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市場調查報告書
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1743931

實景娛樂市場-全球產業規模、佔有率、趨勢、機會及預測,按組件、按技術(3D 和 4D、2D、雲端融合現實)、按最終用途、按地區及競爭情況,2020-2030 年預測

Location-based Entertainment Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, By Component, By Technology (3D & 4D, 2D, Cloud Merged Reality ), By End-Use, By Region & Competition, 2020-2030F

出版日期: | 出版商: TechSci Research | 英文 185 Pages | 商品交期: 2-3個工作天內

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簡介目錄

2024 年全球實景娛樂市場價值為 20.1 億美元,預計到 2030 年將達到 74.4 億美元,預測期內的複合年成長率為 24.37%。實景娛樂 (LBE) 包括透過遊樂園、VR 遊戲廳、4D 影院、互動博物館、購物中心和家庭娛樂中心等實體場所提供的沉浸式互動體驗。這些體驗將 VR、AR、投影映射和運動感應等先進技術與現實環境相結合,提供在家中無法複製的參與。隨著對共享、體驗式和情感參與式娛樂的需求不斷成長,尤其是千禧世代和 Z 世代等年輕一代,市場正在快速成長。城市化進程加快、可支配收入增加以及體驗驅動型支出的轉變(尤其是在新興經濟體),正在加速這一趨勢。科技創新者、內容創造者和房地產開發商之間的策略合作夥伴關係也推動了品牌目的地和特許經營景點的興起,增強了 LBE 產品的全球吸引力和可擴展性。

市場概覽
預測期 2026-2030
2024年市場規模 20.1億美元
2030年市場規模 74.4億美元
2025-2030 年複合年成長率 24.37%
成長最快的領域 Arcade Studios
最大的市場 北美洲

關鍵市場促進因素

消費者對體驗式和沈浸式娛樂的需求不斷增加

主要市場挑戰

高資本投資和營運支出

主要市場趨勢

沉浸式科技日益融合,增強客戶參與度

目錄

第 1 章:解決方案概述

  • 市場定義
  • 市場範圍
    • 覆蓋市場
    • 考慮學習的年限
    • 主要市場區隔

第2章:研究方法

第3章:執行摘要

第4章:顧客之聲

第5章:全球線下娛樂市場展望

  • 市場規模和預測
    • 按價值
  • 市場佔有率和預測
    • 依組件(硬體、軟體)
    • 依技術(3D 和 4D、2D、雲端融合現實 (CMR))
    • 依最終用途(遊樂園、4D 電影、街機工作室)
    • 按地區(北美、歐洲、南美、中東和非洲、亞太地區)
  • 按公司分類(2024)
  • 市場地圖

第6章:北美線下娛樂市場展望

  • 市場規模和預測
  • 市場佔有率和預測
  • 北美:國家分析
    • 美國
    • 加拿大
    • 墨西哥

第7章:歐洲線下娛樂市場展望

  • 市場規模和預測
  • 市場佔有率和預測
  • 歐洲:國家分析
    • 德國
    • 法國
    • 英國
    • 義大利
    • 西班牙

第8章:亞太地區線下娛樂市場展望

  • 市場規模和預測
  • 市場佔有率和預測
  • 亞太地區:國家分析
    • 中國
    • 印度
    • 日本
    • 韓國
    • 澳洲

第9章:中東和非洲線下娛樂市場展望

  • 市場規模和預測
  • 市場佔有率和預測
  • 中東和非洲:國家分析
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 南非

第10章:南美洲線下娛樂市場展望

  • 市場規模和預測
  • 市場佔有率和預測
  • 南美洲:國家分析
    • 巴西
    • 哥倫比亞
    • 阿根廷

第 11 章:市場動態

  • 驅動程式
  • 挑戰

第 12 章:市場趨勢與發展

  • 合併與收購(如有)
  • 產品發布(如有)
  • 最新動態

第13章:公司簡介

  • The Walt Disney Company
  • Comcast Corporation
  • Merlin Entertainments Group
  • Cedar Fair Entertainment Company
  • SeaWorld Parks & Entertainment, Inc.
  • Haichang Ocean Park Holdings Ltd.
  • Funtastic Limited
  • Bally's Corporation

第 14 章:策略建議

第15章調查會社について,免責事項

簡介目錄
Product Code: 29408

The Global Location-based Entertainment Market was valued at USD 2.01 billion in 2024 and is projected to reach USD 7.44 billion by 2030, growing at a CAGR of 24.37% during the forecast period. Location-based entertainment (LBE) encompasses immersive, interactive experiences delivered through physical venues such as amusement parks, VR arcades, 4D cinemas, interactive museums, shopping centers, and family entertainment complexes. These experiences merge advanced technologies-like VR, AR, projection mapping, and motion sensing-with real-world environments to deliver engagement that cannot be replicated at home. With increasing demand for shared, experiential, and emotionally engaging entertainment, particularly among younger demographics such as Millennials and Gen Z, the market is witnessing rapid growth. Rising urbanization, disposable incomes, and a shift toward experience-driven spending, especially in emerging economies, are accelerating this trend. Strategic partnerships between tech innovators, content creators, and real estate developers are also fueling the rise of branded destinations and franchise-based attractions, reinforcing the global appeal and scalability of LBE offerings.

Market Overview
Forecast Period2026-2030
Market Size 2024USD 2.01 Billion
Market Size 2030USD 7.44 Billion
CAGR 2025-203024.37%
Fastest Growing SegmentArcade Studios
Largest MarketNorth America

Key Market Drivers

Increasing Consumer Demand for Experiential and Immersive Entertainment

The Global Location-based Entertainment Market is being fueled by a significant shift in consumer preference toward immersive, experience-driven entertainment that moves beyond passive screen-based formats. As audiences-especially in dense urban environments-seek out social and sensory-rich activities, physical venues offering engaging, multi-dimensional experiences are growing in popularity. This is particularly true among younger generations who value memory-making and shared social interactions over material consumption. Location-based entertainment options such as VR arcades, interactive museums, and theme-based attractions meet this demand by delivering high-impact, tech-enabled engagements that blend the physical and digital worlds. These experiences appeal to both leisure seekers and tourists, offering curated environments that stimulate multiple senses and provide memorable, interactive storytelling. The push for differentiated, technology-infused entertainment is therefore driving sustained growth across multiple regional markets and venue types.

Key Market Challenges

High Capital Investment and Operational Expenditure

A major constraint for the Global Location-based Entertainment Market lies in its substantial capital and operating cost requirements. Setting up an LBE venue typically involves significant investments in property, immersive technologies, construction, creative content, and regulatory compliance. This upfront financial commitment can be prohibitive, particularly for new entrants or small-scale operators. Furthermore, operational costs remain high due to staffing needs, energy usage, maintenance of sophisticated equipment, and frequent content updates to maintain customer engagement. Experience refresh cycles are shorter than in traditional formats, requiring constant reinvention to attract repeat visitors. Additionally, footfall is often seasonal, depending on holidays or tourism flow, which can affect revenue consistency. The necessity to stay technologically current and provide compelling, updated attractions adds another layer of expense. Without reliable partnerships, supplemental revenue sources like merchandise or concessions, or financial support mechanisms, many operators may struggle to achieve long-term profitability and scale.

Key Market Trends

Growing Integration of Immersive Technologies to Enhance Customer Engagement

A key trend in the Global Location-based Entertainment Market is the increasing adoption of immersive technologies aimed at deepening user engagement and delivering differentiated experiences. Operators are deploying tools such as virtual reality, augmented reality, holography, mixed reality, and motion-tracking systems to create dynamic, responsive, and interactive environments. These technologies enable personalized storytelling and adaptive gameplay, enhancing the realism and novelty of the experience. From VR escape rooms to holographic gaming zones, venues are using immersive tech not only to captivate audiences but also to extend visit duration and increase per-visitor revenue. Wearable devices and AI-driven behavior tracking further enrich the experience by enabling real-time customization. Improvements in cost-efficiency and scalability of these technologies are making them increasingly accessible, enabling broader deployment across entertainment formats ranging from mall-based installations to theme parks. As immersive technologies become central to LBE design, they are redefining user expectations and contributing significantly to market expansion.

Key Market Players

  • The Walt Disney Company
  • Comcast Corporation
  • Merlin Entertainments Group
  • Cedar Fair Entertainment Company
  • SeaWorld Parks & Entertainment, Inc.
  • Haichang Ocean Park Holdings Ltd.
  • Funtastic Limited
  • Bally's Corporation

Report Scope:

In this report, the Global Location-based Entertainment Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

Location-based Entertainment Market, By Component:

  • Hardware
  • Software

Location-based Entertainment Market, By Technology:

  • 3D & 4D
  • 2D
  • Cloud Merged Reality (CMR)

Location-based Entertainment Market, By End-Use:

  • Amusement Park
  • 4D Films
  • Arcade Studios

Location-based Entertainment Market, By Region:

  • North America
    • United States
    • Canada
    • Mexico
  • Europe
    • Germany
    • France
    • United Kingdom
    • Italy
    • Spain
  • Asia Pacific
    • China
    • India
    • Japan
    • South Korea
    • Australia
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • South Africa
  • South America
    • Brazil
    • Colombia
    • Argentina

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the Global Location-based Entertainment Market.

Available Customizations:

Global Location-based Entertainment Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1. Solution Overview

  • 1.1. Market Definition
  • 1.2. Scope of the Market
    • 1.2.1. Markets Covered
    • 1.2.2. Years Considered for Study
    • 1.2.3. Key Market Segmentations

2. Research Methodology

  • 2.1. Objective of the Study
  • 2.2. Baseline Methodology
  • 2.3. Key Industry Partners
  • 2.4. Major Association and Secondary Sources
  • 2.5. Forecasting Methodology
  • 2.6. Data Triangulation & Validation
  • 2.7. Assumptions and Limitations

3. Executive Summary

  • 3.1. Overview of the Market
  • 3.2. Overview of Key Market Segmentations
  • 3.3. Overview of Key Market Players
  • 3.4. Overview of Key Regions/Countries
  • 3.5. Overview of Market Drivers, Challenges, and Trends

4. Voice of Customer

5. Global Location-based Entertainment Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By Component (Hardware, Software)
    • 5.2.2. By Technology (3D & 4D, 2D, Cloud Merged Reality (CMR))
    • 5.2.3. By End-Use (Amusement Park, 4D Films, Arcade Studios)
    • 5.2.4. By Region (North America, Europe, South America, Middle East & Africa, Asia Pacific)
  • 5.3. By Company (2024)
  • 5.4. Market Map

6. North America Location-based Entertainment Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Component
    • 6.2.2. By Technology
    • 6.2.3. By End-Use
    • 6.2.4. By Country
  • 6.3. North America: Country Analysis
    • 6.3.1. United States Location-based Entertainment Market Outlook
      • 6.3.1.1. Market Size & Forecast
        • 6.3.1.1.1. By Value
      • 6.3.1.2. Market Share & Forecast
        • 6.3.1.2.1. By Component
        • 6.3.1.2.2. By Technology
        • 6.3.1.2.3. By End-Use
    • 6.3.2. Canada Location-based Entertainment Market Outlook
      • 6.3.2.1. Market Size & Forecast
        • 6.3.2.1.1. By Value
      • 6.3.2.2. Market Share & Forecast
        • 6.3.2.2.1. By Component
        • 6.3.2.2.2. By Technology
        • 6.3.2.2.3. By End-Use
    • 6.3.3. Mexico Location-based Entertainment Market Outlook
      • 6.3.3.1. Market Size & Forecast
        • 6.3.3.1.1. By Value
      • 6.3.3.2. Market Share & Forecast
        • 6.3.3.2.1. By Component
        • 6.3.3.2.2. By Technology
        • 6.3.3.2.3. By End-Use

7. Europe Location-based Entertainment Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Component
    • 7.2.2. By Technology
    • 7.2.3. By End-Use
    • 7.2.4. By Country
  • 7.3. Europe: Country Analysis
    • 7.3.1. Germany Location-based Entertainment Market Outlook
      • 7.3.1.1. Market Size & Forecast
        • 7.3.1.1.1. By Value
      • 7.3.1.2. Market Share & Forecast
        • 7.3.1.2.1. By Component
        • 7.3.1.2.2. By Technology
        • 7.3.1.2.3. By End-Use
    • 7.3.2. France Location-based Entertainment Market Outlook
      • 7.3.2.1. Market Size & Forecast
        • 7.3.2.1.1. By Value
      • 7.3.2.2. Market Share & Forecast
        • 7.3.2.2.1. By Component
        • 7.3.2.2.2. By Technology
        • 7.3.2.2.3. By End-Use
    • 7.3.3. United Kingdom Location-based Entertainment Market Outlook
      • 7.3.3.1. Market Size & Forecast
        • 7.3.3.1.1. By Value
      • 7.3.3.2. Market Share & Forecast
        • 7.3.3.2.1. By Component
        • 7.3.3.2.2. By Technology
        • 7.3.3.2.3. By End-Use
    • 7.3.4. Italy Location-based Entertainment Market Outlook
      • 7.3.4.1. Market Size & Forecast
        • 7.3.4.1.1. By Value
      • 7.3.4.2. Market Share & Forecast
        • 7.3.4.2.1. By Component
        • 7.3.4.2.2. By Technology
        • 7.3.4.2.3. By End-Use
    • 7.3.5. Spain Location-based Entertainment Market Outlook
      • 7.3.5.1. Market Size & Forecast
        • 7.3.5.1.1. By Value
      • 7.3.5.2. Market Share & Forecast
        • 7.3.5.2.1. By Component
        • 7.3.5.2.2. By Technology
        • 7.3.5.2.3. By End-Use

8. Asia Pacific Location-based Entertainment Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Component
    • 8.2.2. By Technology
    • 8.2.3. By End-Use
    • 8.2.4. By Country
  • 8.3. Asia Pacific: Country Analysis
    • 8.3.1. China Location-based Entertainment Market Outlook
      • 8.3.1.1. Market Size & Forecast
        • 8.3.1.1.1. By Value
      • 8.3.1.2. Market Share & Forecast
        • 8.3.1.2.1. By Component
        • 8.3.1.2.2. By Technology
        • 8.3.1.2.3. By End-Use
    • 8.3.2. India Location-based Entertainment Market Outlook
      • 8.3.2.1. Market Size & Forecast
        • 8.3.2.1.1. By Value
      • 8.3.2.2. Market Share & Forecast
        • 8.3.2.2.1. By Component
        • 8.3.2.2.2. By Technology
        • 8.3.2.2.3. By End-Use
    • 8.3.3. Japan Location-based Entertainment Market Outlook
      • 8.3.3.1. Market Size & Forecast
        • 8.3.3.1.1. By Value
      • 8.3.3.2. Market Share & Forecast
        • 8.3.3.2.1. By Component
        • 8.3.3.2.2. By Technology
        • 8.3.3.2.3. By End-Use
    • 8.3.4. South Korea Location-based Entertainment Market Outlook
      • 8.3.4.1. Market Size & Forecast
        • 8.3.4.1.1. By Value
      • 8.3.4.2. Market Share & Forecast
        • 8.3.4.2.1. By Component
        • 8.3.4.2.2. By Technology
        • 8.3.4.2.3. By End-Use
    • 8.3.5. Australia Location-based Entertainment Market Outlook
      • 8.3.5.1. Market Size & Forecast
        • 8.3.5.1.1. By Value
      • 8.3.5.2. Market Share & Forecast
        • 8.3.5.2.1. By Component
        • 8.3.5.2.2. By Technology
        • 8.3.5.2.3. By End-Use

9. Middle East & Africa Location-based Entertainment Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Component
    • 9.2.2. By Technology
    • 9.2.3. By End-Use
    • 9.2.4. By Country
  • 9.3. Middle East & Africa: Country Analysis
    • 9.3.1. Saudi Arabia Location-based Entertainment Market Outlook
      • 9.3.1.1. Market Size & Forecast
        • 9.3.1.1.1. By Value
      • 9.3.1.2. Market Share & Forecast
        • 9.3.1.2.1. By Component
        • 9.3.1.2.2. By Technology
        • 9.3.1.2.3. By End-Use
    • 9.3.2. UAE Location-based Entertainment Market Outlook
      • 9.3.2.1. Market Size & Forecast
        • 9.3.2.1.1. By Value
      • 9.3.2.2. Market Share & Forecast
        • 9.3.2.2.1. By Component
        • 9.3.2.2.2. By Technology
        • 9.3.2.2.3. By End-Use
    • 9.3.3. South Africa Location-based Entertainment Market Outlook
      • 9.3.3.1. Market Size & Forecast
        • 9.3.3.1.1. By Value
      • 9.3.3.2. Market Share & Forecast
        • 9.3.3.2.1. By Component
        • 9.3.3.2.2. By Technology
        • 9.3.3.2.3. By End-Use

10. South America Location-based Entertainment Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Component
    • 10.2.2. By Technology
    • 10.2.3. By End-Use
    • 10.2.4. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil Location-based Entertainment Market Outlook
      • 10.3.1.1. Market Size & Forecast
        • 10.3.1.1.1. By Value
      • 10.3.1.2. Market Share & Forecast
        • 10.3.1.2.1. By Component
        • 10.3.1.2.2. By Technology
        • 10.3.1.2.3. By End-Use
    • 10.3.2. Colombia Location-based Entertainment Market Outlook
      • 10.3.2.1. Market Size & Forecast
        • 10.3.2.1.1. By Value
      • 10.3.2.2. Market Share & Forecast
        • 10.3.2.2.1. By Component
        • 10.3.2.2.2. By Technology
        • 10.3.2.2.3. By End-Use
    • 10.3.3. Argentina Location-based Entertainment Market Outlook
      • 10.3.3.1. Market Size & Forecast
        • 10.3.3.1.1. By Value
      • 10.3.3.2. Market Share & Forecast
        • 10.3.3.2.1. By Component
        • 10.3.3.2.2. By Technology
        • 10.3.3.2.3. By End-Use

11. Market Dynamics

  • 11.1. Drivers
  • 11.2. Challenges

12. Market Trends and Developments

  • 12.1. Merger & Acquisition (If Any)
  • 12.2. Product Launches (If Any)
  • 12.3. Recent Developments

13. Company Profiles

  • 13.1. The Walt Disney Company
    • 13.1.1. Business Overview
    • 13.1.2. Key Revenue and Financials
    • 13.1.3. Recent Developments
    • 13.1.4. Key Personnel
    • 13.1.5. Key Product/Services Offered
  • 13.2. Comcast Corporation
  • 13.3. Merlin Entertainments Group
  • 13.4. Cedar Fair Entertainment Company
  • 13.5. SeaWorld Parks & Entertainment, Inc.
  • 13.6. Haichang Ocean Park Holdings Ltd.
  • 13.7. Funtastic Limited
  • 13.8. Bally's Corporation

14. Strategic Recommendations

15. About Us & Disclaimer