封面
市场调查报告书
商品编码
1618537

定位娱乐市场:按组件、技术、类型、应用/功能、最终用途 – 2025-2030 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 2025-2030

出版日期: | 出版商: 360iResearch | 英文 188 Pages | 商品交期: 最快1-2个工作天内

价格

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2023年,基于位置的娱乐市场价值为47.3亿美元,预计到2024年将达到57.2亿美元,复合年增长率为22.78%,到2030年将达到199.3亿美元。

基于位置的娱乐 (LBE) 是一种与特定地理位置相关的娱乐体验,通常旨在创造无法在家中复製的沉浸式互动体验。这包括主题乐园、游乐场以及虚拟和扩增实境中心等景点。出于这种需求,LBE 为消费者提供了传统媒体消费以外的社交互动和独特体验的机会,使其成为娱乐领域的关键要素。其应用程式涵盖各种最终用户群体,包括家庭、游客和游戏爱好者,并提供从逃脱室到高度模拟车辆的各种体验。主要成长要素包括 VR 和 AR 技术进步、消费者休閒支出增加以及对个人化体验不断增长的需求。然而,在整合互动技术、多样化讲故事方法以及扩展到此类娱乐基础设施正在发展的新兴市场方面,存在着机会。为了吸引年轻、精通科技的受众,鼓励公司投资行动应用程式和基于位置的游戏体验。儘管存在这些机会,但高昂的初始投资成本、不断变化的消费者偏好以及不可预见事件(例如 COVID-19 大流行)的经济影响等挑战构成了潜在的限制。此外,资料安全方面的法律和监管挑战,特别是在 VR 应用中,也是一个主要障碍。为了推动成长,企业正在专注于创新领域,例如增强 5G 连接以改善即时互动体验、开发混合实体数位平台以及投资人工智慧以客製化个人化体验。市场是动态的,其特点是与技术发展和消费者趋势直接相关。透过瞄准利基市场并根据消费者洞察加强服务,企业可以更好地在市场格局中定位自己。

主要市场统计
基准年[2023] 47.3亿美元
预计年份 [2024] 57.2亿美元
预测年份 [2030] 199.3亿美元
复合年增长率(%) 22.78%

市场动态:揭示快速发展的定位娱乐市场的关键市场洞察

供需的动态交互作用正在改变基于位置的娱乐市场。透过了解这些不断变化的市场动态,公司可以准备好做出明智的投资决策、完善策略决策并抓住新的商机。全面了解这些趋势可以帮助企业降低政治、地理、技术、社会和经济领域的风险,同时也能帮助企业了解消费行为及其对製造业的影响。

  • 市场驱动因素
    • 游乐园、3D 和 4D 电影的消费趋势日益增长
    • 全球旅游业快速扩张
    • 360 度内容和云端整合现实的巨大潜力
  • 市场限制因素
    • 现场娱乐投资成本高、安全问题
  • 市场机会
    • 增加先进技术整合的引入,提供身临其境型的体验
    • 加大投资,扩大游乐园和博彩业
  • 市场挑战
    • 与基于位置的娱乐相关的技术挑战

波特的五力:驾驭定位娱乐市场的策略工具

波特的五力框架是了解定位娱乐市场竞争格局的重要工具。波特的五力框架为评估公司的竞争地位和探索策略机会提供了清晰的方法。该框架可帮助公司评估市场动态并确定新业务的盈利。这些见解使公司能够利用自己的优势,解决弱点并避免潜在的挑战,从而确保更强大的市场地位。

PESTLE分析:了解基于位置的娱乐市场的外部影响

外部宏观环境因素在塑造定位娱乐市场的表现动态方面发挥着至关重要的作用。对政治、经济、社会、技术、法律和环境因素的分析提供了应对这些影响所需的资讯。透过调查 PESTLE 因素,公司可以更了解潜在的风险和机会。这种分析可以帮助公司预测法规、消费者偏好和经济趋势的变化,并帮助他们做出积极主动的决策。

市场占有率分析 了解基于位置的娱乐市场的竞争状况

基于位置的娱乐市场的详细市场占有率分析可以对供应商绩效进行全面评估。公司可以透过比较收益、客户群和成长率等关键指标来揭示其竞争地位。该分析揭示了市场集中、分散和整合的趋势,为供应商提供了製定策略决策所需的洞察力,使他们能够在日益激烈的竞争中占有一席之地。

FPNV定位矩阵定位娱乐市场供应商绩效评估

FPNV 定位矩阵是评估定位娱乐市场供应商的重要工具。此矩阵允许业务组织根据商务策略和产品满意度评估供应商,从而做出与其目标相符的明智决策。这四个象限使您能够清晰、准确地划分供应商,以确定最能满足您的策略目标的合作伙伴和解决方案。

策略分析和建议为定位娱乐市场的成功指明了道路

对于旨在加强其在全球市场的影响力的公司来说,基于位置的娱乐市场的策略分析至关重要。透过考虑关键资源、能力和绩效指标,公司可以识别成长机会并努力改进。这种方法使您能够克服竞争环境中的挑战,利用新的商机并取得长期成功。

本报告对市场进行了全面分析,涵盖关键重点领域:

1. 市场渗透率:对当前市场环境的详细审查、主要企业的广泛资料、对其在市场中的影响力和整体影响力的评估。

2. 市场开拓:辨识新兴市场的成长机会,评估现有领域的扩张潜力,并提供未来成长的策略蓝图。

3. 市场多元化:分析近期产品发布、开拓地区、关键产业进展、塑造市场的策略投资。

4. 竞争评估与情报:彻底分析竞争格局,检验市场占有率、业务策略、产品系列、认证、监理核准、专利趋势、主要企业的技术进步等。

5. 产品开发与创新:重点在于有望推动未来市场成长的最尖端科技、研发活动和产品创新。

我们也回答重要问题,以帮助相关人员做出明智的决策:

1.目前的市场规模和未来的成长预测是多少?

2. 哪些产品、区隔市场和地区提供最佳投资机会?

3.塑造市场的主要技术趋势和监管影响是什么?

4.主要厂商的市场占有率和竞争地位如何?

5. 推动供应商市场进入和退出策略的收益来源和策略机会是什么?

目录

第一章 前言

第二章调查方法

第三章执行摘要

第四章市场概况

第五章市场洞察

  • 市场动态
    • 促进因素
      • 消费者对游乐园、3D 和 4D 电影的偏好日益增长
      • 旅游业在全球迅速扩张
      • 360 度内容和云端整合现实的巨大潜力
    • 抑制因素
      • 现场娱乐投资成本高、安全问题
    • 机会
      • 更多介绍融合先进技术,提供身临其境型体验
      • 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
  • 市场区隔分析
    • 类型:主题乐园的游乐设施、表演和其他景点的使用激增
    • 应用/功能:娱乐产业中基于位置的娱乐 (LBE) 采用的演变
  • 波特五力分析
  • PESTEL分析
    • 政治的
    • 经济
    • 社群
    • 技术的
    • 合法地
    • 环境

第六章 定位娱乐市场:依组成部分

  • 硬体
  • 服务
  • 软体

第七章 定位娱乐市场:依科技分类

  • 5G 和网络
  • 扩增实境
  • 混合实境
  • 虚拟实境

第八章基于地点的娱乐市场:按类型

  • 游乐场
  • 逃脱游戏
  • 家庭娱乐中心
  • 主题乐园

第 9 章按应用程式/功能分類的基于位置的娱乐市场

  • 企业培训
  • 教育
  • 娱乐
  • 观光

第10章基于位置的娱乐市场:依最终用途

  • 商业用途
  • 消费者使用
  • 教育机构

第十一章美洲定位娱乐市场

  • 阿根廷
  • 巴西
  • 加拿大
  • 墨西哥
  • 美国

第十二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

第十三章欧洲、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14章竞争格局

  • 2023 年市场占有率分析
  • FPNV 定位矩阵,2023
  • 竞争情境分析
    • 爱奇艺在澳门开设沉浸式戏院 实景娱乐迈出一大步
    • Sandbox VR与中东服饰集团签署策略性专利权伙伴关係关係
    • 好时透过新业务扩展到基于位置的娱乐
  • 战略分析和建议

公司名单

  • 4Experience sp. z oo
  • 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 SNC
  • 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 BV
  • Starbreeze AB
  • Tencent Holdings Ltd.
  • The VOID LLC
  • Vicon Motion Systems Limited by Oxford Metrics PLC
  • Zero Latency Pty Ltd.
Product Code: MRR-435D2C369F36

The Location-Based Entertainment Market was valued at USD 4.73 billion in 2023, expected to reach USD 5.72 billion in 2024, and is projected to grow at a CAGR of 22.78%, to USD 19.93 billion by 2030.

Location-Based Entertainment (LBE) refers to entertainment experiences that are tied to a specific geographic location, often designed to create immersive, interactive experiences that can't be replicated at home. This includes attractions such as theme parks, arcades, and virtual or augmented reality centers. In the context of its necessity, LBE offers consumers an opportunity for social interaction and unique experiences that go beyond traditional media consumption, making them a critical component of the entertainment sector. Its applications span across various end-user segments like families, tourists, and gaming enthusiasts, offering diverse experiences ranging from escape rooms to advanced simulation rides. Key growth factors include technological advancements in VR and AR, increasing consumer spending on recreation, and rising demand for personalized experiences. However, opportunities arise with the integration of interactive technologies, diversifying storytelling techniques, and expanding into emerging markets where infrastructure for such entertainment segments is developing. It's recommended that companies invest in mobile apps and location-based gaming experiences to attract tech-savvy, younger audiences. Despite these opportunities, challenges such as high initial investment costs, evolving consumer preferences, and the economic impact of unforeseen events (like the COVID-19 pandemic) are potential limitations. Additionally, legal and regulatory challenges about data security, especially in VR applications, also pose significant hurdles. To foster growth, businesses are encouraged to focus on areas of innovation such as enhancing 5G connectivity to improve real-time interactive experiences, developing hybrid physical-digital platforms, and investing in AI to tailor personalized experiences. The market is dynamic, characterized by direct correlation to technological evolutions and consumer trends, suggesting businesses should remain agile and adaptable to changing demands. By targeting niche markets and enhancing their offerings based on consumer insights, organizations can better position themselves in the LBE landscape.

KEY MARKET STATISTICS
Base Year [2023] USD 4.73 billion
Estimated Year [2024] USD 5.72 billion
Forecast Year [2030] USD 19.93 billion
CAGR (%) 22.78%

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving Location-Based Entertainment Market

The Location-Based Entertainment Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Growing consumer inclination toward amusements parks, 3D, and 4D films
    • Rapid expansion of the tourism industry worldwide
    • High potential for 360-degree content and cloud-merged reality
  • Market Restraints
    • High investment cost and safety issues with location-based entertainment
  • Market Opportunities
    • Growing introduction of integrating advanced technologies to deliver immersive experiences
    • Increase in investment to expand amusement parks and gaming industry
  • Market Challenges
    • Technical challenges associated with location-based entertainment

Porter's Five Forces: A Strategic Tool for Navigating the Location-Based Entertainment Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the Location-Based Entertainment Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the Location-Based Entertainment Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the Location-Based Entertainment Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the Location-Based Entertainment Market

A detailed market share analysis in the Location-Based Entertainment Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the Location-Based Entertainment Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the Location-Based Entertainment Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Strategy Analysis & Recommendation: Charting a Path to Success in the Location-Based Entertainment Market

A strategic analysis of the Location-Based Entertainment Market is essential for businesses looking to strengthen their global market presence. By reviewing key resources, capabilities, and performance indicators, business organizations can identify growth opportunities and work toward improvement. This approach helps businesses navigate challenges in the competitive landscape and ensures they are well-positioned to capitalize on newer opportunities and drive long-term success.

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

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

  • Based on Component, market is studied across Hardware, Services, and Software.
  • Based on Technology, market is studied across 5G & Networking, Augmented Reality, Mixed Reality, and Virtual Reality.
  • Based on Type, market is studied across Arcades, Escape Rooms, Family Entertainment Centers, and Theme Parks.
  • Based on Application/Function, market is studied across Corporate Training, Education, Entertainment, and Tourism.
  • Based on End Use, market is studied across Commercial Use, Consumer Use, and Educational Institutions.
  • 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 report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

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. 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

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 Segmentation Analysis
    • 5.2.1. Type: Burgeoning utilization of the theme parks featuring rides, shows, and other attractions
    • 5.2.2. Application/Function: Evolving adoption of location-based entertainment (LBE) across the entertainment sector
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. Location-Based Entertainment Market, by Component

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

7. Location-Based Entertainment Market, by Technology

  • 7.1. Introduction
  • 7.2. 5G & Networking
  • 7.3. Augmented Reality
  • 7.4. Mixed Reality
  • 7.5. Virtual Reality

8. Location-Based Entertainment Market, by Type

  • 8.1. Introduction
  • 8.2. Arcades
  • 8.3. Escape Rooms
  • 8.4. Family Entertainment Centers
  • 8.5. Theme Parks

9. Location-Based Entertainment Market, by Application/Function

  • 9.1. Introduction
  • 9.2. Corporate Training
  • 9.3. Education
  • 9.4. Entertainment
  • 9.5. Tourism

10. Location-Based Entertainment Market, by End Use

  • 10.1. Introduction
  • 10.2. Commercial Use
  • 10.3. Consumer Use
  • 10.4. Educational Institutions

11. Americas Location-Based Entertainment Market

  • 11.1. Introduction
  • 11.2. Argentina
  • 11.3. Brazil
  • 11.4. Canada
  • 11.5. Mexico
  • 11.6. United States

12. Asia-Pacific Location-Based Entertainment Market

  • 12.1. Introduction
  • 12.2. Australia
  • 12.3. China
  • 12.4. India
  • 12.5. Indonesia
  • 12.6. Japan
  • 12.7. Malaysia
  • 12.8. Philippines
  • 12.9. Singapore
  • 12.10. South Korea
  • 12.11. Taiwan
  • 12.12. Thailand
  • 12.13. Vietnam

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

  • 13.1. Introduction
  • 13.2. Denmark
  • 13.3. Egypt
  • 13.4. Finland
  • 13.5. France
  • 13.6. Germany
  • 13.7. Israel
  • 13.8. Italy
  • 13.9. Netherlands
  • 13.10. Nigeria
  • 13.11. Norway
  • 13.12. Poland
  • 13.13. Qatar
  • 13.14. Russia
  • 13.15. Saudi Arabia
  • 13.16. South Africa
  • 13.17. Spain
  • 13.18. Sweden
  • 13.19. Switzerland
  • 13.20. Turkey
  • 13.21. United Arab Emirates
  • 13.22. United Kingdom

14. Competitive Landscape

  • 14.1. Market Share Analysis, 2023
  • 14.2. FPNV Positioning Matrix, 2023
  • 14.3. Competitive Scenario Analysis
    • 14.3.1. iQIYI Launches Immersive Theater in Macao, a Significant Advancement in Location-Based Entertainment
    • 14.3.2. Sandbox VR's Strategic Franchise Partnership with Apparel Group in the Middle East
    • 14.3.3. Hershey Advances into Location-Based Entertainment with New Venture
  • 14.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. 4Experience sp. z o.o.
  • 2. AEON Fantasy Co.,Ltd.
  • 3. Barron Games International
  • 4. CyberGlove Systems LLC
  • 5. Dreamscape Immersive, Inc.
  • 6. Falcon's Beyond Global, LLC
  • 7. Fantawild Holdings Inc.
  • 8. Fennec Labs Ltd.
  • 9. Google LLC by Alphabet, Inc.
  • 10. Habo Studio Inc.
  • 11. HQ Software
  • 12. HTC Corporation
  • 13. Huawei Technologies Co., Ltd.
  • 14. IMAX Corporation
  • 15. KABUM S.N.C.
  • 16. Kingsmen Creatives Ltd.
  • 17. Magic Leap Inc.
  • 18. Microsoft Corporation
  • 19. NBCUniversal Media, LLC
  • 20. Niantic Inc.
  • 21. Panasonic Holdings Corporation
  • 22. Samsung Electronics Co. Ltd.
  • 23. Sandbox VR, Inc.
  • 24. Sony Group Corporation
  • 25. SpringboardVR by Vertigo Studios B.V.
  • 26. Starbreeze AB
  • 27. Tencent Holdings Ltd.
  • 28. The VOID LLC
  • 29. Vicon Motion Systems Limited by Oxford Metrics PLC
  • 30. Zero Latency Pty Ltd.

LIST OF FIGURES

  • FIGURE 1. LOCATION-BASED ENTERTAINMENT MARKET RESEARCH PROCESS
  • FIGURE 2. LOCATION-BASED ENTERTAINMENT MARKET SIZE, 2023 VS 2030
  • FIGURE 3. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 5. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 6. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2023 VS 2030 (%)
  • FIGURE 7. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 10. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2023 VS 2030 (%)
  • FIGURE 11. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 12. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2023 VS 2030 (%)
  • FIGURE 13. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 14. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2023 VS 2030 (%)
  • FIGURE 15. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 16. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 17. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 18. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 19. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 20. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 21. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 22. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 23. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 24. LOCATION-BASED ENTERTAINMENT MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 25. LOCATION-BASED ENTERTAINMENT MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. LOCATION-BASED ENTERTAINMENT MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. LOCATION-BASED ENTERTAINMENT MARKET DYNAMICS
  • TABLE 7. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY HARDWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY SERVICES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY 5G & NETWORKING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY AUGMENTED REALITY, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY MIXED REALITY, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY VIRTUAL REALITY, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 16. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 17. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY ARCADES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 18. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY ESCAPE ROOMS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 19. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY FAMILY ENTERTAINMENT CENTERS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 20. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY THEME PARKS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 21. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 22. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY CORPORATE TRAINING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 23. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY EDUCATION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 24. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY ENTERTAINMENT, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 25. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TOURISM, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 26. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 27. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMMERCIAL USE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 28. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY CONSUMER USE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 29. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY EDUCATIONAL INSTITUTIONS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 30. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 31. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 32. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 33. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 34. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 35. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 36. ARGENTINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 37. ARGENTINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 38. ARGENTINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 39. ARGENTINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 40. ARGENTINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 41. BRAZIL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 42. BRAZIL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 43. BRAZIL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 44. BRAZIL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 45. BRAZIL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 46. CANADA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 47. CANADA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 48. CANADA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 49. CANADA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 50. CANADA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 51. MEXICO LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 52. MEXICO LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 53. MEXICO LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 54. MEXICO LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 55. MEXICO LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 56. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 57. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 58. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 59. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 60. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 61. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 62. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 63. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 64. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 65. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 66. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 67. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 68. AUSTRALIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 69. AUSTRALIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 70. AUSTRALIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 71. AUSTRALIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 72. AUSTRALIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 73. CHINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 74. CHINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 75. CHINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 76. CHINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 77. CHINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 78. INDIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 79. INDIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 80. INDIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 81. INDIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 82. INDIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 83. INDONESIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 84. INDONESIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 85. INDONESIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 86. INDONESIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 87. INDONESIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 88. JAPAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 89. JAPAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 90. JAPAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 91. JAPAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 92. JAPAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 93. MALAYSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 94. MALAYSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 95. MALAYSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 96. MALAYSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 97. MALAYSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 98. PHILIPPINES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 99. PHILIPPINES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 100. PHILIPPINES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 101. PHILIPPINES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 102. PHILIPPINES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 103. SINGAPORE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 104. SINGAPORE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 105. SINGAPORE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 106. SINGAPORE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 107. SINGAPORE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 108. SOUTH KOREA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 109. SOUTH KOREA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 110. SOUTH KOREA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 111. SOUTH KOREA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 112. SOUTH KOREA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 113. TAIWAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 114. TAIWAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 115. TAIWAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 116. TAIWAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 117. TAIWAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 118. THAILAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 119. THAILAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 120. THAILAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 121. THAILAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 122. THAILAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 123. VIETNAM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 124. VIETNAM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 125. VIETNAM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 126. VIETNAM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 127. VIETNAM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 128. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 129. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 130. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 131. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 132. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 133. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 134. DENMARK LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 135. DENMARK LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 136. DENMARK LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 137. DENMARK LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 138. DENMARK LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 139. EGYPT LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 140. EGYPT LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 141. EGYPT LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 142. EGYPT LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 143. EGYPT LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 144. FINLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 145. FINLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 146. FINLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 147. FINLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 148. FINLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 149. FRANCE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 150. FRANCE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 151. FRANCE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 152. FRANCE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 153. FRANCE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 154. GERMANY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 155. GERMANY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 156. GERMANY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 157. GERMANY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 158. GERMANY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 159. ISRAEL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 160. ISRAEL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 161. ISRAEL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 162. ISRAEL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 163. ISRAEL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 164. ITALY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 165. ITALY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 166. ITALY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 167. ITALY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 168. ITALY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 169. NETHERLANDS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 170. NETHERLANDS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 171. NETHERLANDS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 172. NETHERLANDS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 173. NETHERLANDS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 174. NIGERIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 175. NIGERIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 176. NIGERIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 177. NIGERIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 178. NIGERIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 179. NORWAY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 180. NORWAY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 181. NORWAY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 182. NORWAY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 183. NORWAY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 184. POLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 185. POLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 186. POLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 187. POLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 188. POLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 189. QATAR LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 190. QATAR LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 191. QATAR LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 192. QATAR LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 193. QATAR LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 194. RUSSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 195. RUSSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 196. RUSSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 197. RUSSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 198. RUSSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 199. SAUDI ARABIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 200. SAUDI ARABIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 201. SAUDI ARABIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 202. SAUDI ARABIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 203. SAUDI ARABIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 204. SOUTH AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 205. SOUTH AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 206. SOUTH AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 207. SOUTH AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 208. SOUTH AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 209. SPAIN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 210. SPAIN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 211. SPAIN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 212. SPAIN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 213. SPAIN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 214. SWEDEN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 215. SWEDEN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 216. SWEDEN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 217. SWEDEN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 218. SWEDEN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 219. SWITZERLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 220. SWITZERLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 221. SWITZERLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 222. SWITZERLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 223. SWITZERLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 224. TURKEY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 225. TURKEY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 226. TURKEY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 227. TURKEY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 228. TURKEY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 229. UNITED ARAB EMIRATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 230. UNITED ARAB EMIRATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 231. UNITED ARAB EMIRATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 232. UNITED ARAB EMIRATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 233. UNITED ARAB EMIRATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 234. UNITED KINGDOM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 235. UNITED KINGDOM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 236. UNITED KINGDOM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 237. UNITED KINGDOM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 238. UNITED KINGDOM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 239. LOCATION-BASED ENTERTAINMENT MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 240. LOCATION-BASED ENTERTAINMENT MARKET, FPNV POSITIONING MATRIX, 2023