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

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USD 15.33 BN
MARKET SIZE, 2030
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CAGR 22.9%
(2025-2030)
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279
REPORT PAGES
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321
MARKET TABLES

OVERVIEW

Location-based Entertainment Market Overview

Source: Secondary Research, Interviews with Experts, MarketsandMarkets Analysis

The Location-Based entertainment (LBE) market is estimated at USD 5.47 billion in 2024 to USD 15.33 billion by 2029 at a compound annual growth rate (CAGR) of 22.9%. The LBE market refers to immersive technology-based experiences that operate from physical locations including theme parks and family entertainment centers along with arcades and museums. It integrates systems (AR/VR, projection mapping, interactive gaming) with software (content management, experience design, analytics and monitoring) and services (professional and managed) to improve real-world entertainment. These solutions enable applications in gaming along with simulation and virtual tourism and education which result in more engaging interactive experiences. Through the combination of AI and motion tracking and haptic feedback LBE creates interactive experiences that personalize entertainment beyond what traditional entertainment provides.

KEY TAKEAWAYS

  • The North America location-based entertainment (LBE) market accounted for a 35.3% revenue share in 2024.
  • By offering, the software segment is expected to register the highest CAGR of 23.8%.
  • By application, the arcades segment is projected to grow at the fastest rate from 2024 to 2029.
  • Company AT&T, China Mobile, and Sinch were identified as some of the star players in the location-based entertainment (LBE) market (global), given their strong market share and product footprint.
  • Companies Clickatell, Bird, and Plivo among others, have distinguished themselves among startups and SMEs by securing strong footholds in specialized niche areas, underscoring their potential as emerging market leaders

The location-based entertainment market seeks to transform immersive experiences by developing advanced technology systems that unite with physical spaces to boost user involvement. The development of advanced systems and software, together with services at different levels, requires a complex process that includes AI-driven content management as well as sensory-enhanced attractions. The industry is focusing on creating personalized experiences with mixed reality and advanced haptic feedback in theme parks, gaming areas, and movie theaters.

TRENDS & DISRUPTIONS IMPACTING CUSTOMERS' CUSTOMERS

The Location-based entertainment YCC shift highlights the move from ticket-centric models to immersive, tech-driven engagement. Operators are adopting VR/AR and gamification to drive repeat visits and enhance spend per customer, while creating broader tourism and retail ecosystem value.

Location-based Entertainment Market Disruptions

Source: Secondary Research, Interviews with Experts, MarketsandMarkets Analysis

MARKET DYNAMICS

Drivers
Impact
Level
  • Advancements in VR and AR technologies
  • Rising consumer spending power
RESTRAINTS
Impact
Level
  • High upfront cost
  • Limited scalability of location-based entertainment business
OPPORTUNITIES
Impact
Level
  • Increase in live events and performances
  • Rising popularity of wearables such as fitness trackers and smartwatches
CHALLENGES
Impact
Level
  • Regulatory requirements at local, state, and federal levels
  • Necessity for consistent content updates

Source: Secondary Research, Interviews with Experts, MarketsandMarkets Analysis

Driver: Surge in mandatory cybersecurity regulations and legislations to boost demand for insurance protection

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

Restraint: High upfront cost

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

Opportunity:Increase in live events and performances

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

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

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

Location-based Entertainment Market: COMMERCIAL USE CASES ACROSS INDUSTRIES

COMPANY USE CASE DESCRIPTION BENEFITS
Andretti Indoor Karting & Games is a premier Location-Based Entertainment (LBE) venue offering kart racing, arcade games, bowling, and dining experiences. To scale efficiently, Andretti Karting sought a centralized system to streamline financials, inventory, and customer experience management. Deployment of Microsoft Dynamics 365 Business Central for unified financial and operational management. Increased operational efficiency with automated financial tracking and streamlined workflows. Improved inventory management, reducing stock shortages and supply chain disruptions. Better financial visibility, enabling real-time decision-making across multiple locations. Enhanced guest experience through optimized service delivery and resource allocation.
Worldbuildr is a virtual world creation platform designed for game developers and immersive content creators. The company needed an efficient, scalable, and high-performance solution to streamline the world-building process. Utilized Unity Industry for AEC to power Worldbuildr’s world-creation tools, integrated Unity’s asset management and rendering capabilities to enhance visual fidelity. And implemented procedural generation and AI-powered design tools to accelerate content creation Faster and more efficient world-building, reducing development time. | Seamless collaboration, enabling teams to work together from anywhere. | Enhanced visual quality, thanks to Unity’s high-performance rendering capabilities. | Scalability, allowing developers to create small or large-scale virtual worlds with ease. | Increased creative flexibility, enabling rapid iteration and experimentation
Maquette is a spatial prototyping tool designed for extended reality (XR) development, needed a high-precision motion capture solution to improve real-time interaction and XR workflows. Maquette utilized OptiTrack Motion Capture by NaturalPoint for real-time XR prototyping. Integrated with VR and AR platforms, enabling immersive prototyping experiences and leveraged marker-based tracking technology to improve precision in spatial interactions. Enhanced motion accuracy, improving the realism of XR prototypes, provided real-time feedback, allowing developers to iterate faster on designs. Seamless integration with existing XR tools for an optimized workflow, Improved collaboration, enabling teams to interact with prototypes in a shared virtual space

Logos and trademarks shown above are the property of their respective owners. Their use here is for informational and illustrative purposes only.

MARKET ECOSYSTEM

The location-based entertainment ecosystem integrates a robust network of system providers and software & service providers to deliver immersive experiences. These stakeholders collaborate to develop advanced technologies and solutions, enhancing interactive entertainment across various venues. Supported by regulatory bodies, the ecosystem ensures safety, standards, and innovation, driving growth in the industry through coordinated efforts and oversight.

Location-based Entertainment Market Ecosystem

Logos and trademarks shown above are the property of their respective owners. Their use here is for informational and illustrative purposes only.

MARKET SEGMENTS

Location-based Entertainment Market Segments

Source: Secondary Research, Interviews with Experts, MarketsandMarkets Analysis

Location-Based Entertainment Market, By Offering

Software solutions within the LBE market will experience maximum growth because businesses need enhanced solutions for managing content, designing experiences, and analyzing visitor data to optimize immersive experiences. Advanced software solutions become necessary for LBE venues when they implement AR/VR with projection mapping and AI-powered interactions to handle real-time rendering, motion tracking, and dynamic content adaptation. The management of high-resolution visuals and interactive storytelling requires content management software to ensure smooth system synchronization. Experience design software helps create lifelike virtual worlds and custom user interactions, and operational analytics tools optimize visitor satisfaction and operational efficiency. AI-based algorithms now enable experiences that adjust according to how users interact with the system. The Genie+ system from Disney implements AI-driven software to optimize guest experiences in real time. Holovis delivers interactive theme park attractions through its experience design platform with AI and projection mapping. Cloud-based solutions, together with real-time data analytics, drive software adoption at such a fast rate that it has become the fastest-growing segment within the LBE market

Location-Based Entertainment Market, By Venue

The LBE market demonstrates that amusement parks remain dominant because they offer extensive facilities and advanced technological innovations. These entertainment locations utilize AR/VR, projection mapping, AI, and interactive displays to develop unique immersive experiences that draw large visitor numbers. Projection mapping allows operators to convert static roller coasters and dark rides into dynamic visual displays that construct meaningful stories while generating breathtaking environments. AR applications deliver interactive scavenger hunts combined with augmented storytelling features to guests while visitors can experience virtual reality attractions that provide simulated rides and immersive worlds. The ability of AI to deliver personalized guest experiences according to visitor preferences leads to enhanced satisfaction, which results in increased guest retention. Real-time analytics and IoT systems help amusement parks control crowd movement, shortening waiting times and enhancing ride quality to improve visitor satisfaction. Universal Studios applies projection mapping in its Harry Potter rides and Disney uses AR and AI to provide customized experiences at its Star Wars: Galaxy’s Edge attractions. The evolving nature of amusement parks keeps them at the forefront of the LBE market through continuous innovation that fulfills customer expectations.

Location-Based Entertainment Market, By Application Type

The Gaming segment will remain the largest market segment within LBE due to escalating requirements for immersive interactive gameplay. The gaming industry transforms into a realistic world experience through advancements that include AR/VR systems and motion tracking alongside projection mapping and AI-driven content personalization. The popularity of VR gaming arenas, interactive simulators, and esports venues continues rising because they deliver social gaming experiences with high-quality features that cannot be replicated at home. A free-roam VR system combined with haptic feedback enables players to move freely while experiencing real-time physical touch, which deepens their gaming immersion. Through projection mapping the gaming industry expands its applications by generating interactive large-scale environments that work without headsets. Cloud gaming and AI-powered customization allow games to adjust their content according to how users interact with them.

REGION

North America is estimated to account for the largest market share during the forecast period

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

Location-based Entertainment Market Region

Location-based Entertainment Market: COMPANY EVALUATION MATRIX

In the location-based entertainment market matrix, Microsoft (Star) leads with advanced AR/VR and cloud services that power immersive real-world experiences in theme parks, arcades, and interactive venues through its Azure, Mixed Reality, and PlayFab platforms. Panasonic (Emerging Leader) in location-based entertainment, delivering innovative projection, immersive display, and interactive technology solutions that enhance live events and entertainment venue experiences. While Microsoft dominates with scale and ecosystem integration, Panasonic shows strong growth potential to advance toward the leaders’ quadrant with its expanding enterprise security portfolio.

Location-based Entertainment Market Evaluation Metrics

Source: Secondary Research, Interviews with Experts, MarketsandMarkets Analysis

MARKET SCOPE

REPORT METRIC DETAILS
Market Size Value in 2023 USD 4.40 Billion
Revenue Forecast in 2029 USD 15.33 Billion
Growth Rate CAGR of 22.9% from 2024-2029
Actual data 2019–2029
Base year 2023
Forecast period 2024–2029
Units considered Value (USD) Million/Billion
Report Coverage Revenue forecast, company ranking, competitive landscape, growth factors, and trends
Segments Covered By Offering, Venue, and Application, and Region
Regional Scope North America, Europe, Asia Pacific, Middle East & Africa, and Latin America

WHAT IS IN IT FOR YOU: Location-based Entertainment Market REPORT CONTENT GUIDE

Location-based Entertainment Market Content Guide

DELIVERED CUSTOMIZATIONS

We have successfully delivered the following deep-dive customizations:

CLIENT REQUEST CUSTOMIZATION DELIVERED VALUE ADDS
Leading Service Provider (US) Regional Analysis: • Further breakdown of the North American location-based entertainment market • Further breakdown of the European location-based entertainment market • Further breakdown of the Asia Pacific location-based entertainment market • Further breakdown of the Middle Eastern & African location-based entertainment market • Further breakdown of the Latin American location-based entertainment market • Identifies high-growth regional opportunities, enabling tailored market entry strategies. • Optimizes resource allocation and investment based on region-specific demand and trends.
Company Information Detailed analysis and profiling of additional market players (up to 5) • Broadens competitive insights, helping clients make informed strategic and investment decisions. • Reveals market gaps and opportunities, supporting differentiation and targeted growth initiatives.

RECENT DEVELOPMENTS

  • April 2024 : Barco announced the launch of its RGB laser projectors, specifically designed to enhance premium cinema experiences with superior brightness, color accuracy, and image quality.
  • May 2024 : The Singapore Tourism Board and Google announced their plan to expand their partnership to create more augmented reality (AR) experiences, which will be directly available on Google Maps for the first time.
  • February 2024 : Meta announced the Quest 3 at Connect 2024, featuring advanced mixed reality capabilities with improved visuals, performance, and new immersive experiences.
  • April 2023 : Samsung announced its partnership with Qualcomm and Google to build an ecosystem for extended reality (XR).
  • October 2021 : NVIDIA introduced CloudXR for location-based VR, leveraging 5G technology to deliver immersive, high-quality VR experiences in real-time at large-scale locations.

Table of Contents

Exclusive indicates content/data unique to MarketsandMarkets and not available with any competitors.

TITLE
PAGE NO
1
INTRODUCTION
 
 
 
29
2
RESEARCH METHODOLOGY
 
 
 
33
3
EXECUTIVE SUMMARY
 
 
 
45
4
PREMIUM INSIGHTS
 
 
 
48
5
MARKET OVERVIEW AND INDUSTRY TRENDS
AI and VR advancements drive immersive, social experiences amid scalability and regulatory challenges.
 
 
 
51
 
5.1
INTRODUCTION
 
 
 
 
5.2
MARKET DYNAMICS
 
 
 
 
 
5.2.1
DRIVERS
 
 
 
 
 
5.2.1.1
RISING CONSUMER SPENDING POWER
 
 
 
 
5.2.1.2
ADVANCEMENTS IN VR AND AR TECHNOLOGIES
 
 
 
 
5.2.1.3
INTEGRATION OF ARTIFICIAL INTELLIGENCE (AI) AND MACHINE LEARNING (ML) TECHNOLOGIES
 
 
 
 
5.2.1.4
RISING DEMAND FOR SOCIAL AND SHARED EXPERIENCES
 
 
 
5.2.2
RESTRAINTS
 
 
 
 
 
5.2.2.1
LIMITED SCALABILITY OF LOCATION-BASED ENTERTAINMENT BUSINESS
 
 
 
 
5.2.2.2
HIGH UPFRONT COST
 
 
 
 
5.2.2.3
IMPACT OF WEALTH DEPENDENCY
 
 
 
5.2.3
OPPORTUNITIES
 
 
 
 
 
5.2.3.1
INCREASE IN LIVE EVENTS AND PERFORMANCES
 
 
 
 
5.2.3.2
RISING POPULARITY OF WEARABLES SUCH AS FITNESS TRACKERS AND SMARTWATCHES
 
 
 
 
5.2.3.3
COLLABORATION WITH BRANDS & EVENTS
 
 
 
5.2.4
CHALLENGES
 
 
 
 
 
5.2.4.1
REGULATORY REQUIREMENTS AT LOCAL, STATE, AND FEDERAL LEVELS
 
 
 
 
5.2.4.2
RAPID PACE OF TECHNOLOGICAL CHANGE
 
 
 
 
5.2.4.3
LIMITED APPEAL
 
 
5.3
BRIEF HISTORY OF LOCATION-BASED ENTERTAINMENT
 
 
 
 
5.4
ECOSYSTEM ANALYSIS
 
 
 
 
 
5.5
CASE STUDY ANALYSIS
 
 
 
 
 
5.5.1
ANDRETTI KARTING ENHANCES LOCATION-BASED ENTERTAINMENT OPERATIONS WITH MICROSOFT DYNAMICS 365 BUSINESS CENTRAL
 
 
 
 
5.5.2
WORLDBUILDR UTILIZES UNITY INDUSTRY FOR AEC TO POWER NEXT-GENERATION VIRTUAL WORLD CREATION
 
 
 
 
5.5.3
MAQUETTE UTILIZES OPTITRACK MOTION CAPTURE BY NATURALPOINT FOR ENHANCED XR PROTOTYPING
 
 
 
 
5.5.4
DREAMTRACE UTILIZES 4EXPERIENCE FOR MOTION TRACKING AND MULTIPLAYER FUNCTIONALITIES IN PHYSICAL VR ARENA
 
 
 
 
5.5.5
FENNEC LABS AND SPAWNPOINT UTILIZE VIVE FOCUS 3 AND LBSS TO DELIVER ENGAGING VR ARCADE EXPERIENCES
 
 
 
 
5.5.6
ATLANTIS AQUARIUM RELIES ON PANASONIC TO OFFER FULLY IMMERSIVE EXPERIENCE OF UNDERWATER WORLD
 
 
 
5.6
SUPPLY CHAIN ANALYSIS
 
 
 
 
 
5.7
REGULATORY LANDSCAPE
 
 
 
 
 
5.7.1
REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
 
 
 
 
 
5.7.1.1
INTERNATIONAL ASSOCIATION OF AMUSEMENT PARKS AND ATTRACTIONS (IAAPA) – GLOBAL
 
 
 
 
5.7.1.2
FEDERAL COMMUNICATIONS COMMISSION (FCC)-GLOBAL
 
 
 
 
5.7.1.3
GAMBLING REGULATORY AUTHORITY OF SINGAPORE (GRA)-GLOBAL
 
 
 
5.7.2
KEY REGULATIONS
 
 
 
5.8
PRICING ANALYSIS
 
 
 
 
 
 
5.8.1
PRICING OF SOLUTIONS, BY KEY PLAYER, 2024
 
 
 
 
5.8.2
INDICATIVE PRICING ANALYSIS, BY AR SOFTWARE, 2024
 
 
 
5.9
TECHNOLOGY ANALYSIS
 
 
 
 
 
5.9.1
KEY TECHNOLOGIES
 
 
 
 
 
5.9.1.1
VIRTUAL REALITY (VR)
 
 
 
 
5.9.1.2
AUGMENTED REALITY (AR)
 
 
 
 
5.9.1.3
PROJECTION MAPPING
 
 
 
5.9.2
COMPLEMENTARY TECHNOLOGIES
 
 
 
 
 
5.9.2.1
ARTIFICIAL INTELLIGENCE (AI)/MACHINE LEARNING (ML)
 
 
 
 
5.9.2.2
INTERNET OF THINGS (IOT)
 
 
 
 
5.9.2.3
5G
 
 
 
5.9.3
ADJACENT TECHNOLOGIES
 
 
 
 
 
5.9.3.1
WEARABLE DEVICES
 
 
 
 
5.9.3.2
CLOUD COMPUTING
 
 
5.10
PATENT ANALYSIS
 
 
 
 
 
5.11
PORTER’S FIVE FORCES ANALYSIS
 
 
 
 
 
5.11.1
THREAT OF NEW ENTRANTS
 
 
 
 
5.11.2
THREAT OF SUBSTITUTES
 
 
 
 
5.11.3
BARGAINING POWER OF SUPPLIERS
 
 
 
 
5.11.4
BARGAINING POWER OF BUYERS
 
 
 
 
5.11.5
INTENSITY OF COMPETITIVE RIVALRY
 
 
 
5.12
TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS
 
 
 
 
5.13
KEY STAKEHOLDERS AND BUYING CRITERIA
 
 
 
 
 
 
5.13.1
KEY STAKEHOLDERS IN BUYING PROCESS
 
 
 
 
5.13.2
BUYING CRITERIA
 
 
 
5.14
KEY CONFERENCES AND EVENTS, 2025–2026
 
 
 
 
5.15
TECHNOLOGY ROADMAP FOR LOCATION-BASED ENTERTAINMENT MARKET
 
 
 
 
 
5.15.1
SHORT-TERM ROADMAP (2023–2025)
 
 
 
 
5.15.2
MID-TERM ROADMAP (2026–2028)
 
 
 
 
5.15.3
LONG-TERM ROADMAP (2029–2030)
 
 
 
5.16
BEST PRACTICES IN LOCATION-BASED ENTERTAINMENT MARKET
 
 
 
 
 
5.16.1
SEAMLESS INTEGRATION OF TECHNOLOGY
 
 
 
 
5.16.2
PERSONALIZATION OF EXPERIENCES
 
 
 
 
5.16.3
FOCUS ON HYGIENE AND SAFETY
 
 
 
 
5.16.4
SCALABILITY OF INFRASTRUCTURE
 
 
 
5.17
CURRENT AND EMERGING BUSINESS MODELS
 
 
 
 
 
5.17.1
PAY-PER-EXPERIENCE MODEL
 
 
 
 
5.17.2
SUBSCRIPTION MODEL
 
 
 
 
5.17.3
PARTNERSHIP & LICENSING MODEL
 
 
 
 
5.17.4
FREEMIUM MODEL
 
 
 
 
5.17.5
DATA MONETIZATION
 
 
 
5.18
LOCATION-BASED ENTERTAINMENT MARKET: TOOLS, FRAMEWORKS, AND TECHNIQUES
 
 
 
 
5.19
TRADE ANALYSIS
 
 
 
 
 
 
5.19.1
EXPORT SCENARIO OF VIDEO GAME CONSOLES, MACHINES, AND OTHER ARTICLES FOR FUNFAIR, TABLE, OR PARLOR GAMES (9504)
 
 
 
 
5.19.2
IMPORT SCENARIO OF VIDEO GAME CONSOLES, MACHINES, AND OTHER ARTICLES FOR FUNFAIR, TABLE, OR PARLOR GAMES, BY KEY COUNTRY, 2016–2023 (USD BILLION)
 
 
 
5.20
INVESTMENT AND FUNDING SCENARIO
 
 
 
 
5.21
IMPACT OF GENERATIVE AI ON LOCATION-BASED ENTERTAINMENT MARKET
 
 
 
 
 
5.21.1
TOP USE CASES AND MARKET POTENTIAL
 
 
 
 
 
5.21.1.1
KEY USE CASES
 
 
 
5.21.2
BEST PRACTICES
 
 
 
 
 
5.21.2.1
HOSPITALITY & TOURISM
 
 
 
 
5.21.2.2
RETAIL & SHOPPING MALLS
 
 
 
 
5.21.2.3
SPORTS & LIVE ENTERTAINMENT
 
 
 
5.21.3
CASE STUDIES OF GENERATIVE AI IMPLEMENTATION
 
 
 
 
 
5.21.3.1
AI-POWERED VIRTUAL TOUR GUIDE ENHANCING VISITOR ENGAGEMENT
 
 
 
 
5.21.3.2
SMART AI CONCIERGE IMPROVING GUEST SATISFACTION IN THEME PARKS
 
 
 
 
5.21.3.3
AI-GENERATED GAMIFIED RETAIL EXPERIENCE BOOSTING FOOT TRAFFIC IN SHOPPING MALLS
 
 
 
5.21.4
CLIENT READINESS AND IMPACT ASSESSMENT
 
 
 
 
 
5.21.4.1
CLIENT A: POWERED PERSONALIZED STORYTELLING
 
 
 
 
5.21.4.2
CLIENT B: INTELLIGENT VIRTUAL ASSISTANTS & CONCIERGES
 
 
 
 
5.21.4.3
CLIENT C: AI-DRIVEN GAMIFICATION & INTERACTIVE EXPERIENCES
 
6
LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING
Market Size & Growth Rate Forecast Analysis to 2029 in USD Million | 42 Data Tables
 
 
 
92
 
6.1
INTRODUCTION
 
 
 
 
 
6.1.1
OFFERINGS: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS
 
 
 
6.2
SYSTEMS
 
 
 
 
 
6.2.1
CREATION OF ENGAGING AND IMMERSIVE EXPERIENCES TO DRIVE MARKET
 
 
 
 
6.2.2
AR/VR SYSTEM
 
 
 
 
6.2.3
PROJECTION MAPPING SYSTEM
 
 
 
 
6.2.4
INTERACTIVE GAMING SYSTEM
 
 
 
 
6.2.5
OTHER SYSTEMS
 
 
 
6.3
SOFTWARE
 
 
 
 
 
6.3.1
GROWING NEED FOR ADVANCED SYSTEMS TO CREATE AND MANAGE DIGITAL CONTENT TO DRIVE MARKET
 
 
 
 
6.3.2
CONTENT MANAGEMENT SOFTWARE
 
 
 
 
6.3.3
EXPERIENCE DESIGN SOFTWARE
 
 
 
 
6.3.4
ANALYTICS & MONITORING SOFTWARE
 
 
 
 
6.3.5
OTHER SOFTWARE
 
 
 
6.4
SERVICES
 
 
 
 
 
6.4.1
NEED TO OPERATE AND MANAGE SYSTEMS AND SOFTWARE TO DRIVE GROWTH
 
 
 
 
6.4.2
PROFESSIONAL SERVICES
 
 
 
 
 
6.4.2.1
RISING COMPLEXITY OF OPERATIONS AND GROWING DEMAND FOR LBE SOLUTIONS TO DRIVE MARKET
 
 
 
 
6.4.2.2
CONSULTING & ADVISORY
 
 
 
 
6.4.2.3
SUPPORT & MAINTENANCE
 
 
 
 
6.4.2.4
TRAINING & DEVELOPMENT
 
 
 
6.4.3
MANAGED SERVICES
 
 
 
 
 
6.4.3.1
DEMAND FOR BETTER CUSTOMER SERVICE AND EXPERIENCE TO INCREASE USE OF MANAGED SERVICES
 
7
LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE
Market Size & Growth Rate Forecast Analysis to 2029 in USD Million | 10 Data Tables
 
 
 
115
 
7.1
INTRODUCTION
 
 
 
 
 
7.1.1
VENUES: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS
 
 
 
7.2
AMUSEMENT PARKS
 
 
 
 
 
7.2.1
DEMAND FOR INNOVATIVE, ENGAGING EXPERIENCES AT AMUSEMENT PARKS TO DRIVE MARKET
 
 
 
7.3
THEME PARKS
 
 
 
 
 
7.3.1
GROWING DEMAND FOR CULTURAL AND EDUCATIONAL HUBS TO DRIVE MARKET
 
 
 
7.4
ARCADES
 
 
 
 
 
7.4.1
NEED TO PROMOTE SOCIAL INTERACTION AND ENGAGEMENT AMONG YOUTH TO BOOST POPULARITY OF ARCADES
 
 
 
7.5
OTHER VENUES
 
 
 
8
LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION
Market Size & Growth Rate Forecast Analysis to 2029 in USD Million | 10 Data Tables
 
 
 
122
 
8.1
INTRODUCTION
 
 
 
 
 
8.1.1
APPLICATIONS: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS
 
 
 
8.2
GAMING
 
 
 
 
 
8.2.1
GROWING DEMAND FOR IMMERSIVE GAMING ENTERTAINMENT EXPERIENCES TO DRIVE MARKET
 
 
 
8.3
IMMERSIVE RIDES
 
 
 
 
 
8.3.1
GROWING DEMAND FOR INTERACTIVE AND ENGAGING EXPERIENCES AT THEME PARKS TO DRIVE MARKET
 
 
 
8.4
CINEMATIC EXPERIENCES
 
 
 
 
 
8.4.1
INCREASING DEMAND FOR HIGH-QUALITY PERSONALIZED CINEMATIC EXPERIENCES TO DRIVE MARKET
 
 
 
8.5
OTHER APPLICATIONS
 
 
 
9
LOCATION-BASED ENTERTAINMENT MARKET, BY REGION
Comprehensive coverage of 9 Regions with country-level deep-dive of 14 Countries | 182 Data Tables.
 
 
 
129
 
9.1
INTRODUCTION
 
 
 
 
9.2
NORTH AMERICA
 
 
 
 
 
9.2.1
NORTH AMERICA: MACROECONOMIC OUTLOOK
 
 
 
 
9.2.2
US
 
 
 
 
 
9.2.2.1
RISE IN DEMAND FOR IMMERSIVE AND INTERACTIVE EXPERIENCES TO DRIVE MARKET
 
 
 
9.2.3
CANADA
 
 
 
 
 
9.2.3.1
INCREASED CONSUMER SPENDING ON LEISURE ACTIVITIES TO DRIVE DEMAND
 
 
9.3
EUROPE
 
 
 
 
 
9.3.1
EUROPE: MACROECONOMIC OUTLOOK
 
 
 
 
9.3.2
UK
 
 
 
 
 
9.3.2.1
RISE IN DEMAND FOR IMMERSIVE EXPERIENCES AMONG YOUTH TO DRIVE DEMAND
 
 
 
9.3.3
GERMANY
 
 
 
 
 
9.3.3.1
GROWING ADOPTION OF ADVANCED TECHNOLOGIES FOR LOCATION-BASED ENTERTAINMENT TO DRIVE MARKET
 
 
 
9.3.4
FRANCE
 
 
 
 
 
9.3.4.1
INCREASED DEVELOPMENT IN VENTURE FUNDING BY SMALL PLAYERS TO DRIVE MARKET
 
 
 
9.3.5
SPAIN
 
 
 
 
 
9.3.5.1
RISE IN TOURISM TO BOOST LOCATION-BASED ENTERTAINMENT MARKET
 
 
 
9.3.6
ITALY
 
 
 
 
 
9.3.6.1
INCREASED GOVERNMENT INITIATIVES TO DRIVE DEVELOPMENT OF LOCATION-BASED ENTERTAINMENT SOLUTIONS
 
 
 
9.3.7
NORDICS
 
 
 
 
 
9.3.7.1
RISING DEMAND FOR LEISURE AND ENTERTAINMENT ACTIVITIES TO DRIVE DEMAND
 
 
 
9.3.8
REST OF EUROPE
 
 
 
9.4
ASIA PACIFIC
 
 
 
 
 
9.4.1
ASIA PACIFIC: MACROECONOMIC OUTLOOK
 
 
 
 
9.4.2
CHINA
 
 
 
 
 
9.4.2.1
INCREASING INVESTMENTS IN IMMERSIVE TECHNOLOGIES TO DRIVE GROWTH
 
 
 
9.4.3
INDIA
 
 
 
 
 
9.4.3.1
LARGE INVESTMENTS BY DOMESTIC AND INTERNATIONAL PLAYERS TO DRIVE MARKET
 
 
 
9.4.4
JAPAN
 
 
 
 
 
9.4.4.1
INCREASED ADOPTION OF AR AND VR TECHNOLOGIES TO BOOST DEMAND
 
 
 
9.4.5
AUSTRALIA & NEW ZEALAND
 
 
 
 
 
9.4.5.1
INCREASED CONSUMER SPENDING ON ENTERTAINMENT ACTIVITIES TO DRIVE MARKET
 
 
 
9.4.6
SOUTHEAST ASIA
 
 
 
 
 
9.4.6.1
RISE IN TOURISM TO DRIVE ADVANCEMENTS IN LOCATION-BASED ENTERTAINMENT INDUSTRY
 
 
 
9.4.7
REST OF ASIA PACIFIC
 
 
 
9.5
MIDDLE EAST & AFRICA
 
 
 
 
 
9.5.1
MIDDLE EAST & AFRICA: MACROECONOMIC OUTLOOK
 
 
 
 
9.5.2
GCC COUNTRIES
 
 
 
 
 
9.5.2.1
RAPID ECONOMIC GROWTH, TOURISM EXPANSION, AND TECHNOLOGICAL ADVANCEMENTS TO DRIVE GROWTH
 
 
 
9.5.3
SOUTH AFRICA
 
 
 
 
 
9.5.3.1
INCREASE IN SPENDING ON LEISURE ACTIVITIES TO DRIVE MARKET
 
 
 
9.5.4
REST OF MIDDLE EAST & AFRICA
 
 
 
9.6
LATIN AMERICA
 
 
 
 
 
9.6.1
LATIN AMERICA: MACROECONOMIC OUTLOOK
 
 
 
 
9.6.2
BRAZIL
 
 
 
 
 
9.6.2.1
CULTURAL DIVERSITY AND TECHNOLOGICAL INNOVATION TO DRIVE MARKET
 
 
 
9.6.3
MEXICO
 
 
 
 
 
9.6.3.1
GROWING DISPOSABLE INCOME OF CONSUMERS TO DRIVE GROWTH
 
 
 
9.6.4
REST OF LATIN AMERICA
 
 
10
COMPETITIVE LANDSCAPE
Uncover strategic moves and market dominance of key players in location-based entertainment.
 
 
 
197
 
10.1
INTRODUCTION
 
 
 
 
10.2
KEY PLAYER STRATEGIES/RIGHT TO WIN,
 
 
 
 
10.3
REVENUE ANALYSIS
 
 
 
 
 
10.4
MARKET SHARE ANALYSIS
 
 
 
 
 
10.5
MARKET RANKING ANALYSIS
 
 
 
 
10.6
COMPANY EVALUATION MATRIX: KEY PLAYERS, 2024
 
 
 
 
 
 
10.6.1
STARS
 
 
 
 
10.6.2
EMERGING LEADERS
 
 
 
 
10.6.3
PERVASIVE PLAYERS
 
 
 
 
10.6.4
PARTICIPANTS
 
 
 
 
10.6.5
COMPANY FOOTPRINT: KEY PLAYERS, 2024
 
 
 
 
 
10.6.5.1
REGIONAL FOOTPRINT
 
 
 
 
10.6.5.2
OFFERING FOOTPRINT
 
 
 
 
10.6.5.3
VENUE FOOTPRINT
 
 
 
 
10.6.5.4
APPLICATION FOOTPRINT
 
 
10.7
COMPANY EVALUATION MATRIX: STARTUPS/SMES, 2024
 
 
 
 
 
 
10.7.1
PROGRESSIVE COMPANIES
 
 
 
 
10.7.2
RESPONSIVE COMPANIES
 
 
 
 
10.7.3
DYNAMIC COMPANIES
 
 
 
 
10.7.4
STARTING BLOCKS
 
 
 
 
10.7.5
COMPETITIVE BENCHMARKING: STARTUPS/SMES, 2024
 
 
 
10.8
COMPETITIVE SCENARIO AND TRENDS
 
 
 
 
 
10.8.1
PRODUCT LAUNCHES
 
 
 
 
10.8.2
DEALS
 
 
 
10.9
BRAND/PRODUCT COMPARISON ANALYSIS
 
 
 
 
 
10.10
COMPANY VALUATION AND FINANCIAL METRICS OF KEY LOCATION-BASED ENTERTAINMENT MARKET PROVIDERS
 
 
 
11
COMPANY PROFILES
In-depth Company Profiles of Leading Market Players with detailed Business Overview, Product and Service Portfolio, Recent Developments, and Unique Analyst Perspective (MnM View)
 
 
 
217
 
11.1
MAJOR PLAYERS
 
 
 
 
 
11.1.1
MICROSOFT
 
 
 
 
 
11.1.1.1
BUSINESS OVERVIEW
 
 
 
 
11.1.1.2
PRODUCTS/SOLUTIONS/SERVICES OFFERED
 
 
 
 
11.1.1.3
RECENT DEVELOPMENTS
 
 
 
 
11.1.1.4
MNM VIEW
 
 
 
11.1.2
GOOGLE
 
 
 
 
11.1.3
META
 
 
 
 
11.1.4
UNITY TECHNOLOGIES
 
 
 
 
11.1.5
NVIDIA
 
 
 
 
11.1.6
SONY INTERACTIVE ENTERTAINMENT
 
 
 
 
11.1.7
SAMSUNG
 
 
 
 
11.1.8
BARCO ELECTRONIC SYSTEMS
 
 
 
 
11.1.9
PANASONIC
 
 
 
 
11.1.10
HUAWEI TECHNOLOGIES
 
 
 
11.2
OTHER PLAYERS
 
 
 
 
 
11.2.1
HQ SOFTWARE
 
 
 
 
11.2.2
HTC VIVE
 
 
 
 
11.2.3
NIANTIC INC.
 
 
 
 
11.2.4
VICON MOTION SYSTEMS
 
 
 
 
11.2.5
OPTITRACK
 
 
 
11.3
STARTUPS/SMES
 
 
 
 
 
11.3.1
SPRINGBOARDVR
 
 
 
 
11.3.2
4EXPERIENCE
 
 
 
 
11.3.3
HOLOGATE
 
 
 
 
11.3.4
ULTRALEAP
 
 
 
 
11.3.5
MAGIC LEAP
 
 
 
 
11.3.6
SHAPE IMMERSIVE
 
 
 
 
11.3.7
CAMON
 
 
 
 
11.3.8
KATVR
 
 
 
 
11.3.9
VIRTUIX
 
 
 
 
11.3.10
PICO
 
 
 
 
11.3.11
ILLUMIX
 
 
 
 
11.3.12
SANDBOX VR
 
 
12
ADJACENT AND RELATED MARKETS
 
 
 
266
 
12.1
AUGMENTED REALITY AND VIRTUAL REALITY MARKET
 
 
 
 
 
12.1.1
MARKET DEFINITION
 
 
 
12.2
IMMERSIVE VIRTUAL REALITY (VR) MARKET
 
 
 
 
 
12.2.1
MARKET DEFINITION
 
 
13
APPENDIX
 
 
 
272
 
13.1
DISCUSSION GUIDE
 
 
 
 
13.2
KNOWLEDGESTORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL
 
 
 
 
13.3
CUSTOMIZATION OPTIONS
 
 
 
 
13.4
RELATED REPORTS
 
 
 
 
13.5
AUTHOR DETAILS
 
 
 
LIST OF TABLES
 
 
 
 
 
TABLE 1
USD EXCHANGE RATES, 2020–2024
 
 
 
 
TABLE 2
FACTOR ANALYSIS
 
 
 
 
TABLE 3
LOCATION-BASED ENTERTAINMENT MARKET: ECOSYSTEM
 
 
 
 
TABLE 4
NORTH AMERICA: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
 
 
 
 
TABLE 5
EUROPE: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
 
 
 
 
TABLE 6
ASIA PACIFIC: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
 
 
 
 
TABLE 7
ROW: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
 
 
 
 
TABLE 8
AVERAGE SELLING PRICE TREND OF KEY PLAYERS, BY OFFERING, 2024
 
 
 
 
TABLE 9
INDICATIVE PRICING ANALYSIS, BY AR SOFTWARE, 2023
 
 
 
 
TABLE 10
LIST OF KEY PATENTS
 
 
 
 
TABLE 11
PORTER’S FIVE FORCES’ IMPACT ON LOCATION-BASED ENTERTAINMENT MARKET
 
 
 
 
TABLE 12
INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP APPLICATIONS
 
 
 
 
TABLE 13
KEY BUYING CRITERIA FOR TOP APPLICATIONS
 
 
 
 
TABLE 14
LOCATION-BASED ENTERTAINMENT MARKET: DETAILED LIST OF KEY CONFERENCES AND EVENTS, 2025–2026
 
 
 
 
TABLE 15
LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 16
LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 17
LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 18
LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 19
SYSTEMS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 20
SYSTEMS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 21
AR/VR SYSTEM: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 22
AR/VR SYSTEM: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 23
PROJECTION MAPPING SYSTEM: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 24
PROJECTION MAPPING SYSTEM: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 25
INTERACTIVE GAMING SYSTEM: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 26
INTERACTIVE GAMING SYSTEM: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 27
OTHER SYSTEMS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 28
OTHER SYSTEMS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 29
LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 30
LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 31
SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 32
SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 33
CONTENT MANAGEMENT SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 34
CONTENT MANAGEMENT SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 35
EXPERIENCE DESIGN SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 36
EXPERIENCE DESIGN SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 37
ANALYTICS & MONITORING SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 38
ANALYTICS & MONITORING SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 39
OTHER SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 40
OTHER SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 41
LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 42
LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 43
SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 44
SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 45
LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 46
LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 47
PROFESSIONAL SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 48
PROFESSIONAL SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 49
CONSULTING & ADVISORY: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 50
CONSULTING & ADVISORY: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 51
SUPPORT & MAINTENANCE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 52
SUPPORT & MAINTENANCE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 53
TRAINING & DEVELOPMENT: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 54
TRAINING & DEVELOPMENT: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 55
MANAGED SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 56
MANAGED SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 57
LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 58
LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 59
AMUSEMENT PARKS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 60
AMUSEMENT PARKS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 61
THEME PARKS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 62
THEME PARKS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 63
ARCADES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 64
ARCADES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 65
OTHER VENUES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 66
OTHER VENUES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 67
LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 68
LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 69
GAMING: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 70
GAMING: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 71
IMMERSIVE RIDES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 72
IMMERSIVE RIDES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 73
CINEMATIC EXPERIENCES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 74
CINEMATIC EXPERIENCES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 75
OTHER APPLICATIONS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 76
OTHER APPLICATIONS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 77
LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 78
LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 79
NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 80
NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 81
NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 82
NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 83
NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 84
NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 85
NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 86
NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 87
NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 88
NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 89
NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 90
NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 91
NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 92
NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 93
NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 94
NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 95
US: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 96
US: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 97
US: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 98
US: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 99
US: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 100
US: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 101
US: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 102
US: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 103
US: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 104
US: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 105
US: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 106
US: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 107
US: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 108
US: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 109
EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 110
EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 111
EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 112
EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 113
EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 114
EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 115
EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 116
EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 117
EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 118
EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 119
EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 120
EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 121
EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 122
EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 123
EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 124
EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 125
UK: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 126
UK: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 127
UK: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 128
UK: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 129
UK: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 130
UK: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 131
UK: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 132
UK: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 133
UK: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 134
UK: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 135
UK: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 136
UK: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 137
UK: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 138
UK: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 139
GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 140
GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 141
GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 142
GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 143
GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 144
GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 145
GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 146
GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 147
GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 148
GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 149
GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 150
GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 151
GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 152
GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 153
ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 154
ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 155
ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 156
ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 157
ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 158
ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 159
ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 160
ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 161
ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 162
ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 163
ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 164
ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 165
ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 166
ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 167
ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 168
ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 169
CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 170
CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 171
CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 172
CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 173
CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 174
CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 175
CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 176
CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 177
CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 178
CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 179
CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 180
CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 181
CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 182
CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 183
INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 184
INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 185
INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 186
INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 187
INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 188
INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 189
INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 190
INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 191
INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 192
INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 193
INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 194
INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 195
INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 196
INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 197
MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 198
MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 199
MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 200
MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 201
MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 202
MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 203
MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 204
MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 205
MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 206
MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 207
MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 208
MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 209
MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 210
MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 211
MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 212
MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 213
GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 214
GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 215
GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 216
GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 217
GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 218
GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 219
GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 220
GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 221
GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 222
GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 223
GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 224
GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 225
GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 226
GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 227
GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 228
GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 229
LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 230
LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 231
LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 232
LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 233
LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 234
LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 235
LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 236
LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 237
LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 238
LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 239
LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 240
LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 241
LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 242
LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 243
LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 244
LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 245
BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 246
BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 247
BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 248
BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 249
BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 250
BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 251
BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 252
BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 253
BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 254
BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 255
BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 256
BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 257
BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019–2023 (USD MILLION)
 
 
 
 
TABLE 258
BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 259
OVERVIEW OF STRATEGIES ADOPTED BY KEY LOCATION-BASED ENTERTAINMENT MARKET VENDORS
 
 
 
 
TABLE 260
LOCATION-BASED ENTERTAINMENT MARKET: DEGREE OF COMPETITION
 
 
 
 
TABLE 261
REGIONAL FOOTPRINT, 2024
 
 
 
 
TABLE 262
OFFERING FOOTPRINT, 2024
 
 
 
 
TABLE 263
VENUE FOOTPRINT, 2024
 
 
 
 
TABLE 264
APPLICATION FOOTPRINT, 2024
 
 
 
 
TABLE 265
DETAILED LIST OF: KEY STARTUPS/SMES, 2024
 
 
 
 
TABLE 266
COMPETITIVE BENCHMARKING OF STARTUPS/SMES, 2024
 
 
 
 
TABLE 267
LOCATION-BASED ENTERTAINMENT MARKET: PRODUCT LAUNCHES, JANUARY 2022–DECEMBER 2024
 
 
 
 
TABLE 268
LOCATION-BASED ENTERTAINMENT MARKET: DEALS, JANUARY 2022–DECEMBER 2024
 
 
 
 
TABLE 269
MICROSOFT: COMPANY OVERVIEW
 
 
 
 
TABLE 270
MICROSOFT: PRODUCTS/SOLUTIONS/SERVICES OFFERED
 
 
 
 
TABLE 271
MICROSOFT: PRODUCT LAUNCHES
 
 
 
 
TABLE 272
MICROSOFT: DEALS
 
 
 
 
TABLE 273
GOOGLE: COMPANY OVERVIEW
 
 
 
 
TABLE 274
GOOGLE: PRODUCTS/SOLUTIONS/SERVICES OFFERED
 
 
 
 
TABLE 275
GOOGLE: DEALS
 
 
 
 
TABLE 276
META: COMPANY OVERVIEW
 
 
 
 
TABLE 277
META: PRODUCTS/SOLUTIONS/SERVICES OFFERED
 
 
 
 
TABLE 278
META: PRODUCT LAUNCHES
 
 
 
 
TABLE 279
UNITY TECHNOLOGIES: COMPANY OVERVIEW
 
 
 
 
TABLE 280
UNITY TECHNOLOGIES: PRODUCTS/SOLUTIONS/SERVICES OFFERED
 
 
 
 
TABLE 281
UNITY TECHNOLOGIES: PRODUCT LAUNCHES
 
 
 
 
TABLE 282
UNITY TECHNOLOGIES: DEALS
 
 
 
 
TABLE 283
NVIDIA: COMPANY OVERVIEW
 
 
 
 
TABLE 284
NVIDIA: PRODUCTS/SOLUTIONS/SERVICES OFFERED
 
 
 
 
TABLE 285
NVIDIA: PRODUCT LAUNCHES
 
 
 
 
TABLE 286
SONY INTERACTIVE ENTERTAINMENT: COMPANY OVERVIEW
 
 
 
 
TABLE 287
SONY INTERACTIVE ENTERTAINMENT: PRODUCTS/SOLUTIONS/SERVICES OFFERED
 
 
 
 
TABLE 288
SONY INTERACTIVE ENTERTAINMENT: PRODUCT LAUNCHES
 
 
 
 
TABLE 289
SONY INTERACTIVE ENTERTAINMENT: DEALS
 
 
 
 
TABLE 290
SAMSUNG: COMPANY OVERVIEW
 
 
 
 
TABLE 291
SAMSUNG: PRODUCTS/SOLUTIONS/SERVICES OFFERED
 
 
 
 
TABLE 292
SAMSUNG: DEALS
 
 
 
 
TABLE 293
BARCO ELECTRONIC SYSTEMS: COMPANY OVERVIEW
 
 
 
 
TABLE 294
BARCO ELECTRONIC SYSTEMS: PRODUCTS/SOLUTIONS/SERVICES OFFERED
 
 
 
 
TABLE 295
BARCO ELECTRONIC SYSTEMS: PRODUCT LAUNCHES
 
 
 
 
TABLE 296
BARCO ELECTRONIC SYSTEMS: DEALS
 
 
 
 
TABLE 297
PANASONIC: COMPANY OVERVIEW
 
 
 
 
TABLE 298
PANASONIC: PRODUCTS/SOLUTIONS/SERVICES OFFERED
 
 
 
 
TABLE 299
PANASONIC: PRODUCT LAUNCHES
 
 
 
 
TABLE 300
PANASONIC: DEALS
 
 
 
 
TABLE 301
HUAWEI TECHNOLOGIES: COMPANY OVERVIEW
 
 
 
 
TABLE 302
HUAWEI TECHNOLOGIES: PRODUCTS/SOLUTIONS/SERVICES OFFERED
 
 
 
 
TABLE 303
HUAWEI TECHNOLOGIES: PRODUCT LAUNCHES
 
 
 
 
TABLE 304
AUGMENTED AND VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
 
 
 
 
TABLE 305
AUGMENTED AND VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 306
AUGMENTED REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
 
 
 
 
TABLE 307
AUGMENTED REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 308
AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION)
 
 
 
 
TABLE 309
AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 310
AUGMENTED REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
 
 
 
 
TABLE 311
AUGMENTED REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 312
AUGMENTED REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
 
 
 
 
TABLE 313
AUGMENTED REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 314
IMMERSIVE VR MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION)
 
 
 
 
TABLE 315
IMMERSIVE VR MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 316
IMMERSIVE VR MARKET, BY OFFERING, 2020–2023 (USD MILLION)
 
 
 
 
TABLE 317
IMMERSIVE VR MARKET, BY OFFERING, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 318
IMMERSIVE VR MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
 
 
 
 
TABLE 319
IMMERSIVE VR MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 320
IMMERSIVE VR MARKET, BY REGION, 2020–2023 (USD MILLION)
 
 
 
 
TABLE 321
IMMERSIVE VR MARKET, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
LIST OF FIGURES
 
 
 
 
 
FIGURE 1
LOCATION-BASED ENTERTAINMENT MARKET: RESEARCH DESIGN
 
 
 
 
FIGURE 2
BREAKUP OF PRIMARY INTERVIEWS: BY COMPANY TYPE, DESIGNATION, AND REGION
 
 
 
 
FIGURE 3
DATA TRIANGULATION
 
 
 
 
FIGURE 4
LOCATION-BASED ENTERTAINMENT MARKET: TOP-DOWN AND BOTTOM-UP APPROACHES
 
 
 
 
FIGURE 5
MARKET SIZE ESTIMATION METHODOLOGY - APPROACH 1 (SUPPLY-SIDE ANALYSIS): REVENUE FROM SERVICES IN LOCATION-BASED ENTERTAINMENT MARKET
 
 
 
 
FIGURE 6
MARKET SIZE ESTIMATION METHODOLOGY - APPROACH 2, BOTTOM-UP (SUPPLY-SIDE ANALYSIS): COLLECTIVE REVENUE FROM ALL SERVICES IN LOCATION-BASED ENTERTAINMENT MARKET
 
 
 
 
FIGURE 7
MARKET SIZE ESTIMATION METHODOLOGY - APPROACH 3, BOTTOM-UP (SUPPLY-SIDE ANALYSIS): COLLECTIVE REVENUE FROM ALL SERVICES IN LOCATION-BASED ENTERTAINMENT MARKET
 
 
 
 
FIGURE 8
LOCATION-BASED ENTERTAINMENT MARKET, 2022–2029 (USD MILLION)
 
 
 
 
FIGURE 9
LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024
 
 
 
 
FIGURE 10
ADVANCEMENTS IN VR GAMING, INTEGRATION OF ADVANCED TECHNOLOGIES, AND RISING DEMAND FOR SOCIAL AND SHARED EXPERIENCES TO DRIVE LOCATION-BASED ENTERTAINMENT MARKET
 
 
 
 
FIGURE 11
SYSTEMS AND US TO ACCOUNT FOR SIGNIFICANT SHARES IN NORTH AMERICA IN 2024
 
 
 
 
FIGURE 12
SYSTEMS AND CHINA TO ACCOUNT FOR SIGNIFICANT SHARES IN ASIA PACIFIC IN 2024
 
 
 
 
FIGURE 13
SYSTEMS SEGMENT TO ACCOUNT FOR LARGEST MARKET SHARE IN 2024
 
 
 
 
FIGURE 14
AMUSEMENT PARKS SEGMENT TO ACCOUNT FOR LARGEST MARKET SHARE IN 2024
 
 
 
 
FIGURE 15
GAMING SEGMENT TO ACCOUNT FOR LARGEST MARKET SHARE IN 2024
 
 
 
 
FIGURE 16
LOCATION-BASED ENTERTAINMENT MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES
 
 
 
 
FIGURE 17
EVOLUTION OF LOCATION-BASED ENTERTAINMENT
 
 
 
 
FIGURE 18
KEY PLAYERS IN LOCATION-BASED ENTERTAINMENT MARKET: ECOSYSTEMS
 
 
 
 
FIGURE 19
LOCATION-BASED ENTERTAINMENT MARKET: SUPPLY CHAIN ANALYSIS
 
 
 
 
FIGURE 20
AVERAGE SELLING PRICE TREND OF KEY PLAYERS, BY OFFERING, 2024
 
 
 
 
FIGURE 21
LIST OF KEY PATENTS FOR LOCATION-BASED ENTERTAINMENT, 2014–2025
 
 
 
 
FIGURE 22
LOCATION-BASED ENTERTAINMENT MARKET: PORTER’S FIVE FORCES ANALYSIS
 
 
 
 
FIGURE 23
LOCATION-BASED ENTERTAINMENT MARKET: DISRUPTIONS IMPACTING CUSTOMER BUSINESS
 
 
 
 
FIGURE 24
INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP APPLICATIONS
 
 
 
 
FIGURE 25
KEY BUYING CRITERIA FOR TOP APPLICATIONS
 
 
 
 
FIGURE 26
LOCATION-BASED ENTERTAINMENT MARKET: TOOLS, FRAMEWORKS, AND TECHNIQUES
 
 
 
 
FIGURE 27
EXPORT SCENARIO OF VIDEO GAME CONSOLES, MACHINES, AND OTHER ARTICLES FOR FUNFAIR, TABLE, OR PARLOR GAMES, BY KEY COUNTRY, 2016–2023 (USD BILLION)
 
 
 
 
FIGURE 28
RECEPTION, CONVERSION, AND TRANSMISSION OR REGENERATION OF VOICE, IMAGES OR OTHER DATA, INCLUDING SWITCHING AND ROUTING APPARATUS (8517) IMPORT, BY KEY COUNTRY, 2016–2023 (USD BILLION)
 
 
 
 
FIGURE 29
INVESTMENT AND FUNDING SCENARIO, 2020–2024 (USD MILLION)
 
 
 
 
FIGURE 30
MARKET POTENTIAL OF GENERATIVE AI IN ENHANCING LOCATION-BASED ENTERTAINMENT ACROSS VARIOUS TYPES OF SOLUTIONS
 
 
 
 
FIGURE 31
GENERATIVE AI BEST PRACTICES ACROSS MAJOR INDUSTRIES
 
 
 
 
FIGURE 32
SOFTWARE SEGMENT TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD
 
 
 
 
FIGURE 33
AR/VR SYSTEM SEGMENT TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD
 
 
 
 
FIGURE 34
ANALYTICS & MONITORING SOFTWARE SEGMENT TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD
 
 
 
 
FIGURE 35
MANAGED SERVICES SEGMENT TO RECORD HIGHER CAGR DURING FORECAST PERIOD
 
 
 
 
FIGURE 36
CONSULTING & ADVISORY SEGMENT TO WITNESS HIGHEST GROWTH DURING FORECAST PERIOD
 
 
 
 
FIGURE 37
ARCADES SEGMENT TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD
 
 
 
 
FIGURE 38
GAMING SEGMENT TO WITNESS HIGHEST GROWTH DURING FORECAST PERIOD
 
 
 
 
FIGURE 39
NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET SNAPSHOT
 
 
 
 
FIGURE 40
ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET SNAPSHOT
 
 
 
 
FIGURE 41
REVENUE ANALYSIS FOR KEY PLAYERS, 2019–2023 (USD MILLION)
 
 
 
 
FIGURE 42
SHARE OF LEADING COMPANIES IN LOCATION-BASED ENTERTAINMENT MARKET, 2024
 
 
 
 
FIGURE 43
MARKET RANKING ANALYSIS OF TOP FIVE PLAYERS
 
 
 
 
FIGURE 44
COMPANY EVALUATION MATRIX: KEY PLAYERS, 2024
 
 
 
 
FIGURE 45
OVERALL COMPANY FOOTPRINT, 2024
 
 
 
 
FIGURE 46
COMPANY EVALUATION MATRIX: STARTUPS/SMES, 2024
 
 
 
 
FIGURE 47
BRAND/PRODUCT COMPARISON ANALYSIS
 
 
 
 
FIGURE 48
FINANCIAL METRICS OF KEY LOCATION-BASED ENTERTAINMENT MARKET VENDORS
 
 
 
 
FIGURE 49
COMPANY VALUATION OF KEY LOCATION-BASED ENTERTAINMENT MARKET VENDORS
 
 
 
 
FIGURE 50
MICROSOFT: COMPANY SNAPSHOT
 
 
 
 
FIGURE 51
GOOGLE: COMPANY SNAPSHOT
 
 
 
 
FIGURE 52
META: COMPANY SNAPSHOT
 
 
 
 
FIGURE 53
UNITY TECHNOLOGIES: COMPANY SNAPSHOT
 
 
 
 
FIGURE 54
NVIDIA: COMPANY SNAPSHOT
 
 
 
 
FIGURE 55
SONY INTERACTIVE ENTERTAINMENT: COMPANY SNAPSHOT
 
 
 
 
FIGURE 56
SAMSUNG: COMPANY SNAPSHOT
 
 
 
 
FIGURE 57
BARCO ELECTRONIC SYSTEMS: COMPANY SNAPSHOT
 
 
 
 
FIGURE 58
PANASONIC: COMPANY SNAPSHOT
 
 
 
 
FIGURE 59
HUAWEI TECHNOLOGIES: COMPANY SNAPSHOT
 
 
 
 

Methodology

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

Secondary Research

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

Primary Research

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

Location-based Entertainment Market Size, and Share

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

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

Market Size Estimation

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

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

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

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

Location-based Entertainment Market Top Down and Bottom Up Approach

Data Triangulation

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

Market Definition

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

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

Stakeholders

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

Report Objectives

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

Available Customizations

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Country-wise Information

  • Analysis for additional countries (up to five)

Company Information

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

Key Questions Addressed by the Report

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

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