Location-based Entertainment Market Size, Share & Trends Report

Location-based Entertainment Market Size, Share & Trends Analysis Report By Component, By End-use (Amusement Parks, Arcade Studios, 4D Films), By Technology, By Region, And Segment Forecasts, 2023 - 2030

  • Report ID: GVR-4-68038-118-4
  • Number of Report Pages: 171
  • Format: PDF, Horizon Databook
  • Historical Range: 2018 - 2021
  • Forecast Period: 2023 - 2030 
  • Industry: Technology

Research Methodology

A three-pronged approach was followed for deducing the location-based entertainment market estimates and forecasts. The process has three steps: information procurement, analysis, and validation. The whole process is cyclical, and steps repeat until the estimates are validated. The three steps are explained in detail below:

Information procurement: Information procurement is one of the most extensive and important stages in our research process, and quality data is critical for accurate analysis. We followed a multi-channel data collection process for location-based entertainment market to gather the most reliable and current information possible.

  • We buy access to paid databases such as Hoover’s and Factiva for company financials, industry information, white papers, industry journals, SME journals, and more.
  • We tap into Grand View’s proprietary database of data points and insights from active and archived monitoring and reporting.
  • We conduct primary research with industry experts through questionnaires and one-on-one phone interviews.
  • We pull from reliable secondary sources such as white papers and government statistics, published by organizations like WHO, NGOs, World Bank, etc., Key Opinion Leaders (KoL) publications, company filings, investor documents, and more.
  • We purchase and review investor analyst reports, broker reports, academic commentary, government quotes, and wealth management publications for insightful third-party perspectives.

Analysis: We mine the data collected to establish baselines for forecasting, identify trends and opportunities, gain insight into consumer demographics and drivers, and so much more. We utilized different methods of location-based entertainment market data depending on the type of information we’re trying to uncover in our research.

  • Market Research Efforts: Bottom-up Approach for estimating and forecasting demand size and opportunity, top-down Approach for new product forecasting and penetration, and combined approach of both Bottom-up and Top-down for full coverage analysis.

  • Value-Chain-Based Sizing & Forecasting: Supply-side estimates for understanding potential revenue through competitive benchmarking, forecasting, and penetration modeling.

  • Demand-side estimates for identifying parent and ancillary markets, segment modeling, and heuristic forecasting.

  • Qualitative Functional Deployment (QFD) Modelling for market share assessment.

Market formulation and validation: We mine the data collected to establish baselines for forecasting, identify trends and opportunities, gain insight into consumer demographics and drivers, and so much more. We utilize different methods of data analysis depending on the type of information we’re trying to uncover in our research.

  • Market Formulation: This step involves the finalization of market numbers. This step on an internal level is designed to manage outputs from the Data Analysis step.

  • Data Normalization: The final market estimates and forecasts are then aligned and sent to industry experts, in-panel quality control managers for validation.

  • This step also entails the finalization of the report scope and data representation pattern.

  • Validation: The process entails multiple levels of validation. All these steps run in parallel, and the study is forwarded for publishing only if all three levels render validated results.

Location-based Entertainment Market Categorization:

The location-based entertainment market was categorized into four segments, namely component type (Hardware, Software), technology (Dimensional (2D), 3 Dimensional (3D), Cloud Merged Reality), end-use (Amusement Parks, Arcade Studios, 4D films), and regions (North America, Europe, Asia Pacific, South America, Middle East & Africa).

Segment Market Methodology:

The location-based entertainment market was segmented into component type, technology, end-use, and regions. The demand at a segment level was deduced using a funnel method. Concepts like the TAM, SAM, SOM, etc., were put into practice to understand the demand. We at GVR deploy three methods to deduce market estimates and determine forecasts. These methods are explained below:

Market research approaches: Bottom-up

  • Demand estimation of each product across countries/regions summed up to from the total market.

  • Variable analysis for demand forecast.

  • Demand estimation via analyzing paid database, and company financials either via annual reports or paid database.

  • Primary interviews for data revalidation and insight collection.

Market research approaches: Top-down

  • Used extensively for new product forecasting or analyzing penetration levels.

  • Tool used invoice product flow and penetration models Use of regression multi-variant analysis for forecasting Involves extensive use of paid and public databases.

  • Primary interviews and vendor-based primary research for variable impact analysis.

Market research approaches: Combined

  • This is the most common method. We apply concepts from both the top-down and bottom-up approaches to arrive at a viable conclusion.

Regional Market Methodology:

The location-based entertainment market was analyzed at a regional level. The globe was divided into North America, Europe, Asia Pacific, South America, and Middle East & Africa, keeping in focus variables like consumption patterns, export-import regulations, consumer expectations, etc. These regions were further divided into eleven countries, namely, the U.S.; Canada; Mexico; the UK.; Germany; France; China; India; Japan; South Korea; and Brazil.

All three above-mentioned market research methodologies were applied to arrive at regional-level conclusions. The regions were then summed up to form the global market.

Location-based entertainment market companies & financials:

The location-based entertainment market was analyzed via companies operating in the sector. Analyzing these companies and cross-referencing them to the demand equation helped us validate our assumptions and conclusions. Key market players analyzed include:

  • Microsoft Corporation  -  Microsoft Corporation is a leading producer and supplier of computer hardware and software solutions, as well as consumer electronics. The company’s product line includes devices like the Xbox and solutions tailored for businesses, developers, IT professionals, students, and educators. Microsoft’s suite of offerings encompasses Microsoft Windows, Microsoft Office, and a range of applications such as Word, Excel, and PowerPoint, among others. The company also provides a variety of services including Skype, OneDrive, Outlook, MSN, and more. In addition, Microsoft offers solutions like Power BI, Azure cognitive services, and enterprise mobility solutions. The company’s products are marketed through original equipment manufacturers, distributors, resellers, and both online and physical retail stores. To meet the growing demand from various sectors, Microsoft provides business solutions such as Enterprise Resource Planning (ERP) and Customer Relationship Management (CRM). The company’s software solutions cater to a wide range of industries including retail, public sector, government, financial services, manufacturing, service industries, telecommunications, and other service industries. 

  • Google LLC  -  Google LLC, a part of Alphabet Inc, offers search and advertising services online. The company’s focus areas include advertising, search, platforms and operating systems, and enterprise & hardware products. It also concentrates on computer software, quantum computing, e-commerce, artificial intelligence, and consumer electronics. As one of Alphabet Inc’s largest subsidiaries, Google provides a variety of internet products like the Google search engine, Ads, Commerce, YouTube, Maps, Apps, Android, Cloud, Chrome, Gmail, and Google Play. Google’s virtual reality offerings encompass a broad selection of VR headsets, including Daydream, Tilt Brush, Cardboard, and Jump. As a fully owned subsidiary of Alphabet, Inc., Google operates from 70 offices in more than 50 countries worldwide. Previously known as Google LLC, the company changed its name to Google LLC in 2015. It has offices in various regions, including North America, Europe, and Asia Pacific. 

  • HQ Software -  HQ Software is a provider of IT consulting and software development services. The company is actively engaging in partnerships and collaborations to enhance its Augmented Reality (AR) marketing platform. It offers a team of analysts, designers, architects, and other software professionals to its clients. HQ Software utilizes technology to digitize businesses and unlock potential for future growth. It offers a range of development services including consulting, prototyping, full-stack development, enhancement, and integration of AR and VR to create compelling experiences. The company also offers specialized services for smart businesses, including custom software development, financial technology (FinTech) solution development, and insurance technology (InsureTech) solutions development. 

  • HTC Corporation  -  HTC Corporation, based in Taiwan, is involved in the design and production of consumer electronic products. Its specialty lies in the manufacture of various consumer electronics, including mobile phones, Virtual Reality (VR) devices, smartphones, software, hardware, and cameras. The company’s first venture into virtual reality headsets was the HTC Vive, developed in collaboration with Valve, an American PC games company. In February 2020, HTC released the HTC Cosmos Elite, HTC VIVE Cosmos Play, HTC VIVE Cosmos XR, and VIVE Sync. HTC’s Vive line includes products such as Vive headsets (HTC Vive Pro and HTC Vive Focus headsets were discontinued in March 2020), Vive wireless controllers, and Vive two-base stations. The company also operates VIVELAND, a brand that provides location-based VR entertainment solutions. VIVELAND offers consumers a variety of themed experiences and mixed reality (MR), including VR eSports games, multiplayer shooting games, room escape games, omnidirectional VR haunted houses, racing games, sports sections, 4D motion seats, and more. 

  • Samsung Electronics Co. Ltd.  -  Samsung Electronics Co., Ltd. is a global corporation primarily involved in the creation and manufacturing of electronic components such as semiconductors, chips, lithium-ion batteries, flash memory, and hard drives. Its range of products encompasses mobile and wearable devices, TV/AV, home appliances, cameras & camcorders, IT solutions, and memory/storage devices. The company’s clientele includes prominent names like Apple Inc., Best Buy Co. Inc., Sony, Dell, Hewlett-Packard, Verizon Communication, and AT&T Inc. Samsung ventured into the semiconductor business with the acquisition of Hankook Semiconductor in 1974. The semiconductor product line includes DRAM, system logic, foundry solutions, application-specific solutions, CMOS image sensors, and flash solutions. Samsung offers its users an immersive virtual reality experience through Gear VR, which finds applications in education, healthcare, and business sectors. 

  • 4Experience -  4Experience helps the business to gain advantages with their AR and VR technologies and software development. The company helps the consumer by building interactive and intelligent 3D solutions that give solutions for real-life challenges. The company offers full-stack solutions and software development services on all devices. The company’s solution can run on both desktop and mobile devices such as Oculus Rift, HTC VIVE, Samsung Gear VR, and Google DayDream and Cardboard, Microsoft HoloLens + Augmented Reality applications on Android and iOS. 

  • CamOnApp  -  CamOnApp has changed its name to CamOn. The company has been developing AR solutions for more than 8 years. The company offers solutions for agencies and studios as well, which helps them to make their product for brands and users. The company is supported by various investors such as Wayra, Telefonica Movistar’s Venture Capital, and Globant Ventures. 

  • Niantic Inc.  -  Niantic Inc. is a technology company that develops augmented reality platforms. It offers tools for mapping, sharing, and creating interactive augmented reality. The company also provides mobile games and applications. The company was a subsidiary of Google LLC when it got started but got divested after Alphabet Inc. announced its restructuring in 2015. 

  • Magic Leap Inc.  -  Magic Leap Inc. is a technology company that develops human computing interfaces and software. The company is a light field display technology developer for virtual animations and virtual reality experiences. It provides a Magic Leap One Creator edition headset. Magic Leap has developed AR technology that helps its consumers use their senses to interact with digital information and to interact with the world. 

  • VRstudios Inc.  -  VRstudios is the provider of commercial VR systems, integrated VR attractions, and technology, which are specially built for the LBE enterprise. VRstudios provides wireless & full motion design, especially for commercial, powerful revenue engines, and attraction management platforms. The company product portfolio includes ATOM and FLEX. The company started first to offer out-of-home fully immersive VR with wireless, free-roaming, and untethered, multi-player capabilities. The company's global operator customers include Family Entertainment Centers, Theme Parks, Casinos, and Cinemas.

Value chain-based sizing & forecasting

Supply Side Estimates

  • Company revenue estimation via referring to annual reports, investor presentations, and Hoover’s.

  • Segment revenue determination via variable analysis and penetration modeling.

  • Competitive benchmarking to identify market leaders and their collective revenue shares.

  • Forecasting via analyzing commercialization rates, pipelines, market initiatives, distribution networks, etc.

Demand side estimates

  • Identifying parent markets and ancillary markets

  • Segment penetration analysis to obtain pertinent

  • revenue/volume

  • Heuristic forecasting with the help of subject matter experts

  • Forecasting via variable analysis

Location-based Entertainment Market Report Objectives:

  • Understanding market dynamics (in terms of drivers, restraints, & opportunities) in the countries.

  • Understanding trends & variables in the individual countries & their impact on growth and using analytical tools to provide high-level insights into the market dynamics and the associated growth pattern.

  • Understanding market estimates and forecasts (with the base year as 2022, historic information from 2018 to 2021, and forecast from 2023 to 2030). Regional estimates & forecasts for each category are available and are summed up to form the global market estimates.

Location-based Entertainment Market Report Assumptions:

  • The report provides market value for the base year 2022 and a yearly forecast till 2030 in terms of revenue/volume or both. The market for each of the segment outlooks has been provided on region & country basis for the above-mentioned forecast period.

  • The key industry dynamics, major technological trends, and application markets are evaluated to understand their impact on the demand for the forecast period. The growth rates were estimated using correlation, regression, and time-series analysis.

  • We have used the bottom-up approach for market sizing, analyzing key regional markets, dynamics, & trends for various products and end-users. The total market has been estimated by integrating the country markets.

  • All market estimates and forecasts have been validated through primary interviews with the key industry participants.

  • Inflation has not been accounted for to estimate and forecast the market.

  • Numbers may not add up due to rounding off.

  • Europe consists of EU-8, Central & Eastern Europe, along with the Commonwealth of Independent States (CIS).

  • Asia Pacific includes South Asia, East Asia, Southeast Asia, and Oceania (Australia & New Zealand).

  • Latin America includes Central American countries and the South American continent

  • Middle East includes Western Asia (as assigned by the UN Statistics Division) and the African continent.

Primary Research

GVR strives to procure the latest and unique information for reports directly from industry experts, which gives it a competitive edge. Quality is of utmost importance to us, therefore every year we focus on increasing our experts’ panel. Primary interviews are one of the critical steps in identifying recent market trends and scenarios. This process enables us to justify and validate our market estimates and forecasts to our clients. With more than 8,000 reports in our database, we have connected with some key opinion leaders across various domains, including healthcare, technology, consumer goods, and the chemical sector. Our process starts with identifying the right platform for a particular type of report, i.e., emails, LinkedIn, seminars, or telephonic conversation, as every report is unique and requires a differentiated approach.

We send out questionnaires to different experts from various regions/ countries, which is dependent on the following factors:

  • Report/Market scope: If the market study is global, we send questionnaires to industry experts across various regions, including North America, Europe, Asia Pacific, Latin America, and MEA.

  • Market Penetration: If the market is driven by technological advancements, population density, disease prevalence, or other factors, we identify experts and send out questionnaires based on region or country dominance.

The time to start receiving responses from industry experts varies based on how niche or well-penetrated the market is. Our reports include a detailed chapter on the KoL opinion section, which helps our clients understand the perspective of experts already in the market space.

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