Location Based Entertainment (LBE) Market

Location Based Entertainment (LBE) Market by Technology (Virtual Reality (VR), Augmented Reality (AR), Projection Mapping), Offering (Hardware, Software, Services), Venue (Amusement Parks, Theme Parks, Arcades) and Region - Global Forecast to 2028

Report Code: TC 8652 May, 2023, by marketsandmarkets.com

Location Based Entertainment Market Forecast

The global Location Based Entertainment Market is projected to expand/grow at a CAGR of 27.3% during the forecast period to reach USD 11.8 billion by 2028, size was valued USD 3.5 billion in 2023. The primary factor driving the growth of LBE industry is that it allows individuals to escape from their daily routines and immerse themselves in exciting and imaginative worlds. People seek entertainment options that provide an escape from reality, and location based experiences fulfill this need by transporting them to different environments, time periods, or fictional worlds.

Location Based Entertainment (LBE) Market

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Location Based Entertainment (LBE) Market Attractive Opportunities

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Location Based Entertainment Market Dynamics

Driver:  Advancement in VR and AR Technologies

Advances in virtual reality (VR) and augmented reality (AR) technologies have been a major driver of growth in the location based entertainment market. VR technology creates a completely immersive experience through a headset, allowing users to feel like they are in a different environment. This can be used for interactive games, virtual tours, and educational simulations, among others. AR technology overlays digital information onto the real world, enabling visitors to see and interact with digital content in real-time. Both VR and AR technologies can provide highly immersive and interactive experiences, leading to increased engagement, longer visit times, and higher revenue.

Restraint: Limited Scalability

Limited scalability is a major constraint that LBE businesses face, as their experiences are constrained by physical space and capacity. Unlike digital or online experiences, LBE businesses cannot easily scale up their operations to meet high demand, and expanding their physical footprint can be costly and challenging. This can limit their ability to grow and compete with other entertainment options, particularly in regions where available space is limited or expensive. For example, expanding an amusement park or escape room attraction may require the construction of new buildings, the purchase of new equipment, and the hiring of additional staff. These costs can be significant, and may limit a business's ability to expand.

Opportunity: Wearables offerings unique opportunities for location based entertainment

Wearable devices, including fitness trackers and smartwatches, have the potential to revolutionize location based entertainment by providing a personalized and immersive experience to users. With their GPS technology, these devices can track users' movements and provide them with real-time information about nearby attractions, events, and activities that match their preferences. This customization leads to more enjoyable experiences. Additionally, these devices can also incorporate interactive elements like gamification and augmented reality to make the entertainment more engaging. As technology evolves, wearable devices will likely continue to play a significant role in shaping the future of location based entertainment.

Challenge:  Rapid pace of technological changes

The location based entertainment market faces the challenge of keeping up with the rapidly changing technology landscape. As technology is a critical component of LBE experiences, new advancements can quickly make existing equipment and technology outdated. Consequently, businesses require significant capital investment to stay competitive and innovative. This can be particularly challenging for smaller or newer businesses with limited budgets. Additionally, maintaining and updating technology and equipment is essential to provide an optimal customer experience. Failure to do so may result in customer dissatisfaction, lost revenue, and damage to the business's reputation. The Location Based Entertainment industry must, therefore, continuously adapt and evolve to keep up with the changing technology landscape while also meeting the demands of its customers.

Location Based Entertainment
Market Ecosystem

Prominent companies in this market include well-established, financially stable provider of location based entertainment hardware, software and services. These companies have been operating in the market for several years and possess a diversified product portfolio, state-of-the-art technologies, and strong global sales and marketing networks. Prominent companies in this market include Google (US), Meta (US), Microsoft (US), Nvidia (US), Unity Technologies (US).

Location Based Entertainment (LBE) Market Ecosystem

Based on venue, the arcades segment is expected to grow with the highest CAGR during the forecast period.

In the past many years, arcades have been known for offering a variety of machines and range of electronic games as a form of location based entertainment market. Many games are designed to be played with others, encouraging visitors to compete against each other or work together to achieve a common goal. Additionally, arcades can serve as gathering places for people to socialize and enjoy each other's company. Rewards and incentives are also commonly used in arcades to keep visitors engaged, with many machines offering tickets or other prizes that can be redeemed for rewards. Overall, arcades are expected to grow rapidly in the market in coming years.

Based on services, the professional services segment to hold the largest market size during the forecast period

Professional services are required during and after the implementation of location based entertainment solutions. These services include planning, designing, consulting, and upgrades. Companies offering these services encompass consultants, legal experts, and dedicated project management teams that specialize in design and delivery of critical decision support software, tools, services, and expertise. Growth of the professional services segment is mainly governed by the complexity of operations and growing deployment of location based entertainment solutions.

Based on region, the North America segment is expected to have largest market share during the forecast period.

North American location based entertainment market has experienced a large growth due to factors such as increased customer expectations and demand for unique and immersive experiences, increased spend on leisure and entertainment activities than ever before, rising disposable income, advancements in technologies, etc. These technologies offer users highly immersive experiences, allowing them to feel like they are part of a game or other type of interactive experience. As VR and AR technologies continue to improve and become more affordable, more location based entertainment operators are likely to adopt them, which will help to drive growth in the market.

Location Based Entertainment (LBE) Market By Region

Market Key Players:

The major players in the location based entertainment market are Google (US), Meta (US), Microsoft (US), Nvidia (US), Unity Technologies (US), Sony Interactive Entertainment (US), Samsung (South Korea), Barco Electronic Systems (Belgium), Panasonic (Japan), Huawei Technologies (China), HQ Software (Estonia), HTC Vive (Taiwan), Niantic Inc. (US), Vicon Motion Systems (UK), Optitrack (US), Springboard VR (US), 4Experience (Poland), Hologate (Germany), Ultraleap (UK), Magic Leap (US), Shape Immersive (Canada), Camon (Argentina), KatVR (US), Virtuix (US), Pico XR (US).

These players have adopted various growth strategies, such as partnerships, agreements and collaborations, new product launches and product enhancements, and acquisitions to expand their footprint in the industry.

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Scope of the Report

Report Metrics

Details

Market size value in 2023

USD 3.5 billion

Revenue forecast for 2028

USD 11.8 billion

Growth Rate

27.3% CAGR

Forecast units

Value (USD) Billion

Segments covered

Technology, Offering, Venue and Region

Region covered

North America, Europe, Asia Pacific, Middle East & Africa, Latin America

Key Market Drivers

  • Advancements in VR gaming with location based entertainment
  • Advancements in VR and AR technologies

Key Market Opportunities

  • Increase in live events and performances
  • Rising popularity of wearables such as fitness trackers and smartwatches

Companies covered

Google (US), Meta (US), Microsoft (US), Nvidia (US), Unity Technologies (US), Sony Interactive Entertainment (US), Samsung (South Korea), Barco Electronic Systems (Belgium), Panasonic (Japan), Huawei Technologies (China)

This research report categorizes the location based entertainment market to forecast revenues and analyze trends in each of the following submarkets:

Based on Technology:
  • Augmented Reality
  • Virtual Reality
  • Projection-Mapping
  • Other Technologies
Based on Offerings:
  • Hardware
  • Software
  • Services
    • Professional Services
      • Consulting
      • Training and Deployment
      • Support and Maintenance
    • Managed Services
Based on Venue:
  • Amusement Parks
  • Theme Parks
  • Arcades
  • Other Venues
By Region:
  • North America
    • United States (US)
    • Canada
  • Europe
    • United Kingdom (UK)
    • Germany
    • France
    • Italy
    • Spain
    • Nordics
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • Australia and New Zealand
    • South East Asia
    • Rest of Asia Pacific
  • Middle East & Africa
    • UAE
    • KSA
    • Israel
    • South Africa
    • Rest of Middle East & Africa
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America

Recent Developments

  • In April 2023, Sony Interactive Entertainment to acquire Firewalk Studios. Firewalk will collaborate alongside world-class development teams, including Bungie and Haven Interactive Studios, to define a new generation of live service experiences for PlayStation gamers.
  • In  April 2023, Samsung Electronics Co has announced that it has partnered with Qualcomm and Google to build an ecosystem for extended reality (XR).
  • In November 2022, Huawei launched Vision Glass, its first smart viewing glasses. It can project a digital screen of a 120-inch giant display, bringing an ultra-immersive cinematic viewing experience.
  • In September 2022, Nvidia launched GeForce RTX 40 Series GPUs are powered by the ultra-efficient Nvidia Ada Lovelace architecture and deliver a quantum leap in both performance and AI-powered graphics.
  • In October 2021, Unity technologies introduced Unity Metacast, an innovative new platform that will lead the real-time 3D (RT3D) evolution for professional sports. Unity Metacast is a RT3D sports platform for creating and delivering interactive content, direct to the user.
  • In February 2021, Microsoft partnered with AT&T, to bring iconic characters to life with custom neutral voice at a store in Dallas, where a life-size, high-definition Bugs Bunny greets customers by name and tells he needs help to find several golden carrots hidden throughout the store.

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TABLE OF CONTENTS
 
1 INTRODUCTION (Page No. - 35)
    1.1 STUDY OBJECTIVES 
    1.2 MARKET DEFINITION 
    1.3 STUDY SCOPE 
           1.3.1 MARKET SEGMENTATION
           1.3.2 REGIONS COVERED
           1.3.3 INCLUSIONS & EXCLUSIONS
    1.4 YEARS CONSIDERED 
    1.5 CURRENCY CONSIDERED 
           TABLE 1 USD EXCHANGE RATE, 2020–2022
    1.6 STAKEHOLDERS 
 
2 RESEARCH METHODOLOGY (Page No. - 39)
    2.1 RESEARCH DATA 
           FIGURE 1 LOCATION BASED ENTERTAINMENT MARKET: RESEARCH DESIGN
           FIGURE 2 RESEARCH METHODOLOGY
           2.1.1 SECONDARY DATA
                    2.1.1.1 Key data from secondary sources
           2.1.2 PRIMARY DATA
                    2.1.2.1 Key primary interview participants
                    2.1.2.2 Breakdown of primaries
                    2.1.2.3 Key data from primary sources
                    2.1.2.4 Key industry insights
    2.2 MARKET SIZE ESTIMATION 
           FIGURE 3 MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN AND BOTTOM-UP APPROACHES
           2.2.1 TOP-DOWN APPROACH
           2.2.2 BOTTOM-UP APPROACH
    2.3 MARKET BREAKDOWN AND DATA TRIANGULATION 
           FIGURE 4 DATA TRIANGULATION
           TABLE 2 FACTOR ANALYSIS
    2.4 RESEARCH ASSUMPTIONS 
    2.5 LIMITATIONS AND RISK ASSESSMENT 
    2.6 LOCATION BASED ENTERTAINMENT MARKET: RECESSION IMPACT 
 
3 EXECUTIVE SUMMARY (Page No. - 49)
    FIGURE 5 MARKET, 2021–2028 (USD MILLION) 
    FIGURE 6 MARKET, BY REGION, 2023 
    FIGURE 7 ASIA PACIFIC TO BE LUCRATIVE MARKET FOR INVESTMENTS DURING FORECAST PERIOD 
 
4 PREMIUM INSIGHTS (Page No. - 53)
    4.1 ATTRACTIVE OPPORTUNITIES FOR PLAYERS IN LOCATION BASED ENTERTAINMENT MARKET 
    4.2 NORTH AMERICA: MARKET, BY OFFERING & COUNTRY 
           FIGURE 8 HARDWARE AND US TO ACCOUNT FOR SIGNIFICANT SHARE IN 2023
    4.3 ASIA PACIFIC: MARKET, BY OFFERING & KEY COUNTRY 
           FIGURE 9 HARDWARE AND CHINA TO ACCOUNT FOR SIGNIFICANT SHARE IN 2023
 
5 MARKET OVERVIEW (Page No. - 55)
    5.1 INTRODUCTION 
    5.2 MARKET DYNAMICS 
           FIGURE 10 LOCATION BASED ENTERTAINMENT MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES
           5.2.1 DRIVERS
                    5.2.1.1 Advancements in VR gaming with location based entertainment
                    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
           5.2.3 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
           5.2.4 CHALLENGES
                    5.2.4.1 Regulatory requirements at local, state, and federal levels
                    5.2.4.2 Rapid pace of technological change
           5.2.5 CUMULATIVE GROWTH ANALYSIS
    5.3 INDUSTRY TRENDS 
           5.3.1 VALUE CHAIN ANALYSIS
                    FIGURE 11 VALUE CHAIN ANALYSIS
           5.3.2 HISTORY OF LOCATION BASED ENTERTAINMENT
                    FIGURE 12 HISTORY OF LOCATION BASED ENTERTAINMENT
                    5.3.2.1 1990s
                    5.3.2.2 2000s
                    5.3.2.3 2010s
                    5.3.2.4 2020s
           5.3.3 ECOSYSTEM ANALYSIS
                    FIGURE 13 ECOSYSTEM ANALYSIS MAP
                    TABLE 3 ECOSYSTEM ANALYSIS
           5.3.4 LOCATION BASED ENTERTAINMENT TOOLS, FRAMEWORK, AND TECHNIQUES
           5.3.5 PORTER’S FIVE FORCES ANALYSIS
                    TABLE 4 PORTER’S FIVE FORCES ANALYSIS
                    FIGURE 14 PORTER’S FIVE FORCES ANALYSIS
                    5.3.5.1 Threat from New Entrants
                    5.3.5.2 Threat from Substitutes
                    5.3.5.3 Bargaining Power of Buyers
                    5.3.5.4 Bargaining Power of Suppliers
                    5.3.5.5 Intensity of Competitive Rivalry
           5.3.6 KEY STAKEHOLDERS AND BUYING CRITERIA
                    5.3.6.1 Key stakeholders in buying process
                               FIGURE 15 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP TECHNOLOGIES
                               TABLE 5 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP TECHNOLOGIES
                    5.3.6.2 Buying criteria
                               FIGURE 16 KEY BUYING CRITERIA FOR TOP TECHNOLOGIES
                               TABLE 6 KEY BUYING CRITERIA FOR TOP TECHNOLOGIES
           5.3.7 TECHNOLOGY ANALYSIS
                    5.3.7.1 Adjacent technologies
                               5.3.7.1.1 AI & ML
                               5.3.7.1.2 5G
                               5.3.7.1.3 IoT
                    5.3.7.2 Related technologies
                               5.3.7.2.1 Virtual Reality (VR)
                               5.3.7.2.2 Augmented Reality (AR)
                               5.3.7.2.3 Projection Mapping
           5.3.8 FUTURE OF LOCATION BASED ENTERTAINMENT MARKET LANDSCAPE
           5.3.9 RECENT TRENDS AND DEALS UNDERTAKEN BY DISNEY, NETFLIX, AND UNIVERSAL STUDIOS
                    5.3.9.1 Disney
                    5.3.9.2 Netflix
                    5.3.9.3 Universal Studios
           5.3.10 TRENDS AND DISRUPTIONS IMPACTING BUYERS
                    FIGURE 17 REVENUE SHIFT FOR LOCATION BASED ENTERTAINMENT MARKET
           5.3.11 PATENT ANALYSIS
                    5.3.11.1 Methodology
                    5.3.11.2 Document types
                               TABLE 7 PATENTS FILED, 2020–2023
                    5.3.11.3 Innovation and patent applications
                               FIGURE 18 NUMBER OF PATENTS GRANTED ANNUALLY, 2020–2023
                               5.3.11.3.1 Top applicants
                               FIGURE 19 TOP TEN PATENT APPLICANTS WITH HIGHEST NUMBER OF APPLICATIONS, 2020–2023
           5.3.12 PRICING ANALYSIS
                    TABLE 8 PRICING ANALYSIS
           5.3.13 CASE STUDY ANALYSIS
                    5.3.13.1 Case Study 1: Barco helped Miraj Group create immersive experience for audience
                    5.3.13.2 Case Study 2: Fennec Labs and Spawnpoint used VIVE Focus 3 and LBSS to deliver engaging VR arcade experiences
                    5.3.13.3 Case Study 3: Ocean Labs used Ultraleap’s immersive technologies to promote LEGO’s Rebuild World campaign
                    5.3.13.4 Case Study 4: DreamTrace used 4Experience for motion tracking and multiplayer functionalities in physical VR arena
                    5.3.13.5 Case Study 5: Atlantis Aquarium relied on Panasonic to offer visitors fully immersive experience of underwater world
           5.3.14 KEY CONFERENCES & EVENTS
                    TABLE 9 LIST OF KEY CONFERENCES & EVENTS, 2023–2024
           5.3.15 REGULATORY LANDSCAPE
                    5.3.15.1 Regulatory bodies, government agencies, and other organizations
                               5.3.15.1.1 North America
                               5.3.15.1.2 Europe
                               5.3.15.1.3 Asia Pacific
                               5.3.15.1.4 Middle East & Africa
                               5.3.15.1.5 Latin America
 
6 LOCATION BASED ENTERTAINMENT MARKET, BY TECHNOLOGY (Page No. - 79)
    6.1 INTRODUCTION 
           FIGURE 20 AUGMENTED REALITY SEGMENT TO WITNESS HIGHEST GROWTH DURING FORECAST PERIOD
           6.1.1 TECHNOLOGIES: MARKET DRIVERS
                    TABLE 10 MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION)
                    TABLE 11 MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
    6.2 VIRTUAL REALITY 
           6.2.1 GROWING DEMAND FOR IMMERSIVE ENTERTAINMENT EXPERIENCES TO DRIVE MARKET FOR VIRTUAL REALITY TECHNOLOGY
                    TABLE 12 VIRTUAL REALITY: LOCATION BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION)
                    TABLE 13 VIRTUAL REALITY: MARKET, BY REGION, 2023–2028 (USD MILLION)
    6.3 AUGMENTED REALITY 
           6.3.1 GROWING NEED TO OFFER ENGAGING TRAINING AND EDUCATIONAL EXPERIENCES TO DRIVE MARKET FOR AUGMENTED REALITY TECHNOLOGY
                    TABLE 14 AUGMENTED REALITY: MARKET, BY REGION, 2018–2022 (USD MILLION)
                    TABLE 15 AUGMENTED REALITY: MARKET, BY REGION, 2023–2028 (USD MILLION)
    6.4 PROJECTION MAPPING 
           6.4.1 DEMAND FOR INTERACTIVE EXPERIENCE AMONG USERS TO DRIVE POPULARITY OF PROJECTION MAPPING TECHNOLOGY
                    TABLE 16 PROJECTION MAPPING: MARKET, BY REGION, 2018–2022 (USD MILLION)
                    TABLE 17 PROJECTION MAPPING: MARKET, BY REGION, 2023–2028 (USD MILLION)
    6.5 OTHER TECHNOLOGIES 
           TABLE 18 OTHER TECHNOLOGIES: MARKET, BY REGION, 2018–2022 (USD MILLION)
           TABLE 19 OTHER TECHNOLOGIES: MARKET, BY REGION, 2023–2028 (USD MILLION)
 
7 LOCATION BASED ENTERTAINMENT MARKET, BY OFFERING (Page No. - 86)
    7.1 INTRODUCTION 
           FIGURE 21 HARDWARE SEGMENT TO WITNESS HIGHEST GROWTH DURING FORECAST PERIOD
           7.1.1 OFFERINGS: MARKET DRIVERS
                    TABLE 20 MARKET, BY OFFERING, 2018–2022 (USD MILLION)
                    TABLE 21 MARKET, BY OFFERING, 2023–2028 (USD MILLION)
    7.2 HARDWARE 
           7.2.1 EFFECTIVE USE OF HARDWARE SYSTEMS TO FACILITATE CREATION OF ENGAGING AND IMMERSIVE EXPERIENCES TO DRIVE MARKET
                    TABLE 22 HARDWARE: MARKET, BY REGION, 2018–2022 (USD MILLION)
                    TABLE 23 HARDWARE: MARKET, BY REGION, 2023–2028 (USD MILLION)
    7.3 SOFTWARE 
           7.3.1 GROWING NEED FOR ADVANCED SYSTEMS TO CREATE AND MANAGE DIGITAL CONTENT TO DRIVE ADOPTION OF LOCATION BASED ENTERTAINMENT SOFTWARE
                    TABLE 24 SOFTWARE: LOCATION BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION)
                    TABLE 25 SOFTWARE: MARKET, BY REGION, 2023–2028 (USD MILLION)
    7.4 SERVICES 
           FIGURE 22 MANAGED SERVICES SEGMENT TO RECORD HIGHEST CAGR BY 2028
           TABLE 26 MARKET, BY SERVICE, 2018–2022 (USD MILLION)
           TABLE 27 MARKET, BY SERVICE, 2023–2028 (USD MILLION)
           TABLE 28 SERVICES: MARKET, BY REGION, 2018–2022 (USD MILLION)
           TABLE 29 SERVICES: MARKET, BY REGION, 2023–2028 (USD MILLION)
           7.4.1 PROFESSIONAL SERVICES
                    FIGURE 23 TRAINING AND DEPLOYMENT SEGMENT TO ACHIEVE HIGHEST GROWTH DURING FORECAST PERIOD
                    TABLE 30 MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION)
                    TABLE 31 MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION)
                    TABLE 32 PROFESSIONAL SERVICES: MARKET, BY REGION, 2018–2022 (USD MILLION)
                    TABLE 33 PROFESSIONAL SERVICES: MARKET, BY REGION, 2023–2028 (USD MILLION)
                    7.4.1.1 Consulting
                               7.4.1.1.1 Increasing need to determine viability of location based entertainment projects to drive demand for strategic consulting services
                               TABLE 34 CONSULTING: LOCATION BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION)
                               TABLE 35 CONSULTING: MARKET, BY REGION, 2023–2028 (USD MILLION)
                    7.4.1.2 Support and maintenance
                               7.4.1.2.1 Effective support and maintenance services to guarantee seamless location based entertainment experiences
                               TABLE 36 SUPPORT AND MAINTENANCE: MARKET, BY REGION, 2018–2022 (USD MILLION)
                               TABLE 37 SUPPORT AND MAINTENANCE: MARKET, BY REGION, 2023–2028 (USD MILLION)
                    7.4.1.3 Training and deployment
                               7.4.1.3.1 Demand for exceptional location based entertainment experiences to propel market for training and deployment services
                               TABLE 38 TRAINING AND DEPLOYMENT: MARKET, BY REGION, 2018–2022 (USD MILLION)
                               TABLE 39 TRAINING AND DEPLOYMENT: MARKET, BY REGION, 2023–2028 (USD MILLION)
           7.4.2 MANAGED SERVICES
                    7.4.2.1 Growing demand for better customer service and experience to increase use of managed services in location based entertainment industry
                               TABLE 40 MANAGED SERVICES: MARKET, BY REGION, 2018–2022 (USD MILLION)
                               TABLE 41 MANAGED SERVICES: MARKET, BY REGION, 2023–2028 (USD MILLION)
 
8 LOCATION BASED ENTERTAINMENT MARKET, BY VENUE (Page No. - 99)
    8.1 INTRODUCTION 
           FIGURE 24 ARCADES SEGMENT TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD
           8.1.1 VENUES: MARKET DRIVERS
                    TABLE 42 MARKET, BY VENUE, 2018–2022 (USD MILLION)
                    TABLE 43 MARKET, BY VENUE, 2023–2028 (USD MILLION)
    8.2 AMUSEMENT PARKS 
           8.2.1 DEMAND FOR INNOVATIVE, ENGAGING EXPERIENCES AT AMUSEMENT PARKS TO DRIVE MARKET
                    TABLE 44 AMUSEMENT PARKS: MARKET, BY REGION, 2018–2022 (USD MILLION)
                    TABLE 45 AMUSEMENT PARKS: MARKET, BY REGION, 2023–2028 (USD MILLION)
    8.3 THEME PARKS 
           8.3.1 GROWING DEMAND FOR CULTURAL AND EDUCATION HUBS TO DRIVE POPULARITY OF LOCATION BASED ENTERTAINMENT AT THEME PARKS
                    TABLE 46 THEME PARKS: MARKET, BY REGION, 2018–2022 (USD MILLION)
                    TABLE 47 THEME PARKS: MARKET, BY REGION, 2023–2028 (USD MILLION)
    8.4 ARCADES 
           8.4.1 NEED TO PROMOTE SOCIAL INTERACTION AND ENGAGEMENT AMONG YOUTH TO BOOST POPULARITY OF ARCADES
                    TABLE 48 ARCADES: MARKET, BY REGION, 2018–2022 (USD MILLION)
                    TABLE 49 ARCADES: MARKET, BY REGION, 2023–2028 (USD MILLION)
    8.5 OTHER VENUES 
           TABLE 50 OTHER VENUES: MARKET, BY REGION, 2018–2022 (USD MILLION)
           TABLE 51 OTHER VENUES: MARKET, BY REGION, 2023–2028 (USD MILLION)
 
9 LOCATION BASED ENTERTAINMENT MARKET, BY REGION (Page No. - 106)
    9.1 INTRODUCTION 
           FIGURE 25 NORTH AMERICA TO LEAD MARKET DURING FORECAST PERIOD
           FIGURE 26 ASIA PACIFIC TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD
           TABLE 52 MARKET, BY REGION, 2018–2022 (USD MILLION)
           TABLE 53 MARKET, BY REGION, 2023–2028 (USD MILLION)
    9.2 NORTH AMERICA 
           9.2.1 NORTH AMERICA: MARKET DRIVERS
           9.2.2 NORTH AMERICA: RECESSION IMPACT
                    FIGURE 27 NORTH AMERICA: MARKET SNAPSHOT
                    TABLE 54 NORTH AMERICA: LOCATION BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION)
                    TABLE 55 NORTH AMERICA: MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
                    TABLE 56 NORTH AMERICA: MARKET, BY OFFERING, 2018–2022 (USD MILLION)
                    TABLE 57 NORTH AMERICA: MARKET, BY OFFERING, 2023–2028 (USD MILLION)
                    TABLE 58 NORTH AMERICA: MARKET, BY SERVICE, 2018–2022 (USD MILLION)
                    TABLE 59 NORTH AMERICA: MARKET, BY SERVICE, 2023–2028 (USD MILLION)
                    TABLE 60 NORTH AMERICA: MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION)
                    TABLE 61 NORTH AMERICA: MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION)
                    TABLE 62 NORTH AMERICA: MARKET, BY VENUE, 2018–2022 (USD MILLION)
                    TABLE 63 NORTH AMERICA: MARKET, BY VENUE, 2023–2028 (USD MILLION)
                    TABLE 64 NORTH AMERICA: MARKET, BY COUNTRY, 2018–2022 (USD MILLION)
                    TABLE 65 NORTH AMERICA: MARKET, BY COUNTRY, 2023–2028 (USD MILLION)
           9.2.3 US
                    9.2.3.1 Rising demand for immersive and interactive experiences to drive MARKET
                               TABLE 66 US: LOCATION BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION)
                               TABLE 67 US: MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
                               TABLE 68 US: MARKET, BY OFFERING, 2018–2022 (USD MILLION)
                               TABLE 69 US: MARKET, BY OFFERING, 2023–2028 (USD MILLION)
                               TABLE 70 US: MARKET, BY SERVICE, 2018–2022 (USD MILLION)
                               TABLE 71 US: MARKET, BY SERVICE, 2023–2028 (USD MILLION)
                               TABLE 72 US: MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION)
                               TABLE 73 US: MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION)
                               TABLE 74 US: MARKET, BY VENUE, 2018–2022 (USD MILLION)
                               TABLE 75 US: MARKET, BY VENUE, 2023–2028 (USD MILLION)
           9.2.4 CANADA
                    9.2.4.1 Increased consumer spending on leisure activities to drive popularity of location based entertainment
    9.3 EUROPE 
           9.3.1 EUROPE: MARKET DRIVERS
           9.3.2 EUROPE: RECESSION IMPACT
                    TABLE 76 EUROPE: LOCATION BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION)
                    TABLE 77 EUROPE: MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
                    TABLE 78 EUROPE: MARKET, BY OFFERING, 2018–2022 (USD MILLION)
                    TABLE 79 EUROPE: MARKET, BY OFFERING, 2023–2028 (USD MILLION)
                    TABLE 80 EUROPE: MARKET, BY SERVICE, 2018–2022 (USD MILLION)
                    TABLE 81 EUROPE: MARKET, BY SERVICE, 2023–2028 (USD MILLION)
                    TABLE 82 EUROPE: MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION)
                    TABLE 83 EUROPE: MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION)
                    TABLE 84 EUROPE: MARKET, BY VENUE, 2018–2022 (USD MILLION)
                    TABLE 85 EUROPE: MARKET, BY VENUE, 2023–2028 (USD MILLION)
                    TABLE 86 EUROPE: MARKET, BY COUNTRY, 2018–2022 (USD MILLION)
                    TABLE 87 EUROPE: MARKET, BY COUNTRY, 2023–2028 (USD MILLION)
           9.3.3 UK
                    9.3.3.1 Rise in demand for immersive experiences among youth to drive popularity of location based entertainment solutions
                               TABLE 88 UK: LOCATION BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION)
                               TABLE 89 UK: MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
                               TABLE 90 UK: MARKET, BY OFFERING, 2018–2022 (USD MILLION)
                               TABLE 91 UK: MARKET, BY OFFERING, 2023–2028 (USD MILLION)
                               TABLE 92 UK: MARKET, BY SERVICE, 2018–2022 (USD MILLION)
                               TABLE 93 UK: MARKET, BY SERVICE, 2023–2028 (USD MILLION)
                               TABLE 94 UK: MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION)
                               TABLE 95 UK: MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION)
                               TABLE 96 UK: MARKET, BY VENUE, 2018–2022 (USD MILLION)
                               TABLE 97 UK: MARKET, BY VENUE, 2023–2028 (USD MILLION)
           9.3.4 GERMANY
                    9.3.4.1 Growing adoption of advanced technologies for location based entertainment to drive market growth
           9.3.5 FRANCE
                    9.3.5.1 Increased development in venture funding by small players to propel market for location based entertainment
           9.3.6 SPAIN
                    9.3.6.1 Rise in tourism to boost market
           9.3.7 ITALY
                    9.3.7.1 Increased government initiatives to drive development of location based entertainment solutions
           9.3.8 NORDICS
                    9.3.8.1 Rising demand for leisure and entertainment activities to drive demand for location based entertainment solutions
           9.3.9 REST OF EUROPE
    9.4 ASIA PACIFIC 
           9.4.1 ASIA PACIFIC: MARKET DRIVERS
           9.4.2 ASIA PACIFIC: RECESSION IMPACT
                    FIGURE 28 ASIA PACIFIC: LOCATION BASED ENTERTAINMENT MARKET SNAPSHOT
                    TABLE 98 ASIA PACIFIC: MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION)
                    TABLE 99 ASIA PACIFIC: MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
                    TABLE 100 ASIA PACIFIC: MARKET, BY OFFERING, 2018–2022 (USD MILLION)
                    TABLE 101 ASIA PACIFIC: MARKET, BY OFFERING, 2023–2028 (USD MILLION)
                    TABLE 102 ASIA PACIFIC: MARKET, BY SERVICE, 2018–2022 (USD MILLION)
                    TABLE 103 ASIA PACIFIC: MARKET, BY SERVICE, 2023–2028 (USD MILLION)
                    TABLE 104 ASIA PACIFIC: MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION)
                    TABLE 105 ASIA PACIFIC: MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION)
                    TABLE 106 ASIA PACIFIC: MARKET, BY VENUE, 2018–2022 (USD MILLION)
                    TABLE 107 ASIA PACIFIC: MARKET, BY VENUE, 2023–2028 (USD MILLION)
                    TABLE 108 ASIA PACIFIC: MARKET, BY COUNTRY, 2018–2022 (USD MILLION)
                    TABLE 109 ASIA PACIFIC: MARKET, BY COUNTRY, 2023–2028 (USD MILLION)
           9.4.3 CHINA
                    9.4.3.1 Increasing investments in immersive technologies to drive growth of MARKET
                               TABLE 110 CHINA: LOCATION BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION)
                               TABLE 111 CHINA: MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
                               TABLE 112 CHINA: MARKET, BY OFFERING, 2018–2022 (USD MILLION)
                               TABLE 113 CHINA: MARKET, BY OFFERING, 2023–2028 (USD MILLION)
                               TABLE 114 CHINA: MARKET, BY SERVICE, 2018–2022 (USD MILLION)
                               TABLE 115 CHINA: MARKET, BY SERVICE, 2023–2028 (USD MILLION)
                               TABLE 116 CHINA: MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION)
                               TABLE 117 CHINA: MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION)
                               TABLE 118 CHINA: MARKET, BY VENUE, 2018–2022 (USD MILLION)
                               TABLE 119 CHINA: MARKET, BY VENUE, 2023–2028 (USD MILLION)
           9.4.4 JAPAN
                    9.4.4.1 Increased adoption of AR and VR technologies to boost demand for MARKET
           9.4.5 INDIA
                    9.4.5.1 Large investments in location based entertainment industry by domestic and international players to drive market growth
           9.4.6 AUSTRALIA & NEW ZEALAND
                    9.4.6.1 Increased consumer spending on entertainment activities to drive popularity of location based entertainment solutions
           9.4.7 SOUTHEAST ASIA
                    9.4.7.1 Increasing tourism to drive advancements in location based entertainment industry
           9.4.8 REST OF ASIA PACIFIC
    9.5 MIDDLE EAST & AFRICA 
           9.5.1 MIDDLE EAST & AFRICA: MARKET DRIVERS
           9.5.2 MIDDLE EAST & AFRICA: RECESSION IMPACT
                    TABLE 120 MIDDLE EAST & AFRICA: LOCATION BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION)
                    TABLE 121 MIDDLE EAST & AFRICA: MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
                    TABLE 122 MIDDLE EAST & AFRICA: MARKET, BY OFFERING, 2018–2022 (USD MILLION)
                    TABLE 123 MIDDLE EAST & AFRICA: MARKET, BY OFFERING, 2023–2028 (USD MILLION)
                    TABLE 124 MIDDLE EAST & AFRICA: MARKET, BY SERVICE, 2018–2022 (USD MILLION)
                    TABLE 125 MIDDLE EAST & AFRICA: MARKET, BY SERVICE, 2023–2028 (USD MILLION)
                    TABLE 126 MIDDLE EAST & AFRICA: MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION)
                    TABLE 127 MIDDLE EAST & AFRICA: MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION)
                    TABLE 128 MIDDLE EAST & AFRICA: MARKET, BY VENUE, 2018–2022 (USD MILLION)
                    TABLE 129 MIDDLE EAST & AFRICA: MARKET, BY VENUE, 2023–2028 (USD MILLION)
                    TABLE 130 MIDDLE EAST & AFRICA: MARKET, BY COUNTRY, 2018–2022 (USD MILLION)
                    TABLE 131 MIDDLE EAST & AFRICA: MARKET, BY COUNTRY, 2023–2028 (USD MILLION)
           9.5.3 UAE
                    9.5.3.1 Increasing tourism to drive demand for location based entertainment solutions
                               TABLE 132 UAE: LOCATION BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION)
                               TABLE 133 UAE: MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
                               TABLE 134 UAE: MARKET, BY OFFERING, 2018–2022 (USD MILLION)
                               TABLE 135 UAE: MARKET, BY OFFERING, 2023–2028 (USD MILLION)
                               TABLE 136 UAE: MARKET, BY SERVICE, 2018–2022 (USD MILLION)
                               TABLE 137 UAE: MARKET, BY SERVICE, 2023–2028 (USD MILLION)
                               TABLE 138 UAE: MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION)
                               TABLE 139 UAE: MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION)
                               TABLE 140 UAE: MARKET, BY VENUE, 2018–2022 (USD MILLION)
                               TABLE 141 UAE: MARKET, BY VENUE, 2023–2028 (USD MILLION)
           9.5.4 KSA
                    9.5.4.1 Rapid economic growth and change in consumer lifestyle to boost adoption of location based entertainment solutions
           9.5.5 ISRAEL
                    9.5.5.1 Increased government support to propel developments in MARKET
           9.5.6 SOUTH AFRICA
                    9.5.6.1 Increasing spending on leisure activities to drive market growth
           9.5.7 REST OF MIDDLE EAST & AFRICA
    9.6 LATIN AMERICA 
           9.6.1 LATIN AMERICA: MARKET DRIVERS
           9.6.2 LATIN AMERICA: RECESSION IMPACT
                    TABLE 142 LATIN AMERICA: LOCATION BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION)
                    TABLE 143 LATIN AMERICA: MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
                    TABLE 144 LATIN AMERICA: MARKET, BY OFFERING, 2018–2022 (USD MILLION)
                    TABLE 145 LATIN AMERICA: MARKET, BY OFFERING, 2023–2028 (USD MILLION)
                    TABLE 146 LATIN AMERICA: MARKET, BY SERVICE, 2018–2022 (USD MILLION)
                    TABLE 147 LATIN AMERICA: MARKET, BY SERVICE, 2023–2028 (USD MILLION)
                    TABLE 148 LATIN AMERICA: MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION)
                    TABLE 149 LATIN AMERICA: MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION)
                    TABLE 150 LATIN AMERICA: MARKET, BY VENUE, 2018–2022 (USD MILLION)
                    TABLE 151 LATIN AMERICA: MARKET, BY VENUE, 2023–2028 (USD MILLION)
                    TABLE 152 LATIN AMERICA: MARKET, BY COUNTRY, 2018–2022 (USD MILLION)
                    TABLE 153 LATIN AMERICA: MARKET, BY COUNTRY, 2023–2028 (USD MILLION)
           9.6.3 BRAZIL
                    9.6.3.1 Rapidly evolving middle-class population and its expectations to boost growth of location based entertainment market
                               TABLE 154 BRAZIL: MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION)
                               TABLE 155 BRAZIL: MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
                               TABLE 156 BRAZIL: MARKET, BY OFFERING, 2018–2022 (USD MILLION)
                               TABLE 157 BRAZIL: MARKET, BY OFFERING, 2023–2028 (USD MILLION)
                               TABLE 158 BRAZIL: MARKET, BY SERVICE, 2018–2022 (USD MILLION)
                               TABLE 159 BRAZIL: MARKET, BY SERVICE, 2023–2028 (USD MILLION)
                               TABLE 160 BRAZIL: MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION)
                               TABLE 161 BRAZIL: MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION)
                               TABLE 162 BRAZIL: MARKET, BY VENUE, 2018–2022 (USD MILLION)
                               TABLE 163 BRAZIL: MARKET, BY VENUE, 2023–2028 (USD MILLION)
           9.6.4 MEXICO
                    9.6.4.1 Growing disposable income of consumers to drive growth of location based entertainment market
           9.6.5 REST OF LATIN AMERICA
 
10 COMPETITIVE LANDSCAPE (Page No. - 157)
     10.1 OVERVIEW 
     10.2 STRATEGIES ADOPTED BY KEY PLAYERS 
               TABLE 164 STRATEGIES ADOPTED BY KEY PLAYERS
     10.3 MARKET SHARE ANALYSIS FOR KEY PLAYERS 
               TABLE 165 LOCATION BASED ENTERTAINMENT MARKET: INTENSITY OF COMPETITIVE RIVALRY
     10.4 HISTORICAL REVENUE ANALYSIS 
               FIGURE 29 HISTORICAL REVENUE ANALYSIS FOR KEY PLAYERS, 2020–2022 (USD MILLION)
     10.5 MARKET RANKING ANALYSIS FOR KEY PLAYERS, 2023 
               FIGURE 30 MARKET RANKING ANALYSIS FOR KEY PLAYERS, 2023
     10.6 EVALUATION QUADRANT MATRIX FOR KEY PLAYERS 
               FIGURE 31 EVALUATION QUADRANT MATRIX FOR KEY PLAYERS: CRITERIA WEIGHTAGE
             10.6.1 STARS
             10.6.2 EMERGING LEADERS
             10.6.3 PERVASIVE PLAYERS
             10.6.4 PARTICIPANTS
                       FIGURE 32 EVALUATION QUADRANT MATRIX FOR KEY PLAYERS, 2023
     10.7 EVALUATION QUADRANT MATRIX FOR STARTUPS/SMES 
               FIGURE 33 EVALUATION QUADRANT MATRIX FOR STARTUPS/SMES: CRITERIA WEIGHTAGE
             10.7.1 PROGRESSIVE COMPANIES
             10.7.2 RESPONSIVE COMPANIES
             10.7.3 DYNAMIC COMPANIES
             10.7.4 STARTING BLOCKS
                       FIGURE 34 EVALUATION QUADRANT MATRIX FOR STARTUPS/SMES, 2023
     10.8 COMPETITIVE BENCHMARKING FOR STARTUPS/SMES 
               TABLE 166 DETAILED LIST OF KEY STARTUPS/SMES
               TABLE 167 COMPETITIVE BENCHMARKING FOR STARTUPS/SMES
               TABLE 168 COMPETITIVE BENCHMARKING FOR KEY PLAYERS
     10.9 COMPETITIVE SCENARIO 
             10.9.1 PRODUCT LAUNCHES
                       TABLE 169 PRODUCT LAUNCHES, 2019–2022
             10.9.2 DEALS
                       TABLE 170 DEALS, 2020–2023
 
11 COMPANY PROFILES (Page No. - 171)
     11.1 MAJOR PLAYERS 
(Business overview, Products/Solutions/Services offered, Recent Developments, MNM view)*
             11.1.1 MICROSOFT
                       TABLE 171 MICROSOFT: BUSINESS OVERVIEW
                       FIGURE 35 MICROSOFT: COMPANY SNAPSHOT
                       TABLE 172 MICROSOFT: PRODUCTS/SOLUTIONS/SERVICES OFFERED
                       TABLE 173 MICROSOFT: DEALS
             11.1.2 GOOGLE
                       TABLE 174 GOOGLE: BUSINESS OVERVIEW
                       FIGURE 36 GOOGLE: COMPANY SNAPSHOT
                       TABLE 175 GOOGLE: PRODUCTS/SOLUTIONS/SERVICES OFFERED
             11.1.3 META
                       TABLE 176 META: BUSINESS OVERVIEW
                       FIGURE 37 META: COMPANY SNAPSHOT
                       TABLE 177 META: PRODUCTS/SOLUTIONS/SERVICES OFFERED
             11.1.4 UNITY TECHNOLOGIES
                       TABLE 178 UNITY TECHNOLOGIES: BUSINESS OVERVIEW
                       FIGURE 38 UNITY TECHNOLOGIES: COMPANY SNAPSHOT
                       TABLE 179 UNITY TECHNOLOGIES: PRODUCTS/SOLUTIONS/SERVICES OFFERED
                       TABLE 180 UNITY TECHNOLOGIES: PRODUCT LAUNCHES
                       TABLE 181 UNITY TECHNOLOGIES: DEALS
             11.1.5 NVIDIA
                       TABLE 182 NVIDIA: BUSINESS OVERVIEW
                       FIGURE 39 NVIDIA: COMPANY SNAPSHOT
                       TABLE 183 NVIDIA: PRODUCTS/SOLUTIONS/SERVICES OFFERED
                       TABLE 184 NVIDIA: PRODUCT LAUNCHES
             11.1.6 SONY INTERACTIVE ENTERTAINMENT
                       TABLE 185 SONY INTERACTIVE ENTERTAINMENT: BUSINESS OVERVIEW
                       FIGURE 40 SONY INTERACTIVE ENTERTAINMENT: COMPANY SNAPSHOT
                       TABLE 186 SONY INTERACTIVE ENTERTAINMENT: PRODUCTS/SOLUTIONS/SERVICES OFFERED
                       TABLE 187 SONY INTERACTIVE ENTERTAINMENT: DEALS
             11.1.7 SAMSUNG
                       TABLE 188 SAMSUNG: BUSINESS OVERVIEW
                       FIGURE 41 SAMSUNG: COMPANY SNAPSHOT
                       TABLE 189 SAMSUNG: PRODUCTS/SOLUTIONS/SERVICES OFFERED
                       TABLE 190 SAMSUNG: DEALS
             11.1.8 BARCO ELECTRONIC SYSTEMS
                       TABLE 191 BARCO ELECTRONIC SYSTEMS: BUSINESS OVERVIEW
                       FIGURE 42 BARCO ELECTRONIC SYSTEMS: COMPANY SNAPSHOT
                       TABLE 192 BARCO ELECTRONIC SYSTEMS: PRODUCTS/SOLUTIONS/SERVICES OFFERED
                       TABLE 193 BARCO ELECTRONIC SYSTEMS: DEALS
             11.1.9 PANASONIC
                       TABLE 194 PANASONIC: BUSINESS OVERVIEW
                       FIGURE 43 PANASONIC: COMPANY SNAPSHOT
                       TABLE 195 PANASONIC: DEALS
             11.1.10 HUAWEI TECHNOLOGIES
                       TABLE 196 HUAWEI TECHNOLOGIES: BUSINESS OVERVIEW
                       FIGURE 44 HUAWEI TECHNOLOGIES: COMPANY SNAPSHOT
                       TABLE 197 HUAWEI TECHNOLOGIES: PRODUCTS/SOLUTIONS/SERVICES OFFERED
                       TABLE 198 HUAWEI TECHNOLOGIES: PRODUCT LAUNCHES
*Details on Business overview, Products/Solutions/Services offered, Recent Developments, MNM view might not be captured in case of unlisted companies.
     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
 
12 ADJACENT AND RELATED MARKETS (Page No. - 218)
     12.1 LIMITATIONS 
     12.2 AUGMENTED REALITY AND VIRTUAL REALITY MARKET 
             12.2.1 MARKET DEFINITION
             12.2.2 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY TECHNOLOGY
                       TABLE 199 VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2022–2027 (USD MILLION)
                       TABLE 200 NON-IMMERSIVE: VIRTUAL REALITY MARKET, BY OFFERING, 2022–2027 (USD MILLION)
                       TABLE 201 SEMI- AND FULLY IMMERSIVE: VIRTUAL REALITY MARKET, BY OFFERING, 2022–2027 (USD MILLION)
             12.2.3 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING
                       TABLE 202 AUGMENTED REALITY MARKET, BY OFFERING, 2022–2027 (USD MILLION)
                       TABLE 203 AUGMENTED REALITY MARKET, BY HARDWARE, 2022–2027 (USD MILLION)
                       TABLE 204 VIRTUAL REALITY MARKET, BY OFFERING, 2022–2027 (USD MILLION)
                       TABLE 205 VIRTUAL REALITY MARKET, BY HARDWARE, 2022–2027 (USD MILLION)
                       TABLE 206 SOFTWARE: AUGMENTED REALITY MARKET, BY APPLICATION, 2022–2027 (USD MILLION)
                       TABLE 207 SOFTWARE: VIRTUAL REALITY MARKET, BY APPLICATION, 2022–2027 (USD MILLION)
             12.2.4 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE
                       TABLE 208 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2022–2027 (USD MILLION)
                       TABLE 209 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2022–2027 (THOUSAND UNITS)
                       TABLE 210 HEAD-MOUNTED DISPLAYS: AUGMENTED REALITY MARKET, BY APPLICATION, 2022–2027 (USD MILLION)
                       TABLE 211 HEAD-UP DISPLAYS: AUGMENTED REALITY MARKET, BY APPLICATION, 2022–2027 (USD MILLION)
                       TABLE 212 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2022–2027 (USD MILLION)
                       TABLE 213 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2022–2027 (THOUSAND UNITS)
                       TABLE 214 HEAD-MOUNTED DISPLAYS: VIRTUAL REALITY MARKET, BY APPLICATION, 2022–2027 (USD MILLION)
                       TABLE 215 GESTURE-TRACKING DEVICES: VIRTUAL REALITY MARKET, BY APPLICATION, 2022–2027 (USD MILLION)
                       TABLE 216 PROJECTORS & DISPLAY WALLS: VIRTUAL REALITY MARKET, BY APPLICATION, 2022–2027 (USD MILLION)
             12.2.5 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION
                       TABLE 217 AUGMENTED REALITY MARKET, BY APPLICATION, 2022–2027 (USD MILLION)
                       TABLE 218 VIRTUAL REALITY MARKET, BY APPLICATION, 2022–2027 (USD MILLION)
             12.2.6 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY REGION
                       TABLE 219 AUGMENTED REALITY MARKET, BY REGION, 2022–2027 (USD MILLION)
                       TABLE 220 VIRTUAL REALITY MARKET, BY REGION, 2022–2027 (USD MILLION)
     12.3 PROJECTION MAPPING MARKET 
             12.3.1 MARKET DEFINITION
             12.3.2 PROJECTION MAPPING MARKET, BY OFFERING
                       TABLE 221 PROJECTION MAPPING MARKET, BY OFFERING, 2017–2020 (USD MILLION)
                       TABLE 222 PROJECTION MAPPING MARKET, BY OFFERING, 2021–2026 (USD MILLION)
                       TABLE 223 PROJECTION MAPPING MARKET, BY HARDWARE, 2017–2020 (USD MILLION)
                       TABLE 224 PROJECTION MAPPING MARKET, BY HARDWARE, 2021–2026 (USD MILLION)
             12.3.3 PROJECTION MAPPING MARKET, BY THROW DISTANCE
                       TABLE 225 PROJECTION MAPPING MARKET, BY THROW DISTANCE, 2017–2020 (USD MILLION)
                       TABLE 226 PROJECTION MAPPING MARKET, BY THROW DISTANCE, 2021–2026 (USD MILLION)
             12.3.4 PROJECTION MAPPING MARKET, BY DIMENSION
                       TABLE 227 PROJECTION MAPPING MARKET, BY DIMENSION, 2017–2020 (USD MILLION)
                       TABLE 228 PROJECTION MAPPING MARKET, BY DIMENSION, 2021–2026 (USD MILLION)
             12.3.5 PROJECTION MAPPING MARKET, BY BRIGHTNESS/LUMENS
                       TABLE 229 PROJECTION MAPPING MARKET, BY BRIGHTNESS/LUMENS, 2017–2020 (USD MILLION)
                       TABLE 230 PROJECTION MAPPING MARKET, BY BRIGHTNESS/LUMENS, 2021–2026 (USD MILLION)
             12.3.6 PROJECTION MAPPING MARKET, BY APPLICATION
                       TABLE 231 PROJECTION MAPPING MARKET, BY APPLICATION, 2017–2020 (USD MILLION)
                       TABLE 232 PROJECTION MAPPING MARKET, BY APPLICATION, 2021–2026 (USD MILLION)
             12.3.7 PROJECTION MAPPING MARKET, BY REGION
                       TABLE 233 PROJECTION MAPPING MARKET, BY REGION, 2017–2020 (USD MILLION)
                       TABLE 234 PROJECTION MAPPING MARKET, BY REGION, 2021–2026 (USD MILLION)
 
13 APPENDIX (Page No. - 234)
     13.1 DISCUSSION GUIDE 
     13.2 KNOWLEDGESTORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL 
     13.3 CUSTOMIZATION OPTIONS 
     13.4 RELATED REPORTS 
     13.5 AUTHOR DETAILS 

This research study involved extensive secondary sources, directories, and databases, such as D&B Hoovers, Bloomberg Businessweek, and Factiva, to identify and collect information useful for this technical, market-oriented, and commercial study of the LBE market. Primary sources were industry experts from core and related industries, preferred system developers, service providers, resellers, partners, and organizations related to the various segments of the industry’s value chain. In-depth interviews were conducted with various primary respondents, including key industry participants and subject-matter experts, to obtain and verify critical qualitative and quantitative information and assess the market’s prospects. These included key industry participants, subject-matter experts, C-level executives of key companies, and industry consultants.

Secondary Research

The market share and revenue of the companies offering LBE solutions and services for various venues were identified. The secondary data was available through paid and unpaid sources by analyzing the product portfolio of major companies in the ecosystem and rating them based on their performance and quality. In the secondary research process, various sources were referred to for identifying and collecting information for this study. In the secondary research process, various sources were referred to, for identifying and collecting information for this study. The secondary sources included annual reports, press releases, investor presentations of companies, white papers, journals, and certified publications and articles from recognized authors, directories, and databases.

Primary Research

Various primary sources from the supply and demand sides were interviewed to obtain qualitative and quantitative information for this report in the primary research process. The primary sources from the supply side included industry experts, such as Chief Executive Officers (CEOs), Chief Information Security Officers (CISOs), Chief Technology Officers (CTOs), Chief Operating Officers (COOs), Vice Presidents (VPs), Managing Directors (MDs), technology and innovation directors, and related key executives from various key companies and organizations operating in the LBE market.

The breakup of Primary Research :

Location Based Entertainment (LBE) Market Size, and Share

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

Company Name

Designation

Plug XR

AR Specialist

Satyapriy Infotech

Founder

Plutomen Technologies

Founder & CEO

Location Based Entertainment Market Size Estimation

Top-down and bottom-up approaches were used to estimate and validate the size of the global LBE market and the size of various other dependent sub-segments. The research methodology used to estimate the market size includes the following details:

  • Analyzing the size of the global location based entertainment and then identifying revenues generated through the technology
  • Identifying the key players in the market and their revenue contribution in the respective regions
  • Estimating the size of the location based entertainment market
  • Estimating the market size of other location based entertainment technology providers

Location based Entertainment Market Size: Bottom Up Approach

Location Based Entertainment (LBE) Market Bottom Up Approach

To know about the assumptions considered for the study, Request for Free Sample Report

Location based Entertainment Market Size: Top Down Approach

Location Based Entertainment (LBE) Market Top Down Approach

Data Triangulation

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

Market Definition

Location based entertainment (LBE) pertains to a category of entertainment that transpires in a designated physical space or setting, such as amusement parks, galleries, game arcades, and other entertainment facilities. LBE experiences usually involve active participation and immersion, incorporating cutting-edge technologies such as virtual reality (VR), augmented reality (AR), mixed reality (MR), and other sensory effects to augment the overall experience.

Key Stakeholders

  • Senior Management
  • Finance/Procurement Department
  • R&D Department
  • LBE Providers
  • Technology Providers
  • Content Developers
  • Venue Owners
  • Investors and venture capitalists

Report Objectives

  • To determine and forecast the global location based entertainment market by technology, offering, venue, and region from 2023 to 2028
  • To analyze the various macroeconomic and microeconomic factors affecting the market growth
  • To forecast the size of the market segments with respect to five main regions: North America, Europe, Asia Pacific (APAC), Middle East & Africa, Latin America
  • To provide detailed information about the major factors (drivers, restraints, opportunities, and challenges) influencing the growth of the market
  • To analyze each submarket with respect to individual growth trends, prospects, and contributions to the overall location based entertainment market
  • To analyze the opportunities for stakeholders by identifying the high-growth segments of the market
  • To profile the key market players; provide a comparative analysis based on business overviews, regional presence, product offerings, business strategies, and key financials; and illustrate the competitive landscape of the market
  • To track and analyze competitive developments, such as mergers & acquisitions, product developments, partnerships & collaborations, and research & development (R&D) activities, in the market

Available Customizations

With the given market data, MarketsandMarkets offers customizations as per the company’s specific needs. The following customization options are available for the report:

Geographic Analysis

  • Further breakup of the Asia Pacific market into countries contributing 75% to the regional market size
  • Further breakup of the North American market into countries contributing 75% to the regional market size
  • Further breakup of the European market into countries contributing 75% to the regional market size
  • Further breakup of the Latin American market into countries contributing 75% to the regional market size
  • Further breakup of the MEA market into countries contributing 75% to the regional market size

Company Information

  • Detailed analysis and profiling of additional market players (up to 5)
Custom Market Research Services

We will customize the research for you, in case the report listed above does not meet with your exact requirements. Our custom research will comprehensively cover the business information you require to help you arrive at strategic and profitable business decisions.

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Report Code
TC 8652
Published ON
May, 2023
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