デフォルト表紙
市場調査レポート
商品コード
1319067

ロケーションベースエンタテインメント市場:コンポーネント別(ハードウェア、ソフトウェア)、テクノロジー別(2D、3D、クラウドマージドリアリティ)、エンドユーズ別-2023年~2030年の世界予測

Location-Based Entertainment Market by Component (Hardware, Software), Technology (2D, 3D, Cloud Merged Reality), End-Use - Cumulative Impact of COVID-19, Russia Ukraine Conflict, and High Inflation - Global Forecast 2023-2030

出版日: | 発行: 360iResearch | ページ情報: 英文 195 Pages | 納期: 即日から翌営業日

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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=157.14円
ロケーションベースエンタテインメント市場:コンポーネント別(ハードウェア、ソフトウェア)、テクノロジー別(2D、3D、クラウドマージドリアリティ)、エンドユーズ別-2023年~2030年の世界予測
出版日: 2023年06月12日
発行: 360iResearch
ページ情報: 英文 195 Pages
納期: 即日から翌営業日
ご注意事項 :
本レポートは最新情報反映のため適宜更新し、内容構成変更を行う場合があります。ご検討の際はお問い合わせください。
  • 全表示
  • 概要
  • 図表
  • 目次
概要

ロケーションベースエンタテインメントの世界市場は、2023年に47億3,769万米ドル、CAGR22.28%で大幅な成長が予測され、2030年には驚異的な199億3,236万米ドルに達する見込みです。

FPNVポジショニング・マトリックス

FPNVポジショニングマトリックスは世界のロケーションベースエンタテインメント市場を評価するために不可欠です。事業戦略や製品満足度などの主要指標を検証することで、ベンダーの包括的な評価を提供し、ユーザーが特定のニーズに基づいて情報に基づいた意思決定を行えるようにします。この高度な分析により、ベンダーは成功の度合いが異なる4つの象限に整理されます:フォアフロント(F)、パスファインダー(P)、ニッチ(N)、バイタル(V)です。

市場シェア分析

市場シェア分析では、特定の市場領域におけるベンダーの現状を洞察することができます。全体的な収益、顧客基盤、その他の主要指標に対するベンダーの貢献度を比較することで、企業が市場シェアを争う際に、自社の業績や直面している状況をより深く理解することができます。また、本分析では、調査した基準年において、特定のセクターがどの程度競合しているのか、蓄積、断片化の優位性、合併の特徴についても明らかにしています。

本レポートは、以下のポイントに関する洞察を提供します:

1.市場の浸透度:主要企業が提供する市場に関する包括的な情報を提供します。

2.市場の発展:有利な新興市場に関する詳細情報を提供し、市場の成熟セグメントにおける浸透度を分析します。

3.市場の多様化:新製品の上市、未開発地域、最近の開発、投資に関する詳細情報を提供します。

4.市場の動向:COVID-19、ロシア・ウクライナ紛争、高インフレの累積的な影響を包括的に理解することができます。

5.競合の評価と情報:主要企業の市場シェア、戦略、製品、認証、規制状況、特許状況、製造能力を網羅的に評価します。

6.製品開発およびイノベーション:将来技術、研究開発活動、画期的な製品開発に関する知的洞察を提供します。

本レポートは、以下のような質問にお答えします:

1.ロケーションベースエンタテインメントの世界市場規模および予測は?

2.予測期間中、世界のロケーションベースエンタテインメント市場を形成するCOVID-19の阻害要因と影響は?

3.ロケーションベースエンタテインメントの世界市場において予測期間中に投資すべき製品/セグメント/アプリケーション/分野は?

4.ロケーションベースエンタテインメントの世界市場における競争戦略は?

5.ロケーションベースエンタテインメントの世界市場における技術動向と規制の枠組みは?

6.ロケーションベースエンタテインメントの世界市場における主要ベンダーの市場シェアは?

7.ロケーションベースエンタテインメントの世界市場への参入には、どのような形態や戦略的な動きが適していると考えられるか?

目次

第1章 序文

第2章 調査手法

第3章 エグゼクティブサマリー

第4章 市場の概要

第5章 市場洞察

  • 市場力学
    • 促進要因
      • 遊園地、3D、4D映画への消費者の関心の高まり
      • 世界中で観光産業が急速に拡大
      • 360度コンテンツとクラウドと融合した現実の高い可能性
    • 抑制要因
      • ロケーションベースエンタテインメントの高い投資コストと安全性の問題
    • 機会
      • 没入型エクスペリエンスを提供するために統合された先進テクノロジーのイントロダクションが増加
      • 遊園地やゲーム産業の拡大に向けた投資の増加
    • 課題
      • ロケーションベースエンタテインメントに関連する技術的な課題
  • 市場動向
  • COVID-19の累積的な影響
  • ロシア・ウクライナ紛争の累積的影響
  • 高インフレの累積的影響
  • ポーターのファイブフォース分析
  • バリューチェーンとクリティカルパス分析
  • 規制の枠組み
  • 顧客のカスタマイズ

第6章 ロケーションベースエンタテインメント市場:コンポーネント別

  • ハードウェア
  • ソフトウェア

第7章 ロケーションベースエンタテインメント市場:技術別

  • 2D
  • 3D
  • クラウドと融合した現実

第8章 ロケーションベースエンタテインメント市場:最終用途別

  • 4D映画
  • 遊園地
  • アーケードスタジオ

第9章 南北アメリカのロケーションベースエンタテインメント市場

  • アルゼンチン
  • ブラジル
  • カナダ
  • メキシコ
  • 米国

第10章 アジア太平洋地域のロケーションベースエンタテインメント市場

  • オーストラリア
  • 中国
  • インド
  • インドネシア
  • 日本
  • マレーシア
  • フィリピン
  • シンガポール
  • 韓国
  • 台湾
  • タイ
  • ベトナム

第11章 欧州・中東・アフリカのロケーションベースエンタテインメント市場

  • デンマーク
  • エジプト
  • フィンランド
  • フランス
  • ドイツ
  • イスラエル
  • イタリア
  • オランダ
  • ナイジェリア
  • ノルウェー
  • ポーランド
  • カタール
  • ロシア
  • サウジアラビア
  • 南アフリカ
  • スペイン
  • スウェーデン
  • スイス
  • トルコ
  • アラブ首長国連邦
  • 英国

第12章 競合情勢

  • FPNVポジショニングマトリクス
  • 市場シェア分析:主要企業別
  • 競合シナリオ分析:主要企業別
    • 合併・買収
    • 契約、コラボレーション、パートナーシップ
    • 新製品発売と機能強化
    • 投資、資金調達
    • 受賞・表彰・拡大

第13章 掲載企業一覧

第14章 付録

  • ディスカッションガイド
  • ライセンスと価格について
図表

LIST OF FIGURES

  • FIGURE 1. LOCATION-BASED ENTERTAINMENT MARKET RESEARCH PROCESS
  • FIGURE 2. LOCATION-BASED ENTERTAINMENT MARKET SIZE, 2022 VS 2030
  • FIGURE 3. LOCATION-BASED ENTERTAINMENT MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2022 VS 2030 (%)
  • FIGURE 5. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2022 VS 2030 (%)
  • FIGURE 6. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2022 VS 2030 (%)
  • FIGURE 7. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY REGION, 2022 VS 2030 (%)
  • FIGURE 8. LOCATION-BASED ENTERTAINMENT MARKET DYNAMICS
  • FIGURE 9. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 10. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 11. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 12. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 13. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY STATE, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 14. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 15. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 16. LOCATION-BASED ENTERTAINMENT MARKET, FPNV POSITIONING MATRIX, 2022
  • FIGURE 17. LOCATION-BASED ENTERTAINMENT MARKET SHARE, BY KEY PLAYER, 2022

LIST OF TABLES

  • TABLE 1. LOCATION-BASED ENTERTAINMENT MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2022
  • TABLE 3. LOCATION-BASED ENTERTAINMENT MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 5. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY HARDWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 6. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 7. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 8. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY 2D, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY 3D, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY CLOUD MERGED REALITY, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 11. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 12. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY 4D FILMS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY AMUSEMENT PARK, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY ARCADE STUDIOS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 15. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 16. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 17. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 18. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 19. ARGENTINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 20. ARGENTINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 21. ARGENTINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 22. BRAZIL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 23. BRAZIL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 24. BRAZIL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 25. CANADA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 26. CANADA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 27. CANADA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 28. MEXICO LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 29. MEXICO LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 30. MEXICO LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 31. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 32. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 33. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 34. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 35. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 36. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 37. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 38. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 39. AUSTRALIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 40. AUSTRALIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 41. AUSTRALIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 42. CHINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 43. CHINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 44. CHINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 45. INDIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 46. INDIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 47. INDIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 48. INDONESIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 49. INDONESIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 50. INDONESIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 51. JAPAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 52. JAPAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 53. JAPAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 54. MALAYSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 55. MALAYSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 56. MALAYSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 57. PHILIPPINES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 58. PHILIPPINES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 59. PHILIPPINES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 60. SINGAPORE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 61. SINGAPORE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 62. SINGAPORE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 63. SOUTH KOREA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 64. SOUTH KOREA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 65. SOUTH KOREA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 66. TAIWAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 67. TAIWAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 68. TAIWAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 69. THAILAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 70. THAILAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 71. THAILAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 72. VIETNAM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 73. VIETNAM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 74. VIETNAM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 75. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 76. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 77. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 78. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 79. DENMARK LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 80. DENMARK LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 81. DENMARK LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 82. EGYPT LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 83. EGYPT LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 84. EGYPT LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 85. FINLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 86. FINLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 87. FINLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 88. FRANCE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 89. FRANCE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 90. FRANCE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 91. GERMANY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 92. GERMANY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 93. GERMANY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 94. ISRAEL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 95. ISRAEL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 96. ISRAEL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 97. ITALY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 98. ITALY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 99. ITALY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 100. NETHERLANDS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 101. NETHERLANDS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 102. NETHERLANDS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 103. NIGERIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 104. NIGERIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 105. NIGERIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 106. NORWAY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 107. NORWAY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 108. NORWAY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 109. POLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 110. POLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 111. POLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 112. QATAR LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 113. QATAR LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 114. QATAR LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 115. RUSSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 116. RUSSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 117. RUSSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 118. SAUDI ARABIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 119. SAUDI ARABIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 120. SAUDI ARABIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 121. SOUTH AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 122. SOUTH AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 123. SOUTH AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 124. SPAIN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 125. SPAIN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 126. SPAIN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 127. SWEDEN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 128. SWEDEN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 129. SWEDEN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 130. SWITZERLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 131. SWITZERLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 132. SWITZERLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 133. TURKEY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 134. TURKEY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 135. TURKEY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 136. UNITED ARAB EMIRATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 137. UNITED ARAB EMIRATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 138. UNITED ARAB EMIRATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 139. UNITED KINGDOM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 140. UNITED KINGDOM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 141. UNITED KINGDOM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 142. LOCATION-BASED ENTERTAINMENT MARKET, FPNV POSITIONING MATRIX, 2022
  • TABLE 143. LOCATION-BASED ENTERTAINMENT MARKET SHARE, BY KEY PLAYER, 2022
  • TABLE 144. LOCATION-BASED ENTERTAINMENT MARKET LICENSE & PRICING
目次
Product Code: MRR-435D2C369F43

The Global Location-Based Entertainment Market is forecasted to grow significantly, with a projected USD 4,737.69 million in 2023 at a CAGR of 22.28% and expected to reach a staggering USD 19,932.36 million by 2030.

The Cumulative Impact of COVID-19, the Russia-Ukraine Conflict, and High Inflation is expected to have significant long-term effects on the Global Location-Based Entertainment Market. The ongoing research considers the changes in consumer behavior, supply chain disruptions, and government interventions caused by the pandemic. Similarly, the report considers the ongoing political and economic uncertainty in Eastern Europe caused by the Russia-Ukraine Conflict and its potential implications for demand-supply balances, pressure on pricing variants, and import/export and trading. Additionally, the report addresses the impact of High Inflation on the global economy and details fiscal policies measuring and reducing its effects on demand, supply, cash flow, and currency exchange.

Market Segmentation & Coverage:

This research report categorizes the Global Location-Based Entertainment Market in order to forecast the revenues and analyze trends in each of following sub-markets:

Based on Component, market is studied across Hardware and Software. The Software commanded largest market share of 55.28% in 2022, followed by Hardware.

Based on Technology, market is studied across 2D, 3D, and Cloud Merged Reality. The 3D commanded largest market share of 38.39% in 2022, followed by Cloud Merged Reality.

Based on End-Use, market is studied across 4D Films, Amusement Park, and Arcade Studios. The Amusement Park commanded largest market share of 34.58% in 2022, followed by Arcade Studios.

Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom. The Americas commanded largest market share of 40.23% in 2022, followed by Europe, Middle East & Africa.

Market Statistics:

The report provides market sizing and forecasts across 7 major currencies - USD, EUR, JPY, GBP, AUD, CAD, and CHF; multiple currency support helps organization leaders to make well-informed decisions. In this report, 2018 to 2021 are considered as historical years, 2022 is base year, 2023 is estimated year, and years from 2024 to 2030 are considered as forecast period.

FPNV Positioning Matrix:

The FPNV Positioning Matrix is essential for assessing the Global Location-Based Entertainment Market. It provides a comprehensive evaluation of vendors by examining key metrics within Business Strategy and Product Satisfaction, allowing users to make informed decisions based on their specific needs. This advanced analysis then organizes these vendors into four distinct quadrants, which represent varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital(V).

Market Share Analysis:

The Market Share Analysis offers an insightful look at the current state of vendors in a particular market space. By comparing vendor contributions to overall revenue, customer base, and other key metrics, we can give companies a greater understanding of their performance and what they are up against when competing for market share. The analysis also sheds light on just how competitive any given sector is about accumulation, fragmentation dominance, and amalgamation traits over the base year period studied.

The report provides insights on the following pointers:

1. Market Penetration: Provides comprehensive information on the market offered by the key players

2. Market Development: Provides in-depth information about lucrative emerging markets and analyzes penetration across mature segments of the markets

3. Market Diversification: Provides detailed information about new product launches, untapped geographies, recent developments, and investments

4. Market Trends: Provides comprehensive understanding of the Cumulative Impact of COVID-19, the Russia-Ukraine Conflict, and the High Inflation

5. Competitive Assessment & Intelligence: Provides an exhaustive assessment of market shares, strategies, products, certification, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players

6. Product Development & Innovation: Provides intelligent insights on future technologies, R&D activities, and breakthrough product developments

The report answers questions such as:

1. What is the market size and forecast of the Global Location-Based Entertainment Market?

2. What are the inhibiting factors and impact of COVID-19 shaping the Global Location-Based Entertainment Market during the forecast period?

3. Which are the products/segments/applications/areas to invest in over the forecast period in the Global Location-Based Entertainment Market?

4. What is the competitive strategic window for opportunities in the Global Location-Based Entertainment Market?

5. What are the technology trends and regulatory frameworks in the Global Location-Based Entertainment Market?

6. What is the market share of the leading vendors in the Global Location-Based Entertainment Market?

7. What modes and strategic moves are considered suitable for entering the Global Location-Based Entertainment Market?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Limitations
  • 1.7. Assumptions
  • 1.8. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

  • 4.1. Introduction
  • 4.2. Location-Based Entertainment Market, by Component, 2022 vs 2030
  • 4.3. Location-Based Entertainment Market, by Technology, 2022 vs 2030
  • 4.4. Location-Based Entertainment Market, by End-Use, 2022 vs 2030
  • 4.5. Location-Based Entertainment Market, by Region, 2022 vs 2030

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Growing consumer inclination toward amusements parks, 3D, and 4D films
      • 5.1.1.2. Rapid expansion of the tourism industry worldwide
      • 5.1.1.3. High potential for 360-degree content and cloud-merged reality
    • 5.1.2. Restraints
      • 5.1.2.1. High investment cost and safety issues with location-based entertainment
    • 5.1.3. Opportunities
      • 5.1.3.1. Growing introduction of integrating advanced technologies to deliver immersive experiences
      • 5.1.3.2. Increase in investment to expand amusement parks and gaming industry
    • 5.1.4. Challenges
      • 5.1.4.1. Technical challenges associated with location-based entertainment
  • 5.2. Market Trends
  • 5.3. Cumulative Impact of COVID-19
  • 5.4. Cumulative Impact of Russia-Ukraine Conflict
  • 5.5. Cumulative Impact of High Inflation
  • 5.6. Porter's Five Forces Analysis
    • 5.6.1. Threat of New Entrants
    • 5.6.2. Threat of Substitutes
    • 5.6.3. Bargaining Power of Customers
    • 5.6.4. Bargaining Power of Suppliers
    • 5.6.5. Industry Rivalry
  • 5.7. Value Chain & Critical Path Analysis
  • 5.8. Regulatory Framework
  • 5.9. Client Customization

6. Location-Based Entertainment Market, by Component

  • 6.1. Introduction
  • 6.2. Hardware
  • 6.3. Software

7. Location-Based Entertainment Market, by Technology

  • 7.1. Introduction
  • 7.2. 2D
  • 7.3. 3D
  • 7.4. Cloud Merged Reality

8. Location-Based Entertainment Market, by End-Use

  • 8.1. Introduction
  • 8.2. 4D Films
  • 8.3. Amusement Park
  • 8.4. Arcade Studios

9. Americas Location-Based Entertainment Market

  • 9.1. Introduction
  • 9.2. Argentina
  • 9.3. Brazil
  • 9.4. Canada
  • 9.5. Mexico
  • 9.6. United States

10. Asia-Pacific Location-Based Entertainment Market

  • 10.1. Introduction
  • 10.2. Australia
  • 10.3. China
  • 10.4. India
  • 10.5. Indonesia
  • 10.6. Japan
  • 10.7. Malaysia
  • 10.8. Philippines
  • 10.9. Singapore
  • 10.10. South Korea
  • 10.11. Taiwan
  • 10.12. Thailand
  • 10.13. Vietnam

11. Europe, Middle East & Africa Location-Based Entertainment Market

  • 11.1. Introduction
  • 11.2. Denmark
  • 11.3. Egypt
  • 11.4. Finland
  • 11.5. France
  • 11.6. Germany
  • 11.7. Israel
  • 11.8. Italy
  • 11.9. Netherlands
  • 11.10. Nigeria
  • 11.11. Norway
  • 11.12. Poland
  • 11.13. Qatar
  • 11.14. Russia
  • 11.15. Saudi Arabia
  • 11.16. South Africa
  • 11.17. Spain
  • 11.18. Sweden
  • 11.19. Switzerland
  • 11.20. Turkey
  • 11.21. United Arab Emirates
  • 11.22. United Kingdom

12. Competitive Landscape

  • 12.1. FPNV Positioning Matrix
  • 12.2. Market Share Analysis, By Key Player
  • 12.3. Competitive Scenario Analysis, By Key Player
    • 12.3.1. Merger & Acquisition
      • 12.3.1.1. Live Nation Announces Acquisition of Majority Interest In Clockenflap Festivals And Clockenflap Presents In Hong Kong
      • 12.3.1.2. H.I.G. Capital Completes Acquisition of Family Entertainment Group
    • 12.3.2. Agreement, Collaboration, & Partnership
      • 12.3.2.1. Six Flags Entertainment and Coca-Cola Extend Long-Time Strategic Partnership
      • 12.3.2.2. South Korean theme park announces collaboration with SM Entertainment on artist-themed attractions
    • 12.3.3. New Product Launch & Enhancement
      • 12.3.3.1. The Park Playground Launches Industry-First VR Experience: Nanoclash Focus
      • 12.3.3.2. Bandai Namco Toys & Collectibles America To Launch One Piece U.S.A. Tour As Part Of Largest-Ever Location-Based Entertainment Experience At Anime Expo 2022
      • 12.3.3.3. Panasonic Connect's New Visual Solutions Create Impactful and Impressive Experiences
    • 12.3.4. Investment & Funding
      • 12.3.4.1. Fever, the live-entertainment discovery platform, completes a USD 110 Million funding round
    • 12.3.5. Award, Recognition, & Expansion
      • 12.3.5.1. Palo Alto eyed for Silicon Valley-themed amusement park
      • 12.3.5.2. Crayola Announces Expansion of Its LBE Business in the U.S. Market

13. List of Company Mentioned

14. Appendix

  • 14.1. Discussion Guide
  • 14.2. License & Pricing