基于位置的娱乐市场规模、份额和趋势分析报告:按组件、最终用途(游乐园、街机工作室、4D 电影)、技术、地区、细分市场趋势,2023-2030 年
市场调查报告书
商品编码
1233181

基于位置的娱乐市场规模、份额和趋势分析报告:按组件、最终用途(游乐园、街机工作室、4D 电影)、技术、地区、细分市场趋势,2023-2030 年

Location-based Entertainment Market Size, Share & Trends Analysis Report By Component, By End-use (Amusement Parks, Arcade Studios, 4D Films), By Technology, By Region, And Segment Forecasts, 2023 - 2030

出版日期: | 出版商: Grand View Research | 英文 171 Pages | 商品交期: 2-10个工作天内

价格

基于位置的娱乐市场的增长和趋势

全球基于位置的娱乐市场规模预计到2030年将达到247.6亿美元,2023年至2030年的复合年增长率(CAGR)为28.8%,有望进一步扩大。

这种增长可归因于消费者在新的、令人兴奋的冒险和休閒活动上的支出增加。 可支配收入的增加和生活方式的改变是推动基于位置的娱乐 (LBE) 需求的主要因素。

增强现实 (AR)、虚拟现实 (VR) 和混合现实等技术的引入进一步推动了基于位置的娱乐市场的增长。 结合这些技术的基于位置的娱乐服务为游客提供身临其境和逼真的体验。 市场参与者正在提供一站式 VR 景点,以吸引更多游客。 例如,在 2022 年,Sandbox VR 将进入位于科罗拉多州的 Park Meadows Mall,提供一种社交沉浸式游戏体验,该体验将高质量触觉与全身动作捕捉相结合,以提供完全沉浸式体验。

各种游戏开发公司正着手与 VR 和 LBE 技术提供商进行併购,以增加其市场份额。 例如,2021 年 2 月,VR 发行商和游戏开发商 Vertigo Games 收购了为 LBE 提供 VR 场地管理软件和内容市场的 Springboard VR。 此次收购旨在为运营商提供通过 Vertigo Games 的 Haze VR 分发平台访问 VR 内容,为游戏工作室和运营商提供新的工具和技术来发展他们的 LBE 业务。。

基于位置的娱乐市场报告要点

  • 按组件划分,硬件部分占 2022 年总收入份额的 64.0% 以上,原因是在可为消费者提供高端沉浸式体验的 VR 头显上的支出增加。
  • 就技术而言,预计 3D 细分市场在预测期内将继续主导市场,到 2022 年将占近 43.0% 的收入份额。 这是由于 3D 技术的不断进步,增强现实在 LBE 站点得到了很大程度的部署。
  • 按最终用途划分,街机工作室部分预计从 2023 年到 2030 年将录得约 31.0% 的增长率。
  • 预计从 2023 年到 2030 年,亚太市场的复合年增长率约为 31.0%。

内容

第一章调查方法及范围

  • 信息采购
    • 购买的数据库
    • GVR 内部数据库
    • 二手信息和第三方观点
    • 初步调查
  • 信息分析
    • 数据分析模型
  • 市场形成和数据可视化
  • 市场范围和假设
  • 验证和发布数据

第 2 章执行摘要

  • 基于位置的娱乐市场概况
  • 基于位置的娱乐市场 - 细分快照 (1/2)
  • 基于位置的娱乐市场 - 细分快照 (2/2)
  • 定位娱乐市场 - 竞争格局概况

第 3 章市场变量、趋势和范围

  • 市场细分和范围
  • 市场定义
  • 市场规模和增长前景
  • 基于位置的娱乐市场:价值链分析
  • 基于位置的娱乐 - 市场动态
    • 市场驱动因素分析
      • 消费者在游戏和视频内容上的支出增加
      • VR 专业知识对创新概念的采用有所增加
      • 突袭创新
    • 市场约束和问题分析
      • 高预算的基础设施
      • 空间不适和其他疾病风险
  • 基于位置的娱乐市场:技术格局
    • 增强现实
    • 虚拟现实
    • 混合现实
    • 机器学习和人工智能
  • 基于位置的娱乐市场 - COVID-19 影响分析
  • 描绘渗透率和增长前景
  • 行业分析 - 波特五力模型
    • 供应商的议价能力 - 中等
    • 买家的议价能力 - 高
    • 替代品威胁 - 低
    • 新进入者的威胁 - 中等
    • 竞争对手之间的敌意 - 高
  • 行业分析 - PEST
  • 按国家/地区列出的基于位置的娱乐中心总数
    • 基于位置的娱乐,区域重点
    • 2021 年访问量最大的游乐园
    • 按国家/地区列出的基于地点的娱乐活动
      • 美国
      • 加拿大
      • 墨西哥
      • 德国
      • 英国
      • 法国
      • 中国
      • 日本
      • 印度
      • 韩国
      • 巴西
      • 中东和非洲
  • 按技术提供商分析主要公司
    • 主要参与者、战略计划和结果分析
    • 领先公司排名,2022 年
  • 按服务提供商对主要公司的分析
    • 主要参与者、战略计划和结果分析
    • 领先公司排名,2022 年

第 4 章成分估计和趋势分析

  • 基于位置的娱乐市场:2022 年和 2030 年各组成部分的前景和市场份额
  • 组件变化分析和市场份额,2022 年和 2030 年
  • 硬件
  • 软件

第 5 章最终用途类型估算和趋势分析

  • 基于位置的娱乐市场:2022 年和 2030 年按最终用途细分市场的展望和市场份额
  • 2022 年和 2030 年的最终用途变化分析和市场份额
  • 游乐园
    • 室内
    • 户外
  • 街机工作室
  • 4D电影

第6章技术类型估计与趋势分析

  • 基于位置的娱乐市场:2022 年和 2030 年技术领域的前景和市场份额
  • 2022 年和 2030 年的技术变革分析和市场份额
  • 二维 (2D)
  • 三维 (3D)
  • 云融合现实 (CMR)

第 7 章区域细分分析

  • 基于位置的娱乐市场:2022 年和 2030 年按区域划分的前景和市场份额
  • 区域差异分析和市场份额,2022 年和 2030 年
  • 北美
    • 美国
    • 加拿大
    • 墨西哥
  • 欧洲
    • 欧洲
    • 德国
    • 英国
    • 法国
  • 亚太地区
    • 亚太地区
    • 中国
    • 日本
    • 印度
    • 韩国
  • 南美洲
    • 南美洲
    • 巴西
  • 中东和非洲
    • 中东和非洲

第8章竞争格局

  • Microsoft Corporation
    • Company Overview
    • Financial Performance
    • Product Benchmarking
    • Recent Developments
  • Google LLC
    • Company Overview
    • Financial Performance
    • Product Benchmarking
    • Recent Developments
  • HQ Software
    • Company Overview
    • Product Benchmarking
  • HTC Corporation
    • Company Overview
    • Financial Performance
    • Product Benchmarking
    • Recent Developments
  • Samsung Electronics Co. Ltd.
    • Company Overview
    • Financial Performance
    • Product Benchmarking
    • Recent Developments
  • 4Experience
    • Company Overview
    • Product Benchmarking
  • CamOnApp
    • Company Overview
    • Product Benchmarking
    • Recent Projects
  • Niantic Inc.
    • Company Overview
    • Product Benchmarking
    • Games and Apps using ar developed by Niantic
    • Recent Developments
  • Magic Leap Inc.
    • Company Overview
    • Product Benchmarking
    • Recent Developments
  • VRstudios Inc.
    • Company Overview
    • Product Benchmarking
    • Recent Developments
  • Huawei Technologies Co. Ltd.
    • Company Overview
    • Financial Performance
    • Product Benchmarking
    • Recent Developments
  • Springboard VR
    • Company Overview
    • Product Benchmarking
    • Recent Developments
      • B. Company Landscape, by Service Operator
  • Cinepolis
    • Company Overview
    • Product Benchmarking
    • Recent Developments
  • Disney Parks, Experience, and Products
    • Company Overview
    • Financial Performance
    • Product Benchmarking
    • Recent Developments
  • Universal Parks and Resorts
    • Company Overview
    • Financial Performance
    • Product Benchmarking
    • Recent Developments
  • Six Flags Entertainment Corporation
    • Company Overview
    • Financial Performance
    • List of Amusement Parks
    • Recent Developments
  • AEON Fantasy Company
    • Company Overview
    • Financial Performance
    • Brands
  • Barron Games International
    • Company Overview
    • Product Benchmarking
  • Overseas Chinese Town Enterprise Co. (OCT) Parks
    • Company Overview
    • List of Amusement Parks
  • E-Learning Studios
    • Company Overview
    • Product Benchmarking
  • KidZania Operations S.A.R.L.
    • Company Overview
    • ActivitIes Offered
  • Regal Entertainment Group
    • Company Overview
    • Product Benchmarking
  • Bob's Space Racers
    • Company Overview
    • Brands
Product Code: GVR-4-68038-118-4

Location-based Entertainment Market Growth & Trends:

The global location-based entertainment market size is projected to reach USD 24.76 billion in 2030 and is expected to expand at a compound annual growth rate (CAGR) of 28.8% from 2023 to 2030. The growth can be credited to increasing consumer expenditure on new and exciting adventure and leisure activities. Rising disposable incomes and changing lifestyle patterns are the major factors driving the demand for location-based entertainment (LBE).

The growth of the location-based entertainment market is being further driven by the introduction of technologies, such as Augmented Reality (AR), Virtual Reality (VR), and mixed reality. These location-based entertainment services combined with these technologies provide visitors with an immersive and real-life experience. The market players are offering VR attractions under one roof to attract more visitors. For instance, in 2022, Sandbox VR announced to enter the Colorado location at Park Meadows Mall to provide a socially immersive gaming experience that combines high-quality haptics and full-body motion capture to provide complete immersion.

Various video game developers are entering into mergers and acquisitions with VR and LBE technology providers to increase their respective market shares. For instance, in February 2021, Vertigo Games, a VR publisher and game developer, acquired Springboard VR, a VR venue management software and content marketplace provider for LBE. The acquisition was aimed at offering operators access to VR content through Vertigo Games' Haze VR distribution platform and providing both game studios and operators with new tools and technology to expand their LBE business.

Location-based Entertainment Market Report Highlights:

  • In terms of component, the hardware segment accounted for over 64.0% of the total revenue share in 2022 owing to the increased spending on VR headsets that can deliver high-end immersive experiences to consumers
  • In terms of technology, the 3D segment accounted for the revenue share of nearly 43.0% in 2022 and is expected to continue dominating the market over the forecast period owing to the continued advances in 3D technology extended reality, which is substantially deployed at LBE sites
  • In terms of end-use, the arcade studios segment is expected to witness a growth rate of around 31.0% from 2023 to 2030
  • The Asia Pacific regional market is anticipated to register a CAGR of around 31.0% from 2023 to 2030

Table of Contents

Chapter 1 Methodology and Scope

  • 1.1 Information Procurement
    • 1.1.1 Purchased database
    • 1.1.2 GVR's internal database
    • 1.1.3 Secondary sources & third-party perspective
    • 1.1.4 Primary research
  • 1.2 Information Analysis
    • 1.2.1 Data Analysis Models
  • 1.3 Market Formulation and Data Visualization
  • 1.4 Market Scope and Assumptions
  • 1.5 Data Validation and Publishing

Chapter 2 Executive Summary

  • 2.1 Location-Based Entertainment Market Snapshot
  • 2.2 Location-Based Entertainment Market- Segment Snapshot (1/2)
  • 2.3 Location-Based Entertainment Market- Segment Snapshot (2/2)
  • 2.4 Location-Based Entertainment Market- Competitive Landscape Snapshot

Chapter 3 Market Variables, Trends & Scope

  • 3.1 Market Segmentation & Scope
  • 3.2 Market Definition
  • 3.3 Market Size and Growth Prospects
  • 3.4 Location-based Entertainment Market: Value Chain Analysis
  • 3.5 Location-based Entertainment - Market Dynamics
    • 3.5.1 Market Driver Analysis
      • 3.5.1.1 Increasing consumer spending on games and video content
      • 3.5.1.2 Increasing adoption of innovative concepts with VR expertise
      • 3.5.1.3 Raid Technological Innovations
    • 3.5.2 Market Restraint/Challenge Analysis
      • 3.5.2.1 High-Budget infrastructure
      • 3.5.2.2 Spatial discomfort & risk of other ailments
  • 3.6 Location-based Entertainment Market: Technology Landscape
    • 3.6.1 Augmented Reality
    • 3.6.2 Virtual Reality
    • 3.6.3 Mixed Reality
    • 3.6.4 Machine Learning and Artificial Intelligence
  • 3.7 Location-based Entertainment Market - COVID-19 Impact Analysis
  • 3.8 Penetration & Growth Prospect Mapping
  • 3.9 Industry Analysis - Porter's Five Forces
    • 3.9.1 Bargaining Power of Suppliers - Moderate
    • 3.9.2 Bargaining Power of Buyers- High
    • 3.9.3 Threat of Substitutes- Low
    • 3.9.4 Threat of New Entrant- Moderate
    • 3.9.5 Competitive Rivalry- High
  • 3.10 Industry Analysis - PEST
  • 3.11 Total Number of Location-based Entertainment Centers, By Countries
    • 3.11.1 Location-based Entertainment, Regional Concentration
    • 3.11.2 Most Visited Amusement parks, 2021
    • 3.11.3 List of Location-based Entertainment, by countries
      • 3.11.3.1 U.S.
      • 3.11.3.2 Canada
      • 3.11.3.3 Mexico
      • 3.11.3.4 Germany
      • 3.11.3.5 U.K.
      • 3.11.3.6 France
      • 3.11.3.7 China
      • 3.11.3.8 Japan
      • 3.11.3.9 India
      • 3.11.3.10 South Korea
      • 3.11.3.11 Brazil
      • 3.11.3.12 Middle East and Africa
  • 3.12 Key Company Analysis, by Technology Providers
    • 3.12.1 Key Players, strategic initiatives & outcome analysis
    • 3.12.2 Key Company Ranking, 2022
  • 3.13 Key Company Analysis, by Service Operators
    • 3.13.1 Key Players, strategic initiatives & outcome analysis
    • 3.13.2 Key Company Ranking, 2022

Chapter 4 Component Estimates and Trend Analysis

  • 4.1 Location-based Entertainment Market: By Component Segment Outlook & Market Share 2022 and 2030
  • 4.2 Component Movement Analysis & Market Share, 2022 & 2030
  • 4.3 Hardware
    • 4.3.1 Market size estimates and forecasts, 2018 - 2030 (USD Million)
  • 4.4 Software
    • 4.4.1 Market size estimates and forecasts, 2018 - 2030 (USD Million)

Chapter 5 End-Use Type Estimates and Trend Analysis

  • 5.1 Location-based Entertainment Market: By End-Use Segment Outlook & Market Share 2022 and 2030
  • 5.2 End-use Movement Analysis & Market Share, 2022 & 2030
  • 5.3 Amusement Park
    • 5.3.1 Market size estimates and forecasts, 2018 - 2030 (USD Million)
    • 5.3.2 Indoor
      • 5.3.2.1 Market size estimates and forecasts, 2018 - 2030 (USD Million)
    • 5.3.3 Outdoor
      • 5.3.3.1 Market size estimates and forecasts, 2018 - 2030 (USD Million)
  • 5.4 Arcade Studios
    • 5.4.1 Market size estimates and forecasts, 2018 - 2030 (USD Million)
  • 5.5 4D Films
    • 5.5.1 Market size estimates and forecasts, 2018 - 2030(USD Million)

Chapter 6 Technology Type Estimates and Trend Analysis

  • 6.1 Location-based Entertainment Market: By Technology Segment Outlook & Market Share 2022 and 2030
  • 6.2 Technology Movement Analysis & Market Share, 2022 & 2030
  • 6.3 2 Dimensional (2D)
    • 6.3.1 2-Dimensional (2D) Market, By Region, 2018 - 2030 (USD Million)
  • 6.4 3 Dimensional (3D)
    • 6.4.1 3-Dimensional (3D) Market, By Region, 2018 - 2030 (USD Million)
  • 6.5 Cloud Merged Reality (CMR)
    • 6.5.1 Cloud Merged Reality (CMR) Market, By Region, 2018 - 2030 (USD Million)

Chapter 7 Regional Segment Analysis

  • 7.1 Location-based Entertainment Market: By Region Segment Outlook & Market Share 2022 and 2030
  • 7.2 Regional Movement Analysis & Market Share, 2022 & 2030
  • 7.3 North America
    • 7.3.1 North America Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
    • 7.3.2 North America Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
    • 7.3.3 North America Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
    • 7.3.4 U.S.
      • 7.3.4.1 U.S. Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
      • 7.3.4.2 U.S. Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
      • 7.3.4.3 U.S. Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
    • 7.3.5 Canada
      • 7.3.5.1 Canada Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
      • 7.3.5.2 Canada Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
      • 7.3.5.3 Canada Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
    • 7.3.6 Mexico
      • 7.3.6.1 Mexico Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
      • 7.3.6.2 Mexico Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
      • 7.3.6.3 Mexico Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
  • 7.4 Europe
    • 7.4.1 Europe
    • 7.4.2 Europe Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
    • 7.4.3 Europe Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
    • 7.4.4 Europe Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
    • 7.4.5 Germany
      • 7.4.5.1 Germany Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
      • 7.4.5.2 Germany Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
      • 7.4.5.3 Germany Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
    • 7.4.6 U.K.
      • 7.4.6.1 U.K. Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
      • 7.4.6.2 U.K. Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
      • 7.4.6.3 U.K. Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
    • 7.4.7 France
      • 7.4.7.1 France Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
      • 7.4.7.2 France Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
      • 7.4.7.3 France Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
  • 7.5 Asia Pacific
    • 7.5.1 Asia Pacific
    • 7.5.2 Asia Pacific Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
    • 7.5.3 Asia Pacific Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
    • 7.5.4 Asia Pacific Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
    • 7.5.5 China
      • 7.5.5.1 China Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
      • 7.5.5.2 China Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
      • 7.5.5.3 China Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
    • 7.5.6 Japan
      • 7.5.6.1 Japan Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
      • 7.5.6.2 Japan Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
      • 7.5.6.3 Japan Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
    • 7.5.7 India
      • 7.5.7.1 India Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
      • 7.5.7.2 India Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
      • 7.5.7.3 India Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
    • 7.5.8 South Korea
      • 7.5.8.1 South Korea Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
      • 7.5.8.2 South Korea Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
      • 7.5.8.3 South Korea Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
  • 7.6 South America
    • 7.6.1 South America
    • 7.6.2 South America Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
    • 7.6.3 South America Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
    • 7.6.4 South America Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
    • 7.6.5 Brazil
      • 7.6.5.1 Brazil Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
      • 7.6.5.2 Brazil Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
      • 7.6.5.3 Brazil Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
  • 7.7 Middle East & Africa
    • 7.7.1 Middle East & Africa
    • 7.7.2 Middle East & Africa Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
    • 7.7.3 Middle East & Africa Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
    • 7.7.4 Middle East & Africa Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)

Chapter 8 Competitive Landscape

      • A. Company Landscape, by Technology Provider
  • 8.1 Microsoft Corporation
    • 8.1.1 Company Overview
    • 8.1.2 Financial Performance
    • 8.1.3 Product Benchmarking
    • 8.1.4 Recent Developments
  • 8.2 Google LLC
    • 8.2.1 Company Overview
    • 8.2.2 Financial Performance
    • 8.2.3 Product Benchmarking
    • 8.2.4 Recent Developments
  • 8.3 HQ Software
    • 8.3.1 Company Overview
    • 8.3.2 Product Benchmarking
  • 8.4 HTC Corporation
    • 8.4.1 Company Overview
    • 8.4.2 Financial Performance
    • 8.4.3 Product Benchmarking
    • 8.4.4 Recent Developments
  • 8.5 Samsung Electronics Co. Ltd.
    • 8.5.1 Company Overview
    • 8.5.2 Financial Performance
    • 8.5.3 Product Benchmarking
    • 8.5.4 Recent Developments
  • 8.6 4Experience
    • 8.6.1 Company Overview
    • 8.6.2 Product Benchmarking
  • 8.7 CamOnApp
    • 8.7.1 Company Overview
    • 8.7.2 Product Benchmarking
    • 8.7.3 Recent Projects
  • 8.8 Niantic Inc.
    • 8.8.1 Company Overview
    • 8.8.2 Product Benchmarking
    • 8.8.3 Games and Apps using ar developed by Niantic
    • 8.8.4 Recent Developments
  • 8.9 Magic Leap Inc.
    • 8.9.1 Company Overview
    • 8.9.2 Product Benchmarking
    • 8.9.3 Recent Developments
  • 8.10 VRstudios Inc.
    • 8.10.1 Company Overview
    • 8.10.2 Product Benchmarking
    • 8.10.3 Recent Developments
  • 8.11 Huawei Technologies Co. Ltd.
    • 8.11.1 Company Overview
    • 8.11.2 Financial Performance
    • 8.11.3 Product Benchmarking
    • 8.11.4 Recent Developments
  • 8.12 Springboard VR
    • 8.12.1 Company Overview
    • 8.12.2 Product Benchmarking
    • 8.12.3 Recent Developments
      • B. Company Landscape, by Service Operator
  • 8.13 Cinepolis
    • 8.13.1 Company Overview
    • 8.13.2 Product Benchmarking
    • 8.13.3 Recent Developments
  • 8.14 Disney Parks, Experience, and Products
    • 8.14.1 Company Overview
    • 8.14.2 Financial Performance
    • 8.14.3 Product Benchmarking
    • 8.14.4 Recent Developments
  • 8.15 Universal Parks and Resorts
    • 8.15.1 Company Overview
    • 8.15.2 Financial Performance
    • 8.15.3 Product Benchmarking
    • 8.15.4 Recent Developments
  • 8.16 Six Flags Entertainment Corporation
    • 8.16.1 Company Overview
    • 8.16.2 Financial Performance
    • 8.16.3 List of Amusement Parks
    • 8.16.4 Recent Developments
  • 8.17 AEON Fantasy Company
    • 8.17.1 Company Overview
    • 8.17.2 Financial Performance
    • 8.17.3 Brands
  • 8.18 Barron Games International
    • 8.18.1 Company Overview
    • 8.18.2 Product Benchmarking
  • 8.19 Overseas Chinese Town Enterprise Co. (OCT) Parks
    • 8.19.1 Company Overview
    • 8.19.2 List of Amusement Parks
  • 8.20 E-Learning Studios
    • 8.20.1 Company Overview
    • 8.20.2 Product Benchmarking
  • 8.21 KidZania Operations S.A.R.L.
    • 8.21.1 Company Overview
    • 8.21.2 ActivitIes Offered
  • 8.22 Regal Entertainment Group
    • 8.22.1 Company Overview
    • 8.22.2 Product Benchmarking
  • 8.23 Bob's Space Racers
    • 8.23.1 Company Overview
    • 8.23.2 Brands

List of Tables

  • Table 1 Global Location-based Entertainment Market Size and Growth Prospects, 2018 - 2030 (USD Million)
  • Table 2 Key market driver analysis
  • Table 3 Key market restraints/challenges impact
  • Table 4 Most visited amusement parks, 2021
  • Table 5 U.S. location-based entertainment facility
  • Table 6 Canada location-based entertainment facility
  • Table 7 Mexico location-based entertainment facility
  • Table 8 Germany location-based entertainment facility
  • Table 9 U.K. location-based entertainment facility
  • Table 10 France location-based entertainment facility
  • Table 11 China location-based entertainment facility
  • Table 12 Japan location-based entertainment facility
  • Table 13 India location-based entertainment facility
  • Table 14 South Korea location-based entertainment facility
  • Table 15 Brazil location-based entertainment facility
  • Table 16 MEA location-based entertainment facility
  • Table 17 Key Company Ranking
  • Table 18 Key Company Ranking
  • Table 19 Location-based entertainment market by hardware, by region, 2018 - 2030 (USD Million)
  • Table 20 Location-based entertainment market by software, by region, 2018 - 2030 (USD Million)
  • Table 21 Global location-based entertainment market for amusement parks, by region, 2018 - 2030 (USD Million)
  • Table 22 Global location-based entertainment market for indoor amusement parks, by region, 2018 - 2030 (USD Million)
  • Table 23 Global location-based entertainment market for outdoor amusement parks, by region, 2018 - 2030 (USD Million)
  • Table 24 Global location-based entertainment market for arcade studios, by region, 2018 - 2030 (USD Million)
  • Table 25 Global location-based entertainment market for 4D Films, by region, 2018 - 2030(USD Million)
  • Table 26 2 Dimensional (2D) market, by region, 2018 - 2030 (USD Million)
  • Table 27 3 Dimensional (3D) market, by region, 2018 - 2030 (USD Million)
  • Table 28 Cloud Merged Reality (CMR) market, by region, 2018 - 2030 (USD Million)
  • Table 29 North America Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 30 North America Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 31 North America Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 32 U.S. Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 33 U.S. Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 34 U.S. Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 35 Canada Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 36 Canada Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 37 Mexico Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 38 Mexico Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 39 Mexico Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 40 Europe Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 41 Europe Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 42 Europe Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 43 Germany Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 44 Germany Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 45 Germany Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 46 U.K. Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 47 U.K. Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 48 U.K. Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 49 France Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 50 France Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 51 France Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 52 Asia Pacific Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 53 Asia Pacific Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 54 Asia Pacific Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 55 China Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 56 China Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 57 China Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 58 Japan Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 59 Japan Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 60 Japan Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 61 India Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 62 India Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 63 India Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 64 South Korea Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 65 South Korea Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 66 South Korea Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 67 South America Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 68 South America Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 69 South America Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 70 Brazil Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 71 Brazil Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 72 Brazil Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 73 Middle East & Africa Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 74 Middle East & Africa Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 75 Middle East & Africa Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)

List of Figures

  • Fig. 1 Information Procurement
  • Fig. 2 Primary research pattern
  • Fig. 3 Primary research process
  • Fig. 4 Market formulation and data visualization
  • Fig. 5 Market Snapshot
  • Fig. 6 Segment Snapshot (1/2)
  • Fig. 7 Segment Snapshot (2/2)
  • Fig. 8 Competitive Landscape Snapshot
  • Fig. 9 Location-based entertainment market segmentation
  • Fig. 10 Location-based entertainment market: value chain analysis
  • Fig. 11 Location-based entertainment market: market dynamics
  • Fig. 12 Penetration & growth prospect mapping
  • Fig. 13 Industry analysis - PEST
  • Fig. 14 Location-based entertainment, regional concentration
  • Fig. 15 Key company analysis, by technology providers
  • Fig. 16 Key company analysis, by service operators
  • Fig. 17 Location-based entertainment market, by component, key takeaways
  • Fig. 18 Location-based Entertainment Market: component movement analysis, 2022 & 2030
  • Fig. 19 Location-based entertainment market, by end-use, key takeaways
  • Fig. 20 Location-based Entertainment Market: end-use movement analysis, 2022 & 2030
  • Fig. 21 Location-based Entertainment market: by technology, key takeaways
  • Fig. 22 Location-based Entertainment Market: Technology movement analysis, 2022 & 2030
  • Fig. 23 Location-based entertainment market: by region, key takeaways
  • Fig. 24 Location-based Entertainment market: Regional movement analysis, 2022 & 2030
  • Fig. 25 North America Location-based Entertainment market, 2022 & 2030 (USD Million)
  • Fig. 26 Europe Location-based Entertainment market, 2022 & 2030 (USD Million)
  • Fig. 27 Asia Pacific Location-based Entertainment market, 2022 & 2030 (USD Million)
  • Fig. 28 South America Location-based Entertainment market, 2022 & 2030 (USD Million)
  • Fig. 29 Middle East & Africa Location-based Entertainment market, 2022 & 2030 (USD Million)