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市場調查報告書
商品編碼
1883957
基於位置的娛樂(LBE),2024-2031 年Location-Based Entertainment, 2024-2031 |
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身臨其境型影像帶來全新體驗,推動創新成長
基於位置的娛樂(LBE)是指利用技術和共用環境提供身臨其境型影像體驗的場所,這種體驗通常在家中無法實現。身臨其境型影像LBE使用高解析度、廣視角球形或牆面顯示器和/或虛擬實境(VR)、擴增實境(AR)和混合實境(MR)(統稱為擴增實境(XR))來為參與者創造超逼真的體驗。
身臨其境型LBE 的特點:大型影像:廣視角發光二極體(LED)/投影穹頂和牆壁顯示器;互動性:運動追蹤、觸覺回饋、空間運算;群體體驗:與家庭 XR 不同,身臨其境型LBE 鼓勵參與者之間的社交互動;物理融合:真實世界的元素,例如移動地板、道具和主題建築。
身臨其境型視訊 LBE 的例子包括廣角視訊場所、身臨其境型藝術裝置、主題公園景點和 VR遊樂場,通常帶有機械組件。
場館門票收入計入營運商的年度收入。
2023 年在內華達州拉斯維加斯首次亮相的 Sphere 以及 2024 年推出的大型穹頂形 Cosmo 娛樂設施,讓公眾意識到,透過高解析度顯示器和定向揚聲器,可以為音樂會和體育賽事帶來「超越電影院的沉浸式體驗」。
雖然傳統上主題樂園依靠機械設施,但身臨其境型影像的引入增強了體驗,並吸引了更多遊客,儘管初期成本很高。
天文館式的廣角圓頂螢幕與高品質投影影像結合,打造出超越傳統影院或IMAX影院的沉浸式體驗。雖然大多數設施都因地制宜,但採用模組化和擴充性的技術,可以在多個地點複製成功經驗,同時最大限度地降低成本。
雲端基礎的影像和 XR 串流媒體可以減少對昂貴的現場硬體的需求,但頻寬要求是一個挑戰。
迪士尼和環球影業等大型電影公司正在利用其電影和電視智慧財產權來擴展其主題樂園的景點,超越傳統的機械景點(雖然有趣但被動),創造身臨其境型視訊遊樂設施和遊戲化互動區域。
新冠疫情後,隨著演出恢復,實況活動的收入增加,但家庭和劇院設備的改進使得基於地點的娛樂需要差異化。
高品質、可重複觀看的身臨其境型影像體驗,或熱門藝術家和體育賽事,能夠吸引回頭客。
生成式人工智慧(AI)可以創造新的故事並適應受眾,從而創造動態和個人化的體驗。
透過與熱門智慧財產權 (IP) 品牌(例如電影角色和故事)以及熱門藝術家和創作者合作,提高觀眾的認知度和品牌知名度。
身臨其境型藝術展覽通常作為臨時景點在城市間巡迴展出,吸引大量觀眾。除了門票收入外,以參展藝術家作品為主題的書籍、海報和其他周邊商品的銷售也能進一步增加收入。
除了電影和串流媒體收入外,電影公司還可以透過讓粉絲有機會在場館和主題公園以身臨其境型體驗的形式「參觀」他們喜愛的作品的場景,從而創造額外的收入。
有針對性的社交媒體和傳統廣告,以及口碑行銷,將促進觀眾人數和門票銷售。
對於熱門IP來說,周邊商品銷售除了門票收入外,也是重要的收入來源。
數據分析和個人化功能可以幫助您客製化體驗並最佳化客戶維繫。
透過採用特許經營/授權模式,我們可以用更少的資本投入實現全球擴張。
顛覆性技術
激烈的競爭
創新經營模式
成長促進因素
成長抑制因素
Immersive Video Provides Novel Experiences to Drive Transformational Growth
Location-based entertainment (LBE) refers to immersive video installations that leverage technology and a shared environment to create engaging experiences not typically achievable in homes. Immersive video LBE uses high-resolution, wide field of view domed and wall displays, and/or virtual reality (VR), augmented reality (AR), mixed reality (MR), collectively referred to as extended reality (XR), to achieve highly realistic experiences for participants.
Characteristics of immersive video LBE include: Large-Scale Visuals: Wide field of view light-emitting diode (LED)/projection domed, and wall displays Interactivity: Motion tracking, haptic feedback, and spatial computing Group Experience: Unlike at-home XR, immersive LBE fosters social engagement among participants Physical Integration: Real-world elements, such as moving floors, props, and themed architecture
Examples of immersive video LBE include wide field of view video venues, immersive art installations, theme park attractions, and VR arcades, often with mechanized components.
Revenues derived from venue ticket purchases translate to the owner's yearly revenues.
The 2023 debut of The Sphere in Las Vegas, Nevada and 2024 introductions of Cosm entertainment venues for large-scale domed theaters sparked public awareness of "beyond movie theater" immersion for concerts and sporting events with high-resolution displays and directional speakers.
While theme parks traditionally relied on mechanical rides, the inclusion of projected immersive video upgraded the experience and drew additional visitors after high upfront costs.
High-quality projected video, coupled with wide field of view domed screens similar to planetariums, expanded the feeling of immersion beyond the capabilities of traditional and IMAX movie theaters. Although most venues are location-specific, adopting modular and scalable technologies will help replicate successes across multiple locations while minimizing costs.
Cloud-based video and XR streaming can reduce the need for expensive on-site hardware, though bandwidth needs make this challenging.
Major studios like Disney and Universal combined their intellectual property from films and television to augment theme park attractions into immersive video rides and gamified, interactive areas that engage visitors beyond traditional, albeit entertaining, passive mechanical rides.
Post-COVID-19 saw a rise in live event revenue as performances returned; however, improvements in home and theater equipment led to the need to differentiate location-based entertainment.
High-quality, rewatchable immersive video experiences and/or in-demand artists and sporting events attract repeat visitors.
Generative artificial intelligence (AI) can render new stories and adapt to audiences to create dynamic, personalized experiences.
Partner with popular intellectual property franchises, such as film characters and stories, along with popular artists and creators, to drive audience awareness and brand recognition.
Immersive art exhibits draw large crowds, typically as time-limited attractions that travel between cities. Revenues from ticket sales are bolstered by physical merchandise sales of books, posters, and other items featuring the represented artists.
Beyond movie and streaming revenues, studios can engage viewers in "visiting" the locations of their fandoms in the form of immersive experiences at venues and theme parks, further extracting revenues from them.
Targeted social media and traditional advertising drive viewership and ticket sales, along with word-of-mouth marketing.
Merchandise can enhance revenue beyond ticket sales, particularly for popular IP.
Data analytics and personalization can tailor experiences and optimize customer retention.
Implement franchising/licensing models to expand globally with lower capital investment.
Disruptive Technologies
Competitive Intensity
Innovative Business Models
Growth Drivers
Growth Restraints