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市場調査レポート
商品コード
1270673
ロケーションベースエンタテインメント (LBE) の世界市場 (2022-2028年):コンポーネント (ハードウェア・ソフトウェア)・技術 (2D・3D)・エンドユーザー (アミューズメントパーク・アーケードスタジオ) 別の規模・シェア・成長分析・予測Global Location-Based Entertainment Market Size, Share, Growth Analysis, By Component(Hardware, Software), By Technology(2 Dimensional (2D), 3 Dimensional (3D)), By End-Use(Amusement Parks, Arcade Studios) - Industry Forecast 2022-2028 |
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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 (2022-2028年):コンポーネント (ハードウェア・ソフトウェア)・技術 (2D・3D)・エンドユーザー (アミューズメントパーク・アーケードスタジオ) 別の規模・シェア・成長分析・予測 |
出版日: 2023年04月19日
発行: SkyQuest
ページ情報: 英文 276 Pages
納期: 3~5営業日
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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、2021年に25億5,000万米ドル、2022年に32億9,000万米ドルを示し、2023年から2030年にかけての予測期間中は28.8%のCAGRで推移し、2030年には354億2,000万米ドルの規模に成長すると予測されています。
ユニークでパーソナライズされた体験に対する需要の高まりから、LBEの市場は今後数年で大きく成長すると予想されています。
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、市場への各種影響因子の分析、技術・イノベーションの動向、市場規模の推移・予測、各種区分・地域別の内訳、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。
Location-Based Entertainment Market size was valued at USD 2.55 billion in 2021 and is poised to grow from USD 3.29 billion in 2022 to USD 35.42 billion by 2030, growing at a CAGR of 28.8% in the forecast period (2023-2030).
The global location-based entertainment (LBE) market refers to the segment of the entertainment industry that provides immersive experiences for customers in a physical location. LBEs leverage technologies such as virtual reality (VR), augmented reality (AR), and mixed reality (MR) to create interactive experiences that engage customers in a way that traditional forms of entertainment cannot. The market is expected to grow significantly in the coming years due to increasing demand for unique and personalized experiences.
Top-down and bottom-up approaches were used to estimate and validate the size of Location-Based Entertainment market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined by using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.
Segments covered in this report
Global Location Based Entertainment Market is segmented based on Component, Technology, end-use, and Region. Based on components, the market is further sub-segmented as Hardware, Software. Based on technology the market is further segmented as 2 Dimensional (2D), 3 Dimensional (3D), and Cloud Merged Reality (CMR). Based on end use the market is segregated into Amusement Parks, Arcade Studios, and 4D Films. Based on the region, the market is segmented into North America, Europe, Asia Pacific, Middle East, and Africa, and South America.
Driver
The increasing popularity of immersive video content, video games, and other forms of entertainment is projected to drive growth, potentially resulting in increased sales of Virtual Reality (VR) headsets.
Restrain
Developing location-based VR entertainment material that provides an equal emphasis on both enjoyment and education is a significant challenge for creators. It requires understanding the target audience and their requirements, as well as identifying appropriate methods for ensuring that students have a good time.
Trend
Family entertainment centers have undergone recent changes to their game offerings due to the "triple revolution" of social media, the internet, and mobile devices. This revolution has digitally disrupted these centers and resulted in intense competition. The current trend in popular games is focused on utilizing virtual reality (VR) and augmented reality (AR). Developers are placing emphasis on creating new technologies to improve the gaming experiences offered in entertainment centers.