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市场调查报告书
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1782828

全球基于位置的娱乐市场

Location-based Entertainment

出版日期: | 出版商: Global Industry Analysts, Inc. | 英文 371 Pages | 商品交期: 最快1-2个工作天内

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简介目录

到 2030 年,全球线下娱乐市场规模将达到 453 亿美元

全球线下娱乐市场规模预计在2024年达到109亿美元,预计2024年至2030年期间的复合年增长率为26.7%,到2030年将达到453亿美元。硬体是本报告分析的细分市场之一,预计其复合年增长率为26.7%,到分析期结束时将达到293亿美元。软体细分市场在分析期间内的复合年增长率预计为26.7%。

美国市场预计将达到 30 亿美元,中国市场复合年增长率将达到 35.1%

美国线下实体娱乐市场规模预估2024年达到30亿美元。作为世界第二大经济体,中国预计到2030年市场规模将达到112亿美元,在2024-2030年的分析期间内,复合年增长率为35.1%。其他值得关注的区域市场包括日本和加拿大,预计在分析期间内,这两个市场的复合年增长率分别为21.5%和24.0%。在欧洲,预计德国市场的复合年增长率约为22.5%。

全球实景娱乐 (LBE) 市场 - 主要趋势和驱动因素摘要

为什么基于位置的娱乐 (LBE) 市场成长如此之快?

全球实景娱乐 (LBE) 市场正在快速成长,这得益于消费者对身临其境型体验的需求不断增长、虚拟实境和扩增实境的进步以及社交和户外娱乐的復苏。随着数位娱乐选项趋于饱和,消费者正在寻求超越传统媒体消费的独特互动体验。主题乐园、VR游乐场、密室逃脱和身临其境型影院等 LBE 场所正在利用这一趋势,提供引人入胜的技术主导景点。体验式零售的成长(品牌将娱乐融入实体店以增加客户参与)也促进了 LBE 产业的扩张。此外,随着经济从疫情相关的混乱中復苏,对共用娱乐体验的重新关注进一步推动了全球对 LBE 场所的需求。

科技创新如何增强 LBE 体验?

技术进步是线下娱乐市场的核心,它将传统娱乐模式转变为超身临其境型体验。虚拟实境 (VR) 和扩增实境(AR) 的融合彻底改变了景点,让游客沉浸在逼真的模拟体验、互动式叙事和大型多人线上游戏体验中。触觉回馈系统、运动追踪感应器和人工智慧角色互动进一步增强了沉浸感,使线下娱乐景点更加逼真、引人入胜。混合实境(MR) 技术的兴起,将实体环境与数位环境融合,为主题乐园、博物馆和娱乐中心开闢了新的可能性。此外,人工智慧 (AI) 在人群管理、个人化内容推荐和动态景点调整方面的应用,正在提高营运效率和客户满意度。区块链在线下娱乐场所的场馆售票、数位收藏品和虚拟经济中的应用也日益普及,为该领域的企业提供了新的收益机会。

LBE市场面临哪些挑战?

儘管 LBE 市场正在成长,但它仍面临着许多挑战,包括基础设施成本高昂、消费者偏好变化以及来自数位娱乐平台的竞争。建立和维护身临其境型LBE 设施需要在技术、房地产和营运人员方面进行大量投资,这使得中小企业难以竞争。此外,技术的快速发展意味着 LBE 景点必须不断创新才能保持相关性,这需要频繁升级和再投资。不断变化的消费者习惯,尤其是对家庭数位娱乐和游戏日益增长的偏好也带来了挑战,迫使 LBE 业者不断提供在家中无法复製的独特而引人入胜的体验。此外,尤其是在后疫情时代,安全问题导致了新的卫生要求,这影响了 LBE 场所的营运成本和物流。然而,行业领导者正在透过战略伙伴关係、模组化景点设计以及开发结合实体和数位参与的混合娱乐模式来应对这些挑战。

推动 LBE 市场成长的因素有哪些?

线下娱乐市场的成长受到多种因素的推动,包括技术进步、可支配收入的提高以及对身临其境型社交体验日益增长的需求。 VR、AR 和 AI 驱动的娱乐方式的普及为互动式景点创造了新的可能性,使线下娱乐场所更具吸引力和活力。旅游和酒店业的扩张进一步刺激了对线下体验的需求,因为旅客在新的目的地寻求独特的娱乐选择。千禧世代和 Z 世代消费者更重视体验而非物质财富。此外,游戏化元素、数位奖励和身临其境型叙事的融合正在吸引多元化的受众群体,并提高客户维繫和重复访问率。对智慧主题乐园、AI 密室逃脱以及融合线上线下互动的混合娱乐空间的持续投资预计将支持娱乐产业的长期成长,并成为未来娱乐格局的关键驱动力。

部分

组件(硬体、软体);科技(2D、 3D、4D、基于云端的现实);最终用途(游乐园、游乐场工作室、4D 电影)

受访公司范例

  • Cedar Fair Entertainment Company
  • Fantawild Holdings Inc.
  • Google LLC
  • Hologate
  • HTC Corporation
  • Merlin Entertainments
  • Meta Platforms, Inc.
  • Microsoft Corporation
  • Niantic, Inc.
  • OCT Parks China
  • Parques Reunidos
  • Samsung Electronics
  • Sandbox VR
  • SeaWorld Parks & Entertainment
  • Six Flags Entertainment Corporation
  • Sony Interactive Entertainment
  • The Walt Disney Company
  • Universal Parks & Resorts
  • Village Roadshow Theme Parks
  • Zero Latency VR

人工智慧集成

全球产业分析师利用可操作的专家内容和人工智慧工具改变市场和竞争情报。

Global Industry Analysts 没有遵循典型的 LLM 或特定于行业的 SLM查询,而是建立了一个从世界各地的专家收集的内容库,其中包括视频录像、博客、搜寻引擎研究以及大量的公司、产品/服务和市场数据。

关税影响係数

全球产业分析师根据公司总部所在国家、製造地和进出口(成品和原始设备製造商)情况预测其竞争地位的变化。这种复杂而多面的市场动态预计将以多种方式影响竞争对手,包括销货成本(COGS) 上升、盈利下降、供应链重组以及其他微观和宏观市场动态。

目录

第一章调查方法

第二章执行摘要

  • 市场概览
  • 主要企业
  • 市场趋势和驱动因素
  • 全球市场展望

第三章市场分析

  • 美国
  • 加拿大
  • 日本
  • 中国
  • 欧洲
  • 法国
  • 德国
  • 义大利
  • 英国
  • 西班牙
  • 俄罗斯
  • 其他欧洲国家
  • 亚太地区
  • 澳洲
  • 印度
  • 韩国
  • 其他亚太地区
  • 拉丁美洲
  • 阿根廷
  • 巴西
  • 墨西哥
  • 其他拉丁美洲
  • 中东
  • 伊朗
  • 以色列
  • 沙乌地阿拉伯
  • 阿拉伯聯合大公国
  • 其他中东地区
  • 非洲

第四章 比赛

简介目录
Product Code: MCP31882

Global Location-based Entertainment Market to Reach US$45.3 Billion by 2030

The global market for Location-based Entertainment estimated at US$10.9 Billion in the year 2024, is expected to reach US$45.3 Billion by 2030, growing at a CAGR of 26.7% over the analysis period 2024-2030. Hardware, one of the segments analyzed in the report, is expected to record a 26.7% CAGR and reach US$29.3 Billion by the end of the analysis period. Growth in the Software segment is estimated at 26.7% CAGR over the analysis period.

The U.S. Market is Estimated at US$3.0 Billion While China is Forecast to Grow at 35.1% CAGR

The Location-based Entertainment market in the U.S. is estimated at US$3.0 Billion in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$11.2 Billion by the year 2030 trailing a CAGR of 35.1% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 21.5% and 24.0% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 22.5% CAGR.

Global Location-Based Entertainment (LBE) Market - Key Trends & Drivers Summarized

Why Is the Location-Based Entertainment (LBE) Market Growing Rapidly?

The global location-based entertainment (LBE) market is experiencing rapid growth, driven by increasing consumer demand for immersive experiences, advancements in virtual and augmented reality, and the resurgence of social and out-of-home entertainment. As digital entertainment options become more saturated, consumers are seeking unique, interactive experiences that go beyond traditional media consumption. LBE venues, including theme parks, VR arcades, escape rooms, and immersive theaters, are capitalizing on this trend by offering engaging, technology-driven attractions. The growth of experiential retail, where brands integrate entertainment into physical stores to enhance customer engagement, has also contributed to the expansion of the LBE sector. Additionally, as economies recover from pandemic-related disruptions, there has been a renewed emphasis on shared entertainment experiences, further fueling demand for LBE venues worldwide.

How Are Technological Innovations Enhancing LBE Experiences?

Technological advancements are at the core of the LBE market, transforming traditional entertainment into hyper-immersive experiences. The integration of virtual reality (VR) and augmented reality (AR) has revolutionized attractions, allowing visitors to engage in lifelike simulations, interactive storytelling, and multiplayer gaming experiences. Haptic feedback systems, motion-tracking sensors, and AI-driven character interactions are further enhancing immersion, making LBE attractions more realistic and engaging. The rise of mixed reality (MR) technology, which blends physical and digital environments, is opening new possibilities for theme parks, museums, and entertainment complexes. Additionally, the adoption of artificial intelligence (AI) in crowd management, personalized content recommendations, and dynamic attraction adjustments is improving operational efficiency and customer satisfaction. The use of blockchain for ticketing, digital collectibles, and virtual economies within LBE venues is also gaining traction, providing new monetization opportunities for businesses in the sector.

What Are the Challenges Facing the LBE Market?

Despite its growth, the LBE market faces challenges related to high infrastructure costs, evolving consumer preferences, and competition from digital entertainment platforms. Establishing and maintaining immersive LBE venues requires significant investment in technology, real estate, and operational staff, making it difficult for smaller businesses to compete. Additionally, the rapid evolution of technology means that LBE attractions must constantly innovate to remain relevant, requiring frequent upgrades and reinvestment. Changing consumer habits, particularly the increasing preference for at-home digital entertainment and gaming, also pose a challenge, as LBE operators must continuously offer unique and compelling experiences that cannot be replicated at home. Moreover, safety concerns, particularly in post-pandemic times, have led to new health and sanitation requirements that impact the operational costs and logistics of LBE venues. However, industry leaders are addressing these challenges through strategic partnerships, modular attraction designs, and the development of hybrid entertainment models that combine physical and digital engagement.

What Factors Are Driving Growth in the LBE Market?

The growth in the LBE market is driven by several factors, including technological advancements, increasing disposable income, and the rising demand for immersive social experiences. The proliferation of VR, AR, and AI-driven entertainment has created new possibilities for interactive attractions, making LBE venues more engaging and dynamic. The expansion of the tourism and hospitality industries has further boosted demand for location-based experiences, as travelers seek unique entertainment options in new destinations. The resurgence of in-person socialization, particularly among younger demographics, has also played a crucial role in LBE market expansion, with millennials and Gen Z consumers prioritizing experiences over material possessions. Additionally, the integration of gamification elements, digital rewards, and immersive storytelling is attracting a diverse audience, enhancing customer retention and repeat visits. The continued investment in smart theme parks, AI-powered escape rooms, and hybrid entertainment spaces that blend online and offline interactions is expected to sustain long-term growth in the LBE industry, positioning it as a key driver of the future entertainment landscape.

SCOPE OF STUDY:

The report analyzes the Location-based Entertainment market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:

Component (Hardware, Software); Technology (2-Dimensional, 3- & 4-Dimensional, Cloud Merged Reality); End-Use (Amusement Parks, Arcade Studios, 4D Films)

Geographic Regions/Countries:

World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; Spain; Russia; and Rest of Europe); Asia-Pacific (Australia; India; South Korea; and Rest of Asia-Pacific); Latin America (Argentina; Brazil; Mexico; and Rest of Latin America); Middle East (Iran; Israel; Saudi Arabia; United Arab Emirates; and Rest of Middle East); and Africa.

Select Competitors (Total 41 Featured) -

  • Cedar Fair Entertainment Company
  • Fantawild Holdings Inc.
  • Google LLC
  • Hologate
  • HTC Corporation
  • Merlin Entertainments
  • Meta Platforms, Inc.
  • Microsoft Corporation
  • Niantic, Inc.
  • OCT Parks China
  • Parques Reunidos
  • Samsung Electronics
  • Sandbox VR
  • SeaWorld Parks & Entertainment
  • Six Flags Entertainment Corporation
  • Sony Interactive Entertainment
  • The Walt Disney Company
  • Universal Parks & Resorts
  • Village Roadshow Theme Parks
  • Zero Latency VR

AI INTEGRATIONS

We're transforming market and competitive intelligence with validated expert content and AI tools.

Instead of following the general norm of querying LLMs and Industry-specific SLMs, we built repositories of content curated from domain experts worldwide including video transcripts, blogs, search engines research, and massive amounts of enterprise, product/service, and market data.

TARIFF IMPACT FACTOR

Our new release incorporates impact of tariffs on geographical markets as we predict a shift in competitiveness of companies based on HQ country, manufacturing base, exports and imports (finished goods and OEM). This intricate and multifaceted market reality will impact competitors by increasing the Cost of Goods Sold (COGS), reducing profitability, reconfiguring supply chains, amongst other micro and macro market dynamics.

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • Tariff Impact on Global Supply Chain Patterns
    • Location-based Entertainment - Global Key Competitors Percentage Market Share in 2025 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2025 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Rising Demand for Experiential and Immersive Entertainment Throws the Spotlight on Location-Based Formats
    • Expansion of Mixed Reality and Themed Attractions Spurs Innovation in Interactive LBE Concepts
    • OEM Focus on VR/AR-Enabled Installations Enhances Visitor Engagement in Multi-Sensory Venues
    • Growth in Indoor Entertainment Centers and Retailtainment Hubs Drives Demand for Modular LBE Units
    • OEM Partnerships With IP Owners and Studios Support Branded Entertainment and Franchise-Based LBE Venues
    • Rising Popularity of Pop-Up and Mobile LBE Installations Expands Flexibility in Urban and Temporary Markets
    • OEM Development of Sensor-Based and AI-Powered Gaming Systems Enhances Adaptive Visitor Experiences
    • Surge in Post-Pandemic Preference for Safe, Enclosed Social Activities Spurs Investment in Indoor LBEs
    • Expansion of Gamification in Education, Fitness, and Corporate Training Opens New B2B LBE Revenue Streams
    • OEM Integration of Contactless Entry, Digital Wallets, and Mobile Ticketing Enhances User Journey
    • Growth in Experiential Tourism and Cultural LBE Installations Promotes Localization of Themed Attractions
    • OEM Emphasis on Real-Time Analytics and Visitor Heat Mapping Supports Operational Optimization
    • Emergence of Multiplayer and Competitive Arena Formats Drives Social Gaming and E-Sports LBE Growth
    • OEM Strategies for Dynamic Content Rotation and Seasonal Events Boost Repeat Visitor Traffic
    • Rise in Immersive Dining and Interactive Theater Expands LBE Applications in Hospitality and F&B
    • OEM Collaboration With Retail Malls and Airports Creates Footfall Synergy and New Revenue Models
    • Increased Focus on Accessibility, Inclusivity, and Neurodivergent-Friendly Design Enhances Audience Reach
    • OEM Investment in Franchise Replication and Global Licensing Supports LBE Expansion Across Cities
    • Shift Toward Hybrid Physical-Digital Experiences Strengthens Cross-Platform Monetization in LBEs
    • Focus on Family-Centric, Multigenerational Attractions Sustains Demand Across Weekends and Holidays
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Location-based Entertainment Market Analysis of Annual Sales in US$ Million for Years 2015 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Location-based Entertainment by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 3: World Historic Review for Location-based Entertainment by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 4: World 15-Year Perspective for Location-based Entertainment by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets for Years 2015, 2025 & 2030
    • TABLE 5: World Recent Past, Current & Future Analysis for Hardware by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 6: World Historic Review for Hardware by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 7: World 15-Year Perspective for Hardware by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for Software by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 9: World Historic Review for Software by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 10: World 15-Year Perspective for Software by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 11: World Recent Past, Current & Future Analysis for 2-Dimensional by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 12: World Historic Review for 2-Dimensional by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 13: World 15-Year Perspective for 2-Dimensional by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 14: World Recent Past, Current & Future Analysis for 3- & 4-Dimensional by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 15: World Historic Review for 3- & 4-Dimensional by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 16: World 15-Year Perspective for 3- & 4-Dimensional by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 17: World Recent Past, Current & Future Analysis for Cloud Merged Reality by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 18: World Historic Review for Cloud Merged Reality by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 19: World 15-Year Perspective for Cloud Merged Reality by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 20: World Recent Past, Current & Future Analysis for Amusement Parks by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 21: World Historic Review for Amusement Parks by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 22: World 15-Year Perspective for Amusement Parks by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 23: World Recent Past, Current & Future Analysis for Arcade Studios by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 24: World Historic Review for Arcade Studios by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 25: World 15-Year Perspective for Arcade Studios by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 26: World Recent Past, Current & Future Analysis for 4D Films by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 27: World Historic Review for 4D Films by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 28: World 15-Year Perspective for 4D Films by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
    • TABLE 29: USA Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 30: USA Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 31: USA 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 32: USA Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 33: USA Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 34: USA 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 35: USA Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 36: USA Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 37: USA 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • CANADA
    • TABLE 38: Canada Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 39: Canada Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 40: Canada 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 41: Canada Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 42: Canada Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 43: Canada 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 44: Canada Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 45: Canada Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 46: Canada 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • JAPAN
    • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
    • TABLE 47: Japan Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 48: Japan Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 49: Japan 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 50: Japan Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 51: Japan Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 52: Japan 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 53: Japan Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 54: Japan Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 55: Japan 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • CHINA
    • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
    • TABLE 56: China Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 57: China Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 58: China 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 59: China Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 60: China Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 61: China 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 62: China Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 63: China Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 64: China 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • EUROPE
    • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
    • TABLE 65: Europe Recent Past, Current & Future Analysis for Location-based Entertainment by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 66: Europe Historic Review for Location-based Entertainment by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 67: Europe 15-Year Perspective for Location-based Entertainment by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2015, 2025 & 2030
    • TABLE 68: Europe Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 69: Europe Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 70: Europe 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 71: Europe Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 72: Europe Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 73: Europe 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 74: Europe Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 75: Europe Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 76: Europe 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • FRANCE
    • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
    • TABLE 77: France Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 78: France Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 79: France 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 80: France Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 81: France Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 82: France 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 83: France Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 84: France Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 85: France 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • GERMANY
    • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
    • TABLE 86: Germany Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 87: Germany Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 88: Germany 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 89: Germany Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 90: Germany Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 91: Germany 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 92: Germany Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 93: Germany Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 94: Germany 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • ITALY
    • TABLE 95: Italy Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 96: Italy Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 97: Italy 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 98: Italy Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 99: Italy Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 100: Italy 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 101: Italy Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 102: Italy Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 103: Italy 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • UNITED KINGDOM
    • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
    • TABLE 104: UK Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 105: UK Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 106: UK 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 107: UK Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 108: UK Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 109: UK 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 110: UK Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 111: UK Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 112: UK 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • SPAIN
    • TABLE 113: Spain Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 114: Spain Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 115: Spain 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 116: Spain Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 117: Spain Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 118: Spain 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 119: Spain Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 120: Spain Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 121: Spain 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • RUSSIA
    • TABLE 122: Russia Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 123: Russia Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 124: Russia 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 125: Russia Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 126: Russia Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 127: Russia 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 128: Russia Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 129: Russia Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 130: Russia 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • REST OF EUROPE
    • TABLE 131: Rest of Europe Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 132: Rest of Europe Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 133: Rest of Europe 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 134: Rest of Europe Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 135: Rest of Europe Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 136: Rest of Europe 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 137: Rest of Europe Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 138: Rest of Europe Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 139: Rest of Europe 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • ASIA-PACIFIC
    • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
    • TABLE 140: Asia-Pacific Recent Past, Current & Future Analysis for Location-based Entertainment by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 141: Asia-Pacific Historic Review for Location-based Entertainment by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 142: Asia-Pacific 15-Year Perspective for Location-based Entertainment by Geographic Region - Percentage Breakdown of Value Sales for Australia, India, South Korea and Rest of Asia-Pacific Markets for Years 2015, 2025 & 2030
    • TABLE 143: Asia-Pacific Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 144: Asia-Pacific Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 145: Asia-Pacific 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 146: Asia-Pacific Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 147: Asia-Pacific Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 148: Asia-Pacific 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 149: Asia-Pacific Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 150: Asia-Pacific Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 151: Asia-Pacific 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • AUSTRALIA
    • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Australia for 2025 (E)
    • TABLE 152: Australia Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 153: Australia Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 154: Australia 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 155: Australia Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 156: Australia Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 157: Australia 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 158: Australia Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 159: Australia Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 160: Australia 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • INDIA
    • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in India for 2025 (E)
    • TABLE 161: India Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 162: India Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 163: India 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 164: India Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 165: India Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 166: India 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 167: India Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 168: India Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 169: India 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • SOUTH KOREA
    • TABLE 170: South Korea Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 171: South Korea Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 172: South Korea 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 173: South Korea Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 174: South Korea Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 175: South Korea 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 176: South Korea Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 177: South Korea Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 178: South Korea 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • REST OF ASIA-PACIFIC
    • TABLE 179: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 180: Rest of Asia-Pacific Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 181: Rest of Asia-Pacific 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 182: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 183: Rest of Asia-Pacific Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 184: Rest of Asia-Pacific 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 185: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 186: Rest of Asia-Pacific Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 187: Rest of Asia-Pacific 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • LATIN AMERICA
    • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Latin America for 2025 (E)
    • TABLE 188: Latin America Recent Past, Current & Future Analysis for Location-based Entertainment by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 189: Latin America Historic Review for Location-based Entertainment by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 190: Latin America 15-Year Perspective for Location-based Entertainment by Geographic Region - Percentage Breakdown of Value Sales for Argentina, Brazil, Mexico and Rest of Latin America Markets for Years 2015, 2025 & 2030
    • TABLE 191: Latin America Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 192: Latin America Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 193: Latin America 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 194: Latin America Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 195: Latin America Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 196: Latin America 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 197: Latin America Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 198: Latin America Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 199: Latin America 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • ARGENTINA
    • TABLE 200: Argentina Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 201: Argentina Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 202: Argentina 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 203: Argentina Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 204: Argentina Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 205: Argentina 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 206: Argentina Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 207: Argentina Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 208: Argentina 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • BRAZIL
    • TABLE 209: Brazil Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 210: Brazil Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 211: Brazil 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 212: Brazil Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 213: Brazil Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 214: Brazil 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 215: Brazil Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 216: Brazil Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 217: Brazil 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • MEXICO
    • TABLE 218: Mexico Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 219: Mexico Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 220: Mexico 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 221: Mexico Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 222: Mexico Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 223: Mexico 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 224: Mexico Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 225: Mexico Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 226: Mexico 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • REST OF LATIN AMERICA
    • TABLE 227: Rest of Latin America Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 228: Rest of Latin America Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 229: Rest of Latin America 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 230: Rest of Latin America Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 231: Rest of Latin America Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 232: Rest of Latin America 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 233: Rest of Latin America Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 234: Rest of Latin America Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 235: Rest of Latin America 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • MIDDLE EAST
    • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Middle East for 2025 (E)
    • TABLE 236: Middle East Recent Past, Current & Future Analysis for Location-based Entertainment by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 237: Middle East Historic Review for Location-based Entertainment by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 238: Middle East 15-Year Perspective for Location-based Entertainment by Geographic Region - Percentage Breakdown of Value Sales for Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets for Years 2015, 2025 & 2030
    • TABLE 239: Middle East Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 240: Middle East Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 241: Middle East 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 242: Middle East Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 243: Middle East Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 244: Middle East 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 245: Middle East Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 246: Middle East Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 247: Middle East 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • IRAN
    • TABLE 248: Iran Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 249: Iran Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 250: Iran 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 251: Iran Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 252: Iran Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 253: Iran 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 254: Iran Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 255: Iran Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 256: Iran 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • ISRAEL
    • TABLE 257: Israel Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 258: Israel Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 259: Israel 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 260: Israel Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 261: Israel Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 262: Israel 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 263: Israel Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 264: Israel Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 265: Israel 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • SAUDI ARABIA
    • TABLE 266: Saudi Arabia Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 267: Saudi Arabia Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 268: Saudi Arabia 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 269: Saudi Arabia Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 270: Saudi Arabia Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 271: Saudi Arabia 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 272: Saudi Arabia Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 273: Saudi Arabia Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 274: Saudi Arabia 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • UNITED ARAB EMIRATES
    • TABLE 275: UAE Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 276: UAE Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 277: UAE 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 278: UAE Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 279: UAE Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 280: UAE 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 281: UAE Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 282: UAE Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 283: UAE 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • REST OF MIDDLE EAST
    • TABLE 284: Rest of Middle East Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 285: Rest of Middle East Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 286: Rest of Middle East 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 287: Rest of Middle East Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 288: Rest of Middle East Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 289: Rest of Middle East 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 290: Rest of Middle East Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 291: Rest of Middle East Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 292: Rest of Middle East 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • AFRICA
    • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Africa for 2025 (E)
    • TABLE 293: Africa Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 294: Africa Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 295: Africa 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 296: Africa Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 297: Africa Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 298: Africa 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 299: Africa Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 300: Africa Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 301: Africa 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030

IV. COMPETITION