The location-based entertainment market size is projected to reach US$ 4.98 billion by 2031 from US$ 1.88 billion in 2023. The market is expected to register a CAGR of 12.9% during 2023–2031. The increasing popularity of 360-degree VR-based games and a mix of AR and VR technology with 3D projection mapping are likely to remain key trends and drivers in the market.
Location-Based Entertainment Market Analysis
The location-based entertainment market is experiencing significant growth globally. This growth is attributed to factors such as the rising popularity of 360-degree VR-based games and a mix of AR and VR technology with 3-D projection mapping. Moreover, the development and integration of advanced technology and tools and the advent of next-generation laser tags are anticipated to hold several opportunities in the market in the coming years.
Location-Based Entertainment Market Overview
Location-based entertainment (LBE) is a consumer-facing industry category that combines elements of hospitality, leisure and retail. As the name implies, location-based entertainment venues are physical destinations that consumers visit with the expectation of being entertained. These venues are designed to provide consumers with entertainment, education, and immersive experiences that they cannot get at home.
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Location-based Entertainment Market: Strategic Insights

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Location-based Entertainment Market: Strategic Insights

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Location-based Entertainment Market Drivers and Opportunities
Rising Popularity of 360° VR based Games to Favor Market
360-degree virtual reality (360° VR) represents a cutting-edge immersive technology that envelops users within a fully interactive environment, simulating the experience of being physically present at the center of a virtual scene. This technology enables users to explore content by simply looking around in any direction, offering a panoramic perspective that enhances engagement and realism. Compatible with a wide range of devices—from smartphones and tablets to specialized VR headsets—360° VR is rapidly transforming how users consume digital content across entertainment, education, and professional training sectors.
The gaming industry, in particular, is witnessing a significant surge in the adoption and development of 360° VR experiences. Developers are increasingly leveraging this technology to create highly immersive games that offer unprecedented levels of interactivity and freedom of movement. A notable example occurred in March 2024, when Virtuix, a pioneering company in the VR space, unveiled a portfolio of 35 new launch titles designed specifically for its Omni One system. The Omni One is distinguished by its proprietary 360-degree treadmill, which allows players to physically walk, run, and navigate within the virtual environment. This hardware innovation facilitates full-body engagement, elevating the realism and immersion beyond what traditional VR setups offer.
The growing availability of such sophisticated hardware and the expanding library of compatible content are key drivers propelling the 360° VR gaming market forward. Consumers are increasingly seeking more authentic and interactive entertainment options, and 360° VR meets this demand by delivering experiences that closely mimic real-world movement and spatial awareness. Furthermore, the rise in affordable VR headsets and improvements in content quality are reducing entry barriers, allowing a broader demographic to access and enjoy these immersive experiences.
From a market perspective, the convergence of technological advancements, user demand, and content innovation creates fertile ground for growth. Industry analysts project robust expansion in the 360° VR segment, driven by increased investment from game developers, hardware manufacturers, and platform providers. The potential for cross-industry applications—such as virtual tourism, remote collaboration, training simulations, and live events—also amplifies the long-term outlook for 360° VR technology. In conclusion, 360° virtual reality is not merely a novelty but a transformative platform that is reshaping digital interaction paradigms. Companies like Virtuix, with their Omni One system and expansive game titles, exemplify the momentum and potential within this sector. As consumer interest and technological capabilities continue to evolve, the 360° VR market is poised to become a cornerstone of the broader immersive media landscape.
Advent of Next-Generation Laser Tags
Tager is the equipment for a tactical game of the next generation. The game imitates armed combat. The objective of the game is to defeat the rival using a special light blaster while at the same time avoiding getting defeated. Moreover, various companies, such as Urban Underground Limited, are initiating the next-generation laser tag. For instance, in May 2023, Urban Underground Limited is currently working on its new immersive indoor gaming hub at Serpentine Green in Hampton, Peterborough. A new laser tag and gaming center is due to open at a shopping center.
Location-Based Entertainment Market Report Segmentation Analysis
Key segments that contributed to the derivation of the location-based entertainment market analysis are component, technology, and end use.
- Based on component, the location-based entertainment market is divided into hardware and software. The hardware segment is anticipated to hold a significant market share in the forecast period.
- Based on technology, the location-based entertainment market is divided into 2-dimensional and 3-dimensional. The 3-dimensional segment is anticipated to hold a significant market share in the forecast period.
- By end use, the market is segmented into amusement parks, arcade studios, and film studios. The arcade studios segment is anticipated to hold a significant market share in the forecast period.
Location-Based Entertainment Market Share Analysis by Geography
The geographic scope of the location-based entertainment market report is mainly divided into five regions: North America, Asia Pacific, Europe, Middle East & Africa, and South & Central America.
North America has dominated the location-based entertainment market. High technology adoption trends in various industries in the North American region have fuelled the growth of the location-based entertainment market. Factors such as increased adoption of digital tools and high technological spending by government agencies are expected to drive the North American location-based entertainment market growth. Moreover, a strong emphasis on research and development in the developed economies of the US and Canada is forcing the North American players to bring technologically advanced solutions into the market. In addition, the US has a large number of location-based entertainment market players who have been increasingly focusing on developing innovative solutions. All these factors contribute to the region's growth of the location-based entertainment market.
Location-Based Entertainment Location-based Entertainment Market Regional Insights
The regional trends and factors influencing the Location-based Entertainment Market throughout the forecast period have been thoroughly explained by the analysts at Insight Partners. This section also discusses Location-based Entertainment Market segments and geography across North America, Europe, Asia Pacific, Middle East and Africa, and South and Central America.

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Location-based Entertainment Market Report Scope
Report Attribute | Details |
---|---|
Market size in 2023 | US$ 1.88 Billion |
Market Size by 2031 | US$ 4.98 Billion |
Global CAGR (2023 - 2031) | 12.9% |
Historical Data | 2021-2022 |
Forecast period | 2024-2031 |
Segments Covered |
By Component
|
Regions and Countries Covered | North America
|
Market leaders and key company profiles |
Location-based Entertainment Market Players Density: Understanding Its Impact on Business Dynamics
The Location-based Entertainment Market is growing rapidly, driven by increasing end-user demand due to factors such as evolving consumer preferences, technological advancements, and greater awareness of the product's benefits. As demand rises, businesses are expanding their offerings, innovating to meet consumer needs, and capitalizing on emerging trends, which further fuels market growth.
Market players density refers to the distribution of firms or companies operating within a particular market or industry. It indicates how many competitors (market players) are present in a given market space relative to its size or total market value.
Major Companies operating in the Location-based Entertainment Market are:
- BidOn Games Studio
- Dimension
- HQSoftware
- IMAX CORPORATION
- Neurogaming LTD
- TESLASUIT
Disclaimer: The companies listed above are not ranked in any particular order.

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Location-Based Entertainment Market News and Recent Developments
The location-based entertainment market is evaluated by gathering qualitative and quantitative data post primary and secondary research, which includes important corporate publications, association data, and databases. A few of the developments in the location-based entertainment market are listed below:
- WildBrain CPLG launched a location-based entertainment division. The team will initially focus on expanding WildBrain's homegrown and partner brands with new attractions in the APAC region, including Teletubbies entertainment centers and Peanuts hotels. (Source: WildBrain, Company Website, September 2023)
- iQIYI, a leading online entertainment service in China, announced the upcoming launch of a VR immersive theater of Galaxy Promenade in Galaxy Macau this summer, adapted from its hit series Love Between Fairy and Devil, showcasing iQIYI's commitment to expanding location-based entertainment through its unique blend of 'IP+ Technology. (iQIYI, Company Website, May 2024)
Location-Based Entertainment Market Report Coverage and Deliverables
The “Location-Based Entertainment Market Size and Forecast (2021–2031)” report provides a detailed analysis of the market covering below areas:
- Location-based entertainment market size and forecast at global, regional, and country levels for all the key market segments covered under the scope
- Location-based entertainment market trends as well as market dynamics such as drivers, restraints, and key opportunities
- Detailed PEST/Porter’s Five Forces and SWOT analysis
- Location-based entertainment market analysis covering key market trends, global and regional framework, major players, regulations, and recent market developments
- Industry landscape and competition analysis covering market concentration, heat map analysis, prominent players, and recent developments for the location-based entertainment market.
- Detailed company profiles
- Historical Analysis (2 Years), Base Year, Forecast (7 Years) with CAGR
- PEST and SWOT Analysis
- Market Size Value / Volume - Global, Regional, Country
- Industry and Competitive Landscape
- Excel Dataset



Report Coverage
Revenue forecast, Company Analysis, Industry landscape, Growth factors, and Trends

Segment Covered
Component, Technology, End-use

Regional Scope
North America, Europe, Asia Pacific, Middle East & Africa, South & Central America

Country Scope
Argentina, Australia, Brazil, Canada, China, France, Germany, India, Italy, Japan, Mexico, Russian Federation, Saudi Arabia, South Africa, South Korea, United Arab Emirates, United Kingdom, United States
Frequently Asked Questions
What is the expected CAGR of the location-based entertainment market?
The expected CAGR of the location-based entertainment market is 12.9%.
What would be the estimated value of the location-based entertainment market by 2031?
The global location-based entertainment market is expected to reach US$ 4.31 billion by 2031.
Which are the leading players operating in the location-based entertainment market?
The key players holding majority shares in the global location-based entertainment market are BidOn Games Studio, Dimension, HQSoftware, IMAX CORPORATION, Neurogaming LTD, TESLASUIT, SpringboardVR, Samsung Electronics Co., Ltd., Vicon Motion Systems Ltd., VRstudios, Inc.
What are the future trends of the location-based entertainment market?
Development and integration of advanced technology are anticipated to drive the market in the forecast period.
What are the driving factors impacting the location-based entertainment market?
The increasing popularity of 360-degree VR-based games and a mix of AR and VR technology with 3-D projection mapping are some of the factors driving the location-based entertainment market.
Which region dominated the location-based entertainment market in 2023?
North America is anticipated to dominate the location-based entertainment market in 2023.