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市場調查報告書
商品編碼
1618537

定位娛樂市場:按組件、技術、類型、應用/功能、最終用途 – 2025-2030 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 2025-2030

出版日期: | 出版商: 360iResearch | 英文 188 Pages | 商品交期: 最快1-2個工作天內

價格

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2023年,基於位置的娛樂市場價值為47.3億美元,預計到2024年將達到57.2億美元,複合年成長率為22.78%,到2030年將達到199.3億美元。

基於位置的娛樂 (LBE) 是一種與特定地理位置相關的娛樂體驗,通常旨在創造無法在家中複製的沉浸式互動體驗。這包括主題樂園、遊樂場以及虛擬和擴增實境中心等景點。出於這種需求,LBE 為消費者提供了傳統媒體消費以外的社交互動和獨特體驗的機會,使其成為娛樂領域的關鍵要素。其應用程式涵蓋各種最終用戶群體,包括家庭、遊客和遊戲愛好者,並提供從逃脫室到高度模擬車輛的各種體驗。主要成長要素包括 VR 和 AR 技術進步、消費者休閒支出增加以及對個人化體驗不斷成長的需求。然而,在整合互動技術、多樣化講故事方法以及擴展到此類娛樂基礎設施正在發展的新興市場方面,存在著機會。為了吸引年輕、精通科技的受眾,鼓勵公司投資行動應用程式和基於位置的遊戲體驗。儘管存在這些機遇,但高昂的初始投資成本、不斷變化的消費者偏好以及不可預見事件(例如 COVID-19 大流行)的經濟影響等挑戰構成了潛在的限制。此外,資料安全方面的法律和監管挑戰,特別是在 VR 應用中,也是一個主要障礙。為了推動成長,企業正在專注於創新領域,例如增強 5G 連接以改善即時互動體驗、開發混合實體數位平台以及投資人工智慧以客製化個人化體驗。市場是動態的,其特點是與技術發展和消費者趨勢直接相關。透過瞄準利基市場並根據消費者洞察加強服務,企業可以更好地在市場格局中定位自己。

主要市場統計
基準年[2023] 47.3億美元
預計年份 [2024] 57.2億美元
預測年份 [2030] 199.3億美元
複合年成長率(%) 22.78%

市場動態:揭示快速發展的定位娛樂市場的關鍵市場洞察

供需的動態交互作用正在改變基於位置的娛樂市場。透過了解這些不斷變化的市場動態,公司可以準備好做出明智的投資決策、完善策略決策並抓住新的商機。全面了解這些趨勢可以幫助企業降低政治、地理、技術、社會和經濟領域的風險,同時也能幫助企業了解消費行為及其對製造業的影響。

  • 市場促進因素
    • 遊樂園、3D 和 4D 電影的消費趨勢日益成長
    • 全球旅遊業快速擴張
    • 360 度內容和雲端整合現實的巨大潛力
  • 市場限制因素
    • 現場娛樂投資成本高、安全問題
  • 市場機會
    • 增加先進技術整合的引入,提供身臨其境型的體驗
    • 加大投資,擴大遊樂園和博彩業
  • 市場挑戰
    • 與基於位置的娛樂相關的技術挑戰

波特的五力:駕馭定位娛樂市場的策略工具

波特的五力框架是了解定位娛樂市場競爭格局的重要工具。波特的五力框架為評估公司的競爭地位和探索策略機會提供了清晰的方法。該框架可幫助公司評估市場動態並確定新業務的盈利。這些見解使公司能夠利用自己的優勢,解決弱點並避免潛在的挑戰,從而確保更強大的市場地位。

PESTLE分析:了解基於位置的娛樂市場的外部影響

外部宏觀環境因素在塑造定位娛樂市場的表現動態方面發揮著至關重要的作用。對政治、經濟、社會、技術、法律和環境因素的分析提供了應對這些影響所需的資訊。透過調查 PESTLE 因素,公司可以更了解潛在的風險和機會。這種分析可以幫助公司預測法規、消費者偏好和經濟趨勢的變化,並幫助他們做出積極主動的決策。

市場佔有率分析 了解基於位置的娛樂市場的競爭狀況

基於位置的娛樂市場的詳細市場佔有率分析可以對供應商績效進行全面評估。公司可以透過比較收益、客戶群和成長率等關鍵指標來揭示其競爭地位。該分析揭示了市場集中、分散和整合的趨勢,為供應商提供了製定策略決策所需的洞察力,使他們能夠在日益激烈的競爭中佔有一席之地。

FPNV定位矩陣定位娛樂市場供應商績效評估

FPNV 定位矩陣是評估定位娛樂市場供應商的重要工具。此矩陣允許業務組織根據商務策略和產品滿意度評估供應商,從而做出與其目標相符的明智決策。這四個象限使您能夠清晰、準確地分類供應商,以確定最能滿足您的策略目標的合作夥伴和解決方案。

策略分析和建議為定位娛樂市場的成功指明了道路

對於旨在加強其在全球市場的影響力的公司來說,基於位置的娛樂市場的策略分析至關重要。透過考慮關鍵資源、能力和績效指標,公司可以識別成長機會並努力改進。這種方法使您能夠克服競爭環境中的挑戰,利用新的商機並取得長期成功。

本報告對市場進行了全面分析,涵蓋關鍵重點領域:

1. 市場滲透率:對當前市場環境的詳細審查、主要企業的廣泛資料、對其在市場中的影響力和整體影響力的評估。

2. 市場開拓:辨識新興市場的成長機會,評估現有領域的擴張潛力,並提供未來成長的策略藍圖。

3. 市場多元化:分析近期產品發布、開拓地區、關鍵產業進展、塑造市場的策略投資。

4. 競爭評估與情報:徹底分析競爭格局,檢驗市場佔有率、業務策略、產品系列、認證、監理核准、專利趨勢、主要企業的技術進步等。

5. 產品開發與創新:重點在於有望推動未來市場成長的最尖端科技、研發活動和產品創新。

我們也回答重要問題,以幫助相關人員做出明智的決策:

1.目前的市場規模和未來的成長預測是多少?

2. 哪些產品、區隔市場和地區提供最佳投資機會?

3.塑造市場的主要技術趨勢和監管影響是什麼?

4.主要廠商的市場佔有率和競爭地位如何?

5. 推動供應商市場進入和退出策略的收益來源和策略機會是什麼?

目錄

第1章 前言

第2章調查方法

第3章執行摘要

第4章市場概況

第5章市場洞察

  • 市場動態
    • 促進因素
      • 消費者對遊樂園、3D 和 4D 電影的偏好日益成長
      • 旅遊業在全球迅速擴張
      • 360 度內容和雲端整合現實的巨大潛力
    • 抑制因素
      • 現場娛樂投資成本高、安全問題
    • 機會
      • 更多介紹融合先進技術,提供身臨其境型體驗
      • 加大投資拓展遊樂園及博彩業
    • 任務
      • 與基於位置的娛樂相關的技術挑戰
  • 市場區隔分析
    • 類型:主題樂園的遊樂設施、表演和其他景點的使用激增
    • 應用/功能:娛樂產業中基於位置的娛樂 (LBE) 採用的演變
  • 波特五力分析
  • PESTEL分析
    • 政治的
    • 經濟
    • 社群
    • 技術的
    • 合法地
    • 環境

第6章 定位娛樂市場:依組成部分

  • 硬體
  • 服務
  • 軟體

第7章 定位娛樂市場:依科技分類

  • 5G 和網路
  • 擴增實境
  • 混合實境
  • 虛擬實境

第8章基於地點的娛樂市場:按類型

  • 遊樂場
  • 逃脫遊戲
  • 家庭娛樂中心
  • 主題樂園

第 9 章按應用程式/功能分類的基於位置的娛樂市場

  • 企業培訓
  • 教育
  • 娛樂
  • 觀光

第10章基於位置的娛樂市場:依最終用途

  • 商業用途
  • 消費者使用
  • 教育機構

第11章美洲定位娛樂市場

  • 阿根廷
  • 巴西
  • 加拿大
  • 墨西哥
  • 美國

第12章亞太地區定位娛樂市場

  • 澳洲
  • 中國
  • 印度
  • 印尼
  • 日本
  • 馬來西亞
  • 菲律賓
  • 新加坡
  • 韓國
  • 台灣
  • 泰國
  • 越南

第13章歐洲、中東和非洲的定位娛樂市場

  • 丹麥
  • 埃及
  • 芬蘭
  • 法國
  • 德國
  • 以色列
  • 義大利
  • 荷蘭
  • 奈及利亞
  • 挪威
  • 波蘭
  • 卡達
  • 俄羅斯
  • 沙烏地阿拉伯
  • 南非
  • 西班牙
  • 瑞典
  • 瑞士
  • 土耳其
  • 阿拉伯聯合大公國
  • 英國

第14章競爭格局

  • 2023 年市場佔有率分析
  • FPNV 定位矩陣,2023
  • 競爭情境分析
    • 愛奇藝在澳門開設沉浸式戲院 實景娛樂邁出一大步
    • Sandbox VR與中東服飾集團簽署策略性專利權夥伴關係關係
    • 好時透過新業務擴展到基於位置的娛樂
  • 戰略分析和建議

公司名單

  • 4Experience sp. z oo
  • 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 SNC
  • 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 BV
  • Starbreeze AB
  • Tencent Holdings Ltd.
  • The VOID LLC
  • Vicon Motion Systems Limited by Oxford Metrics PLC
  • Zero Latency Pty Ltd.
Product Code: MRR-435D2C369F36

The Location-Based Entertainment Market was valued at USD 4.73 billion in 2023, expected to reach USD 5.72 billion in 2024, and is projected to grow at a CAGR of 22.78%, to USD 19.93 billion by 2030.

Location-Based Entertainment (LBE) refers to entertainment experiences that are tied to a specific geographic location, often designed to create immersive, interactive experiences that can't be replicated at home. This includes attractions such as theme parks, arcades, and virtual or augmented reality centers. In the context of its necessity, LBE offers consumers an opportunity for social interaction and unique experiences that go beyond traditional media consumption, making them a critical component of the entertainment sector. Its applications span across various end-user segments like families, tourists, and gaming enthusiasts, offering diverse experiences ranging from escape rooms to advanced simulation rides. Key growth factors include technological advancements in VR and AR, increasing consumer spending on recreation, and rising demand for personalized experiences. However, opportunities arise with the integration of interactive technologies, diversifying storytelling techniques, and expanding into emerging markets where infrastructure for such entertainment segments is developing. It's recommended that companies invest in mobile apps and location-based gaming experiences to attract tech-savvy, younger audiences. Despite these opportunities, challenges such as high initial investment costs, evolving consumer preferences, and the economic impact of unforeseen events (like the COVID-19 pandemic) are potential limitations. Additionally, legal and regulatory challenges about data security, especially in VR applications, also pose significant hurdles. To foster growth, businesses are encouraged to focus on areas of innovation such as enhancing 5G connectivity to improve real-time interactive experiences, developing hybrid physical-digital platforms, and investing in AI to tailor personalized experiences. The market is dynamic, characterized by direct correlation to technological evolutions and consumer trends, suggesting businesses should remain agile and adaptable to changing demands. By targeting niche markets and enhancing their offerings based on consumer insights, organizations can better position themselves in the LBE landscape.

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%

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving Location-Based Entertainment Market

The Location-Based Entertainment Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Growing consumer inclination toward amusements parks, 3D, and 4D films
    • Rapid expansion of the tourism industry worldwide
    • High potential for 360-degree content and cloud-merged reality
  • Market Restraints
    • High investment cost and safety issues with location-based entertainment
  • Market Opportunities
    • Growing introduction of integrating advanced technologies to deliver immersive experiences
    • Increase in investment to expand amusement parks and gaming industry
  • Market Challenges
    • Technical challenges associated with location-based entertainment

Porter's Five Forces: A Strategic Tool for Navigating the Location-Based Entertainment Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the Location-Based Entertainment Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the Location-Based Entertainment Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the Location-Based Entertainment Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the Location-Based Entertainment Market

A detailed market share analysis in the Location-Based Entertainment Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the Location-Based Entertainment Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the Location-Based Entertainment Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Strategy Analysis & Recommendation: Charting a Path to Success in the Location-Based Entertainment Market

A strategic analysis of the Location-Based Entertainment Market is essential for businesses looking to strengthen their global market presence. By reviewing key resources, capabilities, and performance indicators, business organizations can identify growth opportunities and work toward improvement. This approach helps businesses navigate challenges in the competitive landscape and ensures they are well-positioned to capitalize on newer opportunities and drive long-term success.

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

This research report categorizes the Location-Based Entertainment Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Based on Component, market is studied across Hardware, Services, and Software.
  • Based on Technology, market is studied across 5G & Networking, Augmented Reality, Mixed Reality, and Virtual Reality.
  • Based on Type, market is studied across Arcades, Escape Rooms, Family Entertainment Centers, and Theme Parks.
  • Based on Application/Function, market is studied across Corporate Training, Education, Entertainment, and Tourism.
  • Based on End Use, market is studied across Commercial Use, Consumer Use, and Educational Institutions.
  • Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

The report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Growing consumer inclination toward amusements parks, 3D, and 4D films
      • 5.1.1.2. Rapid expansion of the tourism industry worldwide
      • 5.1.1.3. High potential for 360-degree content and cloud-merged reality
    • 5.1.2. Restraints
      • 5.1.2.1. High investment cost and safety issues with location-based entertainment
    • 5.1.3. Opportunities
      • 5.1.3.1. Growing introduction of integrating advanced technologies to deliver immersive experiences
      • 5.1.3.2. Increase in investment to expand amusement parks and gaming industry
    • 5.1.4. Challenges
      • 5.1.4.1. Technical challenges associated with location-based entertainment
  • 5.2. Market Segmentation Analysis
    • 5.2.1. Type: Burgeoning utilization of the theme parks featuring rides, shows, and other attractions
    • 5.2.2. Application/Function: Evolving adoption of location-based entertainment (LBE) across the entertainment sector
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. Location-Based Entertainment Market, by Component

  • 6.1. Introduction
  • 6.2. Hardware
  • 6.3. Services
  • 6.4. Software

7. Location-Based Entertainment Market, by Technology

  • 7.1. Introduction
  • 7.2. 5G & Networking
  • 7.3. Augmented Reality
  • 7.4. Mixed Reality
  • 7.5. Virtual Reality

8. Location-Based Entertainment Market, by Type

  • 8.1. Introduction
  • 8.2. Arcades
  • 8.3. Escape Rooms
  • 8.4. Family Entertainment Centers
  • 8.5. Theme Parks

9. Location-Based Entertainment Market, by Application/Function

  • 9.1. Introduction
  • 9.2. Corporate Training
  • 9.3. Education
  • 9.4. Entertainment
  • 9.5. Tourism

10. Location-Based Entertainment Market, by End Use

  • 10.1. Introduction
  • 10.2. Commercial Use
  • 10.3. Consumer Use
  • 10.4. Educational Institutions

11. Americas Location-Based Entertainment Market

  • 11.1. Introduction
  • 11.2. Argentina
  • 11.3. Brazil
  • 11.4. Canada
  • 11.5. Mexico
  • 11.6. United States

12. Asia-Pacific Location-Based Entertainment Market

  • 12.1. Introduction
  • 12.2. Australia
  • 12.3. China
  • 12.4. India
  • 12.5. Indonesia
  • 12.6. Japan
  • 12.7. Malaysia
  • 12.8. Philippines
  • 12.9. Singapore
  • 12.10. South Korea
  • 12.11. Taiwan
  • 12.12. Thailand
  • 12.13. Vietnam

13. Europe, Middle East & Africa Location-Based Entertainment Market

  • 13.1. Introduction
  • 13.2. Denmark
  • 13.3. Egypt
  • 13.4. Finland
  • 13.5. France
  • 13.6. Germany
  • 13.7. Israel
  • 13.8. Italy
  • 13.9. Netherlands
  • 13.10. Nigeria
  • 13.11. Norway
  • 13.12. Poland
  • 13.13. Qatar
  • 13.14. Russia
  • 13.15. Saudi Arabia
  • 13.16. South Africa
  • 13.17. Spain
  • 13.18. Sweden
  • 13.19. Switzerland
  • 13.20. Turkey
  • 13.21. United Arab Emirates
  • 13.22. United Kingdom

14. Competitive Landscape

  • 14.1. Market Share Analysis, 2023
  • 14.2. FPNV Positioning Matrix, 2023
  • 14.3. Competitive Scenario Analysis
    • 14.3.1. iQIYI Launches Immersive Theater in Macao, a Significant Advancement in Location-Based Entertainment
    • 14.3.2. Sandbox VR's Strategic Franchise Partnership with Apparel Group in the Middle East
    • 14.3.3. Hershey Advances into Location-Based Entertainment with New Venture
  • 14.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. 4Experience sp. z o.o.
  • 2. AEON Fantasy Co.,Ltd.
  • 3. Barron Games International
  • 4. CyberGlove Systems LLC
  • 5. Dreamscape Immersive, Inc.
  • 6. Falcon's Beyond Global, LLC
  • 7. Fantawild Holdings Inc.
  • 8. Fennec Labs Ltd.
  • 9. Google LLC by Alphabet, Inc.
  • 10. Habo Studio Inc.
  • 11. HQ Software
  • 12. HTC Corporation
  • 13. Huawei Technologies Co., Ltd.
  • 14. IMAX Corporation
  • 15. KABUM S.N.C.
  • 16. Kingsmen Creatives Ltd.
  • 17. Magic Leap Inc.
  • 18. Microsoft Corporation
  • 19. NBCUniversal Media, LLC
  • 20. Niantic Inc.
  • 21. Panasonic Holdings Corporation
  • 22. Samsung Electronics Co. Ltd.
  • 23. Sandbox VR, Inc.
  • 24. Sony Group Corporation
  • 25. SpringboardVR by Vertigo Studios B.V.
  • 26. Starbreeze AB
  • 27. Tencent Holdings Ltd.
  • 28. The VOID LLC
  • 29. Vicon Motion Systems Limited by Oxford Metrics PLC
  • 30. Zero Latency Pty Ltd.

LIST OF FIGURES

  • FIGURE 1. LOCATION-BASED ENTERTAINMENT MARKET RESEARCH PROCESS
  • FIGURE 2. LOCATION-BASED ENTERTAINMENT MARKET SIZE, 2023 VS 2030
  • FIGURE 3. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 5. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 6. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2023 VS 2030 (%)
  • FIGURE 7. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 10. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2023 VS 2030 (%)
  • FIGURE 11. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 12. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2023 VS 2030 (%)
  • FIGURE 13. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 14. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2023 VS 2030 (%)
  • FIGURE 15. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 16. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 17. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 18. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 19. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 20. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 21. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 22. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 23. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 24. LOCATION-BASED ENTERTAINMENT MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 25. LOCATION-BASED ENTERTAINMENT MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. LOCATION-BASED ENTERTAINMENT MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. LOCATION-BASED ENTERTAINMENT MARKET DYNAMICS
  • TABLE 7. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY HARDWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY SERVICES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY 5G & NETWORKING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY AUGMENTED REALITY, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY MIXED REALITY, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY VIRTUAL REALITY, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 16. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 17. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY ARCADES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 18. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY ESCAPE ROOMS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 19. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY FAMILY ENTERTAINMENT CENTERS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 20. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY THEME PARKS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 21. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 22. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY CORPORATE TRAINING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 23. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY EDUCATION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 24. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY ENTERTAINMENT, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 25. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TOURISM, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 26. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 27. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMMERCIAL USE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 28. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY CONSUMER USE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 29. GLOBAL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY EDUCATIONAL INSTITUTIONS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 30. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 31. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 32. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 33. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 34. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 35. AMERICAS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 36. ARGENTINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 37. ARGENTINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 38. ARGENTINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 39. ARGENTINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 40. ARGENTINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 41. BRAZIL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 42. BRAZIL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 43. BRAZIL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 44. BRAZIL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 45. BRAZIL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 46. CANADA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 47. CANADA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 48. CANADA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 49. CANADA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 50. CANADA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 51. MEXICO LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 52. MEXICO LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 53. MEXICO LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 54. MEXICO LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 55. MEXICO LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 56. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 57. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 58. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 59. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 60. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 61. UNITED STATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 62. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 63. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 64. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 65. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 66. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 67. ASIA-PACIFIC LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 68. AUSTRALIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 69. AUSTRALIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 70. AUSTRALIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 71. AUSTRALIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 72. AUSTRALIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 73. CHINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 74. CHINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 75. CHINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 76. CHINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 77. CHINA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 78. INDIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 79. INDIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 80. INDIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 81. INDIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 82. INDIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 83. INDONESIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 84. INDONESIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 85. INDONESIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 86. INDONESIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 87. INDONESIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 88. JAPAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 89. JAPAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 90. JAPAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 91. JAPAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 92. JAPAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 93. MALAYSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 94. MALAYSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 95. MALAYSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 96. MALAYSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 97. MALAYSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 98. PHILIPPINES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 99. PHILIPPINES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 100. PHILIPPINES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 101. PHILIPPINES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 102. PHILIPPINES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 103. SINGAPORE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 104. SINGAPORE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 105. SINGAPORE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 106. SINGAPORE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 107. SINGAPORE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 108. SOUTH KOREA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 109. SOUTH KOREA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 110. SOUTH KOREA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 111. SOUTH KOREA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 112. SOUTH KOREA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 113. TAIWAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 114. TAIWAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 115. TAIWAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 116. TAIWAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 117. TAIWAN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 118. THAILAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 119. THAILAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 120. THAILAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 121. THAILAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 122. THAILAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 123. VIETNAM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 124. VIETNAM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 125. VIETNAM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 126. VIETNAM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 127. VIETNAM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 128. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 129. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 130. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 131. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 132. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 133. EUROPE, MIDDLE EAST & AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 134. DENMARK LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 135. DENMARK LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 136. DENMARK LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 137. DENMARK LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 138. DENMARK LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 139. EGYPT LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 140. EGYPT LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 141. EGYPT LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 142. EGYPT LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 143. EGYPT LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 144. FINLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 145. FINLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 146. FINLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 147. FINLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 148. FINLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 149. FRANCE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 150. FRANCE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 151. FRANCE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 152. FRANCE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 153. FRANCE LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 154. GERMANY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 155. GERMANY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 156. GERMANY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 157. GERMANY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 158. GERMANY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 159. ISRAEL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 160. ISRAEL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 161. ISRAEL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 162. ISRAEL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 163. ISRAEL LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 164. ITALY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 165. ITALY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 166. ITALY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 167. ITALY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 168. ITALY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 169. NETHERLANDS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 170. NETHERLANDS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 171. NETHERLANDS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 172. NETHERLANDS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 173. NETHERLANDS LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 174. NIGERIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 175. NIGERIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 176. NIGERIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 177. NIGERIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 178. NIGERIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 179. NORWAY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 180. NORWAY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 181. NORWAY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 182. NORWAY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 183. NORWAY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 184. POLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 185. POLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 186. POLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 187. POLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 188. POLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 189. QATAR LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 190. QATAR LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 191. QATAR LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 192. QATAR LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 193. QATAR LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 194. RUSSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 195. RUSSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 196. RUSSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 197. RUSSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 198. RUSSIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 199. SAUDI ARABIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 200. SAUDI ARABIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 201. SAUDI ARABIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 202. SAUDI ARABIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 203. SAUDI ARABIA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 204. SOUTH AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 205. SOUTH AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 206. SOUTH AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 207. SOUTH AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 208. SOUTH AFRICA LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 209. SPAIN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 210. SPAIN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 211. SPAIN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 212. SPAIN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 213. SPAIN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 214. SWEDEN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 215. SWEDEN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 216. SWEDEN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 217. SWEDEN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 218. SWEDEN LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 219. SWITZERLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 220. SWITZERLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 221. SWITZERLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 222. SWITZERLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 223. SWITZERLAND LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 224. TURKEY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 225. TURKEY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 226. TURKEY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 227. TURKEY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 228. TURKEY LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 229. UNITED ARAB EMIRATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 230. UNITED ARAB EMIRATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 231. UNITED ARAB EMIRATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 232. UNITED ARAB EMIRATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 233. UNITED ARAB EMIRATES LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 234. UNITED KINGDOM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 235. UNITED KINGDOM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 236. UNITED KINGDOM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 237. UNITED KINGDOM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY APPLICATION/FUNCTION, 2018-2030 (USD MILLION)
  • TABLE 238. UNITED KINGDOM LOCATION-BASED ENTERTAINMENT MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 239. LOCATION-BASED ENTERTAINMENT MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 240. LOCATION-BASED ENTERTAINMENT MARKET, FPNV POSITIONING MATRIX, 2023