市場調査レポート
商品コード
1742144

ロケーションベースエンターテインメントの世界市場機会、2034年までの戦略

Location-Based Entertainment Global Market Opportunities And Strategies To 2034


出版日
ページ情報
英文 320 Pages
納期
2~3営業日
カスタマイズ可能
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=144.08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機会、2034年までの戦略
出版日: 2025年06月04日
発行: The Business Research Company
ページ情報: 英文 320 Pages
納期: 2~3営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 目次
概要

世界のロケーションベースエンタテインメント市場は、2019年に23億1,571万米ドルと評価され、2024年まで10.00%以上のCAGRで成長しました。

没入型体験の進歩

過去5年間で、仮想現実(VR)、拡張現実(AR)、複合現実(MR)のLBEへの統合が急速に進みました。2020~2025年にかけて、ソフトウェア(AIによるパーソナライゼーションなど)とハードウェア(2021年にデビューしたHTC VIVE Flowのような軽量VRヘッドセットなど)の進歩により、アクセシビリティとエンゲージメントが向上しました。テクノロジーに精通したミレニアル世代やZ世代に対応するため、テーマパークはARを強化したアトラクションを追加し、VRアーケードはマルチプレイヤー機能を追加しました。2020年以降、このようなデジタル技術の革新が加速し、LBEは他のホームエンタテインメントとの競争力を維持しました。さらに、PanasonicとIlluminarium Experiencesは共同で、最新のレーザー光投影システムを導入しました。感覚的な体験を提供する次世代没入型エンターテインメントのコンセプトを掲げる同社は、世界展開のための最初の資金調達で約1億米ドル(8,860万ユーロ、7,390万英ポンド)を調達しました。彼らのデビュー作である"WILD、A Safari Experience "は、最近アトランタでデビューしました。この種のアプリケーションや進歩は他にも数多くあります。したがって、没入型体験の進歩がロケーションベースエンターテインメント市場の成長を牽引しました。

目次

第1章 エグゼクティブサマリー

  • ロケーションベースエンターテインメント-市場の魅力とマクロ経済情勢

第2章 目次

第3章 表一覧

第4章 図一覧

第5章 レポート構成

第6章 市場の特徴

  • 一般的な市場の定義
  • 概要
  • ロケーションベースエンターテインメント市場定義とセグメンテーション
  • 市場セグメンテーション:提供別
    • ハードウェア
    • ソフトウェア
    • サービス
  • 市場セグメンテーション:技術別
    • 2次元(2D)
    • 3次元(3D)
    • クラウドマージドリアリティ(CMR)
  • 市場セグメンテーション:最終用途別
    • 遊園地
    • アーケードスタジオ
    • 4D映画

第7章 主要な市場動向

  • 技術を統合した高度な没入感あふれる環境(AR/VR/MR)
  • エンターテインメントにおけるパーソナライゼーションとカスタマイズの需要
  • 体験を補完する飲食体験
  • 新興市場の成長
  • 持続可能で環境に優しい取り組み
  • デジタル技術と物理システムを融合したハイブリッド体験の重視

第8章 世界のロケーションベースエンターテイメントの成長分析と戦略分析フレームワーク

  • 世界のロケーションベースエンターテイメントのPESTEL分析(政治、社会、技術、環境、法的要因)
    • 政治的
    • 経済
    • 社会
    • 技術的
    • 環境
    • 法律上
  • 最終用途産業の分析
    • 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:成長率分析
  • 市場成長実績、2019~2024年
    • 市場促進要因、2019~2024年
    • 市場抑制要因、2019~2024年
  • 市場成長予測、2024~2029年、2034年
    • 市場促進要因、2024~2029年
    • 市場抑制要因、2024~2029年
  • 成長予測の貢献要因
    • 量的成長の貢献者
    • 促進要因
    • 抑制要因
  • 世界のロケーションベースエンターテインメント市場規模(TAM)

第9章 世界のロケーションベースエンターテインメント市場: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年、2029年、2034年
  • 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年、2029年、2034年
  • 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年、2029年、2034年
  • 世界のロケーションベースエンターテインメント市場:ハードウェアのサブセグメンテーション:タイプ別、実績と予測、2019~2024年、2029年、2034年
  • 世界のロケーションベースエンターテインメント市場:ソフトウェアのサブセグメンテーション:タイプ別、実績と予測、2019~2024年、2029年、2034年
  • 世界のロケーションベースエンターテインメント市場:サービスのサブセグメンテーション:タイプ別、実績と予測、2019~2024年、2029年、2034年

第10章 ロケーションベースエンターテインメント市場:地域・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年、2029年、2034年
  • 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年、2029年、2034年

第11章 アジア太平洋市場

第12章 西欧市場

第13章 東欧市場

第14章 北米市場

第15章 南米市場

第16章 中東市場

第17章 アフリカ市場

第18章 競合情勢と企業プロファイル

  • 企業プロファイル
  • The Walt Disney Company
  • Meta Platforms Inc.
  • Microsoft Corporation
  • Samsung Electronics Co. Ltd.
  • Niantic Inc.

第19章 その他の大手企業と革新的企業

  • Unity Technologies Inc.
  • NBCUniversal Media LLC
  • Hologate GmbH
  • Six Flags Entertainment Corporation
  • HTC Corporation(VIVE)
  • Dave & Buster's Entertainment Inc.
  • The Sandbox
  • Cinepolis India Pvt. Ltd.
  • Habo Studio Inc.
  • Parques Reunidos Servicios Centrales S.A
  • Bob's Space Racers Inc.
  • Wikitude GmbH
  • Zero Latency pty Ltd.
  • Barron Games International LLC
  • Dreamscape Immersive Inc.

第20章 競合ベンチマーキング

第21章 競合ダッシュボード

第22章 主要な合併と買収

  • Scopely Acquired Niantic's Pokemon Go
  • Infinite Acquisitions Partners Announced Plans to Acquire of Oceaneering Entertainment Systems(OES)
  • Epic Games Acquired AQUIRIS

第23章 最近の動向ロケーションベースエンターテインメント市場

第24章 機会と戦略

  • 世界の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
  • 世界の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
  • 世界の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25章 ロケーションベースエンターテインメント市場:結論と提言

  • 結論
  • 提言
    • 製品
    • 場所
    • 価格
    • プロモーション
    • 人々

第26章 付録

目次
Product Code: o&s1621

Location based entertainment (LBE) is an entertainment experience, or a leisure offering that exists under a commercial location. This generally considered a key mode of key mode of immersive experience, social, and interactive experience that cannot be generated at home. Some of these commercial locations includes amusement parks, malls & retail spaces, recreation areas, resorts & hotels, and so on. The key objective of LBE is to increase visitor traffic to shopping centers, mixed-use projects, resort locations of all sizes, and malls, these experiential entertainment properties are crucial anchors.

The global location-based entertainment market was valued at $2,315.71 million in 2019 which grew till 2024 at a compound annual growth rate (CAGR) of more than 10.00%.

Advancements in Immersive Experiences

Over the past five years, there has been a considerable advancement in the integration of virtual reality (VR), augmented reality (AR), and mixed reality (MR) into LBE. Between 2020 and 2025, advancements in software (such AI-driven personalization) and hardware (including lighter VR headsets like the HTC VIVE Flow, which made its debut in 2021) improved accessibility and engagement. To cater to tech-savvy millennials and Generation Z, theme parks added AR-enhanced attractions, and VR arcades added multiplayer features. After 2020, this digital innovation picked up speed, keeping LBE competitive with other home entertainment options. In addition, Panasonic and Illuminarium Experiences collaborated to introduce updated laser light projection systems. The company, which bills itself as a next-generation immersive entertainment concept that offers a sensory experience, has raised about US$100 million (€88.6 million, £73.9 million) in first funding for its global rollout. "WILD: A Safari Experience," their debut experience, debuted in Atlanta recently. Numerous other applications and advancements of this kind are on the horizon. Therefore, the advancements in immersive experiences drove the growth of the Location-Based Entertainment market.

Demand for Personalization and Customization in Entertainment

The demand for individualized and tailored experiences is altering the theme park industry, mirroring a broader trend in the service sector. Theme parks are rapidly utilizing advanced data analytics to transform trips into personalized excursions, guaranteeing that each guest's experience is unique. This movement aims to foster a stronger bond between parks and their visitors, resulting in memories that are both memorable and emotionally personal. This involves using data analytics to better understand guest preferences and habits, creating experiences that adapt to guest inputs or preferences, forecasting the nature of encounters based on guest data, and selling personalized merchandise. One such example is Symbolica at Efteling in the Netherlands, which allows riders to choose one of three possible courses, resulting in a more personalized experience.

The global location-based entertainment markets is fairly concentrated, with large players operating in the market. The top 10 competitors in the market made up 36.31% of the total market in 2023.

Location-Based Entertainment Global Market Opportunities and Strategies To 2034 from The Business Research Company provides the strategists; marketers and senior management with the critical information they need to assess the global location-based entertainment market as it emerges from the COVID-19 shut down.

Reasons to Purchase

  • Gain a truly global perspective with the most comprehensive report available on this market covering 15 geographies.
  • Understand how the market is being affected by the coronavirus and how it is likely to emerge and grow as the impact of the virus abates.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market research findings.
  • Benchmark performance against key competitors.
  • Utilize the relationships between key data sets for superior strategizing.
  • Suitable for supporting your internal and external presentations with reliable high-quality data and analysis.

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 history and forecasts market growth by geography. It places the market within the context of the wider location-based entertainment market; and compares it with other markets.

The report covers the following chapters

  • Introduction And Market Characteristics- Brief introduction to the segmentations covered in the market, definitions and explanations about the segment by type and by application.
  • Key Trends- Highlights the major trends shaping the global market. This section also highlights likely future developments in the market.
  • Growth Analysis And Strategic Analysis Framework- Analysis on PESTEL, end use industries, market growth rate, global historic (2019-2024) and forecast (2024-2029, 2034F) market values and drivers and restraints that support and control the growth of the market in the historic and forecast periods, forecast growth contributors and total addressable market (TAM).
  • Regional And Country Analysis- Historic (2019-2024) and forecast (2024-2029, 2034F) market values and growth and market share comparison by region and country.
  • Market Segmentation- Contains the market values (2019-2024) (2024-2029, 2034F) and analysis for each segment by type and by application in the market. Historic (2019-2024) and forecast (2024-2029) and (2029-2034) market values and growth and market share comparison by region market.
  • Regional Market Size And Growth- Regional market size (2024), historic (2019-2024) and forecast (2024-2029, 2034F) market values and growth and market share comparison of countries within the region. This report includes information on all the regions Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa and major countries within each region.
  • Competitive Landscape- Details on the competitive landscape of the market, estimated market shares and company profiles of the leading players.
  • Other Major And Innovative Companies- Details on the company profiles of other major and innovative companies in the market.
  • Competitive Benchmarking- Briefs on the financials comparison between major players in the market.
  • Competitive Dashboard- Briefs on competitive dashboard of major players.
  • Key Mergers And Acquisitions- Information on recent mergers and acquisitions in the market covered in the report. This section gives key financial details of mergers and acquisitions, which have shaped the market in recent years
  • Recent Developments- Information on recent developments in the market covered in the report.
  • Market Opportunities And Strategies- Describes market opportunities and strategies based on findings of the research, with information on growth opportunities across countries, segments and strategies to be followed in those markets.
  • Conclusions And Recommendations- This section includes recommendations for location-based entertainment providers in terms of product/service offerings geographic expansion, marketing strategies and target groups.
  • Appendix- This section includes details on the NAICS codes covered, abbreviations and currencies codes used in this report.

Markets Covered:

  • 1) By Offerings: Hardware; Software; Services
  • 2) By Technology: Dimensional (2D); Dimensional (3D); Cloud Merged Reality (CMR)
  • 3) by End-Use: Amusement Parks; Arcade Studios; 4D Films
  • Companies Mentioned: The Walt Disney Company; Meta Platforms Inc.; Microsoft Corporation; Samsung Electronics Co. Ltd.; Niantic Inc.
  • Countries: China; Australia; India; Indonesia; Japan; South Korea; USA; Canada; Brazil; France; Germany; UK; Italy; Spain; Russia
  • 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; location-based entertainment indicators comparison.
  • 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.

Table of Contents

1 Executive Summary

  • 1.1 Location-Based Entertainment - Market Attractiveness And Macro Economic Landscape

2 Table Of Contents

3 List Of Tables

4 List Of Figures

5 Report Structure

6 Market Characteristics

  • 6.1 General Market Definition
  • 6.2 Summary
  • 6.3 Location-Based Entertainment Market Definition And Segmentations
  • 6.4 Market Segmentation By Offerings
    • 6.4.1 Hardware
    • 6.4.2 Software
    • 6.4.3 Services
  • 6.5 Market Segmentation By Technology
    • 6.5.1 2 Dimensional (2D)
    • 6.5.2 3 Dimensional (3D)
    • 6.5.3 Cloud Merged Reality (CMR)
  • 6.6 Market Segmentation By End-Use
    • 6.6.1 Amusement Parks
    • 6.6.2 Arcade Studios
    • 6.6.3 4D Films

7 Major Market Trends

  • 7.1 Highly Immersive Environments with Integration of Technologies (AR/VR/MR)
  • 7.2 Demand for Personalization and Customization in Entertainment
  • 7.3 Food & Beverage Experiences to Compliment the Experiences
  • 7.4 Growth in Emerging Markets
  • 7.5 Focus on Sustainable and Eco-Friendly Initiatives
  • 7.6 Emphasis on Hybrid Experiences that Blend Digital Technologies and Physical Systems

8 Global Location-Based Entertainment Growth Analysis And Strategic Analysis Framework

  • 8.1 Global Location-Based Entertainment PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors)
    • 8.1.1 Political
    • 8.1.2 Economic
    • 8.1.3 Social
    • 8.1.4 Technological
    • 8.1.5 Environmental
    • 8.1.6 Legal
  • 8.2 Analysis of End User Market
    • 8.2.1 Amusement Parks
    • 8.2.2 Arcade Studios
    • 8.2.3 4D Films
  • 8.3 Global Location-Based Entertainment Market Growth Rate Analysis
  • 8.4 Historic Market Growth, 2019 - 2024, Value ($ Million)
    • 8.4.1 Market Drivers 2019 - 2024
    • 8.4.2 Market Restraints 2019 - 2024
  • 8.5 Forecast Market Growth, 2024 - 2029, 2034F Value ($ Million)
    • 8.5.1 Market Drivers 2024 - 2029
    • 8.5.2 Market Restraints 2024 - 2029
  • 8.6 Forecast Growth Contributors/Factors
    • 8.6.1 Quantitative Growth Contributors
    • 8.6.2 Drivers
    • 8.6.3 Restraints
  • 8.7 Global Location-Based Entertainment Total Addressable Market (TAM)

9 Global Location-Based Entertainment Market Segmentation

  • 9.1 Global Location-Based Entertainment Market, Segmentation By Offerings, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 9.2 Global Location-Based Entertainment Market, Segmentation By Technology, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 9.3 Global Location-Based Entertainment Market, Segmentation By End-Use Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 9.4 Global Location-Based Entertainment Market, Sub-Segmentation Of Hardware, By Type, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 9.5 Global Location-Based Entertainment Market, Sub-Segmentation Of Software, By Type, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 9.6 Global Location-Based Entertainment Market, Sub-Segmentation Of Services, By Type, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)

10 Location-Based Entertainment Market, Regional and Country Analysis

  • 10.1 Global Location-Based Entertainment Market, By Region, Historic and Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 10.2 Global Location-Based Entertainment Market, By Country, Historic and Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)

11 Asia-Pacific Market

  • 11.1 Summary
  • 11.2 Market Overview
    • 11.2.1 Region Information
    • 11.2.2 Market Information
    • 11.2.3 Background Information
    • 11.2.4 Government Initiatives
    • 11.2.5 Regulations
    • 11.2.6 Regulatory Bodies
    • 11.2.7 Major Associations
    • 11.2.8 Taxes Levied
    • 11.2.9 Corporate Tax Structure
    • 11.2.10 Investments
    • 11.2.11 Major Companies
  • 11.3 Asia-Pacific Location-Based Entertainment Market, Segmentation By Offerings, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 11.4 Asia-Pacific Location-Based Entertainment Market, Segmentation By Technology, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 11.5 Asia-Pacific Location-Based Entertainment Market, Segmentation By End-Use Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 11.6 Asia-Pacific Location-Based Entertainment Market: Country Analysis
  • 11.7 China Market
  • 11.8 Summary
  • 11.9 Market Overview
    • 11.9.1 Country Information
    • 11.9.2 Market Information
    • 11.9.3 Background Information
    • 11.9.4 Government Initiatives
    • 11.9.5 Regulations
    • 11.9.6 Regulatory Bodies
    • 11.9.7 Major Associations
    • 11.9.8 Taxes Levied
    • 11.9.9 Corporate Tax Structure
    • 11.9.10 Investments
    • 11.9.11 Major Companies
  • 11.10 China Location-Based Entertainment Market, Segmentation By Offerings, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 11.11 China Location-Based Entertainment Market, Segmentation By Technology, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 11.12 China Location-Based Entertainment Market, Segmentation By End-Use Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 11.13 India Market
  • 11.14 India Location-Based Entertainment Market, Segmentation By Offerings, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 11.15 India Location-Based Entertainment Market, Segmentation By Technology, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 11.16 India Location-Based Entertainment Market, Segmentation By End-Use Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 11.17 Japan Market
  • 11.18 Summary
  • 11.19 Market Overview
    • 11.19.1 Country Information
    • 11.19.2 Market Information
    • 11.19.3 Background Information
    • 11.19.4 Government Initiatives
    • 11.19.5 Regulations
    • 11.19.6 Regulatory Bodies
    • 11.19.7 Major Associations
    • 11.19.8 Taxes Levied
    • 11.19.9 Corporate Tax Structure
    • 11.19.10 Investments
    • 11.19.11 Major Companies
  • 11.20 Japan Location-Based Entertainment Market, Segmentation By Offerings, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 11.21 Japan Location-Based Entertainment Market, Segmentation By Technology, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 11.22 Japan Location-Based Entertainment Market, Segmentation By End-Use Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 11.23 Australia Market
  • 11.24 Australia Location-Based Entertainment Market, Segmentation By Offerings, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 11.25 Australia Location-Based Entertainment Market, Segmentation By Technology, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 11.26 Australia Location-Based Entertainment Market, Segmentation By End-Use Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 11.27 Indonesia Market
  • 11.28 Indonesia Location-Based Entertainment Market, Segmentation By Offerings, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 11.29 Indonesia Location-Based Entertainment Market, Segmentation By Technology, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 11.30 Indonesia Location-Based Entertainment Market, Segmentation By End-Use Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 11.31 South Korea Market
  • 11.32 Summary
  • 11.33 Market Overview
    • 11.33.1 Country Information
    • 11.33.2 Market Information
    • 11.33.3 Background Information
    • 11.33.4 Government Initiatives
    • 11.33.5 Regulations
    • 11.33.6 Regulatory Bodies
    • 11.33.7 Major Associations
    • 11.33.8 Taxes Levied
    • 11.33.9 Corporate Tax Structure
    • 11.33.10 Investments
    • 11.33.11 Major Companies
  • 11.34 South Korea Location-Based Entertainment Market, Segmentation By Offerings, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 11.35 South Korea Location-Based Entertainment Market, Segmentation By Technology, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 11.36 South Korea Location-Based Entertainment Market, Segmentation By End-Use Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)

12 Western Europe Market

  • 12.1 Summary
  • 12.2 Market Overview
    • 12.2.1 Region Information
    • 12.2.2 Market Information
    • 12.2.3 Background Information
    • 12.2.4 Government Initiatives
    • 12.2.5 Regulations
    • 12.2.6 Regulatory Bodies
    • 12.2.7 Major Associations
    • 12.2.8 Taxes Levied
    • 12.2.9 Corporate tax structure
    • 12.2.10 Investments
    • 12.2.11 Major Companies
  • 12.3 Western Europe Location-Based Entertainment Market, Segmentation By Offerings, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.4 Western Europe Location-Based Entertainment Market, Segmentation By Technology, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.5 Western Europe Location-Based Entertainment Market, Segmentation By End-Use Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.6 Western Europe Location-Based Entertainment Market: Country Analysis
  • 12.7 UK Market
  • 12.8 UK Location-Based Entertainment Market, Segmentation By Offerings, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.9 UK Location-Based Entertainment Market, Segmentation By Technology, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.10 UK Location-Based Entertainment Market, Segmentation By End-Use Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.11 Germany Market
  • 12.12 Germany Location-Based Entertainment Market, Segmentation By Offerings, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.13 Germany Location-Based Entertainment Market, Segmentation By Technology, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.14 Germany Location-Based Entertainment Market, Segmentation By End-Use Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.15 France Market
  • 12.16 France Location-Based Entertainment Market, Segmentation By Offerings, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.17 France Location-Based Entertainment Market, Segmentation By Technology, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.18 France Location-Based Entertainment Market, Segmentation By End-Use Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.19 Italy Market
  • 12.20 Italy Location-Based Entertainment Market, Segmentation By Offerings, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.21 Italy Location-Based Entertainment Market, Segmentation By Technology, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.22 Italy Location-Based Entertainment Market, Segmentation By End-Use Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.23 Spain Market
  • 12.24 Spain Location-Based Entertainment Market, Segmentation By Offerings, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.25 Spain Location-Based Entertainment Market, Segmentation By Technology, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.26 Spain Location-Based Entertainment Market, Segmentation By End-Use Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)

13 Eastern Europe Market

  • 13.1 Summary
  • 13.2 Market Overview
    • 13.2.1 Region Information
    • 13.2.2 Market Information
    • 13.2.3 Background Information
    • 13.2.4 Government Initiatives
    • 13.2.5 Regulations
    • 13.2.6 Regulatory Bodies
    • 13.2.7 Major Associations
    • 13.2.8 Taxes Levied
    • 13.2.9 Corporate Tax Structure
    • 13.2.10 Investments
    • 13.2.11 Major companies
  • 13.3 Eastern Europe Location-Based Entertainment Market, Segmentation By Offerings, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.4 Eastern Europe Location-Based Entertainment Market, Segmentation By Technology, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.5 Eastern Europe Location-Based Entertainment Market, Segmentation By End-Use Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.6 Russia Market
  • 13.7 Russia Location-Based Entertainment Market, Segmentation By Offerings, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.8 Russia Location-Based Entertainment Market, Segmentation By Technology, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.9 Russia Location-Based Entertainment Market, Segmentation By End-Use Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)

14 North America Market

  • 14.1 Summary
  • 14.2 Market Overview
    • 14.2.1 Region Information
    • 14.2.2 Market Information
    • 14.2.3 Background Information
    • 14.2.4 Government Initiatives
    • 14.2.5 Regulations
    • 14.2.6 Regulatory Bodies
    • 14.2.7 Major Associations
    • 14.2.8 Taxes Levied
    • 14.2.9 Corporate Tax Structure
    • 14.2.10 Investments
    • 14.2.11 Major Companies
  • 14.3 North America Location-Based Entertainment Market, Segmentation By Offerings, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 14.4 North America Location-Based Entertainment Market, Segmentation By Technology, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 14.5 North America Location-Based Entertainment Market, Segmentation By End-Use Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 14.6 USA Market
  • 14.7 Summary
  • 14.8 Market Overview
    • 14.8.1 Country Information
    • 14.8.2 Market Information
    • 14.8.3 Background Information
    • 14.8.4 Government Initiatives
    • 14.8.5 Regulations
    • 14.8.6 Regulatory Bodies
    • 14.8.7 Major Associations
    • 14.8.8 Taxes Levied
    • 14.8.9 Corporate Tax Structure
    • 14.8.10 Investments
    • 14.8.11 Major Companies
  • 14.9 USA Location-Based Entertainment Market, Segmentation By Offerings, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 14.10 USA Location-Based Entertainment Market, Segmentation By Technology, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 14.11 USA Location-Based Entertainment Market, Segmentation By End-Use Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 14.12 Canada Market
  • 14.13 Summary
  • 14.14 Market Overview
    • 14.14.1 Region Information
    • 14.14.2 Market Information
    • 14.14.3 Background Information
    • 14.14.4 Government Initiatives
    • 14.14.5 Regulations
    • 14.14.6 Regulatory Bodies
    • 14.14.7 Major Associations
    • 14.14.8 Taxes Levied
    • 14.14.9 Corporate Tax Structure
    • 14.14.10 Investments
    • 14.14.11 Major Companies
  • 14.15 Canada Location-Based Entertainment Market, Segmentation By Offerings, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 14.16 Canada Location-Based Entertainment Market, Segmentation By Technology, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 14.17 Canada Location-Based Entertainment Market, Segmentation By End-Use Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)

15 South America Market

  • 15.1 Summary
  • 15.2 Market Overview
    • 15.2.1 Region Information
    • 15.2.2 Market Information
    • 15.2.3 Background Information
    • 15.2.4 Government Initiatives
    • 15.2.5 Regulations
    • 15.2.6 Regulatory Bodies
    • 15.2.7 Major Associations
    • 15.2.8 Taxes Levied
    • 15.2.9 Corporate Tax Structure
    • 15.2.10 Investments
    • 15.2.11 Major Companies
  • 15.3 South America Location-Based Entertainment Market, Segmentation By Offerings, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 15.4 South America Location-Based Entertainment Market, Segmentation By Technology, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 15.5 South America Location-Based Entertainment Market, Segmentation By End-Use Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 15.6 South America Location-Based Entertainment Market: Country Analysis
  • 15.7 Brazil Market
  • 15.8 Brazil Location-Based Entertainment Market, Segmentation By Offerings, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 15.9 Brazil Location-Based Entertainment Market, Segmentation By Technology, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 15.10 Brazil Location-Based Entertainment Market, Segmentation By End-Use Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)

16 Middle East Market

  • 16.1 Summary
  • 16.2 Market Overview
    • 16.2.1 Region Information
    • 16.2.2 Market Information
    • 16.2.3 Background Information
    • 16.2.4 Government Initiatives
    • 16.2.5 Regulations
    • 16.2.6 Regulatory Bodies
    • 16.2.7 Major Associations
    • 16.2.8 Taxes Levied
    • 16.2.9 Corporate Tax Structure
    • 16.2.10 Investments
    • 16.2.11 Major Companies
  • 16.3 Middle East Location-Based Entertainment Market, Segmentation By Offerings, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 16.4 Middle East Location-Based Entertainment Market, Segmentation By Technology, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 16.5 Middle East Location-Based Entertainment Market, Segmentation By End-Use Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)

17 Africa Market

  • 17.1 Summary
  • 17.2 Market Overview
    • 17.2.1 Region Information
    • 17.2.2 Market Information
    • 17.2.3 Background Information
    • 17.2.4 Government Initiatives
    • 17.2.5 Regulations
    • 17.2.6 Regulatory Bodies
    • 17.2.7 Major Associations
    • 17.2.8 Taxes Levied
    • 17.2.9 Corporate Tax Structure
    • 17.2.10 Investments
    • 17.2.11 Major Companies
  • 17.3 Africa Location-Based Entertainment Market, Segmentation By Offerings, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 17.4 Africa Location-Based Entertainment Market, Segmentation By Technology, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 17.5 Africa Location-Based Entertainment Market, Segmentation By End-Use Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)

18 Competitive Landscape And Company Profiles

  • 18.1 Company Profiles
  • 18.2 The Walt Disney Company
    • 18.2.1 Company Overview
    • 18.2.2 Products And Services
    • 18.2.3 Business Strategy
    • 18.2.4 Financial Overview
  • 18.3 Meta Platforms Inc.
    • 18.3.1 Company Overview
    • 18.3.2 Products And Services
    • 18.3.3 Business Strategy
    • 18.3.4 Financial Overview
  • 18.4 Microsoft Corporation
    • 18.4.1 Company Overview
    • 18.4.2 Products And Services
    • 18.4.3 Business Strategy
    • 18.4.4 Financial Overview
  • 18.5 Samsung Electronics Co. Ltd.
    • 18.5.1 Company Overview
    • 18.5.2 Products And Services
    • 18.5.3 Business Strategy
    • 18.5.4 Financial Overview
  • 18.6 Niantic Inc.
    • 18.6.1 Company Overview
    • 18.6.2 Products And Services
    • 18.6.3 Business Strategy
    • 18.6.4 Financial Overview

19 Other Major And Innovative Companies

  • 19.1 Unity Technologies Inc.
    • 19.1.1 Company Overview
    • 19.1.2 Products And Services
  • 19.2 NBCUniversal Media LLC
    • 19.2.1 Company Overview
    • 19.2.2 Products And Services
  • 19.3 Hologate GmbH
    • 19.3.1 Company Overview
    • 19.3.2 Products And Services
  • 19.4 Six Flags Entertainment Corporation
    • 19.4.1 Company Overview
    • 19.4.2 Products And Services
  • 19.5 HTC Corporation (VIVE)
    • 19.5.1 Company Overview
    • 19.5.2 Products And Services
  • 19.6 Dave & Buster's Entertainment Inc.
    • 19.6.1 Company Overview
    • 19.6.2 Products And Services
  • 19.7 The Sandbox
    • 19.7.1 Company Overview
    • 19.7.2 products And Services
  • 19.8 Cinepolis India Pvt. Ltd.
    • 19.8.1 Company Overview
    • 19.8.2 Products And Services
  • 19.9 Habo Studio Inc.
    • 19.9.1 Company Overview
    • 19.9.2 Products And Services
  • 19.10 Parques Reunidos Servicios Centrales S.A
    • 19.10.1 Company Overview
    • 19.10.2 Products And Services
  • 19.11 Bob's Space Racers Inc.
    • 19.11.1 Company Overview
    • 19.11.2 Products And Services
  • 19.12 Wikitude GmbH
    • 19.12.1 Company Overview
    • 19.12.2 Products And Services
  • 19.13 Zero Latency pty Ltd.
    • 19.13.1 Company Overview
    • 19.13.2 Products And Services
  • 19.14 Barron Games International LLC
    • 19.14.1 Company Overview
    • 19.14.2 Products And Services
  • 19.15 Dreamscape Immersive Inc.
    • 19.15.1 Company Overview
    • 19.15.2 Products And Services

20 Competitive Benchmarking

21 Competitive Dashboard

22 Key Mergers And Acquisitions

  • 22.1 Scopely Acquired Niantic's Pokemon Go
  • 22.2 Infinite Acquisitions Partners Announced Plans to Acquire of Oceaneering Entertainment Systems (OES)
  • 22.3 Epic Games Acquired AQUIRIS

23 Recent Developments In The Location-Based Entertainment Market

  • 23.1 International Expansions Targeted to Capture Rapidly Emerging Markets
  • 23.2 Strategic Collaborations to Enhance Immersive Experiences for Themed Parks
  • 23.3 Global Companies Focusing on Expansions & Diversification in Offerings

24 Opportunities And Strategies

  • 24.1 Global Location-Based Entertainment Market In 2029 - Countries Offering Most New Opportunities
  • 24.2 Global Location-Based Entertainment Market In 2029 - Segments Offering Most New Opportunities
  • 24.3 Global Location-Based Entertainment Market In 2029 - Growth Strategies
    • 24.3.1 Market Trend Based Strategies
    • 24.3.2 Competitor Strategies

25 Location-Based Entertainment Market, Conclusions And Recommendations

  • 25.1 Conclusions
  • 25.2 Recommendations
    • 25.2.1 Product
    • 25.2.2 Place
    • 25.2.3 Price
    • 25.2.4 Promotion
    • 25.2.5 People

26 Appendix

  • 26.1 Geographies Covered
  • 26.2 Market Data Sources
  • 26.3 Research Methodology
  • 26.4 Currencies
  • 26.5 The Business Research Company
  • 26.6 Copyright and Disclaimer