市場調査レポート
商品コード
1233181

ロケーションベースエンターテインメント市場規模、シェア、動向分析レポート:コンポーネント別、エンドユース別(アミューズメントパーク、アーケードスタジオ、4D映画)、テクノロジー別、地域別、セグメント予測、2023~2030年

Location-based Entertainment Market Size, Share & Trends Analysis Report By Component, By End-use (Amusement Parks, Arcade Studios, 4D Films), By Technology, By Region, And Segment Forecasts, 2023 - 2030

出版日: | 発行: Grand View Research | ページ情報: 英文 171 Pages | 納期: 2~10営業日

● お客様のご希望に応じて、既存データの加工や未掲載情報(例:国別セグメント)の追加などの対応が可能です。  詳細はお問い合わせください。

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=155.86円
ロケーションベースエンターテインメント市場規模、シェア、動向分析レポート:コンポーネント別、エンドユース別(アミューズメントパーク、アーケードスタジオ、4D映画)、テクノロジー別、地域別、セグメント予測、2023~2030年
出版日: 2023年02月14日
発行: Grand View Research
ページ情報: 英文 171 Pages
納期: 2~10営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

ロケーションベースエンターテインメント市場の成長と動向

世界のロケーションベースエンターテインメント市場規模は、2030年には247億6000万米ドルに達すると予測され、2023年から2030年までの年間平均成長率(CAGR)は28.8%で拡大すると予想されています。

この成長は、新しくエキサイティングな冒険やレジャー活動に対する消費者の支出が増加していることに起因していると考えられます。可処分所得の増加やライフスタイルの変化が、ロケーションベースエンタテインメント(LBE)の需要を促進する主な要因となっています。

ロケーションベースエンターテインメント市場の成長は、拡張現実(AR)、仮想現実(VR)、複合現実などの技術の導入により、さらに促進されています。これらの技術を組み合わせたロケーションベースエンターテインメントサービスは、来場者に没入感のあるリアルな体験を提供します。市場のプレーヤーは、より多くの訪問者を引き付けるために、1つの屋根の下でVRアトラクションを提供しています。例えば、2022年、Sandbox VRは、Park Meadows Mallのコロラドの場所に参入し、高品質のハプティクスとフルボディモーションキャプチャを組み合わせて完全な没入感を提供する、社会的没入型のゲーム体験を提供すると発表しました。

さまざまなゲーム開発会社が、それぞれの市場シェアを高めるために、VRやLBEの技術提供会社とM&Aに乗り出しています。例えば、2021年2月、VRパブリッシャーおよびゲーム開発会社であるVertigo Gamesは、LBE向けのVR会場管理ソフトウェアおよびコンテンツマーケットプレースのプロバイダーであるSpringboard VRを買収しました。この買収は、Vertigo GamesのHaze VR配信プラットフォームを通じてオペレーターにVRコンテンツへのアクセスを提供し、ゲームスタジオとオペレーターの双方にLBEビジネスを拡大するための新しいツールや技術を提供することを目的としています。

ロケーションベースエンターテインメント市場レポートハイライト

  • コンポーネント別では、消費者にハイエンドの没入体験を提供できるVRヘッドセットへの支出の増加により、2022年の総売上シェアの64.0%以上をハードウェア分野が占めました。
  • 技術別では、3D分野が2022年に43.0%近くの収益シェアを占め、予測期間中も引き続き市場を独占すると予想されます。これは、LBEサイトで大幅に展開されている3D技術拡張現実の継続的な進歩に起因しています。
  • 最終用途別では、アーケードスタジオ分野が2023年から2030年にかけて約31.0%の成長率を記録すると予想されています。
  • アジア太平洋地域市場は、2023年から2030年にかけて約31.0%のCAGRを記録すると予測されています。

目次

第1章 調査手法と範囲

  • 情報調達
    • 購入したデータベース
    • GVRの内部データベース
    • 二次情報と第三者の視点
    • 1次調査
  • 情報分析
    • データ分析モデル
  • 市場形成とデータ可視化
  • 市場の範囲と前提
  • データの検証と公開

第2章 エグゼクティブサマリー

  • ロケーションベースエンターテインメント市場のスナップショット
  • ロケーションベースエンターテインメント市場- セグメントのスナップショット(1/2)
  • ロケーションベースエンターテインメント市場- セグメントのスナップショット(2/2)
  • ロケーションベースエンターテインメント市場-競合情勢のスナップショット

第3章 市場変数、動向、範囲

  • 市場セグメンテーションと範囲
  • 市場の定義
  • 市場規模と成長見通し
  • ロケーションベースエンターテインメント市場:バリューチェーン分析
  • ロケーションベースエンターテインメント-市場力学
    • 市場促進要因分析
      • ゲームやビデオコンテンツに対する消費者支出の増加
      • VRの専門知識別革新的なコンセプトの採用の増加
      • レイドの技術革新
    • 市場抑制・課題分析
      • 高予算のインフラストラクチャ
      • 空間的な不快感と他の病気のリスク
  • ロケーションベースエンターテインメント市場:テクノロジーの情勢
    • 拡張現実
    • バーチャルリアリティ
    • 複合現実
    • 機械学習と人工知能
  • ロケーションベースエンターテインメント市場-COVID-19影響分析
  • 浸透と成長の見通しのマッピング
  • 業界分析- ポーターの5つの力
    • 供給企業の交渉力-中程度
    • 買い手の交渉力-高い
    • 代替品の脅威-低
    • 新規参入者の脅威- 中程度
    • 競争企業間の敵対関係-高
  • 業界分析-PEST
  • 国別のロケーションベースエンターテインメントセンターの総数
    • ロケーションベースエンターテインメント、地域集中
    • 最も訪問された遊園地、2021
    • 国別のロケーションベースエンターテインメントのリスト
      • 米国
      • カナダ
      • メキシコ
      • ドイツ
      • 英国
      • フランス
      • 中国
      • 日本
      • インド
      • 韓国
      • ブラジル
      • 中東とアフリカ
  • テクノロジープロバイダー別主要企業分析
    • 主なプレーヤー、戦略的イニシアチブ、および結果分析
    • 主要企業ランキング、2022年
  • サービス事業者別の主要企業分析
    • 主なプレーヤー、戦略的イニシアチブ、および結果分析
    • 主要企業ランキング、2022年

第4章 コンポーネントの推定・動向分析

  • ロケーションベースエンターテインメント市場:コンポーネントセグメント別の見通しと市場シェア 2022年および2030年
  • コンポーネントの変動分析と市場シェア、2022年と2030年
  • ハードウェア
  • ソフトウェア

第5章 最終用途タイプの推定・動向分析

  • ロケーションベースエンターテインメント市場:エンドユースセグメント別の見通しと市場シェア 2022年および2030年
  • 最終用途の変動分析と市場シェア、2022年と2030年
  • 遊園地
    • 屋内
    • アウトドア
  • アーケードスタジオ
  • 4D映画

第6章 技術タイプの推定・動向分析

  • ロケーションベースエンターテインメント市場:テクノロジーセグメント別の見通しと市場シェア 2022年および2030年
  • 技術変動分析と市場シェア、2022年と2030年
  • 2次元(2D)
  • 3次元(3D)
  • クラウドマージドリアリティ(CMR)

第7章 地域セグメント分析

  • ロケーションベースエンターテインメント市場:地域セグメント別の見通しと市場シェア 2022年および2030年
  • 地域変動分析と市場シェア、2022年と2030年
  • 北米
    • 米国
    • カナダ
    • メキシコ
  • 欧州
    • 欧州
    • ドイツ
    • 英国
    • フランス
  • アジア太平洋地域
    • アジア太平洋地域
    • 中国
    • 日本
    • インド
    • 韓国
  • 南米
    • 南米
    • ブラジル
  • 中東とアフリカ
    • 中東とアフリカ

第8章 競合情勢

  • Microsoft Corporation
    • Company Overview
    • Financial Performance
    • Product Benchmarking
    • Recent Developments
  • Google LLC
    • Company Overview
    • Financial Performance
    • Product Benchmarking
    • Recent Developments
  • HQ Software
    • Company Overview
    • Product Benchmarking
  • HTC Corporation
    • Company Overview
    • Financial Performance
    • Product Benchmarking
    • Recent Developments
  • Samsung Electronics Co. Ltd.
    • Company Overview
    • Financial Performance
    • Product Benchmarking
    • Recent Developments
  • 4Experience
    • Company Overview
    • Product Benchmarking
  • CamOnApp
    • Company Overview
    • Product Benchmarking
    • Recent Projects
  • Niantic Inc.
    • Company Overview
    • Product Benchmarking
    • Games and Apps using ar developed by Niantic
    • Recent Developments
  • Magic Leap Inc.
    • Company Overview
    • Product Benchmarking
    • Recent Developments
  • VRstudios Inc.
    • Company Overview
    • Product Benchmarking
    • Recent Developments
  • Huawei Technologies Co. Ltd.
    • Company Overview
    • Financial Performance
    • Product Benchmarking
    • Recent Developments
  • Springboard VR
    • Company Overview
    • Product Benchmarking
    • Recent Developments
      • B. Company Landscape, by Service Operator
  • Cinepolis
    • Company Overview
    • Product Benchmarking
    • Recent Developments
  • Disney Parks, Experience, and Products
    • Company Overview
    • Financial Performance
    • Product Benchmarking
    • Recent Developments
  • Universal Parks and Resorts
    • Company Overview
    • Financial Performance
    • Product Benchmarking
    • Recent Developments
  • Six Flags Entertainment Corporation
    • Company Overview
    • Financial Performance
    • List of Amusement Parks
    • Recent Developments
  • AEON Fantasy Company
    • Company Overview
    • Financial Performance
    • Brands
  • Barron Games International
    • Company Overview
    • Product Benchmarking
  • Overseas Chinese Town Enterprise Co. (OCT) Parks
    • Company Overview
    • List of Amusement Parks
  • E-Learning Studios
    • Company Overview
    • Product Benchmarking
  • KidZania Operations S.A.R.L.
    • Company Overview
    • ActivitIes Offered
  • Regal Entertainment Group
    • Company Overview
    • Product Benchmarking
  • Bob's Space Racers
    • Company Overview
    • Brands
図表

List of Tables

  • Table 1 Global Location-based Entertainment Market Size and Growth Prospects, 2018 - 2030 (USD Million)
  • Table 2 Key market driver analysis
  • Table 3 Key market restraints/challenges impact
  • Table 4 Most visited amusement parks, 2021
  • Table 5 U.S. location-based entertainment facility
  • Table 6 Canada location-based entertainment facility
  • Table 7 Mexico location-based entertainment facility
  • Table 8 Germany location-based entertainment facility
  • Table 9 U.K. location-based entertainment facility
  • Table 10 France location-based entertainment facility
  • Table 11 China location-based entertainment facility
  • Table 12 Japan location-based entertainment facility
  • Table 13 India location-based entertainment facility
  • Table 14 South Korea location-based entertainment facility
  • Table 15 Brazil location-based entertainment facility
  • Table 16 MEA location-based entertainment facility
  • Table 17 Key Company Ranking
  • Table 18 Key Company Ranking
  • Table 19 Location-based entertainment market by hardware, by region, 2018 - 2030 (USD Million)
  • Table 20 Location-based entertainment market by software, by region, 2018 - 2030 (USD Million)
  • Table 21 Global location-based entertainment market for amusement parks, by region, 2018 - 2030 (USD Million)
  • Table 22 Global location-based entertainment market for indoor amusement parks, by region, 2018 - 2030 (USD Million)
  • Table 23 Global location-based entertainment market for outdoor amusement parks, by region, 2018 - 2030 (USD Million)
  • Table 24 Global location-based entertainment market for arcade studios, by region, 2018 - 2030 (USD Million)
  • Table 25 Global location-based entertainment market for 4D Films, by region, 2018 - 2030(USD Million)
  • Table 26 2 Dimensional (2D) market, by region, 2018 - 2030 (USD Million)
  • Table 27 3 Dimensional (3D) market, by region, 2018 - 2030 (USD Million)
  • Table 28 Cloud Merged Reality (CMR) market, by region, 2018 - 2030 (USD Million)
  • Table 29 North America Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 30 North America Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 31 North America Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 32 U.S. Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 33 U.S. Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 34 U.S. Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 35 Canada Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 36 Canada Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 37 Mexico Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 38 Mexico Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 39 Mexico Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 40 Europe Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 41 Europe Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 42 Europe Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 43 Germany Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 44 Germany Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 45 Germany Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 46 U.K. Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 47 U.K. Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 48 U.K. Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 49 France Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 50 France Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 51 France Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 52 Asia Pacific Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 53 Asia Pacific Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 54 Asia Pacific Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 55 China Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 56 China Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 57 China Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 58 Japan Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 59 Japan Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 60 Japan Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 61 India Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 62 India Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 63 India Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 64 South Korea Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 65 South Korea Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 66 South Korea Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 67 South America Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 68 South America Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 69 South America Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 70 Brazil Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 71 Brazil Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 72 Brazil Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)
  • Table 73 Middle East & Africa Location-based entertainment market, by component, 2018 - 2030 (USD Million)
  • Table 74 Middle East & Africa Location-based Entertainment market, by end-use, 2018 - 2030 (USD Million)
  • Table 75 Middle East & Africa Location-based Entertainment market, by technology, 2018 - 2030 (USD Million)

List of Figures

  • Fig. 1 Information Procurement
  • Fig. 2 Primary research pattern
  • Fig. 3 Primary research process
  • Fig. 4 Market formulation and data visualization
  • Fig. 5 Market Snapshot
  • Fig. 6 Segment Snapshot (1/2)
  • Fig. 7 Segment Snapshot (2/2)
  • Fig. 8 Competitive Landscape Snapshot
  • Fig. 9 Location-based entertainment market segmentation
  • Fig. 10 Location-based entertainment market: value chain analysis
  • Fig. 11 Location-based entertainment market: market dynamics
  • Fig. 12 Penetration & growth prospect mapping
  • Fig. 13 Industry analysis - PEST
  • Fig. 14 Location-based entertainment, regional concentration
  • Fig. 15 Key company analysis, by technology providers
  • Fig. 16 Key company analysis, by service operators
  • Fig. 17 Location-based entertainment market, by component, key takeaways
  • Fig. 18 Location-based Entertainment Market: component movement analysis, 2022 & 2030
  • Fig. 19 Location-based entertainment market, by end-use, key takeaways
  • Fig. 20 Location-based Entertainment Market: end-use movement analysis, 2022 & 2030
  • Fig. 21 Location-based Entertainment market: by technology, key takeaways
  • Fig. 22 Location-based Entertainment Market: Technology movement analysis, 2022 & 2030
  • Fig. 23 Location-based entertainment market: by region, key takeaways
  • Fig. 24 Location-based Entertainment market: Regional movement analysis, 2022 & 2030
  • Fig. 25 North America Location-based Entertainment market, 2022 & 2030 (USD Million)
  • Fig. 26 Europe Location-based Entertainment market, 2022 & 2030 (USD Million)
  • Fig. 27 Asia Pacific Location-based Entertainment market, 2022 & 2030 (USD Million)
  • Fig. 28 South America Location-based Entertainment market, 2022 & 2030 (USD Million)
  • Fig. 29 Middle East & Africa Location-based Entertainment market, 2022 & 2030 (USD Million)
目次
Product Code: GVR-4-68038-118-4

Location-based Entertainment Market Growth & Trends:

The global location-based entertainment market size is projected to reach USD 24.76 billion in 2030 and is expected to expand at a compound annual growth rate (CAGR) of 28.8% from 2023 to 2030. The growth can be credited to increasing consumer expenditure on new and exciting adventure and leisure activities. Rising disposable incomes and changing lifestyle patterns are the major factors driving the demand for location-based entertainment (LBE).

The growth of the location-based entertainment market is being further driven by the introduction of technologies, such as Augmented Reality (AR), Virtual Reality (VR), and mixed reality. These location-based entertainment services combined with these technologies provide visitors with an immersive and real-life experience. The market players are offering VR attractions under one roof to attract more visitors. For instance, in 2022, Sandbox VR announced to enter the Colorado location at Park Meadows Mall to provide a socially immersive gaming experience that combines high-quality haptics and full-body motion capture to provide complete immersion.

Various video game developers are entering into mergers and acquisitions with VR and LBE technology providers to increase their respective market shares. For instance, in February 2021, Vertigo Games, a VR publisher and game developer, acquired Springboard VR, a VR venue management software and content marketplace provider for LBE. The acquisition was aimed at offering operators access to VR content through Vertigo Games' Haze VR distribution platform and providing both game studios and operators with new tools and technology to expand their LBE business.

Location-based Entertainment Market Report Highlights:

  • In terms of component, the hardware segment accounted for over 64.0% of the total revenue share in 2022 owing to the increased spending on VR headsets that can deliver high-end immersive experiences to consumers
  • In terms of technology, the 3D segment accounted for the revenue share of nearly 43.0% in 2022 and is expected to continue dominating the market over the forecast period owing to the continued advances in 3D technology extended reality, which is substantially deployed at LBE sites
  • In terms of end-use, the arcade studios segment is expected to witness a growth rate of around 31.0% from 2023 to 2030
  • The Asia Pacific regional market is anticipated to register a CAGR of around 31.0% from 2023 to 2030

Table of Contents

Chapter 1 Methodology and Scope

  • 1.1 Information Procurement
    • 1.1.1 Purchased database
    • 1.1.2 GVR's internal database
    • 1.1.3 Secondary sources & third-party perspective
    • 1.1.4 Primary research
  • 1.2 Information Analysis
    • 1.2.1 Data Analysis Models
  • 1.3 Market Formulation and Data Visualization
  • 1.4 Market Scope and Assumptions
  • 1.5 Data Validation and Publishing

Chapter 2 Executive Summary

  • 2.1 Location-Based Entertainment Market Snapshot
  • 2.2 Location-Based Entertainment Market- Segment Snapshot (1/2)
  • 2.3 Location-Based Entertainment Market- Segment Snapshot (2/2)
  • 2.4 Location-Based Entertainment Market- Competitive Landscape Snapshot

Chapter 3 Market Variables, Trends & Scope

  • 3.1 Market Segmentation & Scope
  • 3.2 Market Definition
  • 3.3 Market Size and Growth Prospects
  • 3.4 Location-based Entertainment Market: Value Chain Analysis
  • 3.5 Location-based Entertainment - Market Dynamics
    • 3.5.1 Market Driver Analysis
      • 3.5.1.1 Increasing consumer spending on games and video content
      • 3.5.1.2 Increasing adoption of innovative concepts with VR expertise
      • 3.5.1.3 Raid Technological Innovations
    • 3.5.2 Market Restraint/Challenge Analysis
      • 3.5.2.1 High-Budget infrastructure
      • 3.5.2.2 Spatial discomfort & risk of other ailments
  • 3.6 Location-based Entertainment Market: Technology Landscape
    • 3.6.1 Augmented Reality
    • 3.6.2 Virtual Reality
    • 3.6.3 Mixed Reality
    • 3.6.4 Machine Learning and Artificial Intelligence
  • 3.7 Location-based Entertainment Market - COVID-19 Impact Analysis
  • 3.8 Penetration & Growth Prospect Mapping
  • 3.9 Industry Analysis - Porter's Five Forces
    • 3.9.1 Bargaining Power of Suppliers - Moderate
    • 3.9.2 Bargaining Power of Buyers- High
    • 3.9.3 Threat of Substitutes- Low
    • 3.9.4 Threat of New Entrant- Moderate
    • 3.9.5 Competitive Rivalry- High
  • 3.10 Industry Analysis - PEST
  • 3.11 Total Number of Location-based Entertainment Centers, By Countries
    • 3.11.1 Location-based Entertainment, Regional Concentration
    • 3.11.2 Most Visited Amusement parks, 2021
    • 3.11.3 List of Location-based Entertainment, by countries
      • 3.11.3.1 U.S.
      • 3.11.3.2 Canada
      • 3.11.3.3 Mexico
      • 3.11.3.4 Germany
      • 3.11.3.5 U.K.
      • 3.11.3.6 France
      • 3.11.3.7 China
      • 3.11.3.8 Japan
      • 3.11.3.9 India
      • 3.11.3.10 South Korea
      • 3.11.3.11 Brazil
      • 3.11.3.12 Middle East and Africa
  • 3.12 Key Company Analysis, by Technology Providers
    • 3.12.1 Key Players, strategic initiatives & outcome analysis
    • 3.12.2 Key Company Ranking, 2022
  • 3.13 Key Company Analysis, by Service Operators
    • 3.13.1 Key Players, strategic initiatives & outcome analysis
    • 3.13.2 Key Company Ranking, 2022

Chapter 4 Component Estimates and Trend Analysis

  • 4.1 Location-based Entertainment Market: By Component Segment Outlook & Market Share 2022 and 2030
  • 4.2 Component Movement Analysis & Market Share, 2022 & 2030
  • 4.3 Hardware
    • 4.3.1 Market size estimates and forecasts, 2018 - 2030 (USD Million)
  • 4.4 Software
    • 4.4.1 Market size estimates and forecasts, 2018 - 2030 (USD Million)

Chapter 5 End-Use Type Estimates and Trend Analysis

  • 5.1 Location-based Entertainment Market: By End-Use Segment Outlook & Market Share 2022 and 2030
  • 5.2 End-use Movement Analysis & Market Share, 2022 & 2030
  • 5.3 Amusement Park
    • 5.3.1 Market size estimates and forecasts, 2018 - 2030 (USD Million)
    • 5.3.2 Indoor
      • 5.3.2.1 Market size estimates and forecasts, 2018 - 2030 (USD Million)
    • 5.3.3 Outdoor
      • 5.3.3.1 Market size estimates and forecasts, 2018 - 2030 (USD Million)
  • 5.4 Arcade Studios
    • 5.4.1 Market size estimates and forecasts, 2018 - 2030 (USD Million)
  • 5.5 4D Films
    • 5.5.1 Market size estimates and forecasts, 2018 - 2030(USD Million)

Chapter 6 Technology Type Estimates and Trend Analysis

  • 6.1 Location-based Entertainment Market: By Technology Segment Outlook & Market Share 2022 and 2030
  • 6.2 Technology Movement Analysis & Market Share, 2022 & 2030
  • 6.3 2 Dimensional (2D)
    • 6.3.1 2-Dimensional (2D) Market, By Region, 2018 - 2030 (USD Million)
  • 6.4 3 Dimensional (3D)
    • 6.4.1 3-Dimensional (3D) Market, By Region, 2018 - 2030 (USD Million)
  • 6.5 Cloud Merged Reality (CMR)
    • 6.5.1 Cloud Merged Reality (CMR) Market, By Region, 2018 - 2030 (USD Million)

Chapter 7 Regional Segment Analysis

  • 7.1 Location-based Entertainment Market: By Region Segment Outlook & Market Share 2022 and 2030
  • 7.2 Regional Movement Analysis & Market Share, 2022 & 2030
  • 7.3 North America
    • 7.3.1 North America Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
    • 7.3.2 North America Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
    • 7.3.3 North America Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
    • 7.3.4 U.S.
      • 7.3.4.1 U.S. Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
      • 7.3.4.2 U.S. Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
      • 7.3.4.3 U.S. Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
    • 7.3.5 Canada
      • 7.3.5.1 Canada Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
      • 7.3.5.2 Canada Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
      • 7.3.5.3 Canada Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
    • 7.3.6 Mexico
      • 7.3.6.1 Mexico Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
      • 7.3.6.2 Mexico Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
      • 7.3.6.3 Mexico Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
  • 7.4 Europe
    • 7.4.1 Europe
    • 7.4.2 Europe Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
    • 7.4.3 Europe Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
    • 7.4.4 Europe Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
    • 7.4.5 Germany
      • 7.4.5.1 Germany Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
      • 7.4.5.2 Germany Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
      • 7.4.5.3 Germany Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
    • 7.4.6 U.K.
      • 7.4.6.1 U.K. Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
      • 7.4.6.2 U.K. Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
      • 7.4.6.3 U.K. Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
    • 7.4.7 France
      • 7.4.7.1 France Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
      • 7.4.7.2 France Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
      • 7.4.7.3 France Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
  • 7.5 Asia Pacific
    • 7.5.1 Asia Pacific
    • 7.5.2 Asia Pacific Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
    • 7.5.3 Asia Pacific Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
    • 7.5.4 Asia Pacific Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
    • 7.5.5 China
      • 7.5.5.1 China Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
      • 7.5.5.2 China Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
      • 7.5.5.3 China Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
    • 7.5.6 Japan
      • 7.5.6.1 Japan Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
      • 7.5.6.2 Japan Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
      • 7.5.6.3 Japan Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
    • 7.5.7 India
      • 7.5.7.1 India Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
      • 7.5.7.2 India Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
      • 7.5.7.3 India Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
    • 7.5.8 South Korea
      • 7.5.8.1 South Korea Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
      • 7.5.8.2 South Korea Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
      • 7.5.8.3 South Korea Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
  • 7.6 South America
    • 7.6.1 South America
    • 7.6.2 South America Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
    • 7.6.3 South America Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
    • 7.6.4 South America Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
    • 7.6.5 Brazil
      • 7.6.5.1 Brazil Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
      • 7.6.5.2 Brazil Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
      • 7.6.5.3 Brazil Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)
  • 7.7 Middle East & Africa
    • 7.7.1 Middle East & Africa
    • 7.7.2 Middle East & Africa Location-based Entertainment market, by Component, 2018 - 2030 (USD Million)
    • 7.7.3 Middle East & Africa Location-based Entertainment market, by End-Use, 2018 - 2030 (USD Million)
    • 7.7.4 Middle East & Africa Location-based Entertainment market, by Technology, 2018 - 2030 (USD Million)

Chapter 8 Competitive Landscape

      • A. Company Landscape, by Technology Provider
  • 8.1 Microsoft Corporation
    • 8.1.1 Company Overview
    • 8.1.2 Financial Performance
    • 8.1.3 Product Benchmarking
    • 8.1.4 Recent Developments
  • 8.2 Google LLC
    • 8.2.1 Company Overview
    • 8.2.2 Financial Performance
    • 8.2.3 Product Benchmarking
    • 8.2.4 Recent Developments
  • 8.3 HQ Software
    • 8.3.1 Company Overview
    • 8.3.2 Product Benchmarking
  • 8.4 HTC Corporation
    • 8.4.1 Company Overview
    • 8.4.2 Financial Performance
    • 8.4.3 Product Benchmarking
    • 8.4.4 Recent Developments
  • 8.5 Samsung Electronics Co. Ltd.
    • 8.5.1 Company Overview
    • 8.5.2 Financial Performance
    • 8.5.3 Product Benchmarking
    • 8.5.4 Recent Developments
  • 8.6 4Experience
    • 8.6.1 Company Overview
    • 8.6.2 Product Benchmarking
  • 8.7 CamOnApp
    • 8.7.1 Company Overview
    • 8.7.2 Product Benchmarking
    • 8.7.3 Recent Projects
  • 8.8 Niantic Inc.
    • 8.8.1 Company Overview
    • 8.8.2 Product Benchmarking
    • 8.8.3 Games and Apps using ar developed by Niantic
    • 8.8.4 Recent Developments
  • 8.9 Magic Leap Inc.
    • 8.9.1 Company Overview
    • 8.9.2 Product Benchmarking
    • 8.9.3 Recent Developments
  • 8.10 VRstudios Inc.
    • 8.10.1 Company Overview
    • 8.10.2 Product Benchmarking
    • 8.10.3 Recent Developments
  • 8.11 Huawei Technologies Co. Ltd.
    • 8.11.1 Company Overview
    • 8.11.2 Financial Performance
    • 8.11.3 Product Benchmarking
    • 8.11.4 Recent Developments
  • 8.12 Springboard VR
    • 8.12.1 Company Overview
    • 8.12.2 Product Benchmarking
    • 8.12.3 Recent Developments
      • B. Company Landscape, by Service Operator
  • 8.13 Cinepolis
    • 8.13.1 Company Overview
    • 8.13.2 Product Benchmarking
    • 8.13.3 Recent Developments
  • 8.14 Disney Parks, Experience, and Products
    • 8.14.1 Company Overview
    • 8.14.2 Financial Performance
    • 8.14.3 Product Benchmarking
    • 8.14.4 Recent Developments
  • 8.15 Universal Parks and Resorts
    • 8.15.1 Company Overview
    • 8.15.2 Financial Performance
    • 8.15.3 Product Benchmarking
    • 8.15.4 Recent Developments
  • 8.16 Six Flags Entertainment Corporation
    • 8.16.1 Company Overview
    • 8.16.2 Financial Performance
    • 8.16.3 List of Amusement Parks
    • 8.16.4 Recent Developments
  • 8.17 AEON Fantasy Company
    • 8.17.1 Company Overview
    • 8.17.2 Financial Performance
    • 8.17.3 Brands
  • 8.18 Barron Games International
    • 8.18.1 Company Overview
    • 8.18.2 Product Benchmarking
  • 8.19 Overseas Chinese Town Enterprise Co. (OCT) Parks
    • 8.19.1 Company Overview
    • 8.19.2 List of Amusement Parks
  • 8.20 E-Learning Studios
    • 8.20.1 Company Overview
    • 8.20.2 Product Benchmarking
  • 8.21 KidZania Operations S.A.R.L.
    • 8.21.1 Company Overview
    • 8.21.2 ActivitIes Offered
  • 8.22 Regal Entertainment Group
    • 8.22.1 Company Overview
    • 8.22.2 Product Benchmarking
  • 8.23 Bob's Space Racers
    • 8.23.1 Company Overview
    • 8.23.2 Brands