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市场调查报告书
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1891533

基于位置的娱乐市场规模、占有率、成长及全球产业分析:依类型、应用和地区划分的洞察与预测(2024-2032 年)

Location Based Entertainment Market Size, Share, Growth and Global Industry Analysis By Type & Application, Regional Insights and Forecast, 2024-2032

出版日期: | 出版商: Fortune Business Insights Pvt. Ltd. | 英文 120 Pages | 商品交期: 请询问到货日

价格

基于位置的娱乐市场成长驱动因素

受消费者对沉浸式、互动式和技术赋能的娱乐体验日益增长的需求驱动,全球基于位置的娱乐市场正经历快速扩张。预计到 2024 年,全球市场规模将达到 51.7 亿美元,这反映了游戏中心、街机厅、主题公园、密室逃脱和互动剧院等基于位置的娱乐场所的普及。预计到 2025 年,市场规模将成长至 61.8 亿美元,并在 2032 年迅速成长至 233.4 亿美元,凸显了该产业强劲的长期成长潜力。

基于位置的娱乐 (LBE) 指的是与特定场所或地点物理绑定的娱乐体验,使用户能够同时体验数位和现实世界的元素。这些体验高度依赖虚拟实境 (VR)、扩增实境 (AR)、混合实境 (MR) 和投影映射等技术来创造沉浸式环境。市场扩张的关键驱动因素是年轻消费者越来越倾向于体验式娱乐而非传统媒体。

市场驱动因素

基于位置的娱乐市场的主要成长驱动因素之一是对沉浸式和游戏化体验日益增长的需求。预计到 2025 年,约 70% 的消费者将参与游戏化娱乐体验,这标誌着人们的娱乐方式正向互动式休閒活动发生显着转变。 AR 和 VR 技术的广泛应用正在将传统娱乐场所转变为动态体验中心,使用户能够在实体环境中与数位内容互动。

截至 2024 年,全球约有 4,000 个基于位置的 VR 中心,显示沉浸式技术在娱乐领域的渗透率正在不断提高。此外,混合实境 (MR) 景点也正在蓬勃发展,预计全年将保持强劲成长。预计这将提升游客在实体娱乐场所的参与度和重复造访率。

生成式人工智慧的影响

生成式人工智慧的融合正成为实体娱乐市场的一股变革力量。生成式人工智慧能够以更快的速度、更低的成本製作内容,同时提升个人化、创意性和营运效率。透过简化 3D 资产、动画和沈浸式环境的开发,人工智慧工具能够大幅降低娱乐供应商的製作时间和成本。

到 2024 年,利用人工智慧驱动的扩增实境平台的公司将能够在主题乐园、体育场、音乐节和度假村等大型场所提供高度逼真且互动性强的体验。随着人工智慧使沉浸式娱乐更具可扩展性和可及性,预计这些进步将推动2025年至2032年市场成长。

科技与场馆趋势

在技术方面,投影映射技术凭藉其创建大规模、无需设备的沉浸式环境的能力,预计将在2024年引领市场。投影映射技术无需依赖头戴式显示器即可提供互动式视觉体验,使其成为人流量大的场所的理想选择。

同时,云端融合现实技术预计将迅速普及,因为它相容于AR和VR系统,并且能够以更高的效率提供即时沉浸式内容。在场馆方面,街机游戏厅预计将在2024年占最大的市场占有率,这主要得益于其对高清VR系统的巨额投资,而这些系统是家用设备无法复製的。预计到 2032 年,主题乐园将迎来加速成长,营运商将加快采用扩增实境 (AR) 和虚拟实境 (VR) 技术,以提供主题化的沉浸式真实世界体验。

区域洞察

2024 年,北美将以 39.81% 的市占率引领全球基于位置的娱乐市场,创造 20.5 亿美元的收入。该地区的领先地位归功于消费者对现场体验的强劲支出、先进娱乐技术的普及以及主题公园和沈浸式场所的高度集中。

预计到 2032 年,亚太地区将实现最快的成长速度,这主要得益于消费者娱乐偏好的转变、快速的城市化进程以及主要 AR/VR 硬体和软体供应商的存在。欧洲预计将保持稳定成长,这主要得益于旅游业的成长、可支配收入的增加以及娱乐基础设施的扩张。

目录

第一章:引言

第二章:摘要整理

第三章:市场动态

  • 宏观与微观经济指标
  • 驱动因素、限制因素、机会与趋势
  • 生成式人工智慧的影响

第四章:竞争格局

  • 主要公司采用的商业策略
  • 主要公司的综合SWOT分析
  • 全球前3-5大位置娱乐公司市占率/排名(2024年)

第五章:全球位置娱乐市场规模、估算与预测(依细分市场划分) (2019-2032)

  • 主要研究成果
  • 依技术分类
    • 投影映射
    • 云端融合现实
  • 依组件分类
    • 硬体
    • 软体
  • 依场所分类
    • 街机和游戏中心
    • 主题乐园
    • 密室逃脱与互动剧院
    • 其他
  • 依地区分类
    • 北美
    • 南美
    • 欧洲
    • 中东和非洲
    • 亚太地区

第六章 北美基于位置的娱乐市场规模、估算与预测(依细分市场划分) 2019-2032)

  • 依国家划分
    • 美国
    • 加拿大
    • 墨西哥

第七章:南美洲基于位置的娱乐市场规模、估算和预测(依细分市场划分,2019-2032 年)

  • 依国家划分
    • 巴西
    • 阿根廷
    • 南美洲其他地区

第八章:欧洲基于位置的娱乐市场、估算和预测(依细分市场划分,2019-2032 年)

  • 依国家/地区
    • 英国
    • 德国
    • 法国
    • 义大利
    • 西班牙
    • 俄罗斯
    • 比荷卢经济联盟
    • 北欧国家
    • 欧洲其他地区

第九章:中东和非洲基于位置的娱乐市场,估算和预测(2019-2032)

  • 依国家划分
    • 土耳其
    • 以色列
    • 海湾合作委员会
    • 南非
    • 北非
    • 中东和非洲其他地区

第十章:亚太地区基于位置的娱乐市场规模、估算与预测(依细分市场划分) 2019-2032)

  • 依国家/地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 东协
    • 大洋洲
    • 亚太其他地区

第十一章:十大公司简介

  • Meta
  • HTC Vive Tech Corporation
  • Samsung Electronics
  • Sony Interactive Entertainment Limited
  • Wikitude
  • Neurogaming
  • Exit Reality
  • Spaces, Inc.
  • Void, LLC
  • Hologate
Product Code: FBI110163

Growth Factors of location based entertainment Market

The global location based entertainment market is witnessing rapid expansion, driven by growing consumer demand for immersive, interactive, and technology-enabled entertainment experiences. In 2024, the global location based entertainment market size was valued at USD 5.17 billion, reflecting strong adoption of location-driven attractions such as gaming centers, arcades, theme parks, escape rooms, and interactive theaters. The market is projected to grow to USD 6.18 billion in 2025 and further surge to USD 23.34 billion by 2032, highlighting the strong long-term growth potential of this industry.

Location Based Entertainment (LBE) refers to entertainment experiences that are physically tied to specific venues and locations, where users engage with digital and real-world elements simultaneously. These experiences rely heavily on technologies such as virtual reality, augmented reality, mixed reality, and projection mapping to deliver highly engaging environments. The increasing preference among younger consumers for experiential entertainment over traditional media is a key factor supporting market expansion.

Market Growth Drivers

One of the major growth drivers of the location based entertainment market is the rising demand for immersive and gamified experiences. By 2025, nearly 70% of consumers are expected to engage with gamified entertainment experiences, indicating a strong shift toward interactive leisure activities. The widespread adoption of AR and VR technologies has transformed traditional entertainment venues into dynamic experience centers, enabling users to interact with digital content in physical environments.

In 2024, the presence of approximately 4,000 location-based VR centers globally further demonstrates the increasing penetration of immersive technologies in entertainment. Additionally, mixed-reality attractions are gaining momentum and are expected to experience strong annual growth, contributing to higher visitor engagement and repeat footfall at LBE venues.

Impact of Generative AI

The integration of generative artificial intelligence is emerging as a transformative force within the location based entertainment market. Generative AI enables faster and more cost-effective content creation while enhancing personalization, creativity, and operational efficiency. By simplifying the development of 3D assets, animations, and immersive environments, AI-powered tools significantly reduce production time and costs for entertainment providers.

In 2024, companies leveraging AI-driven augmented reality platforms were able to deliver highly realistic and interactive experiences across large venues such as theme parks, stadiums, festivals, and resorts. These advancements are expected to support market growth from 2025 through 2032, as AI makes immersive entertainment more scalable and accessible.

Technology and Venue Trends

From a technology perspective, projection mapping dominated the market in 2024, driven by its ability to create large-scale, device-free immersive environments. Projection mapping allows visitors to experience interactive visuals without relying on head-mounted displays, making it ideal for high-traffic venues.

Meanwhile, cloud merged reality is expected to witness rapid adoption due to its compatibility with AR and VR systems and its ability to deliver real-time, immersive content with improved efficiency. On the venue side, arcades and gaming centers accounted for the largest market share in 2024, supported by heavy investments in high-fidelity VR systems that cannot be replicated through home-based setups. Theme parks are expected to experience accelerated growth through 2032, as operators increasingly deploy AR and VR to offer theme-centric, real-world immersive experiences.

Regional Insights

North America dominated the global location based entertainment market in 2024, accounting for a 39.81% market share and generating USD 2.05 billion in revenue. The region's leadership is attributed to strong consumer spending on live experiences, widespread adoption of advanced entertainment technologies, and a high concentration of theme parks and immersive venues.

Asia Pacific is projected to register the fastest growth through 2032, supported by changing consumer entertainment preferences, rapid urbanization, and the presence of major AR/VR hardware and software providers. Europe is expected to witness steady growth, driven by rising tourism, increasing disposable income, and expanding entertainment infrastructure.

Competitive Landscape

The location based entertainment market is highly competitive, with companies focusing on technological innovation, strategic partnerships, and expansion of immersive content offerings. Leading players are integrating AR, VR, and extended reality technologies to strengthen their market positions and enhance visitor experiences. Continuous investments in advanced hardware, software, and content development are expected to shape competition through 2025 and 2032.

Segmentation By Technology

  • Projection Mapping (2D, 3D &4D)
  • Cloud Merged Reality (AR/VR)

By Component

  • Hardware
  • Software

By Venue

  • Arcades and Gaming Centers
  • Theme Parks
  • Escape Rooms and Interactive Theatres
  • Others

By Region

  • North America (By Technology, Component, Venue and Country)
    • U.S.
    • Canada
    • Mexico
  • South America (By Technology, Component, Venue and Country)
    • Brazil
    • Argentina
    • Rest of South America
  • Europe (By Technology, Component, Venue and Country)
    • Germany
    • France
    • Italy
    • Austria
    • Netherlands
    • Rest of Europe
  • Middle East & Africa (By Technology, Component, Venue and Country)
    • Turkey
    • Israel
    • GCC
    • South Africa
    • Rest of the Middle East & Africa
  • Asia Pacific (By Technology, Component, Venue and Country)
    • China
    • Japan
    • India
    • South Korea
    • Taiwan
    • ASEAN
    • Rest of the Asia Pacific

Table of Content

1. Introduction

  • 1.1. Definition, By Segment
  • 1.2. Research Methodology/Approach
  • 1.3. Data Sources

2. Executive Summary

3. Market Dynamics

  • 3.1. Macro and Micro Economic Indicators
  • 3.2. Drivers, Restraints, Opportunities and Trends
  • 3.3. Impact of Generative AI

4. Competition Landscape

  • 4.1. Business Strategies Adopted by Key Players
  • 4.2. Consolidated SWOT Analysis of Key Players
  • 4.3. Global Location Based Entertainment Key Players (Top 3 - 5) Market Share/Ranking, 2024

5. Global Location Based Entertainment Market Size Estimates and Forecasts, By Segments, 2019-2032

  • 5.1. Key Findings
  • 5.2. By Technology (USD)
    • 5.2.1. Projection Mapping
    • 5.2.2. Cloud Merged Reality
  • 5.3. By Component (USD)
    • 5.3.1. Hardware
    • 5.3.2. Software
  • 5.4. By Venue (USD)
    • 5.4.1. Arcades and Gaming Centers
    • 5.4.2. Theme Parks
    • 5.4.3. Escape Rooms and Interactive Theatres
    • 5.4.4. Others
  • 5.5. By Region (USD)
    • 5.5.1. North America
    • 5.5.2. South America
    • 5.5.3. Europe
    • 5.5.4. Middle East & Africa
    • 5.5.5. Asia Pacific

6. North America Location Based Entertainment Market Size Estimates and Forecasts, By Segments, 2019-2032

  • 6.1. Key Findings
  • 6.2. By Technology (USD)
    • 6.2.1. Projection Mapping
    • 6.2.2. Cloud Merged Reality
  • 6.3. By Component (USD)
    • 6.3.1. Hardware
    • 6.3.2. Software
  • 6.4. By Venue (USD)
    • 6.4.1. Arcades and Gaming Centers
    • 6.4.2. Theme Parks
    • 6.4.3. Escape Rooms and Interactive Theatres
    • 6.4.4. Others
  • 6.5. By Country (USD)
    • 6.5.1. United States
    • 6.5.2. Canada
    • 6.5.3. Mexico

7. South America Location Based Entertainment Market Size Estimates and Forecasts, By Segments, 2019-2032

  • 7.1. Key Findings
  • 7.2. By Technology (USD)
    • 7.2.1. Projection Mapping
    • 7.2.2. Cloud Merged Reality
  • 7.3. By Component (USD)
    • 7.3.1. Hardware
    • 7.3.2. Software
  • 7.4. By Venue (USD)
    • 7.4.1. Arcades and Gaming Centers
    • 7.4.2. Theme Parks
    • 7.4.3. Escape Rooms and Interactive Theatres
    • 7.4.4. Others
  • 7.5. By Country (USD)
    • 7.5.1. Brazil
    • 7.5.2. Argentina
    • 7.5.3. Rest of South America

8. Europe Location Based Entertainment Market Size Estimates and Forecasts, By Segments, 2019-2032

  • 8.1. Key Findings
  • 8.2. By Technology (USD)
    • 8.2.1. Projection Mapping
    • 8.2.2. Cloud Merged Reality
  • 8.3. By Component (USD)
    • 8.3.1. Hardware
    • 8.3.2. Software
  • 8.4. By Venue (USD)
    • 8.4.1. Arcades and Gaming Centers
    • 8.4.2. Theme Parks
    • 8.4.3. Escape Rooms and Interactive Theatres
    • 8.4.4. Others
  • 8.5. By Country (USD)
    • 8.5.1. United Kingdom
    • 8.5.2. Germany
    • 8.5.3. France
    • 8.5.4. Italy
    • 8.5.5. Spain
    • 8.5.6. Russia
    • 8.5.7. Benelux
    • 8.5.8. Nordics
    • 8.5.9. Rest of Europe

9. Middle East & Africa Location Based Entertainment Market Size Estimates and Forecasts, By Segments, 2019-2032

  • 9.1. Key Findings
  • 9.2. By Technology (USD)
    • 9.2.1. Projection Mapping
    • 9.2.2. Cloud Merged Reality
  • 9.3. By Component (USD)
    • 9.3.1. Hardware
    • 9.3.2. Software
  • 9.4. By Venue (USD)
    • 9.4.1. Arcades and Gaming Centers
    • 9.4.2. Theme Parks
    • 9.4.3. Escape Rooms and Interactive Theatres
    • 9.4.4. Others
  • 9.5. By Country (USD)
    • 9.5.1. Turkey
    • 9.5.2. Israel
    • 9.5.3. GCC
    • 9.5.4. South Africa
    • 9.5.5. North Africa
    • 9.5.6. Rest of MEA

10. Asia Pacific Location Based Entertainment Market Size Estimates and Forecasts, By Segments, 2019-2032

  • 10.1. By Technology (USD)
    • 10.1.1. Projection Mapping
    • 10.1.2. Cloud Merged Reality
  • 10.2. By Component (USD)
    • 10.2.1. Hardware
    • 10.2.2. Software
  • 10.3. By Venue (USD)
    • 10.3.1. Arcades and Gaming Centers
    • 10.3.2. Theme Parks
    • 10.3.3. Escape Rooms and Interactive Theatres
    • 10.3.4. Others
  • 10.4. By Country (USD)
    • 10.4.1. China
    • 10.4.2. India
    • 10.4.3. Japan
    • 10.4.4. South Korea
    • 10.4.5. ASEAN
    • 10.4.6. Oceania
    • 10.4.7. Rest of Asia Pacific

11. Company Profiles for Top 10 Players (Based on data availability in public domain and/or on paid databases)

  • 11.1. Meta
    • 11.1.1. Overview
      • 11.1.1.1. Key Management
      • 11.1.1.2. Headquarters
      • 11.1.1.3. Offerings/Business Segments
    • 11.1.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.1.2.1. Employee Size
      • 11.1.2.2. Past and Current Revenue
      • 11.1.2.3. Geographical Share
      • 11.1.2.4. Business Segment Share
      • 11.1.2.5. Recent Developments
  • 11.2. HTC Vive Tech Corporation
    • 11.2.1. Overview
      • 11.2.1.1. Key Management
      • 11.2.1.2. Headquarters
      • 11.2.1.3. Offerings/Business Segments
    • 11.2.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.2.2.1. Employee Size
      • 11.2.2.2. Past and Current Revenue
      • 11.2.2.3. Geographical Share
      • 11.2.2.4. Business Segment Share
      • 11.2.2.5. Recent Developments
  • 11.3. Samsung Electronics
    • 11.3.1. Overview
      • 11.3.1.1. Key Management
      • 11.3.1.2. Headquarters
      • 11.3.1.3. Offerings/Business Segments
    • 11.3.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.3.2.1. Employee Size
      • 11.3.2.2. Past and Current Revenue
      • 11.3.2.3. Geographical Share
      • 11.3.2.4. Business Segment Share
      • 11.3.2.5. Recent Developments
  • 11.4. Sony Interactive Entertainment Limited
    • 11.4.1. Overview
      • 11.4.1.1. Key Management
      • 11.4.1.2. Headquarters
      • 11.4.1.3. Offerings/Business Segments
    • 11.4.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.4.2.1. Employee Size
      • 11.4.2.2. Past and Current Revenue
      • 11.4.2.3. Geographical Share
      • 11.4.2.4. Business Segment Share
      • 11.4.2.5. Recent Developments
  • 11.5. Wikitude
    • 11.5.1. Overview
      • 11.5.1.1. Key Management
      • 11.5.1.2. Headquarters
      • 11.5.1.3. Offerings/Business Segments
    • 11.5.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.5.2.1. Employee Size
      • 11.5.2.2. Past and Current Revenue
      • 11.5.2.3. Geographical Share
      • 11.5.2.4. Business Segment Share
      • 11.5.2.5. Recent Developments
  • 11.6. Neurogaming
    • 11.6.1. Overview
      • 11.6.1.1. Key Management
      • 11.6.1.2. Headquarters
      • 11.6.1.3. Offerings/Business Segments
    • 11.6.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.6.2.1. Employee Size
      • 11.6.2.2. Past and Current Revenue
      • 11.6.2.3. Geographical Share
      • 11.6.2.4. Business Segment Share
      • 11.6.2.5. Recent Developments
  • 11.7. Exit Reality
    • 11.7.1. Overview
      • 11.7.1.1. Key Management
      • 11.7.1.2. Headquarters
      • 11.7.1.3. Offerings/Business Segments
    • 11.7.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.7.2.1. Employee Size
      • 11.7.2.2. Past and Current Revenue
      • 11.7.2.3. Geographical Share
      • 11.7.2.4. Business Segment Share
      • 11.7.2.5. Recent Developments
  • 11.8. Spaces, Inc.
    • 11.8.1. Overview
      • 11.8.1.1. Key Management
      • 11.8.1.2. Headquarters
      • 11.8.1.3. Offerings/Business Segments
    • 11.8.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.8.2.1. Employee Size
      • 11.8.2.2. Past and Current Revenue
      • 11.8.2.3. Geographical Share
      • 11.8.2.4. Business Segment Share
      • 11.8.2.5. Recent Developments
  • 11.9. Void, LLC
    • 11.9.1. Overview
      • 11.9.1.1. Key Management
      • 11.9.1.2. Headquarters
      • 11.9.1.3. Offerings/Business Segments
    • 11.9.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.9.2.1. Employee Size
      • 11.9.2.2. Past and Current Revenue
      • 11.9.2.3. Geographical Share
      • 11.9.2.4. Business Segment Share
      • 11.9.2.5. Recent Developments
  • 11.10. Hologate
    • 11.10.1. Overview
      • 11.10.1.1. Key Management
      • 11.10.1.2. Headquarters
      • 11.10.1.3. Offerings/Business Segments
    • 11.10.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.10.2.1. Employee Size
      • 11.10.2.2. Past and Current Revenue
      • 11.10.2.3. Geographical Share
      • 11.10.2.4. Business Segment Share
      • 11.10.2.5. Recent Developments

List of Tables

  • Table 1: Global Location Based Entertainment Market Size Estimates and Forecasts, 2019 - 2032
  • Table 2: Global Location Based Entertainment Market Size Estimates and Forecasts, By Technology, 2019 - 2032
  • Table 3: Global Location Based Entertainment Market Size Estimates and Forecasts, By Component, 2019 - 2032
  • Table 4: Global Location Based Entertainment Market Size Estimates and Forecasts, By Venue, 2019 - 2032
  • Table 5: Global Location Based Entertainment Market Size Estimates and Forecasts, By Region, 2019 - 2032
  • Table 6: North America Location Based Entertainment Market Size Estimates and Forecasts, 2019 - 2032
  • Table 7: North America Location Based Entertainment Market Size Estimates and Forecasts, By Technology, 2019 - 2032
  • Table 8: North America Location Based Entertainment Market Size Estimates and Forecasts, By Component, 2019 - 2032
  • Table 9: North America Location Based Entertainment Market Size Estimates and Forecasts, By Venue, 2019 - 2032
  • Table 10: North America Location Based Entertainment Market Size Estimates and Forecasts, By Country, 2019 - 2032
  • Table 11: South America Location Based Entertainment Market Size Estimates and Forecasts, 2019 - 2032
  • Table 12: South America Location Based Entertainment Market Size Estimates and Forecasts, By Technology, 2019 - 2032
  • Table 13: South America Location Based Entertainment Market Size Estimates and Forecasts, By Component, 2019 - 2032
  • Table 14: South America Location Based Entertainment Market Size Estimates and Forecasts, By Venue, 2019 - 2032
  • Table 15: South America Location Based Entertainment Market Size Estimates and Forecasts, By Country, 2019 - 2032
  • Table 16: Europe Location Based Entertainment Market Size Estimates and Forecasts, 2019 - 2032
  • Table 17: Europe Location Based Entertainment Market Size Estimates and Forecasts, By Technology, 2019 - 2032
  • Table 18: Europe Location Based Entertainment Market Size Estimates and Forecasts, By Component, 2019 - 2032
  • Table 19: Europe Location Based Entertainment Market Size Estimates and Forecasts, By Venue, 2019 - 2032
  • Table 20: Europe Location Based Entertainment Market Size Estimates and Forecasts, By Country, 2019 - 2032
  • Table 21: Middle East & Africa Location Based Entertainment Market Size Estimates and Forecasts, 2019 - 2032
  • Table 22: Middle East & Africa Location Based Entertainment Market Size Estimates and Forecasts, By Technology, 2019 - 2032
  • Table 23: Middle East & Africa Location Based Entertainment Market Size Estimates and Forecasts, By Component, 2019 - 2032
  • Table 24: Middle East & Africa Location Based Entertainment Market Size Estimates and Forecasts, By Venue, 2019 - 2032
  • Table 25: Middle East & Africa Location Based Entertainment Market Size Estimates and Forecasts, By Country, 2019 - 2032
  • Table 26: Asia Pacific Location Based Entertainment Market Size Estimates and Forecasts, 2019 - 2032
  • Table 27: Asia Pacific Location Based Entertainment Market Size Estimates and Forecasts, By Technology, 2019 - 2032
  • Table 28: Asia Pacific Location Based Entertainment Market Size Estimates and Forecasts, By Component, 2019 - 2032
  • Table 29: Asia Pacific Location Based Entertainment Market Size Estimates and Forecasts, By Venue, 2019 - 2032
  • Table 30: Asia Pacific Location Based Entertainment Market Size Estimates and Forecasts, By Country, 2019 - 2032

List of Figures

  • Figure 1: Global Location Based Entertainment Market Revenue Share (%), 2024 and 2032
  • Figure 2: Global Location Based Entertainment Market Revenue Share (%), By Technology, 2024 and 2032
  • Figure 3: Global Location Based Entertainment Market Revenue Share (%), By Component, 2024 and 2032
  • Figure 4: Global Location Based Entertainment Market Revenue Share (%), By Venue, 2024 and 2032
  • Figure 5: Global Location Based Entertainment Market Revenue Share (%), By Region, 2024 and 2032
  • Figure 6: North America Location Based Entertainment Market Revenue Share (%), 2024 and 2032
  • Figure 7: North America Location Based Entertainment Market Revenue Share (%), By Technology, 2024 and 2032
  • Figure 8: North America Location Based Entertainment Market Revenue Share (%), By Component, 2024 and 2032
  • Figure 9: North America Location Based Entertainment Market Revenue Share (%), By Venue, 2024 and 2032
  • Figure 10: North America Location Based Entertainment Market Revenue Share (%), By Country, 2024 and 2032
  • Figure 11: South America Location Based Entertainment Market Revenue Share (%), 2024 and 2032
  • Figure 12: South America Location Based Entertainment Market Revenue Share (%), By Technology, 2024 and 2032
  • Figure 13: South America Location Based Entertainment Market Revenue Share (%), By Component, 2024 and 2032
  • Figure 14: South America Location Based Entertainment Market Revenue Share (%), By Venue, 2024 and 2032
  • Figure 15: South America Location Based Entertainment Market Revenue Share (%), By Country, 2024 and 2032
  • Figure 16: Europe Location Based Entertainment Market Revenue Share (%), 2024 and 2032
  • Figure 17: Europe Location Based Entertainment Market Revenue Share (%), By Technology, 2024 and 2032
  • Figure 18: Europe Location Based Entertainment Market Revenue Share (%), By Component, 2024 and 2032
  • Figure 19: Europe Location Based Entertainment Market Revenue Share (%), By Venue, 2024 and 2032
  • Figure 20: Europe Location Based Entertainment Market Revenue Share (%), By Country, 2024 and 2032
  • Figure 21: Middle East & Africa Location Based Entertainment Market Revenue Share (%), 2024 and 2032
  • Figure 22: Middle East & Africa Location Based Entertainment Market Revenue Share (%), By Technology, 2024 and 2032
  • Figure 23: Middle East & Africa Location Based Entertainment Market Revenue Share (%), By Component, 2024 and 2032
  • Figure 24: Middle East & Africa Location Based Entertainment Market Revenue Share (%), By Venue, 2024 and 2032
  • Figure 25: Middle East & Africa Location Based Entertainment Market Revenue Share (%), By Country, 2024 and 2032
  • Figure 26: Asia Pacific Location Based Entertainment Market Revenue Share (%), 2024 and 2032
  • Figure 27: Asia Pacific Location Based Entertainment Market Revenue Share (%), By Technology, 2024 and 2032
  • Figure 28: Asia Pacific Location Based Entertainment Market Revenue Share (%), By Component, 2024 and 2032
  • Figure 29: Asia Pacific Location Based Entertainment Market Revenue Share (%), By Venue, 2024 and 2032
  • Figure 30: Asia Pacific Location Based Entertainment Market Revenue Share (%), By Country, 2024 and 2032
  • Figure 31: Global Location Based Entertainment Key Players' Market Share/Ranking (%), 2024