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Location-based Entertainment Market

Location-based Entertainment Market Size, Share & Growth Analysis By Component Type (Hardware, Software), By Technology (Dimensional (2D), 3 Dimensional (3D), Cloud Merged Reality), By End-Use (Amusement Parks, Arcade Studios, 4D films), And Regional Forecast, 2022-2028

  • No of Pages: 155
  • Published On: Mar 2023
  • Format: PDF
  • Report ID : 62852

Report Summary

Eternity Insights has published a new study on Global Location-based Entertainment Market focusing on key segments By Component Type (Hardware, Software), By Technology (Dimensional (2D), 3 Dimensional (3D), Cloud Merged Reality), By End-Use (Amusement Parks, Arcade Studios, 4D films), and by region. This deep dive research report highlights the market and competitive intelligence across the key segments of the market. The report also considers the impact of COVID-19 on the global Location-based Entertainment Market.

The report considers 2018-2020 as historic period, 2021 as base year, and 2022-2028 as forecast period. The report includes quantitative analysis of the market supported by the market drivers, challenges, and trends to accurately map the market scenario and competition. Moreover, key insights related to market having direct impact on the market will also be covered.

Location-based Entertainment Market report is based on robust research methodology designed using blend of research ap-proaches developed using secondary/desk research and validated through primary research and expert insights. Eternity Insights also uses paid data bases such as FACIVA, Hoovers, and other bench-marking and forecasting tools to provide accurate statistical analysis of supply and demand trends.

Global Location-based Entertainment Market Size, 2018-2028 (USD Million)

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Global Location-based Entertainment Market Segmentation:

By Component Type

  • Hardware
  • Software

By Technology

  • Dimensional (2D)
  • 3 Dimensional (3D)
  • Cloud Merged Reality

By End-use

  • Amusement Parks
  • Arcade Studios
  • 4D films

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Geographically, the market is categorized in to five regions as North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa. North America region dominates the global Location-based Entertainment market in terms of demand generation. The Location-based Entertainment market in Asia Pacific region is expected to grow at significantly high growth rate. The regional market is further sub-segmented and analyzed at granular level across key countries. The report will include market size and forecast for Location-based Entertainment market for below listed coun-tries across each region.

North America (U.S. and Canada), Europe (Germany, France, Italy, UK, Spain, and Rest of Europe), Asia Pacific (China, India, Japan, Australia, and Rest of Asia Pacific region); Latin America (Brazil, Mexico, and rest of the Latin America); Middle East and Africa (GCC, South Africa, and Rest of the Middle East and Africa).

Global Location-based Entertainment Market Taxonomy:

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Global Location-based Entertainment Market Competitive Landscape

The global Location-based Entertainment market analysis report covers detailed analysis of competitive scenario across globe. The report includes profiles of leading players covering below details

  • Company Overview
  • Financial Analysis
  • Product Portfolio Analysis
  • Strategic Overview
  • SWOT Analysis

List of Companies Profiled in the Report:

  • 4Experience
  • AEON Fantasy Co
  • Barron Games International
  • Bob’s Space Racers
  • CamOnApp
  • Cinepolis
  • Disney Parks, Experience, and Products (The Walt Disney Company)
  • E-Learning Studios
  • Google LLC
  • HQ Software
  • HTC Corporation
  • Huawei Technologies Co., Ltd.
  • KidZania Operations S.A.R.L.
  • Magic Leap Inc.
  • Microsoft Corporation
  • Niantic Inc.
  • Overseas Chinese Town Enterprise Co. (OCT) Parks
  • Regal Entertainment Group
  • Samsung Electronics Co., Ltd.
  • Six Flag Entertainment Corporation
  • Springboard VR
  • Universal Parks and Resorts
  • VRstudios, Inc.
  • Other Players of Specific Interest can be added based on the requirement

Market Segmentation

Report Attributes Details
The market size value in 2021 USD XX.XX Million
CAGR (2021 - 2028) XX.XX %
The Revenue forecast in 2028 USD XX.XX Million
Base year for estimation 2021
Historical data 2018-2019
Forecast period 2022-2028
Quantitative units
  • Revenue in USD Million
  • CAGR from 2021 to 2028
Report Coverage Revenue forecast, company ranking, competitive landscape, growth factors, and trends
Segments Covered By Component Type Outlook, End-Use Outlook, Regional Outlook
By Component Type Outlook Hardware, Software
By End-Use Outlook Amusement Parks, Arcade Studios, 4D films
Regional scope North America, Europe, Asia Pacific, Latin America, Middle East & Africa
Country scope U.S., Canada, U.K., Germany, France, BENELUX, China, India, Japan, South Korea, Brazil, Saudi Arabia, UAE, Turkey
Key companies profiled 4Experience, AEON Fantasy Co, Barron Games International, Bob’s Space Racers, CamOnApp, Cinepolis, Disney Parks, Experience, and Products (The Walt Disney Company), E-Learning Studios, Google LLC, HQ Software, HTC Corporation, Huawei Technologies Co., Ltd., KidZania Operations S.A.R.L., Magic Leap Inc., Microsoft Corporation, Niantic Inc., Overseas Chinese Town Enterprise Co. (OCT) Parks, Regal Entertainment Group, Samsung Electronics Co., Ltd., Six Flag Entertainment Corporation, Springboard VR, Universal Parks and Resorts, VRstudios, Inc.
Customization Available Yes, the report can be tailored to meet your specific requirements.

Key Benefits to the stakeholders

  • Qualitative and quantitative analysis of the market based on segmentation involving both economic as well as non-economic factors
  • Provision of market value (USD Billion) and volume (Tons) data for each segment and sub-segment
  • Indicates the region and segment that is expected to witness the fastest growth as well as to dominate the market
  • Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region
  • Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions and acquisitions in the past five years of companies profiled
  • Extensive company profiles comprising of company overview, company insights, product benchmarking and SWOT analysis for the major market players
  • The current as well as the future market outlook of the industry with respect to recent developments (which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions
  • Includes an in-depth analysis of the market of various perspectives through Porter’s five forces analysis
  • Provides insight into the market through Value Chain
  • Market dynamics scenario, along with growth opportunities of the market in the years to come

Table Of Contents

1 Methodology and Scope

1.1 Market segmentation & scope
1.2 Information Procurement

1.2.1 Purchased Database
1.2.2 Eternity’s Internal Database
1.2.3 Secondary sources & third-party perspectives
1.2.4 Primary Research

1.3 Information analysis
1.4 Market formulation & data visualization
1.5 Data validation & publishing

2 Executive Summary

3 Location-based Entertainment Market Variables, Trends & Scope

3.1 Market Dynamics

3.1.1 Market Driver Analysis
3.1.2 Market Restraints
3.1.3 Market Challenge Analysis
3.1.4 Market Opportunities
3.1.5 Micro & Macro Indicator

3.2 Impact of COVID-19 Pandemic on Global Location-based Entertainment Market

3.2.1 Overview of Changing Landscape
3.2.2 Pre-covid & Post-Covid Market Analysis

3.3 Market Attractiveness Analysis
3.4 Regulatory Scenario
3.5 Industry Trend Analysis- Historic and Future Trend Assessment
3.6 Merger & Acquisition
3.7 New System Launch/Approvals
3.8 Market Analysis Tools

3.8.1 Porter’s Five Forces
3.8.2 PEST Analysis
3.8.3 Value Chain Analysis

3.9 Key Company Ranking Analysis, 2020

4 Global Location-based Entertainment Market Analysis and Forecast, By Type

4.1 Overview & Definition
4.2 Key Trends
4.3 Global Location-based Entertainment Market Value (US$ Mn) Forecast, by Type (2019 – 2028)

4.2.1 Type 1
4.2.2 Type 2
4.2.3 Type 3
4.2.4 Type 4
4.2.5 Type 5

4.4 Type Comparison Matrix
4.5 Global Location-based Entertainment Market Attractiveness, By Type

5 Global Location-based Entertainment Market Analysis and Forecast, By Application

5.1 Overview & Definition
5.2 Key Trends
5.3 Global Location-based Entertainment Market Value (US$ Mn) Forecast, by Application (2019 – 2028)

5.3.1 Application 1
5.3.2 Application 2
5.3.3 Application 3
5.3.4 Application 4
5.3.5 Application 5
5.3.6

5.4 Application Comparison Matrix
5.5 Global Location-based Entertainment Market Attractiveness, by Application

6 Global Location-based Entertainment Market Analysis and Forecast, By Region

6.1 Overview & Definition
6.2 Key Trends
6.3 Global Location-based Entertainment Market Value (US$ Mn) Forecast, by Region (2019 – 2028)
6.4 North America
6.5 Europe
6.6 Asia Pacific
6.7 Latin America
6.8 Middle East & Africa

7 Global Location-based Entertainment Market Attractiveness, by Region

8 North America Location-based Entertainment Market Analysis and Forecast

8.1 Key Findings
8.2 North America Location-based Entertainment Market Analysis (US$ Mn) and Forecast, By Type (2019-2028)

8.2.1 Type 1
8.2.2 Type 2
8.2.3 Type 3
8.2.4 Type 4
8.2.5 Type 5

8.3 North America Location-based Entertainment Market Analysis (US$ Mn) and Forecast, By Application (2019-2028)

8.3.1 Application 1
8.3.2 Application 2
8.3.3 Application 3
8.3.4 Application 4
8.3.5 Application 5
8.3.6

8.4 North America Location-based Entertainment Market Analysis (US$ Mn) and Forecast, By Country (2019-2028)

8.4.1 U.S.
8.4.2 Canada
8.4.3 Rest of North America

8.5 North America Location-based Entertainment Market Attractiveness Analysis

8.5.1 By Type
8.5.2 By Application
8.5.3 By Country

9 Europe Location-based Entertainment Market Analysis and Forecast

9.1 Key Findings
9.2 Europe Location-based Entertainment Market Analysis (US$ Mn) and Forecast, By Type (2019-2028)

9.2.1 Type 1
9.2.2 Type 2
9.2.3 Type 3
9.2.4 Type 4
9.2.5 Type 5

9.3 Europe Location-based Entertainment Market Analysis (US$ Mn) and Forecast, By Application (2019-2028)

9.3.1 Application 1
9.3.2 Application 2
9.3.3 Application 3
9.3.4 Application 4
9.3.5 Application 5
9.3.6

9.4 Europe Location-based Entertainment Market Analysis (US$ Mn) and Forecast, By Country (2019-2028)

9.4.1 U.K.
9.4.2 Germany
9.4.3 France
9.4.4 Italy
9.4.5 Rest of Europe

9.5 Europe Location-based Entertainment Market Attractiveness Analysis

9.5.1 By Type
9.5.2 By Application
9.5.3 By Country

10 Asia Pacific Location-based Entertainment Market Analysis and Forecast

10.1 Key Findings
10.2 Asia Pacific Location-based Entertainment Market Analysis (US$ Mn) and Forecast, By Type (2019-2028)

10.2.1 Type 1
10.2.2 Type 2
10.2.3 Type 3
10.2.4 Type 4
10.2.5 Type 5

10.3 Asia Pacific Location-based Entertainment Market Analysis (US$ Mn) and Forecast, By Application (2019-2028)

10.3.1 Application 1
10.3.2 Application 2
10.3.3 Application 3
10.3.4 Application 4
10.3.5 Application 5
10.3.6

10.4 Asia Pacific Location-based Entertainment Market Analysis (US$ Mn) and Forecast, By Country (2019-2028)

10.4.1 China
10.4.2 India
10.4.3 Japan
10.4.4 South Korea
10.4.5 Rest of APAC

10.5 Asia Pacific Location-based Entertainment Market Attractiveness Analysis

10.5.1 By Type
10.5.2 By Application
10.5.3 By Country

11 Latin America Location-based Entertainment Market Analysis and Forecast

11.1 Key Findings
11.2 Latin America Location-based Entertainment Market Analysis (US$ Mn) and Forecast, By Type (2019-2028)

11.2.1 Type 1
11.2.2 Type 2
11.2.3 Type 3
11.2.4 Type 4
11.2.5 Type 5

11.3 Latin America Location-based Entertainment Market Analysis (US$ Mn) and Forecast, By Application (2019-2028)

11.3.1 Application 1
11.3.2 Application 2
11.3.3 Application 3
11.3.4 Application 4
11.3.5 Application 5
11.3.6

11.4 Latin America Location-based Entertainment Market Analysis (US$ Mn) and Forecast, By Country (2019-2028)

11.4.1 Brazil
11.4.2 Rest of Latin America China

11.5 Latin America Location-based Entertainment Market Attractiveness Analysis

11.5.1 By Type
11.5.2 By Application
11.5.3 By Country

12 Middle East & Africa (MEA) Location-based Entertainment Market Analysis and Forecast

12.1 Key Findings
12.2 Middle East & Africa (MEA) Location-based Entertainment Market Analysis (US$ Mn) and Forecast, By Product Type (2019-2028)

12.2.1 Type 1
12.2.2 Type 2
12.2.3 Type 3
12.2.4 Type 4
12.2.5 Type 5

12.3 Middle East & Africa (MEA) Location-based Entertainment Market Analysis (US$ Mn) and Forecast, By Application (2019-2028)

12.3.1 Application 1
12.3.2 Application 2
12.3.3 Application 3
12.3.4 Application 4
12.3.5 Application 5
12.3.6

12.4 Middle East & Africa (MEA) Location-based Entertainment Market Analysis (US$ Mn) and Forecast, By Country (2019-2028)

12.4.1 GCC Countries
12.4.2 South Africa
12.4.3 Rest of MEA

12.5 Middle East & Africa (MEA) Location-based Entertainment Market Attractiveness Analysis

12.5.1 By Type
12.5.2 By Application
12.5.3 By Country

13 Competitive Landscape

13.1 Market Players – Competition Matrix
13.2 Market Share Analysis by Key Players, 2020 (%)
13.3 Company Profiles

13.3.1 Company 1

13.3.1.1 Company Overview
13.3.1.2 Company Snapshot
13.3.1.3 Financial Overview
13.3.1.4 Product Portfolio
13.3.1.5 Key Developments/Strategies

13.3.2 Company 2
13.3.3 Company 3
13.3.4 Company 4
13.3.5 Company 5
13.3.6 Company 6
13.3.7 Company 7
13.3.8 Company 8
13.3.9 Company 9
13.3.10 Company 10

14 Key Takeaways

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Frequently Asked Questions on this Report

The Location-based Entertainment Market is segmented based on Type, Application, and by region.

4Experience, AEON Fantasy Co, Barron Games International, Bob’s Space Racers, CamOnApp, Cinepolis, Disney Parks, Experience, and Products (The Walt Disney Company), E-Learning Studios, Google LLC, HQ Software, HTC Corporation, Huawei Technologies Co., Ltd., KidZania Operations S.A.R.L., Magic Leap Inc., Microsoft Corporation, Niantic Inc., Overseas Chinese Town Enterprise Co. (OCT) Parks, Regal Entertainment Group, Samsung Electronics Co., Ltd., Six Flag Entertainment Corporation, Springboard VR, Universal Parks and Resorts, VRstudios and Inc. are the leading players of global Location-based Entertainment market.

The forecast period would be from 2022 to 2030 in the market report with year 2021 as a base year.

Factors such as competitive strength and market positioning are key areas considered while selecting top companies to be profiled.
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