Asia Pacific Location-based Entertainment Market

Asia Pacific Location-based Entertainment Market Size, Share & Industry Trends Analysis Report By Technology (3 Dimensional (3D), Cloud Merged Reality and 2 Dimensional (2D)), By Component, By End-use, By Country and Growth Forecast, 2022 - 2028

Report Id: KBV-13957 Publication Date: February-2023 Number of Pages: 93
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Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Asia Pacific Location-based Entertainment Market, by Technology
1.4.2 Asia Pacific Location-based Entertainment Market, by Component
1.4.3 Asia Pacific Location-based Entertainment Market, by End-use
1.4.4 Asia Pacific Location-based Entertainment Market, by Country
1.5 Methodology for the research

Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.1.1 Market Composition and Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints

Chapter 3. Competition Analysis - Global
3.1 KBV Cardinal Matrix
3.2 Recent Industry Wide Strategic Developments
3.2.1 Partnerships, Collaborations and Agreements
3.2.2 Product Launches and Product Expansions
3.2.3 Acquisition and Mergers
3.3 Top Winning Strategies
3.3.1 Key Leading Strategies: Percentage Distribution (2018-2022)
3.3.2 Key Strategic Move: (Partnerships, Collaborations and Agreements : 2018, Sep – 2023, Feb) Leading Players

Chapter 4. Asia Pacific Location-based Entertainment Market by Technology
4.1 Asia Pacific 3 Dimensional (3D) Market by Country
4.2 Asia Pacific Cloud Merged Reality Market by Country
4.3 Asia Pacific 2 Dimensional (2D) Market by Country

Chapter 5. Asia Pacific Location-based Entertainment Market by Component
5.1 Asia Pacific Hardware Market by Country
5.2 Asia Pacific Software Market by Country

Chapter 6. Asia Pacific Location-based Entertainment Market by End-use
6.1 Asia Pacific Amusement Parks Market by Country
6.2 Asia Pacific Arcade Studios Market by Country
6.3 Asia Pacific 4D Films Market by Country

Chapter 7. Asia Pacific Location-based Entertainment Market by Country
7.1 China Location-based Entertainment Market
7.1.1 China Location-based Entertainment Market by Technology
7.1.2 China Location-based Entertainment Market by Component
7.1.3 China Location-based Entertainment Market by End-use
7.2 Japan Location-based Entertainment Market
7.2.1 Japan Location-based Entertainment Market by Technology
7.2.2 Japan Location-based Entertainment Market by Component
7.2.3 Japan Location-based Entertainment Market by End-use
7.3 India Location-based Entertainment Market
7.3.1 India Location-based Entertainment Market by Technology
7.3.2 India Location-based Entertainment Market by Component
7.3.3 India Location-based Entertainment Market by End-use
7.4 South Korea Location-based Entertainment Market
7.4.1 South Korea Location-based Entertainment Market by Technology
7.4.2 South Korea Location-based Entertainment Market by Component
7.4.3 South Korea Location-based Entertainment Market by End-use
7.5 Singapore Location-based Entertainment Market
7.5.1 Singapore Location-based Entertainment Market by Technology
7.5.2 Singapore Location-based Entertainment Market by Component
7.5.3 Singapore Location-based Entertainment Market by End-use
7.6 Malaysia Location-based Entertainment Market
7.6.1 Malaysia Location-based Entertainment Market by Technology
7.6.2 Malaysia Location-based Entertainment Market by Component
7.6.3 Malaysia Location-based Entertainment Market by End-use
7.7 Rest of Asia Pacific Location-based Entertainment Market
7.7.1 Rest of Asia Pacific Location-based Entertainment Market by Technology
7.7.2 Rest of Asia Pacific Location-based Entertainment Market by Component
7.7.3 Rest of Asia Pacific Location-based Entertainment Market by End-use

Chapter 8. Company Profiles
8.1 Microsoft Corporation
8.1.1 Company Overview
8.1.2 Financial Analysis
8.1.3 Segmental and Regional Analysis
8.1.4 Research & Development Expenses
8.1.5 Recent strategies and developments:
8.1.5.1 Partnerships, Collaborations, and Agreements:
8.1.5.2 Product Launches and Product Expansions:
8.1.6 SWOT Analysis
8.2 Samsung Electronics Co., Ltd. (Samsung Group)
8.2.1 Company Overview
8.2.2 Financial Analysis
8.2.3 Segmental and Regional Analysis
8.2.4 Research & Development Expense
8.2.5 Recent strategies and developments:
8.2.5.1 Acquisition and Mergers:
8.2.6 SWOT Analysis
8.3 Google LLC (Alphabet, Inc.)
8.3.1 Company Overview
8.3.2 Financial Analysis
8.3.3 Segmental and Regional Analysis
8.3.4 Research & Development Expense
8.3.5 Recent strategies and developments:
8.3.5.1 Acquisition and Mergers:
8.3.6 SWOT Analysis
8.4 Huawei Technologies Co., Ltd. (Huawei Investment & Holding Co., Ltd.)
8.4.1 Company Overview
8.4.2 Financial Analysis
8.4.3 Segmental and Regional Analysis
8.4.4 Research & Development Expense
8.4.5 Recent strategies and developments:
8.4.5.1 Partnerships, Collaborations, and Agreements:
8.5 The Walt Disney Company
8.5.1 Company Overview
8.5.2 Financial Analysis
8.5.3 Segment and Regional Analysis
8.5.4 Recent strategies and developments:
8.5.4.1 Partnerships, Collaborations, and Agreements:
8.6 HTC Corporation
8.6.1 Company Overview
8.6.2 Financial Analysis
8.6.3 Regional Analysis
8.6.4 Research & Development Expense
8.6.5 Recent strategies and developments:
8.6.5.1 Partnerships, Collaborations, and Agreements:
8.7 Niantic, Inc.
8.7.1 Company Overview
8.7.2 Recent strategies and developments:
8.7.2.1 Acquisition and Mergers:
8.8 VRstudios, Inc. (FOD Capital, LLC)
8.8.1 Company Overview
8.8.2 Recent strategies and developments:
8.8.2.1 Partnerships, Collaborations, and Agreements:
8.9 Magic Leap, Inc.
8.9.1 Company Overview
8.9.2 Recent strategies and developments:
8.9.2.1 Partnerships, Collaborations, and Agreements:
8.10. KidZania S.A.P.I. de C.V.
8.10.1 Company Overview
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