Press release
Location based Entertainment Market Worth $24.42 Billion By 2028| HTC Corporation, Exit Reality, BidOn Games Studio
Market Overview:The global Location Based Entertainment Market was valued at USD 3.13 billion in 2021 and is expected to reach USD 24.42 billion by the year 2028, at a CAGR of 34.11%.
The term location-based entertainment (LBE) is commonly used to refer to any form of entertainment outside of the user's home, typically in a Family Entertainment Center. Typically, the LBE experience entails the creation of a physical space with all the necessary props, tools, and equipment to produce a truly immersive environment. There is an initial investment made by the business to create an experience that captures the attention of customers and encourages them to return. With bowling, arcade games, rides, and virtual reality (VR), the possibilities are virtually endless.
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Market Dynamics:
Driver:
The adoption of LBE by the retail sector, such as shopping malls, hypermarkets, retail stores, movie theatres, etc., in order to provide a convenient purchasing experience, drives market demand for location-based entertainment. The leading market players are integrating cutting-edge technologies, such as Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), interactive digital surfaces, and 3D projection mapping, with LBE to provide consumers with premium immersive experiences. These factors drive the market of location-based entertainment.
Opportunities:
Huge investments in research and development by manufacturers and developers are creating enormous market opportunities. To meet the preferences of consumers, businesses are pursuing numerous initiatives, such as out-of-home entertainment, which offers more interactive ways to gather people and utilise shared social spaces. In March 2020, for instance, IMAX Corporation collaborated with Tribeca Enterprises LLC for the "Tribeca Drive-In" film festival. The purpose of this festival was to bring people together for storytelling and to facilitate the display of their creativity by opting for immersive experiences provided by IMAX Corporation. Therefore, these companies' strategic frameworks may contribute to the global market demand for location-based entertainment.
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Market Segmentation
By Component
• Hardware
• Software
By End-user
• Amusement Parks
• Arcade Studios
• 4D Films
By Technology
• 2 Dimensional (2D)
• 3 Dimensional (3D)
• Cloud Merged Reality (CMR)
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By Region
• North America (U.S., Canada, Mexico)
• Europe (Germany, U.K., France, Italy, Russia, Spain, Rest of Europe)
• Asia-Pacific (China, India, Japan, Singapore, Australia, New Zealand, Rest of APAC)
• Middle East & Africa (Turkey, Saudi Arabia, Iran, UAE, Africa, Rest of MEA)
• South America (Brazil, Argentina, Rest of SA)
Players Covered in Location Based Entertainment Market are:
• HTC Corporation
• IMAX Corporation
• Google LLC
• Microsoft Corporation
• Samsung Electronics Co.Ltd.
• Springboard VR
• Exit Reality
• HQ Software
• MOFABLES
• BidOn Games Studio
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Table Of Content:
Chapter 1: Introduction
1.1 Research Objectives
1.2 Research Methodology
1.3 Research Process
1.4 Scope and Coverage
1.4.1 Market Definition
1.4.2 Key Questions Answered
1.5 Market Segmentation
Chapter 2:Executive Summary
Chapter 3:Growth Opportunities By Segment
3.1 By Component
3.2 By End-user
3.3 By Technology
Chapter 4: Market Landscape
4.1 Porter's Five Forces Analysis
4.1.1 Bargaining Power of Supplier
4.1.2 Threat of New Entrants
4.1.3 Threat of Substitutes
4.1.4 Competitive Rivalry
4.1.5 Bargaining Power Among Buyers
4.2 Industry Value Chain Analysis
4.3 Market Dynamics
4.3.1 Drivers
4.3.2 Restraints
4.3.3 Opportunities
4.5.4 Challenges
4.4 Pestle Analysis
4.5 Technological Roadmap
4.6 Regulatory Landscape
4.7 SWOT Analysis
4.8 Price Trend Analysis
4.9 Patent Analysis
4.10 Analysis of the Impact of Covid-19
4.10.1 Impact on the Overall Market
4.10.2 Impact on the Supply Chain
4.10.3 Impact on the Key Manufacturers
4.10.4 Impact on the Pricing
Chapter 5: Location Based Entertainment Market by Component
5.1 Location Based Entertainment Market Overview Snapshot and Growth Engine
5.2 Location Based Entertainment Market Overview
5.3 Hardware
5.3.1 Introduction and Market Overview
5.3.2 Historic and Forecasted Market Size (2016-2028F)
5.3.3 Key Market Trends, Growth Factors and Opportunities
5.3.4 Hardware: Grographic Segmentation
5.4 Software
5.4.1 Introduction and Market Overview
5.4.2 Historic and Forecasted Market Size (2016-2028F)
5.4.3 Key Market Trends, Growth Factors and Opportunities
5.4.4 Software: Grographic Segmentation
Chapter 6: Location Based Entertainment Market by End-user
6.1 Location Based Entertainment Market Overview Snapshot and Growth Engine
6.2 Location Based Entertainment Market Overview
6.3 Amusement Parks
6.3.1 Introduction and Market Overview
6.3.2 Historic and Forecasted Market Size (2016-2028F)
6.3.3 Key Market Trends, Growth Factors and Opportunities
6.3.4 Amusement Parks: Grographic Segmentation
6.4 Arcade Studios
6.4.1 Introduction and Market Overview
6.4.2 Historic and Forecasted Market Size (2016-2028F)
6.4.3 Key Market Trends, Growth Factors and Opportunities
6.4.4 Arcade Studios: Grographic Segmentation
6.5 4D Films
6.5.1 Introduction and Market Overview
6.5.2 Historic and Forecasted Market Size (2016-2028F)
6.5.3 Key Market Trends, Growth Factors and Opportunities
6.5.4 4D Films: Grographic Segmentation
Chapter 7: Location Based Entertainment Market by Technology
7.1 Location Based Entertainment Market Overview Snapshot and Growth Engine
7.2 Location Based Entertainment Market Overview
7.3 2 Dimensional (2D)
7.3.1 Introduction and Market Overview
7.3.2 Historic and Forecasted Market Size (2016-2028F)
7.3.3 Key Market Trends, Growth Factors and Opportunities
7.3.4 2 Dimensional (2D): Grographic Segmentation
7.4 3 Dimensional (3D)
7.4.1 Introduction and Market Overview
7.4.2 Historic and Forecasted Market Size (2016-2028F)
7.4.3 Key Market Trends, Growth Factors and Opportunities
7.4.4 3 Dimensional (3D): Grographic Segmentation
7.5 Cloud Merged Reality
7.5.1 Introduction and Market Overview
7.5.2 Historic and Forecasted Market Size (2016-2028F)
7.5.3 Key Market Trends, Growth Factors and Opportunities
7.5.4 Cloud Merged Reality: Grographic Segmentation
Chapter 8: Company Profiles and Competitive Analysis
To Be Continued….
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