全球基於位置的娛樂(LBE)市場:按技術(虛擬現實 (VR),增強現實 (AR),投影映射),產品(硬件,軟件,服務),場地(遊樂園,主題公園,遊戲中心),地區預測至2028
市場調查報告書
商品編碼
1282756

全球基於位置的娛樂(LBE)市場:按技術(虛擬現實 (VR),增強現實 (AR),投影映射),產品(硬件,軟件,服務),場地(遊樂園,主題公園,遊戲中心),地區預測至2028

Location Based Entertainment (LBE) Market by Technology (Virtual Reality (VR), Augmented Reality (AR), Projection Mapping), Offering (Hardware, Software, Services), Venue (Amusement Parks, Theme Parks, Arcades) and Region - Global Forecast to 2028

出版日期: | 出版商: MarketsandMarkets | 英文 231 Pages | 訂單完成後即時交付

價格
簡介目錄

全球基於位置的娛樂市場規模預計到 2028 年將達到 118 億美元,高於 2023 年的 35 億美元,在預測期內以 27.3% 的複合年增長率增長。

隨著技術變得更容易獲得和負擔得起,基於位置的娛樂的進入壁壘正在降低。 這將使更多的場館和設施能夠融入沉浸式體驗,讓更多人可以使用它們並推動市場增長。

“就專業服務而言,培訓和部署細分市場將在預測期內佔據最大的市場規模”

培訓和部署服務對於基於位置的娛樂運營商至關重要,以確保他們的員工配備齊全,能夠為參加者提供高質量的體驗。 這些服務包括員工培訓,部署規劃和設備設置,以確保高效且有效地部署基於位置的娛樂體驗,最大限度地減少停機時間並最大限度地提高遊客滿意度。我會支持你。 員工培訓可確保您的員工具備提供卓越客戶體驗的知識和技能。 部署規劃協助定位娛樂運營商規劃和執行體驗部署,設備設置確保定位娛樂體驗正確運行並快速解決任何問題。 這些服務對於提供卓越的基於位置的娛樂體驗至關重要。

“按服務劃分,託管服務領域將在預測期內以最高複合年增長率增長”

託管服務被認為極其重要,因為它們直接關係到客戶體驗。 這些服務可幫助您保持在市場中的地位。 託管服務是基於位置的娛樂的一個關鍵方面,將技術,系統和運營的管理外包給第三方提供商。 這些服務包括基礎設施管理,內容管理,運營管理等,以確保基於位置的娛樂體驗具有高質量的內容,順暢運行並滿足遊客的期望。 託管服務允許基於位置的娛樂運營商專注於提供出色的體驗,同時將管理工作交給專家。

“按地區劃分,亞太地區在預測期內將以最高複合年增長率增長”

亞太地區的基於位置的娛樂市場見證了新技術的進步和動態採用。 亞太地區基於位置的娛樂市場為國內外公司提供了廣泛的機會,受到市場驅動因素的推動,例如城市化進程加快,對娛樂活動的需求以及在休閒,娛樂和獨特體驗上花費更多資金的意願。是一個不斷發展的行業 然而,高成本,安全問題和季節性等挑戰可能會影響市場增長。 總體而言,消費電子,零售,BFSI,醫療,交通以及體育和娛樂等行業預計將為該地區基於位置的娛樂市場的增長做出重大貢獻。

內容

第一章介紹

第二章研究方法論

第 3 章執行摘要

第 4 章重要注意事項

第 5 章市場概述

  • 簡介
  • 市場動態
    • 司機
    • 約束因素
    • 機會
    • 任務
    • 累積增長分析
  • 行業趨勢
    • 價值鏈分析
    • 基於位置的娛樂的歷史
    • 生態系統分析
    • 基於位置的娛樂:框架和技術
    • 波特的五力分析
    • 主要利益相關者和採購標準
    • 技術分析
    • 定位娛樂市場:未來形勢
    • 影響買家的趨勢和乾擾
    • 專利分析
    • 價格分析
    • 案例研究分析
    • 主要會議和活動
    • 監管狀況

第 6 章基於位置的娛樂市場:按技術分類

  • 簡介
  • 虛擬現實 (VR)
  • 增強現實 (AR)
  • 投影映射
  • 其他技術

第 7 章基於位置的娛樂市場:按產品分類

  • 簡介
  • 硬件
  • 軟件
  • 服務
    • 專業服務
    • 託管服務

第 8 章基於位置的娛樂市場:按場所分類

  • 簡介
  • 遊樂園
  • 主題公園
  • 遊戲中心
  • 其他場地

第 9 章基於位置的娛樂市場:按地區

  • 簡介
  • 北美
    • 美國
    • 加拿大
  • 歐洲
    • 英國
    • 德國
    • 法國
    • 西班牙
    • 意大利
    • 北歐
    • 其他歐洲
  • 亞太地區
    • 中國
    • 日本
    • 印度
    • 澳大利亞和新西蘭
    • 東南亞
    • 亞太其他地區
  • 中東和非洲
    • 阿拉伯聯合酋長國
    • 沙特阿拉伯
    • 以色列
    • 南非
    • 其他中東和非洲地區
  • 拉丁美洲
    • 巴西
    • 墨西哥
    • 其他拉丁美洲

第10章競爭格局

  • 概覽
  • 主要公司採用的策略
  • 主要公司的市場份額分析
  • 過去的收益分析
  • 主要公司的市場排名分析,2023 年
  • 領先公司評級象限矩陣
  • 初創公司/中小企業評級象限矩陣
  • 初創公司/中小企業的競爭基準
  • 競爭場景

第11章公司簡介

  • 主要公司
    • MICROSOFT
    • GOOGLE
    • META
    • UNITY TECHNOLOGIES
    • NVIDIA
    • SONY INTERACTIVE ENTERTAINMENT
    • SAMSUNG
    • BARCO ELECTRONIC SYSTEMS
    • PANASONIC
    • HUAWEI TECHNOLOGIES
  • 其他企業
    • HQ SOFTWARE
    • HTC VIVE
    • NIANTIC INC.
    • VICON MOTION SYSTEMS
    • OPTITRACK
  • 新創/中小企業
    • SPRINGBOARDVR
    • 4EXPERIENCE
    • HOLOGATE
    • ULTRALEAP
    • MAGIC LEAP
    • SHAPE IMMERSIVE
    • CAMON
    • KATVR
    • VIRTUIX
    • PICO

第 12 章相鄰和相關市場

  • 限制
  • 增強現實 (AR) 和虛擬現實 (VR) 市場
  • 投影映射市場

第13章附錄

簡介目錄
Product Code: TC 8652

The location based entertainment market size is projected to grow from USD 3.5 billion in 2023 to USD 11.8 billion by 2028, at a CAGR of 27.3% during the forecast period. As technology becomes more accessible and affordable, the barriers to entry for location based entertainment decrease. This allows more venues and establishments to incorporate immersive experiences into their offerings, making it accessible to a wider audience and being a driving factor to the growth of the market.

By professional services, the training and deployment segment to hold the largest market size during the forecast period.

Training and deployment services are crucial for location based entertainment operators to ensure that their employees are well-equipped to provide visitors with high-quality experiences. These services include staff training, deployment planning, and equipment setup, which help ensure that location based entertainment experiences are deployed efficiently and effectively, minimizing downtime and maximizing visitor satisfaction. Staff training ensures that employees are knowledgeable and skilled in delivering exceptional customer experiences. Deployment planning helps location based entertainment operators plan and execute the deployment of their experiences, and equipment setup ensures that location based entertainment experiences are running correctly and that any issues are resolved quickly. Overall, these services are essential in delivering outstanding location based entertainment experiences.

Based on services, the managed services segment is expected to grow with the highest CAGR during the forecast period.

Managed services are considered crucial, as they are directly related to customer experience. These services help sustain their positions in the market. Managed services are an important aspect of location based entertainment that involve outsourcing the management of technology, systems, and operations to a third-party provider. These services include infrastructure management, content management, and operational management, which ensure that location based entertainment experiences have high-quality content, run smoothly, and meet visitor expectations. Managed services allow location based entertainment operators to focus on delivering excellent experiences while leaving the management to experts.

Based on region, Asia Pacific is expected to grow with the highest CAGR during the forecast period.

The Asia Pacific region Asia Pacific has witnessed progressive and dynamic adoption of new and emerging technologies in the location based entertainment market. The location-based entertainment market in Asia Pacific is a growing industry with a wide range of opportunities for international and regional players due to driving factors of the market such as growth of urbanization and their demand for entertainment activities and willingness to spend more money on leisure, entertainment and unique experiences than ever before. However, challenges such as high costs, safety concerns, and seasonality may affect the growth of the market. Overall, consumer electronics, retail, BFSI, healthcare, transportation, and sports and entertainment industries are expected to contribute substantially to the growth of the location based entertainment market in the region.

Breakdown of primaries

The study contains insights from various industry experts, ranging from solution vendors to Tier 1 companies. The break-up of the primaries is as follows:

  • By Company Type: Tier 1 - 35%, Tier 2 - 40%, and Tier 3 - 25%
  • By Designation: C-level -35%, D-level - 25%, and Others - 40%
  • By Region: North America - 30%, Europe - 35%, Asia Pacific - 25%, Middle East & Africa- 5%, Latin America - 5%

The major players in the location based entertainment market are Google (US), Meta (US), Microsoft (US), Nvidia (US), Unity Technologies (US), Sony Interactive Entertainment (US), Samsung (South Korea), Barco Electronic Systems (Belgium), Panasonic (Japan), Huawei Technologies (China), HQ Software (Estonia), HTC Vive (Taiwan), Niantic Inc. (US), Vicon Motion Systems (UK), Optitrack (US), Springboard VR (US), 4Experience (Poland), Hologate (Germany), Ultraleap (UK), Magic Leap (US), Shape Immersive (Canada), Camon (Argentina), KatVR (US), Virtuix (US), Pico XR (US). These players have adopted various growth strategies, such as partnerships, agreements and collaborations, new product launches and product enhancements, and acquisitions to expand their footprint in the location based entertainment market.

Research Coverage

The market study covers the location based entertainment market size across different segments. It aims at estimating the market size and the growth potential across different segments, including technology, offerings, venue, and region. The study further includes an in-depth competitive analysis of the leading market players, along with their company profiles, key observations related to product and business offerings, recent developments, and market strategies.

Key Benefits of Buying the Report

The report will help the market leaders/new entrants with information on the closest approximations of the revenue numbers for the location based entertainment market and its subsegments. This report will help stakeholders understand the competitive landscape and gain more insights to better position their businesses and to plan suitable go-to-market strategies. Moreover, the report will provide insights for stakeholders to understand the pulse of the market and provide them with information on key market drivers, restraints, challenges, and opportunities.

The report provides insights on the following pointers:

Analysis of key drivers (Advancement of VR gaming world with location based entertainment, Advancement in VR and AR Technologies, Integration of artificial intelligence (AI) and machine learning (ML) technologies, The increasing demand for social and shared experiences), restraints (Limited Scalability, High Upfront Cost), opportunities (Live events and performances, Wearables offering unique opportunities for location based entertainment, ), and challenges (Regulatory requirements at the local, state, and federal levels, Rapid pace of technological change) influencing the growth of the location based entertainment market.

  • Product Development/Innovation: Detailed insights on upcoming technologies, research & development activities, and new product & service launches in the location based entertainment market.
  • Market Development: Comprehensive information about lucrative markets - the report analyses the location based entertainment market across varied regions
  • Market Diversification: Exhaustive information about new products & services, untapped geographies, recent developments, and investments in the location based entertainment market.

Competitive Assessment: In-depth assessment of market shares, growth strategies and service offerings of leading players like Google (US), Meta (US), Microsoft (US), Nvidia (US), Unity Technologies (US), Sony Interactive Entertainment (US), Samsung (South Korea), Barco Electronic Systems (Belgium), Panasonic (Japan), Huawei Technologies (China), HQ Software (Estonia), HTC Vive (Taiwan), Niantic Inc. (US), Vicon Motion Systems (UK), Optitrack (US), Springboard VR (US), 4Experience (Poland), Hologate (Germany), Ultraleap (UK), Magic Leap (US), Shape Immersive (Canada), Camon (Argentina), KatVR (US), Virtuix (US), Pico XR (US).

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 STUDY OBJECTIVES
  • 1.2 MARKET DEFINITION
  • 1.3 STUDY SCOPE
    • 1.3.1 MARKET SEGMENTATION
    • 1.3.2 REGIONS COVERED
    • 1.3.3 INCLUSIONS & EXCLUSIONS
  • 1.4 YEARS CONSIDERED
  • 1.5 CURRENCY CONSIDERED
    • TABLE 1 USD EXCHANGE RATE, 2020-2022
  • 1.6 STAKEHOLDERS

2 RESEARCH METHODOLOGY

  • 2.1 RESEARCH DATA
    • FIGURE 1 LOCATION-BASED ENTERTAINMENT MARKET: RESEARCH DESIGN
    • FIGURE 2 RESEARCH METHODOLOGY
    • 2.1.1 SECONDARY DATA
      • 2.1.1.1 Key data from secondary sources
    • 2.1.2 PRIMARY DATA
      • 2.1.2.1 Key primary interview participants
      • 2.1.2.2 Breakdown of primaries
      • 2.1.2.3 Key data from primary sources
      • 2.1.2.4 Key industry insights
  • 2.2 MARKET SIZE ESTIMATION
    • FIGURE 3 MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN AND BOTTOM-UP APPROACHES
    • 2.2.1 TOP-DOWN APPROACH
    • 2.2.2 BOTTOM-UP APPROACH
  • 2.3 MARKET BREAKDOWN AND DATA TRIANGULATION
    • FIGURE 4 DATA TRIANGULATION
    • TABLE 2 FACTOR ANALYSIS
  • 2.4 RESEARCH ASSUMPTIONS
  • 2.5 LIMITATIONS AND RISK ASSESSMENT
  • 2.6 LOCATION-BASED ENTERTAINMENT MARKET: RECESSION IMPACT

3 EXECUTIVE SUMMARY

    • FIGURE 5 LOCATION-BASED ENTERTAINMENT MARKET, 2021-2028 (USD MILLION)
    • FIGURE 6 LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023
    • FIGURE 7 ASIA PACIFIC TO BE LUCRATIVE MARKET FOR INVESTMENTS DURING FORECAST PERIOD

4 PREMIUM INSIGHTS

  • 4.1 ATTRACTIVE OPPORTUNITIES FOR PLAYERS IN LOCATION-BASED ENTERTAINMENT MARKET
  • 4.2 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING & COUNTRY
    • FIGURE 8 HARDWARE AND US TO ACCOUNT FOR SIGNIFICANT SHARE IN 2023
  • 4.3 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING & KEY COUNTRY
    • FIGURE 9 HARDWARE AND CHINA TO ACCOUNT FOR SIGNIFICANT SHARE IN 2023

5 MARKET OVERVIEW

  • 5.1 INTRODUCTION
  • 5.2 MARKET DYNAMICS
    • FIGURE 10 LOCATION-BASED ENTERTAINMENT MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES
    • 5.2.1 DRIVERS
      • 5.2.1.1 Advancements in VR gaming with location-based entertainment
      • 5.2.1.2 Advancements in VR and AR technologies
      • 5.2.1.3 Integration of artificial intelligence (AI) and machine learning (ML) technologies
      • 5.2.1.4 Rising demand for social and shared experiences
    • 5.2.2 RESTRAINTS
      • 5.2.2.1 Limited scalability of location-based entertainment business
      • 5.2.2.2 High upfront cost
    • 5.2.3 OPPORTUNITIES
      • 5.2.3.1 Increase in live events and performances
      • 5.2.3.2 Rising popularity of wearables such as fitness trackers and smartwatches
    • 5.2.4 CHALLENGES
      • 5.2.4.1 Regulatory requirements at local, state, and federal levels
      • 5.2.4.2 Rapid pace of technological change
    • 5.2.5 CUMULATIVE GROWTH ANALYSIS
  • 5.3 INDUSTRY TRENDS
    • 5.3.1 VALUE CHAIN ANALYSIS
    • FIGURE 11 VALUE CHAIN ANALYSIS
    • 5.3.2 HISTORY OF LOCATION-BASED ENTERTAINMENT
    • FIGURE 12 HISTORY OF LOCATION-BASED ENTERTAINMENT
      • 5.3.2.1 1990s
      • 5.3.2.2 2000s
      • 5.3.2.3 2010s
      • 5.3.2.4 2020s
    • 5.3.3 ECOSYSTEM ANALYSIS
    • FIGURE 13 ECOSYSTEM ANALYSIS MAP
    • TABLE 3 ECOSYSTEM ANALYSIS
    • 5.3.4 LOCATION-BASED ENTERTAINMENT TOOLS, FRAMEWORK, AND TECHNIQUES
    • 5.3.5 PORTER'S FIVE FORCES ANALYSIS
    • TABLE 4 PORTER'S FIVE FORCES ANALYSIS
    • FIGURE 14 PORTER'S FIVE FORCES ANALYSIS
      • 5.3.5.1 Threat from New Entrants
      • 5.3.5.2 Threat from Substitutes
      • 5.3.5.3 Bargaining Power of Buyers
      • 5.3.5.4 Bargaining Power of Suppliers
      • 5.3.5.5 Intensity of Competitive Rivalry
    • 5.3.6 KEY STAKEHOLDERS AND BUYING CRITERIA
      • 5.3.6.1 Key stakeholders in buying process
    • FIGURE 15 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP TECHNOLOGIES
    • TABLE 5 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP TECHNOLOGIES
      • 5.3.6.2 Buying criteria
    • FIGURE 16 KEY BUYING CRITERIA FOR TOP TECHNOLOGIES
    • TABLE 6 KEY BUYING CRITERIA FOR TOP TECHNOLOGIES
    • 5.3.7 TECHNOLOGY ANALYSIS
      • 5.3.7.1 Adjacent technologies
        • 5.3.7.1.1 AI & ML
        • 5.3.7.1.2 5G
        • 5.3.7.1.3 IoT
      • 5.3.7.2 Related technologies
        • 5.3.7.2.1 Virtual Reality (VR)
        • 5.3.7.2.2 Augmented Reality (AR)
        • 5.3.7.2.3 Projection Mapping
    • 5.3.8 FUTURE OF LOCATION-BASED ENTERTAINMENT MARKET LANDSCAPE
    • 5.3.9 RECENT TRENDS AND DEALS UNDERTAKEN BY DISNEY, NETFLIX, AND UNIVERSAL STUDIOS
      • 5.3.9.1 Disney
      • 5.3.9.2 Netflix
      • 5.3.9.3 Universal Studios
    • 5.3.10 TRENDS AND DISRUPTIONS IMPACTING BUYERS
    • FIGURE 17 REVENUE SHIFT FOR LOCATION-BASED ENTERTAINMENT MARKET
    • 5.3.11 PATENT ANALYSIS
      • 5.3.11.1 Methodology
      • 5.3.11.2 Document types
    • TABLE 7 PATENTS FILED, 2020-2023
      • 5.3.11.3 Innovation and patent applications
    • FIGURE 18 NUMBER OF PATENTS GRANTED ANNUALLY, 2020-2023
        • 5.3.11.3.1 Top applicants
    • FIGURE 19 TOP TEN PATENT APPLICANTS WITH HIGHEST NUMBER OF APPLICATIONS, 2020-2023
    • 5.3.12 PRICING ANALYSIS
    • TABLE 8 PRICING ANALYSIS
    • 5.3.13 CASE STUDY ANALYSIS
      • 5.3.13.1 Case Study 1: Barco helped Miraj Group create immersive experience for audience
      • 5.3.13.2 Case Study 2: Fennec Labs and Spawnpoint used VIVE Focus 3 and LBSS to deliver engaging VR arcade experiences
      • 5.3.13.3 Case Study 3: Ocean Labs used Ultraleap's immersive technologies to promote LEGO's Rebuild World campaign
      • 5.3.13.4 Case Study 4: DreamTrace used 4Experience for motion tracking and multiplayer functionalities in physical VR arena
      • 5.3.13.5 Case Study 5: Atlantis Aquarium relied on Panasonic to offer visitors fully immersive experience of underwater world
    • 5.3.14 KEY CONFERENCES & EVENTS
    • TABLE 9 LIST OF KEY CONFERENCES & EVENTS, 2023-2024
    • 5.3.15 REGULATORY LANDSCAPE
      • 5.3.15.1 Regulatory bodies, government agencies, and other organizations
        • 5.3.15.1.1 North America
        • 5.3.15.1.2 Europe
        • 5.3.15.1.3 Asia Pacific
        • 5.3.15.1.4 Middle East & Africa
        • 5.3.15.1.5 Latin America

6 LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY

  • 6.1 INTRODUCTION
    • FIGURE 20 AUGMENTED REALITY SEGMENT TO WITNESS HIGHEST GROWTH DURING FORECAST PERIOD
    • 6.1.1 TECHNOLOGIES: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS
    • TABLE 10 LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018-2022 (USD MILLION)
    • TABLE 11 LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023-2028 (USD MILLION)
  • 6.2 VIRTUAL REALITY
    • 6.2.1 GROWING DEMAND FOR IMMERSIVE ENTERTAINMENT EXPERIENCES TO DRIVE MARKET FOR VIRTUAL REALITY TECHNOLOGY
    • TABLE 12 VIRTUAL REALITY: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 13 VIRTUAL REALITY: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023-2028 (USD MILLION)
  • 6.3 AUGMENTED REALITY
    • 6.3.1 GROWING NEED TO OFFER ENGAGING TRAINING AND EDUCATIONAL EXPERIENCES TO DRIVE MARKET FOR AUGMENTED REALITY TECHNOLOGY
    • TABLE 14 AUGMENTED REALITY: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 15 AUGMENTED REALITY: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023-2028 (USD MILLION)
  • 6.4 PROJECTION MAPPING
    • 6.4.1 DEMAND FOR INTERACTIVE EXPERIENCE AMONG USERS TO DRIVE POPULARITY OF PROJECTION MAPPING TECHNOLOGY
    • TABLE 16 PROJECTION MAPPING: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 17 PROJECTION MAPPING: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023-2028 (USD MILLION)
  • 6.5 OTHER TECHNOLOGIES
    • TABLE 18 OTHER TECHNOLOGIES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 19 OTHER TECHNOLOGIES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023-2028 (USD MILLION)

7 LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING

  • 7.1 INTRODUCTION
    • FIGURE 21 HARDWARE SEGMENT TO WITNESS HIGHEST GROWTH DURING FORECAST PERIOD
    • 7.1.1 OFFERINGS: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS
    • TABLE 20 LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018-2022 (USD MILLION)
    • TABLE 21 LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023-2028 (USD MILLION)
  • 7.2 HARDWARE
    • 7.2.1 EFFECTIVE USE OF HARDWARE SYSTEMS TO FACILITATE CREATION OF ENGAGING AND IMMERSIVE EXPERIENCES TO DRIVE MARKET
    • TABLE 22 HARDWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 23 HARDWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023-2028 (USD MILLION)
  • 7.3 SOFTWARE
    • 7.3.1 GROWING NEED FOR ADVANCED SYSTEMS TO CREATE AND MANAGE DIGITAL CONTENT TO DRIVE ADOPTION OF LOCATION-BASED ENTERTAINMENT SOFTWARE
    • TABLE 24 SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 25 SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023-2028 (USD MILLION)
  • 7.4 SERVICES
    • FIGURE 22 MANAGED SERVICES SEGMENT TO RECORD HIGHEST CAGR BY 2028
    • TABLE 26 LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018-2022 (USD MILLION)
    • TABLE 27 LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023-2028 (USD MILLION)
    • TABLE 28 SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 29 SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023-2028 (USD MILLION)
    • 7.4.1 PROFESSIONAL SERVICES
    • FIGURE 23 TRAINING AND DEPLOYMENT SEGMENT TO ACHIEVE HIGHEST GROWTH DURING FORECAST PERIOD
    • TABLE 30 LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018-2022 (USD MILLION)
    • TABLE 31 LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023-2028 (USD MILLION)
    • TABLE 32 PROFESSIONAL SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 33 PROFESSIONAL SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023-2028 (USD MILLION)
      • 7.4.1.1 Consulting
        • 7.4.1.1.1 Increasing need to determine viability of location-based entertainment projects to drive demand for strategic consulting services
    • TABLE 34 CONSULTING: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 35 CONSULTING: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023-2028 (USD MILLION)
      • 7.4.1.2 Support and maintenance
        • 7.4.1.2.1 Effective support and maintenance services to guarantee seamless location-based entertainment experiences
    • TABLE 36 SUPPORT AND MAINTENANCE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 37 SUPPORT AND MAINTENANCE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023-2028 (USD MILLION)
      • 7.4.1.3 Training and deployment
        • 7.4.1.3.1 Demand for exceptional location-based entertainment experiences to propel market for training and deployment services
    • TABLE 38 TRAINING AND DEPLOYMENT: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 39 TRAINING AND DEPLOYMENT: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023-2028 (USD MILLION)
    • 7.4.2 MANAGED SERVICES
      • 7.4.2.1 Growing demand for better customer service and experience to increase use of managed services in location-based entertainment industry
    • TABLE 40 MANAGED SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 41 MANAGED SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023-2028 (USD MILLION)

8 LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE

  • 8.1 INTRODUCTION
    • FIGURE 24 ARCADES SEGMENT TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD
    • 8.1.1 VENUES: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS
    • TABLE 42 LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018-2022 (USD MILLION)
    • TABLE 43 LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023-2028 (USD MILLION)
  • 8.2 AMUSEMENT PARKS
    • 8.2.1 DEMAND FOR INNOVATIVE, ENGAGING EXPERIENCES AT AMUSEMENT PARKS TO DRIVE LOCATION-BASED ENTERTAINMENT MARKET
    • TABLE 44 AMUSEMENT PARKS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 45 AMUSEMENT PARKS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023-2028 (USD MILLION)
  • 8.3 THEME PARKS
    • 8.3.1 GROWING DEMAND FOR CULTURAL AND EDUCATION HUBS TO DRIVE POPULARITY OF LOCATION-BASED ENTERTAINMENT AT THEME PARKS
    • TABLE 46 THEME PARKS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 47 THEME PARKS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023-2028 (USD MILLION)
  • 8.4 ARCADES
    • 8.4.1 NEED TO PROMOTE SOCIAL INTERACTION AND ENGAGEMENT AMONG YOUTH TO BOOST POPULARITY OF ARCADES
    • TABLE 48 ARCADES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 49 ARCADES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023-2028 (USD MILLION)
  • 8.5 OTHER VENUES
    • TABLE 50 OTHER VENUES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 51 OTHER VENUES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023-2028 (USD MILLION)

9 LOCATION-BASED ENTERTAINMENT MARKET, BY REGION

  • 9.1 INTRODUCTION
    • FIGURE 25 NORTH AMERICA TO LEAD MARKET DURING FORECAST PERIOD
    • FIGURE 26 ASIA PACIFIC TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD
    • TABLE 52 LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 53 LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023-2028 (USD MILLION)
  • 9.2 NORTH AMERICA
    • 9.2.1 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS
    • 9.2.2 NORTH AMERICA: RECESSION IMPACT
    • FIGURE 27 NORTH AMERICA: MARKET SNAPSHOT
    • TABLE 54 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018-2022 (USD MILLION)
    • TABLE 55 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023-2028 (USD MILLION)
    • TABLE 56 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018-2022 (USD MILLION)
    • TABLE 57 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023-2028 (USD MILLION)
    • TABLE 58 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018-2022 (USD MILLION)
    • TABLE 59 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023-2028 (USD MILLION)
    • TABLE 60 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018-2022 (USD MILLION)
    • TABLE 61 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023-2028 (USD MILLION)
    • TABLE 62 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018-2022 (USD MILLION)
    • TABLE 63 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023-2028 (USD MILLION)
    • TABLE 64 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2018-2022 (USD MILLION)
    • TABLE 65 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2023-2028 (USD MILLION)
    • 9.2.3 US
      • 9.2.3.1 Rising demand for immersive and interactive experiences to drive location-based entertainment market
    • TABLE 66 US: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018-2022 (USD MILLION)
    • TABLE 67 US: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023-2028 (USD MILLION)
    • TABLE 68 US: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018-2022 (USD MILLION)
    • TABLE 69 US: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023-2028 (USD MILLION)
    • TABLE 70 US: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018-2022 (USD MILLION)
    • TABLE 71 US: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023-2028 (USD MILLION)
    • TABLE 72 US: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018-2022 (USD MILLION)
    • TABLE 73 US: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023-2028 (USD MILLION)
    • TABLE 74 US: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018-2022 (USD MILLION)
    • TABLE 75 US: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023-2028 (USD MILLION)
    • 9.2.4 CANADA
      • 9.2.4.1 Increased consumer spending on leisure activities to drive popularity of location-based entertainment
  • 9.3 EUROPE
    • 9.3.1 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS
    • 9.3.2 EUROPE: RECESSION IMPACT
    • TABLE 76 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018-2022 (USD MILLION)
    • TABLE 77 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023-2028 (USD MILLION)
    • TABLE 78 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018-2022 (USD MILLION)
    • TABLE 79 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023-2028 (USD MILLION)
    • TABLE 80 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018-2022 (USD MILLION)
    • TABLE 81 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023-2028 (USD MILLION)
    • TABLE 82 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018-2022 (USD MILLION)
    • TABLE 83 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023-2028 (USD MILLION)
    • TABLE 84 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018-2022 (USD MILLION)
    • TABLE 85 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023-2028 (USD MILLION)
    • TABLE 86 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2018-2022 (USD MILLION)
    • TABLE 87 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2023-2028 (USD MILLION)
    • 9.3.3 UK
      • 9.3.3.1 Rise in demand for immersive experiences among youth to drive popularity of location-based entertainment solutions
    • TABLE 88 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018-2022 (USD MILLION)
    • TABLE 89 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023-2028 (USD MILLION)
    • TABLE 90 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018-2022 (USD MILLION)
    • TABLE 91 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023-2028 (USD MILLION)
    • TABLE 92 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018-2022 (USD MILLION)
    • TABLE 93 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023-2028 (USD MILLION)
    • TABLE 94 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018-2022 (USD MILLION)
    • TABLE 95 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023-2028 (USD MILLION)
    • TABLE 96 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018-2022 (USD MILLION)
    • TABLE 97 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023-2028 (USD MILLION)
    • 9.3.4 GERMANY
      • 9.3.4.1 Growing adoption of advanced technologies for location-based entertainment to drive market growth
    • 9.3.5 FRANCE
      • 9.3.5.1 Increased development in venture funding by small players to propel market for location-based entertainment
    • 9.3.6 SPAIN
      • 9.3.6.1 Rise in tourism to boost location-based entertainment market
    • 9.3.7 ITALY
      • 9.3.7.1 Increased government initiatives to drive development of location-based entertainment solutions
    • 9.3.8 NORDICS
      • 9.3.8.1 Rising demand for leisure and entertainment activities to drive demand for location-based entertainment solutions
    • 9.3.9 REST OF EUROPE
  • 9.4 ASIA PACIFIC
    • 9.4.1 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS
    • 9.4.2 ASIA PACIFIC: RECESSION IMPACT
    • FIGURE 28 ASIA PACIFIC: MARKET SNAPSHOT
    • TABLE 98 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018-2022 (USD MILLION)
    • TABLE 99 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023-2028 (USD MILLION)
    • TABLE 100 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018-2022 (USD MILLION)
    • TABLE 101 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023-2028 (USD MILLION)
    • TABLE 102 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018-2022 (USD MILLION)
    • TABLE 103 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023-2028 (USD MILLION)
    • TABLE 104 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018-2022 (USD MILLION)
    • TABLE 105 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023-2028 (USD MILLION)
    • TABLE 106 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018-2022 (USD MILLION)
    • TABLE 107 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023-2028 (USD MILLION)
    • TABLE 108 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2018-2022 (USD MILLION)
    • TABLE 109 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2023-2028 (USD MILLION)
    • 9.4.3 CHINA
      • 9.4.3.1 Increasing investments in immersive technologies to drive growth of location-based entertainment market
    • TABLE 110 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018-2022 (USD MILLION)
    • TABLE 111 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023-2028 (USD MILLION)
    • TABLE 112 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018-2022 (USD MILLION)
    • TABLE 113 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023-2028 (USD MILLION)
    • TABLE 114 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018-2022 (USD MILLION)
    • TABLE 115 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023-2028 (USD MILLION)
    • TABLE 116 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018-2022 (USD MILLION)
    • TABLE 117 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023-2028 (USD MILLION)
    • TABLE 118 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018-2022 (USD MILLION)
    • TABLE 119 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023-2028 (USD MILLION)
    • 9.4.4 JAPAN
      • 9.4.4.1 Increased adoption of AR and VR technologies to boost demand for location-based entertainment market
    • 9.4.5 INDIA
      • 9.4.5.1 Large investments in location-based entertainment industry by domestic and international players to drive market growth
    • 9.4.6 AUSTRALIA & NEW ZEALAND
      • 9.4.6.1 Increased consumer spending on entertainment activities to drive popularity of location-based entertainment solutions
    • 9.4.7 SOUTHEAST ASIA
      • 9.4.7.1 Increasing tourism to drive advancements in location-based entertainment industry
    • 9.4.8 REST OF ASIA PACIFIC
  • 9.5 MIDDLE EAST & AFRICA
    • 9.5.1 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS
    • 9.5.2 MIDDLE EAST & AFRICA: RECESSION IMPACT
    • TABLE 120 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018-2022 (USD MILLION)
    • TABLE 121 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023-2028 (USD MILLION)
    • TABLE 122 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018-2022 (USD MILLION)
    • TABLE 123 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023-2028 (USD MILLION)
    • TABLE 124 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018-2022 (USD MILLION)
    • TABLE 125 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023-2028 (USD MILLION)
    • TABLE 126 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018-2022 (USD MILLION)
    • TABLE 127 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023-2028 (USD MILLION)
    • TABLE 128 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018-2022 (USD MILLION)
    • TABLE 129 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023-2028 (USD MILLION)
    • TABLE 130 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2018-2022 (USD MILLION)
    • TABLE 131 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2023-2028 (USD MILLION)
    • 9.5.3 UAE
      • 9.5.3.1 Increasing tourism to drive demand for location-based entertainment solutions
    • TABLE 132 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018-2022 (USD MILLION)
    • TABLE 133 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023-2028 (USD MILLION)
    • TABLE 134 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018-2022 (USD MILLION)
    • TABLE 135 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023-2028 (USD MILLION)
    • TABLE 136 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018-2022 (USD MILLION)
    • TABLE 137 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023-2028 (USD MILLION)
    • TABLE 138 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018-2022 (USD MILLION)
    • TABLE 139 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023-2028 (USD MILLION)
    • TABLE 140 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018-2022 (USD MILLION)
    • TABLE 141 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023-2028 (USD MILLION)
    • 9.5.4 KSA
      • 9.5.4.1 Rapid economic growth and change in consumer lifestyle to boost adoption of location-based entertainment solutions
    • 9.5.5 ISRAEL
      • 9.5.5.1 Increased government support to propel developments in location-based entertainment market
    • 9.5.6 SOUTH AFRICA
      • 9.5.6.1 Increasing spending on leisure activities to drive market growth
    • 9.5.7 REST OF MIDDLE EAST & AFRICA
  • 9.6 LATIN AMERICA
    • 9.6.1 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS
    • 9.6.2 LATIN AMERICA: RECESSION IMPACT
    • TABLE 142 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018-2022 (USD MILLION)
    • TABLE 143 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023-2028 (USD MILLION)
    • TABLE 144 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018-2022 (USD MILLION)
    • TABLE 145 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023-2028 (USD MILLION)
    • TABLE 146 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018-2022 (USD MILLION)
    • TABLE 147 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023-2028 (USD MILLION)
    • TABLE 148 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018-2022 (USD MILLION)
    • TABLE 149 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023-2028 (USD MILLION)
    • TABLE 150 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018-2022 (USD MILLION)
    • TABLE 151 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023-2028 (USD MILLION)
    • TABLE 152 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2018-2022 (USD MILLION)
    • TABLE 153 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2023-2028 (USD MILLION)
    • 9.6.3 BRAZIL
      • 9.6.3.1 Rapidly evolving middle-class population and its expectations to boost growth of location-based entertainment market
    • TABLE 154 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018-2022 (USD MILLION)
    • TABLE 155 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023-2028 (USD MILLION)
    • TABLE 156 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018-2022 (USD MILLION)
    • TABLE 157 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023-2028 (USD MILLION)
    • TABLE 158 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018-2022 (USD MILLION)
    • TABLE 159 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023-2028 (USD MILLION)
    • TABLE 160 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018-2022 (USD MILLION)
    • TABLE 161 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023-2028 (USD MILLION)
    • TABLE 162 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018-2022 (USD MILLION)
    • TABLE 163 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023-2028 (USD MILLION)
    • 9.6.4 MEXICO
      • 9.6.4.1 Growing disposable income of consumers to drive growth of location-based entertainment market
    • 9.6.5 REST OF LATIN AMERICA

10 COMPETITIVE LANDSCAPE

  • 10.1 OVERVIEW
  • 10.2 STRATEGIES ADOPTED BY KEY PLAYERS
    • TABLE 164 STRATEGIES ADOPTED BY KEY PLAYERS
  • 10.3 MARKET SHARE ANALYSIS FOR KEY PLAYERS
    • TABLE 165 LOCATION-BASED ENTERTAINMENT MARKET: INTENSITY OF COMPETITIVE RIVALRY
  • 10.4 HISTORICAL REVENUE ANALYSIS
    • FIGURE 29 HISTORICAL REVENUE ANALYSIS FOR KEY PLAYERS, 2020-2022 (USD MILLION)
  • 10.5 MARKET RANKING ANALYSIS FOR KEY PLAYERS, 2023
    • FIGURE 30 MARKET RANKING ANALYSIS FOR KEY PLAYERS, 2023
  • 10.6 EVALUATION QUADRANT MATRIX FOR KEY PLAYERS
    • FIGURE 31 EVALUATION QUADRANT MATRIX FOR KEY PLAYERS: CRITERIA WEIGHTAGE
    • 10.6.1 STARS
    • 10.6.2 EMERGING LEADERS
    • 10.6.3 PERVASIVE PLAYERS
    • 10.6.4 PARTICIPANTS
    • FIGURE 32 EVALUATION QUADRANT MATRIX FOR KEY PLAYERS, 2023
  • 10.7 EVALUATION QUADRANT MATRIX FOR STARTUPS/SMES
    • FIGURE 33 EVALUATION QUADRANT MATRIX FOR STARTUPS/SMES: CRITERIA WEIGHTAGE
    • 10.7.1 PROGRESSIVE COMPANIES
    • 10.7.2 RESPONSIVE COMPANIES
    • 10.7.3 DYNAMIC COMPANIES
    • 10.7.4 STARTING BLOCKS
    • FIGURE 34 EVALUATION QUADRANT MATRIX FOR STARTUPS/SMES, 2023
  • 10.8 COMPETITIVE BENCHMARKING FOR STARTUPS/SMES
    • TABLE 166 DETAILED LIST OF KEY STARTUPS/SMES
    • TABLE 167 COMPETITIVE BENCHMARKING FOR STARTUPS/SMES
    • TABLE 168 COMPETITIVE BENCHMARKING FOR KEY PLAYERS
  • 10.9 COMPETITIVE SCENARIO
    • 10.9.1 PRODUCT LAUNCHES
    • TABLE 169 PRODUCT LAUNCHES, 2019-2022
    • 10.9.2 DEALS
    • TABLE 170 DEALS, 2020-2023

11 COMPANY PROFILES

  • 11.1 MAJOR PLAYERS
  • (Business overview, Products/Solutions/Services offered, Recent Developments, MNM view)**
    • 11.1.1 MICROSOFT
    • TABLE 171 MICROSOFT: BUSINESS OVERVIEW
    • FIGURE 35 MICROSOFT: COMPANY SNAPSHOT
    • TABLE 172 MICROSOFT: PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • TABLE 173 MICROSOFT: DEALS
    • 11.1.2 GOOGLE
    • TABLE 174 GOOGLE: BUSINESS OVERVIEW
    • FIGURE 36 GOOGLE: COMPANY SNAPSHOT
    • TABLE 175 GOOGLE: PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • 11.1.3 META
    • TABLE 176 META: BUSINESS OVERVIEW
    • FIGURE 37 META: COMPANY SNAPSHOT
    • TABLE 177 META: PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • 11.1.4 UNITY TECHNOLOGIES
    • TABLE 178 UNITY TECHNOLOGIES: BUSINESS OVERVIEW
    • FIGURE 38 UNITY TECHNOLOGIES: COMPANY SNAPSHOT
    • TABLE 179 UNITY TECHNOLOGIES: PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • TABLE 180 UNITY TECHNOLOGIES: PRODUCT LAUNCHES
    • TABLE 181 UNITY TECHNOLOGIES: DEALS
    • 11.1.5 NVIDIA
    • TABLE 182 NVIDIA: BUSINESS OVERVIEW
    • FIGURE 39 NVIDIA: COMPANY SNAPSHOT
    • TABLE 183 NVIDIA: PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • TABLE 184 NVIDIA: PRODUCT LAUNCHES
    • 11.1.6 SONY INTERACTIVE ENTERTAINMENT
    • TABLE 185 SONY INTERACTIVE ENTERTAINMENT: BUSINESS OVERVIEW
    • FIGURE 40 SONY INTERACTIVE ENTERTAINMENT: COMPANY SNAPSHOT
    • TABLE 186 SONY INTERACTIVE ENTERTAINMENT: PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • TABLE 187 SONY INTERACTIVE ENTERTAINMENT: DEALS
    • 11.1.7 SAMSUNG
    • TABLE 188 SAMSUNG: BUSINESS OVERVIEW
    • FIGURE 41 SAMSUNG: COMPANY SNAPSHOT
    • TABLE 189 SAMSUNG: PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • TABLE 190 SAMSUNG: DEALS
    • 11.1.8 BARCO ELECTRONIC SYSTEMS
    • TABLE 191 BARCO ELECTRONIC SYSTEMS: BUSINESS OVERVIEW
    • FIGURE 42 BARCO ELECTRONIC SYSTEMS: COMPANY SNAPSHOT
    • TABLE 192 BARCO ELECTRONIC SYSTEMS: PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • TABLE 193 BARCO ELECTRONIC SYSTEMS: DEALS
    • 11.1.9 PANASONIC
    • TABLE 194 PANASONIC: BUSINESS OVERVIEW
    • FIGURE 43 PANASONIC: COMPANY SNAPSHOT
    • TABLE 195 PANASONIC: DEALS
    • 11.1.10 HUAWEI TECHNOLOGIES
    • TABLE 196 HUAWEI TECHNOLOGIES: BUSINESS OVERVIEW
    • FIGURE 44 HUAWEI TECHNOLOGIES: COMPANY SNAPSHOT
    • TABLE 197 HUAWEI TECHNOLOGIES: PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • TABLE 198 HUAWEI TECHNOLOGIES: PRODUCT LAUNCHES
  • *Details on Business overview, Products/Solutions/Services offered, Recent Developments, MNM view might not be captured in case of unlisted companies.
  • 11.2 OTHER PLAYERS
    • 11.2.1 HQ SOFTWARE
    • 11.2.2 HTC VIVE
    • 11.2.3 NIANTIC INC.
    • 11.2.4 VICON MOTION SYSTEMS
    • 11.2.5 OPTITRACK
  • 11.3 STARTUPS/SMES
    • 11.3.1 SPRINGBOARDVR
    • 11.3.2 4EXPERIENCE
    • 11.3.3 HOLOGATE
    • 11.3.4 ULTRALEAP
    • 11.3.5 MAGIC LEAP
    • 11.3.6 SHAPE IMMERSIVE
    • 11.3.7 CAMON
    • 11.3.8 KATVR
    • 11.3.9 VIRTUIX
    • 11.3.10 PICO

12 ADJACENT AND RELATED MARKETS

  • 12.1 LIMITATIONS
  • 12.2 AUGMENTED REALITY AND VIRTUAL REALITY MARKET
    • 12.2.1 MARKET DEFINITION
    • 12.2.2 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY TECHNOLOGY
    • TABLE 199 VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2022-2027 (USD MILLION)
    • TABLE 200 NON-IMMERSIVE: VIRTUAL REALITY MARKET, BY OFFERING, 2022-2027 (USD MILLION)
    • TABLE 201 SEMI- AND FULLY IMMERSIVE: VIRTUAL REALITY MARKET, BY OFFERING, 2022-2027 (USD MILLION)
    • 12.2.3 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING
    • TABLE 202 AUGMENTED REALITY MARKET, BY OFFERING, 2022-2027 (USD MILLION)
    • TABLE 203 AUGMENTED REALITY MARKET, BY HARDWARE, 2022-2027 (USD MILLION)
    • TABLE 204 VIRTUAL REALITY MARKET, BY OFFERING, 2022-2027 (USD MILLION)
    • TABLE 205 VIRTUAL REALITY MARKET, BY HARDWARE, 2022-2027 (USD MILLION)
    • TABLE 206 SOFTWARE: AUGMENTED REALITY MARKET, BY APPLICATION, 2022-2027 (USD MILLION)
    • TABLE 207 SOFTWARE: VIRTUAL REALITY MARKET, BY APPLICATION, 2022-2027 (USD MILLION)
    • 12.2.4 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE
    • TABLE 208 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2022-2027 (USD MILLION)
    • TABLE 209 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2022-2027 (THOUSAND UNITS)
    • TABLE 210 HEAD-MOUNTED DISPLAYS: AUGMENTED REALITY MARKET, BY APPLICATION, 2022-2027 (USD MILLION)
    • TABLE 211 HEAD-UP DISPLAYS: AUGMENTED REALITY MARKET, BY APPLICATION, 2022-2027 (USD MILLION)
    • TABLE 212 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2022-2027 (USD MILLION)
    • TABLE 213 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2022-2027 (THOUSAND UNITS)
    • TABLE 214 HEAD-MOUNTED DISPLAYS: VIRTUAL REALITY MARKET, BY APPLICATION, 2022-2027 (USD MILLION)
    • TABLE 215 GESTURE-TRACKING DEVICES: VIRTUAL REALITY MARKET, BY APPLICATION, 2022-2027 (USD MILLION)
    • TABLE 216 PROJECTORS & DISPLAY WALLS: VIRTUAL REALITY MARKET, BY APPLICATION, 2022-2027 (USD MILLION)
    • 12.2.5 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION
    • TABLE 217 AUGMENTED REALITY MARKET, BY APPLICATION, 2022-2027 (USD MILLION)
    • TABLE 218 VIRTUAL REALITY MARKET, BY APPLICATION, 2022-2027 (USD MILLION)
    • 12.2.6 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY REGION
    • TABLE 219 AUGMENTED REALITY MARKET, BY REGION, 2022-2027 (USD MILLION)
    • TABLE 220 VIRTUAL REALITY MARKET, BY REGION, 2022-2027 (USD MILLION)
  • 12.3 PROJECTION MAPPING MARKET
    • 12.3.1 MARKET DEFINITION
    • 12.3.2 PROJECTION MAPPING MARKET, BY OFFERING
    • TABLE 221 PROJECTION MAPPING MARKET, BY OFFERING, 2017-2020 (USD MILLION)
    • TABLE 222 PROJECTION MAPPING MARKET, BY OFFERING, 2021-2026 (USD MILLION)
    • TABLE 223 PROJECTION MAPPING MARKET, BY HARDWARE, 2017-2020 (USD MILLION)
    • TABLE 224 PROJECTION MAPPING MARKET, BY HARDWARE, 2021-2026 (USD MILLION)
    • 12.3.3 PROJECTION MAPPING MARKET, BY THROW DISTANCE
    • TABLE 225 PROJECTION MAPPING MARKET, BY THROW DISTANCE, 2017-2020 (USD MILLION)
    • TABLE 226 PROJECTION MAPPING MARKET, BY THROW DISTANCE, 2021-2026 (USD MILLION)
    • 12.3.4 PROJECTION MAPPING MARKET, BY DIMENSION
    • TABLE 227 PROJECTION MAPPING MARKET, BY DIMENSION, 2017-2020 (USD MILLION)
    • TABLE 228 PROJECTION MAPPING MARKET, BY DIMENSION, 2021-2026 (USD MILLION)
    • 12.3.5 PROJECTION MAPPING MARKET, BY BRIGHTNESS/LUMENS
    • TABLE 229 PROJECTION MAPPING MARKET, BY BRIGHTNESS/LUMENS, 2017-2020 (USD MILLION)
    • TABLE 230 PROJECTION MAPPING MARKET, BY BRIGHTNESS/LUMENS, 2021-2026 (USD MILLION)
    • 12.3.6 PROJECTION MAPPING MARKET, BY APPLICATION
    • TABLE 231 PROJECTION MAPPING MARKET, BY APPLICATION, 2017-2020 (USD MILLION)
    • TABLE 232 PROJECTION MAPPING MARKET, BY APPLICATION, 2021-2026 (USD MILLION)
    • 12.3.7 PROJECTION MAPPING MARKET, BY REGION
    • TABLE 233 PROJECTION MAPPING MARKET, BY REGION, 2017-2020 (USD MILLION)
    • TABLE 234 PROJECTION MAPPING MARKET, BY REGION, 2021-2026 (USD MILLION)

13 APPENDIX

  • 13.1 DISCUSSION GUIDE
  • 13.2 KNOWLEDGESTORE: MARKETSANDMARKETS' SUBSCRIPTION PORTAL
  • 13.3 CUSTOMIZATION OPTIONS
  • 13.4 RELATED REPORTS
  • 13.5 AUTHOR DETAILS