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市場調査レポート
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1743931

ロケーションベースエンタテインメント市場- 世界の産業規模、シェア、動向、機会、予測、コンポーネント別、技術別(3D & 4D、2D、クラウドマージドリアリティ)、エンドユース別、地域別、競合別、2020-2030年

Location-based Entertainment Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, By Component, By Technology (3D & 4D, 2D, Cloud Merged Reality ), By End-Use, By Region & Competition, 2020-2030F


出版日
ページ情報
英文 185 Pages
納期
2~3営業日
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市場- 世界の産業規模、シェア、動向、機会、予測、コンポーネント別、技術別(3D & 4D、2D、クラウドマージドリアリティ)、エンドユース別、地域別、競合別、2020-2030年
出版日: 2025年06月06日
発行: TechSci Research
ページ情報: 英文 185 Pages
納期: 2~3営業日
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  • 全表示
  • 概要
  • 目次
概要

ロケーションベースエンタテインメントの世界市場規模は2024年に20億1,000万米ドル、2030年には74億4,000万米ドルに達し、予測期間中のCAGRは24.37%で成長すると予測されています。

ロケーションベースエンタテインメント(LBE)には、アミューズメントパーク、VRアーケード、4Dシネマ、インタラクティブ博物館、ショッピングセンター、ファミリーエンタテインメント複合施設などの物理的な施設を通じて提供される没入型のインタラクティブ体験が含まれます。これらの体験は、VR、AR、プロジェクションマッピング、モーション・センシングなどの先進技術を現実の環境と融合させ、家庭では再現できないエンゲージメントを提供します。特にミレニアル世代やZ世代といった若年層の間で、共有型、体験型、感情移入型のエンターテインメントに対する需要が高まっており、市場は急成長を遂げています。都市化の進展、可処分所得の増加、そして特に新興国における体験主導型消費へのシフトが、この動向を加速させています。技術革新者、コンテンツ制作者、不動産開発業者間の戦略的パートナーシップも、ブランド化された観光地やフランチャイズベースのアトラクションの台頭に拍車をかけており、LBEサービスの世界な魅力と拡張性を強化しています。

市場概要
予測期間 2026-2030
市場規模:2024年 20億1,000万米ドル
市場規模:2030年 74億4,000万米ドル
CAGR:2025年~2030年 24.37%
急成長セグメント アーケードスタジオ
最大市場 北米

市場促進要因

体験型・没入型エンターテインメントへの消費者需要の高まり

主な市場課題

高額な設備投資と運営費

主要市場動向

顧客エンゲージメントを強化するための没入型技術の統合の拡大

目次

第1章 ソリューションの概要

  • 市場の定義
  • 市場の範囲
    • 対象市場
    • 調査対象年
    • 主要市場セグメンテーション

第2章 調査手法

第3章 エグゼクティブサマリー

第4章 顧客の声

第5章 世界のロケーションベースエンタテインメント市場展望

  • 市場規模・予測
    • 金額別
  • 市場シェア・予測
    • コンポーネント別(ハードウェア、ソフトウェア)
    • テクノロジー別(3D & 4D、2D、クラウドマージドリアリティ(CMR))
    • 用途別(遊園地、4D映画、アーケードスタジオ)
    • 地域別(北米、欧州、南米、中東・アフリカ、アジア太平洋)
  • 企業別(2024)
  • 市場マップ

第6章 北米のロケーションベースエンタテインメント市場展望

  • 市場規模・予測
  • 市場シェア・予測
  • 北米:国別分析
    • 米国
    • カナダ
    • メキシコ

第7章 欧州のロケーションベースエンタテインメント市場展望

  • 市場規模・予測
  • 市場シェア・予測
  • 欧州:国別分析
    • ドイツ
    • フランス
    • 英国
    • イタリア
    • スペイン

第8章 アジア太平洋地域のロケーションベースエンタテインメント市場展望

  • 市場規模・予測
  • 市場シェア・予測
  • アジア太平洋地域:国別分析
    • 中国
    • インド
    • 日本
    • 韓国
    • オーストラリア

第9章 中東・アフリカのロケーションベースエンタテインメント市場展望

  • 市場規模・予測
  • 市場シェア・予測
  • 中東・アフリカ:国別分析
    • サウジアラビア
    • アラブ首長国連邦
    • 南アフリカ

第10章 南米のロケーションベースエンタテインメント市場展望

  • 市場規模・予測
  • 市場シェア・予測
  • 南米:国別分析
    • ブラジル
    • コロンビア
    • アルゼンチン

第11章 市場力学

  • 促進要因
  • 課題

第12章 市場動向と発展

  • 合併と買収
  • 製品上市
  • 最近の動向

第13章 企業プロファイル

  • The Walt Disney Company
  • Comcast Corporation
  • Merlin Entertainments Group
  • Cedar Fair Entertainment Company
  • SeaWorld Parks & Entertainment, Inc.
  • Haichang Ocean Park Holdings Ltd.
  • Funtastic Limited
  • Bally's Corporation

第14章 戦略的提言

第15章 調査会社について・免責事項

目次
Product Code: 29408

The Global Location-based Entertainment Market was valued at USD 2.01 billion in 2024 and is projected to reach USD 7.44 billion by 2030, growing at a CAGR of 24.37% during the forecast period. Location-based entertainment (LBE) encompasses immersive, interactive experiences delivered through physical venues such as amusement parks, VR arcades, 4D cinemas, interactive museums, shopping centers, and family entertainment complexes. These experiences merge advanced technologies-like VR, AR, projection mapping, and motion sensing-with real-world environments to deliver engagement that cannot be replicated at home. With increasing demand for shared, experiential, and emotionally engaging entertainment, particularly among younger demographics such as Millennials and Gen Z, the market is witnessing rapid growth. Rising urbanization, disposable incomes, and a shift toward experience-driven spending, especially in emerging economies, are accelerating this trend. Strategic partnerships between tech innovators, content creators, and real estate developers are also fueling the rise of branded destinations and franchise-based attractions, reinforcing the global appeal and scalability of LBE offerings.

Market Overview
Forecast Period2026-2030
Market Size 2024USD 2.01 Billion
Market Size 2030USD 7.44 Billion
CAGR 2025-203024.37%
Fastest Growing SegmentArcade Studios
Largest MarketNorth America

Key Market Drivers

Increasing Consumer Demand for Experiential and Immersive Entertainment

The Global Location-based Entertainment Market is being fueled by a significant shift in consumer preference toward immersive, experience-driven entertainment that moves beyond passive screen-based formats. As audiences-especially in dense urban environments-seek out social and sensory-rich activities, physical venues offering engaging, multi-dimensional experiences are growing in popularity. This is particularly true among younger generations who value memory-making and shared social interactions over material consumption. Location-based entertainment options such as VR arcades, interactive museums, and theme-based attractions meet this demand by delivering high-impact, tech-enabled engagements that blend the physical and digital worlds. These experiences appeal to both leisure seekers and tourists, offering curated environments that stimulate multiple senses and provide memorable, interactive storytelling. The push for differentiated, technology-infused entertainment is therefore driving sustained growth across multiple regional markets and venue types.

Key Market Challenges

High Capital Investment and Operational Expenditure

A major constraint for the Global Location-based Entertainment Market lies in its substantial capital and operating cost requirements. Setting up an LBE venue typically involves significant investments in property, immersive technologies, construction, creative content, and regulatory compliance. This upfront financial commitment can be prohibitive, particularly for new entrants or small-scale operators. Furthermore, operational costs remain high due to staffing needs, energy usage, maintenance of sophisticated equipment, and frequent content updates to maintain customer engagement. Experience refresh cycles are shorter than in traditional formats, requiring constant reinvention to attract repeat visitors. Additionally, footfall is often seasonal, depending on holidays or tourism flow, which can affect revenue consistency. The necessity to stay technologically current and provide compelling, updated attractions adds another layer of expense. Without reliable partnerships, supplemental revenue sources like merchandise or concessions, or financial support mechanisms, many operators may struggle to achieve long-term profitability and scale.

Key Market Trends

Growing Integration of Immersive Technologies to Enhance Customer Engagement

A key trend in the Global Location-based Entertainment Market is the increasing adoption of immersive technologies aimed at deepening user engagement and delivering differentiated experiences. Operators are deploying tools such as virtual reality, augmented reality, holography, mixed reality, and motion-tracking systems to create dynamic, responsive, and interactive environments. These technologies enable personalized storytelling and adaptive gameplay, enhancing the realism and novelty of the experience. From VR escape rooms to holographic gaming zones, venues are using immersive tech not only to captivate audiences but also to extend visit duration and increase per-visitor revenue. Wearable devices and AI-driven behavior tracking further enrich the experience by enabling real-time customization. Improvements in cost-efficiency and scalability of these technologies are making them increasingly accessible, enabling broader deployment across entertainment formats ranging from mall-based installations to theme parks. As immersive technologies become central to LBE design, they are redefining user expectations and contributing significantly to market expansion.

Key Market Players

  • The Walt Disney Company
  • Comcast Corporation
  • Merlin Entertainments Group
  • Cedar Fair Entertainment Company
  • SeaWorld Parks & Entertainment, Inc.
  • Haichang Ocean Park Holdings Ltd.
  • Funtastic Limited
  • Bally's Corporation

Report Scope:

In this report, the Global Location-based Entertainment Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

Location-based Entertainment Market, By Component:

  • Hardware
  • Software

Location-based Entertainment Market, By Technology:

  • 3D & 4D
  • 2D
  • Cloud Merged Reality (CMR)

Location-based Entertainment Market, By End-Use:

  • Amusement Park
  • 4D Films
  • Arcade Studios

Location-based Entertainment Market, By Region:

  • North America
    • United States
    • Canada
    • Mexico
  • Europe
    • Germany
    • France
    • United Kingdom
    • Italy
    • Spain
  • Asia Pacific
    • China
    • India
    • Japan
    • South Korea
    • Australia
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • South Africa
  • South America
    • Brazil
    • Colombia
    • Argentina

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the Global Location-based Entertainment Market.

Available Customizations:

Global Location-based Entertainment Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1. Solution Overview

  • 1.1. Market Definition
  • 1.2. Scope of the Market
    • 1.2.1. Markets Covered
    • 1.2.2. Years Considered for Study
    • 1.2.3. Key Market Segmentations

2. Research Methodology

  • 2.1. Objective of the Study
  • 2.2. Baseline Methodology
  • 2.3. Key Industry Partners
  • 2.4. Major Association and Secondary Sources
  • 2.5. Forecasting Methodology
  • 2.6. Data Triangulation & Validation
  • 2.7. Assumptions and Limitations

3. Executive Summary

  • 3.1. Overview of the Market
  • 3.2. Overview of Key Market Segmentations
  • 3.3. Overview of Key Market Players
  • 3.4. Overview of Key Regions/Countries
  • 3.5. Overview of Market Drivers, Challenges, and Trends

4. Voice of Customer

5. Global Location-based Entertainment Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By Component (Hardware, Software)
    • 5.2.2. By Technology (3D & 4D, 2D, Cloud Merged Reality (CMR))
    • 5.2.3. By End-Use (Amusement Park, 4D Films, Arcade Studios)
    • 5.2.4. By Region (North America, Europe, South America, Middle East & Africa, Asia Pacific)
  • 5.3. By Company (2024)
  • 5.4. Market Map

6. North America Location-based Entertainment Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Component
    • 6.2.2. By Technology
    • 6.2.3. By End-Use
    • 6.2.4. By Country
  • 6.3. North America: Country Analysis
    • 6.3.1. United States Location-based Entertainment Market Outlook
      • 6.3.1.1. Market Size & Forecast
        • 6.3.1.1.1. By Value
      • 6.3.1.2. Market Share & Forecast
        • 6.3.1.2.1. By Component
        • 6.3.1.2.2. By Technology
        • 6.3.1.2.3. By End-Use
    • 6.3.2. Canada Location-based Entertainment Market Outlook
      • 6.3.2.1. Market Size & Forecast
        • 6.3.2.1.1. By Value
      • 6.3.2.2. Market Share & Forecast
        • 6.3.2.2.1. By Component
        • 6.3.2.2.2. By Technology
        • 6.3.2.2.3. By End-Use
    • 6.3.3. Mexico Location-based Entertainment Market Outlook
      • 6.3.3.1. Market Size & Forecast
        • 6.3.3.1.1. By Value
      • 6.3.3.2. Market Share & Forecast
        • 6.3.3.2.1. By Component
        • 6.3.3.2.2. By Technology
        • 6.3.3.2.3. By End-Use

7. Europe Location-based Entertainment Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Component
    • 7.2.2. By Technology
    • 7.2.3. By End-Use
    • 7.2.4. By Country
  • 7.3. Europe: Country Analysis
    • 7.3.1. Germany Location-based Entertainment Market Outlook
      • 7.3.1.1. Market Size & Forecast
        • 7.3.1.1.1. By Value
      • 7.3.1.2. Market Share & Forecast
        • 7.3.1.2.1. By Component
        • 7.3.1.2.2. By Technology
        • 7.3.1.2.3. By End-Use
    • 7.3.2. France Location-based Entertainment Market Outlook
      • 7.3.2.1. Market Size & Forecast
        • 7.3.2.1.1. By Value
      • 7.3.2.2. Market Share & Forecast
        • 7.3.2.2.1. By Component
        • 7.3.2.2.2. By Technology
        • 7.3.2.2.3. By End-Use
    • 7.3.3. United Kingdom Location-based Entertainment Market Outlook
      • 7.3.3.1. Market Size & Forecast
        • 7.3.3.1.1. By Value
      • 7.3.3.2. Market Share & Forecast
        • 7.3.3.2.1. By Component
        • 7.3.3.2.2. By Technology
        • 7.3.3.2.3. By End-Use
    • 7.3.4. Italy Location-based Entertainment Market Outlook
      • 7.3.4.1. Market Size & Forecast
        • 7.3.4.1.1. By Value
      • 7.3.4.2. Market Share & Forecast
        • 7.3.4.2.1. By Component
        • 7.3.4.2.2. By Technology
        • 7.3.4.2.3. By End-Use
    • 7.3.5. Spain Location-based Entertainment Market Outlook
      • 7.3.5.1. Market Size & Forecast
        • 7.3.5.1.1. By Value
      • 7.3.5.2. Market Share & Forecast
        • 7.3.5.2.1. By Component
        • 7.3.5.2.2. By Technology
        • 7.3.5.2.3. By End-Use

8. Asia Pacific Location-based Entertainment Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Component
    • 8.2.2. By Technology
    • 8.2.3. By End-Use
    • 8.2.4. By Country
  • 8.3. Asia Pacific: Country Analysis
    • 8.3.1. China Location-based Entertainment Market Outlook
      • 8.3.1.1. Market Size & Forecast
        • 8.3.1.1.1. By Value
      • 8.3.1.2. Market Share & Forecast
        • 8.3.1.2.1. By Component
        • 8.3.1.2.2. By Technology
        • 8.3.1.2.3. By End-Use
    • 8.3.2. India Location-based Entertainment Market Outlook
      • 8.3.2.1. Market Size & Forecast
        • 8.3.2.1.1. By Value
      • 8.3.2.2. Market Share & Forecast
        • 8.3.2.2.1. By Component
        • 8.3.2.2.2. By Technology
        • 8.3.2.2.3. By End-Use
    • 8.3.3. Japan Location-based Entertainment Market Outlook
      • 8.3.3.1. Market Size & Forecast
        • 8.3.3.1.1. By Value
      • 8.3.3.2. Market Share & Forecast
        • 8.3.3.2.1. By Component
        • 8.3.3.2.2. By Technology
        • 8.3.3.2.3. By End-Use
    • 8.3.4. South Korea Location-based Entertainment Market Outlook
      • 8.3.4.1. Market Size & Forecast
        • 8.3.4.1.1. By Value
      • 8.3.4.2. Market Share & Forecast
        • 8.3.4.2.1. By Component
        • 8.3.4.2.2. By Technology
        • 8.3.4.2.3. By End-Use
    • 8.3.5. Australia Location-based Entertainment Market Outlook
      • 8.3.5.1. Market Size & Forecast
        • 8.3.5.1.1. By Value
      • 8.3.5.2. Market Share & Forecast
        • 8.3.5.2.1. By Component
        • 8.3.5.2.2. By Technology
        • 8.3.5.2.3. By End-Use

9. Middle East & Africa Location-based Entertainment Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Component
    • 9.2.2. By Technology
    • 9.2.3. By End-Use
    • 9.2.4. By Country
  • 9.3. Middle East & Africa: Country Analysis
    • 9.3.1. Saudi Arabia Location-based Entertainment Market Outlook
      • 9.3.1.1. Market Size & Forecast
        • 9.3.1.1.1. By Value
      • 9.3.1.2. Market Share & Forecast
        • 9.3.1.2.1. By Component
        • 9.3.1.2.2. By Technology
        • 9.3.1.2.3. By End-Use
    • 9.3.2. UAE Location-based Entertainment Market Outlook
      • 9.3.2.1. Market Size & Forecast
        • 9.3.2.1.1. By Value
      • 9.3.2.2. Market Share & Forecast
        • 9.3.2.2.1. By Component
        • 9.3.2.2.2. By Technology
        • 9.3.2.2.3. By End-Use
    • 9.3.3. South Africa Location-based Entertainment Market Outlook
      • 9.3.3.1. Market Size & Forecast
        • 9.3.3.1.1. By Value
      • 9.3.3.2. Market Share & Forecast
        • 9.3.3.2.1. By Component
        • 9.3.3.2.2. By Technology
        • 9.3.3.2.3. By End-Use

10. South America Location-based Entertainment Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Component
    • 10.2.2. By Technology
    • 10.2.3. By End-Use
    • 10.2.4. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil Location-based Entertainment Market Outlook
      • 10.3.1.1. Market Size & Forecast
        • 10.3.1.1.1. By Value
      • 10.3.1.2. Market Share & Forecast
        • 10.3.1.2.1. By Component
        • 10.3.1.2.2. By Technology
        • 10.3.1.2.3. By End-Use
    • 10.3.2. Colombia Location-based Entertainment Market Outlook
      • 10.3.2.1. Market Size & Forecast
        • 10.3.2.1.1. By Value
      • 10.3.2.2. Market Share & Forecast
        • 10.3.2.2.1. By Component
        • 10.3.2.2.2. By Technology
        • 10.3.2.2.3. By End-Use
    • 10.3.3. Argentina Location-based Entertainment Market Outlook
      • 10.3.3.1. Market Size & Forecast
        • 10.3.3.1.1. By Value
      • 10.3.3.2. Market Share & Forecast
        • 10.3.3.2.1. By Component
        • 10.3.3.2.2. By Technology
        • 10.3.3.2.3. By End-Use

11. Market Dynamics

  • 11.1. Drivers
  • 11.2. Challenges

12. Market Trends and Developments

  • 12.1. Merger & Acquisition (If Any)
  • 12.2. Product Launches (If Any)
  • 12.3. Recent Developments

13. Company Profiles

  • 13.1. The Walt Disney Company
    • 13.1.1. Business Overview
    • 13.1.2. Key Revenue and Financials
    • 13.1.3. Recent Developments
    • 13.1.4. Key Personnel
    • 13.1.5. Key Product/Services Offered
  • 13.2. Comcast Corporation
  • 13.3. Merlin Entertainments Group
  • 13.4. Cedar Fair Entertainment Company
  • 13.5. SeaWorld Parks & Entertainment, Inc.
  • 13.6. Haichang Ocean Park Holdings Ltd.
  • 13.7. Funtastic Limited
  • 13.8. Bally's Corporation

14. Strategic Recommendations

15. About Us & Disclaimer