デフォルト表紙
市場調査レポート
商品コード
1618537

位置情報エンターテインメント市場:コンポーネント、技術、タイプ、用途/機能、最終用途別-2025年~2030年の世界予測

Location-Based Entertainment Market by Component (Hardware, Services, Software), Technology (5G & Networking, Augmented Reality, Mixed Reality), Type, Application/Function, End Use - Global Forecast 2025-2030


出版日
発行
360iResearch
ページ情報
英文 188 Pages
納期
即日から翌営業日
カスタマイズ可能
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=143.57円
位置情報エンターテインメント市場:コンポーネント、技術、タイプ、用途/機能、最終用途別-2025年~2030年の世界予測
出版日: 2024年12月01日
発行: 360iResearch
ページ情報: 英文 188 Pages
納期: 即日から翌営業日
GIIご利用のメリット
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  • 概要
  • 図表
  • 目次
概要

位置情報エンターテインメント市場は、2023年に47億3,000万米ドルと評価され、2024年には57億2,000万米ドルに達すると予測され、CAGR 22.78%で成長し、2030年には199億3,000万米ドルになると予測されています。

位置情報エンターテインメント(LBE)とは、特定の地理的場所に結びついたエンターテインメント体験のことで、多くの場合、家庭では再現できない没入感やインタラクティブな体験を生み出すように設計されています。これには、テーマパーク、アーケード、仮想現実や拡張現実センターなどのアトラクションが含まれます。その必要性から、LBEは消費者に、従来のメディア消費を超えた社会的交流やユニークな体験の機会を提供し、エンターテインメント分野の重要な要素となっています。その用途は、家族連れ、観光客、ゲーム愛好家など様々なエンドユーザー層にまたがり、脱出部屋から高度なシミュレーション乗り物に至るまで多様な体験を提供しています。主な成長要因としては、VRとARの技術的進歩、レクリエーションに対する消費支出の増加、パーソナライズされた体験に対する需要の高まりなどが挙げられます。しかし、インタラクティブ技術の統合、ストーリーテリング手法の多様化、こうしたエンターテインメント分野のインフラが整備されつつある新興国市場への進出には機会があります。テクノロジーに精通した若い観客を惹きつけるために、企業はモバイルアプリや位置情報ベースのゲーム体験に投資することが推奨されます。このような機会はあるもの、初期投資コストの高さ、消費者の嗜好の変化、(COVID-19パンデミックのような)不測の事態による経済的影響といった課題が潜在的な制約となっています。さらに、特にVRアプリケーションにおけるデータ・セキュリティに関する法的・規制的課題も大きなハードルとなっています。成長を促進するため、企業は、リアルタイムのインタラクティブ体験を向上させるための5G接続の強化、物理とデジタルのハイブリッド・プラットフォームの開発、パーソナライズされた体験を調整するためのAIへの投資などのイノベーション分野に注力することが推奨されます。市場はダイナミックであり、技術的進化や消費者動向と直接的な相関関係があることが特徴です。ニッチ市場をターゲットとし、消費者インサイトに基づいてサービスを強化することで、企業は市場情勢においてより良いポジションを確立することができます。

主な市場の統計
基準年[2023] 47億3,000万米ドル
推定年[2024] 57億2,000万米ドル
予測年[2030] 199億3,000万米ドル
CAGR(%) 22.78%

市場力学:急速に進化する位置情報エンターテインメント市場の主要市場インサイトを公開

位置情報エンターテインメント市場は、需要と供給のダイナミックな相互作用によって変貌を遂げています。このような市場力学の進化を理解することで、企業は十分な情報に基づいた投資決定、戦略的決定の精緻化、そして新たなビジネスチャンスの獲得に備えることができます。これらの動向を包括的に把握することで、企業は政治的、地理的、技術的、社会的、経済的な領域にわたる様々なリスクを軽減することができ、また、消費者行動とそれが製造コストや購買動向に与える影響をより明確に理解することができます。

  • 市場促進要因
    • アミューズメントパーク、3D、4D映画に対する消費者の傾向の高まり
    • 世界の観光産業の急拡大
    • 360度コンテンツとクラウド融合現実の高い可能性
  • 市場抑制要因
    • 高い投資コストと位置情報エンターテインメントの安全性の問題
  • 市場機会
    • 没入型体験を提供するための先端技術統合のイントロダクションの増加
    • アミューズメントパークやゲーム産業の拡大に向けた投資の増加
  • 市場の課題
    • 位置情報エンターテインメントに関する技術的課題

ポーターのファイブフォース:位置情報エンターテインメント市場をナビゲートする戦略ツール

ポーターのファイブフォースフレームワークは、位置情報エンターテインメント市場の競合情勢を理解するための重要なツールです。ポーターのファイブフォース・フレームワークは、企業の競争力を評価し、戦略的機会を探るための明確な手法を提供します。このフレームワークは、企業が市場内の勢力図を評価し、新規事業の収益性を判断するのに役立ちます。これらの洞察により、企業は自社の強みを活かし、弱みに対処し、潜在的な課題を回避することができ、より強靭な市場でのポジショニングを確保することができます。

PESTLE分析:位置情報エンターテインメント市場における外部からの影響の把握

外部マクロ環境要因は、位置情報エンターテインメント市場の業績ダイナミクスを形成する上で極めて重要な役割を果たします。政治的、経済的、社会的、技術的、法的、環境的要因の分析は、これらの影響をナビゲートするために必要な情報を提供します。PESTLE要因を調査することで、企業は潜在的なリスクと機会をよりよく理解することができます。この分析により、企業は規制、消費者の嗜好、経済動向の変化を予測し、先を見越した積極的な意思決定を行う準備ができます。

市場シェア分析位置情報エンターテインメント市場における競合情勢の把握

位置情報エンターテインメント市場の詳細な市場シェア分析により、ベンダーの業績を包括的に評価することができます。企業は、収益、顧客ベース、成長率などの主要指標を比較することで、競争上のポジショニングを明らかにすることができます。この分析により、市場の集中、断片化、統合の動向が明らかになり、ベンダーは競争が激化する中で自社の地位を高める戦略的意思決定を行うために必要な知見を得ることができます。

FPNVポジショニング・マトリックス位置情報エンターテインメント市場におけるベンダーのパフォーマンス評価

FPNVポジショニングマトリックスは、位置情報エンターテインメント市場においてベンダーを評価するための重要なツールです。このマトリックスにより、ビジネス組織はベンダーのビジネス戦略と製品満足度に基づき評価することで、目標に沿った十分な情報に基づいた意思決定を行うことができます。4つの象限によりベンダーを明確かつ的確にセグメント化し、戦略目標に最適なパートナーやソリューションを特定することができます。

戦略分析と推奨位置情報エンターテインメント市場における成功への道筋を描く

位置情報エンターテインメント市場の戦略分析は、世界市場でのプレゼンス強化を目指す企業にとって不可欠です。主要なリソース、能力、業績指標を検討することで、企業は成長機会を特定し、改善に取り組むことができます。このアプローチにより、競合情勢における課題を克服し、新たなビジネスチャンスを活かして長期的な成功を収めるための体制を整えることができます。

本レポートでは、主要な注目分野を網羅した市場の包括的な分析を提供しています:

1.市場の浸透度:現在の市場環境の詳細なレビュー、主要企業による広範なデータ、市場でのリーチと全体的な影響力の評価。

2.市場の開拓度:新興市場における成長機会を特定し、既存分野における拡大可能性を評価し、将来の成長に向けた戦略的ロードマップを提供します。

3.市場の多様化:最近の製品発売、未開拓の地域、業界の主要な進歩、市場を形成する戦略的投資を分析します。

4.競合の評価と情報:競合情勢を徹底的に分析し、市場シェア、事業戦略、製品ポートフォリオ、認証、規制当局の承認、特許動向、主要企業の技術進歩などを検証します。

5.製品開発およびイノベーション:将来の市場成長を促進すると期待される最先端技術、研究開発活動、製品イノベーションをハイライトしています。

また、利害関係者が十分な情報を得た上で意思決定できるよう、重要な質問にも答えています:

1.現在の市場規模と今後の成長予測は?

2.最高の投資機会を提供する製品、セグメント、地域はどこか?

3.市場を形成する主な技術動向と規制の影響とは?

4.主要ベンダーの市場シェアと競合ポジションは?

5.ベンダーの市場参入・撤退戦略の原動力となる収益源と戦略的機会は何か?

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映画に対する消費者の嗜好の高まり
      • 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統合現実の高い可能性
    • 抑制要因
      • 位置情報エンターテインメントの投資コストの高さと安全性の問題
    • 機会
      • 没入型体験を提供するために高度な技術を統合する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
      • 位置情報エンターテインメントに関連する技術的な課題
  • 市場セグメンテーション分析
    • タイプ:乗り物、ショー、その他のアトラクションを備えたテーマパークの利用の急増
    • アプリケーション/機能:エンターテインメント分野における位置情報エンターテインメント(LBE)の採用の進化
  • ポーターのファイブフォース分析
  • PESTEL分析
    • 政治的
    • 経済
    • 社交
    • 技術的
    • 法律上
    • 環境

第6章 位置情報エンターテインメント市場:コンポーネント別

  • ハードウェア
  • サービス
  • ソフトウェア

第7章 位置情報エンターテインメント市場:技術別

  • 5Gとネットワーキング
  • 拡張現実
  • 複合現実
  • バーチャルリアリティ

第8章 位置情報エンターテインメント市場:タイプ別

  • アーケード
  • 脱出ゲーム
  • ファミリーエンターテイメントセンター
  • テーマパーク

第9章 位置情報エンターテインメント市場アプリケーション/機能別

  • 企業研修
  • 教育
  • エンターテインメント
  • 観光

第10章 位置情報エンターテインメント市場:最終用途別

  • 商用利用
  • 消費者の使用
  • 教育機関

第11章 南北アメリカの位置情報エンターテインメント市場

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

第12章 アジア太平洋地域の位置情報エンターテインメント市場

  • 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13章 欧州・中東・アフリカの位置情報エンターテインメント市場

  • 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14章 競合情勢

  • 市場シェア分析2023
  • FPNVポジショニングマトリックス, 2023
  • 競合シナリオ分析
    • iQIYIがマカオにイマーシブシアターをオープン、位置情報エンターテインメントにおける大きな前進
    • Sandbox VRが中東のアパレルグループと戦略的フランチャイズパートナーシップを締結
    • ハーシー、新事業で位置情報エンターテインメントに進出
  • 戦略分析と提言

企業一覧

  • 4Experience sp. z o.o.
  • AEON Fantasy Co.,Ltd.
  • Barron Games International
  • CyberGlove Systems LLC
  • Dreamscape Immersive, Inc.
  • Falcon's Beyond Global, LLC
  • Fantawild Holdings Inc.
  • Fennec Labs Ltd.
  • Google LLC by Alphabet, Inc.
  • Habo Studio Inc.
  • HQ Software
  • HTC Corporation
  • Huawei Technologies Co., Ltd.
  • IMAX Corporation
  • KABUM S.N.C.
  • Kingsmen Creatives Ltd.
  • Magic Leap Inc.
  • Microsoft Corporation
  • NBCUniversal Media, LLC
  • Niantic Inc.
  • Panasonic Holdings Corporation
  • Samsung Electronics Co. Ltd.
  • Sandbox VR, Inc.
  • Sony Group Corporation
  • SpringboardVR by Vertigo Studios B.V.
  • Starbreeze AB
  • Tencent Holdings Ltd.
  • The VOID LLC
  • Vicon Motion Systems Limited by Oxford Metrics PLC
  • Zero Latency Pty Ltd.
図表

LIST OF FIGURES

  • FIGURE 1. LOCATION-BASED ENTERTAINMENT MARKET RESEARCH PROCESS
  • FIGURE 2. LOCATION-BASED ENTERTAINMENT MARKET SIZE, 2023 VS 2030
  • FIGURE 3. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 5. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 6. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2023 VS 2030 (%)
  • FIGURE 7. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 10. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2023 VS 2030 (%)
  • FIGURE 11. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 12. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2023 VS 2030 (%)
  • FIGURE 13. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 14. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2023 VS 2030 (%)
  • FIGURE 15. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 16. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 17. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 18. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 19. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 20. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 21. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 22. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 23. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 24. LOCATION-BASED ENTERTAINMENT MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 25. LOCATION-BASED ENTERTAINMENT MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. LOCATION-BASED ENTERTAINMENT MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. LOCATION-BASED ENTERTAINMENT MARKET DYNAMICS
  • TABLE 7. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY HARDWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY SERVICES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY 5G & NETWORKING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY AUGMENTED REALITY, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY MIXED REALITY, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY VIRTUAL REALITY, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 16. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 17. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY ARCADES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 18. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY ESCAPE ROOMS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 19. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY FAMILY ENTERTAINMENT CENTERS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 20. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY THEME PARKS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 21. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 22. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY CORPORATE TRAINING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 23. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY EDUCATION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 24. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY ENTERTAINMENT, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 25. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TOURISM, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 26. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 27. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMMERCIAL USE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 28. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY CONSUMER USE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 29. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY EDUCATIONAL INSTITUTIONS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 30. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 31. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 32. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 33. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 34. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 35. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 36. ARGENTINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 37. ARGENTINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 38. ARGENTINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 39. ARGENTINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 40. ARGENTINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 41. BRAZIL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 42. BRAZIL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 43. BRAZIL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 44. BRAZIL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 45. BRAZIL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 46. CANADA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 47. CANADA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 48. CANADA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 49. CANADA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 50. CANADA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 51. MEXICO LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 52. MEXICO LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 53. MEXICO LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 54. MEXICO LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 55. MEXICO LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 56. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 57. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 58. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 59. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 60. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 61. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 62. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 63. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 64. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 65. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 66. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 67. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 68. AUSTRALIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 69. AUSTRALIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 70. AUSTRALIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 71. AUSTRALIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 72. AUSTRALIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 73. CHINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 74. CHINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 75. CHINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 76. CHINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 77. CHINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 78. INDIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 79. INDIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 80. INDIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 81. INDIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 82. INDIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 83. INDONESIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 84. INDONESIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 85. INDONESIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 86. INDONESIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 87. INDONESIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 88. JAPAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 89. JAPAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 90. JAPAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 91. JAPAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 92. JAPAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 93. MALAYSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 94. MALAYSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 95. MALAYSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 96. MALAYSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 97. MALAYSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 98. PHILIPPINES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 99. PHILIPPINES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 100. PHILIPPINES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 101. PHILIPPINES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 102. PHILIPPINES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 103. SINGAPORE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 104. SINGAPORE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 105. SINGAPORE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 106. SINGAPORE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 107. SINGAPORE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 108. SOUTH KOREA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 109. SOUTH KOREA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 110. SOUTH KOREA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 111. SOUTH KOREA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 112. SOUTH KOREA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 113. TAIWAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 114. TAIWAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 115. TAIWAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 116. TAIWAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 117. TAIWAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 118. THAILAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 119. THAILAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 120. THAILAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 121. THAILAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 122. THAILAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 123. VIETNAM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 124. VIETNAM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 125. VIETNAM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 126. VIETNAM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 127. VIETNAM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 128. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 129. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 130. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 131. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 132. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 133. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 134. DENMARK LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 135. DENMARK LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 136. DENMARK LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 137. DENMARK LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 138. DENMARK LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 139. EGYPT LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 140. EGYPT LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 141. EGYPT LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 142. EGYPT LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 143. EGYPT LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 144. FINLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 145. FINLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 146. FINLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 147. FINLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 148. FINLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 149. FRANCE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 150. FRANCE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 151. FRANCE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 152. FRANCE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 153. FRANCE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 154. GERMANY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 155. GERMANY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 156. GERMANY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 157. GERMANY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 158. GERMANY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 159. ISRAEL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 160. ISRAEL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 161. ISRAEL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 162. ISRAEL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 163. ISRAEL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 164. ITALY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 165. ITALY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 166. ITALY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 167. ITALY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 168. ITALY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 169. NETHERLANDS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 170. NETHERLANDS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 171. NETHERLANDS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 172. NETHERLANDS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 173. NETHERLANDS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 174. NIGERIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 175. NIGERIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 176. NIGERIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 177. NIGERIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 178. NIGERIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 179. NORWAY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 180. NORWAY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 181. NORWAY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 182. NORWAY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 183. NORWAY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 184. POLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 185. POLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 186. POLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 187. POLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 188. POLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 189. QATAR LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 190. QATAR LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 191. QATAR LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 192. QATAR LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 193. QATAR LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 194. RUSSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 195. RUSSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 196. RUSSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 197. RUSSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 198. RUSSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 199. SAUDI ARABIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 200. SAUDI ARABIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 201. SAUDI ARABIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 202. SAUDI ARABIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 203. SAUDI ARABIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 204. SOUTH AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 205. SOUTH AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 206. SOUTH AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 207. SOUTH AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 208. SOUTH AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 209. SPAIN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 210. SPAIN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 211. SPAIN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 212. SPAIN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 213. SPAIN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 214. SWEDEN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 215. SWEDEN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 216. SWEDEN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 217. SWEDEN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 218. SWEDEN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 219. SWITZERLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 220. SWITZERLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 221. SWITZERLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 222. SWITZERLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 223. SWITZERLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 224. TURKEY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 225. TURKEY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 226. TURKEY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 227. TURKEY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 228. TURKEY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 229. UNITED ARAB EMIRATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 230. UNITED ARAB EMIRATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 231. UNITED ARAB EMIRATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 232. UNITED ARAB EMIRATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 233. UNITED ARAB EMIRATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 234. UNITED KINGDOM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 235. UNITED KINGDOM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 236. UNITED KINGDOM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 237. UNITED KINGDOM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 238. UNITED KINGDOM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 239. LOCATION-BASED ENTERTAINMENT MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 240. LOCATION-BASED ENTERTAINMENT MARKET, FPNV POSITIONING MATRIX, 2023
目次
Product Code: MRR-435D2C369F36

The Location-Based Entertainment Market was valued at USD 4.73 billion in 2023, expected to reach USD 5.72 billion in 2024, and is projected to grow at a CAGR of 22.78%, to USD 19.93 billion by 2030.

Location-Based Entertainment (LBE) refers to entertainment experiences that are tied to a specific geographic location, often designed to create immersive, interactive experiences that can't be replicated at home. This includes attractions such as theme parks, arcades, and virtual or augmented reality centers. In the context of its necessity, LBE offers consumers an opportunity for social interaction and unique experiences that go beyond traditional media consumption, making them a critical component of the entertainment sector. Its applications span across various end-user segments like families, tourists, and gaming enthusiasts, offering diverse experiences ranging from escape rooms to advanced simulation rides. Key growth factors include technological advancements in VR and AR, increasing consumer spending on recreation, and rising demand for personalized experiences. However, opportunities arise with the integration of interactive technologies, diversifying storytelling techniques, and expanding into emerging markets where infrastructure for such entertainment segments is developing. It's recommended that companies invest in mobile apps and location-based gaming experiences to attract tech-savvy, younger audiences. Despite these opportunities, challenges such as high initial investment costs, evolving consumer preferences, and the economic impact of unforeseen events (like the COVID-19 pandemic) are potential limitations. Additionally, legal and regulatory challenges about data security, especially in VR applications, also pose significant hurdles. To foster growth, businesses are encouraged to focus on areas of innovation such as enhancing 5G connectivity to improve real-time interactive experiences, developing hybrid physical-digital platforms, and investing in AI to tailor personalized experiences. The market is dynamic, characterized by direct correlation to technological evolutions and consumer trends, suggesting businesses should remain agile and adaptable to changing demands. By targeting niche markets and enhancing their offerings based on consumer insights, organizations can better position themselves in the LBE landscape.

KEY MARKET STATISTICS
Base Year [2023] USD 4.73 billion
Estimated Year [2024] USD 5.72 billion
Forecast Year [2030] USD 19.93 billion
CAGR (%) 22.78%

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving Location-Based Entertainment Market

The Location-Based Entertainment Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Growing consumer inclination toward amusements parks, 3D, and 4D films
    • Rapid expansion of the tourism industry worldwide
    • High potential for 360-degree content and cloud-merged reality
  • Market Restraints
    • High investment cost and safety issues with location-based entertainment
  • Market Opportunities
    • Growing introduction of integrating advanced technologies to deliver immersive experiences
    • Increase in investment to expand amusement parks and gaming industry
  • Market Challenges
    • Technical challenges associated with location-based entertainment

Porter's Five Forces: A Strategic Tool for Navigating the Location-Based Entertainment Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the Location-Based Entertainment Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the Location-Based Entertainment Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the Location-Based Entertainment Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the Location-Based Entertainment Market

A detailed market share analysis in the Location-Based Entertainment Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the Location-Based Entertainment Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the Location-Based Entertainment Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Strategy Analysis & Recommendation: Charting a Path to Success in the Location-Based Entertainment Market

A strategic analysis of the Location-Based Entertainment Market is essential for businesses looking to strengthen their global market presence. By reviewing key resources, capabilities, and performance indicators, business organizations can identify growth opportunities and work toward improvement. This approach helps businesses navigate challenges in the competitive landscape and ensures they are well-positioned to capitalize on newer opportunities and drive long-term success.

Key Company Profiles

The report delves into recent significant developments in the Location-Based Entertainment Market, highlighting leading vendors and their innovative profiles. These include 4Experience sp. z o.o., AEON Fantasy Co.,Ltd., Barron Games International, CyberGlove Systems LLC, Dreamscape Immersive, Inc., Falcon's Beyond Global, LLC, Fantawild Holdings Inc., Fennec Labs Ltd., Google LLC by Alphabet, Inc., Habo Studio Inc., HQ Software, HTC Corporation, Huawei Technologies Co., Ltd., IMAX Corporation, KABUM S.N.C., Kingsmen Creatives Ltd., Magic Leap Inc., Microsoft Corporation, NBCUniversal Media, LLC, Niantic Inc., Panasonic Holdings Corporation, Samsung Electronics Co. Ltd., Sandbox VR, Inc., Sony Group Corporation, SpringboardVR by Vertigo Studios B.V., Starbreeze AB, Tencent Holdings Ltd., The VOID LLC, Vicon Motion Systems Limited by Oxford Metrics PLC, and Zero Latency Pty Ltd..

Market Segmentation & Coverage

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

  • Based on Component, market is studied across Hardware, Services, and Software.
  • Based on Technology, market is studied across 5G & Networking, Augmented Reality, Mixed Reality, and Virtual Reality.
  • Based on Type, market is studied across Arcades, Escape Rooms, Family Entertainment Centers, and Theme Parks.
  • Based on Application/Function, market is studied across Corporate Training, Education, Entertainment, and Tourism.
  • Based on End Use, market is studied across Commercial Use, Consumer Use, and Educational Institutions.
  • 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 report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

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. 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

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 Segmentation Analysis
    • 5.2.1. Type: Burgeoning utilization of the theme parks featuring rides, shows, and other attractions
    • 5.2.2. Application/Function: Evolving adoption of location-based entertainment (LBE) across the entertainment sector
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. Location-Based Entertainment Market, by Component

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

7. Location-Based Entertainment Market, by Technology

  • 7.1. Introduction
  • 7.2. 5G & Networking
  • 7.3. Augmented Reality
  • 7.4. Mixed Reality
  • 7.5. Virtual Reality

8. Location-Based Entertainment Market, by Type

  • 8.1. Introduction
  • 8.2. Arcades
  • 8.3. Escape Rooms
  • 8.4. Family Entertainment Centers
  • 8.5. Theme Parks

9. Location-Based Entertainment Market, by Application/Function

  • 9.1. Introduction
  • 9.2. Corporate Training
  • 9.3. Education
  • 9.4. Entertainment
  • 9.5. Tourism

10. Location-Based Entertainment Market, by End Use

  • 10.1. Introduction
  • 10.2. Commercial Use
  • 10.3. Consumer Use
  • 10.4. Educational Institutions

11. Americas Location-Based Entertainment Market

  • 11.1. Introduction
  • 11.2. Argentina
  • 11.3. Brazil
  • 11.4. Canada
  • 11.5. Mexico
  • 11.6. United States

12. Asia-Pacific Location-Based Entertainment Market

  • 12.1. Introduction
  • 12.2. Australia
  • 12.3. China
  • 12.4. India
  • 12.5. Indonesia
  • 12.6. Japan
  • 12.7. Malaysia
  • 12.8. Philippines
  • 12.9. Singapore
  • 12.10. South Korea
  • 12.11. Taiwan
  • 12.12. Thailand
  • 12.13. Vietnam

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

  • 13.1. Introduction
  • 13.2. Denmark
  • 13.3. Egypt
  • 13.4. Finland
  • 13.5. France
  • 13.6. Germany
  • 13.7. Israel
  • 13.8. Italy
  • 13.9. Netherlands
  • 13.10. Nigeria
  • 13.11. Norway
  • 13.12. Poland
  • 13.13. Qatar
  • 13.14. Russia
  • 13.15. Saudi Arabia
  • 13.16. South Africa
  • 13.17. Spain
  • 13.18. Sweden
  • 13.19. Switzerland
  • 13.20. Turkey
  • 13.21. United Arab Emirates
  • 13.22. United Kingdom

14. Competitive Landscape

  • 14.1. Market Share Analysis, 2023
  • 14.2. FPNV Positioning Matrix, 2023
  • 14.3. Competitive Scenario Analysis
    • 14.3.1. iQIYI Launches Immersive Theater in Macao, a Significant Advancement in Location-Based Entertainment
    • 14.3.2. Sandbox VR's Strategic Franchise Partnership with Apparel Group in the Middle East
    • 14.3.3. Hershey Advances into Location-Based Entertainment with New Venture
  • 14.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. 4Experience sp. z o.o.
  • 2. AEON Fantasy Co.,Ltd.
  • 3. Barron Games International
  • 4. CyberGlove Systems LLC
  • 5. Dreamscape Immersive, Inc.
  • 6. Falcon's Beyond Global, LLC
  • 7. Fantawild Holdings Inc.
  • 8. Fennec Labs Ltd.
  • 9. Google LLC by Alphabet, Inc.
  • 10. Habo Studio Inc.
  • 11. HQ Software
  • 12. HTC Corporation
  • 13. Huawei Technologies Co., Ltd.
  • 14. IMAX Corporation
  • 15. KABUM S.N.C.
  • 16. Kingsmen Creatives Ltd.
  • 17. Magic Leap Inc.
  • 18. Microsoft Corporation
  • 19. NBCUniversal Media, LLC
  • 20. Niantic Inc.
  • 21. Panasonic Holdings Corporation
  • 22. Samsung Electronics Co. Ltd.
  • 23. Sandbox VR, Inc.
  • 24. Sony Group Corporation
  • 25. SpringboardVR by Vertigo Studios B.V.
  • 26. Starbreeze AB
  • 27. Tencent Holdings Ltd.
  • 28. The VOID LLC
  • 29. Vicon Motion Systems Limited by Oxford Metrics PLC
  • 30. Zero Latency Pty Ltd.