封面
市場調查報告書
商品編碼
1622453

定位娛樂市場規模、佔有率、成長分析(按技術、按產品、按場地、按地區)- 產業預測,2025-2032 年

Location-Based Entertainment Market Size, Share, Growth Analysis, By Technology (Virtual Reality, Augmented Reality), By Offering (Hardware, Software), By Venue, By Region - Industry Forecast 2025-2032

出版日期: | 出版商: SkyQuest | 英文 276 Pages | 商品交期: 3-5個工作天內

價格
簡介目錄

2023 年全球定位娛樂市場規模為 32 億美元,從 2024 年的 40.8 億美元成長到 2032 年的 284.9 億美元,預計在預測期內(2025-2032 年)將以年複合成長率成長。

隨著虛擬實境 (VR) 的興起,遊戲產業正在經歷變革時期,為玩家提供對於成長至關重要的沉浸式體驗。為了開發市場,遊戲開發商正在與 VR 和基於位置的娛樂 (LBE) 提供者合併。特別是,Vertigo Games於2021年2月收購Springboard VR,旨在增強LBE能力,並為營運商提供更廣泛的VR內容庫。 LBE 市場正在崛起,利用 AR 和 3D 動畫等身臨其境型技術在遊樂場和 VR 咖啡館等場所創造引人入勝的體驗。此外,Koch Media GmbH 於 2021 年 9 月收購 Vertigo Games 顯示了該領域全球網路的成長趨勢,特別是考慮到 COVID-19 大流行帶來的挑戰。

目錄

介紹

  • 研究目的
  • 調查範圍
  • 定義

調查方法

  • 資訊採購
  • 二手資料和主要資料方法
  • 市場規模預測
  • 市場假設與限制

執行摘要

  • 全球市場展望
  • 供需趨勢分析
  • 按細分市場的機會分析

市場動態及展望

  • 市場概況
  • 市場規模
  • 市場動態
    • 促進因素和機遇
    • 限制因素和挑戰
  • 波特的分析

主要市場考察

  • 關鍵成功因素
  • 競爭程度
  • 主要投資機會
  • 市場生態系統
  • 市場吸引力指數(2024)
  • PESTEL分析
  • 總體經濟指標
  • 價值鏈分析
  • 價格分析
  • 案例研究分析
  • 客戶和購買標準分析

基於位置的娛樂市場規模:按技術分類

  • 市場概況
  • 虛擬實境
  • 擴增實境
  • 投影映射
  • 其他技術

基於位置的娛樂市場規模:按提供

  • 市場概況
  • 硬體
  • 軟體
  • 服務
    • 專業服務
    • 諮詢
    • 支援與維護
    • 培訓和部署
    • 託管服務

基於地點的娛樂市場規模:按場地分類

  • 市場概況
  • 遊樂園
  • 主題樂園
  • 遊樂場
  • 其他場地

基於位置的娛樂市場規模

  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 德國
    • 西班牙
    • 法國
    • 英國
    • 義大利
    • 其他歐洲國家地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 其他亞太地區
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲地區
  • 中東/非洲
    • 海灣合作理事會國家
    • 南非
    • 其他中東/非洲

競爭資訊

  • 前5名企業對比
  • 主要企業市場定位(2024年)
  • 主要市場參與者所採取的策略
  • 近期市場趨勢
  • 公司市場佔有率分析(2024年)
  • 主要企業簡介
    • 公司簡介
    • 產品系列分析
    • 按細分市場分類的佔有率分析
    • 收益與前一年同期比較(2022-2024)

主要企業簡介

  • Microsoft
  • Google
  • Meta
  • Unity Technologies
  • Nvidia
  • Sony Interactive Entertainment
  • Samsung
  • Barco Electronic Systems
  • Panasonic
  • Huawei Technologies
  • HQ Software
  • HTC Vive
  • Niantic Inc.
  • Vicon Motion Systems
  • OptiTrack
  • SpringboardVR
  • 4Experience
  • Hologate
  • Ultraleap
  • Magic Leap

結論和建議

簡介目錄
Product Code: SQSG45F2019

Global Location-Based Entertainment Market size was valued at USD 3.2 billion in 2023 and is poised to grow from USD 4.08 billion in 2024 to USD 28.49 billion by 2032, growing at a CAGR of 27.5% during the forecast period (2025-2032).

The gaming industry is experiencing a transformative shift with the rise of virtual reality (VR), offering players immersive experiences crucial for growth. In an effort to capture greater market share, video game developers are merging with VR and location-based entertainment (LBE) providers. Notably, Vertigo Games' acquisition of Springboard VR in February 2021 aimed to enhance LBE capabilities and provide operators access to a broader VR content library. The LBE market is on the rise, leveraging immersive technologies like AR and 3D animation to create engaging experiences in venues such as arcades and VR cafes. Additionally, Koch Media GmbH's acquisition of Vertigo Games in September 2021 demonstrates the trend of expanding global networks within this sector, particularly in light of challenges presented by the COVID-19 pandemic.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Location-Based Entertainment market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Location-Based Entertainment Market Segmental Analysis

Global Location-Based Entertainment Market is segmented by technology, offering, venue and region. Based on technology, the market is segmented into virtual reality, augmented reality, projection mapping and other technologies. Based on offering, the market is segmented into hardware, software and services. Based on venue, the market is segmented into amusement parks, theme parks, arcades and other venues. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Location-Based Entertainment Market

The Global Location-Based Entertainment market is anticipated to grow due to the increasing consumer demand for engaging and immersive video content, video games, and various entertainment experiences. This rising interest is likely to boost the sales of Virtual Reality (VR) headsets, as consumers seek more interactive and personalized options in their leisure activities. Furthermore, the introduction of advanced technologies, such as 360-degree VR, is expected to play a crucial role in enhancing the appeal and accessibility of location-based entertainment offerings. These factors collectively suggest a strong trajectory for market expansion in the coming years.

Restraints in the Global Location-Based Entertainment Market

The Global Location-Based Entertainment market faces several restraints that hinder its growth and potential. Developers of location-based VR experiences grapple with the challenge of designing games that balance entertainment and educational value while understanding their target audience's preferences. Additionally, many independently operated, region-specific VR entertainment establishments, along with those in a decentralized framework, often neglect to prioritize technological advancements and quality improvements. This shortfall adversely impacts consumer retention and reduces foot traffic, ultimately limiting the market's ability to expand and attract a wider audience. Addressing these issues is crucial for enhancing the overall experience and sustainability of location-based entertainment venues.

Market Trends of the Global Location-Based Entertainment Market

The Global Location-Based Entertainment market is experiencing a dynamic shift driven by the "triple revolution" of social media, the Internet, and mobile devices, which are redefining family entertainment centers. As competition intensifies, facility operators are adapting their game offerings to cater to evolving consumer preferences, with a significant emphasis on virtual reality (VR) and augmented reality (AR) experiences. This trend is being fueled by innovative game developers focused on integrating cutting-edge technologies to create immersive gaming environments. As a result, there is a growing demand for sophisticated entertainment options, propelling the market toward a more interactive and digitally enriched landscape.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Case Study Analysis
  • Customer & Buying Criteria Analysis

Global Location-Based Entertainment Market Size by Technology & CAGR (2025-2032)

  • Market Overview
  • Virtual Reality
  • Augmented Reality
  • Projection Mapping
  • Other Technologies

Global Location-Based Entertainment Market Size by Offering & CAGR (2025-2032)

  • Market Overview
  • Hardware
  • Software
  • Services
    • Professional Services
    • Consulting
    • Support And Maintenance
    • Training And Deployment
    • Managed Services

Global Location-Based Entertainment Market Size by Venue & CAGR (2025-2032)

  • Market Overview
  • Amusement Parks
  • Theme Parks
  • Arcades
  • Other Venues

Global Location-Based Entertainment Market Size & CAGR (2025-2032)

  • North America (Technology, Offering, Venue)
    • US
    • Canada
  • Europe (Technology, Offering, Venue)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Technology, Offering, Venue)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Technology, Offering, Venue)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Technology, Offering, Venue)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • Microsoft
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Google
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Meta
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Unity Technologies
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Nvidia
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sony Interactive Entertainment
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Samsung
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Barco Electronic Systems
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Panasonic
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Huawei Technologies
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • HQ Software
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • HTC Vive
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Niantic Inc.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Vicon Motion Systems
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • OptiTrack
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • SpringboardVR
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • 4Experience
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Hologate
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Ultraleap
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Magic Leap
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations