以定位为基础的娱乐 (LBE) 的全球市场 (2022-2028年):各零组件 (硬体设备、软体)、技术 (2D、3D)、终端用户 (游乐园、游乐场工作室) 的规模、占有率、成长分析、预测
市场调查报告书
商品编码
1270673

以定位为基础的娱乐 (LBE) 的全球市场 (2022-2028年):各零组件 (硬体设备、软体)、技术 (2D、3D)、终端用户 (游乐园、游乐场工作室) 的规模、占有率、成长分析、预测

Global Location-Based Entertainment Market Size, Share, Growth Analysis, By Component(Hardware, Software), By Technology(2 Dimensional (2D), 3 Dimensional (3D)), By End-Use(Amusement Parks, Arcade Studios) - Industry Forecast 2022-2028

出版日期: | 出版商: SkyQuest | 英文 276 Pages | 商品交期: 3-5个工作天内

价格
简介目录

以定位为基础的娱乐 (LBE) 的市场规模,2021年是25亿5,000万美元,2022年是32亿9,000万美元,从2023年到2030年的预测期间中预计以28.8%的年复合成长率发展,2030年成长到354亿2,000万美元的规模。

独特且个性化的体验的需求高涨,LBE的市场今后数年预计大幅成长。

本报告提供全球以定位为基础的娱乐 (LBE) 的市场调查,市场概要,市场的各种影响因素的分析,技术、革新趋势,市场规模的变化、预测,各种区分、各地区的明细,竞争情形,主要企业简介等彙整资讯。

目录

摘要整理

父母市场分析

  • 市场概要
  • 市场规模
  • 市场动态
  • 促进因素
  • 机会
  • 阻碍因素
  • 课题
  • 主要市场洞察
  • 技术分析
  • 价格分析
  • 供应链分析
  • 价值链分析
  • 市场生态系统
  • IP分析
  • 贸易分析
  • Start-Ups分析
  • 原料分析
  • 革新矩阵
  • 开发中产品的分析
  • 宏观经济指标
  • 主要投资分析
  • 主要成功因素
  • 竞争的程度
  • 市场动态及预测
  • 市场动态
  • 促进因素
  • 机会
  • 阻碍因素
  • 课题
  • 法规情形
  • 波特分析
  • 未来阻碍相关Skyquest的特别洞察
  • 全球以定位为基础的娱乐 (LBE) 市场:各零件
  • 市场概要
  • 硬体设备
  • 软体
  • 全球以定位为基础的娱乐 (LBE) 市场:各技术
  • 市场概要
  • 2D
  • 3D
  • 云端融合实境(CMR)
  • 全球以定位为基础的娱乐 (LBE) 市场:各终端用户
  • 市场概要
  • 游乐园
  • 游乐场工作室
  • 4D电影
  • 全球以定位为基础的娱乐 (LBE) 市场:各地区
  • 市场概要
  • 北美
  • 美国
  • 加拿大
  • 欧洲
  • 德国
  • 西班牙
  • 法国
  • 英国
  • 其他的欧洲地区
  • 亚太地区
  • 中国
  • 印度
  • 日本
  • 韩国
  • 其他的亚太地区
  • 南美
  • 巴西
  • 其他的南美地区
  • 中东、非洲
  • GCC各国
  • 南非
  • 其他的中东、非洲地区
  • 竞争情形
  • 前五名公司的比较
  • 主要企业的地位
  • 主要企业的采用策略
  • 主要成功策略
  • 市场上最近的活动
  • 主要企业的市场占有率
  • 主要企业简介
  • Acetifici Italiani Modena
  • BidOn Games Studio
  • HQSoftware
  • HTC Corporation
  • IMAX Corporation
  • Neurogaming Ltd
  • SAMSUNG ELECTRONICS CO., LTD.
  • Sony Interactive Entertainment LLC
  • Springboard VR
  • Vicon Industries, Inc
简介目录
Product Code: SQSG45F2019

Location-Based Entertainment Market size was valued at USD 2.55 billion in 2021 and is poised to grow from USD 3.29 billion in 2022 to USD 35.42 billion by 2030, growing at a CAGR of 28.8% in the forecast period (2023-2030).

The global location-based entertainment (LBE) market refers to the segment of the entertainment industry that provides immersive experiences for customers in a physical location. LBEs leverage technologies such as virtual reality (VR), augmented reality (AR), and mixed reality (MR) to create interactive experiences that engage customers in a way that traditional forms of entertainment cannot. The market is expected to grow significantly in the coming years due to increasing demand for unique and personalized experiences.

Top-down and bottom-up approaches were used to estimate and validate the size of Location-Based Entertainment market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined by using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Segments covered in this report

Global Location Based Entertainment Market is segmented based on Component, Technology, end-use, and Region. Based on components, the market is further sub-segmented as Hardware, Software. Based on technology the market is further segmented as 2 Dimensional (2D), 3 Dimensional (3D), and Cloud Merged Reality (CMR). Based on end use the market is segregated into Amusement Parks, Arcade Studios, and 4D Films. Based on the region, the market is segmented into North America, Europe, Asia Pacific, Middle East, and Africa, and South America.

Driver

The increasing popularity of immersive video content, video games, and other forms of entertainment is projected to drive growth, potentially resulting in increased sales of Virtual Reality (VR) headsets.

Restrain

Developing location-based VR entertainment material that provides an equal emphasis on both enjoyment and education is a significant challenge for creators. It requires understanding the target audience and their requirements, as well as identifying appropriate methods for ensuring that students have a good time.

Trend

Family entertainment centers have undergone recent changes to their game offerings due to the "triple revolution" of social media, the internet, and mobile devices. This revolution has digitally disrupted these centers and resulted in intense competition. The current trend in popular games is focused on utilizing virtual reality (VR) and augmented reality (AR). Developers are placing emphasis on creating new technologies to improve the gaming experiences offered in entertainment centers.

Table of Contents

Executive Summary

  • Market Overview
  • Wheel of Fortune
  • Research Methodology
  • Information Procurement
  • Secondary & Primary Data Sources
  • Market Size Estimation
  • Market Assumptions & Limitations

Parent Market Analysis

  • Market Overview
  • Market Size
  • Market Dynamics
  • Drivers
  • Opportunities
  • Restraints
  • Challenges
  • Key Market Insights
  • Technology Analysis
  • Pricing Analysis
  • Supply Chain Analysis
  • Value Chain Analysis
  • Ecosystem of the Market
  • IP Analysis
  • Trade Analysis
  • Startup Analysis
  • Raw Material Analysis
  • Innovation Matrix
  • Pipeline Product Analysis
  • Macroeconomic Indicators
  • Top Investment Analysis
  • Key Success Factor
  • Degree of Competition
  • Market Dynamics & Outlook
  • Market Dynamics
  • Drivers
  • Opportunities
  • Restraints
  • Challenges
  • Regulatory Landscape
  • Porters Analysis
  • Competitive rivalry
  • Threat of Substitute Products
  • Bargaining Power of Buyers
  • Threat of New Entrants
  • Bargaining Power of Suppliers
  • Skyquest Special Insights on Future Disruptions
  • Political Impact
  • Economic Impact
  • Social Impact
  • Technical Impact
  • Environmental Impact
  • Legal Impact
  • Global Location-Based Entertainment Market by Component
  • Market Overview
  • Hardware
  • Software
  • Global Location-Based Entertainment Market by Technology
  • Market Overview
  • 2 Dimensional (2D)
  • 3 Dimensional (3D)
  • Cloud Merged Reality (CMR)
  • Global Location-Based Entertainment Market by End-Use
  • Market Overview
  • Amusement Parks
  • Arcade Studios
  • 4D Films
  • Global Location-Based Entertainment Market Size by Region
  • Market Overview
  • North America
  • USA
  • Canada
  • Europe
  • Germany
  • Spain
  • France
  • UK
  • Rest of Europe
  • Asia Pacific
  • China
  • India
  • Japan
  • South Korea
  • Rest of Asia-Pacific
  • Latin America
  • Brazil
  • Rest of Latin America
  • Middle East & Africa (MEA)
  • GCC Countries
  • South Africa
  • Rest of MEA
  • Competitive Landscape
  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2021
  • Strategies Adopted by Key Market Players
  • Top Winning Strategies
  • By Development
  • By Company
  • By Year
  • Recent Activities in the Market
  • Key Companies Market Share (%), 2021
  • Key Company Profiles
  • Acetifici Italiani Modena (Italy)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • BidOn Games Studio (Europe)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • HQSoftware (US)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • HTC Corporation (China)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • IMAX Corporation ( Canada)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Neurogaming Ltd (Netherlands)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • SAMSUNG ELECTRONICS CO., LTD. (South Korea)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Sony Interactive Entertainment LLC (US)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Springboard VR (US)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Vicon Industries, Inc (US)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments