全球基于位置的娱乐(LBE)市场:按技术(虚拟现实 (VR),增强现实 (AR),投影映射),产品(硬件,软件,服务),场地(游乐园,主题公园,游戏中心),地区预测至2028
市场调查报告书
商品编码
1282756

全球基于位置的娱乐(LBE)市场:按技术(虚拟现实 (VR),增强现实 (AR),投影映射),产品(硬件,软件,服务),场地(游乐园,主题公园,游戏中心),地区预测至2028

Location Based Entertainment (LBE) Market by Technology (Virtual Reality (VR), Augmented Reality (AR), Projection Mapping), Offering (Hardware, Software, Services), Venue (Amusement Parks, Theme Parks, Arcades) and Region - Global Forecast to 2028

出版日期: | 出版商: MarketsandMarkets | 英文 231 Pages | 订单完成后即时交付

价格
简介目录

全球基于位置的娱乐市场规模预计到 2028 年将达到 118 亿美元,高于 2023 年的 35 亿美元,在预测期内以 27.3% 的复合年增长率增长。

随着技术变得更容易获得和负担得起,基于位置的娱乐的进入壁垒正在降低。 这将使更多的场馆和设施能够融入沉浸式体验,让更多人可以使用它们并推动市场增长。

“就专业服务而言,培训和部署细分市场将在预测期内占据最大的市场规模”

培训和部署服务对于基于位置的娱乐运营商至关重要,以确保他们的员工配备齐全,能够为参加者提供高质量的体验。 这些服务包括员工培训,部署规划和设备设置,以确保高效且有效地部署基于位置的娱乐体验,最大限度地减少停机时间并最大限度地提高游客满意度。我会支持你。 员工培训可确保您的员工具备提供卓越客户体验的知识和技能。 部署规划协助定位娱乐运营商规划和执行体验部署,设备设置确保定位娱乐体验正确运行并快速解决任何问题。 这些服务对于提供卓越的基于位置的娱乐体验至关重要。

“按服务划分,託管服务领域将在预测期内以最高复合年增长率增长”

託管服务被认为极其重要,因为它们直接关係到客户体验。 这些服务可帮助您保持在市场中的地位。 託管服务是基于位置的娱乐的一个关键方面,将技术,系统和运营的管理外包给第三方提供商。 这些服务包括基础设施管理,内容管理,运营管理等,以确保基于位置的娱乐体验具有高质量的内容,顺畅运行并满足游客的期望。 託管服务允许基于位置的娱乐运营商专注于提供出色的体验,同时将管理工作交给专家。

“按地区划分,亚太地区在预测期内将以最高复合年增长率增长”

亚太地区的基于位置的娱乐市场见证了新技术的进步和动态采用。 亚太地区基于位置的娱乐市场为国内外公司提供了广泛的机会,受到市场驱动因素的推动,例如城市化进程加快,对娱乐活动的需求以及在休閒,娱乐和独特体验上花费更多资金的意愿。是一个不断发展的行业 然而,高成本,安全问题和季节性等挑战可能会影响市场增长。 总体而言,消费电子,零售,BFSI,医疗,交通以及体育和娱乐等行业预计将为该地区基于位置的娱乐市场的增长做出重大贡献。

内容

第一章介绍

第二章研究方法论

第 3 章执行摘要

第 4 章重要注意事项

第 5 章市场概述

  • 简介
  • 市场动态
    • 司机
    • 约束因素
    • 机会
    • 任务
    • 累积增长分析
  • 行业趋势
    • 价值链分析
    • 基于位置的娱乐的历史
    • 生态系统分析
    • 基于位置的娱乐:框架和技术
    • 波特的五力分析
    • 主要利益相关者和采购标准
    • 技术分析
    • 定位娱乐市场:未来形势
    • 影响买家的趋势和干扰
    • 专利分析
    • 价格分析
    • 案例研究分析
    • 主要会议和活动
    • 监管状况

第 6 章基于位置的娱乐市场:按技术分类

  • 简介
  • 虚拟现实 (VR)
  • 增强现实 (AR)
  • 投影映射
  • 其他技术

第 7 章基于位置的娱乐市场:按产品分类

  • 简介
  • 硬件
  • 软件
  • 服务
    • 专业服务
    • 託管服务

第 8 章基于位置的娱乐市场:按场所分类

  • 简介
  • 游乐园
  • 主题公园
  • 游戏中心
  • 其他场地

第 9 章基于位置的娱乐市场:按地区

  • 简介
  • 北美
    • 美国
    • 加拿大
  • 欧洲
    • 英国
    • 德国
    • 法国
    • 西班牙
    • 意大利
    • 北欧
    • 其他欧洲
  • 亚太地区
    • 中国
    • 日本
    • 印度
    • 澳大利亚和新西兰
    • 东南亚
    • 亚太其他地区
  • 中东和非洲
    • 阿拉伯联合酋长国
    • 沙特阿拉伯
    • 以色列
    • 南非
    • 其他中东和非洲地区
  • 拉丁美洲
    • 巴西
    • 墨西哥
    • 其他拉丁美洲

第10章竞争格局

  • 概览
  • 主要公司采用的策略
  • 主要公司的市场份额分析
  • 过去的收益分析
  • 主要公司的市场排名分析,2023 年
  • 领先公司评级象限矩阵
  • 初创公司/中小企业评级象限矩阵
  • 初创公司/中小企业的竞争基准
  • 竞争场景

第11章公司简介

  • 主要公司
    • MICROSOFT
    • GOOGLE
    • META
    • UNITY TECHNOLOGIES
    • NVIDIA
    • SONY INTERACTIVE ENTERTAINMENT
    • SAMSUNG
    • BARCO ELECTRONIC SYSTEMS
    • PANASONIC
    • HUAWEI TECHNOLOGIES
  • 其他企业
    • HQ SOFTWARE
    • HTC VIVE
    • NIANTIC INC.
    • VICON MOTION SYSTEMS
    • OPTITRACK
  • 新创/中小企业
    • SPRINGBOARDVR
    • 4EXPERIENCE
    • HOLOGATE
    • ULTRALEAP
    • MAGIC LEAP
    • SHAPE IMMERSIVE
    • CAMON
    • KATVR
    • VIRTUIX
    • PICO

第 12 章相邻和相关市场

  • 限制
  • 增强现实 (AR) 和虚拟现实 (VR) 市场
  • 投影映射市场

第13章附录

简介目录
Product Code: TC 8652

The location based entertainment market size is projected to grow from USD 3.5 billion in 2023 to USD 11.8 billion by 2028, at a CAGR of 27.3% during the forecast period. As technology becomes more accessible and affordable, the barriers to entry for location based entertainment decrease. This allows more venues and establishments to incorporate immersive experiences into their offerings, making it accessible to a wider audience and being a driving factor to the growth of the market.

By professional services, the training and deployment segment to hold the largest market size during the forecast period.

Training and deployment services are crucial for location based entertainment operators to ensure that their employees are well-equipped to provide visitors with high-quality experiences. These services include staff training, deployment planning, and equipment setup, which help ensure that location based entertainment experiences are deployed efficiently and effectively, minimizing downtime and maximizing visitor satisfaction. Staff training ensures that employees are knowledgeable and skilled in delivering exceptional customer experiences. Deployment planning helps location based entertainment operators plan and execute the deployment of their experiences, and equipment setup ensures that location based entertainment experiences are running correctly and that any issues are resolved quickly. Overall, these services are essential in delivering outstanding location based entertainment experiences.

Based on services, the managed services segment is expected to grow with the highest CAGR during the forecast period.

Managed services are considered crucial, as they are directly related to customer experience. These services help sustain their positions in the market. Managed services are an important aspect of location based entertainment that involve outsourcing the management of technology, systems, and operations to a third-party provider. These services include infrastructure management, content management, and operational management, which ensure that location based entertainment experiences have high-quality content, run smoothly, and meet visitor expectations. Managed services allow location based entertainment operators to focus on delivering excellent experiences while leaving the management to experts.

Based on region, Asia Pacific is expected to grow with the highest CAGR during the forecast period.

The Asia Pacific region Asia Pacific has witnessed progressive and dynamic adoption of new and emerging technologies in the location based entertainment market. The location-based entertainment market in Asia Pacific is a growing industry with a wide range of opportunities for international and regional players due to driving factors of the market such as growth of urbanization and their demand for entertainment activities and willingness to spend more money on leisure, entertainment and unique experiences than ever before. However, challenges such as high costs, safety concerns, and seasonality may affect the growth of the market. Overall, consumer electronics, retail, BFSI, healthcare, transportation, and sports and entertainment industries are expected to contribute substantially to the growth of the location based entertainment market in the region.

Breakdown of primaries

The study contains insights from various industry experts, ranging from solution vendors to Tier 1 companies. The break-up of the primaries is as follows:

  • By Company Type: Tier 1 - 35%, Tier 2 - 40%, and Tier 3 - 25%
  • By Designation: C-level -35%, D-level - 25%, and Others - 40%
  • By Region: North America - 30%, Europe - 35%, Asia Pacific - 25%, Middle East & Africa- 5%, Latin America - 5%

The major players in the location based entertainment market are Google (US), Meta (US), Microsoft (US), Nvidia (US), Unity Technologies (US), Sony Interactive Entertainment (US), Samsung (South Korea), Barco Electronic Systems (Belgium), Panasonic (Japan), Huawei Technologies (China), HQ Software (Estonia), HTC Vive (Taiwan), Niantic Inc. (US), Vicon Motion Systems (UK), Optitrack (US), Springboard VR (US), 4Experience (Poland), Hologate (Germany), Ultraleap (UK), Magic Leap (US), Shape Immersive (Canada), Camon (Argentina), KatVR (US), Virtuix (US), Pico XR (US). These players have adopted various growth strategies, such as partnerships, agreements and collaborations, new product launches and product enhancements, and acquisitions to expand their footprint in the location based entertainment market.

Research Coverage

The market study covers the location based entertainment market size across different segments. It aims at estimating the market size and the growth potential across different segments, including technology, offerings, venue, and region. The study further includes an in-depth competitive analysis of the leading market players, along with their company profiles, key observations related to product and business offerings, recent developments, and market strategies.

Key Benefits of Buying the Report

The report will help the market leaders/new entrants with information on the closest approximations of the revenue numbers for the location based entertainment market and its subsegments. This report will help stakeholders understand the competitive landscape and gain more insights to better position their businesses and to plan suitable go-to-market strategies. Moreover, the report will provide insights for stakeholders to understand the pulse of the market and provide them with information on key market drivers, restraints, challenges, and opportunities.

The report provides insights on the following pointers:

Analysis of key drivers (Advancement of VR gaming world with location based entertainment, Advancement in VR and AR Technologies, Integration of artificial intelligence (AI) and machine learning (ML) technologies, The increasing demand for social and shared experiences), restraints (Limited Scalability, High Upfront Cost), opportunities (Live events and performances, Wearables offering unique opportunities for location based entertainment, ), and challenges (Regulatory requirements at the local, state, and federal levels, Rapid pace of technological change) influencing the growth of the location based entertainment market.

  • Product Development/Innovation: Detailed insights on upcoming technologies, research & development activities, and new product & service launches in the location based entertainment market.
  • Market Development: Comprehensive information about lucrative markets - the report analyses the location based entertainment market across varied regions
  • Market Diversification: Exhaustive information about new products & services, untapped geographies, recent developments, and investments in the location based entertainment market.

Competitive Assessment: In-depth assessment of market shares, growth strategies and service offerings of leading players like Google (US), Meta (US), Microsoft (US), Nvidia (US), Unity Technologies (US), Sony Interactive Entertainment (US), Samsung (South Korea), Barco Electronic Systems (Belgium), Panasonic (Japan), Huawei Technologies (China), HQ Software (Estonia), HTC Vive (Taiwan), Niantic Inc. (US), Vicon Motion Systems (UK), Optitrack (US), Springboard VR (US), 4Experience (Poland), Hologate (Germany), Ultraleap (UK), Magic Leap (US), Shape Immersive (Canada), Camon (Argentina), KatVR (US), Virtuix (US), Pico XR (US).

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 STUDY OBJECTIVES
  • 1.2 MARKET DEFINITION
  • 1.3 STUDY SCOPE
    • 1.3.1 MARKET SEGMENTATION
    • 1.3.2 REGIONS COVERED
    • 1.3.3 INCLUSIONS & EXCLUSIONS
  • 1.4 YEARS CONSIDERED
  • 1.5 CURRENCY CONSIDERED
    • TABLE 1 USD EXCHANGE RATE, 2020-2022
  • 1.6 STAKEHOLDERS

2 RESEARCH METHODOLOGY

  • 2.1 RESEARCH DATA
    • FIGURE 1 LOCATION-BASED ENTERTAINMENT MARKET: RESEARCH DESIGN
    • FIGURE 2 RESEARCH METHODOLOGY
    • 2.1.1 SECONDARY DATA
      • 2.1.1.1 Key data from secondary sources
    • 2.1.2 PRIMARY DATA
      • 2.1.2.1 Key primary interview participants
      • 2.1.2.2 Breakdown of primaries
      • 2.1.2.3 Key data from primary sources
      • 2.1.2.4 Key industry insights
  • 2.2 MARKET SIZE ESTIMATION
    • FIGURE 3 MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN AND BOTTOM-UP APPROACHES
    • 2.2.1 TOP-DOWN APPROACH
    • 2.2.2 BOTTOM-UP APPROACH
  • 2.3 MARKET BREAKDOWN AND DATA TRIANGULATION
    • FIGURE 4 DATA TRIANGULATION
    • TABLE 2 FACTOR ANALYSIS
  • 2.4 RESEARCH ASSUMPTIONS
  • 2.5 LIMITATIONS AND RISK ASSESSMENT
  • 2.6 LOCATION-BASED ENTERTAINMENT MARKET: RECESSION IMPACT

3 EXECUTIVE SUMMARY

    • FIGURE 5 LOCATION-BASED ENTERTAINMENT MARKET, 2021-2028 (USD MILLION)
    • FIGURE 6 LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023
    • FIGURE 7 ASIA PACIFIC TO BE LUCRATIVE MARKET FOR INVESTMENTS DURING FORECAST PERIOD

4 PREMIUM INSIGHTS

  • 4.1 ATTRACTIVE OPPORTUNITIES FOR PLAYERS IN LOCATION-BASED ENTERTAINMENT MARKET
  • 4.2 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING & COUNTRY
    • FIGURE 8 HARDWARE AND US TO ACCOUNT FOR SIGNIFICANT SHARE IN 2023
  • 4.3 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING & KEY COUNTRY
    • FIGURE 9 HARDWARE AND CHINA TO ACCOUNT FOR SIGNIFICANT SHARE IN 2023

5 MARKET OVERVIEW

  • 5.1 INTRODUCTION
  • 5.2 MARKET DYNAMICS
    • FIGURE 10 LOCATION-BASED ENTERTAINMENT MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES
    • 5.2.1 DRIVERS
      • 5.2.1.1 Advancements in VR gaming with location-based entertainment
      • 5.2.1.2 Advancements in VR and AR technologies
      • 5.2.1.3 Integration of artificial intelligence (AI) and machine learning (ML) technologies
      • 5.2.1.4 Rising demand for social and shared experiences
    • 5.2.2 RESTRAINTS
      • 5.2.2.1 Limited scalability of location-based entertainment business
      • 5.2.2.2 High upfront cost
    • 5.2.3 OPPORTUNITIES
      • 5.2.3.1 Increase in live events and performances
      • 5.2.3.2 Rising popularity of wearables such as fitness trackers and smartwatches
    • 5.2.4 CHALLENGES
      • 5.2.4.1 Regulatory requirements at local, state, and federal levels
      • 5.2.4.2 Rapid pace of technological change
    • 5.2.5 CUMULATIVE GROWTH ANALYSIS
  • 5.3 INDUSTRY TRENDS
    • 5.3.1 VALUE CHAIN ANALYSIS
    • FIGURE 11 VALUE CHAIN ANALYSIS
    • 5.3.2 HISTORY OF LOCATION-BASED ENTERTAINMENT
    • FIGURE 12 HISTORY OF LOCATION-BASED ENTERTAINMENT
      • 5.3.2.1 1990s
      • 5.3.2.2 2000s
      • 5.3.2.3 2010s
      • 5.3.2.4 2020s
    • 5.3.3 ECOSYSTEM ANALYSIS
    • FIGURE 13 ECOSYSTEM ANALYSIS MAP
    • TABLE 3 ECOSYSTEM ANALYSIS
    • 5.3.4 LOCATION-BASED ENTERTAINMENT TOOLS, FRAMEWORK, AND TECHNIQUES
    • 5.3.5 PORTER'S FIVE FORCES ANALYSIS
    • TABLE 4 PORTER'S FIVE FORCES ANALYSIS
    • FIGURE 14 PORTER'S FIVE FORCES ANALYSIS
      • 5.3.5.1 Threat from New Entrants
      • 5.3.5.2 Threat from Substitutes
      • 5.3.5.3 Bargaining Power of Buyers
      • 5.3.5.4 Bargaining Power of Suppliers
      • 5.3.5.5 Intensity of Competitive Rivalry
    • 5.3.6 KEY STAKEHOLDERS AND BUYING CRITERIA
      • 5.3.6.1 Key stakeholders in buying process
    • FIGURE 15 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP TECHNOLOGIES
    • TABLE 5 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP TECHNOLOGIES
      • 5.3.6.2 Buying criteria
    • FIGURE 16 KEY BUYING CRITERIA FOR TOP TECHNOLOGIES
    • TABLE 6 KEY BUYING CRITERIA FOR TOP TECHNOLOGIES
    • 5.3.7 TECHNOLOGY ANALYSIS
      • 5.3.7.1 Adjacent technologies
        • 5.3.7.1.1 AI & ML
        • 5.3.7.1.2 5G
        • 5.3.7.1.3 IoT
      • 5.3.7.2 Related technologies
        • 5.3.7.2.1 Virtual Reality (VR)
        • 5.3.7.2.2 Augmented Reality (AR)
        • 5.3.7.2.3 Projection Mapping
    • 5.3.8 FUTURE OF LOCATION-BASED ENTERTAINMENT MARKET LANDSCAPE
    • 5.3.9 RECENT TRENDS AND DEALS UNDERTAKEN BY DISNEY, NETFLIX, AND UNIVERSAL STUDIOS
      • 5.3.9.1 Disney
      • 5.3.9.2 Netflix
      • 5.3.9.3 Universal Studios
    • 5.3.10 TRENDS AND DISRUPTIONS IMPACTING BUYERS
    • FIGURE 17 REVENUE SHIFT FOR LOCATION-BASED ENTERTAINMENT MARKET
    • 5.3.11 PATENT ANALYSIS
      • 5.3.11.1 Methodology
      • 5.3.11.2 Document types
    • TABLE 7 PATENTS FILED, 2020-2023
      • 5.3.11.3 Innovation and patent applications
    • FIGURE 18 NUMBER OF PATENTS GRANTED ANNUALLY, 2020-2023
        • 5.3.11.3.1 Top applicants
    • FIGURE 19 TOP TEN PATENT APPLICANTS WITH HIGHEST NUMBER OF APPLICATIONS, 2020-2023
    • 5.3.12 PRICING ANALYSIS
    • TABLE 8 PRICING ANALYSIS
    • 5.3.13 CASE STUDY ANALYSIS
      • 5.3.13.1 Case Study 1: Barco helped Miraj Group create immersive experience for audience
      • 5.3.13.2 Case Study 2: Fennec Labs and Spawnpoint used VIVE Focus 3 and LBSS to deliver engaging VR arcade experiences
      • 5.3.13.3 Case Study 3: Ocean Labs used Ultraleap's immersive technologies to promote LEGO's Rebuild World campaign
      • 5.3.13.4 Case Study 4: DreamTrace used 4Experience for motion tracking and multiplayer functionalities in physical VR arena
      • 5.3.13.5 Case Study 5: Atlantis Aquarium relied on Panasonic to offer visitors fully immersive experience of underwater world
    • 5.3.14 KEY CONFERENCES & EVENTS
    • TABLE 9 LIST OF KEY CONFERENCES & EVENTS, 2023-2024
    • 5.3.15 REGULATORY LANDSCAPE
      • 5.3.15.1 Regulatory bodies, government agencies, and other organizations
        • 5.3.15.1.1 North America
        • 5.3.15.1.2 Europe
        • 5.3.15.1.3 Asia Pacific
        • 5.3.15.1.4 Middle East & Africa
        • 5.3.15.1.5 Latin America

6 LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY

  • 6.1 INTRODUCTION
    • FIGURE 20 AUGMENTED REALITY SEGMENT TO WITNESS HIGHEST GROWTH DURING FORECAST PERIOD
    • 6.1.1 TECHNOLOGIES: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS
    • TABLE 10 LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018-2022 (USD MILLION)
    • TABLE 11 LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023-2028 (USD MILLION)
  • 6.2 VIRTUAL REALITY
    • 6.2.1 GROWING DEMAND FOR IMMERSIVE ENTERTAINMENT EXPERIENCES TO DRIVE MARKET FOR VIRTUAL REALITY TECHNOLOGY
    • TABLE 12 VIRTUAL REALITY: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 13 VIRTUAL REALITY: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023-2028 (USD MILLION)
  • 6.3 AUGMENTED REALITY
    • 6.3.1 GROWING NEED TO OFFER ENGAGING TRAINING AND EDUCATIONAL EXPERIENCES TO DRIVE MARKET FOR AUGMENTED REALITY TECHNOLOGY
    • TABLE 14 AUGMENTED REALITY: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 15 AUGMENTED REALITY: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023-2028 (USD MILLION)
  • 6.4 PROJECTION MAPPING
    • 6.4.1 DEMAND FOR INTERACTIVE EXPERIENCE AMONG USERS TO DRIVE POPULARITY OF PROJECTION MAPPING TECHNOLOGY
    • TABLE 16 PROJECTION MAPPING: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 17 PROJECTION MAPPING: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023-2028 (USD MILLION)
  • 6.5 OTHER TECHNOLOGIES
    • TABLE 18 OTHER TECHNOLOGIES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 19 OTHER TECHNOLOGIES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023-2028 (USD MILLION)

7 LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING

  • 7.1 INTRODUCTION
    • FIGURE 21 HARDWARE SEGMENT TO WITNESS HIGHEST GROWTH DURING FORECAST PERIOD
    • 7.1.1 OFFERINGS: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS
    • TABLE 20 LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018-2022 (USD MILLION)
    • TABLE 21 LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023-2028 (USD MILLION)
  • 7.2 HARDWARE
    • 7.2.1 EFFECTIVE USE OF HARDWARE SYSTEMS TO FACILITATE CREATION OF ENGAGING AND IMMERSIVE EXPERIENCES TO DRIVE MARKET
    • TABLE 22 HARDWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 23 HARDWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023-2028 (USD MILLION)
  • 7.3 SOFTWARE
    • 7.3.1 GROWING NEED FOR ADVANCED SYSTEMS TO CREATE AND MANAGE DIGITAL CONTENT TO DRIVE ADOPTION OF LOCATION-BASED ENTERTAINMENT SOFTWARE
    • TABLE 24 SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 25 SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023-2028 (USD MILLION)
  • 7.4 SERVICES
    • FIGURE 22 MANAGED SERVICES SEGMENT TO RECORD HIGHEST CAGR BY 2028
    • TABLE 26 LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018-2022 (USD MILLION)
    • TABLE 27 LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023-2028 (USD MILLION)
    • TABLE 28 SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 29 SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023-2028 (USD MILLION)
    • 7.4.1 PROFESSIONAL SERVICES
    • FIGURE 23 TRAINING AND DEPLOYMENT SEGMENT TO ACHIEVE HIGHEST GROWTH DURING FORECAST PERIOD
    • TABLE 30 LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018-2022 (USD MILLION)
    • TABLE 31 LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023-2028 (USD MILLION)
    • TABLE 32 PROFESSIONAL SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 33 PROFESSIONAL SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023-2028 (USD MILLION)
      • 7.4.1.1 Consulting
        • 7.4.1.1.1 Increasing need to determine viability of location-based entertainment projects to drive demand for strategic consulting services
    • TABLE 34 CONSULTING: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 35 CONSULTING: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023-2028 (USD MILLION)
      • 7.4.1.2 Support and maintenance
        • 7.4.1.2.1 Effective support and maintenance services to guarantee seamless location-based entertainment experiences
    • TABLE 36 SUPPORT AND MAINTENANCE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 37 SUPPORT AND MAINTENANCE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023-2028 (USD MILLION)
      • 7.4.1.3 Training and deployment
        • 7.4.1.3.1 Demand for exceptional location-based entertainment experiences to propel market for training and deployment services
    • TABLE 38 TRAINING AND DEPLOYMENT: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 39 TRAINING AND DEPLOYMENT: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023-2028 (USD MILLION)
    • 7.4.2 MANAGED SERVICES
      • 7.4.2.1 Growing demand for better customer service and experience to increase use of managed services in location-based entertainment industry
    • TABLE 40 MANAGED SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 41 MANAGED SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023-2028 (USD MILLION)

8 LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE

  • 8.1 INTRODUCTION
    • FIGURE 24 ARCADES SEGMENT TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD
    • 8.1.1 VENUES: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS
    • TABLE 42 LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018-2022 (USD MILLION)
    • TABLE 43 LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023-2028 (USD MILLION)
  • 8.2 AMUSEMENT PARKS
    • 8.2.1 DEMAND FOR INNOVATIVE, ENGAGING EXPERIENCES AT AMUSEMENT PARKS TO DRIVE LOCATION-BASED ENTERTAINMENT MARKET
    • TABLE 44 AMUSEMENT PARKS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 45 AMUSEMENT PARKS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023-2028 (USD MILLION)
  • 8.3 THEME PARKS
    • 8.3.1 GROWING DEMAND FOR CULTURAL AND EDUCATION HUBS TO DRIVE POPULARITY OF LOCATION-BASED ENTERTAINMENT AT THEME PARKS
    • TABLE 46 THEME PARKS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 47 THEME PARKS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023-2028 (USD MILLION)
  • 8.4 ARCADES
    • 8.4.1 NEED TO PROMOTE SOCIAL INTERACTION AND ENGAGEMENT AMONG YOUTH TO BOOST POPULARITY OF ARCADES
    • TABLE 48 ARCADES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 49 ARCADES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023-2028 (USD MILLION)
  • 8.5 OTHER VENUES
    • TABLE 50 OTHER VENUES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 51 OTHER VENUES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023-2028 (USD MILLION)

9 LOCATION-BASED ENTERTAINMENT MARKET, BY REGION

  • 9.1 INTRODUCTION
    • FIGURE 25 NORTH AMERICA TO LEAD MARKET DURING FORECAST PERIOD
    • FIGURE 26 ASIA PACIFIC TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD
    • TABLE 52 LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 53 LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023-2028 (USD MILLION)
  • 9.2 NORTH AMERICA
    • 9.2.1 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS
    • 9.2.2 NORTH AMERICA: RECESSION IMPACT
    • FIGURE 27 NORTH AMERICA: MARKET SNAPSHOT
    • TABLE 54 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018-2022 (USD MILLION)
    • TABLE 55 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023-2028 (USD MILLION)
    • TABLE 56 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018-2022 (USD MILLION)
    • TABLE 57 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023-2028 (USD MILLION)
    • TABLE 58 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018-2022 (USD MILLION)
    • TABLE 59 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023-2028 (USD MILLION)
    • TABLE 60 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018-2022 (USD MILLION)
    • TABLE 61 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023-2028 (USD MILLION)
    • TABLE 62 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018-2022 (USD MILLION)
    • TABLE 63 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023-2028 (USD MILLION)
    • TABLE 64 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2018-2022 (USD MILLION)
    • TABLE 65 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2023-2028 (USD MILLION)
    • 9.2.3 US
      • 9.2.3.1 Rising demand for immersive and interactive experiences to drive location-based entertainment market
    • TABLE 66 US: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018-2022 (USD MILLION)
    • TABLE 67 US: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023-2028 (USD MILLION)
    • TABLE 68 US: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018-2022 (USD MILLION)
    • TABLE 69 US: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023-2028 (USD MILLION)
    • TABLE 70 US: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018-2022 (USD MILLION)
    • TABLE 71 US: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023-2028 (USD MILLION)
    • TABLE 72 US: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018-2022 (USD MILLION)
    • TABLE 73 US: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023-2028 (USD MILLION)
    • TABLE 74 US: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018-2022 (USD MILLION)
    • TABLE 75 US: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023-2028 (USD MILLION)
    • 9.2.4 CANADA
      • 9.2.4.1 Increased consumer spending on leisure activities to drive popularity of location-based entertainment
  • 9.3 EUROPE
    • 9.3.1 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS
    • 9.3.2 EUROPE: RECESSION IMPACT
    • TABLE 76 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018-2022 (USD MILLION)
    • TABLE 77 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023-2028 (USD MILLION)
    • TABLE 78 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018-2022 (USD MILLION)
    • TABLE 79 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023-2028 (USD MILLION)
    • TABLE 80 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018-2022 (USD MILLION)
    • TABLE 81 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023-2028 (USD MILLION)
    • TABLE 82 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018-2022 (USD MILLION)
    • TABLE 83 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023-2028 (USD MILLION)
    • TABLE 84 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018-2022 (USD MILLION)
    • TABLE 85 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023-2028 (USD MILLION)
    • TABLE 86 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2018-2022 (USD MILLION)
    • TABLE 87 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2023-2028 (USD MILLION)
    • 9.3.3 UK
      • 9.3.3.1 Rise in demand for immersive experiences among youth to drive popularity of location-based entertainment solutions
    • TABLE 88 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018-2022 (USD MILLION)
    • TABLE 89 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023-2028 (USD MILLION)
    • TABLE 90 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018-2022 (USD MILLION)
    • TABLE 91 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023-2028 (USD MILLION)
    • TABLE 92 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018-2022 (USD MILLION)
    • TABLE 93 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023-2028 (USD MILLION)
    • TABLE 94 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018-2022 (USD MILLION)
    • TABLE 95 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023-2028 (USD MILLION)
    • TABLE 96 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018-2022 (USD MILLION)
    • TABLE 97 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023-2028 (USD MILLION)
    • 9.3.4 GERMANY
      • 9.3.4.1 Growing adoption of advanced technologies for location-based entertainment to drive market growth
    • 9.3.5 FRANCE
      • 9.3.5.1 Increased development in venture funding by small players to propel market for location-based entertainment
    • 9.3.6 SPAIN
      • 9.3.6.1 Rise in tourism to boost location-based entertainment market
    • 9.3.7 ITALY
      • 9.3.7.1 Increased government initiatives to drive development of location-based entertainment solutions
    • 9.3.8 NORDICS
      • 9.3.8.1 Rising demand for leisure and entertainment activities to drive demand for location-based entertainment solutions
    • 9.3.9 REST OF EUROPE
  • 9.4 ASIA PACIFIC
    • 9.4.1 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS
    • 9.4.2 ASIA PACIFIC: RECESSION IMPACT
    • FIGURE 28 ASIA PACIFIC: MARKET SNAPSHOT
    • TABLE 98 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018-2022 (USD MILLION)
    • TABLE 99 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023-2028 (USD MILLION)
    • TABLE 100 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018-2022 (USD MILLION)
    • TABLE 101 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023-2028 (USD MILLION)
    • TABLE 102 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018-2022 (USD MILLION)
    • TABLE 103 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023-2028 (USD MILLION)
    • TABLE 104 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018-2022 (USD MILLION)
    • TABLE 105 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023-2028 (USD MILLION)
    • TABLE 106 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018-2022 (USD MILLION)
    • TABLE 107 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023-2028 (USD MILLION)
    • TABLE 108 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2018-2022 (USD MILLION)
    • TABLE 109 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2023-2028 (USD MILLION)
    • 9.4.3 CHINA
      • 9.4.3.1 Increasing investments in immersive technologies to drive growth of location-based entertainment market
    • TABLE 110 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018-2022 (USD MILLION)
    • TABLE 111 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023-2028 (USD MILLION)
    • TABLE 112 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018-2022 (USD MILLION)
    • TABLE 113 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023-2028 (USD MILLION)
    • TABLE 114 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018-2022 (USD MILLION)
    • TABLE 115 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023-2028 (USD MILLION)
    • TABLE 116 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018-2022 (USD MILLION)
    • TABLE 117 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023-2028 (USD MILLION)
    • TABLE 118 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018-2022 (USD MILLION)
    • TABLE 119 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023-2028 (USD MILLION)
    • 9.4.4 JAPAN
      • 9.4.4.1 Increased adoption of AR and VR technologies to boost demand for location-based entertainment market
    • 9.4.5 INDIA
      • 9.4.5.1 Large investments in location-based entertainment industry by domestic and international players to drive market growth
    • 9.4.6 AUSTRALIA & NEW ZEALAND
      • 9.4.6.1 Increased consumer spending on entertainment activities to drive popularity of location-based entertainment solutions
    • 9.4.7 SOUTHEAST ASIA
      • 9.4.7.1 Increasing tourism to drive advancements in location-based entertainment industry
    • 9.4.8 REST OF ASIA PACIFIC
  • 9.5 MIDDLE EAST & AFRICA
    • 9.5.1 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS
    • 9.5.2 MIDDLE EAST & AFRICA: RECESSION IMPACT
    • TABLE 120 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018-2022 (USD MILLION)
    • TABLE 121 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023-2028 (USD MILLION)
    • TABLE 122 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018-2022 (USD MILLION)
    • TABLE 123 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023-2028 (USD MILLION)
    • TABLE 124 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018-2022 (USD MILLION)
    • TABLE 125 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023-2028 (USD MILLION)
    • TABLE 126 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018-2022 (USD MILLION)
    • TABLE 127 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023-2028 (USD MILLION)
    • TABLE 128 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018-2022 (USD MILLION)
    • TABLE 129 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023-2028 (USD MILLION)
    • TABLE 130 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2018-2022 (USD MILLION)
    • TABLE 131 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2023-2028 (USD MILLION)
    • 9.5.3 UAE
      • 9.5.3.1 Increasing tourism to drive demand for location-based entertainment solutions
    • TABLE 132 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018-2022 (USD MILLION)
    • TABLE 133 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023-2028 (USD MILLION)
    • TABLE 134 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018-2022 (USD MILLION)
    • TABLE 135 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023-2028 (USD MILLION)
    • TABLE 136 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018-2022 (USD MILLION)
    • TABLE 137 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023-2028 (USD MILLION)
    • TABLE 138 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018-2022 (USD MILLION)
    • TABLE 139 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023-2028 (USD MILLION)
    • TABLE 140 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018-2022 (USD MILLION)
    • TABLE 141 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023-2028 (USD MILLION)
    • 9.5.4 KSA
      • 9.5.4.1 Rapid economic growth and change in consumer lifestyle to boost adoption of location-based entertainment solutions
    • 9.5.5 ISRAEL
      • 9.5.5.1 Increased government support to propel developments in location-based entertainment market
    • 9.5.6 SOUTH AFRICA
      • 9.5.6.1 Increasing spending on leisure activities to drive market growth
    • 9.5.7 REST OF MIDDLE EAST & AFRICA
  • 9.6 LATIN AMERICA
    • 9.6.1 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS
    • 9.6.2 LATIN AMERICA: RECESSION IMPACT
    • TABLE 142 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018-2022 (USD MILLION)
    • TABLE 143 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023-2028 (USD MILLION)
    • TABLE 144 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018-2022 (USD MILLION)
    • TABLE 145 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023-2028 (USD MILLION)
    • TABLE 146 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018-2022 (USD MILLION)
    • TABLE 147 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023-2028 (USD MILLION)
    • TABLE 148 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018-2022 (USD MILLION)
    • TABLE 149 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023-2028 (USD MILLION)
    • TABLE 150 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018-2022 (USD MILLION)
    • TABLE 151 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023-2028 (USD MILLION)
    • TABLE 152 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2018-2022 (USD MILLION)
    • TABLE 153 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2023-2028 (USD MILLION)
    • 9.6.3 BRAZIL
      • 9.6.3.1 Rapidly evolving middle-class population and its expectations to boost growth of location-based entertainment market
    • TABLE 154 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018-2022 (USD MILLION)
    • TABLE 155 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023-2028 (USD MILLION)
    • TABLE 156 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018-2022 (USD MILLION)
    • TABLE 157 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023-2028 (USD MILLION)
    • TABLE 158 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018-2022 (USD MILLION)
    • TABLE 159 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023-2028 (USD MILLION)
    • TABLE 160 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018-2022 (USD MILLION)
    • TABLE 161 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023-2028 (USD MILLION)
    • TABLE 162 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018-2022 (USD MILLION)
    • TABLE 163 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023-2028 (USD MILLION)
    • 9.6.4 MEXICO
      • 9.6.4.1 Growing disposable income of consumers to drive growth of location-based entertainment market
    • 9.6.5 REST OF LATIN AMERICA

10 COMPETITIVE LANDSCAPE

  • 10.1 OVERVIEW
  • 10.2 STRATEGIES ADOPTED BY KEY PLAYERS
    • TABLE 164 STRATEGIES ADOPTED BY KEY PLAYERS
  • 10.3 MARKET SHARE ANALYSIS FOR KEY PLAYERS
    • TABLE 165 LOCATION-BASED ENTERTAINMENT MARKET: INTENSITY OF COMPETITIVE RIVALRY
  • 10.4 HISTORICAL REVENUE ANALYSIS
    • FIGURE 29 HISTORICAL REVENUE ANALYSIS FOR KEY PLAYERS, 2020-2022 (USD MILLION)
  • 10.5 MARKET RANKING ANALYSIS FOR KEY PLAYERS, 2023
    • FIGURE 30 MARKET RANKING ANALYSIS FOR KEY PLAYERS, 2023
  • 10.6 EVALUATION QUADRANT MATRIX FOR KEY PLAYERS
    • FIGURE 31 EVALUATION QUADRANT MATRIX FOR KEY PLAYERS: CRITERIA WEIGHTAGE
    • 10.6.1 STARS
    • 10.6.2 EMERGING LEADERS
    • 10.6.3 PERVASIVE PLAYERS
    • 10.6.4 PARTICIPANTS
    • FIGURE 32 EVALUATION QUADRANT MATRIX FOR KEY PLAYERS, 2023
  • 10.7 EVALUATION QUADRANT MATRIX FOR STARTUPS/SMES
    • FIGURE 33 EVALUATION QUADRANT MATRIX FOR STARTUPS/SMES: CRITERIA WEIGHTAGE
    • 10.7.1 PROGRESSIVE COMPANIES
    • 10.7.2 RESPONSIVE COMPANIES
    • 10.7.3 DYNAMIC COMPANIES
    • 10.7.4 STARTING BLOCKS
    • FIGURE 34 EVALUATION QUADRANT MATRIX FOR STARTUPS/SMES, 2023
  • 10.8 COMPETITIVE BENCHMARKING FOR STARTUPS/SMES
    • TABLE 166 DETAILED LIST OF KEY STARTUPS/SMES
    • TABLE 167 COMPETITIVE BENCHMARKING FOR STARTUPS/SMES
    • TABLE 168 COMPETITIVE BENCHMARKING FOR KEY PLAYERS
  • 10.9 COMPETITIVE SCENARIO
    • 10.9.1 PRODUCT LAUNCHES
    • TABLE 169 PRODUCT LAUNCHES, 2019-2022
    • 10.9.2 DEALS
    • TABLE 170 DEALS, 2020-2023

11 COMPANY PROFILES

  • 11.1 MAJOR PLAYERS
  • (Business overview, Products/Solutions/Services offered, Recent Developments, MNM view)**
    • 11.1.1 MICROSOFT
    • TABLE 171 MICROSOFT: BUSINESS OVERVIEW
    • FIGURE 35 MICROSOFT: COMPANY SNAPSHOT
    • TABLE 172 MICROSOFT: PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • TABLE 173 MICROSOFT: DEALS
    • 11.1.2 GOOGLE
    • TABLE 174 GOOGLE: BUSINESS OVERVIEW
    • FIGURE 36 GOOGLE: COMPANY SNAPSHOT
    • TABLE 175 GOOGLE: PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • 11.1.3 META
    • TABLE 176 META: BUSINESS OVERVIEW
    • FIGURE 37 META: COMPANY SNAPSHOT
    • TABLE 177 META: PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • 11.1.4 UNITY TECHNOLOGIES
    • TABLE 178 UNITY TECHNOLOGIES: BUSINESS OVERVIEW
    • FIGURE 38 UNITY TECHNOLOGIES: COMPANY SNAPSHOT
    • TABLE 179 UNITY TECHNOLOGIES: PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • TABLE 180 UNITY TECHNOLOGIES: PRODUCT LAUNCHES
    • TABLE 181 UNITY TECHNOLOGIES: DEALS
    • 11.1.5 NVIDIA
    • TABLE 182 NVIDIA: BUSINESS OVERVIEW
    • FIGURE 39 NVIDIA: COMPANY SNAPSHOT
    • TABLE 183 NVIDIA: PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • TABLE 184 NVIDIA: PRODUCT LAUNCHES
    • 11.1.6 SONY INTERACTIVE ENTERTAINMENT
    • TABLE 185 SONY INTERACTIVE ENTERTAINMENT: BUSINESS OVERVIEW
    • FIGURE 40 SONY INTERACTIVE ENTERTAINMENT: COMPANY SNAPSHOT
    • TABLE 186 SONY INTERACTIVE ENTERTAINMENT: PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • TABLE 187 SONY INTERACTIVE ENTERTAINMENT: DEALS
    • 11.1.7 SAMSUNG
    • TABLE 188 SAMSUNG: BUSINESS OVERVIEW
    • FIGURE 41 SAMSUNG: COMPANY SNAPSHOT
    • TABLE 189 SAMSUNG: PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • TABLE 190 SAMSUNG: DEALS
    • 11.1.8 BARCO ELECTRONIC SYSTEMS
    • TABLE 191 BARCO ELECTRONIC SYSTEMS: BUSINESS OVERVIEW
    • FIGURE 42 BARCO ELECTRONIC SYSTEMS: COMPANY SNAPSHOT
    • TABLE 192 BARCO ELECTRONIC SYSTEMS: PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • TABLE 193 BARCO ELECTRONIC SYSTEMS: DEALS
    • 11.1.9 PANASONIC
    • TABLE 194 PANASONIC: BUSINESS OVERVIEW
    • FIGURE 43 PANASONIC: COMPANY SNAPSHOT
    • TABLE 195 PANASONIC: DEALS
    • 11.1.10 HUAWEI TECHNOLOGIES
    • TABLE 196 HUAWEI TECHNOLOGIES: BUSINESS OVERVIEW
    • FIGURE 44 HUAWEI TECHNOLOGIES: COMPANY SNAPSHOT
    • TABLE 197 HUAWEI TECHNOLOGIES: PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • TABLE 198 HUAWEI TECHNOLOGIES: PRODUCT LAUNCHES
  • *Details on Business overview, Products/Solutions/Services offered, Recent Developments, MNM view might not be captured in case of unlisted companies.
  • 11.2 OTHER PLAYERS
    • 11.2.1 HQ SOFTWARE
    • 11.2.2 HTC VIVE
    • 11.2.3 NIANTIC INC.
    • 11.2.4 VICON MOTION SYSTEMS
    • 11.2.5 OPTITRACK
  • 11.3 STARTUPS/SMES
    • 11.3.1 SPRINGBOARDVR
    • 11.3.2 4EXPERIENCE
    • 11.3.3 HOLOGATE
    • 11.3.4 ULTRALEAP
    • 11.3.5 MAGIC LEAP
    • 11.3.6 SHAPE IMMERSIVE
    • 11.3.7 CAMON
    • 11.3.8 KATVR
    • 11.3.9 VIRTUIX
    • 11.3.10 PICO

12 ADJACENT AND RELATED MARKETS

  • 12.1 LIMITATIONS
  • 12.2 AUGMENTED REALITY AND VIRTUAL REALITY MARKET
    • 12.2.1 MARKET DEFINITION
    • 12.2.2 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY TECHNOLOGY
    • TABLE 199 VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2022-2027 (USD MILLION)
    • TABLE 200 NON-IMMERSIVE: VIRTUAL REALITY MARKET, BY OFFERING, 2022-2027 (USD MILLION)
    • TABLE 201 SEMI- AND FULLY IMMERSIVE: VIRTUAL REALITY MARKET, BY OFFERING, 2022-2027 (USD MILLION)
    • 12.2.3 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING
    • TABLE 202 AUGMENTED REALITY MARKET, BY OFFERING, 2022-2027 (USD MILLION)
    • TABLE 203 AUGMENTED REALITY MARKET, BY HARDWARE, 2022-2027 (USD MILLION)
    • TABLE 204 VIRTUAL REALITY MARKET, BY OFFERING, 2022-2027 (USD MILLION)
    • TABLE 205 VIRTUAL REALITY MARKET, BY HARDWARE, 2022-2027 (USD MILLION)
    • TABLE 206 SOFTWARE: AUGMENTED REALITY MARKET, BY APPLICATION, 2022-2027 (USD MILLION)
    • TABLE 207 SOFTWARE: VIRTUAL REALITY MARKET, BY APPLICATION, 2022-2027 (USD MILLION)
    • 12.2.4 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE
    • TABLE 208 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2022-2027 (USD MILLION)
    • TABLE 209 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2022-2027 (THOUSAND UNITS)
    • TABLE 210 HEAD-MOUNTED DISPLAYS: AUGMENTED REALITY MARKET, BY APPLICATION, 2022-2027 (USD MILLION)
    • TABLE 211 HEAD-UP DISPLAYS: AUGMENTED REALITY MARKET, BY APPLICATION, 2022-2027 (USD MILLION)
    • TABLE 212 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2022-2027 (USD MILLION)
    • TABLE 213 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2022-2027 (THOUSAND UNITS)
    • TABLE 214 HEAD-MOUNTED DISPLAYS: VIRTUAL REALITY MARKET, BY APPLICATION, 2022-2027 (USD MILLION)
    • TABLE 215 GESTURE-TRACKING DEVICES: VIRTUAL REALITY MARKET, BY APPLICATION, 2022-2027 (USD MILLION)
    • TABLE 216 PROJECTORS & DISPLAY WALLS: VIRTUAL REALITY MARKET, BY APPLICATION, 2022-2027 (USD MILLION)
    • 12.2.5 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION
    • TABLE 217 AUGMENTED REALITY MARKET, BY APPLICATION, 2022-2027 (USD MILLION)
    • TABLE 218 VIRTUAL REALITY MARKET, BY APPLICATION, 2022-2027 (USD MILLION)
    • 12.2.6 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY REGION
    • TABLE 219 AUGMENTED REALITY MARKET, BY REGION, 2022-2027 (USD MILLION)
    • TABLE 220 VIRTUAL REALITY MARKET, BY REGION, 2022-2027 (USD MILLION)
  • 12.3 PROJECTION MAPPING MARKET
    • 12.3.1 MARKET DEFINITION
    • 12.3.2 PROJECTION MAPPING MARKET, BY OFFERING
    • TABLE 221 PROJECTION MAPPING MARKET, BY OFFERING, 2017-2020 (USD MILLION)
    • TABLE 222 PROJECTION MAPPING MARKET, BY OFFERING, 2021-2026 (USD MILLION)
    • TABLE 223 PROJECTION MAPPING MARKET, BY HARDWARE, 2017-2020 (USD MILLION)
    • TABLE 224 PROJECTION MAPPING MARKET, BY HARDWARE, 2021-2026 (USD MILLION)
    • 12.3.3 PROJECTION MAPPING MARKET, BY THROW DISTANCE
    • TABLE 225 PROJECTION MAPPING MARKET, BY THROW DISTANCE, 2017-2020 (USD MILLION)
    • TABLE 226 PROJECTION MAPPING MARKET, BY THROW DISTANCE, 2021-2026 (USD MILLION)
    • 12.3.4 PROJECTION MAPPING MARKET, BY DIMENSION
    • TABLE 227 PROJECTION MAPPING MARKET, BY DIMENSION, 2017-2020 (USD MILLION)
    • TABLE 228 PROJECTION MAPPING MARKET, BY DIMENSION, 2021-2026 (USD MILLION)
    • 12.3.5 PROJECTION MAPPING MARKET, BY BRIGHTNESS/LUMENS
    • TABLE 229 PROJECTION MAPPING MARKET, BY BRIGHTNESS/LUMENS, 2017-2020 (USD MILLION)
    • TABLE 230 PROJECTION MAPPING MARKET, BY BRIGHTNESS/LUMENS, 2021-2026 (USD MILLION)
    • 12.3.6 PROJECTION MAPPING MARKET, BY APPLICATION
    • TABLE 231 PROJECTION MAPPING MARKET, BY APPLICATION, 2017-2020 (USD MILLION)
    • TABLE 232 PROJECTION MAPPING MARKET, BY APPLICATION, 2021-2026 (USD MILLION)
    • 12.3.7 PROJECTION MAPPING MARKET, BY REGION
    • TABLE 233 PROJECTION MAPPING MARKET, BY REGION, 2017-2020 (USD MILLION)
    • TABLE 234 PROJECTION MAPPING MARKET, BY REGION, 2021-2026 (USD MILLION)

13 APPENDIX

  • 13.1 DISCUSSION GUIDE
  • 13.2 KNOWLEDGESTORE: MARKETSANDMARKETS' SUBSCRIPTION PORTAL
  • 13.3 CUSTOMIZATION OPTIONS
  • 13.4 RELATED REPORTS
  • 13.5 AUTHOR DETAILS