Dublin, Jan. 07, 2025 (GLOBE NEWSWIRE) — The “Location-Based Entertainment Market by Component, Technology, Type, Application/Function, End Use – Global Forecast 2025-2030” report has been added to ResearchAndMarkets.com’s offering.
The Location-Based Entertainment Market grew from USD 4.73 billion in 2023 to USD 5.72 billion in 2024. It is expected to continue growing at a CAGR of 22.78%, reaching USD 19.93 billion by 2030.
A significant growth factor is the rising consumer demand for unique and personalized experiences, driven by technological advancements in AR and VR. Additionally, the surge in disposable income and evolving lifestyle preferences, particularly among millennials and Gen Z, further propels market demand.
There are considerable opportunities in expanding AR and VR integrations that provide seamless and interactive experiences, partnering with tech firms for the development of high-quality content or localized themed experiences.
However, challenges such as high initial investment costs, technological limitations, and the necessity for consistent content updates pose restrictions. Additionally, rapidly changing consumer preferences demand agility in innovations and adaptations. The recent COVID-19 pandemic highlighted vulnerabilities associated with physical location-based operations, emphasizing contactless and sanitizable solutions.
Innovation areas include the development of hybrid experiences that blend physical and digital realms, advancements in AI to personalize interactions, and enhancing accessibility to bring diverse demographics into the fold. Research could delve into scalable LBE solutions that balance cost and user engagement effectively.
The market continues to evolve, characterized by competitive advancements and strategic collaborations to maintain consumer engagement. Businesses looking to thrive in this sector should focus on experience diversification, leveraging data analytics for consumer insights, and ensuring flexible adaptation to pandemic-induced shifts in consumer behavior and safety concerns.
Market Segmentation & Coverage
This research report categorizes the Location-Based Entertainment Market to forecast the revenues and analyze trends in each of the following sub-markets:
- Component
- Technology
- 5G & Networking
- Augmented Reality
- Mixed Reality
- Virtual Reality
- Type
- Arcades
- Escape Rooms
- Family Entertainment Centers
- Theme Parks
- Application/Function
- Corporate Training
- Education
- Entertainment
- Tourism
- End Use
- Commercial Use
- Consumer Use
- Educational Institutions
- Region
- Americas
- Asia-Pacific
- Europe, Middle East & Africa
The report provides a detailed overview of the market, exploring several key areas:
- Market Penetration: A thorough examination of the current market landscape, featuring comprehensive data from leading industry players and analyzing their reach and influence across the market.
- Market Development: The report identifies significant growth opportunities in emerging markets and assesses expansion potential within established segments, providing a roadmap for future development.
- Market Diversification: In-depth coverage of recent product launches, untapped geographic regions, significant industry developments, and strategic investments reshaping the market landscape.
- Competitive Assessment & Intelligence: A detailed analysis of the competitive landscape, covering market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, technological advancements, and innovations in manufacturing by key market players.
- Product Development & Innovation: Insight into groundbreaking technologies, R&D efforts, and product innovations that will drive the market in future.
Additionally, the report addresses key questions to assist stakeholders in making informed decisions:
- What is the current size of the market, and how is it expected to grow?
- Which products, segments, and regions present the most attractive investment opportunities?
- What are the prevailing technology trends and regulatory factors influencing the market?
- How do top vendors rank regarding market share and competitive positioning?
- What revenue sources and strategic opportunities guide vendors’ market entry or exit decisions?
Key Attributes
Report Attribute | Details |
No. of Pages | 182 |
Forecast Period | 2024-2030 |
Estimated Market Value (USD) in 2024 | $5.72 Billion |
Forecasted Market Value (USD) by 2030 | $19.93 Billion |
Compound Annual Growth Rate | 22.7% |
Regions Covered | Global |
The leading players in the Location-Based Entertainment market, which are profiled in this report, include:
- 4Experience sp. z o.o.
- AEON Fantasy Co., Ltd.
- Barron Games International
- CyberGlove Systems LLC
- Dreamscape Immersive, Inc.
- Falcon’s Beyond Global, LLC
- Fantawild Holdings Inc.
- Fennec Labs Ltd.
- Google LLC by Alphabet, Inc.
- Habo Studio Inc.
- HQ Software
- HTC Corporation
- Huawei Technologies Co., Ltd.
- IMAX Corporation
- KABUM S.N.C.
- Kingsmen Creatives Ltd.
- Magic Leap Inc.
- Microsoft Corporation
- NBCUniversal Media, LLC
- Niantic Inc.
- Panasonic Holdings Corporation
- Samsung Electronics Co. Ltd.
- Sandbox VR, Inc.
- Sony Group Corporation
- SpringboardVR by Vertigo Studios B.V.
- Starbreeze AB
- Tencent Holdings Ltd.
- The VOID LLC
- Vicon Motion Systems Limited by Oxford Metrics PLC
- Zero Latency Pty. Ltd.
Location-Based Entertainment Market Dynamics
- Market Drivers
- Growing consumer inclination toward amusements parks, 3D, and 4D films
- Rapid expansion of the tourism industry worldwide
- High potential for 360-degree content and cloud-merged reality
- Market Restraints
- High investment cost and safety issues with location-based entertainment
- Market Opportunities
- Growing introduction of integrating advanced technologies to deliver immersive experiences
- Increase in investment to expand amusement parks and gaming industry
- Market Challenges
- Technical challenges associated with location-based entertainment
For more information about this report visit https://www.researchandmarkets.com/r/c8wn17
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- Location-Based Entertainment Market