dissatisfaction, lost revenue, and damage to the business's reputation. The Location Based Entertainment industry must, therefore, continuously adapt and evolve to keep up with the changing technology landscape while also meeting the demands of its customers.
Location Based Entertainment Market Ecosystem
Prominent companies in this market include well-established, financially stable provider of location based entertainment hardware, software and services. These companies have been operating in the market for several years and possess a diversified product portfolio, state-of-the-art technologies, and strong global sales and marketing networks. Prominent companies in this market include Google (US), Meta (US), Microsoft (US), Nvidia (US), Unity Technologies (US).
Based on venue, the arcades segment is expected to grow with the highest CAGR during the forecast period.
In the past many years, arcades have been known for offering a variety of machines and range of electronic games as a form of location based entertainment market. Many games are designed to be played with others, encouraging visitors to compete against each other or work together to achieve a common goal. Additionally, arcades can serve as gathering places for people to socialize and enjoy each other's company. Rewards and incentives are also commonly used in arcades to keep visitors engaged, with many machines offering tickets or other prizes that can be redeemed for rewards. Overall, arcades are expected to grow rapidly in the market in coming years.
Based on services, the professional services segment to hold the largest market size during the forecast period
Professional services are required during and after the implementation of location based entertainment solutions. These services include planning, designing, consulting, and upgrades. Companies offering these services encompass consultants, legal experts, and dedicated project management teams that specialize in design and delivery of critical decision support software, tools, services, and expertise. Growth of the professional services segment is mainly governed by the complexity of operations and growing deployment of location based entertainment solutions.
Based on region, the North America segment is expected to have largest market share during the forecast period.
North American location based entertainment market has experienced a large growth due to factors such as increased customer expectations and demand for unique and immersive experiences, increased spend on leisure and entertainment activities than ever before, rising disposable income, advancements in technologies, etc. These technologies offer users highly immersive experiences, allowing them to feel like they are part of a game or other type of interactive experience. As VR and AR technologies continue to improve and become more affordable, more location based entertainment operators are likely to adopt them, which will help to drive growth in the market.
Market Key Players:
The major players in the location based entertainment market are Google (US), Meta (US), Microsoft (US), Nvidia (US), Unity Technologies (US), Sony Interactive Entertainment (US), Samsung (South Korea), Barco Electronic Systems (Belgium), Panasonic (Japan), Huawei Technologies (China), HQ Software (Estonia), HTC Vive (Taiwan), Niantic Inc. (US), Vicon Motion Systems (UK), Optitrack (US), Springboard VR (US), 4Experience (Poland), Hologate (Germany), Ultraleap (UK), Magic Leap (US), Shape Immersive (Canada), Camon (Argentina), KatVR (US), Virtuix (US), Pico XR (US).
These players have adopted various growth strategies, such as partnerships, agreements and collaborations, new product launches and product enhancements, and acquisitions to expand their footprint in the industry.
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Scope of the Report
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Report Metrics |
Details |
Market size value in 2023 |
USD 3.5 billion |
Revenue forecast for 2028 |
USD 11.8 billion |
Growth Rate |
27.3% CAGR |
Forecast units |
Value (USD) Billion |
Segments covered |
Technology, Offering, Venue and Region |
Region covered |
North America, Europe, Asia Pacific, Middle East & Africa, Latin America |
Key Market Drivers |
|
Key Market Opportunities |
|
Companies covered |
Google (US), Meta (US), Microsoft (US), Nvidia (US), Unity Technologies (US), Sony Interactive Entertainment (US), Samsung (South Korea), Barco Electronic Systems (Belgium), Panasonic (Japan), Huawei Technologies (China) |
This research report categorizes the location based entertainment market to forecast revenues and analyze trends in each of the following submarkets:
Based on Technology:
- Augmented Reality
- Virtual Reality
- Projection-Mapping
- Other Technologies
Based on Offerings:
- Hardware
- Software
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Services
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Professional Services
- Consulting
- Training and Deployment
- Support and Maintenance
- Managed Services
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Professional Services
Based on Venue:
- Amusement Parks
- Theme Parks
- Arcades
- Other Venues
By Region:
-
North America
- United States (US)
- Canada
-
Europe
- United Kingdom (UK)
- Germany
- France
- Italy
- Spain
- Nordics
- Rest of Europe
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Asia Pacific
- China
- Japan
- India
- Australia and New Zealand
- South East Asia
- Rest of Asia Pacific
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Middle East & Africa
- UAE
- KSA
- Israel
- South Africa
- Rest of Middle East & Africa
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Latin America
- Brazil
- Mexico
- Rest of Latin America
Recent Developments
- In April 2023, Sony Interactive Entertainment to acquire Firewalk Studios. Firewalk will collaborate alongside world-class development teams, including Bungie and Haven Interactive Studios, to define a new generation of live service experiences for PlayStation gamers.
- In April 2023, Samsung Electronics Co has announced that it has partnered with Qualcomm and Google to build an ecosystem for extended reality (XR).
- In November 2022, Huawei launched Vision Glass, its first smart viewing glasses. It can project a digital screen of a 120-inch giant display, bringing an ultra-immersive cinematic viewing experience.
- In September 2022, Nvidia launched GeForce RTX 40 Series GPUs are powered by the ultra-efficient Nvidia Ada Lovelace architecture and deliver a quantum leap in both performance and AI-powered graphics.
- In October 2021, Unity technologies introduced Unity Metacast, an innovative new platform that will lead the real-time 3D (RT3D) evolution for professional sports. Unity Metacast is a RT3D sports platform for creating and delivering interactive content, direct to the user.
- In February 2021, Microsoft partnered with AT&T, to bring iconic characters to life with custom neutral voice at a store in Dallas, where a life-size, high-definition Bugs Bunny greets customers by name and tells he needs help to find several golden carrots hidden throughout the store.
Frequently Asked Questions (FAQ):
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What is Location Based Entertainment?
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- 5.1 INTRODUCTION
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5.2 MARKET DYNAMICSDRIVERS- Advancements in VR gaming with location-based entertainment- Advancements in VR and AR technologies- Integration of artificial intelligence (AI) and machine learning (ML) technologies- Rising demand for social and shared experiencesRESTRAINTS- Limited scalability of location-based entertainment business- High upfront costOPPORTUNITIES- Increase in live events and performances- Rising popularity of wearables such as fitness trackers and smartwatchesCHALLENGES- Regulatory requirements at local, state, and federal levels- Rapid pace of technological changeCUMULATIVE GROWTH ANALYSIS
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5.3 INDUSTRY TRENDSVALUE CHAIN ANALYSISHISTORY OF LOCATION-BASED ENTERTAINMENT- 1990s- 2000s- 2010s- 2020sECOSYSTEM ANALYSISLOCATION-BASED ENTERTAINMENT TOOLS, FRAMEWORK, AND TECHNIQUESPORTER’S FIVE FORCES ANALYSIS- Threat from New Entrants- Threat from Substitutes- Bargaining Power of Buyers- Bargaining Power of Suppliers- Intensity of Competitive RivalryKEY STAKEHOLDERS AND BUYING CRITERIA- Key stakeholders in buying process- Buying criteriaTECHNOLOGY ANALYSIS- Adjacent technologies- Related technologiesFUTURE OF LOCATION-BASED ENTERTAINMENT MARKET LANDSCAPERECENT TRENDS AND DEALS UNDERTAKEN BY DISNEY, NETFLIX, AND UNIVERSAL STUDIOS- Disney- Netflix- Universal StudiosTRENDS AND DISRUPTIONS IMPACTING BUYERSPATENT ANALYSIS- Methodology- Document types- Innovation and patent applicationsPRICING ANALYSISCASE STUDY ANALYSIS- Case Study 1: Barco helped Miraj Group create immersive experience for audience- Case Study 2: Fennec Labs and Spawnpoint used VIVE Focus 3 and LBSS to deliver engaging VR arcade experiences- Case Study 3: Ocean Labs used Ultraleap’s immersive technologies to promote LEGO’s Rebuild World campaign- Case Study 4: DreamTrace used 4Experience for motion tracking and multiplayer functionalities in physical VR arena- Case Study 5: Atlantis Aquarium relied on Panasonic to offer visitors fully immersive experience of underwater worldKEY CONFERENCES & EVENTSREGULATORY LANDSCAPE- Regulatory bodies, government agencies, and other organizations
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6.1 INTRODUCTIONTECHNOLOGIES: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS
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6.2 VIRTUAL REALITYGROWING DEMAND FOR IMMERSIVE ENTERTAINMENT EXPERIENCES TO DRIVE MARKET FOR VIRTUAL REALITY TECHNOLOGY
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6.3 AUGMENTED REALITYGROWING NEED TO OFFER ENGAGING TRAINING AND EDUCATIONAL EXPERIENCES TO DRIVE MARKET FOR AUGMENTED REALITY TECHNOLOGY
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6.4 PROJECTION MAPPINGDEMAND FOR INTERACTIVE EXPERIENCE AMONG USERS TO DRIVE POPULARITY OF PROJECTION MAPPING TECHNOLOGY
- 6.5 OTHER TECHNOLOGIES
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7.1 INTRODUCTIONOFFERINGS: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS
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7.2 HARDWAREEFFECTIVE USE OF HARDWARE SYSTEMS TO FACILITATE CREATION OF ENGAGING AND IMMERSIVE EXPERIENCES TO DRIVE MARKET
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7.3 SOFTWAREGROWING NEED FOR ADVANCED SYSTEMS TO CREATE AND MANAGE DIGITAL CONTENT TO DRIVE ADOPTION OF LOCATION-BASED ENTERTAINMENT SOFTWARE
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7.4 SERVICESPROFESSIONAL SERVICES- Consulting- Support and maintenance- Training and deploymentMANAGED SERVICES- Growing demand for better customer service and experience to increase use of managed services in location-based entertainment industry
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8.1 INTRODUCTIONVENUES: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS
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8.2 AMUSEMENT PARKSDEMAND FOR INNOVATIVE, ENGAGING EXPERIENCES AT AMUSEMENT PARKS TO DRIVE LOCATION-BASED ENTERTAINMENT MARKET
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8.3 THEME PARKSGROWING DEMAND FOR CULTURAL AND EDUCATION HUBS TO DRIVE POPULARITY OF LOCATION-BASED ENTERTAINMENT AT THEME PARKS
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8.4 ARCADESNEED TO PROMOTE SOCIAL INTERACTION AND ENGAGEMENT AMONG YOUTH TO BOOST POPULARITY OF ARCADES
- 8.5 OTHER VENUES
- 9.1 INTRODUCTION
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9.2 NORTH AMERICANORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET DRIVERSNORTH AMERICA: RECESSION IMPACTUS- Rising demand for immersive and interactive experiences to drive location-based entertainment marketCANADA- Increased consumer spending on leisure activities to drive popularity of location-based entertainment
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9.3 EUROPEEUROPE: LOCATION-BASED ENTERTAINMENT MARKET DRIVERSEUROPE: RECESSION IMPACTUK- Rise in demand for immersive experiences among youth to drive popularity of location-based entertainment solutionsGERMANY- Growing adoption of advanced technologies for location-based entertainment to drive market growthFRANCE- Increased development in venture funding by small players to propel market for location-based entertainmentSPAIN- Rise in tourism to boost location-based entertainment marketITALY- Increased government initiatives to drive development of location-based entertainment solutionsNORDICS- Rising demand for leisure and entertainment activities to drive demand for location-based entertainment solutionsREST OF EUROPE
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9.4 ASIA PACIFICASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET DRIVERSASIA PACIFIC: RECESSION IMPACTCHINA- Increasing investments in immersive technologies to drive growth of location-based entertainment marketJAPAN- Increased adoption of AR and VR technologies to boost demand for location-based entertainment marketINDIA- Large investments in location-based entertainment industry by domestic and international players to drive market growthAUSTRALIA & NEW ZEALAND- Increased consumer spending on entertainment activities to drive popularity of location-based entertainment solutionsSOUTHEAST ASIA- Increasing tourism to drive advancements in location-based entertainment industryREST OF ASIA PACIFIC
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9.5 MIDDLE EAST & AFRICAMIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET DRIVERSMIDDLE EAST & AFRICA: RECESSION IMPACTUAE- Increasing tourism to drive demand for location-based entertainment solutionsKSA- Rapid economic growth and change in consumer lifestyle to boost adoption of location-based entertainment solutionsISRAEL- Increased government support to propel developments in location-based entertainment marketSOUTH AFRICA- Increasing spending on leisure activities to drive market growthREST OF MIDDLE EAST & AFRICA
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9.6 LATIN AMERICALATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET DRIVERSLATIN AMERICA: RECESSION IMPACTBRAZIL- Rapidly evolving middle-class population and its expectations to boost growth of location-based entertainment marketMEXICO- Growing disposable income of consumers to drive growth of location-based entertainment marketREST OF LATIN AMERICA
- 10.1 OVERVIEW
- 10.2 STRATEGIES ADOPTED BY KEY PLAYERS
- 10.3 MARKET SHARE ANALYSIS FOR KEY PLAYERS
- 10.4 HISTORICAL REVENUE ANALYSIS
- 10.5 MARKET RANKING ANALYSIS FOR KEY PLAYERS, 2023
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10.6 EVALUATION QUADRANT MATRIX FOR KEY PLAYERSSTARSEMERGING LEADERSPERVASIVE PLAYERSPARTICIPANTS
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10.7 EVALUATION QUADRANT MATRIX FOR STARTUPS/SMESPROGRESSIVE COMPANIESRESPONSIVE COMPANIESDYNAMIC COMPANIESSTARTING BLOCKS
- 10.8 COMPETITIVE BENCHMARKING FOR STARTUPS/SMES
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10.9 COMPETITIVE SCENARIOPRODUCT LAUNCHESDEALS
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11.1 MAJOR PLAYERSMICROSOFT- Business overview- Products/Solutions/Services offered- Recent developments- MnM viewGOOGLE- Business overview- Products/Solutions/Services offered- MnM viewMETA- Business overview- Products/Solutions/Services offered- MnM viewUNITY TECHNOLOGIES- Business overview- Products/Solutions/Services offered- Recent developments- MnM viewNVIDIA- Business overview- Products/Solutions/Services offered- Recent developments- MnM viewSONY INTERACTIVE ENTERTAINMENT- Business overview- Products/Solutions/Services offered- Recent developmentsSAMSUNG- Business overview- Products/Solutions/Services offered- Recent developmentsBARCO ELECTRONIC SYSTEMS- Business overview- Products/Solutions/Services offered- Recent developmentsPANASONIC- Business overview- Recent developmentsHUAWEI TECHNOLOGIES- Business overview- Products/Solutions/Services offered- Recent developments
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11.2 OTHER PLAYERSHQ SOFTWAREHTC VIVENIANTIC INC.VICON MOTION SYSTEMSOPTITRACK
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11.3 STARTUPS/SMESSPRINGBOARDVR4EXPERIENCEHOLOGATEULTRALEAPMAGIC LEAPSHAPE IMMERSIVECAMONKATVRVIRTUIXPICO
- 12.1 LIMITATIONS
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12.2 AUGMENTED REALITY AND VIRTUAL REALITY MARKETMARKET DEFINITIONAUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY TECHNOLOGYAUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERINGAUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPEAUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATIONAUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY REGION
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12.3 PROJECTION MAPPING MARKETMARKET DEFINITIONPROJECTION MAPPING MARKET, BY OFFERINGPROJECTION MAPPING MARKET, BY THROW DISTANCEPROJECTION MAPPING MARKET, BY DIMENSIONPROJECTION MAPPING MARKET, BY BRIGHTNESS/LUMENSPROJECTION MAPPING MARKET, BY APPLICATIONPROJECTION MAPPING MARKET, BY REGION
- 13.1 DISCUSSION GUIDE
- 13.2 KNOWLEDGESTORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL
- 13.3 CUSTOMIZATION OPTIONS
- 13.4 RELATED REPORTS
- 13.5 AUTHOR DETAILS
- TABLE 1 USD EXCHANGE RATE, 2020–2022
- TABLE 2 FACTOR ANALYSIS
- TABLE 3 ECOSYSTEM ANALYSIS
- TABLE 4 PORTER’S FIVE FORCES ANALYSIS
- TABLE 5 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP TECHNOLOGIES
- TABLE 6 KEY BUYING CRITERIA FOR TOP TECHNOLOGIES
- TABLE 7 PATENTS FILED, 2020–2023
- TABLE 8 PRICING ANALYSIS
- TABLE 9 LIST OF KEY CONFERENCES & EVENTS, 2023–2024
- TABLE 10 LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION)
- TABLE 11 LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
- TABLE 12 VIRTUAL REALITY: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION)
- TABLE 13 VIRTUAL REALITY: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION)
- TABLE 14 AUGMENTED REALITY: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION)
- TABLE 15 AUGMENTED REALITY: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION)
- TABLE 16 PROJECTION MAPPING: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION)
- TABLE 17 PROJECTION MAPPING: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION)
- TABLE 18 OTHER TECHNOLOGIES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION)
- TABLE 19 OTHER TECHNOLOGIES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION)
- TABLE 20 LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018–2022 (USD MILLION)
- TABLE 21 LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023–2028 (USD MILLION)
- TABLE 22 HARDWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION)
- TABLE 23 HARDWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION)
- TABLE 24 SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION)
- TABLE 25 SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION)
- TABLE 26 LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018–2022 (USD MILLION)
- TABLE 27 LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023–2028 (USD MILLION)
- TABLE 28 SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION)
- TABLE 29 SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION)
- TABLE 30 LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION)
- TABLE 31 LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION)
- TABLE 32 PROFESSIONAL SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION)
- TABLE 33 PROFESSIONAL SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION)
- TABLE 34 CONSULTING: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION)
- TABLE 35 CONSULTING: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION)
- TABLE 36 SUPPORT AND MAINTENANCE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION)
- TABLE 37 SUPPORT AND MAINTENANCE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION)
- TABLE 38 TRAINING AND DEPLOYMENT: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION)
- TABLE 39 TRAINING AND DEPLOYMENT: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION)
- TABLE 40 MANAGED SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION)
- TABLE 41 MANAGED SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION)
- TABLE 42 LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018–2022 (USD MILLION)
- TABLE 43 LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023–2028 (USD MILLION)
- TABLE 44 AMUSEMENT PARKS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION)
- TABLE 45 AMUSEMENT PARKS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION)
- TABLE 46 THEME PARKS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION)
- TABLE 47 THEME PARKS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION)
- TABLE 48 ARCADES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION)
- TABLE 49 ARCADES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION)
- TABLE 50 OTHER VENUES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION)
- TABLE 51 OTHER VENUES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION)
- TABLE 52 LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION)
- TABLE 53 LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION)
- TABLE 54 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION)
- TABLE 55 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
- TABLE 56 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018–2022 (USD MILLION)
- TABLE 57 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023–2028 (USD MILLION)
- TABLE 58 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018–2022 (USD MILLION)
- TABLE 59 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023–2028 (USD MILLION)
- TABLE 60 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION)
- TABLE 61 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION)
- TABLE 62 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018–2022 (USD MILLION)
- TABLE 63 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023–2028 (USD MILLION)
- TABLE 64 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2018–2022 (USD MILLION)
- TABLE 65 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2023–2028 (USD MILLION)
- TABLE 66 US: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION)
- TABLE 67 US: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
- TABLE 68 US: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018–2022 (USD MILLION)
- TABLE 69 US: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023–2028 (USD MILLION)
- TABLE 70 US: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018–2022 (USD MILLION)
- TABLE 71 US: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023–2028 (USD MILLION)
- TABLE 72 US: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION)
- TABLE 73 US: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION)
- TABLE 74 US: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018–2022 (USD MILLION)
- TABLE 75 US: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023–2028 (USD MILLION)
- TABLE 76 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION)
- TABLE 77 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
- TABLE 78 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018–2022 (USD MILLION)
- TABLE 79 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023–2028 (USD MILLION)
- TABLE 80 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018–2022 (USD MILLION)
- TABLE 81 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023–2028 (USD MILLION)
- TABLE 82 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION)
- TABLE 83 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION)
- TABLE 84 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018–2022 (USD MILLION)
- TABLE 85 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023–2028 (USD MILLION)
- TABLE 86 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2018–2022 (USD MILLION)
- TABLE 87 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2023–2028 (USD MILLION)
- TABLE 88 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION)
- TABLE 89 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
- TABLE 90 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018–2022 (USD MILLION)
- TABLE 91 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023–2028 (USD MILLION)
- TABLE 92 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018–2022 (USD MILLION)
- TABLE 93 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023–2028 (USD MILLION)
- TABLE 94 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION)
- TABLE 95 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION)
- TABLE 96 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018–2022 (USD MILLION)
- TABLE 97 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023–2028 (USD MILLION)
- TABLE 98 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION)
- TABLE 99 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
- TABLE 100 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018–2022 (USD MILLION)
- TABLE 101 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023–2028 (USD MILLION)
- TABLE 102 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018–2022 (USD MILLION)
- TABLE 103 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023–2028 (USD MILLION)
- TABLE 104 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION)
- TABLE 105 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION)
- TABLE 106 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018–2022 (USD MILLION)
- TABLE 107 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023–2028 (USD MILLION)
- TABLE 108 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2018–2022 (USD MILLION)
- TABLE 109 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2023–2028 (USD MILLION)
- TABLE 110 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION)
- TABLE 111 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
- TABLE 112 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018–2022 (USD MILLION)
- TABLE 113 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023–2028 (USD MILLION)
- TABLE 114 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018–2022 (USD MILLION)
- TABLE 115 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023–2028 (USD MILLION)
- TABLE 116 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION)
- TABLE 117 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION)
- TABLE 118 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018–2022 (USD MILLION)
- TABLE 119 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023–2028 (USD MILLION)
- TABLE 120 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION)
- TABLE 121 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
- TABLE 122 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018–2022 (USD MILLION)
- TABLE 123 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023–2028 (USD MILLION)
- TABLE 124 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018–2022 (USD MILLION)
- TABLE 125 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023–2028 (USD MILLION)
- TABLE 126 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION)
- TABLE 127 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION)
- TABLE 128 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018–2022 (USD MILLION)
- TABLE 129 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023–2028 (USD MILLION)
- TABLE 130 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2018–2022 (USD MILLION)
- TABLE 131 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2023–2028 (USD MILLION)
- TABLE 132 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION)
- TABLE 133 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
- TABLE 134 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018–2022 (USD MILLION)
- TABLE 135 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023–2028 (USD MILLION)
- TABLE 136 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018–2022 (USD MILLION)
- TABLE 137 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023–2028 (USD MILLION)
- TABLE 138 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION)
- TABLE 139 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION)
- TABLE 140 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018–2022 (USD MILLION)
- TABLE 141 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023–2028 (USD MILLION)
- TABLE 142 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION)
- TABLE 143 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
- TABLE 144 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018–2022 (USD MILLION)
- TABLE 145 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023–2028 (USD MILLION)
- TABLE 146 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018–2022 (USD MILLION)
- TABLE 147 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023–2028 (USD MILLION)
- TABLE 148 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION)
- TABLE 149 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION)
- TABLE 150 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018–2022 (USD MILLION)
- TABLE 151 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023–2028 (USD MILLION)
- TABLE 152 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2018–2022 (USD MILLION)
- TABLE 153 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2023–2028 (USD MILLION)
- TABLE 154 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION)
- TABLE 155 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
- TABLE 156 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018–2022 (USD MILLION)
- TABLE 157 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023–2028 (USD MILLION)
- TABLE 158 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018–2022 (USD MILLION)
- TABLE 159 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023–2028 (USD MILLION)
- TABLE 160 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION)
- TABLE 161 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION)
- TABLE 162 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018–2022 (USD MILLION)
- TABLE 163 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023–2028 (USD MILLION)
- TABLE 164 STRATEGIES ADOPTED BY KEY PLAYERS
- TABLE 165 LOCATION-BASED ENTERTAINMENT MARKET: INTENSITY OF COMPETITIVE RIVALRY
- TABLE 166 DETAILED LIST OF KEY STARTUPS/SMES
- TABLE 167 COMPETITIVE BENCHMARKING FOR STARTUPS/SMES
- TABLE 168 COMPETITIVE BENCHMARKING FOR KEY PLAYERS
- TABLE 169 PRODUCT LAUNCHES, 2019–2022
- TABLE 170 DEALS, 2020–2023
- TABLE 171 MICROSOFT: BUSINESS OVERVIEW
- TABLE 172 MICROSOFT: PRODUCTS/SOLUTIONS/SERVICES OFFERED
- TABLE 173 MICROSOFT: DEALS
- TABLE 174 GOOGLE: BUSINESS OVERVIEW
- TABLE 175 GOOGLE: PRODUCTS/SOLUTIONS/SERVICES OFFERED
- TABLE 176 META: BUSINESS OVERVIEW
- TABLE 177 META: PRODUCTS/SOLUTIONS/SERVICES OFFERED
- TABLE 178 UNITY TECHNOLOGIES: BUSINESS OVERVIEW
- TABLE 179 UNITY TECHNOLOGIES: PRODUCTS/SOLUTIONS/SERVICES OFFERED
- TABLE 180 UNITY TECHNOLOGIES: PRODUCT LAUNCHES
- TABLE 181 UNITY TECHNOLOGIES: DEALS
- TABLE 182 NVIDIA: BUSINESS OVERVIEW
- TABLE 183 NVIDIA: PRODUCTS/SOLUTIONS/SERVICES OFFERED
- TABLE 184 NVIDIA: PRODUCT LAUNCHES
- TABLE 185 SONY INTERACTIVE ENTERTAINMENT: BUSINESS OVERVIEW
- TABLE 186 SONY INTERACTIVE ENTERTAINMENT: PRODUCTS/SOLUTIONS/ SERVICES OFFERED
- TABLE 187 SONY INTERACTIVE ENTERTAINMENT: DEALS
- TABLE 188 SAMSUNG: BUSINESS OVERVIEW
- TABLE 189 SAMSUNG: PRODUCTS/SOLUTIONS/SERVICES OFFERED
- TABLE 190 SAMSUNG: DEALS
- TABLE 191 BARCO ELECTRONIC SYSTEMS: BUSINESS OVERVIEW
- TABLE 192 BARCO ELECTRONIC SYSTEMS: PRODUCTS/SOLUTIONS/SERVICES OFFERED
- TABLE 193 BARCO ELECTRONIC SYSTEMS: DEALS
- TABLE 194 PANASONIC: BUSINESS OVERVIEW
- TABLE 195 PANASONIC: DEALS
- TABLE 196 HUAWEI TECHNOLOGIES: BUSINESS OVERVIEW
- TABLE 197 HUAWEI TECHNOLOGIES: PRODUCTS/SOLUTIONS/SERVICES OFFERED
- TABLE 198 HUAWEI TECHNOLOGIES: PRODUCT LAUNCHES
- TABLE 199 VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2022–2027 (USD MILLION)
- TABLE 200 NON-IMMERSIVE: VIRTUAL REALITY MARKET, BY OFFERING, 2022–2027 (USD MILLION)
- TABLE 201 SEMI- AND FULLY IMMERSIVE: VIRTUAL REALITY MARKET, BY OFFERING, 2022–2027 (USD MILLION)
- TABLE 202 AUGMENTED REALITY MARKET, BY OFFERING, 2022–2027 (USD MILLION)
- TABLE 203 AUGMENTED REALITY MARKET, BY HARDWARE, 2022–2027 (USD MILLION)
- TABLE 204 VIRTUAL REALITY MARKET, BY OFFERING, 2022–2027 (USD MILLION)
- TABLE 205 VIRTUAL REALITY MARKET, BY HARDWARE, 2022–2027 (USD MILLION)
- TABLE 206 SOFTWARE: AUGMENTED REALITY MARKET, BY APPLICATION, 2022–2027 (USD MILLION)
- TABLE 207 SOFTWARE: VIRTUAL REALITY MARKET, BY APPLICATION, 2022–2027 (USD MILLION)
- TABLE 208 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2022–2027 (USD MILLION)
- TABLE 209 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2022–2027 (THOUSAND UNITS)
- TABLE 210 HEAD-MOUNTED DISPLAYS: AUGMENTED REALITY MARKET, BY APPLICATION, 2022–2027 (USD MILLION)
- TABLE 211 HEAD-UP DISPLAYS: AUGMENTED REALITY MARKET, BY APPLICATION, 2022–2027 (USD MILLION)
- TABLE 212 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2022–2027 (USD MILLION)
- TABLE 213 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2022–2027 (THOUSAND UNITS)
- TABLE 214 HEAD-MOUNTED DISPLAYS: VIRTUAL REALITY MARKET, BY APPLICATION, 2022–2027 (USD MILLION)
- TABLE 215 GESTURE-TRACKING DEVICES: VIRTUAL REALITY MARKET, BY APPLICATION, 2022–2027 (USD MILLION)
- TABLE 216 PROJECTORS & DISPLAY WALLS: VIRTUAL REALITY MARKET, BY APPLICATION, 2022–2027 (USD MILLION)
- TABLE 217 AUGMENTED REALITY MARKET, BY APPLICATION, 2022–2027 (USD MILLION)
- TABLE 218 VIRTUAL REALITY MARKET, BY APPLICATION, 2022–2027 (USD MILLION)
- TABLE 219 AUGMENTED REALITY MARKET, BY REGION, 2022–2027 (USD MILLION)
- TABLE 220 VIRTUAL REALITY MARKET, BY REGION, 2022–2027 (USD MILLION)
- TABLE 221 PROJECTION MAPPING MARKET, BY OFFERING, 2017–2020 (USD MILLION)
- TABLE 222 PROJECTION MAPPING MARKET, BY OFFERING, 2021–2026 (USD MILLION)
- TABLE 223 PROJECTION MAPPING MARKET, BY HARDWARE, 2017–2020 (USD MILLION)
- TABLE 224 PROJECTION MAPPING MARKET, BY HARDWARE, 2021–2026 (USD MILLION)
- TABLE 225 PROJECTION MAPPING MARKET, BY THROW DISTANCE, 2017–2020 (USD MILLION)
- TABLE 226 PROJECTION MAPPING MARKET, BY THROW DISTANCE, 2021–2026 (USD MILLION)
- TABLE 227 PROJECTION MAPPING MARKET, BY DIMENSION, 2017–2020 (USD MILLION)
- TABLE 228 PROJECTION MAPPING MARKET, BY DIMENSION, 2021–2026 (USD MILLION)
- TABLE 229 PROJECTION MAPPING MARKET, BY BRIGHTNESS/LUMENS, 2017–2020 (USD MILLION)
- TABLE 230 PROJECTION MAPPING MARKET, BY BRIGHTNESS/LUMENS, 2021–2026 (USD MILLION)
- TABLE 231 PROJECTION MAPPING MARKET, BY APPLICATION, 2017–2020 (USD MILLION)
- TABLE 232 PROJECTION MAPPING MARKET, BY APPLICATION, 2021–2026 (USD MILLION)
- TABLE 233 PROJECTION MAPPING MARKET, BY REGION, 2017–2020 (USD MILLION)
- TABLE 234 PROJECTION MAPPING MARKET, BY REGION, 2021–2026 (USD MILLION)
- FIGURE 1 LOCATION-BASED ENTERTAINMENT MARKET: RESEARCH DESIGN
- FIGURE 2 RESEARCH METHODOLOGY
- FIGURE 3 MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN AND BOTTOM-UP APPROACHES
- FIGURE 4 DATA TRIANGULATION
- FIGURE 5 LOCATION-BASED ENTERTAINMENT MARKET, 2021–2028 (USD MILLION)
- FIGURE 6 LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023
- FIGURE 7 ASIA PACIFIC TO BE LUCRATIVE MARKET FOR INVESTMENTS DURING FORECAST PERIOD
- FIGURE 8 ADVANCEMENTS IN VR GAMING, INTEGRATION OF ADVANCED TECHNOLOGIES, AND RISING DEMAND FOR SOCIAL AND SHARED EXPERIENCES TO DRIVE LOCATION-BASED ENTERTAINMENT MARKET
- FIGURE 9 HARDWARE AND US TO ACCOUNT FOR SIGNIFICANT SHARE IN 2023
- FIGURE 10 HARDWARE AND CHINA TO ACCOUNT FOR SIGNIFICANT SHARE IN 2023
- FIGURE 11 LOCATION-BASED ENTERTAINMENT MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES
- FIGURE 12 VALUE CHAIN ANALYSIS
- FIGURE 13 HISTORY OF LOCATION-BASED ENTERTAINMENT
- FIGURE 14 ECOSYSTEM ANALYSIS MAP
- FIGURE 15 PORTER’S FIVE FORCES ANALYSIS
- FIGURE 16 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP TECHNOLOGIES
- FIGURE 17 KEY BUYING CRITERIA FOR TOP TECHNOLOGIES
- FIGURE 18 REVENUE SHIFT FOR LOCATION-BASED ENTERTAINMENT MARKET
- FIGURE 19 NUMBER OF PATENTS GRANTED ANNUALLY, 2020–2023
- FIGURE 20 TOP TEN PATENT APPLICANTS WITH HIGHEST NUMBER OF APPLICATIONS, 2020–2023
- FIGURE 21 AUGMENTED REALITY SEGMENT TO WITNESS HIGHEST GROWTH DURING FORECAST PERIOD
- FIGURE 22 HARDWARE SEGMENT TO WITNESS HIGHEST GROWTH DURING FORECAST PERIOD
- FIGURE 23 MANAGED SERVICES SEGMENT TO RECORD HIGHEST CAGR BY 2028
- FIGURE 24 TRAINING AND DEPLOYMENT SEGMENT TO ACHIEVE HIGHEST GROWTH DURING FORECAST PERIOD
- FIGURE 25 ARCADES SEGMENT TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD
- FIGURE 26 NORTH AMERICA TO LEAD MARKET DURING FORECAST PERIOD
- FIGURE 27 ASIA PACIFIC TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD
- FIGURE 28 NORTH AMERICA: MARKET SNAPSHOT
- FIGURE 29 ASIA PACIFIC: MARKET SNAPSHOT
- FIGURE 30 HISTORICAL REVENUE ANALYSIS FOR KEY PLAYERS, 2020–2022 (USD MILLION)
- FIGURE 31 MARKET RANKING ANALYSIS FOR KEY PLAYERS, 2023
- FIGURE 32 EVALUATION QUADRANT MATRIX FOR KEY PLAYERS: CRITERIA WEIGHTAGE
- FIGURE 33 EVALUATION QUADRANT MATRIX FOR KEY PLAYERS, 2023
- FIGURE 34 EVALUATION QUADRANT MATRIX FOR STARTUPS/SMES: CRITERIA WEIGHTAGE
- FIGURE 35 EVALUATION QUADRANT MATRIX FOR STARTUPS/SMES, 2023
- FIGURE 36 MICROSOFT: COMPANY SNAPSHOT
- FIGURE 37 GOOGLE: COMPANY SNAPSHOT
- FIGURE 38 META: COMPANY SNAPSHOT
- FIGURE 39 UNITY TECHNOLOGIES: COMPANY SNAPSHOT
- FIGURE 40 NVIDIA: COMPANY SNAPSHOT
- FIGURE 41 SONY INTERACTIVE ENTERTAINMENT: COMPANY SNAPSHOT
- FIGURE 42 SAMSUNG: COMPANY SNAPSHOT
- FIGURE 43 BARCO ELECTRONIC SYSTEMS: COMPANY SNAPSHOT
- FIGURE 44 PANASONIC: COMPANY SNAPSHOT
- FIGURE 45 HUAWEI TECHNOLOGIES: COMPANY SNAPSHOT
This research study involved extensive secondary sources, directories, and databases, such as D&B Hoovers, Bloomberg Businessweek, and Factiva, to identify and collect information useful for this technical, market-oriented, and commercial study of the LBE market. Primary sources were industry experts from core and related industries, preferred system developers, service providers, resellers, partners, and organizations related to the various segments of the industry’s value chain. In-depth interviews were conducted with various primary respondents, including key industry participants and subject-matter experts, to obtain and verify critical qualitative and quantitative information and assess the market’s prospects. These included key industry participants, subject-matter experts, C-level executives of key companies, and industry consultants.
Secondary Research
The market share and revenue of the companies offering LBE solutions and services for various venues were identified. The secondary data was available through paid and unpaid sources by analyzing the product portfolio of major companies in the ecosystem and rating them based on their performance and quality. In the secondary research process, various sources were referred to for identifying and collecting information for this study. In the secondary research process, various sources were referred to, for identifying and collecting information for this study. The secondary sources included annual reports, press releases, investor presentations of companies, white papers, journals, and certified publications and articles from recognized authors, directories, and databases.
Primary Research
Various primary sources from the supply and demand sides were interviewed to obtain qualitative and quantitative information for this report in the primary research process. The primary sources from the supply side included industry experts, such as Chief Executive Officers (CEOs), Chief Information Security Officers (CISOs), Chief Technology Officers (CTOs), Chief Operating Officers (COOs), Vice Presidents (VPs), Managing Directors (MDs), technology and innovation directors, and related key executives from various key companies and organizations operating in the LBE market.
The breakup of Primary Research :
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Company Name |
Designation |
Plug XR |
AR Specialist |
Satyapriy Infotech |
Founder |
Plutomen Technologies |
Founder & CEO |
Location Based Entertainment Market Size Estimation
Top-down and bottom-up approaches were used to estimate and validate the size of the global LBE market and the size of various other dependent sub-segments. The research methodology used to estimate the market size includes the following details:
- Analyzing the size of the global location based entertainment and then identifying revenues generated through the technology
- Identifying the key players in the market and their revenue contribution in the respective regions
- Estimating the size of the location based entertainment market
- Estimating the market size of other location based entertainment technology providers
Location based Entertainment Market Size: Bottom Up Approach
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Location based Entertainment Market Size: Top Down Approach
Data Triangulation
After arriving at the overall market size, the overall location based entertainment market was divided into several segments and subsegments. The data triangulation procedures were used to complete the overall market engineering process and arrive at the exact statistics for all segments and subsegments. 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 (LBE) pertains to a category of entertainment that transpires in a designated physical space or setting, such as amusement parks, galleries, game arcades, and other entertainment facilities. LBE experiences usually involve active participation and immersion, incorporating cutting-edge technologies such as virtual reality (VR), augmented reality (AR), mixed reality (MR), and other sensory effects to augment the overall experience.
Key Stakeholders
- Senior Management
- Finance/Procurement Department
- R&D Department
- LBE Providers
- Technology Providers
- Content Developers
- Venue Owners
- Investors and venture capitalists
Report Objectives
- To determine and forecast the global location based entertainment market by technology, offering, venue, and region from 2023 to 2028
- To analyze the various macroeconomic and microeconomic factors affecting the market growth
- To forecast the size of the market segments with respect to five main regions: North America, Europe, Asia Pacific (APAC), Middle East & Africa, Latin America
- To provide detailed information about the major factors (drivers, restraints, opportunities, and challenges) influencing the growth of the market
- To analyze each submarket with respect to individual growth trends, prospects, and contributions to the overall location based entertainment market
- To analyze the opportunities for stakeholders by identifying the high-growth segments of the market
- To profile the key market players; provide a comparative analysis based on business overviews, regional presence, product offerings, business strategies, and key financials; and illustrate the competitive landscape of the market
- To track and analyze competitive developments, such as mergers & acquisitions, product developments, partnerships & collaborations, and research & development (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:
Geographic Analysis
- Further breakup of the Asia Pacific market into countries contributing 75% to the regional market size
- Further breakup of the North American market into countries contributing 75% to the regional market size
- Further breakup of the European market into countries contributing 75% to the regional market size
- Further breakup of the Latin American market into countries contributing 75% to the regional market size
- Further breakup of the MEA market into countries contributing 75% to the regional market size
Company Information
- Detailed analysis and profiling of additional market players (up to 5)
Growth opportunities and latent adjacency in Location Based Entertainment (LBE) Market