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1782828

ロケーションベースのエンターテイメントの世界市場

Location-based Entertainment


出版日
ページ情報
英文 371 Pages
納期
即日から翌営業日
適宜更新あり
価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=148.67円
ロケーションベースのエンターテイメントの世界市場
出版日: 2025年08月04日
発行: Global Industry Analysts, Inc.
ページ情報: 英文 371 Pages
納期: 即日から翌営業日
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概要

ロケーションベースのエンターテイメントの世界市場は2030年までに453億米ドルに到達

2024年に109億米ドルと推定されるロケーションベースのエンターテイメントの世界市場は、2024年から2030年にかけてCAGR 26.7%で成長し、2030年には453億米ドルに達すると予測されます。本レポートで分析したセグメントの1つであるハードウェアは、CAGR26.7%を記録し、分析期間終了時には293億米ドルに達すると予測されます。ソフトウェア分野の成長率は、分析期間中CAGR 26.7%と推定されます。

米国市場は30億米ドル、中国はCAGR 35.1%で成長予測

米国のロケーションベースのエンターテイメント市場は2024年に30億米ドルと推定されます。世界第2位の経済大国である中国は、2030年までに112億米ドルの市場規模に達すると予測され、分析期間2024-2030年のCAGRは35.1%です。その他の注目すべき地域別市場としては、日本とカナダがあり、分析期間中のCAGRはそれぞれ21.5%と24.0%と予測されています。欧州では、ドイツがCAGR約22.5%で成長すると予測されています。

世界のロケーションベースのエンターテイメント(LBE)市場- 主要動向と促進要因のまとめ

ロケーションベースのエンターテイメント(LBE)市場が急成長している理由とは?

世界のロケーションベースのエンターテイメント(LBE)市場は、没入型体験に対する消費者需要の増加、仮想現実と拡張現実の進歩、ソーシャルエンターテイメントとアウトオブホームエンターテイメントの復活によって、急速な成長を遂げています。デジタル・エンターテインメントの選択肢が飽和状態になるにつれ、消費者は従来のメディア消費を超えた、ユニークでインタラクティブな体験を求めるようになっています。テーマパーク、VRアーケード、エスケープルーム、没入型シアターなどのLBE施設は、魅力的でテクノロジー主導のアトラクションを提供することで、この動向を活用しています。ブランドがエンターテインメントを実店舗に組み込んで顧客エンゲージメントを高める体験型小売の成長も、LBE分野の拡大に寄与しています。さらに、経済がパンデミック関連の混乱から回復するにつれて、共有型のエンターテインメント体験に再び重点が置かれるようになり、世界中のLBE施設の需要がさらに高まっています。

技術革新はどのようにLBE体験を強化しているか?

技術の進歩はLBE市場の中核をなしており、伝統的なエンタテインメントを超没入型体験へと変貌させています。仮想現実(VR)と拡張現実(AR)の統合はアトラクションに革命をもたらし、来場者は本物そっくりのシミュレーション、インタラクティブなストーリーテリング、多人数参加型のゲーム体験に没頭できるようになりました。触覚フィードバックシステム、モーショントラッキングセンサー、AIによるキャラクターとのインタラクションは、没入感をさらに高め、LBEアトラクションをよりリアルで魅力的なものにしています。物理的環境とデジタル環境を融合させる複合現実(MR)技術の台頭は、テーマパーク、博物館、複合エンターテインメント施設に新たな可能性をもたらしています。さらに、群衆管理、パーソナライズされたコンテンツ推奨、ダイナミックなアトラクション調整における人工知能(AI)の採用は、運営効率と顧客満足度を向上させています。また、LBE会場内でのチケット販売、デジタル・コレクタブル、仮想経済へのブロックチェーンの利用も人気を集めており、この分野のビジネスに新たな収益化の機会を提供しています。

LBE市場が直面する課題とは?

LBE市場はその成長にもかかわらず、高いインフラコスト、消費者の嗜好の変化、デジタル・エンターテインメント・プラットフォームとの競合といった課題に直面しています。没入型のLBE施設を設立・維持するには、技術、不動産、運営スタッフへの多額の投資が必要で、中小企業が競争に打ち勝つのは困難です。さらに、テクノロジーの急速な進化は、LBEアトラクションが関連性を維持するために常に革新的でなければならないことを意味し、頻繁なアップグレードと再投資を必要とします。消費者の習慣の変化、特に家庭でのデジタル・エンターテインメントやゲームへの嗜好の高まりも課題となっており、LBEのオペレーターは、家庭では再現できないユニークで魅力的な体験を継続的に提供しなければならないです。さらに、安全性への懸念、特にパンデミック後の時代には、LBE会場の運営コストとロジスティクスに影響を与える新たな衛生要件につながりました。しかし、業界のリーダーたちは、戦略的パートナーシップ、モジュール式アトラクションの設計、物理的・デジタル的エンゲージメントを組み合わせたハイブリッド・エンターテインメント・モデルの開発を通じて、こうした課題に取り組んでいます。

LBE市場の成長を促す要因とは?

LBE市場の成長は、技術の進歩、可処分所得の増加、没入型社会体験に対する需要の高まりなど、いくつかの要因によってもたらされます。VR、AR、AIを駆使したエンターテインメントの普及は、インタラクティブなアトラクションの新たな可能性を生み出し、LBE会場をより魅力的でダイナミックなものにしています。観光産業とホスピタリティ産業の拡大は、旅行者が新たな目的地でユニークなエンターテイメントオプションを求めるため、ロケーションベースの体験に対する需要をさらに押し上げました。ミレニアル世代とZ世代の消費者は、物質的な所有物よりも体験を優先しています。さらに、ゲーミフィケーション要素、デジタル特典、没入型ストーリーテリングの統合は、多様な客層を惹きつけ、顧客維持とリピート訪問を強化しています。スマート・テーマパーク、AIを活用したエスケープ・ルーム、オンラインとオフラインのインタラクションを融合させたハイブリッド・エンターテインメント・スペースへの継続的な投資により、情勢産業は長期的な成長を維持し、将来のエンターテインメント情勢の重要な牽引役となることが期待されます。

セグメント

コンポーネント(ハードウェア、ソフトウェア);テクノロジー(2次元、3次元、4次元、クラウド・メルゲッド・リアリティ);エンドユース(アミューズメントパーク、アーケードスタジオ、4D映画)

調査対象企業の例

  • Cedar Fair Entertainment Company
  • Fantawild Holdings Inc.
  • Google LLC
  • Hologate
  • HTC Corporation
  • Merlin Entertainments
  • Meta Platforms, Inc.
  • Microsoft Corporation
  • Niantic, Inc.
  • OCT Parks China
  • Parques Reunidos
  • Samsung Electronics
  • Sandbox VR
  • SeaWorld Parks & Entertainment
  • Six Flags Entertainment Corporation
  • Sony Interactive Entertainment
  • The Walt Disney Company
  • Universal Parks & Resorts
  • Village Roadshow Theme Parks
  • Zero Latency VR

AIインテグレーション

Global Industry Analystsは、有効な専門家コンテンツとAIツールによって、市場情報と競合情報を変革しています。

Global Industry Analystsは、一般的なLLMや業界別SLMのクエリに従う代わりに、ビデオ記録、ブログ、検索エンジン調査、大量の企業、製品/サービス、市場データなど、世界中の専門家から収集したコンテンツのリポジトリを構築しました。

関税影響係数

Global Industry Analystsは、本社の国、製造拠点、輸出入(完成品とOEM)に基づく企業の競争力の変化を予測しています。この複雑で多面的な市場力学は、売上原価(COGS)の増加、収益性の低下、サプライチェーンの再構築など、ミクロおよびマクロの市場力学の中でも特に競合他社に影響を与える見込みです。

目次

第1章 調査手法

第2章 エグゼクティブサマリー

  • 市場概要
  • 主要企業
  • 市場動向と促進要因
  • 世界市場の見通し

第3章 市場分析

  • 米国
  • カナダ
  • 日本
  • 中国
  • 欧州
  • フランス
  • ドイツ
  • イタリア
  • 英国
  • スペイン
  • ロシア
  • その他欧州
  • アジア太平洋
  • オーストラリア
  • インド
  • 韓国
  • その他アジア太平洋地域
  • ラテンアメリカ
  • アルゼンチン
  • ブラジル
  • メキシコ
  • その他ラテンアメリカ
  • 中東
  • イラン
  • イスラエル
  • サウジアラビア
  • アラブ首長国連邦
  • その他中東
  • アフリカ

第4章 競合

目次
Product Code: MCP31882

Global Location-based Entertainment Market to Reach US$45.3 Billion by 2030

The global market for Location-based Entertainment estimated at US$10.9 Billion in the year 2024, is expected to reach US$45.3 Billion by 2030, growing at a CAGR of 26.7% over the analysis period 2024-2030. Hardware, one of the segments analyzed in the report, is expected to record a 26.7% CAGR and reach US$29.3 Billion by the end of the analysis period. Growth in the Software segment is estimated at 26.7% CAGR over the analysis period.

The U.S. Market is Estimated at US$3.0 Billion While China is Forecast to Grow at 35.1% CAGR

The Location-based Entertainment market in the U.S. is estimated at US$3.0 Billion in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$11.2 Billion by the year 2030 trailing a CAGR of 35.1% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 21.5% and 24.0% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 22.5% CAGR.

Global Location-Based Entertainment (LBE) Market - Key Trends & Drivers Summarized

Why Is the Location-Based Entertainment (LBE) Market Growing Rapidly?

The global location-based entertainment (LBE) market is experiencing rapid growth, driven by increasing consumer demand for immersive experiences, advancements in virtual and augmented reality, and the resurgence of social and out-of-home entertainment. As digital entertainment options become more saturated, consumers are seeking unique, interactive experiences that go beyond traditional media consumption. LBE venues, including theme parks, VR arcades, escape rooms, and immersive theaters, are capitalizing on this trend by offering engaging, technology-driven attractions. The growth of experiential retail, where brands integrate entertainment into physical stores to enhance customer engagement, has also contributed to the expansion of the LBE sector. Additionally, as economies recover from pandemic-related disruptions, there has been a renewed emphasis on shared entertainment experiences, further fueling demand for LBE venues worldwide.

How Are Technological Innovations Enhancing LBE Experiences?

Technological advancements are at the core of the LBE market, transforming traditional entertainment into hyper-immersive experiences. The integration of virtual reality (VR) and augmented reality (AR) has revolutionized attractions, allowing visitors to engage in lifelike simulations, interactive storytelling, and multiplayer gaming experiences. Haptic feedback systems, motion-tracking sensors, and AI-driven character interactions are further enhancing immersion, making LBE attractions more realistic and engaging. The rise of mixed reality (MR) technology, which blends physical and digital environments, is opening new possibilities for theme parks, museums, and entertainment complexes. Additionally, the adoption of artificial intelligence (AI) in crowd management, personalized content recommendations, and dynamic attraction adjustments is improving operational efficiency and customer satisfaction. The use of blockchain for ticketing, digital collectibles, and virtual economies within LBE venues is also gaining traction, providing new monetization opportunities for businesses in the sector.

What Are the Challenges Facing the LBE Market?

Despite its growth, the LBE market faces challenges related to high infrastructure costs, evolving consumer preferences, and competition from digital entertainment platforms. Establishing and maintaining immersive LBE venues requires significant investment in technology, real estate, and operational staff, making it difficult for smaller businesses to compete. Additionally, the rapid evolution of technology means that LBE attractions must constantly innovate to remain relevant, requiring frequent upgrades and reinvestment. Changing consumer habits, particularly the increasing preference for at-home digital entertainment and gaming, also pose a challenge, as LBE operators must continuously offer unique and compelling experiences that cannot be replicated at home. Moreover, safety concerns, particularly in post-pandemic times, have led to new health and sanitation requirements that impact the operational costs and logistics of LBE venues. However, industry leaders are addressing these challenges through strategic partnerships, modular attraction designs, and the development of hybrid entertainment models that combine physical and digital engagement.

What Factors Are Driving Growth in the LBE Market?

The growth in the LBE market is driven by several factors, including technological advancements, increasing disposable income, and the rising demand for immersive social experiences. The proliferation of VR, AR, and AI-driven entertainment has created new possibilities for interactive attractions, making LBE venues more engaging and dynamic. The expansion of the tourism and hospitality industries has further boosted demand for location-based experiences, as travelers seek unique entertainment options in new destinations. The resurgence of in-person socialization, particularly among younger demographics, has also played a crucial role in LBE market expansion, with millennials and Gen Z consumers prioritizing experiences over material possessions. Additionally, the integration of gamification elements, digital rewards, and immersive storytelling is attracting a diverse audience, enhancing customer retention and repeat visits. The continued investment in smart theme parks, AI-powered escape rooms, and hybrid entertainment spaces that blend online and offline interactions is expected to sustain long-term growth in the LBE industry, positioning it as a key driver of the future entertainment landscape.

SCOPE OF STUDY:

The report analyzes the Location-based Entertainment market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:

Component (Hardware, Software); Technology (2-Dimensional, 3- & 4-Dimensional, Cloud Merged Reality); End-Use (Amusement Parks, Arcade Studios, 4D Films)

Geographic Regions/Countries:

World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; Spain; Russia; and Rest of Europe); Asia-Pacific (Australia; India; South Korea; and Rest of Asia-Pacific); Latin America (Argentina; Brazil; Mexico; and Rest of Latin America); Middle East (Iran; Israel; Saudi Arabia; United Arab Emirates; and Rest of Middle East); and Africa.

Select Competitors (Total 41 Featured) -

  • Cedar Fair Entertainment Company
  • Fantawild Holdings Inc.
  • Google LLC
  • Hologate
  • HTC Corporation
  • Merlin Entertainments
  • Meta Platforms, Inc.
  • Microsoft Corporation
  • Niantic, Inc.
  • OCT Parks China
  • Parques Reunidos
  • Samsung Electronics
  • Sandbox VR
  • SeaWorld Parks & Entertainment
  • Six Flags Entertainment Corporation
  • Sony Interactive Entertainment
  • The Walt Disney Company
  • Universal Parks & Resorts
  • Village Roadshow Theme Parks
  • Zero Latency VR

AI INTEGRATIONS

We're transforming market and competitive intelligence with validated expert content and AI tools.

Instead of following the general norm of querying LLMs and Industry-specific SLMs, we built repositories of content curated from domain experts worldwide including video transcripts, blogs, search engines research, and massive amounts of enterprise, product/service, and market data.

TARIFF IMPACT FACTOR

Our new release incorporates impact of tariffs on geographical markets as we predict a shift in competitiveness of companies based on HQ country, manufacturing base, exports and imports (finished goods and OEM). This intricate and multifaceted market reality will impact competitors by increasing the Cost of Goods Sold (COGS), reducing profitability, reconfiguring supply chains, amongst other micro and macro market dynamics.

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • Tariff Impact on Global Supply Chain Patterns
    • Location-based Entertainment - Global Key Competitors Percentage Market Share in 2025 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2025 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Rising Demand for Experiential and Immersive Entertainment Throws the Spotlight on Location-Based Formats
    • Expansion of Mixed Reality and Themed Attractions Spurs Innovation in Interactive LBE Concepts
    • OEM Focus on VR/AR-Enabled Installations Enhances Visitor Engagement in Multi-Sensory Venues
    • Growth in Indoor Entertainment Centers and Retailtainment Hubs Drives Demand for Modular LBE Units
    • OEM Partnerships With IP Owners and Studios Support Branded Entertainment and Franchise-Based LBE Venues
    • Rising Popularity of Pop-Up and Mobile LBE Installations Expands Flexibility in Urban and Temporary Markets
    • OEM Development of Sensor-Based and AI-Powered Gaming Systems Enhances Adaptive Visitor Experiences
    • Surge in Post-Pandemic Preference for Safe, Enclosed Social Activities Spurs Investment in Indoor LBEs
    • Expansion of Gamification in Education, Fitness, and Corporate Training Opens New B2B LBE Revenue Streams
    • OEM Integration of Contactless Entry, Digital Wallets, and Mobile Ticketing Enhances User Journey
    • Growth in Experiential Tourism and Cultural LBE Installations Promotes Localization of Themed Attractions
    • OEM Emphasis on Real-Time Analytics and Visitor Heat Mapping Supports Operational Optimization
    • Emergence of Multiplayer and Competitive Arena Formats Drives Social Gaming and E-Sports LBE Growth
    • OEM Strategies for Dynamic Content Rotation and Seasonal Events Boost Repeat Visitor Traffic
    • Rise in Immersive Dining and Interactive Theater Expands LBE Applications in Hospitality and F&B
    • OEM Collaboration With Retail Malls and Airports Creates Footfall Synergy and New Revenue Models
    • Increased Focus on Accessibility, Inclusivity, and Neurodivergent-Friendly Design Enhances Audience Reach
    • OEM Investment in Franchise Replication and Global Licensing Supports LBE Expansion Across Cities
    • Shift Toward Hybrid Physical-Digital Experiences Strengthens Cross-Platform Monetization in LBEs
    • Focus on Family-Centric, Multigenerational Attractions Sustains Demand Across Weekends and Holidays
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Location-based Entertainment Market Analysis of Annual Sales in US$ Million for Years 2015 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Location-based Entertainment by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 3: World Historic Review for Location-based Entertainment by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 4: World 15-Year Perspective for Location-based Entertainment by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets for Years 2015, 2025 & 2030
    • TABLE 5: World Recent Past, Current & Future Analysis for Hardware by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 6: World Historic Review for Hardware by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 7: World 15-Year Perspective for Hardware by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for Software by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 9: World Historic Review for Software by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 10: World 15-Year Perspective for Software by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 11: World Recent Past, Current & Future Analysis for 2-Dimensional by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 12: World Historic Review for 2-Dimensional by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 13: World 15-Year Perspective for 2-Dimensional by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 14: World Recent Past, Current & Future Analysis for 3- & 4-Dimensional by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 15: World Historic Review for 3- & 4-Dimensional by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 16: World 15-Year Perspective for 3- & 4-Dimensional by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 17: World Recent Past, Current & Future Analysis for Cloud Merged Reality by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 18: World Historic Review for Cloud Merged Reality by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 19: World 15-Year Perspective for Cloud Merged Reality by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 20: World Recent Past, Current & Future Analysis for Amusement Parks by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 21: World Historic Review for Amusement Parks by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 22: World 15-Year Perspective for Amusement Parks by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 23: World Recent Past, Current & Future Analysis for Arcade Studios by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 24: World Historic Review for Arcade Studios by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 25: World 15-Year Perspective for Arcade Studios by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 26: World Recent Past, Current & Future Analysis for 4D Films by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 27: World Historic Review for 4D Films by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 28: World 15-Year Perspective for 4D Films by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
    • TABLE 29: USA Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 30: USA Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 31: USA 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 32: USA Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 33: USA Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 34: USA 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 35: USA Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 36: USA Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 37: USA 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • CANADA
    • TABLE 38: Canada Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 39: Canada Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 40: Canada 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 41: Canada Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 42: Canada Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 43: Canada 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 44: Canada Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 45: Canada Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 46: Canada 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • JAPAN
    • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
    • TABLE 47: Japan Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 48: Japan Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 49: Japan 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 50: Japan Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 51: Japan Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 52: Japan 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 53: Japan Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 54: Japan Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 55: Japan 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • CHINA
    • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
    • TABLE 56: China Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 57: China Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 58: China 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 59: China Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 60: China Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 61: China 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 62: China Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 63: China Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 64: China 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • EUROPE
    • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
    • TABLE 65: Europe Recent Past, Current & Future Analysis for Location-based Entertainment by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 66: Europe Historic Review for Location-based Entertainment by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 67: Europe 15-Year Perspective for Location-based Entertainment by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2015, 2025 & 2030
    • TABLE 68: Europe Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 69: Europe Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 70: Europe 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 71: Europe Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 72: Europe Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 73: Europe 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 74: Europe Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 75: Europe Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 76: Europe 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • FRANCE
    • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
    • TABLE 77: France Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 78: France Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 79: France 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 80: France Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 81: France Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 82: France 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 83: France Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 84: France Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 85: France 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • GERMANY
    • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
    • TABLE 86: Germany Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 87: Germany Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 88: Germany 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 89: Germany Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 90: Germany Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 91: Germany 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 92: Germany Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 93: Germany Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 94: Germany 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • ITALY
    • TABLE 95: Italy Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 96: Italy Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 97: Italy 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 98: Italy Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 99: Italy Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 100: Italy 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 101: Italy Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 102: Italy Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 103: Italy 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • UNITED KINGDOM
    • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
    • TABLE 104: UK Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 105: UK Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 106: UK 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 107: UK Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 108: UK Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 109: UK 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 110: UK Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 111: UK Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 112: UK 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • SPAIN
    • TABLE 113: Spain Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 114: Spain Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 115: Spain 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 116: Spain Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 117: Spain Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 118: Spain 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 119: Spain Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 120: Spain Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 121: Spain 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • RUSSIA
    • TABLE 122: Russia Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 123: Russia Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 124: Russia 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 125: Russia Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 126: Russia Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 127: Russia 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 128: Russia Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 129: Russia Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 130: Russia 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • REST OF EUROPE
    • TABLE 131: Rest of Europe Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 132: Rest of Europe Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 133: Rest of Europe 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 134: Rest of Europe Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 135: Rest of Europe Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 136: Rest of Europe 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 137: Rest of Europe Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 138: Rest of Europe Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 139: Rest of Europe 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • ASIA-PACIFIC
    • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
    • TABLE 140: Asia-Pacific Recent Past, Current & Future Analysis for Location-based Entertainment by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 141: Asia-Pacific Historic Review for Location-based Entertainment by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 142: Asia-Pacific 15-Year Perspective for Location-based Entertainment by Geographic Region - Percentage Breakdown of Value Sales for Australia, India, South Korea and Rest of Asia-Pacific Markets for Years 2015, 2025 & 2030
    • TABLE 143: Asia-Pacific Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 144: Asia-Pacific Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 145: Asia-Pacific 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 146: Asia-Pacific Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 147: Asia-Pacific Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 148: Asia-Pacific 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 149: Asia-Pacific Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 150: Asia-Pacific Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 151: Asia-Pacific 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • AUSTRALIA
    • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Australia for 2025 (E)
    • TABLE 152: Australia Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 153: Australia Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 154: Australia 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 155: Australia Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 156: Australia Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 157: Australia 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 158: Australia Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 159: Australia Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 160: Australia 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • INDIA
    • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in India for 2025 (E)
    • TABLE 161: India Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 162: India Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 163: India 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 164: India Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 165: India Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 166: India 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 167: India Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 168: India Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 169: India 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • SOUTH KOREA
    • TABLE 170: South Korea Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 171: South Korea Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 172: South Korea 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 173: South Korea Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 174: South Korea Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 175: South Korea 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 176: South Korea Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 177: South Korea Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 178: South Korea 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • REST OF ASIA-PACIFIC
    • TABLE 179: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 180: Rest of Asia-Pacific Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 181: Rest of Asia-Pacific 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 182: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 183: Rest of Asia-Pacific Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 184: Rest of Asia-Pacific 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 185: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 186: Rest of Asia-Pacific Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 187: Rest of Asia-Pacific 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • LATIN AMERICA
    • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Latin America for 2025 (E)
    • TABLE 188: Latin America Recent Past, Current & Future Analysis for Location-based Entertainment by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 189: Latin America Historic Review for Location-based Entertainment by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 190: Latin America 15-Year Perspective for Location-based Entertainment by Geographic Region - Percentage Breakdown of Value Sales for Argentina, Brazil, Mexico and Rest of Latin America Markets for Years 2015, 2025 & 2030
    • TABLE 191: Latin America Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 192: Latin America Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 193: Latin America 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 194: Latin America Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 195: Latin America Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 196: Latin America 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 197: Latin America Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 198: Latin America Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 199: Latin America 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • ARGENTINA
    • TABLE 200: Argentina Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 201: Argentina Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 202: Argentina 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 203: Argentina Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 204: Argentina Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 205: Argentina 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 206: Argentina Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 207: Argentina Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 208: Argentina 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • BRAZIL
    • TABLE 209: Brazil Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 210: Brazil Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 211: Brazil 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 212: Brazil Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 213: Brazil Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 214: Brazil 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 215: Brazil Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 216: Brazil Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 217: Brazil 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • MEXICO
    • TABLE 218: Mexico Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 219: Mexico Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 220: Mexico 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 221: Mexico Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 222: Mexico Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 223: Mexico 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 224: Mexico Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 225: Mexico Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 226: Mexico 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • REST OF LATIN AMERICA
    • TABLE 227: Rest of Latin America Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 228: Rest of Latin America Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 229: Rest of Latin America 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 230: Rest of Latin America Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 231: Rest of Latin America Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 232: Rest of Latin America 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 233: Rest of Latin America Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 234: Rest of Latin America Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 235: Rest of Latin America 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • MIDDLE EAST
    • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Middle East for 2025 (E)
    • TABLE 236: Middle East Recent Past, Current & Future Analysis for Location-based Entertainment by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 237: Middle East Historic Review for Location-based Entertainment by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 238: Middle East 15-Year Perspective for Location-based Entertainment by Geographic Region - Percentage Breakdown of Value Sales for Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets for Years 2015, 2025 & 2030
    • TABLE 239: Middle East Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 240: Middle East Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 241: Middle East 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 242: Middle East Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 243: Middle East Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 244: Middle East 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 245: Middle East Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 246: Middle East Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 247: Middle East 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • IRAN
    • TABLE 248: Iran Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 249: Iran Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 250: Iran 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 251: Iran Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 252: Iran Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 253: Iran 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 254: Iran Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 255: Iran Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 256: Iran 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • ISRAEL
    • TABLE 257: Israel Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 258: Israel Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 259: Israel 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 260: Israel Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 261: Israel Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 262: Israel 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 263: Israel Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 264: Israel Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 265: Israel 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • SAUDI ARABIA
    • TABLE 266: Saudi Arabia Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 267: Saudi Arabia Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 268: Saudi Arabia 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 269: Saudi Arabia Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 270: Saudi Arabia Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 271: Saudi Arabia 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 272: Saudi Arabia Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 273: Saudi Arabia Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 274: Saudi Arabia 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • UNITED ARAB EMIRATES
    • TABLE 275: UAE Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 276: UAE Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 277: UAE 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 278: UAE Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 279: UAE Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 280: UAE 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 281: UAE Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 282: UAE Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 283: UAE 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • REST OF MIDDLE EAST
    • TABLE 284: Rest of Middle East Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 285: Rest of Middle East Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 286: Rest of Middle East 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 287: Rest of Middle East Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 288: Rest of Middle East Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 289: Rest of Middle East 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 290: Rest of Middle East Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 291: Rest of Middle East Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 292: Rest of Middle East 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030
  • AFRICA
    • Location-based Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Africa for 2025 (E)
    • TABLE 293: Africa Recent Past, Current & Future Analysis for Location-based Entertainment by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 294: Africa Historic Review for Location-based Entertainment by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 295: Africa 15-Year Perspective for Location-based Entertainment by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 296: Africa Recent Past, Current & Future Analysis for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 297: Africa Historic Review for Location-based Entertainment by Technology - 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 298: Africa 15-Year Perspective for Location-based Entertainment by Technology - Percentage Breakdown of Value Sales for 2-Dimensional, 3- & 4-Dimensional and Cloud Merged Reality for the Years 2015, 2025 & 2030
    • TABLE 299: Africa Recent Past, Current & Future Analysis for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 300: Africa Historic Review for Location-based Entertainment by End-Use - Amusement Parks, Arcade Studios and 4D Films Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 301: Africa 15-Year Perspective for Location-based Entertainment by End-Use - Percentage Breakdown of Value Sales for Amusement Parks, Arcade Studios and 4D Films for the Years 2015, 2025 & 2030

IV. COMPETITION