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

Market Segmentation

  • Location-based Entertainment Component Outlook (Revenue, USD Million, 2018 - 2030)
    • Hardware
    • Software
  • Location-based Entertainment End-use Outlook (Revenue, USD Million, 2018 - 2030)
    • Amusement Parks
    • Arcade Studios
    • 4D Films
  • Location-based Entertainment Technology Outlook (Revenue, USD Million, 2018 - 2030)
    • 2 Dimensional (2D)
    • 3 Dimensional (3D)
    • Cloud Merged Reality (CMR)
  • Location-based Entertainment Regional Outlook (Revenue, USD Million, 2018 - 2030)
    • North America
      • North America Location-based Entertainment market, by component
        • Hardware
        • Software
      • North America Location-based Entertainment market, by end-use
        • Amusement Parks
        • Arcade Studios
        • 4D Films
      • North America Location-based Entertainment market, by technology
        • 2 Dimensional (2D)
        • 3 Dimensional (3D)
        • Cloud Merged Reality (CMR)
      • U.S.
        • U.S. Location-based Entertainment market, by component
          • Hardware
          • Software
        • U.S. Location-based Entertainment market, by end-use
          • Amusement Parks
          • Arcade Studios
          • 4D Films
        • U.S. Location-based Entertainment market, by technology
          • 2 Dimensional (2D)
          • 3 Dimensional (3D)
          • Cloud Merged Reality (CMR)
      • Canada
        • Canada Location-based Entertainment market, by component
          • Hardware
          • Software
        • Canada Location-based Entertainment market, by end-use
          • Amusement Parks
          • Arcade Studios
          • 4D Films
        • Canada Location-based Entertainment market, by technology
          • 2 Dimensional (2D)
          • 3 Dimensional (3D)
          • Cloud Merged Reality (CMR)
      • Mexico
        • Mexico Location-based Entertainment market, by component
          • Hardware
          • Software
        • Mexico Location-based Entertainment market, by end-use
          • Amusement Parks
          • Arcade Studios
          • 4D Films
        • Mexico Location-based Entertainment market, by technology
          • 2 Dimensional (2D)
          • 3 Dimensional (3D)
          • Cloud Merged Reality (CMR)
    • Europe
      • Europe Location-based Entertainment market, by component
        • Hardware
        • Software
      • Europe Location-based Entertainment market, by end-use
        • Amusement Parks
        • Arcade Studios
        • 4D Films
      • Europe Location-based Entertainment market, by technology
        • 2 Dimensional (2D)
        • 3 Dimensional (3D)
        • Cloud Merged Reality (CMR)
      • Germany
        • Germany Location-based Entertainment market, by component
          • Hardware
          • Software
        • Germany Location-based Entertainment market, by end-use
          • Amusement Parks
          • Arcade Studios
          • 4D Films
        • Germany Location-based Entertainment market, by technology
          • 2 Dimensional (2D)
          • 3 Dimensional (3D)
          • Cloud Merged Reality (CMR)
      • U.K.
        • U.K. Location-based Entertainment market, by component
          • Hardware
          • Software
        • U.K. Location-based Entertainment market, by end-use
          • Amusement Parks
          • Arcade Studios
          • 4D Films
        • U.K. Location-based Entertainment market, by technology
          • 2 Dimensional (2D)
          • 3 Dimensional (3D)
          • Cloud Merged Reality (CMR)
      • France
        • France Location-based Entertainment market, by component
          • Hardware
          • Software
        • France Location-based Entertainment market, by end-use
          • Amusement Parks
          • Arcade Studios
          • 4D Films
        • France Location-based Entertainment market, by technology
          • 2 Dimensional (2D)
          • 3 Dimensional (3D)
          • Cloud Merged Reality (CMR)
    • Asia Pacific
      • Asia Pacific Location-based Entertainment market, by component
        • Hardware
        • Software
      • Asia Pacific Location-based Entertainment market, by end-use
        • Amusement Parks
        • Arcade Studios
        • 4D Films
      • Asia Pacific Location-based Entertainment market, by technology
        • 2 Dimensional (2D)
        • 3 Dimensional (3D)
        • Cloud Merged Reality (CMR)
      • China
        • China Location-based Entertainment market, by component
          • Hardware
          • Software
        • China Location-based Entertainment market, by end-use
          • Amusement Parks
          • Arcade Studios
          • 4D Films
        • China Location-based Entertainment market, by technology
          • 2 Dimensional (2D)
          • 3 Dimensional (3D)
          • Cloud Merged Reality (CMR)
      • Japan
        • Japan Location-based Entertainment market, by component
          • Hardware
          • Software
        • Japan Location-based Entertainment market, by end-use
          • Amusement Parks
          • Arcade Studios
          • 4D Films
        • Japan Location-based Entertainment market, by technology
          • 2 Dimensional (2D)
          • 3 Dimensional (3D)
          • Cloud Merged Reality (CMR)
      • India
        • India Location-based Entertainment market, by component
          • Hardware
          • Software
        • India Location-based Entertainment market, by end-use
          • Amusement Parks
          • Arcade Studios
          • 4D Films
        • India Location-based Entertainment market, by technology
          • 2 Dimensional (2D)
          • 3 Dimensional (3D)
          • Cloud Merged Reality (CMR)
      • South Korea
        • South Korea Location-based Entertainment market, by component
          • Hardware
          • Software
        • South Korea Location-based Entertainment market, by end-use
          • Amusement Parks
          • Arcade Studios
          • 4D Films
        • South Korea Location-based Entertainment market, by technology
          • 2 Dimensional (2D)
          • 3 Dimensional (3D)
          • Cloud Merged Reality (CMR)
    • South America
      • South America Location-based Entertainment market, by component
        • Hardware
        • Software
      • South America Location-based Entertainment market, by end-use
        • Amusement Parks
        • Arcade Studios
        • 4D Films
      • South America Location-based Entertainment market, by technology
        • 2 Dimensional (2D)
        • 3 Dimensional (3D)
        • Cloud Merged Reality (CMR)
      • Brazil
        • Brazil Location-based Entertainment market, by component
          • Hardware
          • Software
        • Brazil Location-based Entertainment market, by end-use
          • Amusement Parks
          • Arcade Studios
          • 4D Films
        • Brazil Location-based Entertainment market, by technology
          • 2 Dimensional (2D)
          • 3 Dimensional (3D)
          • Cloud Merged Reality (CMR)
    • Middle East and Africa
      • Middle East and Africa Location-based Entertainment market, by component
        • Hardware
        • Software
      • Middle East and Africa Location-based Entertainment market, by end-use
        • Amusement Parks
        • Arcade Studios
        • 4D Films
      • Middle East and Africa Location-based Entertainment market, by technology
        • 2 Dimensional (2D)
        • 3 Dimensional (3D)
        • Cloud Merged Reality (CMR)

Location-based Entertainment Market Dynamics

Drivers: Increasing Consumer Spending On Games And Video Content

The shift towards mobile technology has given rise to a new category of specialized virtual reality experiences for 3D simulations using computerized technology. This technology creates a synthetic environment primarily used for media, entertainment, and gaming. There’s an increasing overlap between augmented reality, virtual reality, and wearable devices, altering the way technology is applied and enabling consumers to have immersive and interactive experiences. For example, consumers can experience virtual reality using their mobile phones. Several companies, including Google LLC, provide affordable options like Google Cardboard for smartphones to experience virtual reality. These advancements encourage consumers to invest more in games and content that offer them an immersive experience on their mobile phones. Consumers are constantly seeking diverse forms of entertainment and are willing to spend more time and money on activities that bring them happiness. Their entertainment preferences are gradually shifting towards activities that offer them a memorable experience. Therefore, as innovation in the entertainment industry continues to expand, consumer spending is expected to increase. With the growing popularity of Virtual Reality, more consumers are spending money on playing games at VR parks. In addition, they are investing more in subscriptions to such entertainment parks that offer them an immersive experience.

Drivers: Increasing Adoption Of Innovative Concepts With Vr Expertise

The use of Virtual Reality (VR) technology is swiftly gaining traction. As investments in the sector grow, businesses are eager to establish a foothold before the market becomes saturated. A key strategy for many is to leverage VR for location-based entertainment (LBE), giving them a competitive advantage. Market leaders are concentrating on the development of novel concepts for the LBE market using VR. LBE VR provides immersive virtual reality experiences, enabling users to physically interact with their surroundings. This technology has empowered developers to craft innovative illusions, such as making a foam environment feel like bricks in VR or creating the sensation of walking through a haunted house. Typically, achieving an immersive VR experience requires substantial investment in VR/AR hardware and software. However, LBE VR addresses this issue. It enables contemporary designers to exploit the technology gap and offer users a personalized space, complete with a VR headset and a VR backpack personal computer. Entertainment industry vendors are capitalizing on this technology to deliver immersive experiences that heighten user excitement and attract more visitors.

Restrains: High-Budget Infrastructure

Location-based entertainment (LBE) is a form of entertainment outside the home that uses virtual reality technology to offer users an immersive experience. Establishing the infrastructure for such an entertainment center requires substantial investment. The LBE model is implemented in three ways: VR arcades, VR escape rooms, and Free-roaming VR. In the case of VR arcades, vendors establish a cyber-café, which requires significant investment to provide VR headsets to numerous people. Free-roaming VR necessitates a large setup space, with a single person requiring approximately 100-200 square meters to accommodate more than one player. This, along with the need for various equipment, adds to the cost. The process of creating high-quality content is also expensive. These factors deter companies from investing in this technology, thus impeding market growth. While VR solutions and systems provide consumers with seamless experiences, the initial cost of setting up the complete system, including hardware and software, is high. The latest VR headsets are compatible with a specific set of devices and operating systems, requiring consumers to replace their existing systems with compatible hardware. This increases the initial fixed cost or investment for virtual reality. The cost of a high-end VR-compatible computer is higher than that of conventional systems, which are unable to provide an efficient experience. Furthermore, graphic cards, which are more expensive than other internal parts, add to the cost.

What Does This Report Include?

This section will provide insights into the contents included in this location-based entertainment market report and help gain clarity on the structure of the report to assist readers in navigating smoothly.

Location-based entertainment market qualitative analysis

  • Industry overview

  • Industry trends

  • Market drivers and restraints

  • Market size

  • Growth prospects

  • Porter’s analysis

  • PESTEL analysis

  • Key market opportunities prioritized

  • Competitive landscape

    • Company overview

    • Financial performance

    • Product benchmarking

    • Latest strategic developments

Location-based entertainment market quantitative analysis

  • Market size, estimates, and forecast from 2018 to 2030

  • Market estimates and forecast for product segments up to 2030

  • Regional market size and forecast for product segments up to 2030

  • Market estimates and forecast for application segments up to 2030

  • Regional market size and forecast for application segments up to 2030

  • Company financial performance

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