Report Description
The global location-based entertainment market size was USD 5.48 Bn in 2022 and is likely to reach USD 76.34 Bn by 2031, expanding at a CAGR of 32% during 2023–2031. The growth of the market is attributed to the increasing demand for video games and immersive video content.
The location-based entertainment is normally used to report any form of entertainment, which takes place in a specific location surface of the user's home often in a family entertainment center. The COVID-19 pandemic disrupted the market growth as amusement parks including Several LBE centers, theme parks, arcades, and theaters, were shut down for the time being as a part of lockdown in various countries to rivet the spread of coronavirus.
Market Trends, Drivers, Restraints, and Opportunities
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Increasing opposition in the global location-based entertainment market has guided the progress for cost-effective global location-based entertainment market, which is driving the market growth.
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Rising demand for high-end immersive incident from consumers and development of gesture tracking and implementing 3D animation, guardian systems, and 360-degree cameras are major factors spurring the growth of the market.
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Increasing consumer spending on games and video content is expected to drive the growth of the market.
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Growing adoption of innovative concepts with VR expertise of the significant impact on the life of individuals can create lucrative opportunities for the market.
Scope of Location-Based Entertainment Market Report
The report on the global location-based entertainment market includes an assessment of the market, trends, segments, and regional markets. Overview and dynamics have also been included in the report.
Attributes
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Details
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Report Title
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Location-Based Entertainment Market - Global Industry Analysis, Growth, Share, Size, Trends, and Forecast
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Base Year
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2022
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Historic Data
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2016–2021
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Forecast Period
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2023–2031
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Segmentation
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Components (Hardware and Software), End-users (Amusement Parks, Arcade Studios, and 4D Films), Entertainment (2D, 3D, and Cloud Merged Reality (CMR))
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Regional Scope
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Asia Pacific, North America, Latin America, Europe, and Middle East & Africa
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Report Coverage
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Company Share, Market Analysis and Size, Competitive Landscape, Growth Factors, and Trends, and Revenue Forecast
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Key Players Covered in the Report
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EXIT Realty Corp. International; Springboard VR; HTC Corporation; IMAX Corporation; The VOID LLC; VRstudios Inc.; Huawei Technologies Co., Ltd.; Google LLC; Microsoft Corporation; Samsung Electronics Co.Ltd.
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Location-Based Entertainment Market Segment Insights
Based on components, the global location-based entertainment market is bifurcated into hardware and software. The hardware segment is expected to grow at a rapid pace during the forecast period owing to increasing development of VR/AR-based gadgets, including headsets and simulation devices.
However, the software segment is anticipated to hold a key share of the market in the coming years due to growing adoption of low-end VR headphones by IBE supplier especially bodes well for the rise in the hardware segment.
On the basis of end-users, the market is segregated into amusement parks, arcade studios, and 4D films. The amusement parks segment is projected to expand at a considerable CAGR during the forecast period owing to rising consumer spending on outdoor.
On the other hand, the arcade studios segment is anticipated to account for a major market share during the forecast period due to increasing number of 4D films and other state-of-the-art technological experience.
In terms of entertainment, the market is segregated into 2D, 3dD, and cloud merged reality (CMR). The 3D segment is projected to drive the segment growth owing to increasing acceptance of 3D technology in the entertainment industry.
On the other hand, the cloud merged reality segment is anticipated to account for a major market share during the forecast period owing to rising adoption of CMR across the gaming and entertainment sectors.
Based on regions, the global location-based entertainment market is classified as Asia Pacific, North America, Latin America, Europe, and Middle East & Africa. North America is expected to constitute a key share of the market during the projected period owing to increasing awareness about the latest and rapid adoption of location-based VR and technologies among users. However, the market in is anticipated to expand at a rapid pace during the forecast period owing to growing demand for VR-based gaming.
Segments
The global location-based entertainment market has been segmented on the basis of
Components
End-users
- Amusement Parks
- Arcade Studios
- 4D Films
Entertainment
- 2D
- 3D
- Cloud Merged Reality (CMR)
Regions
- Asia Pacific
- North America
- Latin America
- Europe
- Middle East & Africa
Key Players
- EXIT Realty Corp. International
- Springboard VR
- HTC Corporation
- IMAX Corporation
- The VOID LLC
- VRstudios Inc.
- Huawei Technologies Co., Ltd.
- Google LLC
- Microsoft Corporation
- Samsung Electronics Co.Ltd.
Competitive Landscape
Key players competing in the global location-based entertainment market are EXIT Realty Corp. International; Springboard VR; HTC Corporation; IMAX Corporation; The VOID LLC; VRstudios Inc.; Huawei Technologies Co., Ltd.; Google LLC; Microsoft Corporation; and Samsung Electronics Co.Ltd.

Table Of Content
1. Executive Summary
2. Assumptions and Acronyms Used
3. Research Methodology
4. Location-Based Entertainment Market Overview
4.1. Introduction
4.1.1. Market Taxonomy
4.1.2. Market Definition
4.2. Macro-Economic Factors
4.2.1. Industry Outlook
4.3. Location-Based Entertainment Market Dynamics
4.3.1. Market Drivers
4.3.2. Market Restraints
4.3.3. Opportunity
4.3.4. Market Trends
4.4. Location-Based Entertainment Market - Supply Chain
4.5. Global Location-Based Entertainment Market Forecast
4.5.1. Location-Based Entertainment Market Size (US$ Mn) and Y-o-Y Growth
4.5.2. Location-Based Entertainment Market Size (000’ Units) and Y-o-Y Growth
4.5.3. Location-Based Entertainment Market Absolute $ Opportunity
5. Global Location-Based Entertainment Market Analysis and Forecast by End Users
5.1. Market Trends
5.2. Introduction
5.2.1. Basis Point Share (BPS) Analysis by End Users
5.2.2. Y-o-Y Growth Projections by End Users
5.3. Location-Based Entertainment Market Size and Volume Forecast by End Users
5.3.1. Amusement Parks
5.3.2.
Arcade Studios
5.3.3.
4D Films
5.4. Absolute $ Opportunity Assessment by End Users
5.5. Market Attractiveness/Growth Potential Analysis by End Users
6. Global Location-Based Entertainment Market Analysis and Forecast by Region
6.1. Market Trends
6.2. Introduction
6.2.1. Basis Point Share (BPS) Analysis by Region
6.2.2. Y-o-Y Growth Projections by Region
6.3. Location-Based Entertainment Market Size and Volume Forecast by Region
6.3.1. North America
6.3.2. Latin America
6.3.3. Europe
6.3.4. Asia Pacific
6.3.5. Middle East and Africa (MEA)
6.4. Absolute $ Opportunity Assessment by Region
6.5. Market Attractiveness/Growth Potential Analysis by Region
6.6. Global Location-Based Entertainment Demand Share Forecast, 2019-2026
7. North America Location-Based Entertainment Market Analysis and Forecast
7.1. Introduction
7.1.1. Basis Point Share (BPS) Analysis by Country
7.1.2. Y-o-Y Growth Projections by Country
7.2. North America Location-Based Entertainment Market Size and Volume Forecast by Country
7.2.1. U.S.
7.2.2. Canada
7.3. Absolute $ Opportunity Assessment by Country
7.4. North America Location-Based Entertainment Market Size and Volume Forecast by End Users
7.4.1. Amusement Parks
7.4.2.
Arcade Studios
7.4.3.
4D Films
7.5. Basis Point Share (BPS) Analysis by End Users
7.6. Y-o-Y Growth Projections by End Users
7.7. Market Attractiveness/Growth Potential Analysis
7.7.1. By Country
7.7.2. By Product Type
7.7.3. By Application
7.8. North America Location-Based Entertainment Demand Share Forecast, 2019-2026
8. Latin America Location-Based Entertainment Market Analysis and Forecast
8.1. Introduction
8.1.1. Basis Point Share (BPS) Analysis by Country
8.1.2. Y-o-Y Growth Projections by Country
8.1.3. Latin America Average Pricing Analysis
8.2. Latin America Location-Based Entertainment Market Size and Volume Forecast by Country
8.2.1. Brazil
8.2.2. Mexico
8.2.3. Rest of Latin America
8.3. Absolute $ Opportunity Assessment by Country
8.4. Latin America Location-Based Entertainment Market Size and Volume Forecast by End Users
8.4.1. Amusement Parks
8.4.2.
Arcade Studios
8.4.3.
4D Films
8.5. Basis Point Share (BPS) Analysis by End Users
8.6. Y-o-Y Growth Projections by End Users
8.7. Market Attractiveness/Growth Potential Analysis
8.7.1. By Country
8.7.2. By Product Type
8.7.3. By Application
8.8. Latin America Location-Based Entertainment Demand Share Forecast, 2019-2026
9. Europe Location-Based Entertainment Market Analysis and Forecast
9.1. Introduction
9.1.1. Basis Point Share (BPS) Analysis by Country
9.1.2. Y-o-Y Growth Projections by Country
9.1.3. Europe Average Pricing Analysis
9.2. Europe Location-Based Entertainment Market Size and Volume Forecast by Country
9.2.1. Germany
9.2.2. France
9.2.3. Italy
9.2.4. U.K.
9.2.5. Spain
9.2.6. Russia
9.2.7. Rest of Europe
9.3. Absolute $ Opportunity Assessment by Country
9.4. Europe Location-Based Entertainment Market Size and Volume Forecast by End Users
9.4.1. Amusement Parks
9.4.2.
Arcade Studios
9.4.3.
4D Films
9.5. Basis Point Share (BPS) Analysis by End Users
9.6. Y-o-Y Growth Projections by End Users
9.7. Market Attractiveness/Growth Potential Analysis
9.7.1. By Country
9.7.2. By Product Type
9.7.3. By Application
9.8. Europe Location-Based Entertainment Demand Share Forecast, 2019-2026
10. Asia Pacific Location-Based Entertainment Market Analysis and Forecast
10.1. Introduction
10.1.1. Basis Point Share (BPS) Analysis by Country
10.1.2. Y-o-Y Growth Projections by Country
10.1.3. Asia Pacific Average Pricing Analysis
10.2. Asia Pacific Location-Based Entertainment Market Size and Volume Forecast by Country
10.2.1. China
10.2.2. Japan
10.2.3. South Korea
10.2.4. India
10.2.5. Australia
10.2.6. Rest of Asia Pacific (APAC)
10.3. Absolute $ Opportunity Assessment by Country
10.4. Asia Pacific Location-Based Entertainment Market Size and Volume Forecast by End Users
10.4.1. Amusement Parks
10.4.2.
Arcade Studios
10.4.3.
4D Films
10.5. Basis Point Share (BPS) Analysis by End Users
10.6. Y-o-Y Growth Projections by End Users
10.7. Market Attractiveness/Growth Potential Analysis
10.7.1. By Country
10.7.2. By Product Type
10.7.3. By Application
10.8. Asia Pacific Location-Based Entertainment Demand Share Forecast, 2019-2026
11. Middle East & Africa Location-Based Entertainment Market Analysis and Forecast
11.1. Introduction
11.1.1. Basis Point Share (BPS) Analysis by Country
11.1.2. Y-o-Y Growth Projections by Country
11.1.3. Middle East & Africa Average Pricing Analysis
11.2. Middle East & Africa Location-Based Entertainment Market Size and Volume Forecast by Country
11.2.1. Saudi Arabia
11.2.2. South Africa
11.2.3. UAE
11.2.4. Rest of Middle East & Africa (MEA)
11.3. Absolute $ Opportunity Assessment by Country
11.4. Middle East & Africa Location-Based Entertainment Market Size and Volume Forecast by End Users
11.4.1. Amusement Parks
11.4.2.
Arcade Studios
11.4.3.
4D Films
11.5. Basis Point Share (BPS) Analysis by End Users
11.6. Y-o-Y Growth Projections by End Users
11.7. Market Attractiveness/Growth Potential Analysis
11.7.1. By Country
11.7.2. By Product Type
11.7.3. By Application
11.8. Middle East & Africa Location-Based Entertainment Demand Share Forecast, 2019-2026
12. Competition Landscape
12.1. Global Location-Based Entertainment Market: Market Share Analysis
12.2. Location-Based Entertainment Distributors and Customers
12.3. Location-Based Entertainment Market: Competitive Dashboard
12.4. Company Profiles (Details: Overview, Financials, Developments, Strategy)
12.4.1. EXIT Realty Corp. International
12.4.2.
Springboard VR
12.4.3.
HTC Corporation
12.4.4.
IMAX Corporation
12.4.5.
The VOID LLC
12.4.6.
VRstudios Inc.
12.4.7.
Huawei Technologies Co., Ltd.
12.4.8.
Google LLC
12.4.9.
Microsoft Corporation
12.4.10.
Samsung Electronics Co.Ltd.