封面
市场调查报告书
商品编码
1743931

实景娱乐市场-全球产业规模、份额、趋势、机会及预测,按组件、按技术(3D 和 4D、2D、云端融合现实)、按最终用途、按地区及竞争情况,2020-2030 年预测

Location-based Entertainment Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, By Component, By Technology (3D & 4D, 2D, Cloud Merged Reality ), By End-Use, By Region & Competition, 2020-2030F

出版日期: | 出版商: TechSci Research | 英文 185 Pages | 商品交期: 2-3个工作天内

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简介目录

2024 年全球实景娱乐市场价值为 20.1 亿美元,预计到 2030 年将达到 74.4 亿美元,预测期内的复合年增长率为 24.37%。实景娱乐 (LBE) 包括透过游乐园、VR 游戏厅、4D 影院、互动博物馆、购物中心和家庭娱乐中心等实体场所提供的沉浸式互动体验。这些体验将 VR、AR、投影映射和运动感应等先进技术与现实环境相结合,提供在家中无法复製的参与。随着对共享、体验式和情感参与式娱乐的需求不断增长,尤其是千禧世代和 Z 世代等年轻一代,市场正在快速成长。城市化进程加快、可支配收入增加以及体验驱动型支出的转变(尤其是在新兴经济体),正在加速这一趋势。科技创新者、内容创造者和房地产开发商之间的策略合作伙伴关係也推动了品牌目的地和特许经营景点的兴起,增强了 LBE 产品的全球吸引力和可扩展性。

市场概览
预测期 2026-2030
2024年市场规模 20.1亿美元
2030年市场规模 74.4亿美元
2025-2030 年复合年增长率 24.37%
成长最快的领域 Arcade Studios
最大的市场 北美洲

关键市场驱动因素

消费者对体验式和沈浸式娱乐的需求不断增加

主要市场挑战

高资本投资和营运支出

主要市场趋势

沉浸式科技日益融合,增强客户参与度

目录

第 1 章:解决方案概述

  • 市场定义
  • 市场范围
    • 覆盖市场
    • 考虑学习的年限
    • 主要市场区隔

第二章:研究方法

第三章:执行摘要

第四章:顾客之声

第五章:全球线下娱乐市场展望

  • 市场规模和预测
    • 按价值
  • 市场占有率和预测
    • 依组件(硬体、软体)
    • 依技术(3D 和 4D、2D、云端融合现实 (CMR))
    • 依最终用途(游乐园、4D 电影、街机工作室)
    • 按地区(北美、欧洲、南美、中东和非洲、亚太地区)
  • 按公司分类(2024)
  • 市场地图

第六章:北美线下娱乐市场展望

  • 市场规模和预测
  • 市场占有率和预测
  • 北美:国家分析
    • 美国
    • 加拿大
    • 墨西哥

第七章:欧洲线下娱乐市场展望

  • 市场规模和预测
  • 市场占有率和预测
  • 欧洲:国家分析
    • 德国
    • 法国
    • 英国
    • 义大利
    • 西班牙

第八章:亚太地区线下娱乐市场展望

  • 市场规模和预测
  • 市场占有率和预测
  • 亚太地区:国家分析
    • 中国
    • 印度
    • 日本
    • 韩国
    • 澳洲

第九章:中东和非洲线下娱乐市场展望

  • 市场规模和预测
  • 市场占有率和预测
  • 中东和非洲:国家分析
    • 沙乌地阿拉伯
    • 阿联酋
    • 南非

第十章:南美洲线下娱乐市场展望

  • 市场规模和预测
  • 市场占有率和预测
  • 南美洲:国家分析
    • 巴西
    • 哥伦比亚
    • 阿根廷

第 11 章:市场动态

  • 驱动程式
  • 挑战

第 12 章:市场趋势与发展

  • 合併与收购(如有)
  • 产品发布(如有)
  • 最新动态

第十三章:公司简介

  • The Walt Disney Company
  • Comcast Corporation
  • Merlin Entertainments Group
  • Cedar Fair Entertainment Company
  • SeaWorld Parks & Entertainment, Inc.
  • Haichang Ocean Park Holdings Ltd.
  • Funtastic Limited
  • Bally's Corporation

第 14 章:策略建议

第15章调查会社について・免责事项

简介目录
Product Code: 29408

The Global Location-based Entertainment Market was valued at USD 2.01 billion in 2024 and is projected to reach USD 7.44 billion by 2030, growing at a CAGR of 24.37% during the forecast period. Location-based entertainment (LBE) encompasses immersive, interactive experiences delivered through physical venues such as amusement parks, VR arcades, 4D cinemas, interactive museums, shopping centers, and family entertainment complexes. These experiences merge advanced technologies-like VR, AR, projection mapping, and motion sensing-with real-world environments to deliver engagement that cannot be replicated at home. With increasing demand for shared, experiential, and emotionally engaging entertainment, particularly among younger demographics such as Millennials and Gen Z, the market is witnessing rapid growth. Rising urbanization, disposable incomes, and a shift toward experience-driven spending, especially in emerging economies, are accelerating this trend. Strategic partnerships between tech innovators, content creators, and real estate developers are also fueling the rise of branded destinations and franchise-based attractions, reinforcing the global appeal and scalability of LBE offerings.

Market Overview
Forecast Period2026-2030
Market Size 2024USD 2.01 Billion
Market Size 2030USD 7.44 Billion
CAGR 2025-203024.37%
Fastest Growing SegmentArcade Studios
Largest MarketNorth America

Key Market Drivers

Increasing Consumer Demand for Experiential and Immersive Entertainment

The Global Location-based Entertainment Market is being fueled by a significant shift in consumer preference toward immersive, experience-driven entertainment that moves beyond passive screen-based formats. As audiences-especially in dense urban environments-seek out social and sensory-rich activities, physical venues offering engaging, multi-dimensional experiences are growing in popularity. This is particularly true among younger generations who value memory-making and shared social interactions over material consumption. Location-based entertainment options such as VR arcades, interactive museums, and theme-based attractions meet this demand by delivering high-impact, tech-enabled engagements that blend the physical and digital worlds. These experiences appeal to both leisure seekers and tourists, offering curated environments that stimulate multiple senses and provide memorable, interactive storytelling. The push for differentiated, technology-infused entertainment is therefore driving sustained growth across multiple regional markets and venue types.

Key Market Challenges

High Capital Investment and Operational Expenditure

A major constraint for the Global Location-based Entertainment Market lies in its substantial capital and operating cost requirements. Setting up an LBE venue typically involves significant investments in property, immersive technologies, construction, creative content, and regulatory compliance. This upfront financial commitment can be prohibitive, particularly for new entrants or small-scale operators. Furthermore, operational costs remain high due to staffing needs, energy usage, maintenance of sophisticated equipment, and frequent content updates to maintain customer engagement. Experience refresh cycles are shorter than in traditional formats, requiring constant reinvention to attract repeat visitors. Additionally, footfall is often seasonal, depending on holidays or tourism flow, which can affect revenue consistency. The necessity to stay technologically current and provide compelling, updated attractions adds another layer of expense. Without reliable partnerships, supplemental revenue sources like merchandise or concessions, or financial support mechanisms, many operators may struggle to achieve long-term profitability and scale.

Key Market Trends

Growing Integration of Immersive Technologies to Enhance Customer Engagement

A key trend in the Global Location-based Entertainment Market is the increasing adoption of immersive technologies aimed at deepening user engagement and delivering differentiated experiences. Operators are deploying tools such as virtual reality, augmented reality, holography, mixed reality, and motion-tracking systems to create dynamic, responsive, and interactive environments. These technologies enable personalized storytelling and adaptive gameplay, enhancing the realism and novelty of the experience. From VR escape rooms to holographic gaming zones, venues are using immersive tech not only to captivate audiences but also to extend visit duration and increase per-visitor revenue. Wearable devices and AI-driven behavior tracking further enrich the experience by enabling real-time customization. Improvements in cost-efficiency and scalability of these technologies are making them increasingly accessible, enabling broader deployment across entertainment formats ranging from mall-based installations to theme parks. As immersive technologies become central to LBE design, they are redefining user expectations and contributing significantly to market expansion.

Key Market Players

  • The Walt Disney Company
  • Comcast Corporation
  • Merlin Entertainments Group
  • Cedar Fair Entertainment Company
  • SeaWorld Parks & Entertainment, Inc.
  • Haichang Ocean Park Holdings Ltd.
  • Funtastic Limited
  • Bally's Corporation

Report Scope:

In this report, the Global Location-based Entertainment Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

Location-based Entertainment Market, By Component:

  • Hardware
  • Software

Location-based Entertainment Market, By Technology:

  • 3D & 4D
  • 2D
  • Cloud Merged Reality (CMR)

Location-based Entertainment Market, By End-Use:

  • Amusement Park
  • 4D Films
  • Arcade Studios

Location-based Entertainment Market, By Region:

  • North America
    • United States
    • Canada
    • Mexico
  • Europe
    • Germany
    • France
    • United Kingdom
    • Italy
    • Spain
  • Asia Pacific
    • China
    • India
    • Japan
    • South Korea
    • Australia
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • South Africa
  • South America
    • Brazil
    • Colombia
    • Argentina

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the Global Location-based Entertainment Market.

Available Customizations:

Global Location-based Entertainment Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1. Solution Overview

  • 1.1. Market Definition
  • 1.2. Scope of the Market
    • 1.2.1. Markets Covered
    • 1.2.2. Years Considered for Study
    • 1.2.3. Key Market Segmentations

2. Research Methodology

  • 2.1. Objective of the Study
  • 2.2. Baseline Methodology
  • 2.3. Key Industry Partners
  • 2.4. Major Association and Secondary Sources
  • 2.5. Forecasting Methodology
  • 2.6. Data Triangulation & Validation
  • 2.7. Assumptions and Limitations

3. Executive Summary

  • 3.1. Overview of the Market
  • 3.2. Overview of Key Market Segmentations
  • 3.3. Overview of Key Market Players
  • 3.4. Overview of Key Regions/Countries
  • 3.5. Overview of Market Drivers, Challenges, and Trends

4. Voice of Customer

5. Global Location-based Entertainment Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By Component (Hardware, Software)
    • 5.2.2. By Technology (3D & 4D, 2D, Cloud Merged Reality (CMR))
    • 5.2.3. By End-Use (Amusement Park, 4D Films, Arcade Studios)
    • 5.2.4. By Region (North America, Europe, South America, Middle East & Africa, Asia Pacific)
  • 5.3. By Company (2024)
  • 5.4. Market Map

6. North America Location-based Entertainment Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Component
    • 6.2.2. By Technology
    • 6.2.3. By End-Use
    • 6.2.4. By Country
  • 6.3. North America: Country Analysis
    • 6.3.1. United States Location-based Entertainment Market Outlook
      • 6.3.1.1. Market Size & Forecast
        • 6.3.1.1.1. By Value
      • 6.3.1.2. Market Share & Forecast
        • 6.3.1.2.1. By Component
        • 6.3.1.2.2. By Technology
        • 6.3.1.2.3. By End-Use
    • 6.3.2. Canada Location-based Entertainment Market Outlook
      • 6.3.2.1. Market Size & Forecast
        • 6.3.2.1.1. By Value
      • 6.3.2.2. Market Share & Forecast
        • 6.3.2.2.1. By Component
        • 6.3.2.2.2. By Technology
        • 6.3.2.2.3. By End-Use
    • 6.3.3. Mexico Location-based Entertainment Market Outlook
      • 6.3.3.1. Market Size & Forecast
        • 6.3.3.1.1. By Value
      • 6.3.3.2. Market Share & Forecast
        • 6.3.3.2.1. By Component
        • 6.3.3.2.2. By Technology
        • 6.3.3.2.3. By End-Use

7. Europe Location-based Entertainment Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Component
    • 7.2.2. By Technology
    • 7.2.3. By End-Use
    • 7.2.4. By Country
  • 7.3. Europe: Country Analysis
    • 7.3.1. Germany Location-based Entertainment Market Outlook
      • 7.3.1.1. Market Size & Forecast
        • 7.3.1.1.1. By Value
      • 7.3.1.2. Market Share & Forecast
        • 7.3.1.2.1. By Component
        • 7.3.1.2.2. By Technology
        • 7.3.1.2.3. By End-Use
    • 7.3.2. France Location-based Entertainment Market Outlook
      • 7.3.2.1. Market Size & Forecast
        • 7.3.2.1.1. By Value
      • 7.3.2.2. Market Share & Forecast
        • 7.3.2.2.1. By Component
        • 7.3.2.2.2. By Technology
        • 7.3.2.2.3. By End-Use
    • 7.3.3. United Kingdom Location-based Entertainment Market Outlook
      • 7.3.3.1. Market Size & Forecast
        • 7.3.3.1.1. By Value
      • 7.3.3.2. Market Share & Forecast
        • 7.3.3.2.1. By Component
        • 7.3.3.2.2. By Technology
        • 7.3.3.2.3. By End-Use
    • 7.3.4. Italy Location-based Entertainment Market Outlook
      • 7.3.4.1. Market Size & Forecast
        • 7.3.4.1.1. By Value
      • 7.3.4.2. Market Share & Forecast
        • 7.3.4.2.1. By Component
        • 7.3.4.2.2. By Technology
        • 7.3.4.2.3. By End-Use
    • 7.3.5. Spain Location-based Entertainment Market Outlook
      • 7.3.5.1. Market Size & Forecast
        • 7.3.5.1.1. By Value
      • 7.3.5.2. Market Share & Forecast
        • 7.3.5.2.1. By Component
        • 7.3.5.2.2. By Technology
        • 7.3.5.2.3. By End-Use

8. Asia Pacific Location-based Entertainment Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Component
    • 8.2.2. By Technology
    • 8.2.3. By End-Use
    • 8.2.4. By Country
  • 8.3. Asia Pacific: Country Analysis
    • 8.3.1. China Location-based Entertainment Market Outlook
      • 8.3.1.1. Market Size & Forecast
        • 8.3.1.1.1. By Value
      • 8.3.1.2. Market Share & Forecast
        • 8.3.1.2.1. By Component
        • 8.3.1.2.2. By Technology
        • 8.3.1.2.3. By End-Use
    • 8.3.2. India Location-based Entertainment Market Outlook
      • 8.3.2.1. Market Size & Forecast
        • 8.3.2.1.1. By Value
      • 8.3.2.2. Market Share & Forecast
        • 8.3.2.2.1. By Component
        • 8.3.2.2.2. By Technology
        • 8.3.2.2.3. By End-Use
    • 8.3.3. Japan Location-based Entertainment Market Outlook
      • 8.3.3.1. Market Size & Forecast
        • 8.3.3.1.1. By Value
      • 8.3.3.2. Market Share & Forecast
        • 8.3.3.2.1. By Component
        • 8.3.3.2.2. By Technology
        • 8.3.3.2.3. By End-Use
    • 8.3.4. South Korea Location-based Entertainment Market Outlook
      • 8.3.4.1. Market Size & Forecast
        • 8.3.4.1.1. By Value
      • 8.3.4.2. Market Share & Forecast
        • 8.3.4.2.1. By Component
        • 8.3.4.2.2. By Technology
        • 8.3.4.2.3. By End-Use
    • 8.3.5. Australia Location-based Entertainment Market Outlook
      • 8.3.5.1. Market Size & Forecast
        • 8.3.5.1.1. By Value
      • 8.3.5.2. Market Share & Forecast
        • 8.3.5.2.1. By Component
        • 8.3.5.2.2. By Technology
        • 8.3.5.2.3. By End-Use

9. Middle East & Africa Location-based Entertainment Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Component
    • 9.2.2. By Technology
    • 9.2.3. By End-Use
    • 9.2.4. By Country
  • 9.3. Middle East & Africa: Country Analysis
    • 9.3.1. Saudi Arabia Location-based Entertainment Market Outlook
      • 9.3.1.1. Market Size & Forecast
        • 9.3.1.1.1. By Value
      • 9.3.1.2. Market Share & Forecast
        • 9.3.1.2.1. By Component
        • 9.3.1.2.2. By Technology
        • 9.3.1.2.3. By End-Use
    • 9.3.2. UAE Location-based Entertainment Market Outlook
      • 9.3.2.1. Market Size & Forecast
        • 9.3.2.1.1. By Value
      • 9.3.2.2. Market Share & Forecast
        • 9.3.2.2.1. By Component
        • 9.3.2.2.2. By Technology
        • 9.3.2.2.3. By End-Use
    • 9.3.3. South Africa Location-based Entertainment Market Outlook
      • 9.3.3.1. Market Size & Forecast
        • 9.3.3.1.1. By Value
      • 9.3.3.2. Market Share & Forecast
        • 9.3.3.2.1. By Component
        • 9.3.3.2.2. By Technology
        • 9.3.3.2.3. By End-Use

10. South America Location-based Entertainment Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Component
    • 10.2.2. By Technology
    • 10.2.3. By End-Use
    • 10.2.4. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil Location-based Entertainment Market Outlook
      • 10.3.1.1. Market Size & Forecast
        • 10.3.1.1.1. By Value
      • 10.3.1.2. Market Share & Forecast
        • 10.3.1.2.1. By Component
        • 10.3.1.2.2. By Technology
        • 10.3.1.2.3. By End-Use
    • 10.3.2. Colombia Location-based Entertainment Market Outlook
      • 10.3.2.1. Market Size & Forecast
        • 10.3.2.1.1. By Value
      • 10.3.2.2. Market Share & Forecast
        • 10.3.2.2.1. By Component
        • 10.3.2.2.2. By Technology
        • 10.3.2.2.3. By End-Use
    • 10.3.3. Argentina Location-based Entertainment Market Outlook
      • 10.3.3.1. Market Size & Forecast
        • 10.3.3.1.1. By Value
      • 10.3.3.2. Market Share & Forecast
        • 10.3.3.2.1. By Component
        • 10.3.3.2.2. By Technology
        • 10.3.3.2.3. By End-Use

11. Market Dynamics

  • 11.1. Drivers
  • 11.2. Challenges

12. Market Trends and Developments

  • 12.1. Merger & Acquisition (If Any)
  • 12.2. Product Launches (If Any)
  • 12.3. Recent Developments

13. Company Profiles

  • 13.1. The Walt Disney Company
    • 13.1.1. Business Overview
    • 13.1.2. Key Revenue and Financials
    • 13.1.3. Recent Developments
    • 13.1.4. Key Personnel
    • 13.1.5. Key Product/Services Offered
  • 13.2. Comcast Corporation
  • 13.3. Merlin Entertainments Group
  • 13.4. Cedar Fair Entertainment Company
  • 13.5. SeaWorld Parks & Entertainment, Inc.
  • 13.6. Haichang Ocean Park Holdings Ltd.
  • 13.7. Funtastic Limited
  • 13.8. Bally's Corporation

14. Strategic Recommendations

15. About Us & Disclaimer