The global location based entertainment market is expected to grow at a CAGR of around 36.7% from 2021 to 2028 and expected to reach the market value of around US$ 6.0 Bn by 2028.
Location-based entertainment (LBE) is a type of entertainment that takes place in a specific location. Immersive entertainment, experiential entertainment, and digital out-of-home entertainment are other terms for LBE. Family entertainment centers, multisensory digital experiences, theme parks, and immersive art installations are all examples of location-based entertainment.
Report coverage
Market |
Location Based Entertainment Market |
Analysis Period |
2017 - 2028 |
Base Year |
2020 |
Forecast Data |
2021 - 2028 |
Segments Covered |
By Component, By End-use, By Technology, and By Region |
Regional Scope |
North America, Europe, Asia Pacific, Latin America, and Middle East & Africa |
Key Companies Profiled |
The VOID, Hologate, Sandbox VR, Zero Latency, Spaces, HTC Corporation, IMAX Corporation, and among others |
Report Coverage
|
Market Trends, Drivers, Restraints, Competitive Analysis, Player Profiling, Regulation Analysis |
Customization Scope |
10 hrs of free customization and expert consultation |
Market Drivers
Virtual Reality (VR) shows a lot of promise for the growth of global location based entertainment market
VR provides lucrative business opportunities in location-based entertainment by hosting VR experiences that allow customers/users to physically interact with the environment. Location-based entertainment (LBE) is expected to account for approximately 11% of the virtual reality (VR) industry by 2023. VR is gaining popularity due to its uniqueness and the entertainment it provides, and it is the next generation differentiated experience for users. Furthermore, it has been observed that there will be a significant increase in the percentage of online bookings for location-based entertainment in 2020 as technology advances to new developments that customers are likely to adopt. According to BRIQ Bookings statistics, online bookings made by mobile for location-based entertainment reached 79.2% in 2020. This is one of the most significant location-based entertainment trends to watch in 2021.
Infrastructure development fuel the growth of global location based entertainment market
With strong government support and involvement in architecture and engineering, as well as a wide range of design services involving landscape and interiors, the global location-based entertainment market is on the rise. According to a report released by Louisiana Economic Development, the software development and digital media industry is climbing the ladder in Louisiana because it provides a competitive edge to software development and digital media companies. For example, the Digital Interactive Media and Software Program provides a 25% tax credit on qualified payroll for resident labor and an 18% tax credit on qualified production expenses.
Segmental Analysis
The global location based entertainment market is segmented as component, technology, and end-use. The component is classified into hardware and software. By end-use, the market is segregated as amusement park, arcade studio, and 4D films. Based on technology, the market is segmented as 2 dimensional (2D), 3 dimensional (3D), and cloud merged reality (CMR).
Based on component, the hardware segment held the largest market share in 2020 and is expected to maintain this trend throughout the forecast period. Computer hardware is used to create a three-dimensional Virtual Environment (VE), which includes high-performance workstations with special components for multi-sensory displays, parallel processing for rapid computation of world models, and high-speed computer networks for information transfer among VE participants. This is one of the prominent factors that foster the growth of global location based entertainment market.
According to technology, the 3D segment is expected to hold a significant share of the location-based entertainment market in the coming years. 3D technology creates innovative interactive, engaging, and immersive products for shows, events, learning, training, and marketing. The use of 3D elements makes the characters and environment interactive, allowing the user to be an active participant in the VR experience. Such factors have a positive impact on the global location-based entertainment market growth.
The amusement park segment accounts for a significant share of the location-based entertainment market in terms of end-use. As amusement parks increasingly use VR-based technology to provide users with a true-to-life experience, the global market for location-based entertainment has grown significantly.
Regional Landscape
North America dominates; Asia Pacific registers all time high CAGR for the location based entertainment market
North America held the largest market share in 2020 and is expected to maintain this trend throughout the forecast period. Among North American provinces, the United States dominates the location-based entertainment market and will continue to do so in the coming years. According to a report released by the U.S. Department of Commerce's International Trade Administration, the US Government strongly supports location-based entertainment (LBE) and themed attractions involving architecture/engineering, machinery, and products exported for the delivery of amusement parks and other attractions. These significantly increase support for various service models such as franchising, public and private experience-driven activities. Individuals, firms, and consortiums accounting for 51% of the US content have requested international assistance in LBE services. Furthermore, the US Embassies and Consulates present around the world have a dedicated staff to support the LBE industry. These aforementioned factors have positive influence on the location based entertainment market to grow exponentially.
Apart from that, Louisiana provides the ideal space for any production, with theatres and live performance venues readily available, as well as competitive incentives, a business-friendly climate, and a rich creative culture. This is, once again, the most important factor driving the growth of the location-based entertainment market.
On the other hand, Asia Pacific has historically had the fastest growing CAGR and is expected to contribute to an all-time high CAGR for the location-based entertainment market in the coming years. As virtual reality and augmented reality (AR and VR) have demonstrated massive potential in a wide range of industries and research fields, the Asia Pacific location-based entertainment market will grow at the fastest pace. For instance, the Government of India has announced collaboration with the Government of Odisha, Software Technology Parks of India (STPI), IIT-Bhubaneswar, and a philanthropist to establish a Centre of Excellence for Virtual and Augmented Reality (VARCoE) at IIT-Bhubaneswar. Currently, nine AR&VR application projects are in the works. Such factors promote the expansion of the location-based entertainment market.
Competitive Landscape
The prominent players of the global location based entertainment market involve The VOID, Hologate, Sandbox VR, Zero Latency, Spaces, HTC Corporation, IMAX Corporation, and among others.
Market Segmentation
Market By Component
Hardware
Software
Market By End-use
Amusement Parks
Arcade Studios
4D Films
Market By Technology
2 Dimensional (2D)
3 Dimensional (3D)
Cloud Merged Reality (CMR)
Market By Geography
North America
• U.S.
• Canada
Europe
• U.K.
• Germany
• France
• Spain
• Rest of Europe
Asia-Pacific
• China
• Japan
• India
• Australia
• South Korea
• Rest of Asia-Pacific
Latin America
• Brazil
• Mexico
• Rest of Latin America
Middle East & Africa
• GCC
• South Africa
• Rest of Middle East & Africa
CHAPTER 1. Industry Overview of Location Based Entertainment
1.1. Definition and Scope
1.1.1. Definition of Location Based Entertainment
1.1.2. Market Segmentation
1.1.3. Years Considered for the Study
1.1.4. Assumptions and Acronyms Used
1.1.4.1. Market Assumptions and Market Forecast
1.1.4.2. Acronyms Used in Global Location Based Entertainment Market
1.2. Summary
1.2.1. Executive Summary
1.2.2. Location Based Entertainment Market By Component
1.2.3. Location Based Entertainment Market By End-use
1.2.4. Location Based Entertainment Market By Technology
1.2.5. Location Based Entertainment Market by Regions
CHAPTER 2. Research Approach
2.1. Methodology
2.1.1. Research Programs
2.1.2. Market Size Estimation
2.1.3. Market Breakdown and Data Triangulation
2.2. Data Source
2.2.1. Secondary Sources
2.2.2. Primary Sources
CHAPTER 3. Market Dynamics And Competition Analysis
3.1. Market Drivers
3.1.1. Driver 1
3.1.2. Driver 2
3.2. Restraints and Challenges
3.2.1. Restrain 1
3.2.2. Restrain 2
3.3. Growth Opportunities
3.3.1. Opportunity 1
3.3.2. Opportunity 2
3.4. Porter’s Five Forces Analysis
3.4.1. Bargaining Power of Suppliers
3.4.2. Bargaining Power of Buyers
3.4.3. Threat of Substitute
3.4.4. Threat of New Entrants
3.4.5. Degree of Competition
3.5. Market Concentration Ratio and Market Maturity Analysis of Location Based Entertainment Market
3.5.1. Go To Market Strategy
3.5.1.1. Introduction
3.5.1.2. Growth
3.5.1.3. Maturity
3.5.1.4. Saturation
3.5.1.5. Possible Development
3.6. Technological Roadmap for Location Based Entertainment Market
3.7. Value Chain Analysis
3.7.1. List of Key Manufacturers
3.7.2. List of Customers
3.7.3. Level of Integration
3.8. Cost Structure Analysis
3.8.1. Price Trend of Key Raw Materials
3.8.2. Raw Material Suppliers
3.8.3. Proportion of Manufacturing Cost Structure
3.8.3.1. Raw Material
3.8.3.2. Labor Cost
3.8.3.3. Manufacturing Expense
3.9. Regulatory Compliance
3.10. Competitive Landscape, 2019
3.10.1. Player Positioning Analysis
3.10.2. Key Strategies Adopted By Leading Players
CHAPTER 4. Manufacturing Plant Analysis
4.1. Manufacturing Plant Location and Establish Date of Major Manufacturers in 2019
4.2. R&D Status and Application Source of Location Based Entertainment Major Manufacturers in 2019
CHAPTER 5. Location Based Entertainment Market By Component
5.1. Introduction
5.2. Location Based Entertainment Revenue By Component
5.2.1. Location Based Entertainment Revenue (US$ Mn) and Forecast, By Component, 2017-2028
5.2.2. Hardware
5.2.2.1. Hardware Market Revenue (US$ Mn) and Growth Rate (%), 2017-2028
5.2.3. Software
5.2.3.1. Software Market Revenue (US$ Mn) and Growth Rate (%), 2017-2028
CHAPTER 6. Location Based Entertainment Market Revenue By End-use
6.1. Introduction
6.2. Location Based Entertainment Revenue (US$ Mn) By End-use
6.2.1. Location Based Entertainment Revenue (US$ Mn) and Forecast By End-use, 2017-2028
6.2.2. Amusement Parks
6.2.2.1. Amusement Parks Market Revenue (US$ Mn) and Growth Rate (%), 2017-2028
6.2.3. Arcade Studios
6.2.3.1. Arcade Studios Market Revenue (US$ Mn) and Growth Rate (%), 2017-2028
6.2.4. 4D Films
6.2.4.1. 4D Films Market Revenue (US$ Mn) and Growth Rate (%), 2017-2028
CHAPTER 7. Location Based Entertainment Market By Technology
7.1. Introduction
7.2. Location Based Entertainment Revenue (US$ Mn) By Technology
7.2.1. Location Based Entertainment Revenue (US$ Mn) and Forecast By Technology, 2017-2028
7.2.2. 2 Dimensional (2D)
7.2.2.1. 2 Dimensional (2D) Market Revenue (US$ Mn) and Growth Rate (%), 2017-2028
7.2.3. 3 Dimensional (3D)
7.2.3.1. 3 Dimensional (3D) Market Revenue (US$ Mn) and Growth Rate (%), 2017-2028
7.2.4. Cloud Merged Reality (CMR)
7.2.4.1. Cloud Merged Reality (CMR) Market Revenue (US$ Mn) and Growth Rate (%), 2017-2028
CHAPTER 8. North America Location Based Entertainment Market By Country
8.1. North America Location Based Entertainment Overview
8.2. U.S.
8.2.1. U.S. Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Component, 2017-2028
8.2.2. U.S. Location Based Entertainment Market Revenue (US$ Mn) and Forecast By End-use, 2017-2028
8.2.3. U.S. Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Technology, 2017-2028
8.3. Canada
8.3.1. Canada Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Component, 2017-2028
8.3.2. Canada Location Based Entertainment Market Revenue (US$ Mn) and Forecast By End-use, 2017-2028
8.3.3. Canada Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Technology, 2017-2028
8.4. North America PEST Analysis
CHAPTER 9. Europe Location Based Entertainment Market By Country
9.1. Europe Location Based Entertainment Market Overview
9.2. U.K.
9.2.1. U.K. Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Component, 2017-2028
9.2.2. U.K. Location Based Entertainment Market Revenue (US$ Mn) and Forecast By End-use, 2017-2028
9.2.3. U.K. Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Technology, 2017-2028
9.3. Germany
9.3.1. Germany Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Component, 2017-2028
9.3.2. Germany Location Based Entertainment Market Revenue (US$ Mn) and Forecast By End-use, 2017-2028
9.3.3. Germany Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Technology, 2017-2028
9.4. France
9.4.1. France Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Component, 2017-2028
9.4.2. France Location Based Entertainment Market Revenue (US$ Mn) and Forecast By End-use, 2017-2028
9.4.3. France Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Technology, 2017-2028
9.5. Spain
9.5.1. Spain Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Component, 2017-2028
9.5.2. Spain Location Based Entertainment Market Revenue (US$ Mn) and Forecast By End-use, 2017-2028
9.5.3. Spain Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Technology, 2017-2028
9.6. Rest of Europe
9.6.1. Rest of Europe Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Component, 2017-2028
9.6.2. Rest of Europe Location Based Entertainment Market Revenue (US$ Mn) and Forecast By End-use, 2017-2028
9.6.3. Rest of Europe Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Technology, 2017-2028
9.7. Europe PEST Analysis
CHAPTER 10. Asia Pacific Location Based Entertainment Market By Country
10.1. Asia Pacific Location Based Entertainment Market Overview
10.2. China
10.2.1. China Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Component, 2017-2028
10.2.2. China Location Based Entertainment Market Revenue (US$ Mn) and Forecast By End-use, 2017-2028
10.2.3. China Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Technology, 2017-2028
10.3. Japan
10.3.1. Japan Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Component, 2017-2028
10.3.2. Japan Location Based Entertainment Market Revenue (US$ Mn) and Forecast By End-use, 2017-2028
10.3.3. Japan Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Technology, 2017-2028
10.4. India
10.4.1. India Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Component, 2017-2028
10.4.2. India Location Based Entertainment Market Revenue (US$ Mn) and Forecast By End-use, 2017-2028
10.4.3. India Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Technology, 2017-2028
10.5. Australia
10.5.1. Australia Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Component, 2017-2028
10.5.2. Australia Location Based Entertainment Market Revenue (US$ Mn) and Forecast By End-use, 2017-2028
10.5.3. Australia Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Technology, 2017-2028
10.6. South Korea
10.6.1. South Korea Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Component, 2017-2028
10.6.2. South Korea Location Based Entertainment Market Revenue (US$ Mn) and Forecast By End-use, 2017-2028
10.6.3. South Korea Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Technology, 2017-2028
10.7. Rest of Asia-Pacific
10.7.1. Rest of Asia-Pacific Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Component, 2017-2028
10.7.2. Rest of Asia-Pacific Location Based Entertainment Market Revenue (US$ Mn) and Forecast By End-use, 2017-2028
10.7.3. Rest of Asia-Pacific Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Technology, 2017-2028
10.8. Asia Pacific PEST Analysis
CHAPTER 11. Latin America Location Based Entertainment Market By Country
11.1. Latin America Location Based Entertainment Market Overview
11.2. Brazil
11.2.1. Brazil Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Component, 2017-2028
11.2.2. Brazil Location Based Entertainment Market Revenue (US$ Mn) and Forecast By End-use, 2017-2028
11.2.3. Brazil Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Technology, 2017-2028
11.3. Mexico
11.3.1. Mexico Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Component, 2017-2028
11.3.2. Mexico Location Based Entertainment Market Revenue (US$ Mn) and Forecast By End-use, 2017-2028
11.3.3. Mexico Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Technology, 2017-2028
11.4. Rest of Latin America
11.4.1. Rest of Latin America Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Component, 2017-2028
11.4.2. Rest of Latin America Location Based Entertainment Market Revenue (US$ Mn) and Forecast By End-use, 2017-2028
11.4.3. Rest of Latin America Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Technology, 2017-2028
11.5. Latin America PEST Analysis
CHAPTER 12. Middle East & Africa Location Based Entertainment Market By Country
12.1. Middle East & Africa Location Based Entertainment Market Overview
12.2. Saudi Arabia
12.2.1. Saudi Arabia Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Component, 2017-2028
12.2.2. Saudi Arabia Location Based Entertainment Market Revenue (US$ Mn) and Forecast By End-use, 2017-2028
12.2.3. Saudi Arabia Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Technology, 2017-2028
12.3. UAE
12.3.1. UAE Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Component, 2017-2028
12.3.2. UAE Location Based Entertainment Market Revenue (US$ Mn) and Forecast By End-use, 2017-2028
12.3.3. UAE Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Technology, 2017-2028
12.4. Rest of Middle East & Africa
12.4.1. Rest of Middle East & Africa Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Component, 2017-2028
12.4.2. Rest of Middle East & Africa Location Based Entertainment Market Revenue (US$ Mn) and Forecast By End-use, 2017-2028
12.4.3. Rest of Middle East & Africa Location Based Entertainment Market Revenue (US$ Mn) and Forecast By Technology, 2017-2028
12.5. Middle East & Africa PEST Analysis
CHAPTER 13. Player Analysis Of Location Based Entertainment
13.1. Location Based Entertainment Market Company Share Analysis
13.2. Competition Matrix
13.2.1. Competitive Benchmarking of key players by price, presence, market share, and R&D investment
13.2.2. New Product Launches and Product Enhancements
13.2.3. Mergers And Acquisition In Global Location Based Entertainment Market
13.2.4. Partnership, Joint Ventures and Strategic Alliances/ Sales Agreements
CHAPTER 14. COMPANY PROFILE
14.1. The VOID
14.1.1. Company Snapshot
14.1.2. Business Overview
14.1.3. Financial Overview
14.1.3.1. Revenue (US$ Mn), 2019
14.1.3.2. The VOID 2019 Location Based Entertainment Business Regional Distribution
14.1.4. Product/ Service and Specification
14.1.5. Recent Developments & Business Strategy
14.1.6. Manufacturing Plant Footprint Analysis
14.2. Hologate
14.3. Sandbox VR
14.4. Zero Latency
14.5. Spaces
14.6. HTC Corporation
14.7. IMAX Corporation
14.8. Others