封面
市场调查报告书
商品编码
1319067

基于位置的娱乐市场:按组件(硬体、软体)、技术(2D、3D、云端合併现实)、最终用途 - 2023-2030 年全球预测

Location-Based Entertainment Market by Component (Hardware, Software), Technology (2D, 3D, Cloud Merged Reality), End-Use - Cumulative Impact of COVID-19, Russia Ukraine Conflict, and High Inflation - Global Forecast 2023-2030

出版日期: | 出版商: 360iResearch | 英文 195 Pages | 商品交期: 最快1-2个工作天内

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全球定位娱乐市场预计将在2023年大幅成长至47.3769亿美元,复合年增长率为22.28%,预计到2030年将达到惊人的199.3236亿美元。

FPNV定位矩阵

FPNV定位矩阵对于评估全球定位娱乐市场至关重要。透过检验业务策略和产品满意度等关键指标,它可以对供应商进行全面评估,使用户能够根据自己的特定需求做出资讯的决策。这种进阶分析将供应商分为四个像限,并取得了不同程度的成功:前沿 (F)、探路者 (P)、利基 (N) 和重要 (V)。

市占率分析

市场占有率分析可以深入了解供应商在特定市场领域的当前地位。比较供应商对总收入、基本客群和其他关键指标的贡献,可以帮助公司更好地了解他们在争夺市场份额时的表现以及面临的情况。该分析还揭示了特定行业的竞争程度、累积和合併的优势以及研究基准年的合併特征。

本报告提供了以下几点见解:

1. 市场渗透率:提供有关主要企业所服务的市场的全面资讯。

2. 市场开发:提供有关利润丰厚的新兴市场的详细资讯,并分析其在成熟市场的渗透率。

3. 市场多元化:提供有关新产品发布、未开发地区、最新发展和投资的详细资讯。

4.市场趋势:全面了解COVID-19、俄罗斯-乌克兰衝突和高通膨的累积影响。

5.竞争评估与资讯:对主要企业的市场占有率、策略、产品、认证、法规状况、专利状况、製造能力等进行综合评估。

6. 产品开发与创新:提供对未来技术、研发活动和突破性产品开发的见解。

本报告回答了以下问题:

1. 全球定位娱乐市场规模与预测是多少?

2.在预测期内,COVID-19 对全球定位娱乐市场的阻碍因素与影响为何?

3. 在预测期内,全球定位娱乐市场需要投资哪些产品/细分市场/应用/领域?

4.全球定位娱乐市场的竞争策略为何?

5. 全球定位娱乐市场的技术趋势和法律规范是什么?

6.全球位置娱乐市场主要厂商的市占率为何?

7. 哪些型态和策略性措施被认为适合进入全球定位娱乐市场?

目录

第1章前言

第2章调查方法

第3章执行摘要

第4章市场概况

第5章市场洞察

  • 市场动态
    • 促进因素
      • 消费者对游乐园、3D 和 4D 电影的兴趣与日俱增
      • 旅游业在全球迅速扩张
      • 360 度内容与云端融合的真正可能性
    • 抑制因素
      • 现场娱乐投资成本高、安全问题
    • 机会
      • 更多关于整合先进技术的介绍,以提供身临其境型的体验
      • 加大投资拓展游乐园及博彩业
    • 任务
      • 与基于位置的娱乐相关的技术挑战
  • 市场趋势
  • COVID-19 的累积影响
  • 俄罗斯-乌克兰衝突的累积影响
  • 高通膨的累积效应
  • 波特五力分析
  • 价值炼和关键路径分析
  • 法律规范
  • 客户客製化

第6章定位娱乐市场:依组成部分

  • 硬体
  • 软体

第7章定位娱乐市场:依科技分类

  • 2D
  • 3D
  • 现实与云端融合

第8章定位娱乐市场:依最终用途用途

  • 4D电影
  • 游乐园
  • 街机工作室

第9章美洲定位娱乐市场

  • 阿根廷
  • 巴西
  • 加拿大
  • 墨西哥
  • 美国

第10章亚太地区定位娱乐市场

  • 澳洲
  • 中国
  • 印度
  • 印尼
  • 日本
  • 马来西亚
  • 菲律宾
  • 新加坡
  • 韩国
  • 台湾
  • 泰国
  • 越南

第11章欧洲、中东和非洲的定位娱乐市场

  • 丹麦
  • 埃及
  • 芬兰
  • 法国
  • 德国
  • 以色列
  • 义大利
  • 荷兰
  • 奈及利亚
  • 挪威
  • 波兰
  • 卡达
  • 俄罗斯
  • 沙乌地阿拉伯
  • 南非
  • 西班牙
  • 瑞典
  • 瑞士
  • 土耳其
  • 阿拉伯聯合大公国
  • 英国

第12章竞争形势

  • FPNV定位矩阵
  • 市占率分析:主要企业
  • 竞争情境分析:主要企业
    • 併购
    • 合约、合作和伙伴关係
    • 新产品发布和功能增强
    • 投资、资金筹措
    • 奖项/奖励/扩展

第13章上市公司名单

第14章附录

  • 讨论指南
  • 关于许可证和定价
Product Code: MRR-435D2C369F43

The Global Location-Based Entertainment Market is forecasted to grow significantly, with a projected USD 4,737.69 million in 2023 at a CAGR of 22.28% and expected to reach a staggering USD 19,932.36 million by 2030.

The Cumulative Impact of COVID-19, the Russia-Ukraine Conflict, and High Inflation is expected to have significant long-term effects on the Global Location-Based Entertainment Market. The ongoing research considers the changes in consumer behavior, supply chain disruptions, and government interventions caused by the pandemic. Similarly, the report considers the ongoing political and economic uncertainty in Eastern Europe caused by the Russia-Ukraine Conflict and its potential implications for demand-supply balances, pressure on pricing variants, and import/export and trading. Additionally, the report addresses the impact of High Inflation on the global economy and details fiscal policies measuring and reducing its effects on demand, supply, cash flow, and currency exchange.

Market Segmentation & Coverage:

This research report categorizes the Global Location-Based Entertainment Market in order to forecast the revenues and analyze trends in each of following sub-markets:

Based on Component, market is studied across Hardware and Software. The Software commanded largest market share of 55.28% in 2022, followed by Hardware.

Based on Technology, market is studied across 2D, 3D, and Cloud Merged Reality. The 3D commanded largest market share of 38.39% in 2022, followed by Cloud Merged Reality.

Based on End-Use, market is studied across 4D Films, Amusement Park, and Arcade Studios. The Amusement Park commanded largest market share of 34.58% in 2022, followed by Arcade Studios.

Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom. The Americas commanded largest market share of 40.23% in 2022, followed by Europe, Middle East & Africa.

Market Statistics:

The report provides market sizing and forecasts across 7 major currencies - USD, EUR, JPY, GBP, AUD, CAD, and CHF; multiple currency support helps organization leaders to make well-informed decisions. In this report, 2018 to 2021 are considered as historical years, 2022 is base year, 2023 is estimated year, and years from 2024 to 2030 are considered as forecast period.

FPNV Positioning Matrix:

The FPNV Positioning Matrix is essential for assessing the Global Location-Based Entertainment Market. It provides a comprehensive evaluation of vendors by examining key metrics within Business Strategy and Product Satisfaction, allowing users to make informed decisions based on their specific needs. This advanced analysis then organizes these vendors into four distinct quadrants, which represent varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital(V).

Market Share Analysis:

The Market Share Analysis offers an insightful look at the current state of vendors in a particular market space. By comparing vendor contributions to overall revenue, customer base, and other key metrics, we can give companies a greater understanding of their performance and what they are up against when competing for market share. The analysis also sheds light on just how competitive any given sector is about accumulation, fragmentation dominance, and amalgamation traits over the base year period studied.

The report provides insights on the following pointers:

1. Market Penetration: Provides comprehensive information on the market offered by the key players

2. Market Development: Provides in-depth information about lucrative emerging markets and analyzes penetration across mature segments of the markets

3. Market Diversification: Provides detailed information about new product launches, untapped geographies, recent developments, and investments

4. Market Trends: Provides comprehensive understanding of the Cumulative Impact of COVID-19, the Russia-Ukraine Conflict, and the High Inflation

5. Competitive Assessment & Intelligence: Provides an exhaustive assessment of market shares, strategies, products, certification, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players

6. Product Development & Innovation: Provides intelligent insights on future technologies, R&D activities, and breakthrough product developments

The report answers questions such as:

1. What is the market size and forecast of the Global Location-Based Entertainment Market?

2. What are the inhibiting factors and impact of COVID-19 shaping the Global Location-Based Entertainment Market during the forecast period?

3. Which are the products/segments/applications/areas to invest in over the forecast period in the Global Location-Based Entertainment Market?

4. What is the competitive strategic window for opportunities in the Global Location-Based Entertainment Market?

5. What are the technology trends and regulatory frameworks in the Global Location-Based Entertainment Market?

6. What is the market share of the leading vendors in the Global Location-Based Entertainment Market?

7. What modes and strategic moves are considered suitable for entering the Global Location-Based Entertainment Market?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Limitations
  • 1.7. Assumptions
  • 1.8. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

  • 4.1. Introduction
  • 4.2. Location-Based Entertainment Market, by Component, 2022 vs 2030
  • 4.3. Location-Based Entertainment Market, by Technology, 2022 vs 2030
  • 4.4. Location-Based Entertainment Market, by End-Use, 2022 vs 2030
  • 4.5. Location-Based Entertainment Market, by Region, 2022 vs 2030

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Growing consumer inclination toward amusements parks, 3D, and 4D films
      • 5.1.1.2. Rapid expansion of the tourism industry worldwide
      • 5.1.1.3. High potential for 360-degree content and cloud-merged reality
    • 5.1.2. Restraints
      • 5.1.2.1. High investment cost and safety issues with location-based entertainment
    • 5.1.3. Opportunities
      • 5.1.3.1. Growing introduction of integrating advanced technologies to deliver immersive experiences
      • 5.1.3.2. Increase in investment to expand amusement parks and gaming industry
    • 5.1.4. Challenges
      • 5.1.4.1. Technical challenges associated with location-based entertainment
  • 5.2. Market Trends
  • 5.3. Cumulative Impact of COVID-19
  • 5.4. Cumulative Impact of Russia-Ukraine Conflict
  • 5.5. Cumulative Impact of High Inflation
  • 5.6. Porter's Five Forces Analysis
    • 5.6.1. Threat of New Entrants
    • 5.6.2. Threat of Substitutes
    • 5.6.3. Bargaining Power of Customers
    • 5.6.4. Bargaining Power of Suppliers
    • 5.6.5. Industry Rivalry
  • 5.7. Value Chain & Critical Path Analysis
  • 5.8. Regulatory Framework
  • 5.9. Client Customization

6. Location-Based Entertainment Market, by Component

  • 6.1. Introduction
  • 6.2. Hardware
  • 6.3. Software

7. Location-Based Entertainment Market, by Technology

  • 7.1. Introduction
  • 7.2. 2D
  • 7.3. 3D
  • 7.4. Cloud Merged Reality

8. Location-Based Entertainment Market, by End-Use

  • 8.1. Introduction
  • 8.2. 4D Films
  • 8.3. Amusement Park
  • 8.4. Arcade Studios

9. Americas Location-Based Entertainment Market

  • 9.1. Introduction
  • 9.2. Argentina
  • 9.3. Brazil
  • 9.4. Canada
  • 9.5. Mexico
  • 9.6. United States

10. Asia-Pacific Location-Based Entertainment Market

  • 10.1. Introduction
  • 10.2. Australia
  • 10.3. China
  • 10.4. India
  • 10.5. Indonesia
  • 10.6. Japan
  • 10.7. Malaysia
  • 10.8. Philippines
  • 10.9. Singapore
  • 10.10. South Korea
  • 10.11. Taiwan
  • 10.12. Thailand
  • 10.13. Vietnam

11. Europe, Middle East & Africa Location-Based Entertainment Market

  • 11.1. Introduction
  • 11.2. Denmark
  • 11.3. Egypt
  • 11.4. Finland
  • 11.5. France
  • 11.6. Germany
  • 11.7. Israel
  • 11.8. Italy
  • 11.9. Netherlands
  • 11.10. Nigeria
  • 11.11. Norway
  • 11.12. Poland
  • 11.13. Qatar
  • 11.14. Russia
  • 11.15. Saudi Arabia
  • 11.16. South Africa
  • 11.17. Spain
  • 11.18. Sweden
  • 11.19. Switzerland
  • 11.20. Turkey
  • 11.21. United Arab Emirates
  • 11.22. United Kingdom

12. Competitive Landscape

  • 12.1. FPNV Positioning Matrix
  • 12.2. Market Share Analysis, By Key Player
  • 12.3. Competitive Scenario Analysis, By Key Player
    • 12.3.1. Merger & Acquisition
      • 12.3.1.1. Live Nation Announces Acquisition of Majority Interest In Clockenflap Festivals And Clockenflap Presents In Hong Kong
      • 12.3.1.2. H.I.G. Capital Completes Acquisition of Family Entertainment Group
    • 12.3.2. Agreement, Collaboration, & Partnership
      • 12.3.2.1. Six Flags Entertainment and Coca-Cola Extend Long-Time Strategic Partnership
      • 12.3.2.2. South Korean theme park announces collaboration with SM Entertainment on artist-themed attractions
    • 12.3.3. New Product Launch & Enhancement
      • 12.3.3.1. The Park Playground Launches Industry-First VR Experience: Nanoclash Focus
      • 12.3.3.2. Bandai Namco Toys & Collectibles America To Launch One Piece U.S.A. Tour As Part Of Largest-Ever Location-Based Entertainment Experience At Anime Expo 2022
      • 12.3.3.3. Panasonic Connect's New Visual Solutions Create Impactful and Impressive Experiences
    • 12.3.4. Investment & Funding
      • 12.3.4.1. Fever, the live-entertainment discovery platform, completes a USD 110 Million funding round
    • 12.3.5. Award, Recognition, & Expansion
      • 12.3.5.1. Palo Alto eyed for Silicon Valley-themed amusement park
      • 12.3.5.2. Crayola Announces Expansion of Its LBE Business in the U.S. Market

13. List of Company Mentioned

14. Appendix

  • 14.1. Discussion Guide
  • 14.2. License & Pricing

LIST OF FIGURES

  • FIGURE 1. LOCATION-BASED ENTERTAINMENT MARKET RESEARCH PROCESS
  • FIGURE 2. LOCATION-BASED ENTERTAINMENT MARKET SIZE, 2022 VS 2030
  • FIGURE 3. LOCATION-BASED ENTERTAINMENT MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2022 VS 2030 (%)
  • FIGURE 5. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2022 VS 2030 (%)
  • FIGURE 6. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2022 VS 2030 (%)
  • FIGURE 7. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY REGION, 2022 VS 2030 (%)
  • FIGURE 8. LOCATION-BASED ENTERTAINMENT MARKET DYNAMICS
  • FIGURE 9. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 10. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 11. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 12. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 13. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY STATE, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 14. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 15. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 16. LOCATION-BASED ENTERTAINMENT MARKET, FPNV POSITIONING MATRIX, 2022
  • FIGURE 17. LOCATION-BASED ENTERTAINMENT MARKET SHARE, BY KEY PLAYER, 2022

LIST OF TABLES

  • TABLE 1. LOCATION-BASED ENTERTAINMENT MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2022
  • TABLE 3. LOCATION-BASED ENTERTAINMENT MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 5. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY HARDWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 6. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 7. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 8. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY 2D, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY 3D, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY CLOUD MERGED REALITY, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 11. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 12. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY 4D FILMS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY AMUSEMENT PARK, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY ARCADE STUDIOS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 15. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 16. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 17. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 18. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 19. ARGENTINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 20. ARGENTINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 21. ARGENTINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 22. BRAZIL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 23. BRAZIL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 24. BRAZIL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 25. CANADA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 26. CANADA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 27. CANADA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 28. MEXICO LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 29. MEXICO LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 30. MEXICO LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 31. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 32. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 33. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 34. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 35. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 36. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 37. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 38. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 39. AUSTRALIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 40. AUSTRALIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 41. AUSTRALIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 42. CHINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 43. CHINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 44. CHINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 45. INDIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 46. INDIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 47. INDIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 48. INDONESIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 49. INDONESIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 50. INDONESIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 51. JAPAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 52. JAPAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 53. JAPAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 54. MALAYSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 55. MALAYSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 56. MALAYSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 57. PHILIPPINES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 58. PHILIPPINES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 59. PHILIPPINES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 60. SINGAPORE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 61. SINGAPORE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 62. SINGAPORE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 63. SOUTH KOREA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 64. SOUTH KOREA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 65. SOUTH KOREA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 66. TAIWAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 67. TAIWAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 68. TAIWAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 69. THAILAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 70. THAILAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 71. THAILAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 72. VIETNAM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 73. VIETNAM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 74. VIETNAM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 75. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 76. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 77. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 78. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 79. DENMARK LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 80. DENMARK LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 81. DENMARK LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 82. EGYPT LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 83. EGYPT LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 84. EGYPT LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 85. FINLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 86. FINLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 87. FINLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 88. FRANCE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 89. FRANCE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 90. FRANCE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 91. GERMANY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 92. GERMANY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 93. GERMANY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 94. ISRAEL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 95. ISRAEL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 96. ISRAEL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 97. ITALY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 98. ITALY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 99. ITALY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 100. NETHERLANDS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 101. NETHERLANDS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 102. NETHERLANDS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 103. NIGERIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 104. NIGERIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 105. NIGERIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 106. NORWAY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 107. NORWAY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 108. NORWAY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 109. POLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 110. POLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 111. POLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 112. QATAR LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 113. QATAR LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 114. QATAR LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 115. RUSSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 116. RUSSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 117. RUSSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 118. SAUDI ARABIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 119. SAUDI ARABIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 120. SAUDI ARABIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 121. SOUTH AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 122. SOUTH AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 123. SOUTH AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 124. SPAIN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 125. SPAIN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 126. SPAIN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 127. SWEDEN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 128. SWEDEN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 129. SWEDEN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 130. SWITZERLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 131. SWITZERLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 132. SWITZERLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 133. TURKEY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 134. TURKEY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 135. TURKEY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 136. UNITED ARAB EMIRATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 137. UNITED ARAB EMIRATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 138. UNITED ARAB EMIRATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 139. UNITED KINGDOM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 140. UNITED KINGDOM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 141. UNITED KINGDOM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 142. LOCATION-BASED ENTERTAINMENT MARKET, FPNV POSITIONING MATRIX, 2022
  • TABLE 143. LOCATION-BASED ENTERTAINMENT MARKET SHARE, BY KEY PLAYER, 2022
  • TABLE 144. LOCATION-BASED ENTERTAINMENT MARKET LICENSE & PRICING