市场调查报告书
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1500196
基于位置的娱乐市场:按组件、技术、类型、应用/功能和最终用途 - 2024-2030 年全球预测Location-Based Entertainment Market by Component (Hardware, Services, Software), Technology (5G & Networking, Augmented Reality, Mixed Reality), Type, Application/Function, End Use - Global Forecast 2024-2030 |
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2023年,基于位置的娱乐市场规模预计为47.3亿美元,预计2024年将达到57.2亿美元,2030年将达到199.3亿美元,复合年增长率为22.78%。
基于位置的娱乐 (LBE) 是一种需要实际存在于特定位置的娱乐安排,通常提供无法在家中或透过静态媒体复製的客製化身临其境型体验。这包括各种形式,例如主题乐园、游乐场、逃脱室、虚拟实境 (VR) 体验和扩增实境(AR) 介入。 LBE 的用途广泛,从娱乐和教育到文化丰富和社会参与。人们越来越偏好将游乐场工作室、游乐园和游乐场工作室作为休閒的一部分,这正在推动市场的成长。旅游业正在迅速扩张,尤其是热门旅游目的地正受益于市场成长。建立和维护主题乐园和 VR游乐场等 LBE 设施需要在基础设施、技术、设备和人员方面进行大量前期投资,这阻碍了基于位置的娱乐解决方案的采用。虚拟实境 (VR)、扩增实境(AR) 和混合实境(MR) 等能够开发高品质、互动式和真实内容的技术进步预计将推动对 LBE 解决方案的需求。创新技术、独特主题、互动元素和个人化体验越来越多地融入LBE平台,预计将为市场创造成长机会。
主要市场统计 | |
---|---|
基准年[2023] | 47.3亿美元 |
预测年份 [2024] | 57.2亿美元 |
预测年份 [2030] | 199.3亿美元 |
复合年增长率(%) | 22.78% |
区域洞察
在美洲,消费者的休閒支出正在推动虚拟实境和真人主题等沉浸式、引人入胜的体验的趋势。这些国家拥有洛杉矶和奥兰多等城市,以其充满活力的娱乐产业和广泛的旅游活动而闻名。另一方面,加拿大强调季节性户外活动,提供适合不同气候的LBE,并整合以家庭为中心的技术,包括VR。欧盟重视监管合规性和消费者安全,并且对教育和身临其境型体验(从密室逃脱到历史之旅)有着文化偏好。透过大规模投资大型主题乐园和文化景点来促进旅游业,LBS产业正在中东地区迅速扩张,特别是在阿拉伯联合大公国(UAE)。儘管仍处于早期阶段,但非洲对多样化娱乐选择的需求不断增长,重点是行动娱乐和现场活动,特别是在南非和埃及等都市区。在亚太地区,中国处于领先地位,在政府措施的支持下,对 AR 和 VR 技术进行了大量投资,充分利用城市发展和收入增加的优势。日本提供传统与现代 LBE 体验的独特组合,专注于推动竞争创新的高品质、细緻的娱乐选择。同时,随着都市化和数位一体化的不断发展,越来越多的中阶和年轻人青睐基于行动和可扩展的实体娱乐解决方案,印度正在成为一个潜在的 LBE 市场。
FPNV定位矩阵
FPNV 定位矩阵对于评估供应商在定位娱乐市场的定位至关重要。此矩阵提供了对供应商的全面评估,并检验了与商务策略和产品满意度相关的关键指标。这种详细的评估使用户能够根据自己的要求做出明智的决定。根据评估结果,供应商被分为代表其成功程度的四个像限:前沿(F)、探路者(P)、利基(N)和重要(V)。
市场占有率分析
市场占有率分析是一种综合工具,可以对基于位置的娱乐市场中供应商的当前状态进行深入而详细的评估。透过仔细比较和分析供应商的贡献,您可以更深入地了解每个供应商的绩效以及他们在争夺市场占有率时面临的挑战。这些贡献包括整体收益、客户群和其他关键指标。此外,该分析还提供了对该行业竞争性质的宝贵见解,包括在研究基准年期间观察到的累积、分散主导地位和合併特征等因素。有了这些详细信息,供应商可以做出更明智的决策并製定有效的策略,以在市场竞争中保持领先地位。
策略分析与建议
策略分析对于寻求在全球市场站稳脚跟的组织至关重要。对目前在基于位置的娱乐市场中的地位进行全面评估,使公司能够做出符合其长期愿望的明智决策。此关键评估涉及对组织的资源、能力和整体绩效进行彻底分析,以确定核心优势和需要改进的领域。
[187 Pages Report] The Location-Based Entertainment Market size was estimated at USD 4.73 billion in 2023 and expected to reach USD 5.72 billion in 2024, at a CAGR 22.78% to reach USD 19.93 billion by 2030.
Location-based entertainment (LBE) is an arrangement of entertainment that needs physical presence at a specific location, often providing bespoke and immersive experiences that cannot be replicated in the home or through static media. This includes a variety of formats, such as theme parks, arcades, escape rooms, virtual reality (VR) experiences, and augmented reality (AR) interventions, among others. The applications of LBE are broad, ranging from entertainment and education to cultural enrichment and social engagement. Rising preference for arcade studios, amusement parks, and arcade studios as a part of leisure is driving market growth. The rapid expansion of the tourism industry, particularly in popular tourist destinations, is benefiting market growth. Establishing and maintaining LBE venues, such as theme parks or VR arcades, requires substantial upfront investment in infrastructure, technology, equipment, and staff, subsequently hampering the adoption of location-based entertainment solutions. Advances in technology, including virtual reality (VR), augmented reality (AR), and mixed reality (MR), that enable the development of high-quality, interactive, and realistic content are anticipated to increase the demand for LBE solutions. The growing incorporation of innovative technologies, unique themes, interactive elements, and personalized experiences across LBE platforms is expected to provide growth opportunities for the market.
KEY MARKET STATISTICS | |
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Base Year [2023] | USD 4.73 billion |
Estimated Year [2024] | USD 5.72 billion |
Forecast Year [2030] | USD 19.93 billion |
CAGR (%) | 22.78% |
Regional Insights
In the Americas, there is a noticeable trend towards immersive, engaging experiences such as virtual reality and live-action themes, influenced by high consumer spending on leisure. These nations, with cities including Los Angeles and Orlando, are notable for their vibrant entertainment industries and significant tourist activities. Meanwhile, Canada emphasizes seasonal outdoor activities, adapting its LBE offerings to its diverse climate and integrating family-centered technologies, including VR. The European Union emphasizes regulatory compliance and consumer safety, with a cultural penchant for educational and immersive experiences ranging from escape rooms to historical tours. With the UAE as a central hub, the Middle East rapidly expands its LBS sector through significant investments in large theme parks and cultural attractions to boost tourism. Although still in its early stages, Africa sees a rising demand for diverse entertainment options, particularly in urban areas, including South Africa and Egypt, focusing on mobile entertainment and live events. In the Asia Pacific, China is at the forefront, capitalizing on urban growth and increased incomes, with substantial investments in AR and VR technologies supported by governmental initiatives. Japan offers a unique mix of traditional and modern LBE experiences, focusing on high-quality, detailed entertainment options that drive competitive innovation. On the other hand, India is emerging as a potential LBE market, with its growing middle class and youthful demographics favoring mobile-based and scalable physical entertainment solutions as urbanization and digital integration continue to rise.
Market Insights
The market dynamics represent an ever-changing landscape of the Location-Based Entertainment Market by providing actionable insights into factors, including supply and demand levels. Accounting for these factors helps design strategies, make investments, and formulate developments to capitalize on future opportunities. In addition, these factors assist in avoiding potential pitfalls related to political, geographical, technical, social, and economic conditions, highlighting consumer behaviors and influencing manufacturing costs and purchasing decisions.
FPNV Positioning Matrix
The FPNV positioning matrix is essential in evaluating the market positioning of the vendors in the Location-Based Entertainment Market. This matrix offers a comprehensive assessment of vendors, examining critical metrics related to business strategy and product satisfaction. This in-depth assessment empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success, namely Forefront (F), Pathfinder (P), Niche (N), or Vital (V).
Market Share Analysis
The market share analysis is a comprehensive tool that provides an insightful and in-depth assessment of the current state of vendors in the Location-Based Entertainment Market. By meticulously comparing and analyzing vendor contributions, companies are offered a greater understanding of their performance and the challenges they face when competing for market share. These contributions include overall revenue, customer base, and other vital metrics. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With these illustrative details, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.
Recent Developments
iQIYI Launches Immersive Theater in Macao, a Significant Advancement in Location-Based Entertainment
The Chinese online video platform iQIYI announces the inauguration of its cutting-edge virtual reality (VR) immersive theater in Macao. This initiative is part of iQIYI's broader strategy to diversify entertainment experiences beyond traditional media formats. The VR immersive theater, iSpace, plans to offer a diverse array of premium VR content that promises audiences an unparalleled and immersive viewing experience. This launch underscores iQIYI's commitment to innovation and excellence in digital entertainment with an aim to set a new standard for integrating technology and traditional entertainment, thereby attracting more visitors and augmenting the entertainment landscape in Macao. [Published On: 2024-05-26]
Sandbox VR's Strategic Franchise Partnership with Apparel Group in the Middle East
Sandbox VR, a company that provides location-based virtual reality (VR) experiences, has strategically partnered with Apparel Group to extend its reach into the Middle East market. This initiative marks a significant step in leveraging VR technology to revolutionize the entertainment landscape in this region. By partnering with Apparel Group, which boasts a robust presence in retail and lifestyle sectors across the Middle East, Sandbox VR aims to introduce immersive, hyper-realistic VR experiences tailored to local tastes and preferences. This partnership reflects a growing trend of integrating cutting-edge technology in regional entertainment, enhancing the consumer experience while setting new standards in the industry. [Published On: 2024-05-08]
Hershey Advances into Location-Based Entertainment with New Venture
The Hershey Company is set to broaden its market reach through a new venture in location-based entertainment. This initiative aligns with Hershey's strategic objective to enhance brand engagement and grow its consumer base through innovative experiential platforms. By integrating its product line with entertainment experiences, Hershey intends to create a unique, engaging environment that encourages longer visitor stays and increases consumer interaction with the brand. This move emphasizes the trend of experiential marketing within the retail and entertainment sectors and underscores Hershey's commitment to innovation and customer engagement. [Published On: 2024-03-27]
Strategy Analysis & Recommendation
The strategic analysis is essential for organizations seeking a solid foothold in the global marketplace. Companies are better positioned to make informed decisions that align with their long-term aspirations by thoroughly evaluating their current standing in the Location-Based Entertainment Market. This critical assessment involves a thorough analysis of the organization's resources, capabilities, and overall performance to identify its core strengths and areas for improvement.
Key Company Profiles
The report delves into recent significant developments in the Location-Based Entertainment Market, highlighting leading vendors and their innovative profiles. These include 4Experience sp. z o.o., AEON Fantasy Co.,Ltd., Barron Games International, CyberGlove Systems LLC, Dreamscape Immersive, Inc., Falcon's Beyond Global, LLC, Fantawild Holdings Inc., Fennec Labs Ltd., Google LLC by Alphabet, Inc., Habo Studio Inc., HQ Software, HTC Corporation, Huawei Technologies Co., Ltd., IMAX Corporation, KABUM S.N.C., Kingsmen Creatives Ltd., Magic Leap Inc., Microsoft Corporation, NBCUniversal Media, LLC, Niantic Inc., Panasonic Holdings Corporation, Samsung Electronics Co. Ltd., Sandbox VR, Inc., Sony Group Corporation, SpringboardVR by Vertigo Studios B.V., Starbreeze AB, Tencent Holdings Ltd., The VOID LLC, Vicon Motion Systems Limited by Oxford Metrics PLC, and Zero Latency Pty Ltd..
Market Segmentation & Coverage