基於位置的娛樂市場規模、份額和趨勢分析報告:按組件、最終用途(遊樂園、街機工作室、4D 電影)、技術、地區、細分市場趨勢,2023-2030 年
市場調查報告書
商品編碼
1233181

基於位置的娛樂市場規模、份額和趨勢分析報告:按組件、最終用途(遊樂園、街機工作室、4D 電影)、技術、地區、細分市場趨勢,2023-2030 年

Location-based Entertainment Market Size, Share & Trends Analysis Report By Component, By End-use (Amusement Parks, Arcade Studios, 4D Films), By Technology, By Region, And Segment Forecasts, 2023 - 2030

出版日期: | 出版商: Grand View Research | 英文 171 Pages | 商品交期: 2-10個工作天內

價格

基於位置的娛樂市場的增長和趨勢

全球基於位置的娛樂市場規模預計到2030年將達到247.6億美元,2023年至2030年的複合年增長率(CAGR)為28.8%,有望進一步擴大。

這種增長可歸因於消費者在新的、令人興奮的冒險和休閒活動上的支出增加。 可支配收入的增加和生活方式的改變是推動基於位置的娛樂 (LBE) 需求的主要因素。

增強現實 (AR)、虛擬現實 (VR) 和混合現實等技術的引入進一步推動了基於位置的娛樂市場的增長。 結合這些技術的基於位置的娛樂服務為遊客提供身臨其境和逼真的體驗。 市場參與者正在提供一站式 VR 景點,以吸引更多遊客。 例如,在 2022 年,Sandbox VR 將進入位於科羅拉多州的 Park Meadows Mall,提供一種社交沉浸式遊戲體驗,該體驗將高質量觸覺與全身動作捕捉相結合,以提供完全沉浸式體驗。

各種遊戲開發公司正著手與 VR 和 LBE 技術提供商進行併購,以增加其市場份額。 例如,2021 年 2 月,VR 發行商和遊戲開發商 Vertigo Games 收購了為 LBE 提供 VR 場地管理軟件和內容市場的 Springboard VR。 此次收購旨在為運營商提供通過 Vertigo Games 的 Haze VR 分發平台訪問 VR 內容,為遊戲工作室和運營商提供新的工具和技術來發展他們的 LBE 業務。。

基於位置的娛樂市場報告要點

  • 按組件劃分,硬件部分佔 2022 年總收入份額的 64.0% 以上,原因是在可為消費者提供高端沉浸式體驗的 VR 頭顯上的支出增加。
  • 就技術而言,預計 3D 細分市場在預測期內將繼續主導市場,到 2022 年將佔近 43.0% 的收入份額。 這是由於 3D 技術的不斷進步,增強現實在 LBE 站點得到了很大程度的部署。
  • 按最終用途劃分,街機工作室部分預計從 2023 年到 2030 年將錄得約 31.0% 的增長率。
  • 預計從 2023 年到 2030 年,亞太市場的複合年增長率約為 31.0%。

內容

第一章調查方法及範圍

  • 信息採購
    • 購買的數據庫
    • GVR 內部數據庫
    • 二手信息和第三方觀點
    • 初步調查
  • 信息分析
    • 數據分析模型
  • 市場形成和數據可視化
  • 市場範圍和假設
  • 驗證和發布數據

第 2 章執行摘要

  • 基於位置的娛樂市場概況
  • 基於位置的娛樂市場 - 細分快照 (1/2)
  • 基於位置的娛樂市場 - 細分快照 (2/2)
  • 定位娛樂市場 - 競爭格局概況

第 3 章市場變量、趨勢和範圍

  • 市場細分和範圍
  • 市場定義
  • 市場規模和增長前景
  • 基於位置的娛樂市場:價值鏈分析
  • 基於位置的娛樂 - 市場動態
    • 市場驅動因素分析
      • 消費者在遊戲和視頻內容上的支出增加
      • VR 專業知識對創新概念的採用有所增加
      • 突襲創新
    • 市場約束和問題分析
      • 高預算的基礎設施
      • 空間不適和其他疾病風險
  • 基於位置的娛樂市場:技術格局
    • 增強現實
    • 虛擬現實
    • 混合現實
    • 機器學習和人工智能
  • 基於位置的娛樂市場 - COVID-19 影響分析
  • 描繪滲透率和增長前景
  • 行業分析 - 波特五力模型
    • 供應商的議價能力 - 中等
    • 買家的議價能力 - 高
    • 替代品威脅 - 低
    • 新進入者的威脅 - 中等
    • 競爭對手之間的敵意 - 高
  • 行業分析 - PEST
  • 按國家/地區列出的基於位置的娛樂中心總數
    • 基於位置的娛樂,區域重點
    • 2021 年訪問量最大的遊樂園
    • 按國家/地區列出的基於地點的娛樂活動
      • 美國
      • 加拿大
      • 墨西哥
      • 德國
      • 英國
      • 法國
      • 中國
      • 日本
      • 印度
      • 韓國
      • 巴西
      • 中東和非洲
  • 按技術提供商分析主要公司
    • 主要參與者、戰略計劃和結果分析
    • 領先公司排名,2022 年
  • 按服務提供商對主要公司的分析
    • 主要參與者、戰略計劃和結果分析
    • 領先公司排名,2022 年

第 4 章成分估計和趨勢分析

  • 基於位置的娛樂市場:2022 年和 2030 年各組成部分的前景和市場份額
  • 組件變化分析和市場份額,2022 年和 2030 年
  • 硬件
  • 軟件

第 5 章最終用途類型估算和趨勢分析

  • 基於位置的娛樂市場:2022 年和 2030 年按最終用途細分市場的展望和市場份額
  • 2022 年和 2030 年的最終用途變化分析和市場份額
  • 遊樂園
    • 室內
    • 戶外
  • 街機工作室
  • 4D電影

第6章技術類型估計與趨勢分析

  • 基於位置的娛樂市場:2022 年和 2030 年技術領域的前景和市場份額
  • 2022 年和 2030 年的技術變革分析和市場份額
  • 二維 (2D)
  • 三維 (3D)
  • 雲融合現實 (CMR)

第 7 章區域細分分析

  • 基於位置的娛樂市場:2022 年和 2030 年按區域劃分的前景和市場份額
  • 區域差異分析和市場份額,2022 年和 2030 年
  • 北美
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 歐洲
    • 德國
    • 英國
    • 法國
  • 亞太地區
    • 亞太地區
    • 中國
    • 日本
    • 印度
    • 韓國
  • 南美洲
    • 南美洲
    • 巴西
  • 中東和非洲
    • 中東和非洲

第8章競爭格局

  • Microsoft Corporation
    • Company Overview
    • Financial Performance
    • Product Benchmarking
    • Recent Developments
  • Google LLC
    • Company Overview
    • Financial Performance
    • Product Benchmarking
    • Recent Developments
  • HQ Software
    • Company Overview
    • Product Benchmarking
  • HTC Corporation
    • Company Overview
    • Financial Performance
    • Product Benchmarking
    • Recent Developments
  • Samsung Electronics Co. Ltd.
    • Company Overview
    • Financial Performance
    • Product Benchmarking
    • Recent Developments
  • 4Experience
    • Company Overview
    • Product Benchmarking
  • CamOnApp
    • Company Overview
    • Product Benchmarking
    • Recent Projects
  • Niantic Inc.
    • Company Overview
    • Product Benchmarking
    • Games and Apps using ar developed by Niantic
    • Recent Developments
  • Magic Leap Inc.
    • Company Overview
    • Product Benchmarking
    • Recent Developments
  • VRstudios Inc.
    • Company Overview
    • Product Benchmarking
    • Recent Developments
  • Huawei Technologies Co. Ltd.
    • Company Overview
    • Financial Performance
    • Product Benchmarking
    • Recent Developments
  • Springboard VR
    • Company Overview
    • Product Benchmarking
    • Recent Developments
      • B. Company Landscape, by Service Operator
  • Cinepolis
    • Company Overview
    • Product Benchmarking
    • Recent Developments
  • Disney Parks, Experience, and Products
    • Company Overview
    • Financial Performance
    • Product Benchmarking
    • Recent Developments
  • Universal Parks and Resorts
    • Company Overview
    • Financial Performance
    • Product Benchmarking
    • Recent Developments
  • Six Flags Entertainment Corporation
    • Company Overview
    • Financial Performance
    • List of Amusement Parks
    • Recent Developments
  • AEON Fantasy Company
    • Company Overview
    • Financial Performance
    • Brands
  • Barron Games International
    • Company Overview
    • Product Benchmarking
  • Overseas Chinese Town Enterprise Co. (OCT) Parks
    • Company Overview
    • List of Amusement Parks
  • E-Learning Studios
    • Company Overview
    • Product Benchmarking
  • KidZania Operations S.A.R.L.
    • Company Overview
    • ActivitIes Offered
  • Regal Entertainment Group
    • Company Overview
    • Product Benchmarking
  • Bob's Space Racers
    • Company Overview
    • Brands
Product Code: GVR-4-68038-118-4

Location-based Entertainment Market Growth & Trends:

The global location-based entertainment market size is projected to reach USD 24.76 billion in 2030 and is expected to expand at a compound annual growth rate (CAGR) of 28.8% from 2023 to 2030. The growth can be credited to increasing consumer expenditure on new and exciting adventure and leisure activities. Rising disposable incomes and changing lifestyle patterns are the major factors driving the demand for location-based entertainment (LBE).

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

Various video game developers are entering into mergers and acquisitions with VR and LBE technology providers to increase their respective market shares. For instance, in February 2021, Vertigo Games, a VR publisher and game developer, acquired Springboard VR, a VR venue management software and content marketplace provider for LBE. The acquisition was aimed at offering operators access to VR content through Vertigo Games' Haze VR distribution platform and providing both game studios and operators with new tools and technology to expand their LBE business.

Location-based Entertainment Market Report Highlights:

  • In terms of component, the hardware segment accounted for over 64.0% of the total revenue share in 2022 owing to the increased spending on VR headsets that can deliver high-end immersive experiences to consumers
  • In terms of technology, the 3D segment accounted for the revenue share of nearly 43.0% in 2022 and is expected to continue dominating the market over the forecast period owing to the continued advances in 3D technology extended reality, which is substantially deployed at LBE sites
  • In terms of end-use, the arcade studios segment is expected to witness a growth rate of around 31.0% from 2023 to 2030
  • The Asia Pacific regional market is anticipated to register a CAGR of around 31.0% from 2023 to 2030

Table of Contents

Chapter 1 Methodology and Scope

  • 1.1 Information Procurement
    • 1.1.1 Purchased database
    • 1.1.2 GVR's internal database
    • 1.1.3 Secondary sources & third-party perspective
    • 1.1.4 Primary research
  • 1.2 Information Analysis
    • 1.2.1 Data Analysis Models
  • 1.3 Market Formulation and Data Visualization
  • 1.4 Market Scope and Assumptions
  • 1.5 Data Validation and Publishing

Chapter 2 Executive Summary

  • 2.1 Location-Based Entertainment Market Snapshot
  • 2.2 Location-Based Entertainment Market- Segment Snapshot (1/2)
  • 2.3 Location-Based Entertainment Market- Segment Snapshot (2/2)
  • 2.4 Location-Based Entertainment Market- Competitive Landscape Snapshot

Chapter 3 Market Variables, Trends & Scope

  • 3.1 Market Segmentation & Scope
  • 3.2 Market Definition
  • 3.3 Market Size and Growth Prospects
  • 3.4 Location-based Entertainment Market: Value Chain Analysis
  • 3.5 Location-based Entertainment - Market Dynamics
    • 3.5.1 Market Driver Analysis
      • 3.5.1.1 Increasing consumer spending on games and video content
      • 3.5.1.2 Increasing adoption of innovative concepts with VR expertise
      • 3.5.1.3 Raid Technological Innovations
    • 3.5.2 Market Restraint/Challenge Analysis
      • 3.5.2.1 High-Budget infrastructure
      • 3.5.2.2 Spatial discomfort & risk of other ailments
  • 3.6 Location-based Entertainment Market: Technology Landscape
    • 3.6.1 Augmented Reality
    • 3.6.2 Virtual Reality
    • 3.6.3 Mixed Reality
    • 3.6.4 Machine Learning and Artificial Intelligence
  • 3.7 Location-based Entertainment Market - COVID-19 Impact Analysis
  • 3.8 Penetration & Growth Prospect Mapping
  • 3.9 Industry Analysis - Porter's Five Forces
    • 3.9.1 Bargaining Power of Suppliers - Moderate
    • 3.9.2 Bargaining Power of Buyers- High
    • 3.9.3 Threat of Substitutes- Low
    • 3.9.4 Threat of New Entrant- Moderate
    • 3.9.5 Competitive Rivalry- High
  • 3.10 Industry Analysis - PEST
  • 3.11 Total Number of Location-based Entertainment Centers, By Countries
    • 3.11.1 Location-based Entertainment, Regional Concentration
    • 3.11.2 Most Visited Amusement parks, 2021
    • 3.11.3 List of Location-based Entertainment, by countries
      • 3.11.3.1 U.S.
      • 3.11.3.2 Canada
      • 3.11.3.3 Mexico
      • 3.11.3.4 Germany
      • 3.11.3.5 U.K.
      • 3.11.3.6 France
      • 3.11.3.7 China
      • 3.11.3.8 Japan
      • 3.11.3.9 India
      • 3.11.3.10 South Korea
      • 3.11.3.11 Brazil
      • 3.11.3.12 Middle East and Africa
  • 3.12 Key Company Analysis, by Technology Providers
    • 3.12.1 Key Players, strategic initiatives & outcome analysis
    • 3.12.2 Key Company Ranking, 2022
  • 3.13 Key Company Analysis, by Service Operators
    • 3.13.1 Key Players, strategic initiatives & outcome analysis
    • 3.13.2 Key Company Ranking, 2022

Chapter 4 Component Estimates and Trend Analysis

  • 4.1 Location-based Entertainment Market: By Component Segment Outlook & Market Share 2022 and 2030
  • 4.2 Component Movement Analysis & Market Share, 2022 & 2030
  • 4.3 Hardware
    • 4.3.1 Market size estimates and forecasts, 2018 - 2030 (USD Million)
  • 4.4 Software
    • 4.4.1 Market size estimates and forecasts, 2018 - 2030 (USD Million)

Chapter 5 End-Use Type Estimates and Trend Analysis

  • 5.1 Location-based Entertainment Market: By End-Use Segment Outlook & Market Share 2022 and 2030
  • 5.2 End-use Movement Analysis & Market Share, 2022 & 2030
  • 5.3 Amusement Park
    • 5.3.1 Market size estimates and forecasts, 2018 - 2030 (USD Million)
    • 5.3.2 Indoor
      • 5.3.2.1 Market size estimates and forecasts, 2018 - 2030 (USD Million)
    • 5.3.3 Outdoor
      • 5.3.3.1 Market size estimates and forecasts, 2018 - 2030 (USD Million)
  • 5.4 Arcade Studios
    • 5.4.1 Market size estimates and forecasts, 2018 - 2030 (USD Million)
  • 5.5 4D Films
    • 5.5.1 Market size estimates and forecasts, 2018 - 2030(USD Million)

Chapter 6 Technology Type Estimates and Trend Analysis

  • 6.1 Location-based Entertainment Market: By Technology Segment Outlook & Market Share 2022 and 2030
  • 6.2 Technology Movement Analysis & Market Share, 2022 & 2030
  • 6.3 2 Dimensional (2D)
    • 6.3.1 2-Dimensional (2D) Market, By Region, 2018 - 2030 (USD Million)
  • 6.4 3 Dimensional (3D)
    • 6.4.1 3-Dimensional (3D) Market, By Region, 2018 - 2030 (USD Million)
  • 6.5 Cloud Merged Reality (CMR)
    • 6.5.1 Cloud Merged Reality (CMR) Market, By Region, 2018 - 2030 (USD Million)

Chapter 7 Regional Segment Analysis

  • 7.1 Location-based Entertainment Market: By Region Segment Outlook & Market Share 2022 and 2030
  • 7.2 Regional Movement Analysis & Market Share, 2022 & 2030
  • 7.3 North America
    • 7.3.1 North America Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
    • 7.3.2 North America Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
    • 7.3.3 North America Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
    • 7.3.4 U.S.
      • 7.3.4.1 U.S. Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
      • 7.3.4.2 U.S. Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
      • 7.3.4.3 U.S. Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
    • 7.3.5 Canada
      • 7.3.5.1 Canada Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
      • 7.3.5.2 Canada Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
      • 7.3.5.3 Canada Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
    • 7.3.6 Mexico
      • 7.3.6.1 Mexico Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
      • 7.3.6.2 Mexico Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
      • 7.3.6.3 Mexico Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
  • 7.4 Europe
    • 7.4.1 Europe
    • 7.4.2 Europe Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
    • 7.4.3 Europe Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
    • 7.4.4 Europe Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
    • 7.4.5 Germany
      • 7.4.5.1 Germany Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
      • 7.4.5.2 Germany Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
      • 7.4.5.3 Germany Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
    • 7.4.6 U.K.
      • 7.4.6.1 U.K. Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
      • 7.4.6.2 U.K. Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
      • 7.4.6.3 U.K. Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
    • 7.4.7 France
      • 7.4.7.1 France Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
      • 7.4.7.2 France Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
      • 7.4.7.3 France Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
  • 7.5 Asia Pacific
    • 7.5.1 Asia Pacific
    • 7.5.2 Asia Pacific Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
    • 7.5.3 Asia Pacific Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
    • 7.5.4 Asia Pacific Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
    • 7.5.5 China
      • 7.5.5.1 China Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
      • 7.5.5.2 China Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
      • 7.5.5.3 China Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
    • 7.5.6 Japan
      • 7.5.6.1 Japan Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
      • 7.5.6.2 Japan Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
      • 7.5.6.3 Japan Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
    • 7.5.7 India
      • 7.5.7.1 India Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
      • 7.5.7.2 India Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
      • 7.5.7.3 India Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
    • 7.5.8 South Korea
      • 7.5.8.1 South Korea Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
      • 7.5.8.2 South Korea Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
      • 7.5.8.3 South Korea Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
  • 7.6 South America
    • 7.6.1 South America
    • 7.6.2 South America Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
    • 7.6.3 South America Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
    • 7.6.4 South America Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
    • 7.6.5 Brazil
      • 7.6.5.1 Brazil Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
      • 7.6.5.2 Brazil Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
      • 7.6.5.3 Brazil Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
  • 7.7 Middle East & Africa
    • 7.7.1 Middle East & Africa
    • 7.7.2 Middle East & Africa Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
    • 7.7.3 Middle East & Africa Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
    • 7.7.4 Middle East & Africa Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)

Chapter 8 Competitive Landscape

      • A. Company Landscape, by Technology Provider
  • 8.1 Microsoft Corporation
    • 8.1.1 Company Overview
    • 8.1.2 Financial Performance
    • 8.1.3 Product Benchmarking
    • 8.1.4 Recent Developments
  • 8.2 Google LLC
    • 8.2.1 Company Overview
    • 8.2.2 Financial Performance
    • 8.2.3 Product Benchmarking
    • 8.2.4 Recent Developments
  • 8.3 HQ Software
    • 8.3.1 Company Overview
    • 8.3.2 Product Benchmarking
  • 8.4 HTC Corporation
    • 8.4.1 Company Overview
    • 8.4.2 Financial Performance
    • 8.4.3 Product Benchmarking
    • 8.4.4 Recent Developments
  • 8.5 Samsung Electronics Co. Ltd.
    • 8.5.1 Company Overview
    • 8.5.2 Financial Performance
    • 8.5.3 Product Benchmarking
    • 8.5.4 Recent Developments
  • 8.6 4Experience
    • 8.6.1 Company Overview
    • 8.6.2 Product Benchmarking
  • 8.7 CamOnApp
    • 8.7.1 Company Overview
    • 8.7.2 Product Benchmarking
    • 8.7.3 Recent Projects
  • 8.8 Niantic Inc.
    • 8.8.1 Company Overview
    • 8.8.2 Product Benchmarking
    • 8.8.3 Games and Apps using ar developed by Niantic
    • 8.8.4 Recent Developments
  • 8.9 Magic Leap Inc.
    • 8.9.1 Company Overview
    • 8.9.2 Product Benchmarking
    • 8.9.3 Recent Developments
  • 8.10 VRstudios Inc.
    • 8.10.1 Company Overview
    • 8.10.2 Product Benchmarking
    • 8.10.3 Recent Developments
  • 8.11 Huawei Technologies Co. Ltd.
    • 8.11.1 Company Overview
    • 8.11.2 Financial Performance
    • 8.11.3 Product Benchmarking
    • 8.11.4 Recent Developments
  • 8.12 Springboard VR
    • 8.12.1 Company Overview
    • 8.12.2 Product Benchmarking
    • 8.12.3 Recent Developments
      • B. Company Landscape, by Service Operator
  • 8.13 Cinepolis
    • 8.13.1 Company Overview
    • 8.13.2 Product Benchmarking
    • 8.13.3 Recent Developments
  • 8.14 Disney Parks, Experience, and Products
    • 8.14.1 Company Overview
    • 8.14.2 Financial Performance
    • 8.14.3 Product Benchmarking
    • 8.14.4 Recent Developments
  • 8.15 Universal Parks and Resorts
    • 8.15.1 Company Overview
    • 8.15.2 Financial Performance
    • 8.15.3 Product Benchmarking
    • 8.15.4 Recent Developments
  • 8.16 Six Flags Entertainment Corporation
    • 8.16.1 Company Overview
    • 8.16.2 Financial Performance
    • 8.16.3 List of Amusement Parks
    • 8.16.4 Recent Developments
  • 8.17 AEON Fantasy Company
    • 8.17.1 Company Overview
    • 8.17.2 Financial Performance
    • 8.17.3 Brands
  • 8.18 Barron Games International
    • 8.18.1 Company Overview
    • 8.18.2 Product Benchmarking
  • 8.19 Overseas Chinese Town Enterprise Co. (OCT) Parks
    • 8.19.1 Company Overview
    • 8.19.2 List of Amusement Parks
  • 8.20 E-Learning Studios
    • 8.20.1 Company Overview
    • 8.20.2 Product Benchmarking
  • 8.21 KidZania Operations S.A.R.L.
    • 8.21.1 Company Overview
    • 8.21.2 ActivitIes Offered
  • 8.22 Regal Entertainment Group
    • 8.22.1 Company Overview
    • 8.22.2 Product Benchmarking
  • 8.23 Bob's Space Racers
    • 8.23.1 Company Overview
    • 8.23.2 Brands

List of Tables

  • Table 1 Global Location-based Entertainment Market Size and Growth Prospects, 2018 - 2030 (USD Million)
  • Table 2 Key market driver analysis
  • Table 3 Key market restraints/challenges impact
  • Table 4 Most visited amusement parks, 2021
  • Table 5 U.S. location-based entertainment facility
  • Table 6 Canada location-based entertainment facility
  • Table 7 Mexico location-based entertainment facility
  • Table 8 Germany location-based entertainment facility
  • Table 9 U.K. location-based entertainment facility
  • Table 10 France location-based entertainment facility
  • Table 11 China location-based entertainment facility
  • Table 12 Japan location-based entertainment facility
  • Table 13 India location-based entertainment facility
  • Table 14 South Korea location-based entertainment facility
  • Table 15 Brazil location-based entertainment facility
  • Table 16 MEA location-based entertainment facility
  • Table 17 Key Company Ranking
  • Table 18 Key Company Ranking
  • Table 19 Location-based entertainment market by hardware, by region, 2018 - 2030 (USD Million)
  • Table 20 Location-based entertainment market by software, by region, 2018 - 2030 (USD Million)
  • Table 21 Global location-based entertainment market for amusement parks, by region, 2018 - 2030 (USD Million)
  • Table 22 Global location-based entertainment market for indoor amusement parks, by region, 2018 - 2030 (USD Million)
  • Table 23 Global location-based entertainment market for outdoor amusement parks, by region, 2018 - 2030 (USD Million)
  • Table 24 Global location-based entertainment market for arcade studios, by region, 2018 - 2030 (USD Million)
  • Table 25 Global location-based entertainment market for 4D Films, by region, 2018 - 2030(USD Million)
  • Table 26 2 Dimensional (2D) market, by region, 2018 - 2030 (USD Million)
  • Table 27 3 Dimensional (3D) market, by region, 2018 - 2030 (USD Million)
  • Table 28 Cloud Merged Reality (CMR) market, by region, 2018 - 2030 (USD Million)
  • Table 29 North America Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 30 North America Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 31 North America Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 32 U.S. Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 33 U.S. Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 34 U.S. Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 35 Canada Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 36 Canada Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 37 Mexico Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 38 Mexico Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 39 Mexico Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 40 Europe Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 41 Europe Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 42 Europe Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 43 Germany Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 44 Germany Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 45 Germany Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 46 U.K. Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 47 U.K. Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 48 U.K. Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 49 France Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 50 France Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 51 France Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 52 Asia Pacific Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 53 Asia Pacific Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 54 Asia Pacific Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 55 China Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 56 China Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 57 China Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 58 Japan Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 59 Japan Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 60 Japan Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 61 India Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 62 India Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 63 India Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 64 South Korea Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 65 South Korea Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 66 South Korea Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 67 South America Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 68 South America Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 69 South America Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 70 Brazil Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 71 Brazil Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 72 Brazil Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 73 Middle East & Africa Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 74 Middle East & Africa Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 75 Middle East & Africa Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)

List of Figures

  • Fig. 1 Information Procurement
  • Fig. 2 Primary research pattern
  • Fig. 3 Primary research process
  • Fig. 4 Market formulation and data visualization
  • Fig. 5 Market Snapshot
  • Fig. 6 Segment Snapshot (1/2)
  • Fig. 7 Segment Snapshot (2/2)
  • Fig. 8 Competitive Landscape Snapshot
  • Fig. 9 Location-based entertainment market segmentation
  • Fig. 10 Location-based entertainment market: value chain analysis
  • Fig. 11 Location-based entertainment market: market dynamics
  • Fig. 12 Penetration & growth prospect mapping
  • Fig. 13 Industry analysis - PEST
  • Fig. 14 Location-based entertainment, regional concentration
  • Fig. 15 Key company analysis, by technology providers
  • Fig. 16 Key company analysis, by service operators
  • Fig. 17 Location-based entertainment market, by component, key takeaways
  • Fig. 18 Location-based Entertainment Market: component movement analysis, 2022 & 2030
  • Fig. 19 Location-based entertainment market, by end-use, key takeaways
  • Fig. 20 Location-based Entertainment Market: end-use movement analysis, 2022 & 2030
  • Fig. 21 Location-based Entertainment market: by technology, key takeaways
  • Fig. 22 Location-based Entertainment Market: Technology movement analysis, 2022 & 2030
  • Fig. 23 Location-based entertainment market: by region, key takeaways
  • Fig. 24 Location-based Entertainment market: Regional movement analysis, 2022 & 2030
  • Fig. 25 North America Location-based Entertainment market, 2022 & 2030 (USD Million)
  • Fig. 26 Europe Location-based Entertainment market, 2022 & 2030 (USD Million)
  • Fig. 27 Asia Pacific Location-based Entertainment market, 2022 & 2030 (USD Million)
  • Fig. 28 South America Location-based Entertainment market, 2022 & 2030 (USD Million)
  • Fig. 29 Middle East & Africa Location-based Entertainment market, 2022 & 2030 (USD Million)