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市場調查報告書

以定位為基礎的娛樂 (LBE)的市場趨勢·市場佔有率·市場規模的預測 (2021-2028年):零組件·最終用途·技術·各地區

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, 2021 - 2028

出版商 Grand View Research, Inc. 商品編碼 1013999
出版日期 內容資訊 英文 100 Pages
商品交期: 2-10個工作天內
價格
以定位為基礎的娛樂 (LBE)的市場趨勢·市場佔有率·市場規模的預測 (2021-2028年):零組件·最終用途·技術·各地區 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, 2021 - 2028
出版日期: 2021年05月26日內容資訊: 英文 100 Pages
簡介

全球以定位為基礎的娛樂 (LBE)的市場規模在預測期間內預計將以34.4%的年複合成長率推移,到2028年前達到302億9000萬美元的規模。

LBE服務特別被提供於遊樂場,遊樂園,VR咖啡館等地,AR,VR,3D動畫等身臨其境型技術的整合推動了該市場的成長。

本報告提供全球以定位為基礎的娛樂 (LBE)的市場調查,彙整市場定義和概要,價值鏈,市場成長的各種影響因素分析,市場規模的轉變·預測,零組件·最終用途·技術·地區/主要國家等各種區分的明細,競爭環境,主要企業簡介等資訊。

第1章 調查手法·調查範圍

第2章 摘要整理

第3章 產業預測

  • 市場分類
  • 市場規模·成長預測
  • 價值鏈分析
  • 市場動態
    • 成長推進因素
    • 阻礙成長要素
  • 競爭分析
  • PEST分析
  • 波特分析

第4章 市場預測·趨勢分析:各零件

  • 硬體設備
  • 軟體

第5章 市場預測·趨勢分析:各最終用途

  • 遊樂園
  • 遊樂場工作室
  • 4D薄膜

第6章 市場預測·趨勢分析:各技術

  • 2D
  • 3D
  • CMR (Cloud Merged Reality)

第7章 市場預測·趨勢分析:各地區·主要國家

  • 北美
  • 歐洲
  • 亞太地區
  • 南美
  • 中東·非洲

第8章 競爭情形

  • Exit Reality
  • Springboard VR
  • HTC Corporation
  • IMAX Corporation
  • The VOID LLC
  • VRstudios Inc.
  • Huawei Technologies Co., Ltd.
  • Google LLC
  • Microsoft Corporation
  • Samsung Electronics Co.Ltd.
目錄
Product Code: GVR-4-68038-118-4

Location-based Entertainment Market Growth & Trends

The global location-based entertainment market size is anticipated to reach USD 30.29 billion by 2028, registering an estimated CAGR of 34.4% from 2021 to 2028, according to a new report by Grand View Research, Inc. The introduction of Virtual Reality (VR) in the gaming industry has added a new dimension by offering a simulated realm for gamers looking forward to an immersive and real-like experience. As such, several video game developers are entering into mergers and acquisitions with VR and Location-based Entertainment (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.

LBE services are offered in arcades, amusement parks, and VR cafes, among other entertainment services. The integration of Augmented Reality (AR), VR, 3D animation, and other immersive technologies with LBE is driving the growth of the market for location-based entertainment. LBE operators are concentrating on expanding their global footprint and gaining a competitive advantage over their rivals. For instance, in September 2020, Koch Media GmbH, a video game company, acquired Vertigo Games to strengthen its global reach and network while opening new publishing opportunities for itself and for Vertigo Games and its subsidiaries.

Location-based Entertainment Market Report Highlights

The hardware segment accounted for over 65.0% of the total revenue share in 2020 owing to the increased spending on VR headsets that can deliver high-end immersive experiences to consumers

The arcade studios segment is expected to witness the fastest growth from 2021 to 2028

The 3D segment accounted for the largest revenue share in 2020 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

The Asia Pacific regional market is anticipated to register the highest CAGR of around 40.0% from 2021 to 2028

Table of Contents

Chapter 1. Methodology and Scope

  • 1.1. Research Methodology
  • 1.2. Research Scope & Assumption
  • 1.3. List of Data Sources

Chapter 2. Executive Summary

  • 2.1. Location-based Entertainment - Industry snapshot

Chapter 3. Location-based Entertainment Industry Outlook

  • 3.1. Market segmentation
  • 3.2. Market size and growth prospects
  • 3.3. Location-based Entertainment value chain analysis
  • 3.4. Location-based Entertainment market dynamics
    • 3.4.1. Market driver analysis
      • 3.4.1.1. Increasing consumer spending on games and video content
      • 3.4.1.2. Increasing adoption of innovative concepts with VR expertise
    • 3.4.2. Market restraint analysis
      • 3.4.2.1. High-Budgeted Infrastructure
  • 3.5. Location-based Entertainment - Key competitor analysis, 2020
  • 3.6. Location-based Entertainment market PEST analysis
  • 3.7. Location-based Entertainment market Porter's analysis

Chapter 4. Location-based Entertainment Component Outlook

  • 4.1. Hardware
    • 4.1.1. Global market estimates and forecasts, 2016 - 2028
  • 4.2. Software
    • 4.2.1. Global market estimates and forecasts, 2016 - 2028

Chapter 5. Location-based Entertainment End-use Outlook

  • 5.1. Amusement Parks
    • 5.1.1. Global market estimates and forecasts, 2016 - 2028
  • 5.2. Arcade Studios
    • 5.2.1. Global market estimates and forecasts, 2016 - 2028
  • 5.3. 4D Films
    • 5.3.1. Global market estimates and forecasts, 2016 - 2028

Chapter 6. Location-based Entertainment Technology Outlook

  • 6.1. 2 Dimensional (2D)
    • 6.1.1. Global market estimates and forecasts, 2016 - 2028
  • 6.2. 3 Dimensional (3D)
    • 6.2.1. Global market estimates and forecasts, 2016 - 2028
  • 6.3. Cloud Merged Reality (CMR)
    • 6.3.1. Global market estimates and forecasts, 2016 - 2028

Chapter 7. Location-based Entertainment Regional Outlook

  • 7.1. North America
    • 7.1.1. Location-based Entertainment market by component, 2016 - 2028
    • 7.1.2. Location-based Entertainment market by end-use, 2016 - 2028
    • 7.1.3. Location-based Entertainment market by technology, 2016 - 2028
    • 7.1.4. U.S.
      • 7.1.4.1. Location-based Entertainment market by component, 2016 - 2028
      • 7.1.4.2. Location-based Entertainment market by end-use, 2016 - 2028
      • 7.1.4.3. Location-based Entertainment market by technology, 2016 - 2028
    • 7.1.5. Canada
      • 7.1.5.1. Location-based Entertainment market by component, 2016 - 2028
      • 7.1.5.2. Location-based Entertainment market by end-use, 2016 - 2028
      • 7.1.5.3. Location-based Entertainment market by technology, 2016 - 2028
    • 7.1.6. Mexico
      • 7.1.6.1. Location-based Entertainment market by component, 2016 - 2028
      • 7.1.6.2. Location-based Entertainment market by end-use, 2016 - 2028
      • 7.1.6.3. Location-based Entertainment market by technology, 2016 - 2028
  • 7.2. Europe
    • 7.2.1. Location-based Entertainment market by component, 2016 - 2028
    • 7.2.2. Location-based Entertainment market by end-use, 2016 - 2028
    • 7.2.3. Location-based Entertainment market by technology, 2016 - 2028
    • 7.2.4. Germany
      • 7.2.4.1. Location-based Entertainment market by component, 2016 - 2028
      • 7.2.4.2. Location-based Entertainment market by end-use, 2016 - 2028
      • 7.2.4.3. Location-based Entertainment market by technology, 2016 - 2028
    • 7.2.5. U.K.
      • 7.2.5.1. Location-based Entertainment market by component, 2016 - 2028
      • 7.2.5.2. Location-based Entertainment market by end-use, 2016 - 2028
      • 7.2.5.3. Location-based Entertainment market by technology, 2016 - 2028
    • 7.2.6. France
      • 7.2.6.1. Location-based Entertainment market by component, 2016 - 2028
      • 7.2.6.2. Location-based Entertainment market by end-use, 2016 - 2028
      • 7.2.6.3. Location-based Entertainment market by technology, 2016 - 2028
  • 7.3. Asia Pacific
    • 7.3.1. Location-based Entertainment market by component, 2016 - 2028
    • 7.3.2. Location-based Entertainment market by end-use, 2016 - 2028
    • 7.3.3. Location-based Entertainment market by technology, 2016 - 2028
    • 7.3.4. China
      • 7.3.4.1. Location-based Entertainment market by component, 2016 - 2028
      • 7.3.4.2. Location-based Entertainment market by end-use, 2016 - 2028
      • 7.3.4.3. Location-based Entertainment market by technology, 2016 - 2028
    • 7.3.5. India
      • 7.3.5.1. Location-based Entertainment market by component, 2016 - 2028
      • 7.3.5.2. Location-based Entertainment market by end-use, 2016 - 2028
      • 7.3.5.3. Location-based Entertainment market by technology, 2016 - 2028
    • 7.3.6. Japan
      • 7.3.6.1. Location-based Entertainment market by component, 2016 - 2028
      • 7.3.6.2. Location-based Entertainment market by end-use, 2016 - 2028
      • 7.3.6.3. Location-based Entertainment market by technology, 2016 - 2028
    • 7.3.7. South Korea
      • 7.3.7.1. Location-based Entertainment market by component, 2016 - 2028
      • 7.3.7.2. Location-based Entertainment market by end-use, 2016 - 2028
      • 7.3.7.3. Location-based Entertainment market by technology, 2016 - 2028
  • 7.4. South America
    • 7.4.1. Location-based Entertainment market by component, 2016 - 2028
    • 7.4.2. Location-based Entertainment market by end-use, 2016 - 2028
    • 7.4.3. Location-based Entertainment market by technology, 2016 - 2028
    • 7.4.4. Brazil
      • 7.4.4.1. Location-based Entertainment market by component, 2016 - 2028
      • 7.4.4.2. Location-based Entertainment market by end-use, 2016 - 2028
      • 7.4.4.3. Location-based Entertainment market by technology, 2016 - 2028
  • 7.5. MEA
    • 7.5.1. Location-based Entertainment market by component, 2016 - 2028
    • 7.5.2. Location-based Entertainment market by end-use, 2016 - 2028
    • 7.5.3. Location-based Entertainment market by technology, 2016 - 2028

Chapter 8. Competitive Landscape

  • 8.1. Exit Reality
    • 8.1.1. Company Overview
    • 8.1.2. Financial Performance
    • 8.1.3. Product Benchmarking
    • 8.1.4. Strategic Initiatives
  • 8.2. Springboard VR
    • 8.2.1. Company Overview
    • 8.2.2. Financial Performance
    • 8.2.3. Product Benchmarking
    • 8.2.4. Strategic Initiatives
  • 8.3. HTC Corporation
    • 8.3.1. Company Overview
    • 8.3.2. Financial Performance
    • 8.3.3. Product Benchmarking
    • 8.3.4. Strategic Initiatives
  • 8.4. IMAX Corporation
    • 8.4.1. Company Overview
    • 8.4.2. Financial Performance
    • 8.4.3. Product Benchmarking
    • 8.4.4. Strategic Initiatives
  • 8.5. The VOID LLC
    • 8.5.1. Company Overview
    • 8.5.2. Financial Performance
    • 8.5.3. Product Benchmarking
    • 8.5.4. Strategic Initiatives
  • 8.6. VRstudios Inc.
    • 8.6.1. Company Overview
    • 8.6.2. Financial Performance
    • 8.6.3. Product Benchmarking
    • 8.6.4. Strategic Initiatives
  • 8.7. Huawei Technologies Co., Ltd.
    • 8.7.1. Company Overview
    • 8.7.2. Financial Performance
    • 8.7.3. Product Benchmarking
    • 8.7.4. Strategic Initiatives
  • 8.8. Google LLC
    • 8.8.1. Company Overview
    • 8.8.2. Financial Performance
    • 8.8.3. Product Benchmarking
    • 8.8.4. Strategic Initiatives
  • 8.9. Microsoft Corporation
    • 8.9.1. Company Overview
    • 8.9.2. Financial Performance
    • 8.9.3. Product Benchmarking
    • 8.9.4. Strategic Initiatives
  • 8.10. Samsung Electronics Co.Ltd.
    • 8.10.1. Company Overview
    • 8.10.2. Financial Performance
    • 8.10.3. Product Benchmarking
    • 8.10.4. Strategic Initiatives

List of Tables

  • TABLE 1. Location-based entertainment - Industry snapshot & critical success factor, 2016 - 2028
  • TABLE 2. Global Location-based entertainment market, 2016 - 2028 (USD Million)
  • TABLE 3. Global Location-based entertainment market estimates and forecasts by component, 2016 - 2028 (USD Million)
  • TABLE 4. Global Location-based entertainment market estimates and forecasts by end-use, 2016 - 2028 (USD Million)
  • TABLE 5. Global Location-based entertainment market estimates and forecasts by technology, 2016 - 2028 (USD Million)
  • TABLE 6. Global Location-based entertainment market estimates and forecasts by region, 2016 - 2028 (USD Million)
  • TABLE 7. Key company analysis
  • TABLE 8. Global hardware market by region, 2016 - 2028 (USD Million)
  • TABLE 9. Global software market by region, 2016 - 2028 (USD Million)
  • TABLE 10. Global amusement parks market by region, 2016 - 2028 (USD Million)
  • TABLE 11. Global arcade studios market by region, 2016 - 2028 (USD Million)
  • TABLE 12. Global 4D films market by region, 2016 - 2028 (USD Million)
  • TABLE 13. Global 2 Dimensional (2D) market by region, 2016 - 2028 (USD Million)
  • TABLE 14. Global 3 Dimensional (3D) market by region, 2016 - 2028 (USD Million)
  • TABLE 15. Global Cloud Merged Reality (CMR) market by region, 2016 - 2028 (USD Million)
  • TABLE 16. North America Location-based entertainment market by component, 2016 - 2028 (USD Million)
  • TABLE 17. North America Location-based entertainment market by end-use, 2016 - 2028 (USD Million)
  • TABLE 18. North America Location-based entertainment market by technology, 2016 - 2028 (USD Million)
  • TABLE 19. U.S. Location-based entertainment market by component, 2016 - 2028 (USD Million)
  • TABLE 20. U.S. Location-based entertainment market by end-use, 2016 - 2028 (USD Million)
  • TABLE 21. U.S. Location-based entertainment market by technology, 2016 - 2028 (USD Million)
  • TABLE 22. Canada Location-based entertainment market by component, 2016 - 2028 (USD Million)
  • TABLE 23. Canada Location-based entertainment market by end-use, 2016 - 2028 (USD Million)
  • TABLE 24. Canada Location-based entertainment market by technology, 2016 - 2028 (USD Million)
  • TABLE 25. Mexico Location-based entertainment market by component, 2016 - 2028 (USD Million)
  • TABLE 26. Mexico Location-based entertainment market by end-use, 2016 - 2028 (USD Million)
  • TABLE 27. Mexico Location-based entertainment market by technology, 2016 - 2028 (USD Million)
  • TABLE 28. Europe Location-based entertainment market by component, 2016 - 2028 (USD Million)
  • TABLE 29. Europe Location-based entertainment market by end-use, 2016 - 2028 (USD Million)
  • TABLE 30. Europe Location-based entertainment market by technology, 2016 - 2028 (USD Million)
  • TABLE 31. U.K. Location-based entertainment market by component, 2016 - 2028 (USD Million)
  • TABLE 32. U.K. Location-based entertainment market by end-use, 2016 - 2028 (USD Million)
  • TABLE 33. U.K. Location-based entertainment market by technology, 2016 - 2028 (USD Million)
  • TABLE 34. Germany Location-based entertainment market by component, 2016 - 2028 (USD Million)
  • TABLE 35. Germany Location-based entertainment market by end-use, 2016 - 2028 (USD Million)
  • TABLE 36. Germany Location-based entertainment market by technology, 2016 - 2028 (USD Million)
  • TABLE 37. France Location-based entertainment market by component, 2016 - 2028 (USD Million)
  • TABLE 38. France Location-based entertainment market by end-use, 2016 - 2028 (USD Million)
  • TABLE 39. France Location-based entertainment market by technology, 2016 - 2028 (USD Million)
  • TABLE 40. Asia Pacific Location-based entertainment market by component, 2016 - 2028 (USD Million)
  • TABLE 41. Asia Pacific Location-based entertainment market by end-use, 2016 - 2028 (USD Million)
  • TABLE 42. Asia Pacific Location-based entertainment market by technology, 2016 - 2028 (USD Million)
  • TABLE 43. China Location-based entertainment market by component, 2016 - 2028 (USD Million)
  • TABLE 44. China Location-based entertainment market by end-use, 2016 - 2028 (USD Million)
  • TABLE 45. China Location-based entertainment market by technology, 2016 - 2028 (USD Million)
  • TABLE 46. India Location-based entertainment market by component, 2016 - 2028 (USD Million)
  • TABLE 47. India Location-based entertainment market by end-use, 2016 - 2028 (USD Million)
  • TABLE 48. India Location-based entertainment market by technology, 2016 - 2028 (USD Million)
  • TABLE 49. Japan Location-based entertainment market by component, 2016 - 2028 (USD Million)
  • TABLE 50. Japan Location-based entertainment market by end-use, 2016 - 2028 (USD Million)
  • TABLE 51. Japan Location-based entertainment market by technology, 2016 - 2028 (USD Million)
  • TABLE 52. South Korea Location-based entertainment market by component, 2016 - 2028 (USD Million)
  • TABLE 53. South Korea Location-based entertainment market by end-use, 2016 - 2028 (USD Million)
  • TABLE 54. South Korea Location-based entertainment market by technology, 2016 - 2028 (USD Million)
  • TABLE 55. South America Location-based entertainment market by component, 2016 - 2028 (USD Million)
  • TABLE 56. South America Location-based entertainment market by end-use, 2016 - 2028 (USD Million)
  • TABLE 57. South America Location-based entertainment market by technology, 2016 - 2028 (USD Million)
  • TABLE 58. Brazil Location-based entertainment market by component, 2016 - 2028 (USD Million)
  • TABLE 59. Brazil Location-based entertainment market by end-use, 2016 - 2028 (USD Million)
  • TABLE 60. Brazil Location-based entertainment market by technology, 2016 - 2028 (USD Million)
  • TABLE 61. MEA Location-based entertainment market by component, 2016 - 2028 (USD Million)
  • TABLE 62. MEA Location-based entertainment market by end-use, 2016 - 2028 (USD Million)
  • TABLE 63. MEA Location-based entertainment market by technology, 2016 - 2028 (USD Million)

List of Figures

  • FIG. 1 Market segmentation & scope
  • FIG. 2 Location-based entertainment market size and growth prospects
  • FIG. 3 Location-based entertainment market - Value chain analysis
  • FIG. 4 Market dynamics
  • FIG. 5 Porter's five forces analysis
  • FIG. 6 Location-based entertainment Market - PEST analysis
  • FIG. 7 Location-based entertainment Market: Component movement analysis, 2020 & 2028
  • FIG. 8 Location-based entertainment Market: End-use movement analysis, 2020 & 2028
  • FIG. 9 Location-based entertainment Market: Technology movement analysis, 2020 & 2028
  • FIG. 10 Location-based entertainment Market: Region movement analysis, 2020 & 2028