Location-based Entertainment Market Size, Share | Report 2028

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Location-based Entertainment Market Forecast to 2028 - COVID-19 Impact and Global Analysis By Component (Hardware and Software), Technology (2-Dimensional and 3-Dimensional), and End-use (Amusement Parks, Arcade Studios, and Film Studios)

Publication Month: Sep 2022 | Report Code: TIPRE00013875 | No. of Pages: 155 | Category: Electronics and Semiconductor | Status: Published

The location-based entertainment market is valued US$ 1,444.92 million in 2022; It is estimated to grow at a CAGR of 12.4% from 2022 to 2028.

Location-based entertainment (LBE) occurs in a particular setting, such as family entertainment centers, swimming pools, waterparks, and theme parks. Creating a physical environment with the necessary equipment, props, and other elements is typically a part of the location-based entertainment process. Location-based entertainment is called “out-of-home entertainment” or “interactive multiplayer entertainment.” In any case, LBE is held to imply any entertainment tied to a specific place outside one’s home. Offline shopping malls are trying to attract more consumers through location-based entertainment.

In China, LBE points in shopping centers are opening fast. It happens because online shopping is highly cultured, and people do not go to shopping malls just for shopping. Due to this, people are not able to explore the LBE points. As LBEs are mostly found in shopping malls or amusement parks, if people are focusing on online shopping and are not coming out of their houses, this will lead to a downward trend for the location-based entertainment market, as this can be experienced in such LBE places only.

The type of setup used in location-based VR entertainment is for numerous participants, not just one. A virtual reality (VR) experience lets a group of people experience identical sounds, sights, and feelings together. Virtual reality arcade (VRcade) is a VR genre of entertainment characterized by a short time but intensive gameplay. A VRcade experience requires minimum conditions: a playground of several square meters, an HMD (Head-mounted display), and controllers. VR theme parks and attractions use virtual reality technology to provide tourists with a unique and thrilling experience that is different from previous iterations of theme park attractions. In addition to LBE, Arcade is another end user. Arcades studios are the creative studio of designers, who share their feelings through some storytelling through illustration. Arcades are the end user for massive content distribution and attracting a wide audience, providing a 2D and 3D experience. However, arcades must provide a unique experience that cannot be tried at home. The keys to success in this business are quality and unique content, multiplayer interaction, and sensible narrative.

Location-based Entertainment Market - Strategic Insights

Report Coverage - Location-based Entertainment Market
Report CoverageDetails
Market Size Value inUS$ 1,444.92 Million in 2022
Market Size Value byUS$ 2,918.91 Million by 2028
Growth rateCAGR of 12.4% from 2022 to 2028
Forecast Period2022-2028
Base Year2022
No. of Pages155
No. of Tables83
No. of Charts & Figures82
Historical data availableYes
Segments coveredComponent, Technology, End-use
Regional scopeNorth America, Europe, Asia Pacific, Middle East & Africa, South & Central America
Country scopeUS, Canada, Mexico, UK, Germany, Spain, Italy, France, India, China, Japan, South Korea, Australia, UAE, Saudi Arabia, South Africa, Brazil, Argentina
Report coverageRevenue forecast, company ranking, competitive landscape, growth factors, and trends
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Numerous location-based entertainment manufacturers, TESLASUIT (Europe), Samsung Electronics Co., Ltd. (South Korea), and many more, are helping various arcade studios, amusement parks, and film studios with VR gadgets to create more immersive and interactive VR experiences. The end users’ industries of the market are amusement parks, arcade studios, and film studios. Increasing demand from mentioned industries is creating positive impact in the location-based entertainment market growth.

Impact of COVID-19 Pandemic on North America Location-based Entertainment Market Growth

North America is one of the most important regions in terms of the development and acceptance of innovative technologies due to favorable government policies to boost innovation, a massive industrial base, and high purchasing power, especially in developed countries, such as the US and Canada. Hence, any impact on the development of industries is expected to affect the region's economic growth. The US is the world's worst affected country due to the COVID-19 outbreak. The US is a prominent market for location-based entertainment. For instance, Zero Latency, a company that offers immersive LBE experiences in virtual reality (VR), recently announced the expansion of its technology in the US, starting with Las Vegas and moving toward Seattle, Houston, Dallas, Cincinnati, and Orlando.

Lucrative Regions for Location-based Entertainment Market

Lucrative Regions for Location-based Entertainment Market

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Market Insights – Location-based Entertainment Market

Based on geography, the location-based entertainment market is primarily segmented into North America, Europe, Asia Pacific (APAC), Middle East & Africa (MEA), and South America (SAM). North America held the largest market share in 2021 and would retain its dominance during the forecast period. Whereas APAC is expected to register the highest CAGR in the global location-based entertainment market during the forecast period.

Market players, such as IMAX CORPORATION; VRstudio, Inc.; SpringboardVR, have their footprints in North America. These companies are addressing the consumer requirements of amusement parks, arcade studios, and film studios. For the "Tribeca Drive-In," a Tribeca Film Festival, in March 2020, IMAX Corporation worked with Tribeca Enterprises LLC. This festival featured 30 iconic American films to unite people for storytelling and support the manifestation of their creativity by choosing the immersive experiences offered by IMAX Corporation. Therefore, these corporate strategy plans may help to meet the global market's desire for location-based entertainment. Further, the presence of many amusements park, arcade studios, and film studios in the region, especially in the US, is another dominant factor boosting the demand for location-based entertainment.

Technology-Based Insights – Location-based Entertainment Market

Based on technology, the location-based entertainment market is segmented into 2D and 3D. The 3D segment accounted for the largest share of the market in 2021. 3D technology can be more realistic and immersive, allowing improved eye-hand coordination compared to the 2D technology experience that lacks depth perception.

3D environments are produced using computer software and artificial intelligence that replicate the real world or give rise to entirely new environments, which users can deeply explore, just like a game. They can interact with the environment, avatars, and items.

The location-based entertainment market analysis has been segmented by component, technology, end-use, and geography. Based on component, the location-based entertainment market size is segmented into hardware and software. Based on technology, the location-based entertainment market size is bifurcated into 2D and 3D. Based on end-use, the location-based entertainment market analysis is categorized into amusement parks, arcade studios, and film studios. Based on geography, the location-based entertainment market is primarily segmented into North America, Europe, Asia Pacific (APAC), the Middle East & Africa (MEA), and South America.

BidOn Games Studio; Dimension; HQSoftware; IMAX CORPORATION; Neurogaming LTD; TESLASUIT; SpringboardVR; Samsung Electronics Co., Ltd.; Vicon Motion Systems Ltd.; and VRstudios Inc. are a few key location-based entertainment market players. The market is highly fragmented, with several players localized in a specific region, focusing on catering to domestic demand.

 

The location-based entertainment market players focus on developing advanced and efficient systems. For instance:

  • In April 2022, Glytch, the professional esports stadium company, announced a strategic partnership with Legends, the global experiences company, and premier sports and entertainment venue and attractions operator.
  • In March 2022, HTC VIVE, the premier virtual reality (VR) platform and ecosystem, unveiled several innovations at Mobile World Congress 2022, including advancements in 5G technology, in-car VR experiences, Location-based Entertainment (LBE), and the latest updates to the Viverse, HTC VIVE's place in the metaverse.

Frequently Asked Questions

The global location-based entertainment market is expected to be valued at US$ 1,444.92 million in 2022.
Increase The development of 360-degree virtual reality (VR) technology-based games and the mix of AR and VR technology with 3D projection mapping is anticipated to significantly contribute to the expansion of the location-based entertainment market.
The advent of next-generation laser tags is one of the major trends anticipated to propel the market growth during the forecast period.
Bidon Games Studio; TESLASUIT, VR Electronics Ltd; SpringboardVR; Vicon Motion Systems Ltd; and VRStudios are the five key market players operating in the global location-based entertainment market.
China holds the major market share of location-based entertainment market in 2021. The presence of film & TV studio and VR star theme park is contributing in the market growth in China.
Amusement Park segment held the largest share location-based entertainment market. Many amusement parks use VR for transporting users into the virtual world with the integration of motion capture technology, allowing them to physically move around a virtual space and interact with 3D content and natural objects simultaneously.
US, Italy, India, UAE and Brazil are registering a high growth rate during the forecast period.
By 2028, the global market size of location-based entertainment market will be US$ 2,918.91 million.

The List of Companies - Location-based Enetrtainment Market

  1. BidOn Games Studio
  2. Dimension
  3. HQSoftware
  4. IMAX CORPORATION
  5. Neurogaming LTD.
  6. TESLASUIT
  7. SpringboardVR
  8. Samsung Electronics Co., Ltd.
  9. Vicon Motion Systems Ltd.
  10. VRstudios, Inc.
  • Save and reduce time carrying out entry-level research by identifying the growth, size, leading players, and segments in the global location-based entertainment market.
  • Highlights key business priorities in order to assist companies to realign their business strategies
  • The key findings and recommendations highlight crucial progressive industry trends in the global location-based entertainment market, thereby allowing players across the value chain to develop effective long-term strategies
  • Develop/modify business expansion plans by using substantial growth offering developed and emerging markets
  • Scrutinize in-depth global market trends and outlook coupled with the factors driving the market, as well as those hindering it
  • Enhance the decision-making process by understanding the strategies that underpin commercial interest with respect to client products, segmentation, pricing, and distribution
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