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市場調査レポート
商品コード
1705293

ロケーションベースエンターテインメントの世界市場レポート 2025年

Location-Based Entertainment Global Market Report 2025


出版日
ページ情報
英文 200 Pages
納期
2~10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
ロケーションベースエンターテインメントの世界市場レポート 2025年
出版日: 2025年04月01日
発行: The Business Research Company
ページ情報: 英文 200 Pages
納期: 2~10営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 目次
概要

ロケーションベースエンターテインメント市場規模は、今後数年で飛躍的な成長が見込まれます。2029年の年間平均成長率(CAGR)は26.5%で、125億3,000万米ドルに成長します。予測期間の成長は、人工知能の統合、新興市場への進出、持続可能性と環境に優しい取り組み、異業種コラボレーション、ハイブリッド体験へのシフトに起因すると考えられます。予測期間における主な動向としては、拡張現実(AR)の統合、没入型体験、仮想現実(VR)の採用、双方向型アトラクションの重視、技術の進歩などが挙げられます。

ロケーションベースエンターテインメント市場の成長は、ゲームやビデオコンテンツに対する消費支出の増加によって牽引されると予測されます。この支出には、ビデオゲーム、ダウンロードコンテンツ、ゲーム内課金、ストリーミングサービス、その他のデジタルエンターテインメント製品の購入やサブスクリプションが含まれます。これは、オンラインストリーミングプラットフォームへのシフトとともに、デジタルで没入型のエンターテインメント体験に対する需要の高まりを反映しています。このような支出は、没入型体験の可能性を示すことでロケーションベースエンターテインメントを強化し、物理的な会場での同様のインタラクティブな提供物への関心を生みます。例えば、2024年2月のビデオゲームの総売上高は、2022年の566億米ドルから572億米ドルに急増し、ビデオゲームコンテンツの支出は、2022年の475億米ドルから2023年には480億米ドルに達しました。このように、ロケーションベースエンターテインメント市場の成長は、ゲームやビデオコンテンツへの消費支出の増加によって推進されています。

ロケーションベースエンターテインメント分野の主要プレーヤーは、没入型体験を充実させ、より多くの視聴者を惹きつけるために、先進的なバーチャルリアリティ技術を含む革新的ソリューションの開発に注力しています。バーチャルリアリティ技術は、ユーザーが物理的な空間で没入感のあるデジタル環境を作り出し、それによって全体的なエンターテインメント体験を向上させる。例えば、上海ディズニーリゾートは2022年9月、ディズニータウン地区に没入型バーチャル・リアリティ体験施設「SoReal VR SuperSpace」をオープンさせ、上海初の旗艦店としました。1階でVR体験、2階で没入型VRウォークスルーを楽しめるこの施設は、中国のVR企業SoRealが開発したもので、ディズニータウン内での来場者のエンゲージメントとエンターテインメントの選択肢を強化します。

目次

第1章 エグゼクティブサマリー

第2章 市場の特徴

第3章 市場動向と戦略

第4章 市場- 金利、インフレ、地政学、新型コロナウイルス感染症、そして景気回復が市場に与える影響を含むマクロ経済シナリオ

第5章 世界の成長分析と戦略分析フレームワーク

  • 世界ロケーションベースエンターテインメント PESTEL分析(政治、社会、技術、環境、法的要因、促進要因と抑制要因)
  • 最終用途産業の分析
  • 世界のロケーションベースエンターテインメント市場:成長率分析
  • 世界のロケーションベースエンターテインメント市場の実績:規模と成長, 2019-2024
  • 世界のロケーションベースエンターテインメント市場の予測:規模と成長, 2024-2029, 2034F
  • 世界ロケーションベースエンターテインメント総アドレス可能市場(TAM)

第6章 市場セグメンテーション

  • 世界のロケーションベースエンターテインメント市場:提供別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • ハードウェア
  • ソフトウェア
  • サービス
  • 世界のロケーションベースエンターテインメント市場:技術別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 2次元(2D)
  • 3次元(3D)
  • クラウドマージドリアリティ(CMR)
  • 世界のロケーションベースエンターテインメント市場:最終用途別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 遊園地
  • アーケードスタジオ
  • 4D映画
  • 世界のロケーションベースエンターテインメント市場、ハードウェアの種類別サブセグメンテーション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • ゲーム機
  • バーチャルリアリティ(VR)ヘッドセット
  • 拡張現実(AR)デバイス
  • インタラクティブキオスク
  • モーショントラッキング機器
  • 投影機器
  • 世界のロケーションベースエンターテインメント市場ソフトウェアの種類別サブセグメンテーション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • ゲーム開発ソフトウェア
  • シミュレーションソフトウェア
  • VRまたはARコンテンツ作成ソフトウェア
  • 位置情報ゲームアプリケーション
  • 分析およびデータ管理ソフトウェア
  • 世界のロケーションベースエンターテインメント市場、サービスの種類別サブセグメンテーション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • ゲームホスティングおよびメンテナンスサービス
  • コンテンツ作成およびカスタマイズサービス
  • コンサルティングおよび統合サービス
  • カスタマーサポートと技術サポート
  • インストールおよびセットアップサービス

第7章 地域別・国別分析

  • 世界のロケーションベースエンターテインメント市場:地域別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 世界のロケーションベースエンターテインメント市場:国別、実績と予測, 2019-2024, 2024-2029F, 2034F

第8章 アジア太平洋市場

第9章 中国市場

第10章 インド市場

第11章 日本市場

第12章 オーストラリア市場

第13章 インドネシア市場

第14章 韓国市場

第15章 西欧市場

第16章 英国市場

第17章 ドイツ市場

第18章 フランス市場

第19章 イタリア市場

第20章 スペイン市場

第21章 東欧市場

第22章 ロシア市場

第23章 北米市場

第24章 米国市場

第25章 カナダ市場

第26章 南米市場

第27章 ブラジル市場

第28章 中東市場

第29章 アフリカ市場

第30章 競合情勢と企業プロファイル

  • ロケーションベースエンターテインメント市場:競合情勢
  • ロケーションベースエンターテインメント市場:企業プロファイル
    • Google LLC Overview, Products and Services, Strategy and Financial Analysis
    • Samsung Electronics Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Meta Platforms Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Huawei Technologies Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis

第31章 その他の大手企業と革新的企業

  • The Walt Disney Company
  • Panasonic Corporation
  • Nvidia Corporation
  • Regal Entertainment Group
  • Unity Technologies Inc.
  • AEON Fantasy Co. Ltd.
  • Sony Interactive Entertainment LLC
  • Magic Leap Inc.
  • HTC Corporation
  • Niantic Inc.
  • Barron Games International LLC
  • Bob's Space Racers Inc.
  • HQ Software LLC
  • Habo Studio Inc.
  • CamOnApp S.A.

第32章 世界の市場競合ベンチマーキングとダッシュボード

第33章 主要な合併と買収

第34章 最近の市場動向

第35章 市場の潜在力が高い国、セグメント、戦略

  • ロケーションベースエンターテインメント市場2029:新たな機会を提供する国
  • ロケーションベースエンターテインメント市場2029:新たな機会を提供するセグメント
  • ロケーションベースエンターテインメント市場2029:成長戦略
    • 市場動向に基づく戦略
    • 競合の戦略

第36章 付録

目次
Product Code: r30602

Location-based entertainment (LBE) refers to a form of entertainment that occurs within a specific physical setting, such as amusement parks and themed venues, often integrating immersive technologies to heighten visitor engagement and enjoyment. These experiences commonly incorporate virtual reality (VR), augmented reality (AR), or similar immersive technologies to craft immersive worlds and narrative environments.

The primary components of location-based entertainment encompass hardware, software, and services. Location-based entertainment hardware refers to the tangible equipment and apparatuses employed in venues such as amusement parks and arcades to deliver immersive experiences, such as VR attractions and interactive gaming. These technologies encompass various forms, including 2D, 3D, and cloud-merged reality (CMR), catering to diverse end users such as amusement parks, arcade studios, and 4D cinemas.

The location-based entertainment research report is one of a series of new reports from The Business Research Company that provides location-based entertainment market statistics, including the location-based entertainment industry's global market size, regional shares, competitors with a location-based entertainment market share, detailed location-based entertainment market segments, market trends and opportunities, and any further data you may need to thrive in the location-based entertainment industry. This location-based entertainment market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.

The location-based entertainment market size has grown exponentially in recent years. It will grow from $3.86 billion in 2024 to $4.89 billion in 2025 at a compound annual growth rate (CAGR) of 26.7%. The growth in the historic period can be attributed to pop culture tie-ins, social media influence, urbanization, family and group activities, and experiential spending trends.

The location-based entertainment market size is expected to see exponential growth in the next few years. It will grow to $12.53 billion in 2029 at a compound annual growth rate (CAGR) of 26.5%. The growth in the forecast period can be attributed to the integration of artificial intelligence, expansion into emerging markets, sustainability and eco-friendly initiatives, cross-industry collaborations, and shift towards hybrid experiences. Major trends in the forecast period include integration of augmented reality (AR), immersive experiences, adoption of virtual reality (VR), emphasis on interactive attractions, and advancement in technology.

The growth of the location-based entertainment market is expected to be driven by an increase in consumer spending on games and video content. This spending encompasses purchases or subscriptions to video games, downloadable content, in-game purchases, streaming services, and other digital entertainment products. It mirrors a rising demand for digital and immersive entertainment experiences, alongside a shift towards online streaming platforms. Such spending also strengthens location-based entertainment by showcasing the potential for immersive experiences, thereby generating interest in similar interactive offerings at physical venues. For instance, in February 2024, total video game sales surged to $57.2 billion, up from $56.6 billion in 2022, with a notable boost in video game content spending reaching $48.0 billion in 2023, compared to $47.5 billion in 2022. Thus, the growth of the location-based entertainment market is propelled by increasing consumer spending on games and video content.

Major players in the location-based entertainment sector are concentrating on developing innovative solutions, including advanced virtual reality technologies, to enrich immersive experiences and attract a broader audience. Virtual reality technology in this context creates immersive digital environments for users to interact with in physical spaces, thereby enhancing overall entertainment experiences. For example, in September 2022, Shanghai Disney Resort inaugurated SoReal VR SuperSpace, an immersive virtual reality experience in its Disneytown district, marking Shanghai's first flagship store. The venue, featuring VR experiences on the first floor and an immersive VR walkthrough on the second, was developed by SoReal, a China-based VR company, enhancing visitor engagement and entertainment options within Disneytown.

In December 2023, Lionsgate, a US-based motion picture company, acquired the eOne entertainment platform from Hasbro for $375 million. This acquisition expanded Lionsgate's library with 6,500 film and television titles, strengthened its scripted and unscripted television divisions, and extended its presence in Canada and the UK. Hasbro, a US-based play and entertainment company, is a provider of location-based entertainment.

Major companies operating in the location-based entertainment market are Google LLC, Samsung Electronics Co. Ltd., Microsoft Corporation, Meta Platforms Inc., Huawei Technologies Co. Ltd., The Walt Disney Company, Panasonic Corporation, Nvidia Corporation, Regal Entertainment Group, Unity Technologies Inc., AEON Fantasy Co. Ltd., Sony Interactive Entertainment LLC, Magic Leap Inc., HTC Corporation, Niantic Inc., Barron Games International LLC, Bob's Space Racers Inc., HQ Software LLC, Habo Studio Inc., CamOnApp S.A., E-Learning Studios Ltd., SpringboardVR Inc., BidOn Games Studio LLC, VRstudios LLC.

North America was the largest region in the location-based entertainment market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the location-based entertainment market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the location-based entertainment market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The location-based entertainment market consists of revenues earned by entities by providing services such as gameplay, storytelling, projection mapping, and others. The market value includes the value of related goods sold by the service provider or included within the service offering. The location-based entertainment market also includes sales of virtual reality (VR) headsets, augmented reality (AR) devices, interactive controllers, and audio systems. Values in this market are 'factory gate' values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Location-Based Entertainment Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on location-based entertainment market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for location-based entertainment ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The location-based entertainment market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Offerings: Hardware; Software; Services
  • 2) By Technology: 2 Dimensional (2D); 3 Dimensional (3D); Cloud Merged Reality (CMR)
  • 3) By End-Use: Amusement Parks; Arcade Studios; 4D Films
  • Subsegments:
  • 1) By Hardware: Gaming Consoles; Virtual Reality (VR) Headsets; Augmented Reality (AR) Devices; Interactive Kiosks; Motion Tracking Equipment; Projection Equipment
  • 2) By Software: Game Development Software; Simulation Software; VR Or AR Content Creation Software; Location-Based Game Applications; Analytics And Data Management Software
  • 3) By Services: Game Hosting And Maintenance Services; Content Creation And Customization Services; Consulting And Integration Services; Customer Support And Technical Assistance; Installation And Setup Services
  • Companies Mentioned: Google LLC; Samsung Electronics Co. Ltd.; Microsoft Corporation; Meta Platforms Inc.; Huawei Technologies Co. Ltd.
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Location-Based Entertainment Market Characteristics

3. Location-Based Entertainment Market Trends And Strategies

4. Location-Based Entertainment Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Covid And Recovery On The Market

5. Global Location-Based Entertainment Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Location-Based Entertainment PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Location-Based Entertainment Market Growth Rate Analysis
  • 5.4. Global Location-Based Entertainment Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Location-Based Entertainment Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Location-Based Entertainment Total Addressable Market (TAM)

6. Location-Based Entertainment Market Segmentation

  • 6.1. Global Location-Based Entertainment Market, Segmentation By Offerings, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Hardware
  • Software
  • Services
  • 6.2. Global Location-Based Entertainment Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 2 Dimensional (2D)
  • 3 Dimensional (3D)
  • Cloud Merged Reality (CMR)
  • 6.3. Global Location-Based Entertainment Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Amusement Parks
  • Arcade Studios
  • 4D Films
  • 6.4. Global Location-Based Entertainment Market, Sub-Segmentation Of Hardware, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Gaming Consoles
  • Virtual Reality (VR) Headsets
  • Augmented Reality (AR) Devices
  • Interactive Kiosks
  • Motion Tracking Equipment
  • Projection Equipment
  • 6.5. Global Location-Based Entertainment Market, Sub-Segmentation Of Software, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Game Development Software
  • Simulation Software
  • VR Or AR Content Creation Software
  • Location-Based Game Applications
  • Analytics And Data Management Software
  • 6.6. Global Location-Based Entertainment Market, Sub-Segmentation Of Services, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Game Hosting And Maintenance Services
  • Content Creation And Customization Services
  • Consulting And Integration Services
  • Customer Support And Technical Assistance
  • Installation And Setup Services

7. Location-Based Entertainment Market Regional And Country Analysis

  • 7.1. Global Location-Based Entertainment Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Location-Based Entertainment Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Location-Based Entertainment Market

  • 8.1. Asia-Pacific Location-Based Entertainment Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Location-Based Entertainment Market, Segmentation By Offerings, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Location-Based Entertainment Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Location-Based Entertainment Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Location-Based Entertainment Market

  • 9.1. China Location-Based Entertainment Market Overview
  • 9.2. China Location-Based Entertainment Market, Segmentation By Offerings, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Location-Based Entertainment Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Location-Based Entertainment Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Location-Based Entertainment Market

  • 10.1. India Location-Based Entertainment Market, Segmentation By Offerings, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Location-Based Entertainment Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Location-Based Entertainment Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Location-Based Entertainment Market

  • 11.1. Japan Location-Based Entertainment Market Overview
  • 11.2. Japan Location-Based Entertainment Market, Segmentation By Offerings, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Location-Based Entertainment Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Location-Based Entertainment Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Location-Based Entertainment Market

  • 12.1. Australia Location-Based Entertainment Market, Segmentation By Offerings, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Location-Based Entertainment Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Location-Based Entertainment Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Location-Based Entertainment Market

  • 13.1. Indonesia Location-Based Entertainment Market, Segmentation By Offerings, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Location-Based Entertainment Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Location-Based Entertainment Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Location-Based Entertainment Market

  • 14.1. South Korea Location-Based Entertainment Market Overview
  • 14.2. South Korea Location-Based Entertainment Market, Segmentation By Offerings, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Location-Based Entertainment Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Location-Based Entertainment Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Location-Based Entertainment Market

  • 15.1. Western Europe Location-Based Entertainment Market Overview
  • 15.2. Western Europe Location-Based Entertainment Market, Segmentation By Offerings, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Location-Based Entertainment Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Location-Based Entertainment Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Location-Based Entertainment Market

  • 16.1. UK Location-Based Entertainment Market, Segmentation By Offerings, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Location-Based Entertainment Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Location-Based Entertainment Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Location-Based Entertainment Market

  • 17.1. Germany Location-Based Entertainment Market, Segmentation By Offerings, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Location-Based Entertainment Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Location-Based Entertainment Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Location-Based Entertainment Market

  • 18.1. France Location-Based Entertainment Market, Segmentation By Offerings, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Location-Based Entertainment Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Location-Based Entertainment Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Location-Based Entertainment Market

  • 19.1. Italy Location-Based Entertainment Market, Segmentation By Offerings, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Location-Based Entertainment Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Location-Based Entertainment Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Location-Based Entertainment Market

  • 20.1. Spain Location-Based Entertainment Market, Segmentation By Offerings, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Location-Based Entertainment Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Location-Based Entertainment Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Location-Based Entertainment Market

  • 21.1. Eastern Europe Location-Based Entertainment Market Overview
  • 21.2. Eastern Europe Location-Based Entertainment Market, Segmentation By Offerings, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Location-Based Entertainment Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Location-Based Entertainment Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Location-Based Entertainment Market

  • 22.1. Russia Location-Based Entertainment Market, Segmentation By Offerings, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Location-Based Entertainment Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Location-Based Entertainment Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Location-Based Entertainment Market

  • 23.1. North America Location-Based Entertainment Market Overview
  • 23.2. North America Location-Based Entertainment Market, Segmentation By Offerings, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Location-Based Entertainment Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Location-Based Entertainment Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Location-Based Entertainment Market

  • 24.1. USA Location-Based Entertainment Market Overview
  • 24.2. USA Location-Based Entertainment Market, Segmentation By Offerings, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Location-Based Entertainment Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Location-Based Entertainment Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Location-Based Entertainment Market

  • 25.1. Canada Location-Based Entertainment Market Overview
  • 25.2. Canada Location-Based Entertainment Market, Segmentation By Offerings, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Location-Based Entertainment Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Location-Based Entertainment Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Location-Based Entertainment Market

  • 26.1. South America Location-Based Entertainment Market Overview
  • 26.2. South America Location-Based Entertainment Market, Segmentation By Offerings, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Location-Based Entertainment Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Location-Based Entertainment Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Location-Based Entertainment Market

  • 27.1. Brazil Location-Based Entertainment Market, Segmentation By Offerings, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Location-Based Entertainment Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Location-Based Entertainment Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Location-Based Entertainment Market

  • 28.1. Middle East Location-Based Entertainment Market Overview
  • 28.2. Middle East Location-Based Entertainment Market, Segmentation By Offerings, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Location-Based Entertainment Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Location-Based Entertainment Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Location-Based Entertainment Market

  • 29.1. Africa Location-Based Entertainment Market Overview
  • 29.2. Africa Location-Based Entertainment Market, Segmentation By Offerings, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Location-Based Entertainment Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Location-Based Entertainment Market, Segmentation By End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Location-Based Entertainment Market Competitive Landscape And Company Profiles

  • 30.1. Location-Based Entertainment Market Competitive Landscape
  • 30.2. Location-Based Entertainment Market Company Profiles
    • 30.2.1. Google LLC Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Samsung Electronics Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Meta Platforms Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Huawei Technologies Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis

31. Location-Based Entertainment Market Other Major And Innovative Companies

  • 31.1. The Walt Disney Company
  • 31.2. Panasonic Corporation
  • 31.3. Nvidia Corporation
  • 31.4. Regal Entertainment Group
  • 31.5. Unity Technologies Inc.
  • 31.6. AEON Fantasy Co. Ltd.
  • 31.7. Sony Interactive Entertainment LLC
  • 31.8. Magic Leap Inc.
  • 31.9. HTC Corporation
  • 31.10. Niantic Inc.
  • 31.11. Barron Games International LLC
  • 31.12. Bob's Space Racers Inc.
  • 31.13. HQ Software LLC
  • 31.14. Habo Studio Inc.
  • 31.15. CamOnApp S.A.

32. Global Location-Based Entertainment Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Location-Based Entertainment Market

34. Recent Developments In The Location-Based Entertainment Market

35. Location-Based Entertainment Market High Potential Countries, Segments and Strategies

  • 35.1 Location-Based Entertainment Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Location-Based Entertainment Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Location-Based Entertainment Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer