市場調查報告書
商品編碼
1500196
基於位置的娛樂市場:按組件、技術、類型、應用/功能和最終用途 - 2024-2030 年全球預測Location-Based Entertainment Market by Component (Hardware, Services, Software), Technology (5G & Networking, Augmented Reality, Mixed Reality), Type, Application/Function, End Use - Global Forecast 2024-2030 |
※ 本網頁內容可能與最新版本有所差異。詳細情況請與我們聯繫。
2023年,基於位置的娛樂市場規模預計為47.3億美元,預計2024年將達到57.2億美元,2030年將達到199.3億美元,複合年成長率為22.78%。
基於位置的娛樂 (LBE) 是一種需要實際存在於特定位置的娛樂安排,通常提供無法在家中或透過靜態媒體複製的客製化身臨其境型體驗。這包括各種形式,例如主題樂園、遊樂場、逃脫室、虛擬實境 (VR) 體驗和擴增實境(AR) 介入。 LBE 的用途廣泛,從娛樂和教育到文化豐富和社會參與。人們越來越偏好將遊樂場工作室、遊樂園和遊樂場工作室作為休閒的一部分,這正在推動市場的成長。旅遊業正在迅速擴張,尤其是熱門旅遊目的地正受益於市場成長。建立和維護主題樂園和 VR遊樂場等 LBE 設施需要在基礎設施、技術、設備和人員方面進行大量前期投資,這阻礙了基於位置的娛樂解決方案的採用。虛擬實境 (VR)、擴增實境(AR) 和混合實境(MR) 等能夠開發高品質、互動式和真實內容的技術進步預計將推動對 LBE 解決方案的需求。創新技術、獨特主題、互動元素和個人化體驗擴大融入LBE平台,預計將為市場創造成長機會。
主要市場統計 | |
---|---|
基準年[2023] | 47.3億美元 |
預測年份 [2024] | 57.2億美元 |
預測年份 [2030] | 199.3億美元 |
複合年成長率(%) | 22.78% |
區域洞察
在美洲,消費者的休閒支出正在推動虛擬實境和真人主題等沉浸式、引人入勝的體驗的趨勢。這些國家擁有洛杉磯和奧蘭多等城市,以其充滿活力的娛樂產業和廣泛的旅遊活動而聞名。另一方面,加拿大強調季節性戶外活動,提供適合不同氣候的LBE,並整合以家庭為中心的技術,包括VR。歐盟重視監管合規性和消費者安全,並且對教育和身臨其境型體驗(從密室逃脫到歷史之旅)有著文化偏好。透過大規模投資大型主題樂園和文化景點來促進旅遊業,LBS產業正在中東地區迅速擴張,特別是在阿拉伯聯合大公國(UAE)。儘管仍處於早期階段,但非洲對多樣化娛樂選擇的需求不斷成長,重點是行動娛樂和現場活動,特別是在南非和埃及等都市區。在亞太地區,中國處於領先地位,在政府措施的支持下,對 AR 和 VR 技術進行了大量投資,充分利用城市發展和收入增加的優勢。日本提供傳統與現代 LBE 體驗的獨特組合,專注於推動競爭創新的高品質、細緻的娛樂選擇。同時,隨著都市化和數位一體化的不斷發展,越來越多的中階和年輕人青睞基於行動和可擴展的實體娛樂解決方案,印度正在成為一個潛在的 LBE 市場。
FPNV定位矩陣
FPNV 定位矩陣對於評估供應商在定位娛樂市場的定位至關重要。此矩陣提供了對供應商的全面評估,並檢驗了與商務策略和產品滿意度相關的關鍵指標。這種詳細的評估使用戶能夠根據自己的要求做出明智的決定。根據評估結果,供應商被分為代表其成功程度的四個像限:前沿(F)、探路者(P)、利基(N)和重要(V)。
市場佔有率分析
市場佔有率分析是一種綜合工具,可以對基於位置的娛樂市場中供應商的當前狀態進行深入而詳細的評估。透過仔細比較和分析供應商的貢獻,您可以更深入地了解每個供應商的績效以及他們在爭奪市場佔有率時面臨的挑戰。這些貢獻包括整體收益、客戶群和其他關鍵指標。此外,該分析還提供了對該行業競爭性質的寶貴見解,包括在研究基準年期間觀察到的累積、分散主導地位和合併特徵等因素。有了這些詳細資訊,供應商可以做出更明智的決策並製定有效的策略,以在市場競爭中保持領先地位。
策略分析與建議
策略分析對於尋求在全球市場站穩腳跟的組織至關重要。對目前在基於位置的娛樂市場中的地位進行全面評估,使公司能夠做出符合其長期願望的明智決策。此關鍵評估涉及對組織的資源、能力和整體績效進行徹底分析,以確定核心優勢和需要改進的領域。
[187 Pages Report] The Location-Based Entertainment Market size was estimated at USD 4.73 billion in 2023 and expected to reach USD 5.72 billion in 2024, at a CAGR 22.78% to reach USD 19.93 billion by 2030.
Location-based entertainment (LBE) is an arrangement of entertainment that needs physical presence at a specific location, often providing bespoke and immersive experiences that cannot be replicated in the home or through static media. This includes a variety of formats, such as theme parks, arcades, escape rooms, virtual reality (VR) experiences, and augmented reality (AR) interventions, among others. The applications of LBE are broad, ranging from entertainment and education to cultural enrichment and social engagement. Rising preference for arcade studios, amusement parks, and arcade studios as a part of leisure is driving market growth. The rapid expansion of the tourism industry, particularly in popular tourist destinations, is benefiting market growth. Establishing and maintaining LBE venues, such as theme parks or VR arcades, requires substantial upfront investment in infrastructure, technology, equipment, and staff, subsequently hampering the adoption of location-based entertainment solutions. Advances in technology, including virtual reality (VR), augmented reality (AR), and mixed reality (MR), that enable the development of high-quality, interactive, and realistic content are anticipated to increase the demand for LBE solutions. The growing incorporation of innovative technologies, unique themes, interactive elements, and personalized experiences across LBE platforms is expected to provide growth opportunities for the market.
KEY MARKET STATISTICS | |
---|---|
Base Year [2023] | USD 4.73 billion |
Estimated Year [2024] | USD 5.72 billion |
Forecast Year [2030] | USD 19.93 billion |
CAGR (%) | 22.78% |
Regional Insights
In the Americas, there is a noticeable trend towards immersive, engaging experiences such as virtual reality and live-action themes, influenced by high consumer spending on leisure. These nations, with cities including Los Angeles and Orlando, are notable for their vibrant entertainment industries and significant tourist activities. Meanwhile, Canada emphasizes seasonal outdoor activities, adapting its LBE offerings to its diverse climate and integrating family-centered technologies, including VR. The European Union emphasizes regulatory compliance and consumer safety, with a cultural penchant for educational and immersive experiences ranging from escape rooms to historical tours. With the UAE as a central hub, the Middle East rapidly expands its LBS sector through significant investments in large theme parks and cultural attractions to boost tourism. Although still in its early stages, Africa sees a rising demand for diverse entertainment options, particularly in urban areas, including South Africa and Egypt, focusing on mobile entertainment and live events. In the Asia Pacific, China is at the forefront, capitalizing on urban growth and increased incomes, with substantial investments in AR and VR technologies supported by governmental initiatives. Japan offers a unique mix of traditional and modern LBE experiences, focusing on high-quality, detailed entertainment options that drive competitive innovation. On the other hand, India is emerging as a potential LBE market, with its growing middle class and youthful demographics favoring mobile-based and scalable physical entertainment solutions as urbanization and digital integration continue to rise.
Market Insights
The market dynamics represent an ever-changing landscape of the Location-Based Entertainment Market by providing actionable insights into factors, including supply and demand levels. Accounting for these factors helps design strategies, make investments, and formulate developments to capitalize on future opportunities. In addition, these factors assist in avoiding potential pitfalls related to political, geographical, technical, social, and economic conditions, highlighting consumer behaviors and influencing manufacturing costs and purchasing decisions.
FPNV Positioning Matrix
The FPNV positioning matrix is essential in evaluating the market positioning of the vendors in the Location-Based Entertainment Market. This matrix offers a comprehensive assessment of vendors, examining critical metrics related to business strategy and product satisfaction. This in-depth assessment empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success, namely Forefront (F), Pathfinder (P), Niche (N), or Vital (V).
Market Share Analysis
The market share analysis is a comprehensive tool that provides an insightful and in-depth assessment of the current state of vendors in the Location-Based Entertainment Market. By meticulously comparing and analyzing vendor contributions, companies are offered a greater understanding of their performance and the challenges they face when competing for market share. These contributions include overall revenue, customer base, and other vital metrics. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With these illustrative details, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.
Recent Developments
iQIYI Launches Immersive Theater in Macao, a Significant Advancement in Location-Based Entertainment
The Chinese online video platform iQIYI announces the inauguration of its cutting-edge virtual reality (VR) immersive theater in Macao. This initiative is part of iQIYI's broader strategy to diversify entertainment experiences beyond traditional media formats. The VR immersive theater, iSpace, plans to offer a diverse array of premium VR content that promises audiences an unparalleled and immersive viewing experience. This launch underscores iQIYI's commitment to innovation and excellence in digital entertainment with an aim to set a new standard for integrating technology and traditional entertainment, thereby attracting more visitors and augmenting the entertainment landscape in Macao. [Published On: 2024-05-26]
Sandbox VR's Strategic Franchise Partnership with Apparel Group in the Middle East
Sandbox VR, a company that provides location-based virtual reality (VR) experiences, has strategically partnered with Apparel Group to extend its reach into the Middle East market. This initiative marks a significant step in leveraging VR technology to revolutionize the entertainment landscape in this region. By partnering with Apparel Group, which boasts a robust presence in retail and lifestyle sectors across the Middle East, Sandbox VR aims to introduce immersive, hyper-realistic VR experiences tailored to local tastes and preferences. This partnership reflects a growing trend of integrating cutting-edge technology in regional entertainment, enhancing the consumer experience while setting new standards in the industry. [Published On: 2024-05-08]
Hershey Advances into Location-Based Entertainment with New Venture
The Hershey Company is set to broaden its market reach through a new venture in location-based entertainment. This initiative aligns with Hershey's strategic objective to enhance brand engagement and grow its consumer base through innovative experiential platforms. By integrating its product line with entertainment experiences, Hershey intends to create a unique, engaging environment that encourages longer visitor stays and increases consumer interaction with the brand. This move emphasizes the trend of experiential marketing within the retail and entertainment sectors and underscores Hershey's commitment to innovation and customer engagement. [Published On: 2024-03-27]
Strategy Analysis & Recommendation
The strategic analysis is essential for organizations seeking a solid foothold in the global marketplace. Companies are better positioned to make informed decisions that align with their long-term aspirations by thoroughly evaluating their current standing in the Location-Based Entertainment Market. This critical assessment involves a thorough analysis of the organization's resources, capabilities, and overall performance to identify its core strengths and areas for improvement.
Key Company Profiles
The report delves into recent significant developments in the Location-Based Entertainment Market, highlighting leading vendors and their innovative profiles. These include 4Experience sp. z o.o., AEON Fantasy Co.,Ltd., Barron Games International, CyberGlove Systems LLC, Dreamscape Immersive, Inc., Falcon's Beyond Global, LLC, Fantawild Holdings Inc., Fennec Labs Ltd., Google LLC by Alphabet, Inc., Habo Studio Inc., HQ Software, HTC Corporation, Huawei Technologies Co., Ltd., IMAX Corporation, KABUM S.N.C., Kingsmen Creatives Ltd., Magic Leap Inc., Microsoft Corporation, NBCUniversal Media, LLC, Niantic Inc., Panasonic Holdings Corporation, Samsung Electronics Co. Ltd., Sandbox VR, Inc., Sony Group Corporation, SpringboardVR by Vertigo Studios B.V., Starbreeze AB, Tencent Holdings Ltd., The VOID LLC, Vicon Motion Systems Limited by Oxford Metrics PLC, and Zero Latency Pty Ltd..
Market Segmentation & Coverage