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Global Location Based Entertainment Market Size, Industry Analysis By Segmentations, Top Key Players, Trends, Future Development & Forecast

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Market Overview:
The global Location Based Entertainment market size was valued at USD 3,500 million in 2022 and is projected to reach USD 11,800 million by 2033, growing at a CAGR of 27.1% during the forecast period.

Report Scope

Report Attributes

Description

Market Forecast in 2022

USD 3,500 million

Market Forecast in 2033

USD 11,800 million

CAGR % 2023-2033

27.1%

Base Year

2022

Historic Data

2020-2021

Forecast Period

2023-2033

Report USP

Product, end-user industry, company share, company heat map, company Capacity Technology Product capacity, growth factors and more

Key Companies

The VOID; Zero Latency VR; Sandbox VR; Dreamscape Immersive; Nomadic; Hologate; Meow Wolf; iFly Indoor Skydiving; Two Bit Circus

SPACES Inc.


Global Location Based Entertainment Market- Description
Location-based entertainment (LBE) refers to immersive entertainment experiences that are typically offered in specific physical locations. LBE experiences combine elements of virtual reality (VR), augmented reality (AR), mixed reality (MR), and other interactive technologies to provide engaging and interactive entertainment to visitors. Location-based entertainment involves the use of physical spaces, specialized equipment, and digital content to create unique and immersive entertainment experiences for individuals or groups of people. Examples of LBE include VR arcades, theme park attractions, escape rooms, interactive museums, and multiplayer gaming arenas. Immersive and Engaging Experiences: Location-based entertainment offers consumers an opportunity to engage in immersive experiences that go beyond traditional forms of entertainment. The ability to physically interact with digital content and environments enhances the overall entertainment value and provides a unique and memorable experience. Advances in VR, AR, and MR technologies have improved the quality and realism of LBE experiences. Higher-resolution displays, more accurate tracking systems, haptic feedback devices, and interactive props have enhanced the level of immersion and interactivity, attracting more consumers to LBE venues.

Global Location Based Entertainment market: Key Trends
• Integration of Multiplayer and Social Experiences
LBE venues are increasingly incorporating multiplayer and social experiences to cater to groups of friends or families. Multiplayer VR games, collaborative puzzle-solving experiences, and interactive group activities create a social and shared entertainment environment, enhancing the overall appeal and driving customer engagement.

• Diversification of LBE Offerings
The LBE market is expanding beyond traditional arcades and theme park attractions. LBE experiences are now being incorporated into various settings, such as shopping malls, cinemas, hotels, and entertainment centers, to attract a broader audience. This trend reflects the increasing demand for convenient and accessible LBE experiences that can be integrated into existing consumer destinations.

Global Location Based Entertainment market: Geographical landscape
The location-based entertainment market can be analyzed based on regions such as North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa. North America is a prominent market for LBE, driven by a strong presence of technology companies, a high adoption rate of immersive technologies, and a mature entertainment industry. Europe is also witnessing significant growth in the LBE market, with countries like the UK, Germany, and France leading the way. The region benefits from a strong tourism industry and the presence of well-established theme parks and entertainment venues.

Global Location Based Entertainment Market- Recent Developments
• In 2022, Mobile-driven virtual reality (VR) advancements will introduce a fresh era of location-based entertainment (LBE). HTC VIVE and The Park Playground have collaborated to introduce VR experiences centered on mobile devices to the general public. To date, a total of 75,000 individuals have had the opportunity to explore the capabilities of the HTC VIVE Focus 3 headset at multiple The Park Playground locations throughout Europe.

Global Location Based Entertainment market: Segmental Analysis
Type of Experience
• VR arcades
• theme park attractions
• interactive museums
• escape rooms
• multiplayer gaming arenas
• others

Technology Used
• Virtual Reality (VR)
• Augmented Reality (AR)
• Mixed Reality (MR)
• Others

End-user
• Adults
• Families
• Teenagers
• children

Global Location Based Entertainment Market: Key Companies
• The VOID
• Zero Latency VR
• Sandbox VR
• Dreamscape Immersive
• Nomadic
• Hologate
• Meow Wolf
• iFly Indoor Skydiving
• Two Bit Circus
• SPACES Inc.
• Others

Global Location Based Entertainment Market: Regional Scope
North America
• U.S.
• Canada
• Mexico
Europe
• U.K.
• Germany
• France
• Italy
• Spain
• Rest of Europe
Asia Pacific
• China
• India
• Japan
• South Korea
• Australia
• Rest of Asia Pacific
South America
• Brazil
• Argentina
• Rest of South America
Middle East and Africa
• Saudi Arabia
• UAE
• Egypt
• South Africa
• Rest of Middle East and Africa

Why to buy this Report?
The report provides quantitative and qualitative aspect for the market in terms of value and volume, along with supporting market trends, challenges, restraints.

The report provides an in depth analysis from both production and consumption point of view at the regional and country level. Key Factors considered within the report scope are Production capacity by countries/regions, average price, consumption ratio, revenue earned and gross margin.

The report provides competitive analysis of around 30-50 companies operated in the market, these companies are bifurcated into niche players, the leaders and major contenders.

The companies are analyzed in terms of following factors such as:
• Business Model
• Production Capacity, Revenue, Sales, Gross Margin
• Key Business Strategy
• SWOT Analysis

In terms of competitive landscape, the report provides distinctive factors that would help the end user in taking a key decision within the business:
• Company Share Analysis from 2018-2022
• Company Analysis by Revenue and Sales
• Company Production Capacity, Gross Margin
• Company Share Analysis by Application/End Use
• Company Share Analysis by Product/Specification.

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Market Research Process




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Case Study- Automotive Sector

One of the key manufacturers of automotive had plans to invest in electric utility vehicles. The electric cars and associated markets being a of evolving nature, the automotive client approached We Market Research for a detailed insight on the market forecasts. The client specifically asked for competitive analysis, regulatory framework, regional prospects studied under the influence of drivers, challenges, opportunities, and pricing in terms of revenue and sales (million units).

Solution

The overall study was executed in three stages, intending to help the client meet its objective of precisely understanding the entire market before deciding on an investment. At first, secondary research was conducted considering political, economic, social, and technological parameters to get a gist of the various aspects of the market. This stage of the study concluded with the derivation of drivers, opportunities, and challenges. It also laid substantial emphasis on understanding and collecting data not only on a global scale but also on the regional and country levels. Data Extraction through Primary Research

The second stage involved primary research in which several market players and automotive parts suppliers were contacted to study their viewpoint concerning the development of their market and production capacity, clientele, and product line. This stage concluded in a brief understanding of the competitive ecosystem and also glanced through the strategies and pricing of the companies profiled.

Market Estimates and Forecast

In the final stage of the study, market forecasts for the electric utility were derived using multiple market engineering approaches. This data helped the client to get an overview of the market and accelerate the process of investment.

Case Study- ICT Sector

Business process outsourcing, being one of the lucrative markets from both supply- and demand- side, has appealed to various companies. One of the prominent corporations based out of Japan approached us with their requirements regarding the scope of the procurement outsourcing market for around 50 countries. Additionally, the client also sought key players operating in the market and their revenue breakdown in terms of region and application.


Business Solution

An exhaustive market study was conducted based on primary and secondary research that involved factors such as labor costs in various countries, skilled and technical labors, manufacturing scenario, and their respective contributions in the global GDP. A comparative study of the market was conducted from both supply- and demand side, with the supply-side comprising of notable companies, such as GEP, Accenture, and others, that provide these services. On the other hand, large manufacturing companies from them demand-side were considered that opt for these services.


Conclusion

The report aided the client in understanding the market trends, including country-level business scenarios, consumer behavior, and trends in 50 countries. The report also provided financial insights of crucial players and detailed market estimations and forecasts till 2033.


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