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1891533

基於位置的娛樂市場規模、佔有率、成長及全球產業分析:依類型、應用和地區劃分的洞察與預測(2024-2032 年)

Location Based Entertainment Market Size, Share, Growth and Global Industry Analysis By Type & Application, Regional Insights and Forecast, 2024-2032

出版日期: | 出版商: Fortune Business Insights Pvt. Ltd. | 英文 120 Pages | 商品交期: 請詢問到貨日

價格

基於位置的娛樂市場成長驅動因素

受消費者對沉浸式、互動式和技術賦能的娛樂體驗日益增長的需求驅動,全球基於位置的娛樂市場正經歷快速擴張。預計到 2024 年,全球市場規模將達到 51.7 億美元,這反映了遊戲中心、街機廳、主題公園、密室逃脫和互動劇院等基於位置的娛樂場所的普及。預計到 2025 年,市場規模將成長至 61.8 億美元,並在 2032 年迅速成長至 233.4 億美元,凸顯了該產業強勁的長期成長潛力。

基於位置的娛樂 (LBE) 指的是與特定場所或地點物理綁定的娛樂體驗,使用戶能夠同時體驗數位和現實世界的元素。這些體驗高度依賴虛擬實境 (VR)、擴增實境 (AR)、混合實境 (MR) 和投影映射等技術來創造沉浸式環境。市場擴張的關鍵驅動因素是年輕消費者越來越傾向於體驗式娛樂而非傳統媒體。

市場驅動因素

基於位置的娛樂市場的主要成長驅動因素之一是對沉浸式和遊戲化體驗日益增長的需求。預計到 2025 年,約 70% 的消費者將參與遊戲化娛樂體驗,這標誌著人們的娛樂方式正向互動式休閒活動發生顯著轉變。 AR 和 VR 技術的廣泛應用正在將傳統娛樂場所轉變為動態體驗中心,使用戶能夠在實體環境中與數位內容互動。

截至 2024 年,全球約有 4,000 個基於位置的 VR 中心,顯示沉浸式技術在娛樂領域的滲透率正在不斷提高。此外,混合實境 (MR) 景點也正在蓬勃發展,預計全年將保持強勁成長。預計這將提升遊客在實體娛樂場所的參與度和重複造訪率。

生成式人工智慧的影響

生成式人工智慧的融合正成為實體娛樂市場的一股變革力量。生成式人工智慧能夠以更快的速度、更低的成本製作內容,同時提升個人化、創意性和營運效率。透過簡化 3D 資產、動畫和沈浸式環境的開發,人工智慧工具能夠大幅降低娛樂供應商的製作時間和成本。

到 2024 年,利用人工智慧驅動的擴增實境平台的公司將能夠在主題樂園、體育場、音樂節和度假村等大型場所提供高度逼真且互動性強的體驗。隨著人工智慧使沉浸式娛樂更具可擴展性和可及性,預計這些進步將推動2025年至2032年市場成長。

科技與場館趨勢

在技術方面,投影映射技術憑藉其創建大規模、無需設備的沉浸式環境的能力,預計將在2024年引領市場。投影映射技術無需依賴頭戴式顯示器即可提供互動式視覺體驗,使其成為人流量大的場所的理想選擇。

同時,雲端融合現實技術預計將迅速普及,因為它相容於AR和VR系統,並且能夠以更高的效率提供即時沉浸式內容。在場館方面,街機遊戲廳預計將在2024年佔最大的市場佔有率,這主要得益於其對高清VR系統的巨額投資,而這些系統是家用設備無法複製的。預計到 2032 年,主題樂園將迎來加速成長,營運商將加快採用擴增實境 (AR) 和虛擬實境 (VR) 技術,以提供主題化的沉浸式真實世界體驗。

區域洞察

2024 年,北美將以 39.81% 的市佔率引領全球基於位置的娛樂市場,創造 20.5 億美元的收入。該地區的領先地位歸功於消費者對現場體驗的強勁支出、先進娛樂技術的普及以及主題公園和沈浸式場所的高度集中。

預計到 2032 年,亞太地區將實現最快的成長速度,這主要得益於消費者娛樂偏好的轉變、快速的城市化進程以及主要 AR/VR 硬體和軟體供應商的存在。歐洲預計將保持穩定成長,這主要得益於旅遊業的成長、可支配收入的增加以及娛樂基礎設施的擴張。

目錄

第一章:引言

第二章:摘要整理

第三章:市場動態

  • 宏觀與微觀經濟指標
  • 驅動因素、限制因素、機會與趨勢
  • 生成式人工智慧的影響

第四章:競爭格局

  • 主要公司採用的商業策略
  • 主要公司的綜合SWOT分析
  • 全球前3-5大位置娛樂公司市佔率/排名(2024年)

第五章:全球位置娛樂市場規模、估算與預測(依細分市場劃分) (2019-2032)

  • 主要研究成果
  • 依技術分類
    • 投影映射
    • 雲端融合現實
  • 依組件分類
    • 硬體
    • 軟體
  • 依場所分類
    • 街機和遊戲中心
    • 主題樂園
    • 密室逃脫與互動劇院
    • 其他
  • 依地區分類
    • 北美
    • 南美
    • 歐洲
    • 中東和非洲
    • 亞太地區

第六章 北美基於位置的娛樂市場規模、估算與預測(依細分市場劃分) 2019-2032)

  • 依國家劃分
    • 美國
    • 加拿大
    • 墨西哥

第七章:南美洲基於位置的娛樂市場規模、估算和預測(依細分市場劃分,2019-2032 年)

  • 依國家劃分
    • 巴西
    • 阿根廷
    • 南美洲其他地區

第八章:歐洲基於位置的娛樂市場、估算和預測(依細分市場劃分,2019-2032 年)

  • 依國家/地區
    • 英國
    • 德國
    • 法國
    • 義大利
    • 西班牙
    • 俄羅斯
    • 比荷盧經濟聯盟
    • 北歐國家
    • 歐洲其他地區

第九章:中東和非洲基於位置的娛樂市場,估算和預測(2019-2032)

  • 依國家劃分
    • 土耳其
    • 以色列
    • 海灣合作委員會
    • 南非
    • 北非
    • 中東和非洲其他地區

第十章:亞太地區基於位置的娛樂市場規模、估算與預測(依細分市場劃分) 2019-2032)

  • 依國家/地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 東協
    • 大洋洲
    • 亞太其他地區

第十一章:十大公司簡介

  • Meta
  • HTC Vive Tech Corporation
  • Samsung Electronics
  • Sony Interactive Entertainment Limited
  • Wikitude
  • Neurogaming
  • Exit Reality
  • Spaces, Inc.
  • Void, LLC
  • Hologate
Product Code: FBI110163

Growth Factors of location based entertainment Market

The global location based entertainment market is witnessing rapid expansion, driven by growing consumer demand for immersive, interactive, and technology-enabled entertainment experiences. In 2024, the global location based entertainment market size was valued at USD 5.17 billion, reflecting strong adoption of location-driven attractions such as gaming centers, arcades, theme parks, escape rooms, and interactive theaters. The market is projected to grow to USD 6.18 billion in 2025 and further surge to USD 23.34 billion by 2032, highlighting the strong long-term growth potential of this industry.

Location Based Entertainment (LBE) refers to entertainment experiences that are physically tied to specific venues and locations, where users engage with digital and real-world elements simultaneously. These experiences rely heavily on technologies such as virtual reality, augmented reality, mixed reality, and projection mapping to deliver highly engaging environments. The increasing preference among younger consumers for experiential entertainment over traditional media is a key factor supporting market expansion.

Market Growth Drivers

One of the major growth drivers of the location based entertainment market is the rising demand for immersive and gamified experiences. By 2025, nearly 70% of consumers are expected to engage with gamified entertainment experiences, indicating a strong shift toward interactive leisure activities. The widespread adoption of AR and VR technologies has transformed traditional entertainment venues into dynamic experience centers, enabling users to interact with digital content in physical environments.

In 2024, the presence of approximately 4,000 location-based VR centers globally further demonstrates the increasing penetration of immersive technologies in entertainment. Additionally, mixed-reality attractions are gaining momentum and are expected to experience strong annual growth, contributing to higher visitor engagement and repeat footfall at LBE venues.

Impact of Generative AI

The integration of generative artificial intelligence is emerging as a transformative force within the location based entertainment market. Generative AI enables faster and more cost-effective content creation while enhancing personalization, creativity, and operational efficiency. By simplifying the development of 3D assets, animations, and immersive environments, AI-powered tools significantly reduce production time and costs for entertainment providers.

In 2024, companies leveraging AI-driven augmented reality platforms were able to deliver highly realistic and interactive experiences across large venues such as theme parks, stadiums, festivals, and resorts. These advancements are expected to support market growth from 2025 through 2032, as AI makes immersive entertainment more scalable and accessible.

Technology and Venue Trends

From a technology perspective, projection mapping dominated the market in 2024, driven by its ability to create large-scale, device-free immersive environments. Projection mapping allows visitors to experience interactive visuals without relying on head-mounted displays, making it ideal for high-traffic venues.

Meanwhile, cloud merged reality is expected to witness rapid adoption due to its compatibility with AR and VR systems and its ability to deliver real-time, immersive content with improved efficiency. On the venue side, arcades and gaming centers accounted for the largest market share in 2024, supported by heavy investments in high-fidelity VR systems that cannot be replicated through home-based setups. Theme parks are expected to experience accelerated growth through 2032, as operators increasingly deploy AR and VR to offer theme-centric, real-world immersive experiences.

Regional Insights

North America dominated the global location based entertainment market in 2024, accounting for a 39.81% market share and generating USD 2.05 billion in revenue. The region's leadership is attributed to strong consumer spending on live experiences, widespread adoption of advanced entertainment technologies, and a high concentration of theme parks and immersive venues.

Asia Pacific is projected to register the fastest growth through 2032, supported by changing consumer entertainment preferences, rapid urbanization, and the presence of major AR/VR hardware and software providers. Europe is expected to witness steady growth, driven by rising tourism, increasing disposable income, and expanding entertainment infrastructure.

Competitive Landscape

The location based entertainment market is highly competitive, with companies focusing on technological innovation, strategic partnerships, and expansion of immersive content offerings. Leading players are integrating AR, VR, and extended reality technologies to strengthen their market positions and enhance visitor experiences. Continuous investments in advanced hardware, software, and content development are expected to shape competition through 2025 and 2032.

Segmentation By Technology

  • Projection Mapping (2D, 3D &4D)
  • Cloud Merged Reality (AR/VR)

By Component

  • Hardware
  • Software

By Venue

  • Arcades and Gaming Centers
  • Theme Parks
  • Escape Rooms and Interactive Theatres
  • Others

By Region

  • North America (By Technology, Component, Venue and Country)
    • U.S.
    • Canada
    • Mexico
  • South America (By Technology, Component, Venue and Country)
    • Brazil
    • Argentina
    • Rest of South America
  • Europe (By Technology, Component, Venue and Country)
    • Germany
    • France
    • Italy
    • Austria
    • Netherlands
    • Rest of Europe
  • Middle East & Africa (By Technology, Component, Venue and Country)
    • Turkey
    • Israel
    • GCC
    • South Africa
    • Rest of the Middle East & Africa
  • Asia Pacific (By Technology, Component, Venue and Country)
    • China
    • Japan
    • India
    • South Korea
    • Taiwan
    • ASEAN
    • Rest of the Asia Pacific

Table of Content

1. Introduction

  • 1.1. Definition, By Segment
  • 1.2. Research Methodology/Approach
  • 1.3. Data Sources

2. Executive Summary

3. Market Dynamics

  • 3.1. Macro and Micro Economic Indicators
  • 3.2. Drivers, Restraints, Opportunities and Trends
  • 3.3. Impact of Generative AI

4. Competition Landscape

  • 4.1. Business Strategies Adopted by Key Players
  • 4.2. Consolidated SWOT Analysis of Key Players
  • 4.3. Global Location Based Entertainment Key Players (Top 3 - 5) Market Share/Ranking, 2024

5. Global Location Based Entertainment Market Size Estimates and Forecasts, By Segments, 2019-2032

  • 5.1. Key Findings
  • 5.2. By Technology (USD)
    • 5.2.1. Projection Mapping
    • 5.2.2. Cloud Merged Reality
  • 5.3. By Component (USD)
    • 5.3.1. Hardware
    • 5.3.2. Software
  • 5.4. By Venue (USD)
    • 5.4.1. Arcades and Gaming Centers
    • 5.4.2. Theme Parks
    • 5.4.3. Escape Rooms and Interactive Theatres
    • 5.4.4. Others
  • 5.5. By Region (USD)
    • 5.5.1. North America
    • 5.5.2. South America
    • 5.5.3. Europe
    • 5.5.4. Middle East & Africa
    • 5.5.5. Asia Pacific

6. North America Location Based Entertainment Market Size Estimates and Forecasts, By Segments, 2019-2032

  • 6.1. Key Findings
  • 6.2. By Technology (USD)
    • 6.2.1. Projection Mapping
    • 6.2.2. Cloud Merged Reality
  • 6.3. By Component (USD)
    • 6.3.1. Hardware
    • 6.3.2. Software
  • 6.4. By Venue (USD)
    • 6.4.1. Arcades and Gaming Centers
    • 6.4.2. Theme Parks
    • 6.4.3. Escape Rooms and Interactive Theatres
    • 6.4.4. Others
  • 6.5. By Country (USD)
    • 6.5.1. United States
    • 6.5.2. Canada
    • 6.5.3. Mexico

7. South America Location Based Entertainment Market Size Estimates and Forecasts, By Segments, 2019-2032

  • 7.1. Key Findings
  • 7.2. By Technology (USD)
    • 7.2.1. Projection Mapping
    • 7.2.2. Cloud Merged Reality
  • 7.3. By Component (USD)
    • 7.3.1. Hardware
    • 7.3.2. Software
  • 7.4. By Venue (USD)
    • 7.4.1. Arcades and Gaming Centers
    • 7.4.2. Theme Parks
    • 7.4.3. Escape Rooms and Interactive Theatres
    • 7.4.4. Others
  • 7.5. By Country (USD)
    • 7.5.1. Brazil
    • 7.5.2. Argentina
    • 7.5.3. Rest of South America

8. Europe Location Based Entertainment Market Size Estimates and Forecasts, By Segments, 2019-2032

  • 8.1. Key Findings
  • 8.2. By Technology (USD)
    • 8.2.1. Projection Mapping
    • 8.2.2. Cloud Merged Reality
  • 8.3. By Component (USD)
    • 8.3.1. Hardware
    • 8.3.2. Software
  • 8.4. By Venue (USD)
    • 8.4.1. Arcades and Gaming Centers
    • 8.4.2. Theme Parks
    • 8.4.3. Escape Rooms and Interactive Theatres
    • 8.4.4. Others
  • 8.5. By Country (USD)
    • 8.5.1. United Kingdom
    • 8.5.2. Germany
    • 8.5.3. France
    • 8.5.4. Italy
    • 8.5.5. Spain
    • 8.5.6. Russia
    • 8.5.7. Benelux
    • 8.5.8. Nordics
    • 8.5.9. Rest of Europe

9. Middle East & Africa Location Based Entertainment Market Size Estimates and Forecasts, By Segments, 2019-2032

  • 9.1. Key Findings
  • 9.2. By Technology (USD)
    • 9.2.1. Projection Mapping
    • 9.2.2. Cloud Merged Reality
  • 9.3. By Component (USD)
    • 9.3.1. Hardware
    • 9.3.2. Software
  • 9.4. By Venue (USD)
    • 9.4.1. Arcades and Gaming Centers
    • 9.4.2. Theme Parks
    • 9.4.3. Escape Rooms and Interactive Theatres
    • 9.4.4. Others
  • 9.5. By Country (USD)
    • 9.5.1. Turkey
    • 9.5.2. Israel
    • 9.5.3. GCC
    • 9.5.4. South Africa
    • 9.5.5. North Africa
    • 9.5.6. Rest of MEA

10. Asia Pacific Location Based Entertainment Market Size Estimates and Forecasts, By Segments, 2019-2032

  • 10.1. By Technology (USD)
    • 10.1.1. Projection Mapping
    • 10.1.2. Cloud Merged Reality
  • 10.2. By Component (USD)
    • 10.2.1. Hardware
    • 10.2.2. Software
  • 10.3. By Venue (USD)
    • 10.3.1. Arcades and Gaming Centers
    • 10.3.2. Theme Parks
    • 10.3.3. Escape Rooms and Interactive Theatres
    • 10.3.4. Others
  • 10.4. By Country (USD)
    • 10.4.1. China
    • 10.4.2. India
    • 10.4.3. Japan
    • 10.4.4. South Korea
    • 10.4.5. ASEAN
    • 10.4.6. Oceania
    • 10.4.7. Rest of Asia Pacific

11. Company Profiles for Top 10 Players (Based on data availability in public domain and/or on paid databases)

  • 11.1. Meta
    • 11.1.1. Overview
      • 11.1.1.1. Key Management
      • 11.1.1.2. Headquarters
      • 11.1.1.3. Offerings/Business Segments
    • 11.1.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.1.2.1. Employee Size
      • 11.1.2.2. Past and Current Revenue
      • 11.1.2.3. Geographical Share
      • 11.1.2.4. Business Segment Share
      • 11.1.2.5. Recent Developments
  • 11.2. HTC Vive Tech Corporation
    • 11.2.1. Overview
      • 11.2.1.1. Key Management
      • 11.2.1.2. Headquarters
      • 11.2.1.3. Offerings/Business Segments
    • 11.2.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.2.2.1. Employee Size
      • 11.2.2.2. Past and Current Revenue
      • 11.2.2.3. Geographical Share
      • 11.2.2.4. Business Segment Share
      • 11.2.2.5. Recent Developments
  • 11.3. Samsung Electronics
    • 11.3.1. Overview
      • 11.3.1.1. Key Management
      • 11.3.1.2. Headquarters
      • 11.3.1.3. Offerings/Business Segments
    • 11.3.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.3.2.1. Employee Size
      • 11.3.2.2. Past and Current Revenue
      • 11.3.2.3. Geographical Share
      • 11.3.2.4. Business Segment Share
      • 11.3.2.5. Recent Developments
  • 11.4. Sony Interactive Entertainment Limited
    • 11.4.1. Overview
      • 11.4.1.1. Key Management
      • 11.4.1.2. Headquarters
      • 11.4.1.3. Offerings/Business Segments
    • 11.4.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.4.2.1. Employee Size
      • 11.4.2.2. Past and Current Revenue
      • 11.4.2.3. Geographical Share
      • 11.4.2.4. Business Segment Share
      • 11.4.2.5. Recent Developments
  • 11.5. Wikitude
    • 11.5.1. Overview
      • 11.5.1.1. Key Management
      • 11.5.1.2. Headquarters
      • 11.5.1.3. Offerings/Business Segments
    • 11.5.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.5.2.1. Employee Size
      • 11.5.2.2. Past and Current Revenue
      • 11.5.2.3. Geographical Share
      • 11.5.2.4. Business Segment Share
      • 11.5.2.5. Recent Developments
  • 11.6. Neurogaming
    • 11.6.1. Overview
      • 11.6.1.1. Key Management
      • 11.6.1.2. Headquarters
      • 11.6.1.3. Offerings/Business Segments
    • 11.6.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.6.2.1. Employee Size
      • 11.6.2.2. Past and Current Revenue
      • 11.6.2.3. Geographical Share
      • 11.6.2.4. Business Segment Share
      • 11.6.2.5. Recent Developments
  • 11.7. Exit Reality
    • 11.7.1. Overview
      • 11.7.1.1. Key Management
      • 11.7.1.2. Headquarters
      • 11.7.1.3. Offerings/Business Segments
    • 11.7.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.7.2.1. Employee Size
      • 11.7.2.2. Past and Current Revenue
      • 11.7.2.3. Geographical Share
      • 11.7.2.4. Business Segment Share
      • 11.7.2.5. Recent Developments
  • 11.8. Spaces, Inc.
    • 11.8.1. Overview
      • 11.8.1.1. Key Management
      • 11.8.1.2. Headquarters
      • 11.8.1.3. Offerings/Business Segments
    • 11.8.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.8.2.1. Employee Size
      • 11.8.2.2. Past and Current Revenue
      • 11.8.2.3. Geographical Share
      • 11.8.2.4. Business Segment Share
      • 11.8.2.5. Recent Developments
  • 11.9. Void, LLC
    • 11.9.1. Overview
      • 11.9.1.1. Key Management
      • 11.9.1.2. Headquarters
      • 11.9.1.3. Offerings/Business Segments
    • 11.9.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.9.2.1. Employee Size
      • 11.9.2.2. Past and Current Revenue
      • 11.9.2.3. Geographical Share
      • 11.9.2.4. Business Segment Share
      • 11.9.2.5. Recent Developments
  • 11.10. Hologate
    • 11.10.1. Overview
      • 11.10.1.1. Key Management
      • 11.10.1.2. Headquarters
      • 11.10.1.3. Offerings/Business Segments
    • 11.10.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.10.2.1. Employee Size
      • 11.10.2.2. Past and Current Revenue
      • 11.10.2.3. Geographical Share
      • 11.10.2.4. Business Segment Share
      • 11.10.2.5. Recent Developments

List of Tables

  • Table 1: Global Location Based Entertainment Market Size Estimates and Forecasts, 2019 - 2032
  • Table 2: Global Location Based Entertainment Market Size Estimates and Forecasts, By Technology, 2019 - 2032
  • Table 3: Global Location Based Entertainment Market Size Estimates and Forecasts, By Component, 2019 - 2032
  • Table 4: Global Location Based Entertainment Market Size Estimates and Forecasts, By Venue, 2019 - 2032
  • Table 5: Global Location Based Entertainment Market Size Estimates and Forecasts, By Region, 2019 - 2032
  • Table 6: North America Location Based Entertainment Market Size Estimates and Forecasts, 2019 - 2032
  • Table 7: North America Location Based Entertainment Market Size Estimates and Forecasts, By Technology, 2019 - 2032
  • Table 8: North America Location Based Entertainment Market Size Estimates and Forecasts, By Component, 2019 - 2032
  • Table 9: North America Location Based Entertainment Market Size Estimates and Forecasts, By Venue, 2019 - 2032
  • Table 10: North America Location Based Entertainment Market Size Estimates and Forecasts, By Country, 2019 - 2032
  • Table 11: South America Location Based Entertainment Market Size Estimates and Forecasts, 2019 - 2032
  • Table 12: South America Location Based Entertainment Market Size Estimates and Forecasts, By Technology, 2019 - 2032
  • Table 13: South America Location Based Entertainment Market Size Estimates and Forecasts, By Component, 2019 - 2032
  • Table 14: South America Location Based Entertainment Market Size Estimates and Forecasts, By Venue, 2019 - 2032
  • Table 15: South America Location Based Entertainment Market Size Estimates and Forecasts, By Country, 2019 - 2032
  • Table 16: Europe Location Based Entertainment Market Size Estimates and Forecasts, 2019 - 2032
  • Table 17: Europe Location Based Entertainment Market Size Estimates and Forecasts, By Technology, 2019 - 2032
  • Table 18: Europe Location Based Entertainment Market Size Estimates and Forecasts, By Component, 2019 - 2032
  • Table 19: Europe Location Based Entertainment Market Size Estimates and Forecasts, By Venue, 2019 - 2032
  • Table 20: Europe Location Based Entertainment Market Size Estimates and Forecasts, By Country, 2019 - 2032
  • Table 21: Middle East & Africa Location Based Entertainment Market Size Estimates and Forecasts, 2019 - 2032
  • Table 22: Middle East & Africa Location Based Entertainment Market Size Estimates and Forecasts, By Technology, 2019 - 2032
  • Table 23: Middle East & Africa Location Based Entertainment Market Size Estimates and Forecasts, By Component, 2019 - 2032
  • Table 24: Middle East & Africa Location Based Entertainment Market Size Estimates and Forecasts, By Venue, 2019 - 2032
  • Table 25: Middle East & Africa Location Based Entertainment Market Size Estimates and Forecasts, By Country, 2019 - 2032
  • Table 26: Asia Pacific Location Based Entertainment Market Size Estimates and Forecasts, 2019 - 2032
  • Table 27: Asia Pacific Location Based Entertainment Market Size Estimates and Forecasts, By Technology, 2019 - 2032
  • Table 28: Asia Pacific Location Based Entertainment Market Size Estimates and Forecasts, By Component, 2019 - 2032
  • Table 29: Asia Pacific Location Based Entertainment Market Size Estimates and Forecasts, By Venue, 2019 - 2032
  • Table 30: Asia Pacific Location Based Entertainment Market Size Estimates and Forecasts, By Country, 2019 - 2032

List of Figures

  • Figure 1: Global Location Based Entertainment Market Revenue Share (%), 2024 and 2032
  • Figure 2: Global Location Based Entertainment Market Revenue Share (%), By Technology, 2024 and 2032
  • Figure 3: Global Location Based Entertainment Market Revenue Share (%), By Component, 2024 and 2032
  • Figure 4: Global Location Based Entertainment Market Revenue Share (%), By Venue, 2024 and 2032
  • Figure 5: Global Location Based Entertainment Market Revenue Share (%), By Region, 2024 and 2032
  • Figure 6: North America Location Based Entertainment Market Revenue Share (%), 2024 and 2032
  • Figure 7: North America Location Based Entertainment Market Revenue Share (%), By Technology, 2024 and 2032
  • Figure 8: North America Location Based Entertainment Market Revenue Share (%), By Component, 2024 and 2032
  • Figure 9: North America Location Based Entertainment Market Revenue Share (%), By Venue, 2024 and 2032
  • Figure 10: North America Location Based Entertainment Market Revenue Share (%), By Country, 2024 and 2032
  • Figure 11: South America Location Based Entertainment Market Revenue Share (%), 2024 and 2032
  • Figure 12: South America Location Based Entertainment Market Revenue Share (%), By Technology, 2024 and 2032
  • Figure 13: South America Location Based Entertainment Market Revenue Share (%), By Component, 2024 and 2032
  • Figure 14: South America Location Based Entertainment Market Revenue Share (%), By Venue, 2024 and 2032
  • Figure 15: South America Location Based Entertainment Market Revenue Share (%), By Country, 2024 and 2032
  • Figure 16: Europe Location Based Entertainment Market Revenue Share (%), 2024 and 2032
  • Figure 17: Europe Location Based Entertainment Market Revenue Share (%), By Technology, 2024 and 2032
  • Figure 18: Europe Location Based Entertainment Market Revenue Share (%), By Component, 2024 and 2032
  • Figure 19: Europe Location Based Entertainment Market Revenue Share (%), By Venue, 2024 and 2032
  • Figure 20: Europe Location Based Entertainment Market Revenue Share (%), By Country, 2024 and 2032
  • Figure 21: Middle East & Africa Location Based Entertainment Market Revenue Share (%), 2024 and 2032
  • Figure 22: Middle East & Africa Location Based Entertainment Market Revenue Share (%), By Technology, 2024 and 2032
  • Figure 23: Middle East & Africa Location Based Entertainment Market Revenue Share (%), By Component, 2024 and 2032
  • Figure 24: Middle East & Africa Location Based Entertainment Market Revenue Share (%), By Venue, 2024 and 2032
  • Figure 25: Middle East & Africa Location Based Entertainment Market Revenue Share (%), By Country, 2024 and 2032
  • Figure 26: Asia Pacific Location Based Entertainment Market Revenue Share (%), 2024 and 2032
  • Figure 27: Asia Pacific Location Based Entertainment Market Revenue Share (%), By Technology, 2024 and 2032
  • Figure 28: Asia Pacific Location Based Entertainment Market Revenue Share (%), By Component, 2024 and 2032
  • Figure 29: Asia Pacific Location Based Entertainment Market Revenue Share (%), By Venue, 2024 and 2032
  • Figure 30: Asia Pacific Location Based Entertainment Market Revenue Share (%), By Country, 2024 and 2032
  • Figure 31: Global Location Based Entertainment Key Players' Market Share/Ranking (%), 2024