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LAMEA 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

Published Date : 28-Feb-2023

Pages: 93

Formats: PDF

The Latin America, Middle East and Africa Location-based Entertainment Market would witness market growth of 31.8% CAGR during the forecast period (2022-2028).

Augmented reality is a superb tool for navigation in addition to its obvious entertainment value. It may be integrated into a more extensive AR navigation system designed for AR glasses, including real-time wait time updates and other helpful data. Similarly, using current consumer behavior to modularize and outsource certain on-site activities in theme parks would be fascinating by integrating on-demand services like Seamless.

The operators of theme parks will get invaluable data from IoT connections to help them better understand their visitors. For instance, Universal Parks recently announced it would connect sensors around the theme park that monitor variables like temperature, energy use, and asset location using a LoRaWAN-based wireless platform from its MachineQ IoT service. This will give operations managers more data and increase the park's efficiency daily. In addition, the implementation of IoT networks will benefit stake owners in OOH entertainment on a smaller scale, much as how they are an essential component of future smart cities.

Despite Dubai and Abu Dhabi's head start, the remainder of the Middle East may be the world's largest market for new themed entertainment, with audiovisual installations ready to assist. The International Association of Amusement Parks and Attractions named the Middle East and North Africa the fastest-growing theme park region in 2018. Leisure markets are the biggest in EMEA in the Middle East. The Saudi government's support for entertainment contributed to that expansion. In a bid to emulate Dubai and reduce oil dependence, Saudi Crown Prince Mohammed bin Salman has invested more than $60 billion in entertainment, including U.S. professional wrestling.

The Brazil market dominated the LAMEA Location-based Entertainment Market by Country in 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $269.4 Million by 2028. The Argentina market is exhibiting a CAGR of 32.5% during (2022 - 2028). Additionally, The UAE market would showcase a CAGR of 31.4% during (2022 - 2028).

Based on Technology, the market is segmented into 3 Dimensional (3D), Cloud Merged Reality and 2 Dimensional (2D). Based on Component, the market is segmented into Hardware and Software. Based on End-use, the market is segmented into Amusement Parks, Arcade Studios and 4D Films. Based on countries, the market is segmented into Brazil, Argentina, UAE, Saudi Arabia, South Africa, Nigeria, and Rest of LAMEA.

Free Valuable Insights: The Global Location-based Entertainment Market is Predict to reach $14.3 Billion by 2028, at a CAGR of 28.5%

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include The Walt Disney Company, Google LLC (Alphabet, Inc.), HTC Corporation, Huawei Technologies Co., Ltd. (Huawei Investment & Holding Co., Ltd.), Magic Leap, Inc., Microsoft Corporation, Samsung Electronics Co., Ltd. (Samsung Group), Niantic, Inc., VRstudios, Inc. (FOD Capital, LLC), and KidZania S.A.P.I. de C.V.

Scope of the Study

Market Segments Covered in the Report:

By Technology

  • 3 Dimensional (3D)
  • Cloud Merged Reality
  • 2 Dimensional (2D)

By Component

  • Hardware
  • Software

By End-use

  • Amusement Parks
  • Arcade Studios
  • 4D Films

By Country

  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA

Key Market Players

List of Companies Profiled in the Report:

  • The Walt Disney Company
  • Google LLC (Alphabet, Inc.)
  • HTC Corporation
  • Huawei Technologies Co., Ltd. (Huawei Investment & Holding Co., Ltd.)
  • Magic Leap, Inc.
  • Microsoft Corporation
  • Samsung Electronics Co., Ltd. (Samsung Group)
  • Niantic, Inc.
  • VRstudios, Inc. (FOD Capital, LLC)
  • KidZania S.A.P.I. de C.V
Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 LAMEA Location-based Entertainment Market, by Technology
1.4.2 LAMEA Location-based Entertainment Market, by Component
1.4.3 LAMEA Location-based Entertainment Market, by End-use
1.4.4 LAMEA 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. LAMEA Location-based Entertainment Market by Technology
4.1 LAMEA 3 Dimensional (3D) Market by Country
4.2 LAMEA Cloud Merged Reality Market by Country
4.3 LAMEA 2 Dimensional (2D) Market by Country

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

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

Chapter 7. LAMEA Location-based Entertainment Market by Country
7.1 Brazil Location-based Entertainment Market
7.1.1 Brazil Location-based Entertainment Market by Technology
7.1.2 Brazil Location-based Entertainment Market by Component
7.1.3 Brazil Location-based Entertainment Market by End-use
7.2 Argentina Location-based Entertainment Market
7.2.1 Argentina Location-based Entertainment Market by Technology
7.2.2 Argentina Location-based Entertainment Market by Component
7.2.3 Argentina Location-based Entertainment Market by End-use
7.3 UAE Location-based Entertainment Market
7.3.1 UAE Location-based Entertainment Market by Technology
7.3.2 UAE Location-based Entertainment Market by Component
7.3.3 UAE Location-based Entertainment Market by End-use
7.4 Saudi Arabia Location-based Entertainment Market
7.4.1 Saudi Arabia Location-based Entertainment Market by Technology
7.4.2 Saudi Arabia Location-based Entertainment Market by Component
7.4.3 Saudi Arabia Location-based Entertainment Market by End-use
7.5 South Africa Location-based Entertainment Market
7.5.1 South Africa Location-based Entertainment Market by Technology
7.5.2 South Africa Location-based Entertainment Market by Component
7.5.3 South Africa Location-based Entertainment Market by End-use
7.6 Nigeria Location-based Entertainment Market
7.6.1 Nigeria Location-based Entertainment Market by Technology
7.6.2 Nigeria Location-based Entertainment Market by Component
7.6.3 Nigeria Location-based Entertainment Market by End-use
7.7 Rest of LAMEA Location-based Entertainment Market
7.7.1 Rest of LAMEA Location-based Entertainment Market by Technology
7.7.2 Rest of LAMEA Location-based Entertainment Market by Component
7.7.3 Rest of LAMEA 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
TABLE 1 LAMEA Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 2 LAMEA Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 3 Partnerships, Collaborations and Agreements– Location-based Entertainment Market
TABLE 4 Product Launches And Product Expansions– Location-based Entertainment Market
TABLE 5 Acquisition and Mergers– Location-based Entertainment Market
TABLE 6 LAMEA Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 7 LAMEA Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 8 LAMEA 3 Dimensional (3D) Market by Country, 2018 - 2021, USD Million
TABLE 9 LAMEA 3 Dimensional (3D) Market by Country, 2022 - 2028, USD Million
TABLE 10 LAMEA Cloud Merged Reality Market by Country, 2018 - 2021, USD Million
TABLE 11 LAMEA Cloud Merged Reality Market by Country, 2022 - 2028, USD Million
TABLE 12 LAMEA 2 Dimensional (2D) Market by Country, 2018 - 2021, USD Million
TABLE 13 LAMEA 2 Dimensional (2D) Market by Country, 2022 - 2028, USD Million
TABLE 14 LAMEA Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 15 LAMEA Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 16 LAMEA Hardware Market by Country, 2018 - 2021, USD Million
TABLE 17 LAMEA Hardware Market by Country, 2022 - 2028, USD Million
TABLE 18 LAMEA Software Market by Country, 2018 - 2021, USD Million
TABLE 19 LAMEA Software Market by Country, 2022 - 2028, USD Million
TABLE 20 LAMEA Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 21 LAMEA Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 22 LAMEA Amusement Parks Market by Country, 2018 - 2021, USD Million
TABLE 23 LAMEA Amusement Parks Market by Country, 2022 - 2028, USD Million
TABLE 24 LAMEA Arcade Studios Market by Country, 2018 - 2021, USD Million
TABLE 25 LAMEA Arcade Studios Market by Country, 2022 - 2028, USD Million
TABLE 26 LAMEA 4D Films Market by Country, 2018 - 2021, USD Million
TABLE 27 LAMEA 4D Films Market by Country, 2022 - 2028, USD Million
TABLE 28 LAMEA Location-based Entertainment Market by Country, 2018 - 2021, USD Million
TABLE 29 LAMEA Location-based Entertainment Market by Country, 2022 - 2028, USD Million
TABLE 30 Brazil Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 31 Brazil Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 32 Brazil Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 33 Brazil Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 34 Brazil Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 35 Brazil Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 36 Brazil Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 37 Brazil Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 38 Argentina Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 39 Argentina Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 40 Argentina Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 41 Argentina Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 42 Argentina Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 43 Argentina Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 44 Argentina Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 45 Argentina Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 46 UAE Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 47 UAE Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 48 UAE Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 49 UAE Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 50 UAE Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 51 UAE Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 52 UAE Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 53 UAE Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 54 Saudi Arabia Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 55 Saudi Arabia Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 56 Saudi Arabia Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 57 Saudi Arabia Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 58 Saudi Arabia Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 59 Saudi Arabia Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 60 Saudi Arabia Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 61 Saudi Arabia Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 62 South Africa Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 63 South Africa Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 64 South Africa Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 65 South Africa Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 66 South Africa Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 67 South Africa Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 68 South Africa Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 69 South Africa Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 70 Nigeria Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 71 Nigeria Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 72 Nigeria Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 73 Nigeria Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 74 Nigeria Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 75 Nigeria Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 76 Nigeria Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 77 Nigeria Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 78 Rest of LAMEA Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 79 Rest of LAMEA Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 80 Rest of LAMEA Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 81 Rest of LAMEA Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 82 Rest of LAMEA Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 83 Rest of LAMEA Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 84 Rest of LAMEA Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 85 Rest of LAMEA Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 86 key information – Microsoft Corporation
TABLE 87 Key Information – Samsung Electronics Co., Ltd.
TABLE 88 Key Information – Google LLC
TABLE 89 key information – Huawei Technologies Co., Ltd.
TABLE 90 Key information – The Walt Disney Company
TABLE 91 Key Information – HTC Corporation
TABLE 92 Key Information –Niantic, Inc.
TABLE 93 Key Information – VRstudios, Inc.
TABLE 94 Key Information – Magic Leap, Inc.
TABLE 95 Key Information – KidZania S.A.P.I. de C.V.

List of Figures
FIG 1 Methodology for the research
FIG 2 KBV Cardinal Matrix
FIG 3 Key Leading Strategies: Percentage Distribution (2018-2022)
FIG 4 Key Strategic Move: (Partnerships, Collaborations and Agreements : 2018, Sep – 2023, Feb) Leading Players
FIG 5 Recent strategies and developments: Microsoft Corporation
FIG 6 SWOT Analysis: Microsoft Corporation
FIG 7 SWOT Analysis: Samsung Electronics CO. Ltd.
FIG 8 SWOT Analysis: Alphabet Inc. (Google LLC)

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