Location Based Entertainment Market Size, Growth Opportunities, Outlook, Statistics, Market Scope, Revenue, Research, Trends Analysis & Global Industry Forecast Report 2021-2028
Location-Based Entertainment Market, By Component (Hardware and Software), By End-Use (Amusement Parks, Arcade Studios, 4D Films), By Technology (2 Dimensional (2D), 3 Dimensional (3D), Cloud Merged Reality (CMR)), and By Region
Location Based Entertainment Market witnessed USD 3042 million in 2020, growing at a robust CAGR of 34.1% during forecast period.
Introduction of the Location-Based Entertainment Market Report
The location-based entertainment (LBE) refers to a form of entertainment that that is experienced at a specific location outside of the user’s home. The location-based entertainment usually creates a physical space equipped with all the tools, and equipment needed to create a truly immersive environment including family entertainment centers, multisensory digital experiences, theme parks and immersive art installations.
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Market Dynamic
Key Drivers and Emerging Trends
Rising entertainment industry; high inclination of consumers towards out-of-home entertainment; rapidly growing gaming industry; and the growing demand for immersive video content, video games, 3D movies, 3D projection mapping, interactive digital surfaces, and other entertainment content are the factors expected to drive the growth of the market during the forecast period. In addition, the increasing disposable income coupled with the growing high expending power of consumers is further expected to contribute to the growth of the gaming and entertainment industry, thereby propelling the development of the location-based entertainment market. Moreover, advancements in technologies including 360-degree virtual reality, augmented reality, mixed reality (MR), GPS, 3D, 4D, and 5D are expected to facilitate the growth and development of the location-based entertainment market size over the forecast period.
Restraint in the Location-Based Entertainment Market
However, reduction in the number of international travellers and outdoor gaming activities owing to the lockdown and travel restrictions imposed by governmental authorities across the world is anticipated to hinder the market growth. Moreover, high cost of development of AR and VR content may further hamper the growth of the global location-based entertainment market.
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Component – Segment Analysis
Based on the type, hardware segment is expected to hold a notable share in the market. This can be attributed to the rising development of virtual reality and augmented reality-based devices that includes headsets, haptic suits, heads up displays (HUD), smart glasses and other simulation devices for offering immersive experience to consumers.
End-Use – Segment Analysis
Based on the end-use, amusement parks is expected to grow at a significant rate during the forecast period. This can be attributed to rising inclination of consumers towards outdoor gaming activities and the increasing adoption of location-based entertainment services for delivering personalized recommendations inside the park based on a user’s location such as locating specific attractions, restaurants, and services inside amusement park. Moreover, growing demand of AR and VR-based several gaming-related activities for a real-like experience is anticipated to escalate the market growth.
Technology – Segment Analysis
Based on the technology, the 3-dimensional segment is expected to grow at a prominent rate over the forecast period owing to the growing popularity of 3D animation, the rising number of 3D movies, and increasing demand for the 3D mapping and 3D modelling in entertainment industry. Additionally, amusement parks are increasingly introducing 3D theme park map combined with GPS for providing better navigation experience that includes viewing the whole park, finding food court, getting favourite rides, and others. This further propels the market growth.
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Regional – Segment Analysis:
Based on region, North America is expected to account for a major market share over the forecast period primarily due to the increased number of amusement parks, growing entertainment industry, and huge demand for 3D and 4D films among consumers. Additionally, rising adoption of location-based VR across the media and entertainment and gaming industry is further contributing the market growth. Moreover, presence of leading players including IMAX Corporation, Alphabet, Inc., and Microsoft Corporation in the region is expected to propel the market growth in North America.
Top Market Players
Several leading Location-Based Entertainment companies operating in the market, include, IMAX Corporation, HTC Corporation, Alphabet, Inc., Microsoft Corporation, Samsung Electronics Co., Ltd., Springboard VR, Vrstudios, Inc., Huawei Technologies Co., Ltd., HQSoftware, and Vicon Industries, Inc. among others.
Key Developments:
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- In 2020, Tribeca Enterprises LLC partnered with IMAX Corporation to launch “Tribeca Drive-In,” an all-new drive-in entertainment series that will take place at drive-in theatres. This entertainment series will utilize IMAX Digital Re-Mastering (DMR) process to enhance the image and sound to provide immersive movie experience.
Segments covered in the Report:
The global Location-Based Entertainment market has been segmented on the basis of component, end-use, technology, and key regions. Based on component, the market is segmented into hardware and software. Based on the end-use, the market is segmented into amusement parks, arcade studios, 4D films. Based on technology, the market is segmented into 2 dimensional (2D), 3 dimensional (3D), cloud merged reality (CMR).
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Key questions answered in this research report:
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- At what pace is global Location-Based Entertainment Market growing? What will be the growth trend in the future?
- What are the key drivers and restraints in Location-Based Entertainment Market? What will be the impact of drivers and restraints in the future?
- What are the regional revenues and forecast breakdowns? Which are the major regional revenue pockets for growth in the global Location-Based Entertainment Market?
- Which component generated maximum revenues in 2020 and identify the most promising component during the forecast period?
- What are the various technologies of global Location-Based Entertainment Market and how they are poised to grow?
- What companies are the major participants in this market and their business strategies, how does the competitive landscape look like?
Report Coverage |
Details |
Market Base Year |
2020 |
Market Forecast Period |
2021-2028 |
Market Revenues (2020) |
USD 3042 million |
Base Year & Forecast Units |
Revenues (USD Million) |
Market Segment | By Component, By End-Use, By Technology, By Region |
Regional Coverage | Asia Pacific, Europe, North America, and RoW |
Companies Profiled | IMAX Corporation, HTC Corporation, Alphabet, Inc., Microsoft Corporation, Samsung Electronics Co., Ltd., Springboard VR, Vrstudios, Inc., Huawei Technologies Co., Ltd., HQSoftware, and Vicon Industries, Inc. among others; a total of 10 companies covered. |
25% Free Customization Available | We will customize this report up to 25% as a free customization to address our client’s specific requirements |
Market Segmentation
Global Location-Based Entertainment Market by Component
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- Hardware
- Software
Global Location-Based Entertainment Market by End-Use
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- Amusement Parks
- Arcade Studios
- 4D Films
Global Location-Based Entertainment Market by Technology
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- 2 Dimensional (2D)
- 3 Dimensional (3D)
- Cloud Merged Reality (CMR)
Global Location-Based Entertainment Market by Region
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- North America Location-Based Entertainment Market by Component
- North America Location-Based Entertainment Market by End-Use
- North America Location-Based Entertainment Market by Technology
- US Location-Based Entertainment Market All-Up
- Canada Location-Based Entertainment Market All-Up
- Europe Location-Based Entertainment Market (Option 2: As a part of the free 25% customization)
- Europe Location-Based Entertainment Market by Component
- Europe Location-Based Entertainment Market by End-Use
- Europe Location-Based Entertainment Market by Technology
- UK Location-Based Entertainment Market All-Up
- Germany Location-Based Entertainment Market All-Up
- France Location-Based Entertainment Market All-Up
- Spain Location-Based Entertainment Market All-Up
- Rest of Europe Location-Based Entertainment Market All-Up
- Asia-Pacific Location-Based Entertainment Market (Option 3: As a part of the free 25% customization)
- Asia-Pacific Location-Based Entertainment Market by Component
- Asia-Pacific Location-Based Entertainment Market by End-Use
- Asia-Pacific Location-Based Entertainment Market by Technology
- China Location-Based Entertainment Market All-Up
- India Location-Based Entertainment Market All-Up
- Japan Location-Based Entertainment Market All-Up
- Rest of APAC Location-Based Entertainment Market All-Up
- RoW Location-Based Entertainment Market (Option 4: As a part of the free 25% customization)
- RoW Location-Based Entertainment Market by Component
- RoW Location-Based Entertainment Market by End-Use
- RoW Location-Based Entertainment Market by Technology
- Brazil Location-Based Entertainment Market All-Up
- South Africa Location-Based Entertainment Market All-Up
- Saudi Arabia Location-Based Entertainment Market All-Up
- UAE Location-Based Entertainment Market All-Up
- Rest of world (remaining countries of the LAMEA region) Location-Based Entertainment Market All-Up
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Major Players Operating in the Location-Based Entertainment Market (Option 5: As a part of the Free 25% Customization – Profiles of 5 Additional Companies of your Choice)
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- IMAX Corporation
- HTC Corporation
- Alphabet, Inc.
- Microsoft Corporation
- Samsung Electronics Co., Ltd.
- Springboard VR
- Vrstudios, Inc.
- Huawei Technologies Co., Ltd.
- HQSoftware
- Vicon Industries, Inc.
Frequently Asked Question About This Report
location-based entertainment market [UP2360-001001]
- Published Date: Aug - 2021
- Report Format: Excel/PPT
- Report Code: UP2360-001001
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Location Based Entertainment Market Size, Growth Opportunities, Outlook, Statistics, Market Scope, Revenue, Research, Trends Analysis & Global Industry Forecast Report 2021-2028
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