以定位為基礎的娛樂 (LBE) 的全球市場 (2022-2028年):各零組件 (硬體設備、軟體)、技術 (2D、3D)、終端用戶 (遊樂園、遊樂場工作室) 的規模、佔有率、成長分析、預測
市場調查報告書
商品編碼
1270673

以定位為基礎的娛樂 (LBE) 的全球市場 (2022-2028年):各零組件 (硬體設備、軟體)、技術 (2D、3D)、終端用戶 (遊樂園、遊樂場工作室) 的規模、佔有率、成長分析、預測

Global Location-Based Entertainment Market Size, Share, Growth Analysis, By Component(Hardware, Software), By Technology(2 Dimensional (2D), 3 Dimensional (3D)), By End-Use(Amusement Parks, Arcade Studios) - Industry Forecast 2022-2028

出版日期: | 出版商: SkyQuest | 英文 276 Pages | 商品交期: 3-5個工作天內

價格
簡介目錄

以定位為基礎的娛樂 (LBE) 的市場規模,2021年是25億5,000萬美元,2022年是32億9,000萬美元,從2023年到2030年的預測期間中預計以28.8%的年複合成長率發展,2030年成長到354億2,000萬美元的規模。

獨特且個性化的體驗的需求高漲,LBE的市場今後數年預計大幅成長。

本報告提供全球以定位為基礎的娛樂 (LBE) 的市場調查,市場概要,市場的各種影響因素的分析,技術、革新趨勢,市場規模的變化、預測,各種區分、各地區的明細,競爭情形,主要企業簡介等彙整資訊。

目錄

摘要整理

父母市場分析

  • 市場概要
  • 市場規模
  • 市場動態
  • 促進因素
  • 機會
  • 阻礙因素
  • 課題
  • 主要市場洞察
  • 技術分析
  • 價格分析
  • 供應鏈分析
  • 價值鏈分析
  • 市場生態系統
  • IP分析
  • 貿易分析
  • Start-Ups分析
  • 原料分析
  • 革新矩陣
  • 開發中產品的分析
  • 宏觀經濟指標
  • 主要投資分析
  • 主要成功因素
  • 競爭的程度
  • 市場動態及預測
  • 市場動態
  • 促進因素
  • 機會
  • 阻礙因素
  • 課題
  • 法規情形
  • 波特分析
  • 未來阻礙相關Skyquest的特別洞察
  • 全球以定位為基礎的娛樂 (LBE) 市場:各零件
  • 市場概要
  • 硬體設備
  • 軟體
  • 全球以定位為基礎的娛樂 (LBE) 市場:各技術
  • 市場概要
  • 2D
  • 3D
  • 雲端融合實境(CMR)
  • 全球以定位為基礎的娛樂 (LBE) 市場:各終端用戶
  • 市場概要
  • 遊樂園
  • 遊樂場工作室
  • 4D電影
  • 全球以定位為基礎的娛樂 (LBE) 市場:各地區
  • 市場概要
  • 北美
  • 美國
  • 加拿大
  • 歐洲
  • 德國
  • 西班牙
  • 法國
  • 英國
  • 其他的歐洲地區
  • 亞太地區
  • 中國
  • 印度
  • 日本
  • 韓國
  • 其他的亞太地區
  • 南美
  • 巴西
  • 其他的南美地區
  • 中東、非洲
  • GCC各國
  • 南非
  • 其他的中東、非洲地區
  • 競爭情形
  • 前五名公司的比較
  • 主要企業的地位
  • 主要企業的採用策略
  • 主要成功策略
  • 市場上最近的活動
  • 主要企業的市場佔有率
  • 主要企業簡介
  • Acetifici Italiani Modena
  • BidOn Games Studio
  • HQSoftware
  • HTC Corporation
  • IMAX Corporation
  • Neurogaming Ltd
  • SAMSUNG ELECTRONICS CO., LTD.
  • Sony Interactive Entertainment LLC
  • Springboard VR
  • Vicon Industries, Inc
簡介目錄
Product Code: SQSG45F2019

Location-Based Entertainment Market size was valued at USD 2.55 billion in 2021 and is poised to grow from USD 3.29 billion in 2022 to USD 35.42 billion by 2030, growing at a CAGR of 28.8% in the forecast period (2023-2030).

The global location-based entertainment (LBE) market refers to the segment of the entertainment industry that provides immersive experiences for customers in a physical location. LBEs leverage technologies such as virtual reality (VR), augmented reality (AR), and mixed reality (MR) to create interactive experiences that engage customers in a way that traditional forms of entertainment cannot. The market is expected to grow significantly in the coming years due to increasing demand for unique and personalized experiences.

Top-down and bottom-up approaches were used to estimate and validate the size of Location-Based Entertainment market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined by using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Segments covered in this report

Global Location Based Entertainment Market is segmented based on Component, Technology, end-use, and Region. Based on components, the market is further sub-segmented as Hardware, Software. Based on technology the market is further segmented as 2 Dimensional (2D), 3 Dimensional (3D), and Cloud Merged Reality (CMR). Based on end use the market is segregated into Amusement Parks, Arcade Studios, and 4D Films. Based on the region, the market is segmented into North America, Europe, Asia Pacific, Middle East, and Africa, and South America.

Driver

The increasing popularity of immersive video content, video games, and other forms of entertainment is projected to drive growth, potentially resulting in increased sales of Virtual Reality (VR) headsets.

Restrain

Developing location-based VR entertainment material that provides an equal emphasis on both enjoyment and education is a significant challenge for creators. It requires understanding the target audience and their requirements, as well as identifying appropriate methods for ensuring that students have a good time.

Trend

Family entertainment centers have undergone recent changes to their game offerings due to the "triple revolution" of social media, the internet, and mobile devices. This revolution has digitally disrupted these centers and resulted in intense competition. The current trend in popular games is focused on utilizing virtual reality (VR) and augmented reality (AR). Developers are placing emphasis on creating new technologies to improve the gaming experiences offered in entertainment centers.

Table of Contents

Executive Summary

  • Market Overview
  • Wheel of Fortune
  • Research Methodology
  • Information Procurement
  • Secondary & Primary Data Sources
  • Market Size Estimation
  • Market Assumptions & Limitations

Parent Market Analysis

  • Market Overview
  • Market Size
  • Market Dynamics
  • Drivers
  • Opportunities
  • Restraints
  • Challenges
  • Key Market Insights
  • Technology Analysis
  • Pricing Analysis
  • Supply Chain Analysis
  • Value Chain Analysis
  • Ecosystem of the Market
  • IP Analysis
  • Trade Analysis
  • Startup Analysis
  • Raw Material Analysis
  • Innovation Matrix
  • Pipeline Product Analysis
  • Macroeconomic Indicators
  • Top Investment Analysis
  • Key Success Factor
  • Degree of Competition
  • Market Dynamics & Outlook
  • Market Dynamics
  • Drivers
  • Opportunities
  • Restraints
  • Challenges
  • Regulatory Landscape
  • Porters Analysis
  • Competitive rivalry
  • Threat of Substitute Products
  • Bargaining Power of Buyers
  • Threat of New Entrants
  • Bargaining Power of Suppliers
  • Skyquest Special Insights on Future Disruptions
  • Political Impact
  • Economic Impact
  • Social Impact
  • Technical Impact
  • Environmental Impact
  • Legal Impact
  • Global Location-Based Entertainment Market by Component
  • Market Overview
  • Hardware
  • Software
  • Global Location-Based Entertainment Market by Technology
  • Market Overview
  • 2 Dimensional (2D)
  • 3 Dimensional (3D)
  • Cloud Merged Reality (CMR)
  • Global Location-Based Entertainment Market by End-Use
  • Market Overview
  • Amusement Parks
  • Arcade Studios
  • 4D Films
  • Global Location-Based Entertainment Market Size by Region
  • Market Overview
  • North America
  • USA
  • Canada
  • Europe
  • Germany
  • Spain
  • France
  • UK
  • Rest of Europe
  • Asia Pacific
  • China
  • India
  • Japan
  • South Korea
  • Rest of Asia-Pacific
  • Latin America
  • Brazil
  • Rest of Latin America
  • Middle East & Africa (MEA)
  • GCC Countries
  • South Africa
  • Rest of MEA
  • Competitive Landscape
  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2021
  • Strategies Adopted by Key Market Players
  • Top Winning Strategies
  • By Development
  • By Company
  • By Year
  • Recent Activities in the Market
  • Key Companies Market Share (%), 2021
  • Key Company Profiles
  • Acetifici Italiani Modena (Italy)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • BidOn Games Studio (Europe)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • HQSoftware (US)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • HTC Corporation (China)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • IMAX Corporation ( Canada)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Neurogaming Ltd (Netherlands)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • SAMSUNG ELECTRONICS CO., LTD. (South Korea)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Sony Interactive Entertainment LLC (US)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Springboard VR (US)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Vicon Industries, Inc (US)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments