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Global 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 Regional Outlook and Forecast, 2022 - 2028

Published Date : 28-Feb-2023

Pages: 213

Formats: PDF

The Global Location-based Entertainment Market size is expected to reach $14.3 billion by 2028, rising at a market growth of 28.5% CAGR during the forecast period.

Location-based entertainment is a destination that brings people together for a shared activity, whether friends, families, or caring brand communities eager to spend time together. It aims to connect individuals in real life so they may exchange experiences. Users using LBE may move around freely and engage physically with their surroundings, including genuine portable props or equipment. LBE enables in-person interaction and experience sharing amongst users.

Location-based Entertainment Market - Global Opportunities and Trends Analysis Report 2018-2028

Any entertainment connected to a specific place away from home is called LBE. The licensed and brand-owned physical experiences on the LBE market range from immersive cinema and theme parks to virtual reality cafés and pop-up shops. Location-based entertainment (LBE) is also known as interactive multiplayer entertainment centers or "out-of-home entertainment." LBE generally refers to any entertainment connected to a particular location outside the house.

Using the involvement axis and the technology axis, immersive LBE experiences may be further divided into these two categories. Instead of being a group of distinct types, these many axes make up a spectrum. The breadth of experiences includes anything from very fun to profoundly contemplative. Technology may also be a part of them in varied degrees, from fully analog to virtually entirely digital. For instance, a large entertainment complex or amusement park could provide experiences that fall in various spectrums.

Customers are looking for one-of-a-kind experiences that will compel them to leave their homes, learn something new, or just be amazed. Owners and operators of immersive LBEs must get a solid grasp of their target customers and markets to succeed. Ambitious providers should explore outside of their field and draw ideas from successful immersive LBEs across the board.

COVID-19 Impact Analysis

The market is likely to grow in the future years as limitations loosen and consumer demand for location-based leisure activities rises. Numerous leading LBE organizations used sophisticated analytics and data management to optimize consumer response to behavior patterns and demands. They invested much in location-based VR infrastructure and quality. VRstudios Sports, announced in September 2020, brings participants together in VR to interact, network, and share their experiences. VRstudios Sports' expanded LBE lets people play VR games at home.

Market Growth Factors

The increasing popularity of 360-degree VR games

VR game creation has serviced major markets worldwide and has tremendous potential. The Samsung Gear VR, Oculus VR, and HTC Vive have become popular as virtual reality technology has grown. Virtual reality gadgets with tracking, sensory, and hand controls make games fun and interactive. As a result, the number of VR gaming firms grew to meet demand. VR games let players feel the surroundings. Immersive visuals and 360-degree video content stimulate adrenaline. Players may customize the game environment using virtual reality controllers. VR improved shooters, simulations, and adventures. This supports the growth of the market.

AR/VR and 3d projection mapping would increase demand.

AR/VR games are the most popular worldwide. Several game firms are exploring new technologies to better entertainment venue gaming. AR and VR are combined with 3D Projection-Mapping, interactive digital surfaces, and other technologies to create new gaming technologies. Family entertainment centers are upgrading their technology to provide more services via the internet and data instead of traditional games. Pure-play mapping software companies make projection mapping technologies to simplify project implementation and enhance audience watching. Consequently, the location-based entertainment market will grow due to the entertainment industry's mix of technology.

Location-based Entertainment Market Share and Industry Analysis Report 2021

Market Restraining Factors

Health hazards of extensive VR headset use

VR headsets may emit electromagnetic frequency radiation. These gadgets link to your smartphone or computer through Bluetooth or WiFi and include clever sensors to immerse you in VR. Smartphone-powered VR headsets produce radiation. Cell phone radiation may influence sleep, temperament, and the reproductive system. VR headsets may wirelessly connect to WiFi and interact with smartphones, emitting radiation and offering long-term health problems.

Component Outlook

Based on the component, the Location-based Entertainment Market is divided into Hardware and Software. In 2021, the hardware sector had the largest revenue share. The development of VR/AR-based equipment, including headsets, haptic suits, and other simulation tools, is responsible for the increase. At the LBE facilities, VR-based hardware devices provide viewers an intense experience at a reasonable cost while giving them priceless memories. In particular, the growing use of low-cost VR headsets by LBE providers is encouraging for the expansion of the hardware market.

End-Use Outlook

Based on the end-use, the Location-based Entertainment Market is divided into Amusement Parks, Arcade Studios, and 4D Films. In terms of revenue share, the arcade studios category led the market in 2021. Arcades' popularity is especially fueled by the cutting-edge functionality that allows for several VR experiences in one commercial environment. In many places with heavy foot traffic, such As cafés, restaurants, and bars, entertainment or gaming devices are becoming increasingly popular. Segment growth is anticipated to be fueled by game improvements that are made continually to draw in more players.

Technology Outlook

Based on the technology, the location-based entertainment market is divided into 2D, 3D, and Cloud Merged Reality (CMR). Due to ongoing technical improvements, the Cloud Merged Reality (CMR) market shows a promising growth rate throughout the projection period. Due to its time-saving benefits, CMR has been widely embraced by several big technology-based businesses. Also, the technology offers better usability and fewer data loss, encouraging its adoption by many companies in the gaming and entertainment industries.

Location-based Entertainment Market Report Coverage
Report Attribute Details
Market size value in 2021 USD 2.6 Billion
Market size forecast in 2028 USD 14.3 Billion
Base Year 2021
Historical Period 2018 to 2020
Forecast Period 2022 to 2028
Revenue Growth Rate CAGR of 28.5% from 2022 to 2028
Number of Pages 213
Number of Table 343
Report coverage Market Trends, Revenue Estimation and Forecast, Segmentation Analysis, Regional and Country Breakdown, Competitive Landscape, Companies Strategic Developments, Company Profiling
Segments covered Component, Technology, End-use, Region
Country scope US, Canada, Mexico, Germany, UK, France, Russia, Spain, Italy, China, Japan, India, South Korea, Singapore, Malaysia, Brazil, Argentina, UAE, Saudi Arabia, South Africa, Nigeria
Growth Drivers
  • The increasing popularity of 360-degree VR games
  • AR/VR and 3d projection mapping would increase demand.
Restraints
  • Health hazards of extensive VR headset use

Regional Outlook

Based on the geography, the Location-based Entertainment Market is divided into North America, Europe, Asia Pacific, and LAMEA. Due to rising consumer preference for outdoor leisure activities over other forms of entertainment, Asia Pacific is predicted to see significant CAGR throughout the projected decade. Also, the area is home to several international VR hardware and software vendors, opening up significant market potential. China announced the inauguration of its first theme park outfitted with cutting-edge technology in January 2021.

Free Valuable Insights: Global Location-based Entertainment Market size to reach USD 14.3 Billion by 2028

KBV Cardinal Matrix - Location-based Entertainment Market Competition Analysis

Location-based Entertainment Market - Competitive Landscape and Trends by Forecast 2028

The major strategies followed by the market participants are Partnerships. Based on the Analysis presented in the Cardinal matrix; Google LLC is the forerunner in the Location-based Entertainment Market. Companies such as Microsoft Corporation, Samsung Electronics Co., Ltd., and Huawei Technologies Co., Ltd. are some of the key innovators in Location-based Entertainment Market.

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.

Strategies deployed in Location-based Entertainment Market

» Partnerships, Collaborations and Agreements:

  • Feb-2023: Huawei came into partnership with STC TV, a UAE-based provider of digital entertainment. The partnership includes jointly working to introduce new offerings and bundles. Further, the partnership improves user experience across the Middle East and North African region.
  • Jul-2022: HTC partnered with VRdirect, a Germany-based developer of a virtual reality platform. Through this partnership, the companies aim to develop a B2B metaverse easily accessible, particularly to businesses.
  • Jul-2022: Walt Disney partnered with HYBE, a South Korea-based entertainment lifestyle platform company. The partnership involves the worldwide distribution of HYBE's five major content titles. The collaboration reflects the Walt Disney Company's vision to collaborate with content creators to let the mainstream audience enjoy their talent.
  • May-2022: Magic Leap partnered with Globant, a Luxembourg-based developer of software technology. By integrating Magic Leap’s spatial computing platform with Globant’s expertise in expansive software development, the companies intend to advance business adoption of AR. Further, this partnership would also result in increased innovation in AR.
  • May-2022: Microsoft came into a partnership with Kawasaki, a group of motorsport vehicles. Under this partnership, Kawasaki became a new customer for the tech giant’s “industrial metaverse”, which is a fancy way of saying factory floor workers wear a HoloLens headset to assist with production, repairs and managing supply chains.
  • Feb-2022: HTC Vive came into partnership with holoride, a Germany-based developer of in-vehicle media technology developed to connect XR and real-time motion data. The partnership includes jointly working to introduce VR entertainment in cars by making use of the Vive Flow headset.
  • Jan-2022: Microsoft joined hands with Qualcomm Technologies, an American multinational corporation. This collaboration aimed to expand and boost the adoption of augmented reality (AR) in the consumer and enterprise sector. Under this collaboration, Qualcomm Technologies would work with Microsoft across various initiatives to support the ecosystem, comprising the development of custom AR chips to allow a new wave of power-efficient, lightweight AR glasses to offer rich and immersive experiences, and plans to combine software such as Microsoft Mesh and Snapdragon Spaces XR Developer Platform.
  • Nov-2021: VRstudios came into partnership with Creative Works, a turnkey attraction developer. The partnership includes bringing VRstudios attractions to the real world.

» Product Launches and Product Expansions:

  • Jan-2022: Microsoft launched its mixed reality headset HoloLens 2 in India. HoloLens 2 assists companies and their employees to complete important tasks quickly, safely, and more efficiently, and develop new ways to connect with customers as well as partners.
  • Mar-2021: Microsoft unveiled Mesh, a service to build apps for people to collaborate in augmented reality. This product would allow developers to create applications wherein people can share holograms, speak with one another, create doodles, and appear as virtual avatars.

» Acquisitions and Mergers:

  • May-2022: Google acquired Raxium, a US-based innovator in single-panel MicroLED technologies. Through this acquisition, the acquirer intends to work on microLED display technologies intended to use in AR & VR headsets and wearables.
  • Apr-2022: Niantic acquired NZXR, a New Zealand-based operator of a game development studio. The acquisition is a part of Niantic's strategy to develop a real-world metaverse.
  • Feb-2022: Harman International, a subsidiary of Samsung Electronics took over Apostera, a German automotive software firm. This acquisition aimed to expand its business in the augmented reality and mobility technology sector. Integrated with Harman's digital cockpit product portfolio, Apostera's technologies would narrow the gap between the physical and digital worlds.
  • Jun-2020: Google took over North, a Canada-based developer of smart glasses. The addition of North aims to support Google to comprehend its vision of ambient computing, which is where everyday lives are powered by computing.

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 Geography

  • North America
    • US
    • Canada
    • Mexico
    • Rest of North America
  • Europe
    • Germany
    • UK
    • France
    • Russia
    • Spain
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Singapore
    • Malaysia
    • Rest of Asia Pacific
  • LAMEA
    • 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 Global Location-based Entertainment Market, by Technology
1.4.2 Global Location-based Entertainment Market, by Component
1.4.3 Global Location-based Entertainment Market, by End-use
1.4.4 Global Location-based Entertainment Market, by Geography
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. Global Location-based Entertainment Market by Technology
4.1 Global 3 Dimensional (3D) Market by Region
4.2 Global Cloud Merged Reality Market by Region
4.3 Global 2 Dimensional (2D) Market by Region

Chapter 5. Global Location-based Entertainment Market by Component
5.1 Global Hardware Market by Region
5.2 Global Software Market by Region

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

Chapter 7. Global Location-based Entertainment Market by Region
7.1 North America Location-based Entertainment Market
7.1.1 North America Location-based Entertainment Market by Technology
7.1.1.1 North America 3 Dimensional (3D) Market by Country
7.1.1.2 North America Cloud Merged Reality Market by Country
7.1.1.3 North America 2 Dimensional (2D) Market by Country
7.1.2 North America Location-based Entertainment Market by Component
7.1.2.1 North America Hardware Market by Country
7.1.2.2 North America Software Market by Country
7.1.3 North America Location-based Entertainment Market by End-use
7.1.3.1 North America Amusement Parks Market by Country
7.1.3.2 North America Arcade Studios Market by Country
7.1.3.3 North America 4D Films Market by Country
7.1.4 North America Location-based Entertainment Market by Country
7.1.4.1 US Location-based Entertainment Market
7.1.4.1.1 US Location-based Entertainment Market by Technology
7.1.4.1.2 US Location-based Entertainment Market by Component
7.1.4.1.3 US Location-based Entertainment Market by End-use
7.1.4.2 Canada Location-based Entertainment Market
7.1.4.2.1 Canada Location-based Entertainment Market by Technology
7.1.4.2.2 Canada Location-based Entertainment Market by Component
7.1.4.2.3 Canada Location-based Entertainment Market by End-use
7.1.4.3 Mexico Location-based Entertainment Market
7.1.4.3.1 Mexico Location-based Entertainment Market by Technology
7.1.4.3.2 Mexico Location-based Entertainment Market by Component
7.1.4.3.3 Mexico Location-based Entertainment Market by End-use
7.1.4.4 Rest of North America Location-based Entertainment Market
7.1.4.4.1 Rest of North America Location-based Entertainment Market by Technology
7.1.4.4.2 Rest of North America Location-based Entertainment Market by Component
7.1.4.4.3 Rest of North America Location-based Entertainment Market by End-use
7.2 Europe Location-based Entertainment Market
7.2.1 Europe Location-based Entertainment Market by Technology
7.2.1.1 Europe 3 Dimensional (3D) Market by Country
7.2.1.2 Europe Cloud Merged Reality Market by Country
7.2.1.3 Europe 2 Dimensional (2D) Market by Country
7.2.2 Europe Location-based Entertainment Market by Component
7.2.2.1 Europe Hardware Market by Country
7.2.2.2 Europe Software Market by Country
7.2.3 Europe Location-based Entertainment Market by End-use
7.2.3.1 Europe Amusement Parks Market by Country
7.2.3.2 Europe Arcade Studios Market by Country
7.2.3.3 Europe 4D Films Market by Country
7.2.4 Europe Location-based Entertainment Market by Country
7.2.4.1 Germany Location-based Entertainment Market
7.2.4.1.1 Germany Location-based Entertainment Market by Technology
7.2.4.1.2 Germany Location-based Entertainment Market by Component
7.2.4.1.3 Germany Location-based Entertainment Market by End-use
7.2.4.2 UK Location-based Entertainment Market
7.2.4.2.1 UK Location-based Entertainment Market by Technology
7.2.4.2.2 UK Location-based Entertainment Market by Component
7.2.4.2.3 UK Location-based Entertainment Market by End-use
7.2.4.3 France Location-based Entertainment Market
7.2.4.3.1 France Location-based Entertainment Market by Technology
7.2.4.3.2 France Location-based Entertainment Market by Component
7.2.4.3.3 France Location-based Entertainment Market by End-use
7.2.4.4 Russia Location-based Entertainment Market
7.2.4.4.1 Russia Location-based Entertainment Market by Technology
7.2.4.4.2 Russia Location-based Entertainment Market by Component
7.2.4.4.3 Russia Location-based Entertainment Market by End-use
7.2.4.5 Spain Location-based Entertainment Market
7.2.4.5.1 Spain Location-based Entertainment Market by Technology
7.2.4.5.2 Spain Location-based Entertainment Market by Component
7.2.4.5.3 Spain Location-based Entertainment Market by End-use
7.2.4.6 Italy Location-based Entertainment Market
7.2.4.6.1 Italy Location-based Entertainment Market by Technology
7.2.4.6.2 Italy Location-based Entertainment Market by Component
7.2.4.6.3 Italy Location-based Entertainment Market by End-use
7.2.4.7 Rest of Europe Location-based Entertainment Market
7.2.4.7.1 Rest of Europe Location-based Entertainment Market by Technology
7.2.4.7.2 Rest of Europe Location-based Entertainment Market by Component
7.2.4.7.3 Rest of Europe Location-based Entertainment Market by End-use
7.3 Asia Pacific Location-based Entertainment Market
7.3.1 Asia Pacific Location-based Entertainment Market by Technology
7.3.1.1 Asia Pacific 3 Dimensional (3D) Market by Country
7.3.1.2 Asia Pacific Cloud Merged Reality Market by Country
7.3.1.3 Asia Pacific 2 Dimensional (2D) Market by Country
7.3.2 Asia Pacific Location-based Entertainment Market by Component
7.3.2.1 Asia Pacific Hardware Market by Country
7.3.2.2 Asia Pacific Software Market by Country
7.3.3 Asia Pacific Location-based Entertainment Market by End-use
7.3.3.1 Asia Pacific Amusement Parks Market by Country
7.3.3.2 Asia Pacific Arcade Studios Market by Country
7.3.3.3 Asia Pacific 4D Films Market by Country
7.3.4 Asia Pacific Location-based Entertainment Market by Country
7.3.4.1 China Location-based Entertainment Market
7.3.4.1.1 China Location-based Entertainment Market by Technology
7.3.4.1.2 China Location-based Entertainment Market by Component
7.3.4.1.3 China Location-based Entertainment Market by End-use
7.3.4.2 Japan Location-based Entertainment Market
7.3.4.2.1 Japan Location-based Entertainment Market by Technology
7.3.4.2.2 Japan Location-based Entertainment Market by Component
7.3.4.2.3 Japan Location-based Entertainment Market by End-use
7.3.4.3 India Location-based Entertainment Market
7.3.4.3.1 India Location-based Entertainment Market by Technology
7.3.4.3.2 India Location-based Entertainment Market by Component
7.3.4.3.3 India Location-based Entertainment Market by End-use
7.3.4.4 South Korea Location-based Entertainment Market
7.3.4.4.1 South Korea Location-based Entertainment Market by Technology
7.3.4.4.2 South Korea Location-based Entertainment Market by Component
7.3.4.4.3 South Korea Location-based Entertainment Market by End-use
7.3.4.5 Singapore Location-based Entertainment Market
7.3.4.5.1 Singapore Location-based Entertainment Market by Technology
7.3.4.5.2 Singapore Location-based Entertainment Market by Component
7.3.4.5.3 Singapore Location-based Entertainment Market by End-use
7.3.4.6 Malaysia Location-based Entertainment Market
7.3.4.6.1 Malaysia Location-based Entertainment Market by Technology
7.3.4.6.2 Malaysia Location-based Entertainment Market by Component
7.3.4.6.3 Malaysia Location-based Entertainment Market by End-use
7.3.4.7 Rest of Asia Pacific Location-based Entertainment Market
7.3.4.7.1 Rest of Asia Pacific Location-based Entertainment Market by Technology
7.3.4.7.2 Rest of Asia Pacific Location-based Entertainment Market by Component
7.3.4.7.3 Rest of Asia Pacific Location-based Entertainment Market by End-use
7.4 LAMEA Location-based Entertainment Market
7.4.1 LAMEA Location-based Entertainment Market by Technology
7.4.1.1 LAMEA 3 Dimensional (3D) Market by Country
7.4.1.2 LAMEA Cloud Merged Reality Market by Country
7.4.1.3 LAMEA 2 Dimensional (2D) Market by Country
7.4.2 LAMEA Location-based Entertainment Market by Component
7.4.2.1 LAMEA Hardware Market by Country
7.4.2.2 LAMEA Software Market by Country
7.4.3 LAMEA Location-based Entertainment Market by End-use
7.4.3.1 LAMEA Amusement Parks Market by Country
7.4.3.2 LAMEA Arcade Studios Market by Country
7.4.3.3 LAMEA 4D Films Market by Country
7.4.4 LAMEA Location-based Entertainment Market by Country
7.4.4.1 Brazil Location-based Entertainment Market
7.4.4.1.1 Brazil Location-based Entertainment Market by Technology
7.4.4.1.2 Brazil Location-based Entertainment Market by Component
7.4.4.1.3 Brazil Location-based Entertainment Market by End-use
7.4.4.2 Argentina Location-based Entertainment Market
7.4.4.2.1 Argentina Location-based Entertainment Market by Technology
7.4.4.2.2 Argentina Location-based Entertainment Market by Component
7.4.4.2.3 Argentina Location-based Entertainment Market by End-use
7.4.4.3 UAE Location-based Entertainment Market
7.4.4.3.1 UAE Location-based Entertainment Market by Technology
7.4.4.3.2 UAE Location-based Entertainment Market by Component
7.4.4.3.3 UAE Location-based Entertainment Market by End-use
7.4.4.4 Saudi Arabia Location-based Entertainment Market
7.4.4.4.1 Saudi Arabia Location-based Entertainment Market by Technology
7.4.4.4.2 Saudi Arabia Location-based Entertainment Market by Component
7.4.4.4.3 Saudi Arabia Location-based Entertainment Market by End-use
7.4.4.5 South Africa Location-based Entertainment Market
7.4.4.5.1 South Africa Location-based Entertainment Market by Technology
7.4.4.5.2 South Africa Location-based Entertainment Market by Component
7.4.4.5.3 South Africa Location-based Entertainment Market by End-use
7.4.4.6 Nigeria Location-based Entertainment Market
7.4.4.6.1 Nigeria Location-based Entertainment Market by Technology
7.4.4.6.2 Nigeria Location-based Entertainment Market by Component
7.4.4.6.3 Nigeria Location-based Entertainment Market by End-use
7.4.4.7 Rest of LAMEA Location-based Entertainment Market
7.4.4.7.1 Rest of LAMEA Location-based Entertainment Market by Technology
7.4.4.7.2 Rest of LAMEA Location-based Entertainment Market by Component
7.4.4.7.3 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 Global Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 2 Global 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 Global Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 7 Global Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 8 Global 3 Dimensional (3D) Market by Region, 2018 - 2021, USD Million
TABLE 9 Global 3 Dimensional (3D) Market by Region, 2022 - 2028, USD Million
TABLE 10 Global Cloud Merged Reality Market by Region, 2018 - 2021, USD Million
TABLE 11 Global Cloud Merged Reality Market by Region, 2022 - 2028, USD Million
TABLE 12 Global 2 Dimensional (2D) Market by Region, 2018 - 2021, USD Million
TABLE 13 Global 2 Dimensional (2D) Market by Region, 2022 - 2028, USD Million
TABLE 14 Global Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 15 Global Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 16 Global Hardware Market by Region, 2018 - 2021, USD Million
TABLE 17 Global Hardware Market by Region, 2022 - 2028, USD Million
TABLE 18 Global Software Market by Region, 2018 - 2021, USD Million
TABLE 19 Global Software Market by Region, 2022 - 2028, USD Million
TABLE 20 Global Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 21 Global Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 22 Global Amusement Parks Market by Region, 2018 - 2021, USD Million
TABLE 23 Global Amusement Parks Market by Region, 2022 - 2028, USD Million
TABLE 24 Global Arcade Studios Market by Region, 2018 - 2021, USD Million
TABLE 25 Global Arcade Studios Market by Region, 2022 - 2028, USD Million
TABLE 26 Global 4D Films Market by Region, 2018 - 2021, USD Million
TABLE 27 Global 4D Films Market by Region, 2022 - 2028, USD Million
TABLE 28 Global Location-based Entertainment Market by Region, 2018 - 2021, USD Million
TABLE 29 Global Location-based Entertainment Market by Region, 2022 - 2028, USD Million
TABLE 30 North America Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 31 North America Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 32 North America Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 33 North America Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 34 North America 3 Dimensional (3D) Market by Country, 2018 - 2021, USD Million
TABLE 35 North America 3 Dimensional (3D) Market by Country, 2022 - 2028, USD Million
TABLE 36 North America Cloud Merged Reality Market by Country, 2018 - 2021, USD Million
TABLE 37 North America Cloud Merged Reality Market by Country, 2022 - 2028, USD Million
TABLE 38 North America 2 Dimensional (2D) Market by Country, 2018 - 2021, USD Million
TABLE 39 North America 2 Dimensional (2D) Market by Country, 2022 - 2028, USD Million
TABLE 40 North America Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 41 North America Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 42 North America Hardware Market by Country, 2018 - 2021, USD Million
TABLE 43 North America Hardware Market by Country, 2022 - 2028, USD Million
TABLE 44 North America Software Market by Country, 2018 - 2021, USD Million
TABLE 45 North America Software Market by Country, 2022 - 2028, USD Million
TABLE 46 North America Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 47 North America Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 48 North America Amusement Parks Market by Country, 2018 - 2021, USD Million
TABLE 49 North America Amusement Parks Market by Country, 2022 - 2028, USD Million
TABLE 50 North America Arcade Studios Market by Country, 2018 - 2021, USD Million
TABLE 51 North America Arcade Studios Market by Country, 2022 - 2028, USD Million
TABLE 52 North America 4D Films Market by Country, 2018 - 2021, USD Million
TABLE 53 North America 4D Films Market by Country, 2022 - 2028, USD Million
TABLE 54 North America Location-based Entertainment Market by Country, 2018 - 2021, USD Million
TABLE 55 North America Location-based Entertainment Market by Country, 2022 - 2028, USD Million
TABLE 56 US Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 57 US Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 58 US Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 59 US Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 60 US Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 61 US Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 62 US Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 63 US Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 64 Canada Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 65 Canada Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 66 Canada Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 67 Canada Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 68 Canada Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 69 Canada Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 70 Canada Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 71 Canada Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 72 Mexico Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 73 Mexico Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 74 Mexico Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 75 Mexico Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 76 Mexico Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 77 Mexico Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 78 Mexico Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 79 Mexico Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 80 Rest of North America Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 81 Rest of North America Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 82 Rest of North America Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 83 Rest of North America Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 84 Rest of North America Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 85 Rest of North America Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 86 Rest of North America Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 87 Rest of North America Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 88 Europe Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 89 Europe Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 90 Europe Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 91 Europe Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 92 Europe 3 Dimensional (3D) Market by Country, 2018 - 2021, USD Million
TABLE 93 Europe 3 Dimensional (3D) Market by Country, 2022 - 2028, USD Million
TABLE 94 Europe Cloud Merged Reality Market by Country, 2018 - 2021, USD Million
TABLE 95 Europe Cloud Merged Reality Market by Country, 2022 - 2028, USD Million
TABLE 96 Europe 2 Dimensional (2D) Market by Country, 2018 - 2021, USD Million
TABLE 97 Europe 2 Dimensional (2D) Market by Country, 2022 - 2028, USD Million
TABLE 98 Europe Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 99 Europe Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 100 Europe Hardware Market by Country, 2018 - 2021, USD Million
TABLE 101 Europe Hardware Market by Country, 2022 - 2028, USD Million
TABLE 102 Europe Software Market by Country, 2018 - 2021, USD Million
TABLE 103 Europe Software Market by Country, 2022 - 2028, USD Million
TABLE 104 Europe Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 105 Europe Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 106 Europe Amusement Parks Market by Country, 2018 - 2021, USD Million
TABLE 107 Europe Amusement Parks Market by Country, 2022 - 2028, USD Million
TABLE 108 Europe Arcade Studios Market by Country, 2018 - 2021, USD Million
TABLE 109 Europe Arcade Studios Market by Country, 2022 - 2028, USD Million
TABLE 110 Europe 4D Films Market by Country, 2018 - 2021, USD Million
TABLE 111 Europe 4D Films Market by Country, 2022 - 2028, USD Million
TABLE 112 Europe Location-based Entertainment Market by Country, 2018 - 2021, USD Million
TABLE 113 Europe Location-based Entertainment Market by Country, 2022 - 2028, USD Million
TABLE 114 Germany Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 115 Germany Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 116 Germany Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 117 Germany Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 118 Germany Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 119 Germany Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 120 Germany Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 121 Germany Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 122 UK Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 123 UK Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 124 UK Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 125 UK Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 126 UK Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 127 UK Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 128 UK Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 129 UK Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 130 France Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 131 France Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 132 France Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 133 France Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 134 France Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 135 France Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 136 France Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 137 France Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 138 Russia Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 139 Russia Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 140 Russia Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 141 Russia Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 142 Russia Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 143 Russia Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 144 Russia Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 145 Russia Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 146 Spain Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 147 Spain Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 148 Spain Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 149 Spain Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 150 Spain Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 151 Spain Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 152 Spain Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 153 Spain Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 154 Italy Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 155 Italy Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 156 Italy Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 157 Italy Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 158 Italy Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 159 Italy Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 160 Italy Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 161 Italy Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 162 Rest of Europe Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 163 Rest of Europe Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 164 Rest of Europe Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 165 Rest of Europe Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 166 Rest of Europe Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 167 Rest of Europe Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 168 Rest of Europe Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 169 Rest of Europe Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 170 Asia Pacific Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 171 Asia Pacific Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 172 Asia Pacific Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 173 Asia Pacific Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 174 Asia Pacific 3 Dimensional (3D) Market by Country, 2018 - 2021, USD Million
TABLE 175 Asia Pacific 3 Dimensional (3D) Market by Country, 2022 - 2028, USD Million
TABLE 176 Asia Pacific Cloud Merged Reality Market by Country, 2018 - 2021, USD Million
TABLE 177 Asia Pacific Cloud Merged Reality Market by Country, 2022 - 2028, USD Million
TABLE 178 Asia Pacific 2 Dimensional (2D) Market by Country, 2018 - 2021, USD Million
TABLE 179 Asia Pacific 2 Dimensional (2D) Market by Country, 2022 - 2028, USD Million
TABLE 180 Asia Pacific Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 181 Asia Pacific Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 182 Asia Pacific Hardware Market by Country, 2018 - 2021, USD Million
TABLE 183 Asia Pacific Hardware Market by Country, 2022 - 2028, USD Million
TABLE 184 Asia Pacific Software Market by Country, 2018 - 2021, USD Million
TABLE 185 Asia Pacific Software Market by Country, 2022 - 2028, USD Million
TABLE 186 Asia Pacific Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 187 Asia Pacific Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 188 Asia Pacific Amusement Parks Market by Country, 2018 - 2021, USD Million
TABLE 189 Asia Pacific Amusement Parks Market by Country, 2022 - 2028, USD Million
TABLE 190 Asia Pacific Arcade Studios Market by Country, 2018 - 2021, USD Million
TABLE 191 Asia Pacific Arcade Studios Market by Country, 2022 - 2028, USD Million
TABLE 192 Asia Pacific 4D Films Market by Country, 2018 - 2021, USD Million
TABLE 193 Asia Pacific 4D Films Market by Country, 2022 - 2028, USD Million
TABLE 194 Asia Pacific Location-based Entertainment Market by Country, 2018 - 2021, USD Million
TABLE 195 Asia Pacific Location-based Entertainment Market by Country, 2022 - 2028, USD Million
TABLE 196 China Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 197 China Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 198 China Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 199 China Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 200 China Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 201 China Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 202 China Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 203 China Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 204 Japan Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 205 Japan Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 206 Japan Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 207 Japan Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 208 Japan Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 209 Japan Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 210 Japan Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 211 Japan Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 212 India Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 213 India Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 214 India Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 215 India Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 216 India Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 217 India Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 218 India Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 219 India Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 220 South Korea Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 221 South Korea Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 222 South Korea Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 223 South Korea Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 224 South Korea Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 225 South Korea Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 226 South Korea Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 227 South Korea Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 228 Singapore Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 229 Singapore Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 230 Singapore Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 231 Singapore Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 232 Singapore Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 233 Singapore Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 234 Singapore Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 235 Singapore Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 236 Malaysia Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 237 Malaysia Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 238 Malaysia Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 239 Malaysia Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 240 Malaysia Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 241 Malaysia Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 242 Malaysia Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 243 Malaysia Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 244 Rest of Asia Pacific Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 245 Rest of Asia Pacific Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 246 Rest of Asia Pacific Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 247 Rest of Asia Pacific Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 248 Rest of Asia Pacific Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 249 Rest of Asia Pacific Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 250 Rest of Asia Pacific Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 251 Rest of Asia Pacific Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 252 LAMEA Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 253 LAMEA Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 254 LAMEA Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 255 LAMEA Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 256 LAMEA 3 Dimensional (3D) Market by Country, 2018 - 2021, USD Million
TABLE 257 LAMEA 3 Dimensional (3D) Market by Country, 2022 - 2028, USD Million
TABLE 258 LAMEA Cloud Merged Reality Market by Country, 2018 - 2021, USD Million
TABLE 259 LAMEA Cloud Merged Reality Market by Country, 2022 - 2028, USD Million
TABLE 260 LAMEA 2 Dimensional (2D) Market by Country, 2018 - 2021, USD Million
TABLE 261 LAMEA 2 Dimensional (2D) Market by Country, 2022 - 2028, USD Million
TABLE 262 LAMEA Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 263 LAMEA Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 264 LAMEA Hardware Market by Country, 2018 - 2021, USD Million
TABLE 265 LAMEA Hardware Market by Country, 2022 - 2028, USD Million
TABLE 266 LAMEA Software Market by Country, 2018 - 2021, USD Million
TABLE 267 LAMEA Software Market by Country, 2022 - 2028, USD Million
TABLE 268 LAMEA Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 269 LAMEA Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 270 LAMEA Amusement Parks Market by Country, 2018 - 2021, USD Million
TABLE 271 LAMEA Amusement Parks Market by Country, 2022 - 2028, USD Million
TABLE 272 LAMEA Arcade Studios Market by Country, 2018 - 2021, USD Million
TABLE 273 LAMEA Arcade Studios Market by Country, 2022 - 2028, USD Million
TABLE 274 LAMEA 4D Films Market by Country, 2018 - 2021, USD Million
TABLE 275 LAMEA 4D Films Market by Country, 2022 - 2028, USD Million
TABLE 276 LAMEA Location-based Entertainment Market by Country, 2018 - 2021, USD Million
TABLE 277 LAMEA Location-based Entertainment Market by Country, 2022 - 2028, USD Million
TABLE 278 Brazil Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 279 Brazil Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 280 Brazil Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 281 Brazil Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 282 Brazil Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 283 Brazil Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 284 Brazil Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 285 Brazil Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 286 Argentina Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 287 Argentina Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 288 Argentina Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 289 Argentina Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 290 Argentina Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 291 Argentina Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 292 Argentina Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 293 Argentina Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 294 UAE Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 295 UAE Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 296 UAE Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 297 UAE Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 298 UAE Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 299 UAE Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 300 UAE Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 301 UAE Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 302 Saudi Arabia Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 303 Saudi Arabia Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 304 Saudi Arabia Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 305 Saudi Arabia Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 306 Saudi Arabia Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 307 Saudi Arabia Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 308 Saudi Arabia Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 309 Saudi Arabia Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 310 South Africa Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 311 South Africa Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 312 South Africa Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 313 South Africa Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 314 South Africa Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 315 South Africa Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 316 South Africa Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 317 South Africa Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 318 Nigeria Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 319 Nigeria Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 320 Nigeria Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 321 Nigeria Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 322 Nigeria Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 323 Nigeria Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 324 Nigeria Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 325 Nigeria Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 326 Rest of LAMEA Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 327 Rest of LAMEA Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 328 Rest of LAMEA Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 329 Rest of LAMEA Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 330 Rest of LAMEA Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 331 Rest of LAMEA Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 332 Rest of LAMEA Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 333 Rest of LAMEA Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 334 key information – Microsoft Corporation
TABLE 335 Key Information – Samsung Electronics Co., Ltd.
TABLE 336 Key Information – Google LLC
TABLE 337 key information – Huawei Technologies Co., Ltd.
TABLE 338 Key information – The Walt Disney Company
TABLE 339 Key Information – HTC Corporation
TABLE 340 Key Information –Niantic, Inc.
TABLE 341 Key Information – VRstudios, Inc.
TABLE 342 Key Information – Magic Leap, Inc.
TABLE 343 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 Global Location-based Entertainment Market Share by Technology, 2021
FIG 6 Global Location-based Entertainment Market Share by Technology, 2028
FIG 7 Global Location-based Entertainment Market by Technology, 2018 - 2028, USD Million
FIG 8 Global Location-based Entertainment Market Share by Component, 2021
FIG 9 Global Location-based Entertainment Market Share by Component, 2028
FIG 10 Global Location-based Entertainment Market by Component, 2018 - 2028, USD Million
FIG 11 Global Location-based Entertainment Market Share by End-use, 2021
FIG 12 Global Location-based Entertainment Market Share by End-use, 2028
FIG 13 Global Location-based Entertainment Market by End-use, 2018 - 2028, USD Million
FIG 14 Global Location-based Entertainment Market Share by Region, 2021
FIG 15 Global Location-based Entertainment Market Share by Region, 2028
FIG 16 Global Location-based Entertainment Market by Region, 2018 - 2028, USD Million
FIG 17 Recent strategies and developments: Microsoft Corporation
FIG 18 SWOT Analysis: Microsoft Corporation
FIG 19 SWOT Analysis: Samsung Electronics CO. Ltd.
FIG 20 SWOT Analysis: Alphabet Inc. (Google LLC)

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