Toll Free: 1-888-928-9744
Published: Nov, 2019 | Pages:
100 | Publisher: Grand View Research
Industry: Technology & Media | Report Format: Electronic (PDF)
The global location-based entertainment market size is expected to reach USD 7.8 billion by 2025, registering a 32.1% CAGR from 2019 to 2025, according to a new study by Grand View Research, Inc. The market is expected to grow owing to the rising adoption of virtual reality electronic units in the entertainment sector. Virtual reality has made a tremendous change in gaming and has given the players a platform to be a part of the virtual world with a real life-like feel and experience without actually being present at the location or field. Location-based entertainment (LBE) is among the fastest growing segment in the VR market. To gain competitive advantage, operators are focusing on offering the content and experience which can distinguish LBE from the increasing adoption of in-home system. Location-based entertainment service encompasses arcade, theme park, and entertainment service. The companies are using various VR headset devices to break through arcade walls and deliver high-end experiences, which set themselves apart from other conventional service providers. Location-based VR offers the dedicated space for room scale experience and upsurge array of custom designed hardware, which allow physicality to immerse. While adoption of LBE VR has increased across globe, total spending on software, hardware, content and related services are expected to show high CAGR over the forecast period. In addition, applications of LBE VR are also diversifying beyond amusement parks, cinema and theme park activities, in order to maximize the potential of this promising technology. Further Key Findings from the Report Suggest: • In terms of components, the hardware segment is expected to grow at the fastest pace over the forecast period. This growth can be attributed to the increasing demand for VR headsets • In terms of end use, amusement parks are gaining high traction in the market, with increasing investment by private firms • 3D technology has gained high traction in the location based entertainment market, owing to the growing development of 3D technology for VR, AR, and MR with LBE • Location-based Entertainment also uses wireless technology and unthreaded VR headset, which offers freedom of movement • Some of the key players in the market are Exit Reality; Springboard VR; HTC Corporation; IMAX Corporation; VRstudios Inc.; The VOID LLC; and Microsoft Corporation.
Table of Contents Chapter 1 Methodology and Scope 1.1 Research Methodology 1.2 Research Scope & Assumptions 1.3 List of Data Sources Chapter 2 Executive Summary 2.1 Location-Based Entertainment Market - Market Snapshot & Key Buying Criteria, 2014 - 2025 Chapter 3 Location-Based Entertainment Market Variables, Trends & Scope 3.1 Market Segmentation & Scope 3.2 Location-Based Entertainment Market Size and Growth Prospects 3.3 Location-Based Entertainment Market - Value Chain Analysis 3.3.1 Location-Based Entertainment Market - Supply chain analysis 3.4 Market Dynamics 3.4.1 Market Driver Analysis 3.4.2 Market Restraint Analysis 3.5 Penetration & Growth Prospect Mapping 3.6 Industry Analysis - Porter's Chapter 4 Location-Based Entertainment Market: Component Estimates and Trend Analysis 4.1 Location-Based Entertainment Market: Component Movement Analysis 4.1.1 Hardware 4.1.1.1 Global Market Estimates and Forecasts, from 2014 to 2025 (USD Million) 4.1.2 Software 4.1.2.1 Global Market Estimates and Forecasts, from 2014 to 2025 (USD Million) Chapter 5 Location-Based Entertainment Market: End-use Estimates and Trend Analysis 5.1 Location-Based Entertainment Market: End-use Movement Analysis 5.1.1 Amusement Park 5.1.1.1 Global Market Estimates and Forecasts, from 2014 to 2025 (USD Million) 5.1.2 Arcade Studios 5.1.2.1 Global Market Estimates and Forecasts, from 2014 to 2025 (USD Million) 5.1.3 4D Films 5.1.3.1 Global Market Estimates and Forecasts, from 2014 to 2025 (USD Million) Chapter 6 Location-Based Entertainment Market Technology Estimates and Trend Analysis 6.1 Location-Based Entertainment Market: Technology Movement Analysis 6.1.1 2 Dimensional (2D) 6.1.1.1 Global Market Estimates and Forecasts, from 2014 to 2025 (USD Million) 6.1.2 3 Dimensional (3D) 6.1.2.1 Global Market Estimates and Forecasts, from 2014 to 2025 (USD Million) 6.1.3 Cloud Merged Reality (CMR) 6.1.3.1 Global Market Estimates and Forecasts, from 2014 to 2025 (USD Million) Chapter 7 Location-Based Entertainment Market: Region Estimates and Trend Analysis 7.1 Location-Based Entertainment Market: Region Movement Analysis 7.1.1 Location-Based Entertainment Market by Region 7.2 North America 7.2.1 North America Location-Based Entertainment market, by Component, 2014 - 2025 (USD Million) 7.2.2 North America Location-Based Entertainment market, by End Use, 2014 - 2025 (USD Million) 7.2.3 North America Location-Based Entertainment market, by Technology, 2014 - 2025 (USD Million) 7.2.4 U.S. 7.2.4.1 U.S. Location-Based Entertainment market, by Component, 2014 - 2025 (USD Million) 7.2.4.2 U.S. Location-Based Entertainment market, by End Use, 2014 - 2025 (USD Million) 7.2.4.3 U.S. Location-Based Entertainment market, by Technology, 2014 - 2025 (USD Million) 7.2.5 Canada 7.2.5.1 Canada Location-Based Entertainment market, by Component, 2014 - 2025 (USD Million) 7.2.5.2 Canada Location-Based Entertainment market, by End Use, 2014 - 2025 (USD Million) 7.2.5.3 Canada Location-Based Entertainment market, by Technology, 2014 - 2025 (USD Million) 7.2.6 Mexico 7.2.6.1 Mexico Location-Based Entertainment market, by Component, 2014 - 2025 (USD Million) 7.2.6.2 Mexico Location-Based Entertainment market, by End Use, 2014 - 2025 (USD Million) 7.2.6.3 Mexico Location-Based Entertainment market, by Technology, 2014 - 2025 (USD Million) 7.3 Europe 7.3.1 Europe Location-Based Entertainment market, by Component, 2014 - 2025 (USD Million) 7.3.2 Europe Location-Based Entertainment market, by End Use, 2014 - 2025 (USD Million) 7.3.3 Europe Location-Based Entertainment market, by Technology, 2014 - 2025 (USD Million) 7.3.4 U.K. 7.3.4.1 U.K. Location-Based Entertainment market, by Component, 2025 - 2025 (USD Million) 7.3.4.2 U.K. Location-Based Entertainment market, by End Use, 2025 - 2025 (USD Million) 7.3.4.3 U.K. Location-Based Entertainment market, by Technology, 2025 - 2025 (USD Million) 7.3.5 Germany 7.3.5.1 Germany Location-Based Entertainment market, by Component, 2025 - 2025 (USD Million) 7.3.5.2 Germany Location-Based Entertainment market, by End Use, 2025 - 2025 (USD Million) 7.3.5.3 Germany Location-Based Entertainment market, by Technology, 2025 - 2025 (USD Million) 7.3.6 France 7.3.6.1 France Location-Based Entertainment market, by Component, 2025 - 2025 (USD Million) 7.3.6.2 France Location-Based Entertainment market, by End Use, 2025 - 2025 (USD Million) 7.3.6.3 France Location-Based Entertainment market, by Technology, 2025 - 2025 (USD Million) 7.4 Asia Pacific 7.4.1 Asia Pacific Location-Based Entertainment market, by Component, 2014 - 2025 (USD Million) 7.4.2 Asia Pacific Location-Based Entertainment market, by End Use, 2014 - 2025 (USD Million) 7.4.3 Asia Pacific Location-Based Entertainment market, by Technology, 2014 - 2025 (USD Million) 7.4.4 China 7.4.4.1 China Location-Based Entertainment market, by Component, 2014 - 2025 (USD Million) 7.4.4.2 China Location-Based Entertainment market, by End Use, 2014 - 2025 (USD Million) 7.4.4.3 China Location-Based Entertainment market, by Technology, 2014 - 2025 (USD Million) 7.4.5 India 7.4.5.1 India Location-Based Entertainment market, by Component, 2014 - 2025 (USD Million) 7.4.5.2 India Location-Based Entertainment market, by End Use, 2014 - 2025 (USD Million) 7.4.5.3 India Location-Based Entertainment market, by Technology, 2014 - 2025 (USD Million) 7.4.6 Japan 7.4.6.1 Japan Location-Based Entertainment market, by Component, 2014 - 2025 (USD Million) 7.4.6.2 Japan Location-Based Entertainment market, by End Use, 2014 - 2025 (USD Million) 7.4.6.3 Japan Location-Based Entertainment market, by Technology, 2014 - 2025 (USD Million) 7.4.7 South Korea 7.4.7.1 South Korea Location-Based Entertainment market, by Component, 2014 - 2025 (USD Million) 7.4.7.2 South Korea Location-Based Entertainment market, by End Use, 2014 - 2025 (USD Million) 7.4.7.3 South Korea Location-Based Entertainment market, by Technology, 2014 - 2025 (USD Million) 7.5 South America 7.5.1 South America Location-Based Entertainment market, by Component, 2014 - 2025 (USD Million) 7.5.2 South America Location-Based Entertainment market, by End Use, 2014 - 2025 (USD Million) 7.5.3 South America Location-Based Entertainment market, by Technology, 2014 - 2025 (USD Million) 7.5.4 Brazil 7.5.4.1 Brazil Location-Based Entertainment market, by Component, 2014 - 2025 (USD Million) 7.5.4.2 Brazil Location-Based Entertainment market, by End Use, 2014 - 2025 (USD Million) 7.5.4.3 Brazil Location-Based Entertainment market, by Technology, 2014 - 2025 (USD Million) 7.6 MEA 7.6.1 MEA Location-Based Entertainment market, by Component, 2014 - 2025 (USD Million) 7.6.2 MEA Location-Based Entertainment market, by End Use, 2014 - 2025 (USD Million) 7.6.3 MEA Location-Based Entertainment market, by Technology, 2014 - 2025 (USD Million) Chapter 8 Competitive Landscape 8.1 Company Profiles 8.1.1 Exit Reality 8.1.1.1 Company overview 8.1.1.2 Component benchmarking 8.1.1.3 Recent developments 8.1.2 Springboard VR 8.1.2.1 Company overview 8.1.2.2 Financial performance 8.1.2.3 Component benchmarking 8.1.2.4 Recent developments 8.1.3 HTC Corporation 8.1.3.1 Company overview 8.1.3.2 Financial performance 8.1.3.3 Component benchmarking 8.1.3.4 Recent developments 8.1.4 IMAX Corporation 8.1.4.1 Company overview 8.1.4.2 Financial performance 8.1.4.3 Component benchmarking 8.1.4.4 Recent developments 8.1.5 The VOID LLC 8.1.5.1 Company overview 8.1.5.2 Financial performance 8.1.5.3 Component benchmarking 8.1.5.4 Recent developments 8.1.6 VRstudios Inc. 8.1.6.1 Company overview 8.1.6.2 Component benchmarking 8.1.6.3 Recent developments 8.1.7 Huawei Technologies Co., Ltd. 8.1.7.1 Company overview 8.1.7.2 Financial performance 8.1.7.3 Component benchmarking 8.1.7.4 Recent developments 8.1.8 Google LLC 8.1.8.1 Company overview 8.1.8.2 Component benchmarking 8.1.8.3 Recent developments 8.1.9 Microsoft Corporation 8.1.9.1 Company overview 8.1.9.2 Financial performance 8.1.9.3 Component benchmarking 8.1.9.4 Recent developments 8.1.10 Samsung Electronics Co.Ltd. 8.1.10.1 Company overview 8.1.10.2 Financial performance 8.1.10.3 Component benchmarking 8.1.10.4 Recent developments
List of Tables TABLE 1 Location-based entertaintment - Industry snapshot & critical success factor, 2014 - 2025 TABLE 2 Global location-based entertaintment market, 2014 - 2025 (USD million) TABLE 3 Global location-based entertaintment market estimates and forecasts by component, 2014 - 2025 (USD million) TABLE 4 Global location-based entertaintment market estimates and forecasts by end use, 2014 - 2025 (USD million) TABLE 5 Global location-based entertaintment market estimates and forecasts by technology, 2014 - 2025 (USD million) TABLE 6 Global location-based entertaintment market estimates and forecasts by region, 2014 - 2025 (USD million) TABLE 7 Key company analysis TABLE 8 Global hardware market by region, 2014 - 2025 (USD Million) TABLE 9 Global software market by region, 2014 - 2025 (USD Million) TABLE 10 Global amusement park market by region, 2014 - 2025 (USD Million) TABLE 11 Global arcade studios market by region, 2014 - 2025 (USD Million) TABLE 12 Global 4D films market by region, 2014 - 2025 (USD Million) TABLE 13 Global 2 Dimensional (2D) market by region, 2014 - 2025 (USD Million) TABLE 14 Global 3 Dimensional (3D) market by region, 2014 - 2025 (USD Million) TABLE 15 Global Cloud Merged Reality (CMR) market by region, 2014 - 2025 (USD Million) TABLE 16 North America location-based entertaintment market by component, 2014 - 2025 (USD Million) TABLE 17 North America location-based entertaintment market by end use, 2014 - 2025 (USD Million) TABLE 18 North America location-based entertaintment market by technology, 2014 - 2025 (USD Million) TABLE 19 U.S. location-based entertaintment market by component, 2014 - 2025 (USD Million) TABLE 20 U.S. location-based entertaintment market by end use, 2014 - 2025 (USD Million) TABLE 21 U.S. location-based entertaintment market by technology, 2014 - 2025 (USD Million) TABLE 22 Canada location-based entertaintment market by component, 2014 - 2025 (USD Million) TABLE 23 Canada location-based entertaintment market by end use, 2014 - 2025 (USD Million) TABLE 24 Canada location-based entertaintment market by technology, 2014 - 2025 (USD Million) TABLE 25 Mexico location-based entertaintment market by component, 2014 - 2025 (USD Million) TABLE 26 Mexico location-based entertaintment market by end use, 2014 - 2025 (USD Million) TABLE 27 Mexico location-based entertaintment market by technology, 2014 - 2025 (USD Million) TABLE 28 Europe location-based entertaintment market by component, 2014 - 2025 (USD Million) TABLE 29 Europe location-based entertaintment market by end use, 2014 - 2025 (USD Million) TABLE 30 Europe location-based entertaintment market by technology, 2014 - 2025 (USD Million) TABLE 31 U.K. location-based entertaintment market by component, 2014 - 2025 (USD Million) TABLE 32 U.K. location-based entertaintment market by end use, 2014 - 2025 (USD Million) TABLE 33 U.K. location-based entertaintment market by technology, 2014 - 2025 (USD Million) TABLE 34 Germany location-based entertaintment market by component, 2014 - 2025 (USD Million) TABLE 35 Germany location-based entertaintment market by end use, 2014 - 2025 (USD Million) TABLE 36 Germany location-based entertaintment market by technology, 2014 - 2025 (USD Million) TABLE 37 France location-based entertaintment market by component, 2014 - 2025 (USD Million) TABLE 38 France location-based entertaintment market by end use, 2014 - 2025 (USD Million) TABLE 39 France location-based entertaintment market by technology, 2014 - 2025 (USD Million) TABLE 40 Asia Pacific location-based entertaintment market by component, 2014 - 2025 (USD Million) TABLE 41 Asia Pacific location-based entertaintment market by end use, 2014 - 2025 (USD Million) TABLE 42 Asia Pacific location-based entertaintment market by technology, 2014 - 2025 (USD Million) TABLE 43 China location-based entertaintment market by component, 2014 - 2025 (USD Million) TABLE 44 China location-based entertaintment market by end use, 2014 - 2025 (USD Million) TABLE 45 China location-based entertaintment market by technology, 2014 - 2025 (USD Million) TABLE 46 India location-based entertaintment market by component, 2014 - 2025 (USD Million) TABLE 47 India location-based entertaintment market by end use, 2014 - 2025 (USD Million) TABLE 48 India location-based entertaintment market by technology, 2014 - 2025 (USD Million) TABLE 49 Japan location-based entertaintment market by component, 2014 - 2025 (USD Million) TABLE 50 Japan location-based entertaintment market by end use, 2014 - 2025 (USD Million) TABLE 51 Japan location-based entertaintment market by technology, 2014 - 2025 (USD Million) TABLE 52 South America location-based entertaintment market by component, 2014 - 2025 (USD Million) TABLE 53 South America location-based entertaintment market by end use, 2014 - 2025 (USD Million) TABLE 54 South America location-based entertaintment market by technology, 2014 - 2025 (USD Million) TABLE 55 Brazil location-based entertaintment market by component, 2014 - 2025 (USD Million) TABLE 56 Brazil location-based entertaintment market by end use, 2014 - 2025 (USD Million) TABLE 57 Brazil location-based entertaintment market by technology, 2014 - 2025 (USD Million) TABLE 58 MEA location-based entertaintment market by component, 2014 - 2025 (USD Million) TABLE 59 MEA location-based entertaintment market by end use, 2014 - 2025 (USD Million) TABLE 60 MEA location-based entertaintment market by technology, 2014 - 2025 (USD Million)
List of Figures FIG. 1 Market segmentation & scope FIG. 2 Location-based entertaintment market size and growth prospects FIG. 3 location-based entertaintment market - Value chain analysis FIG. 4 Market dynamics FIG. 5 Porter's five forces analysis FIG. 6 Location-based entertaintment Market - PEST analysis FIG. 7 Location-based entertaintment Market: Component movement analysis FIG. 8 Location-based entertaintment Market: End-use movement analysis FIG. 9 Location-based entertaintment Market: Technology movement analysis FIG. 10 Location-based entertaintment Market: Region movement analysis
Speak to the report author to design an exclusive study to serve your research needs.
Your personal and confidential information is safe and secure.