市场调查报告书
商品编码
1622453
定位娱乐市场规模、份额、成长分析(按技术、按产品、按场地、按地区)- 产业预测,2025-2032 年Location-Based Entertainment Market Size, Share, Growth Analysis, By Technology (Virtual Reality, Augmented Reality), By Offering (Hardware, Software), By Venue, By Region - Industry Forecast 2025-2032 |
2023 年全球定位娱乐市场规模为 32 亿美元,从 2024 年的 40.8 亿美元成长到 2032 年的 284.9 亿美元,预计在预测期内(2025-2032 年)将以复合年增长率成长。
随着虚拟实境 (VR) 的兴起,游戏产业正在经历变革时期,为玩家提供对于成长至关重要的沉浸式体验。为了开发市场,游戏开发商正在与 VR 和基于位置的娱乐 (LBE) 提供者合併。特别是,Vertigo Games于2021年2月收购Springboard VR,旨在增强LBE能力,并为营运商提供更广泛的VR内容库。 LBE 市场正在崛起,利用 AR 和 3D 动画等身临其境型技术在游乐场和 VR 咖啡馆等场所创造引人入胜的体验。此外,Koch Media GmbH 于 2021 年 9 月收购 Vertigo Games 显示了该领域全球网路的成长趋势,特别是考虑到 COVID-19 大流行带来的挑战。
Global Location-Based Entertainment Market size was valued at USD 3.2 billion in 2023 and is poised to grow from USD 4.08 billion in 2024 to USD 28.49 billion by 2032, growing at a CAGR of 27.5% during the forecast period (2025-2032).
The gaming industry is experiencing a transformative shift with the rise of virtual reality (VR), offering players immersive experiences crucial for growth. In an effort to capture greater market share, video game developers are merging with VR and location-based entertainment (LBE) providers. Notably, Vertigo Games' acquisition of Springboard VR in February 2021 aimed to enhance LBE capabilities and provide operators access to a broader VR content library. The LBE market is on the rise, leveraging immersive technologies like AR and 3D animation to create engaging experiences in venues such as arcades and VR cafes. Additionally, Koch Media GmbH's acquisition of Vertigo Games in September 2021 demonstrates the trend of expanding global networks within this sector, particularly in light of challenges presented by the COVID-19 pandemic.
Top-down and bottom-up approaches were used to estimate and validate the size of the Global 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 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.
Global Location-Based Entertainment Market Segmental Analysis
Global Location-Based Entertainment Market is segmented by technology, offering, venue and region. Based on technology, the market is segmented into virtual reality, augmented reality, projection mapping and other technologies. Based on offering, the market is segmented into hardware, software and services. Based on venue, the market is segmented into amusement parks, theme parks, arcades and other venues. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.
Driver of the Global Location-Based Entertainment Market
The Global Location-Based Entertainment market is anticipated to grow due to the increasing consumer demand for engaging and immersive video content, video games, and various entertainment experiences. This rising interest is likely to boost the sales of Virtual Reality (VR) headsets, as consumers seek more interactive and personalized options in their leisure activities. Furthermore, the introduction of advanced technologies, such as 360-degree VR, is expected to play a crucial role in enhancing the appeal and accessibility of location-based entertainment offerings. These factors collectively suggest a strong trajectory for market expansion in the coming years.
Restraints in the Global Location-Based Entertainment Market
The Global Location-Based Entertainment market faces several restraints that hinder its growth and potential. Developers of location-based VR experiences grapple with the challenge of designing games that balance entertainment and educational value while understanding their target audience's preferences. Additionally, many independently operated, region-specific VR entertainment establishments, along with those in a decentralized framework, often neglect to prioritize technological advancements and quality improvements. This shortfall adversely impacts consumer retention and reduces foot traffic, ultimately limiting the market's ability to expand and attract a wider audience. Addressing these issues is crucial for enhancing the overall experience and sustainability of location-based entertainment venues.
Market Trends of the Global Location-Based Entertainment Market
The Global Location-Based Entertainment market is experiencing a dynamic shift driven by the "triple revolution" of social media, the Internet, and mobile devices, which are redefining family entertainment centers. As competition intensifies, facility operators are adapting their game offerings to cater to evolving consumer preferences, with a significant emphasis on virtual reality (VR) and augmented reality (AR) experiences. This trend is being fueled by innovative game developers focused on integrating cutting-edge technologies to create immersive gaming environments. As a result, there is a growing demand for sophisticated entertainment options, propelling the market toward a more interactive and digitally enriched landscape.