基于位置的娱乐市场基于(关键地区、市场参与者、规模和份额)- 到 2031 年的预测

  • Report Code : TIPRE00013875
  • Category : Electronics and Semiconductor
  • Status : Published
  • No. of Pages : 155
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[研究报告]2022年定位娱乐市场价值14.4492亿美元;预计 2022 年至 2028 年复合年增长率为 12.4%。

基于位置的娱乐 (LBE) 发生在特定环境中,例如家庭娱乐中心、游泳池、水上乐园和主题公园。使用必要的设备、道具和其他元素创建物理环境通常是基于位置的娱乐过程的一部分。基于位置的娱乐称为“户外娱乐”。或“交互式多人娱乐”。无论如何,LBE 被认为是指与家外特定地点相关的任何娱乐活动。线下购物中心正试图通过基于位置的娱乐来吸引更多消费者。

在中国,购物中心的LBE点正在快速开业。出现这种情况是因为网上购物是高度文化化的,人们去购物中心不仅仅是为了购物。因此,人们无法探索 LBE 点。由于线下娱乐多出现在商场或游乐园,如果人们只专注于网上购物而不走出家门,这将导致基于位置的娱乐市场呈下降趋势,因为这可以在以下地方经历: LBE 仅限地点。

基于位置的 VR 娱乐中使用的设置类型适用于众多参与者,而不仅仅是一个参与者。虚拟现实 (VR) 体验可以让一群人一起体验相同的声音、景象和感觉。虚拟现实街机(VRcade)是一种虚拟现实娱乐类型,其特点是时间短但游戏强度大。 VRcade 体验需要的最低条件是:几平方米的游乐场、HMD(头戴式显示器)和控制器。 VR主题公园和景点利用虚拟现实技术为游客提供不同于以往迭代的主题公园景点的独特而惊险的体验。除了LBE之外,Arcade是另一个最终用户。 Arcades studios 是设计师的创意工作室,他们通过插画讲故事来分享自己的感受。游乐场是海量内容分发并吸引广泛受众的最终用户,提供 2D 和 3D 体验。然而,游乐场必须提供一种在家无法尝试的独特体验。该行业成功的关键是高质量和独特的内容、多人互动以及合理的叙述。

基于位置的娱乐市场 - 战略洞察

众多基于位置的娱乐制造商,TESLASUIT(欧洲)、三星电子有限公司(韩国)等,正在利用 VR 小工具帮助各种街机工作室、游乐园和电影工作室创造更加身临其境的互动体验VR 体验。最终用户的市场的行业是游乐园、街机工作室和电影制片厂。上述行业日益增长的需求正在对基于位置的娱乐市场增长产生积极影响。

COVID-19 大流行对北美基于位置的娱乐市场增长的影响< /h3>

由于政府鼓励创新的政策、庞大的工业基础和较高的购买力,特别是在发达国家,例如北美,北美是创新技术开发和接受方面最重要的地区之一。如美国和加拿大。因此,对工业发展的任何影响预计都会影响该地区的经济增长。美国是全球受新冠肺炎 (COVID-19) 疫情影响最严重的国家。美国是基于地点的娱乐的重要市场。例如,Zero Latency 是一家在虚拟现实 (VR) 中提供沉浸式 LBE 体验的公司,最近宣布在美国扩展其技术,从拉斯维加斯开始,逐步扩展到西雅图、休斯顿、达拉斯、辛辛那提和奥兰多。< /p>

定位娱乐市场利润丰厚的地区

 

市场洞察 –基于位置的娱乐市场

根据地理位置,基于位置的娱乐市场主要分为北美、欧洲、亚太地区 (APAC)、中东和美国。非洲 (MEA) 和南美洲 (SAM)。北美在 2021 年占据最大的市场份额,并将在预测期内保持其主导地位。而在预测期内,亚太地区预计将在全球基于位置的娱乐市场中实现最高的复合年增长率。

市场参与者,如 IMAX CORPORATION; VR工作室公司; SpringboardVR,足迹遍布北美。这些公司正在满足游乐园、街机工作室和电影工作室的消费者需求。 2020 年 3 月,IMAX Corporation 与 Tribeca Enterprises LLC 合作举办了翠贝卡电影节“Tribeca Drive-In”。该电影节精选了 30 部标志性的美国电影,通过选择 IMAX 公司提供的沉浸式体验,团结人们讲述故事并支持他们的创造力的表现。因此,这些企业战略计划可能有助于满足全球市场对基于位置的娱乐的需求。此外,该地区(尤其是美国)存在许多游乐园、街机工作室和电影制片厂,是推动实地娱乐需求的另一个主导因素。

基于技术的见解 –定位娱乐市场

从技术角度来看,定位娱乐市场分为2D和3D。 2021年,3D细分市场占据最大市场份额。与缺乏深度感知的2D技术体验相比,3D技术可以更加真实和身临其境,可以改善眼手协调能力。

 < /p>

3D 环境是使用计算机软件和人工智能制作的,可以复制现实世界或产生全新的环境,用户可以像游戏一样深入探索。他们可以与环境、化身和物品进行交互。

基于位置的娱乐市场分析已按组件、技术、最终用途和地理位置进行细分。根据组件,基于位置的娱乐市场规模分为硬件和软件。从技术角度来看,定位娱乐市场规模分为2D和3D。根据最终用途,基于位置的娱乐市场分析分为游乐园、街机工作室和电影工作室。从地理位置来看,基于位置的娱乐市场主要分为北美、欧洲、亚太地区 (APAC)、中东和北美地区。非洲(MEA)和南美洲。

BidOn Games Studio;方面;总部软件; IMAX 公司;神经游戏有限公司;特斯拉套装;跳板VR;三星电子有限公司;维康运动系统有限公司;和 VRstudios Inc. 是一些基于位置的娱乐市场的主要参与者。市场高度分散,多家厂商集中在特定区域,专注于满足国内需求。

 

定位娱乐市场厂商专注于开发先进、优质的娱乐产品。高效的系统。例如:

  • 2022 年 4 月,专业电子竞技场馆公司 Glytch 宣布与全球体验公司、顶级体育娱乐场所和景点运营商 Legends 建立战略合作伙伴关系。
  • 2022 年 3 月,领先的虚拟现实 (VR) 平台和生态系统 HTC VIVE 在 2022 年世界移动通信大会上推出了多项创新成果,包括 5G 技术的进步、车载 VR 体验、基于位置的娱乐 (LBE)以及 Viverse 的最新更新、HTC VIVE 在元宇宙中的地位。
Report Coverage
Report Coverage

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

Segment Covered
Segment Covered

This text is related
to segments covered.

Regional Scope
Regional Scope

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

Country Scope
Country Scope

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to country scope.

Frequently Asked Questions


What will be the global market size for location-based entertainment market by 2028?

By 2028, the global market size of location-based entertainment market will be US$ 2,918.91 million.

Which countries are registering a high growth rate during the forecast period?

US, Italy, India, UAE and Brazil are registering a high growth rate during the forecast period.

Which end user held the largest share in location-based entertainment market in 2021?

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.

Which country is holding the major market share of APAC 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.

Which are the key players holding the major market share of location-based entertainment market?

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.

What is the future trend in 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.

What are the driving factors impacting the location-based entertainment market?

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.

What is the estimated global market size for the location-based entertainment market in 2022?

The global location-based entertainment market is expected to be valued at US$ 1,444.92 million in 2022.

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.

The Insight Partners performs research in 4 major stages: Data Collection & Secondary Research, Primary Research, Data Analysis and Data Triangulation & Final Review.

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