封面
市場調查報告書
商品編碼
1319067

基於位置的娛樂市場:按組件(硬體、軟體)、技術(2D、3D、雲端合併現實)、最終用途 - 2023-2030 年全球預測

Location-Based Entertainment Market by Component (Hardware, Software), Technology (2D, 3D, Cloud Merged Reality), End-Use - Cumulative Impact of COVID-19, Russia Ukraine Conflict, and High Inflation - Global Forecast 2023-2030

出版日期: | 出版商: 360iResearch | 英文 195 Pages | 商品交期: 最快1-2個工作天內

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全球定位娛樂市場預計將在2023年大幅成長至47.3769億美元,複合年成長率為22.28%,預計到2030年將達到驚人的199.3236億美元。

FPNV定位矩陣

FPNV定位矩陣對於評估全球定位娛樂市場至關重要。透過檢驗業務策略和產品滿意度等關鍵指標,它可以對供應商進行全面評估,使用戶能夠根據自己的特定需求做出資訊的決策。這種進階分析將供應商分為四個像限,並取得了不同程度的成功:前沿 (F)、探路者 (P)、利基 (N) 和重要 (V)。

市佔率分析

市場佔有率分析可以深入了解供應商在特定市場領域的當前地位。比較供應商對總收入、基本客群和其他關鍵指標的貢獻,可以幫助公司更好地了解他們在爭奪市場佔有率時的表現以及面臨的情況。該分析還揭示了特定行業的競爭程度、累積和合併的優勢以及研究基準年的合併特徵。

本報告提供了以下幾點見解:

1. 市場滲透率:提供有關主要企業所服務的市場的全面資訊。

2. 市場開發:提供有關利潤豐厚的新興市場的詳細資訊,並分析其在成熟市場的滲透率。

3. 市場多元化:提供有關新產品發布、未開發地區、最新發展和投資的詳細資訊。

4.市場趨勢:全面了解COVID-19、俄羅斯-烏克蘭衝突和高通膨的累積影響。

5.競爭評估與資訊:對主要企業的市場佔有率、策略、產品、認證、法規狀況、專利狀況、製造能力等進行綜合評估。

6. 產品開發與創新:提供對未來技術、研發活動和突破性產品開發的見解。

本報告回答了以下問題:

1. 全球定位娛樂市場規模與預測是多少?

2.在預測期內,COVID-19 對全球定位娛樂市場的阻礙因素與影響為何?

3. 在預測期內,全球定位娛樂市場需要投資哪些產品/細分市場/應用/領域?

4.全球定位娛樂市場的競爭策略為何?

5. 全球定位娛樂市場的技術趨勢和法律規範是什麼?

6.全球位置娛樂市場主要廠商的市佔率為何?

7. 哪些型態和策略性措施被認為適合進入全球定位娛樂市場?

目錄

第1章 前言

第2章 調查方法

第3章 執行摘要

第4章 市場概況

第5章 市場洞察

  • 市場動態
    • 促進因素
      • 消費者對遊樂園、3D 和 4D 電影的興趣與日俱增
      • 旅遊業在全球迅速擴張
      • 360 度內容與雲端融合的真正可能性
    • 抑制因素
      • 現場娛樂投資成本高、安全問題
    • 機會
      • 更多關於整合先進技術的介紹,以提供身臨其境型的體驗
      • 加大投資拓展遊樂園及博彩業
    • 任務
      • 與基於位置的娛樂相關的技術挑戰
  • 市場趨勢
  • COVID-19 的累積影響
  • 俄羅斯-烏克蘭衝突的累積影響
  • 高通膨的累積效應
  • 波特五力分析
  • 價值鍊和關鍵路徑分析
  • 法律規範
  • 客戶客製化

第6章 定位娛樂市場:依組成部分

  • 硬體
  • 軟體

第7章 定位娛樂市場:依科技分類

  • 2D
  • 3D
  • 現實與雲端融合

第8章 定位娛樂市場:依最終用途用途

  • 4D電影
  • 遊樂園
  • 街機工作室

第9章 美洲定位娛樂市場

  • 阿根廷
  • 巴西
  • 加拿大
  • 墨西哥
  • 美國

第10章 亞太地區定位娛樂市場

  • 澳洲
  • 中國
  • 印度
  • 印尼
  • 日本
  • 馬來西亞
  • 菲律賓
  • 新加坡
  • 韓國
  • 台灣
  • 泰國
  • 越南

第11章歐洲、中東和非洲的定位娛樂市場

  • 丹麥
  • 埃及
  • 芬蘭
  • 法國
  • 德國
  • 以色列
  • 義大利
  • 荷蘭
  • 奈及利亞
  • 挪威
  • 波蘭
  • 卡達
  • 俄羅斯
  • 沙烏地阿拉伯
  • 南非
  • 西班牙
  • 瑞典
  • 瑞士
  • 土耳其
  • 阿拉伯聯合大公國
  • 英國

第12章競爭形勢

  • FPNV定位矩陣
  • 市佔率分析:主要企業
  • 競爭情境分析:主要企業
    • 併購
    • 合約、合作和夥伴關係
    • 新產品發布和功能增強
    • 投資、資金籌措
    • 獎項/獎勵/擴展

第13章上市公司名單

第14章附錄

  • 討論指南
  • 關於許可證和定價
Product Code: MRR-435D2C369F43

The Global Location-Based Entertainment Market is forecasted to grow significantly, with a projected USD 4,737.69 million in 2023 at a CAGR of 22.28% and expected to reach a staggering USD 19,932.36 million by 2030.

The Cumulative Impact of COVID-19, the Russia-Ukraine Conflict, and High Inflation is expected to have significant long-term effects on the Global Location-Based Entertainment Market. The ongoing research considers the changes in consumer behavior, supply chain disruptions, and government interventions caused by the pandemic. Similarly, the report considers the ongoing political and economic uncertainty in Eastern Europe caused by the Russia-Ukraine Conflict and its potential implications for demand-supply balances, pressure on pricing variants, and import/export and trading. Additionally, the report addresses the impact of High Inflation on the global economy and details fiscal policies measuring and reducing its effects on demand, supply, cash flow, and currency exchange.

Market Segmentation & Coverage:

This research report categorizes the Global Location-Based Entertainment Market in order to forecast the revenues and analyze trends in each of following sub-markets:

Based on Component, market is studied across Hardware and Software. The Software commanded largest market share of 55.28% in 2022, followed by Hardware.

Based on Technology, market is studied across 2D, 3D, and Cloud Merged Reality. The 3D commanded largest market share of 38.39% in 2022, followed by Cloud Merged Reality.

Based on End-Use, market is studied across 4D Films, Amusement Park, and Arcade Studios. The Amusement Park commanded largest market share of 34.58% in 2022, followed by Arcade Studios.

Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom. The Americas commanded largest market share of 40.23% in 2022, followed by Europe, Middle East & Africa.

Market Statistics:

The report provides market sizing and forecasts across 7 major currencies - USD, EUR, JPY, GBP, AUD, CAD, and CHF; multiple currency support helps organization leaders to make well-informed decisions. In this report, 2018 to 2021 are considered as historical years, 2022 is base year, 2023 is estimated year, and years from 2024 to 2030 are considered as forecast period.

FPNV Positioning Matrix:

The FPNV Positioning Matrix is essential for assessing the Global Location-Based Entertainment Market. It provides a comprehensive evaluation of vendors by examining key metrics within Business Strategy and Product Satisfaction, allowing users to make informed decisions based on their specific needs. This advanced analysis then organizes these vendors into four distinct quadrants, which represent varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital(V).

Market Share Analysis:

The Market Share Analysis offers an insightful look at the current state of vendors in a particular market space. By comparing vendor contributions to overall revenue, customer base, and other key metrics, we can give companies a greater understanding of their performance and what they are up against when competing for market share. The analysis also sheds light on just how competitive any given sector is about accumulation, fragmentation dominance, and amalgamation traits over the base year period studied.

The report provides insights on the following pointers:

1. Market Penetration: Provides comprehensive information on the market offered by the key players

2. Market Development: Provides in-depth information about lucrative emerging markets and analyzes penetration across mature segments of the markets

3. Market Diversification: Provides detailed information about new product launches, untapped geographies, recent developments, and investments

4. Market Trends: Provides comprehensive understanding of the Cumulative Impact of COVID-19, the Russia-Ukraine Conflict, and the High Inflation

5. Competitive Assessment & Intelligence: Provides an exhaustive assessment of market shares, strategies, products, certification, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players

6. Product Development & Innovation: Provides intelligent insights on future technologies, R&D activities, and breakthrough product developments

The report answers questions such as:

1. What is the market size and forecast of the Global Location-Based Entertainment Market?

2. What are the inhibiting factors and impact of COVID-19 shaping the Global Location-Based Entertainment Market during the forecast period?

3. Which are the products/segments/applications/areas to invest in over the forecast period in the Global Location-Based Entertainment Market?

4. What is the competitive strategic window for opportunities in the Global Location-Based Entertainment Market?

5. What are the technology trends and regulatory frameworks in the Global Location-Based Entertainment Market?

6. What is the market share of the leading vendors in the Global Location-Based Entertainment Market?

7. What modes and strategic moves are considered suitable for entering the Global Location-Based Entertainment Market?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Limitations
  • 1.7. Assumptions
  • 1.8. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

  • 4.1. Introduction
  • 4.2. Location-Based Entertainment Market, by Component, 2022 vs 2030
  • 4.3. Location-Based Entertainment Market, by Technology, 2022 vs 2030
  • 4.4. Location-Based Entertainment Market, by End-Use, 2022 vs 2030
  • 4.5. Location-Based Entertainment Market, by Region, 2022 vs 2030

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Growing consumer inclination toward amusements parks, 3D, and 4D films
      • 5.1.1.2. Rapid expansion of the tourism industry worldwide
      • 5.1.1.3. High potential for 360-degree content and cloud-merged reality
    • 5.1.2. Restraints
      • 5.1.2.1. High investment cost and safety issues with location-based entertainment
    • 5.1.3. Opportunities
      • 5.1.3.1. Growing introduction of integrating advanced technologies to deliver immersive experiences
      • 5.1.3.2. Increase in investment to expand amusement parks and gaming industry
    • 5.1.4. Challenges
      • 5.1.4.1. Technical challenges associated with location-based entertainment
  • 5.2. Market Trends
  • 5.3. Cumulative Impact of COVID-19
  • 5.4. Cumulative Impact of Russia-Ukraine Conflict
  • 5.5. Cumulative Impact of High Inflation
  • 5.6. Porter's Five Forces Analysis
    • 5.6.1. Threat of New Entrants
    • 5.6.2. Threat of Substitutes
    • 5.6.3. Bargaining Power of Customers
    • 5.6.4. Bargaining Power of Suppliers
    • 5.6.5. Industry Rivalry
  • 5.7. Value Chain & Critical Path Analysis
  • 5.8. Regulatory Framework
  • 5.9. Client Customization

6. Location-Based Entertainment Market, by Component

  • 6.1. Introduction
  • 6.2. Hardware
  • 6.3. Software

7. Location-Based Entertainment Market, by Technology

  • 7.1. Introduction
  • 7.2. 2D
  • 7.3. 3D
  • 7.4. Cloud Merged Reality

8. Location-Based Entertainment Market, by End-Use

  • 8.1. Introduction
  • 8.2. 4D Films
  • 8.3. Amusement Park
  • 8.4. Arcade Studios

9. Americas Location-Based Entertainment Market

  • 9.1. Introduction
  • 9.2. Argentina
  • 9.3. Brazil
  • 9.4. Canada
  • 9.5. Mexico
  • 9.6. United States

10. Asia-Pacific Location-Based Entertainment Market

  • 10.1. Introduction
  • 10.2. Australia
  • 10.3. China
  • 10.4. India
  • 10.5. Indonesia
  • 10.6. Japan
  • 10.7. Malaysia
  • 10.8. Philippines
  • 10.9. Singapore
  • 10.10. South Korea
  • 10.11. Taiwan
  • 10.12. Thailand
  • 10.13. Vietnam

11. Europe, Middle East & Africa Location-Based Entertainment Market

  • 11.1. Introduction
  • 11.2. Denmark
  • 11.3. Egypt
  • 11.4. Finland
  • 11.5. France
  • 11.6. Germany
  • 11.7. Israel
  • 11.8. Italy
  • 11.9. Netherlands
  • 11.10. Nigeria
  • 11.11. Norway
  • 11.12. Poland
  • 11.13. Qatar
  • 11.14. Russia
  • 11.15. Saudi Arabia
  • 11.16. South Africa
  • 11.17. Spain
  • 11.18. Sweden
  • 11.19. Switzerland
  • 11.20. Turkey
  • 11.21. United Arab Emirates
  • 11.22. United Kingdom

12. Competitive Landscape

  • 12.1. FPNV Positioning Matrix
  • 12.2. Market Share Analysis, By Key Player
  • 12.3. Competitive Scenario Analysis, By Key Player
    • 12.3.1. Merger & Acquisition
      • 12.3.1.1. Live Nation Announces Acquisition of Majority Interest In Clockenflap Festivals And Clockenflap Presents In Hong Kong
      • 12.3.1.2. H.I.G. Capital Completes Acquisition of Family Entertainment Group
    • 12.3.2. Agreement, Collaboration, & Partnership
      • 12.3.2.1. Six Flags Entertainment and Coca-Cola Extend Long-Time Strategic Partnership
      • 12.3.2.2. South Korean theme park announces collaboration with SM Entertainment on artist-themed attractions
    • 12.3.3. New Product Launch & Enhancement
      • 12.3.3.1. The Park Playground Launches Industry-First VR Experience: Nanoclash Focus
      • 12.3.3.2. Bandai Namco Toys & Collectibles America To Launch One Piece U.S.A. Tour As Part Of Largest-Ever Location-Based Entertainment Experience At Anime Expo 2022
      • 12.3.3.3. Panasonic Connect's New Visual Solutions Create Impactful and Impressive Experiences
    • 12.3.4. Investment & Funding
      • 12.3.4.1. Fever, the live-entertainment discovery platform, completes a USD 110 Million funding round
    • 12.3.5. Award, Recognition, & Expansion
      • 12.3.5.1. Palo Alto eyed for Silicon Valley-themed amusement park
      • 12.3.5.2. Crayola Announces Expansion of Its LBE Business in the U.S. Market

13. List of Company Mentioned

14. Appendix

  • 14.1. Discussion Guide
  • 14.2. License & Pricing

LIST OF FIGURES

  • FIGURE 1. LOCATION-BASED ENTERTAINMENT MARKET RESEARCH PROCESS
  • FIGURE 2. LOCATION-BASED ENTERTAINMENT MARKET SIZE, 2022 VS 2030
  • FIGURE 3. LOCATION-BASED ENTERTAINMENT MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2022 VS 2030 (%)
  • FIGURE 5. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2022 VS 2030 (%)
  • FIGURE 6. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2022 VS 2030 (%)
  • FIGURE 7. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY REGION, 2022 VS 2030 (%)
  • FIGURE 8. LOCATION-BASED ENTERTAINMENT MARKET DYNAMICS
  • FIGURE 9. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 10. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 11. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 12. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 13. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY STATE, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 14. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 15. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 16. LOCATION-BASED ENTERTAINMENT MARKET, FPNV POSITIONING MATRIX, 2022
  • FIGURE 17. LOCATION-BASED ENTERTAINMENT MARKET SHARE, BY KEY PLAYER, 2022

LIST OF TABLES

  • TABLE 1. LOCATION-BASED ENTERTAINMENT MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2022
  • TABLE 3. LOCATION-BASED ENTERTAINMENT MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 5. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY HARDWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 6. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 7. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 8. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY 2D, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY 3D, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY CLOUD MERGED REALITY, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 11. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 12. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY 4D FILMS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY AMUSEMENT PARK, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY ARCADE STUDIOS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 15. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 16. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 17. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 18. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 19. ARGENTINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 20. ARGENTINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 21. ARGENTINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 22. BRAZIL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 23. BRAZIL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 24. BRAZIL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 25. CANADA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 26. CANADA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 27. CANADA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 28. MEXICO LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 29. MEXICO LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 30. MEXICO LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 31. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 32. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 33. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 34. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 35. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 36. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 37. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 38. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 39. AUSTRALIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 40. AUSTRALIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 41. AUSTRALIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 42. CHINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 43. CHINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 44. CHINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 45. INDIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 46. INDIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 47. INDIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 48. INDONESIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 49. INDONESIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 50. INDONESIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 51. JAPAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 52. JAPAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 53. JAPAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 54. MALAYSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 55. MALAYSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 56. MALAYSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 57. PHILIPPINES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 58. PHILIPPINES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 59. PHILIPPINES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 60. SINGAPORE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 61. SINGAPORE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 62. SINGAPORE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 63. SOUTH KOREA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 64. SOUTH KOREA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 65. SOUTH KOREA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 66. TAIWAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 67. TAIWAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 68. TAIWAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 69. THAILAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 70. THAILAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 71. THAILAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 72. VIETNAM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 73. VIETNAM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 74. VIETNAM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 75. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 76. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 77. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 78. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 79. DENMARK LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 80. DENMARK LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 81. DENMARK LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 82. EGYPT LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 83. EGYPT LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 84. EGYPT LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 85. FINLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 86. FINLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 87. FINLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 88. FRANCE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 89. FRANCE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 90. FRANCE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 91. GERMANY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 92. GERMANY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 93. GERMANY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 94. ISRAEL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 95. ISRAEL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 96. ISRAEL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 97. ITALY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 98. ITALY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 99. ITALY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 100. NETHERLANDS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 101. NETHERLANDS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 102. NETHERLANDS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 103. NIGERIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 104. NIGERIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 105. NIGERIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 106. NORWAY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 107. NORWAY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 108. NORWAY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 109. POLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 110. POLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 111. POLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 112. QATAR LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 113. QATAR LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 114. QATAR LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 115. RUSSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 116. RUSSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 117. RUSSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 118. SAUDI ARABIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 119. SAUDI ARABIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 120. SAUDI ARABIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 121. SOUTH AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 122. SOUTH AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 123. SOUTH AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 124. SPAIN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 125. SPAIN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 126. SPAIN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 127. SWEDEN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 128. SWEDEN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 129. SWEDEN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 130. SWITZERLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 131. SWITZERLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 132. SWITZERLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 133. TURKEY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 134. TURKEY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 135. TURKEY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 136. UNITED ARAB EMIRATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 137. UNITED ARAB EMIRATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 138. UNITED ARAB EMIRATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 139. UNITED KINGDOM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 140. UNITED KINGDOM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 141. UNITED KINGDOM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 142. LOCATION-BASED ENTERTAINMENT MARKET, FPNV POSITIONING MATRIX, 2022
  • TABLE 143. LOCATION-BASED ENTERTAINMENT MARKET SHARE, BY KEY PLAYER, 2022
  • TABLE 144. LOCATION-BASED ENTERTAINMENT MARKET LICENSE & PRICING