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 |
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。
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.