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Global Location-Based Entertainment Market Size study, by Component (Hardware, Software), by End Use (Amusement Parks, Arcade Studios, 4D Films), by Technology (2 Dimensional, 3 Dimensional, Cloud Merged Reality) and Regional Forecasts 2021-2027

  • BIZ4599902
  • 200 Pages
  • July 2021
  • ICT & Media
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Global location-based entertainment market is valued approximately at $3.05 billion in 2020 and is anticipated to grow with a healthy growth rate of about34.4 % over the forecast period 2021-2027. Location-based entertainment refers to any type of entertainment that takes place in a location outside of home of the user, often in an entertainment center. The location-based entertainment experience primarily involves creation of a physical space, equipped with all the equipment, tools, etc. that are required to create an immersive environment. The global location-based entertainment market is being driven by increasing consumer spending on games and video content and increasing adoption of innovative concepts with virtual reality expertise. Furthermore, increasing investment by the market players to launch innovative simulation products will provide new opportunities for the global location-based entertainment industry. According to Statista, spending by consumers on additional in-game content is expected to increase from $54 billion in 2020 to more than $74.4 billion by 2025, across the globe. Such growth in the consumer spending on gaming content is expected to increase the adoption of location-based entertainment with the popularity of multiplayer gaming which in turn would drive the market. However, requirement of high budgeted infrastructure may impede market growth over the forecast period of 2021-2027.

The regional analysis of the global location-based entertainment market is considered for the key regions such as Asia Pacific, North America, Europe, Latin America, and Rest of the World. North America is the leading region across the world in terms of market share due to increasing awareness regarding the latest technologies and the popularity of location-based entertainment among users, rapid adoption of location-based virtual reality tools, and presence of majority of the key market players across the region. Whereas Asia Pacific is anticipated to exhibit the highest growth rate over the forecast period 2021-2027, due to the presence of several virtual reality hardware and software providers, expanding consumer base for virtual reality based games across China, etc.

Major market player included in this report are:

Exit Reality

Springboard VR

HTC Corporation

IMAX Corporation

The VOID LLC

VRstudios Inc.

Huawei Technologies Co., Ltd.

Google LLC

Microsoft Corporation

Samsung Electronics Co., Ltd.

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:

By Component:

Hardware

Software

By End Use:

Amusement Parks

Arcade Studios

4D Films

By Technology:

2 Dimensional (2D)

3 Dimensional (3D)

Cloud Merged Reality (CMR)

By Region:

North America

U.S.

Canada

Europe

UK

Germany

France

Spain

Italy

ROE

Asia Pacific

China

India

Japan

Australia

South Korea

RoAPAC

Latin America

Brazil

Mexico

Rest of the World

Furthermore, years considered for the study are as follows:

Historical year – 2018, 2019

Base year – 2020

Forecast period – 2021 to 2027.

Target Audience of the Global Location-Based Entertainment Market in Market Study:

Key Consulting Companies & Advisors

Large, medium-sized, and small enterprises

Venture capitalists

Value-Added Resellers (VARs)

Third-party knowledge providers

Investment bankers

Investors

Chapter 1. Executive Summary

1.1. Market Snapshot

1.2. Global & Segmental Market Estimates & Forecasts, 2019-2027 (USD Billion)

1.2.1. Location-Based Entertainment Market, by Region, 2019-2027 (USD Billion)

1.2.2. Location-Based Entertainment Market, by Component, 2019-2027 (USD Billion)

1.2.3. Location-Based Entertainment Market, by End Use, 2019-2027 (USD Billion)

1.2.4. Location-Based Entertainment Market , by Technology, 2019-2027 (USD Billion)

1.3. Key Trends

1.4. Estimation Methodology

1.5. Research Assumption

Chapter 2. Global Location-Based Entertainment Market Definition and Scope

2.1. Objective of the Study

2.2. Market Definition & Scope

2.2.1. Scope of the Study

2.2.2. Industry Evolution

2.3. Years Considered for the Study

2.4. Currency Conversion Rates

Chapter 3. Global Location-Based Entertainment Market Dynamics

3.1. Location-Based Entertainment Market Impact Analysis (2019-2027)

3.1.1. Market Drivers

3.1.1.1. Increasing consumer spending on games and video content

3.1.1.2. Increasing adoption of innovative concepts with VR expertise

3.1.2. Market Restraint

3.1.2.1. High-budgeted infrastructure

3.1.3. Market Opportunities

3.1.3.1. Increasing investment by the market players to launch innovative simulation products

Chapter 4. Global Location-Based Entertainment Market Industry Analysis

4.1. Porter’s 5 Force Model

4.1.1. Bargaining Power of Suppliers

4.1.2. Bargaining Power of Buyers

4.1.3. Threat of New Entrants

4.1.4. Threat of Substitutes

4.1.5. Competitive Rivalry

4.1.6. Futuristic Approach to Porter’s 5 Force Model (2018-2027)

4.2. PEST Analysis

4.2.1. Political

4.2.2. Economical

4.2.3. Social

4.2.4. Technological

4.3. Investment Adoption Model

4.4. Analyst Recommendation & Conclusion

Chapter 5. Global Location-Based Entertainment Market, by Component

a. Market Snapshot

5.1. Global Location-Based Entertainment Market by Component, Performance - Potential Analysis

5.2. Global Location-Based Entertainment Market Estimates & Forecasts by Component 2018-2027 (USD Billion)

5.3. Location-Based Entertainment Market, Sub Segment Analysis

5.3.1. Hardware

5.3.2. Software

Chapter 6. Global Location-Based Entertainment Market, by End Use

b. Market Snapshot

6.1. Global Location-Based Entertainment Market by End Use, Performance - Potential Analysis

6.2. Global Location-Based Entertainment Market Estimates & Forecasts by End Use2018-2027 (USD Billion)

6.3. Location-Based Entertainment Market, Sub Segment Analysis

6.3.1. Amusement Parks

6.3.2. Arcade Studios

6.3.3. 4D Films

Chapter 7. Global Location-Based Entertainment Market, by Technology

c. Market Snapshot

7.1. Global Location-Based Entertainment Market by Technology, Performance - Potential Analysis

7.2. Global Location-Based Entertainment Market Estimates & Forecasts by Technology 2018-2027 (USD Billion)

7.3. Location-Based Entertainment Market , Sub Segment Analysis

7.3.1. 2 Dimensional (2D)

7.3.2. 3 Dimensional (3D)

7.3.3. Cloud Merged Reality (CMR)

Chapter 8. Global Location-Based Entertainment Market, Regional Analysis

8.1. Location-Based Entertainment Market, Regional Market Snapshot

8.2. North America Location-Based Entertainment Market

8.2.1. U.S. Location-Based Entertainment Market

8.2.1.1. Component breakdown estimates & forecasts, 2018-2027

8.2.1.2. End Use breakdown estimates & forecasts, 2018-2027

8.2.1.3. Technology breakdown estimates & forecasts, 2018-2027

8.2.2. Canada Location-Based Entertainment Market

8.3. Europe Location-Based Entertainment Market Snapshot

8.3.1. U.K. Location-Based Entertainment Market

8.3.2. Germany Location-Based Entertainment Market

8.3.3. France Location-Based Entertainment Market

8.3.4. Spain Location-Based Entertainment Market

8.3.5. Italy Location-Based Entertainment Market

8.3.6. Rest of Europe Location-Based Entertainment Market

8.4. Asia-Pacific Location-Based Entertainment Market Snapshot

8.4.1. China Location-Based Entertainment Market

8.4.2. India Location-Based Entertainment Market

8.4.3. Japan Location-Based Entertainment Market

8.4.4. Australia Location-Based Entertainment Market

8.4.5. South Korea Location-Based Entertainment Market

8.4.6. Rest of Asia Pacific Location-Based Entertainment Market

8.5. Latin America Location-Based Entertainment Market Snapshot

8.5.1. Brazil Location-Based Entertainment Market

8.5.2. Mexico Location-Based Entertainment Market

8.6. Rest of The World Location-Based Entertainment Market

Chapter 9. Competitive Intelligence

9.1. Top Market Strategies

9.2. Company Profiles

9.2.1. Exit Reality

9.2.1.1. Key Information

9.2.1.2. Overview

9.2.1.3. Financial (Subject to Data Availability)

9.2.1.4. Product Summary

9.2.1.5. Recent Developments

9.2.2. Springboard VR

9.2.3. HTC Corporation

9.2.4. IMAX Corporation

9.2.5. The VOID LLC

9.2.6. VRstudios Inc.

9.2.7. Huawei Technologies Co., Ltd.

9.2.8. Google LLC

9.2.9. Microsoft Corporation

9.2.10. Samsung Electronics Co.Ltd.

Chapter 10. Research Process

10.1. Research Process

10.1.1. Data Mining

10.1.2. Analysis

10.1.3. Market Estimation

10.1.4. Validation

10.1.5. Publishing

10.2. Research Attributes

10.3. Research Assumption

List of Tables

TABLE 2. Global Location-Based Entertainment Market, report scope

TABLE 3. Global Location-Based Entertainment Market estimates & forecasts by region 2018-2027 (USD Billion)

TABLE 4. Global Location-Based Entertainment Market estimates & forecasts by Component2018-2027 (USD Billion)

TABLE 5. Global Location-Based Entertainment Market estimates & forecasts by End Use2018-2027 (USD Billion)

TABLE 6. Global Location-Based Entertainment Market estimates & forecasts by Technology 2018-2027 (USD Billion)

TABLE 7. Global Location-Based Entertainment Market by segment, estimates & forecasts, 2018-2027 (USD Billion)

TABLE 8. Global Location-Based Entertainment Market by region, estimates & forecasts, 2018-2027 (USD Billion)

TABLE 9. Global Location-Based Entertainment Market by segment, estimates & forecasts, 2018-2027 (USD Billion)

TABLE 10. Global Location-Based Entertainment Market by region, estimates & forecasts, 2018-2027 (USD Billion)

TABLE 11. Global Location-Based Entertainment Market by segment, estimates & forecasts, 2018-2027 (USD Billion)

TABLE 12. Global Location-Based Entertainment Market by region, estimates & forecasts, 2018-2027 (USD Billion)

TABLE 13. Global Location-Based Entertainment Market by segment, estimates & forecasts, 2018-2027 (USD Billion)

TABLE 14. Global Location-Based Entertainment Market by region, estimates & forecasts, 2018-2027 (USD Billion)

TABLE 15. Global Location-Based Entertainment Market by segment, estimates & forecasts, 2018-2027 (USD Billion)

TABLE 16. Global Location-Based Entertainment Market by region, estimates & forecasts, 2018-2027 (USD Billion)

TABLE 17. Global Location-Based Entertainment Market by segment, estimates & forecasts, 2018-2027 (USD Billion)

TABLE 18. Global Location-Based Entertainment Market by region, estimates & forecasts, 2018-2027 (USD Billion)

TABLE 19. Global Location-Based Entertainment Market by segment, estimates & forecasts, 2018-2027 (USD Billion)

TABLE 20. Global Location-Based Entertainment Market by region, estimates & forecasts, 2018-2027 (USD Billion)

TABLE 21. Global Location-Based Entertainment Market by segment, estimates & forecasts, 2018-2027 (USD Billion)

TABLE 22. Global Location-Based Entertainment Market by region, estimates & forecasts, 2018-2027 (USD Billion)

TABLE 23. U.S. Location-Based Entertainment Market estimates & forecasts, 2018-2027 (USD Billion)

TABLE 24. U.S. Location-Based Entertainment Market estimates & forecasts by segment 2018-2027 (USD Billion)

TABLE 25. U.S. Location-Based Entertainment Market estimates & forecasts by segment 2018-2027 (USD Billion)

TABLE 26. Canada Location-Based Entertainment Market estimates & forecasts, 2018-2027 (USD Billion)

TABLE 27. Canada Location-Based Entertainment Market estimates & forecasts by segment 2018-2027 (USD Billion)

TABLE 28. Canada Location-Based Entertainment Market estimates & forecasts by segment 2018-2027 (USD Billion)

TABLE 29. UK Location-Based Entertainment Market estimates & forecasts, 2018-2027 (USD Billion)

TABLE 30. UK Location-Based Entertainment Market estimates & forecasts by segment 2018-2027 (USD Billion)

TABLE 31. UK Location-Based Entertainment Market estimates & forecasts by segment 2018-2027 (USD Billion)

TABLE 32. Germany Location-Based Entertainment Market estimates & forecasts, 2018-2027 (USD Billion)

TABLE 33. Germany Location-Based Entertainment Market estimates & forecasts by segment 2018-2027 (USD Billion)

TABLE 34. Germany Location-Based Entertainment Market estimates & forecasts by segment 2018-2027 (USD Billion)

TABLE 35. France Location-Based Entertainment Market estimates & forecasts, 2018-2027 (USD Billion)

TABLE 36. France Location-Based Entertainment Market estimates & forecasts by segment 2018-2027 (USD Billion)

TABLE 37. France Location-Based Entertainment Market estimates & forecasts by segment 2018-2027 (USD Billion)

TABLE 38. Spain Location-Based Entertainment Market estimates & forecasts, 2018-2027 (USD Billion)

TABLE 39. Spain Location-Based Entertainment Market estimates & forecasts by segment 2018-2027 (USD Billion)

TABLE 40. Spain Location-Based Entertainment Market estimates & forecasts by segment 2018-2027 (USD Billion)

TABLE 41. Italy Location-Based Entertainment Market estimates & forecasts, 2018-2027 (USD Billion)

TABLE 42. Italy Location-Based Entertainment Market estimates & forecasts by segment 2018-2027 (USD Billion)

TABLE 43. Italy Location-Based Entertainment Market estimates & forecasts by segment 2018-2027 (USD Billion)

TABLE 44. ROE Location-Based Entertainment Market estimates & forecasts, 2018-2027 (USD Billion)

TABLE 45. ROE Location-Based Entertainment Market estimates & forecasts by segment 2018-2027 (USD Billion)

TABLE 46. ROE Location-Based Entertainment Market estimates & forecasts by segment 2018-2027 (USD Billion)

TABLE 47. China Location-Based Entertainment Market estimates & forecasts, 2018-2027 (USD Billion)

TABLE 48. China Location-Based Entertainment Market estimates & forecasts by segment 2018-2027 (USD Billion)

TABLE 49. China Location-Based Entertainment Market estimates & forecasts by segment 2018-2027 (USD Billion)

TABLE 50. India Location-Based Entertainment Market estimates & forecasts, 2018-2027 (USD Billion)

TABLE 51. India Location-Based Entertainment Market estimates & forecasts by segment 2018-2027 (USD Billion)

TABLE 52. India Location-Based Entertainment Market estimates & forecasts by segment 2018-2027 (USD Billion)

TABLE 53. Japan Location-Based Entertainment Market estimates & forecasts, 2018-2027 (USD Billion)

TABLE 54. Japan Location-Based Entertainment Market estimates & forecasts by segment 2018-2027 (USD Billion)

TABLE 55. Japan Location-Based Entertainment Market estimates & forecasts by segment 2018-2027 (USD Billion)

TABLE 56. Australia Location-Based Entertainment Market estimates & forecasts, 2018-2027 (USD Billion)

TABLE 57. Australia Location-Based Entertainment Market estimates & forecasts by segment 2018-2027 (USD Billion)

TABLE 58. Australia Location-Based Entertainment Market estimates & forecasts by segment 2018-2027 (USD Billion)

TABLE 59. South Korea Location-Based Entertainment Market estimates & forecasts, 2018-2027 (USD Billion)

TABLE 60. South Korea Location-Based Entertainment Market estimates & forecasts by segment 2018-2027 (USD Billion)

TABLE 61. South Korea Location-Based Entertainment Market estimates & forecasts by segment 2018-2027 (USD Billion)

TABLE 62. ROPAC Location-Based Entertainment Market estimates & forecasts, 2018-2027 (USD Billion)

TABLE 63. ROPAC Location-Based Entertainment Market estimates & forecasts by segment 2018-2027 (USD Billion)

TABLE 64. ROPAC Location-Based Entertainment Market estimates & forecasts by segment 2018-2027 (USD Billion)

TABLE 65. Brazil Location-Based Entertainment Market estimates & forecasts, 2018-2027 (USD Billion)

TABLE 66. Brazil Location-Based Entertainment Market estimates & forecasts by segment 2018-2027 (USD Billion)

TABLE 67. Brazil Location-Based Entertainment Market estimates & forecasts by segment 2018-2027 (USD Billion)

TABLE 68. Mexico Location-Based Entertainment Market estimates & forecasts, 2018-2027 (USD Billion)

TABLE 69. Mexico Location-Based Entertainment Market estimates & forecasts by segment 2018-2027 (USD Billion)

TABLE 70. Mexico Location-Based Entertainment Market estimates & forecasts by segment 2018-2027 (USD Billion)

TABLE 71. ROLA Location-Based Entertainment Market estimates & forecasts, 2018-2027 (USD Billion)

TABLE 72. ROLA Location-Based Entertainment Market estimates & forecasts by segment 2018-2027 (USD Billion)

TABLE 73. ROLA Location-Based Entertainment Market estimates & forecasts by segment 2018-2027 (USD Billion)

TABLE 74. ROW Location-Based Entertainment Market estimates & forecasts, 2018-2027 (USD Billion)

TABLE 75. ROW Location-Based Entertainment Market estimates & forecasts by segment 2018-2027 (USD Billion)

TABLE 76. ROW Location-Based Entertainment Market estimates & forecasts by segment 2018-2027 (USD Billion)

TABLE 77. List of secondary sources used in the study of Global Location-Based Entertainment Market.

TABLE 78. List of primary sources used in the study of Global Location-Based Entertainment Market.

TABLE 79. Years considered for the study.

TABLE 80. Exchange rates considered.

 
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