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市場調査レポート
商品コード
1660153
ロケーションベースエンタテインメント (LBE) の世界市場 (~2029年):システム (AR/VR・プロジェクションマッピング・インタラクティブゲーム)・ソフトウェア (コンテンツ管理・エクスペリエンスデザイン・分析&モニタリング)・用途 (没入型ライド・シネマティックエクスペリエンス) 別Location-based Entertainment Market by Systems (AR/VR, Projection Mapping, Interactive Gaming), Software (Content Management, Experience Design, Analytics & Monitoring), Application (Immersive Rides, Cinematic Experiences) - Global Forecast to 2029 |
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カスタマイズ可能
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ロケーションベースエンタテインメント (LBE) の世界市場 (~2029年):システム (AR/VR・プロジェクションマッピング・インタラクティブゲーム)・ソフトウェア (コンテンツ管理・エクスペリエンスデザイン・分析&モニタリング)・用途 (没入型ライド・シネマティックエクスペリエンス) 別 |
出版日: 2025年02月18日
発行: MarketsandMarkets
ページ情報: 英文 279 Pages
納期: 即納可能
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ロケーションベースエンタテインメント (LBE) の市場規模は、2024年の54億7,000万米ドルから、予測期間中はCAGR 22.9%で推移し、2029年には153億3,000万米ドルの規模に成長すると予測されています。
LBEの成長は、ホログラフィックディスプレイの改善、空間コンピューティングやモーショントラッキング、AI主導のシミュレーションなど、没入感の高い体験を提供するいくつかの要因に影響されています。一般的なエンタテインメント体験から個別化されたエンタテインメント体験への移行は、遊園地やテーマ型アトラクション、デジタル体験センターの需要を押し上げます。高度なアナリティクスとクラウドベースのコンテンツ管理システム、リアルタイムのモニタリング機能により、企業は収益を増加させながら、来場者とのインタラクションや事業運営を最適化することができます。高速ネットワークの導入とIoTベースのインタラクティブな設備は、ユーザーが物理的空間を体験する新たな方法を生み出します。スマートツーリズムや次世代エンターテインメントハブへの投資も市場拡大に弾みをつけています。AIが生成したコンテンツをアダプティブストーリーテリングと組み合わせて使用することで、企業はより多くの消費者をLBEに惹きつける、明確なプレイアブル体験を開発することができます。
調査範囲 | |
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調査対象年 | 2019-2029年 |
基準年 | 2023年 |
予測期間 | 2024-2029年 |
単位 | 米ドル |
セグメント別 | 提供区分・会場・用途・地域別 |
対象地域 | 北米・欧州・アジア太平洋・中東&アフリカ・ラテンアメリカ |
システム別では、AR/VRシステムの部門が予測期間中に第2位の市場規模を持つ見込みです。AR/VRシステムは、高度に没入的でインタラクティブな体験を提供するため、市場を独占すると思われています。エンターテイメントセンター、テーマパーク、小売店などでは、顧客の関心を高めるためにこれらのシステムの導入が始まっています。市場成長は、ヘッドマウントディスプレイ (HMD) や触覚フィードバック技術、空間コンピューティングデバイスの使用が増加していることも影響しています。最近の5G技術の動向は、コンテンツをパーソナライズするAIシステムとともに、AR/VR体験の提供を改善し、より流動的で大規模な展開が可能になっています。
サービス別では、プロフェッショナルサービスの部門が予測期間中に最大の成長を示す見通しです。企業は、LBE体験を最適化するために、トレーニングやサポートに加え、専門家によるコンサルティングも必要としています。サービスの範囲には、コンサルティング&アドバイザリー、トレーニング&開発、サポート&メンテナンスが含まれ、継続的なシステム効率とスムーズな統合を保証します。AIを活用したインタラクティブ環境、空間コンピューティング、センサーを活用した設備など、没入型技術は複雑化し続けているため、市場では専門的な知識が求められています。
"地域別では、アジア太平洋地域が予測期間中に最大の成長率を示す"
アジア太平洋地域は、都市化の進展、消費者の可処分所得の増加、エンターテインメント需要の増加により、最も急速に拡大します。中国、日本、韓国などのアジア太平洋の主要諸国は、AIを活用したアトラクション、ホログラフィックエンターテインメント、多感覚設備などの先進技術を駆使してLBE開発をリードしています。インドや東南アジアでは、デジタルインフラの成長とともにスマートシティの開発が進んでおり、LBE市場の採用に最適な条件が整っています。
当レポートでは、世界のロケーションベースエンタテインメント (LBE) の市場を調査し、市場概要、市場成長への各種影響因子の分析、技術・特許の動向、法規制環境、ケーススタディ、市場規模の推移・予測、各種区分・地域/主要国別の詳細分析、競合情勢、主要企業のプロファイルなどをまとめています。
The Location-Based entertainment market was estimated to be USD 5.47 billion in 2024 to USD 15.33 billion by 2029 at a compound annual growth rate (CAGR) of 22.9%. The growth of LBE depends on several factors including improvements in holographic displays as well as spatial computing and motion tracking and AI-driven simulations that deliver highly immersive experiences. The transition from generic to individualized entertainment experiences drives up demand at amusement parks and themed attractions and digital experience centers. Advanced analytics and cloud-based content management systems and real-time monitoring capabilities enable businesses to optimize visitor interactions and business operations while increasing revenue. High-speed network adoption and IoT-based interactive installations create new ways for users to experience physical spaces. The market expansion gets a boost from investments in smart tourism and next-generation entertainment hubs. The use of AI-generated content coupled with adaptive storytelling allows businesses to develop distinct playable experiences that attract more consumers to LBE. For instance, Meow Wolf integrates sensor-based interactivity into its immersive art exhibitions and AREA15 in Las Vegas provides multi-sensory entertainment through mixed reality and large-scale projection technology.
Scope of the Report | |
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Years Considered for the Study | 2019-2029 |
Base Year | 2023 |
Forecast Period | 2024-2029 |
Units Considered | USD (Billion) |
Segments | By Offering, Venue, and Application, and Region |
Regions covered | North America, Europe, Asia Pacific, Middle East & Africa, and Latin America |
"Based on System, The AR/VR systems are expected to have second largest market size during the forecast period." AR/VR systems will dominate the market because they provide highly immersive and interactive experiences. Organizations have started implementing these systems to boost customer involvement within entertainment centers and theme parks and retail settings. Market growth exists because of increasing use of head-mounted displays (HMDs) and haptic feedback technologies and spatial computing devices. Recent developments in 5G technology together with AI systems that personalize content have improved the delivery of AR/VR experiences while making them both more fluid and capable of mass scale deployment.
Location-Based VR arenas incorporating AI-powered avatars and real-time multiplayer interactions draw in more customers to their facilities. The combination of MR technologies within cultural institutions lets visitors experience interactive historical events firsthand. The boundaries of engagement continue to expand because of the advancements in full-body motion tracking and extended reality (XR) theme park rides. The sports and fitness industries use VR-based simulations to develop hyper-realistic training scenarios which benefit their operations. Metaverse-related applications expansion drives investments that position AR/VR system technology as market leaders in the LBE sector.
"Based on Services, The Professional Services will witness the highest growth during the forecast period." Businesses will depend on professional services to dominate the market because they need expert consultation along with training and support to optimize their Location-Based entertainment (LBE) experiences. The range of services includes consulting & advisory, training & development, and support & maintenance, guaranteeing smooth integration with ongoing system efficiency. The market demands specialized expertise because immersive technologies, including AI-driven interactive environments, spatial computing, and sensor-based installations, continue to increase in complexity.
Large companies implementing projection mapping and AI-driven interactive projects need specialized consultation services to develop compelling visitor experiences. Theme parks and entertainment venues dedicate ongoing training programs to teach their staff how to operate advanced AR-based attractions and real-time analytics platforms. Periodic system updates and predictive maintenance services are essential for LBE operators to ensure operational continuity and maximize user engagement since the LBE market experiences rapid hardware and software changes. Data-driven personalized entertainment solutions have increased the market demand for professional services thus strengthening their position as market leaders.
"Based on Region, Asia Pacific's highest growth rate during the forecast period."
The Asia Pacific region will experience the fastest expansion of LBE market operations because of increasing urbanization, growing consumer disposable income, and increasing entertainment demand. The leading countries in Asia Pacific, such as China, Japan, and South Korea, use advanced technologies such as AI-powered attractions, holographic entertainment, and multi-sensory installations to lead LBE development. The ongoing smart city developments alongside digital infrastructure growth across India and Southeast Asia provide perfect conditions for LBE market adoption.
Public authorities and private stakeholders dedicate resources to establish theme parks alongside VR gaming facilities and advanced movie theaters. China's strong metaverse initiative supports AR/VR adoption, while Japan's advanced integration of robotics and interactive park experiences improves visitor engagement. The interactive gaming culture of South Korea, together with its esports popularity, drives the market demand for advanced gaming facilities. Asia Pacific has become the fastest-growing market for Location-Based entertainment because its diverse consumer base grows alongside its middle class while smartphone penetration numbers rise.
Breakdown of primaries
The major players in the Location-Based entertainment market include Microsoft (US), Google (US), Meta (US), NVIDIA (US), Unity Technologies (US), Sony Interactive Experiences (US), Samsung (South Korea), Barco Electronic System (Belgium), Panasonic (Japan), Huawei Technologies (China), HQ Software (Estonia), HTC Vive (Taiwan), Niantic (US), Vicon Motion Systems (UK), Optitrack (US), Springboard VR (US), 4Experience (Poland), Hologate (Germany), Ultraleap (UK), Magic Leap (US), Shape Immersive (Canada), Camon (Argentina), Kat VR (China), Virtuix (US), Pico (US), Illumix (US), Sandbox VR (US). These players have adopted various growth strategies, such as partnerships, agreements and collaborations, new product launches, enhancements, and acquisitions to expand their Location-Based entertainment market footprint.
Research Coverage
The market study covers the Location-Based entertainment market size across different segments. It aims at estimating the market size and the growth potential across different segments, including offering, venue, application, and region. The offerings include systems, software, and services. Systems comprise simulation-based attractions, holographic displays, and other interactive systems, while software includes content management, experience design, analytics, and monitoring tools. Services cover professional consulting, training, support, and managed services. Further, the venue segment consists of amusement parks, theme parks, arcades, and other entertainment venues. The applications encompass gaming, immersive rides, cinematic experiences, and other interactive entertainment formats. The regional analysis of the Location-Based entertainment market covers North America, Europe, Asia Pacific, the Middle East & Africa, and Latin America. The study includes an in-depth competitive analysis of the leading market players, their company profiles, key observations related to product and business offerings, recent developments, and market strategies.
Key Benefits of Buying the Report
The report will help the market leaders/new entrants with information on the closest approximations of the global Location-Based entertainment market's revenue numbers and subsegments. This report will help stakeholders understand the competitive landscape and gain more insights to position their businesses better and plan suitable go-to-market strategies. Moreover, the report will provide insights for stakeholders to understand the market's pulse and provide them with information on key market drivers, restraints, challenges, and opportunities.
1. Analysis of key drivers (advancements in AR and VR technologies, rising consumer spending power, rising demand for social and shared experiences, and integration of AIand ML technologies ), restraints (limited scalability of LBE business, high upfront cost, and impact of weather dependency), opportunities (increase in live events and performances, rising popularity of wearables such as fitness trackers and smartwatches, collaboration with brands and events ), and challenges (regulatory requirement at local, state, and federal levels, necessity for consistent content updates, and limited appeal) influencing the growth of the Location-Based entertainment market.
2. Product Development/Innovation: Detailed insights on upcoming technologies, research & development activities, and new product & service launches in the Location-Based entertainment market.
3. Market Development: Comprehensive information about lucrative markets - the report analyses the Location-Based entertainment market across various regions.
4. Market Diversification: Exhaustive information about new products & services, untapped geographies, recent developments, and investments in the Location-Based entertainment market.
5. Competitive Assessment: In-depth assessment of market shares, growth strategies and service offerings of leading players Microsoft (US), Google (US), Meta (US), NVIDIA (US), Unity Technologies (US), Sony Interactive Experiences (US), Samsung (South Korea), Barco Electronic System (Belgium), Panasonic (Japan), Huawei Technologies (China), HQ Software (Estonia), HTC Vive (Taiwan), Niantic (US), Vicon Motion Systems (UK), Optitrack (US), Springboard VR (US), 4Experience (Poland), Hologate (Germany), Ultraleap (UK), Magic Leap (US), Shape Immersive (Canada), Camon (Argentina), Kat VR (China), Virtuix (US), Pico (US), Illumix (US), Sandbox VR (US).