Location Based Entertainment Market: Forthcoming Trends and Share Analysis by 2030

The Global Location Entertainment Market size is expected to grow from USD 4.20 billion in 2022 to USD 44.53 billion by 2030, at a CAGR of 34.33 % during the forecast period (2023-2030).

VR and AR technologies were increasingly being integrated into LBEs, offering immersive experiences such as VR arcades, escape rooms, and theme park attractions. These technologies allowed for highly engaging experiences that were difficult to replicate at home.

Traditional theme parks and amusement parks continued to innovate to compete with emerging entertainment options. This included incorporating VR and AR elements into rides and attractions, as well as investing in themed entertainment experiences to create immersive storytelling environments.

Dedicated VR centers and arcades provided consumers with access to high-quality VR experiences without the need for expensive equipment at home. These venues often offered a variety of games and experiences to cater to different preferences.

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  • Scope For 2024
  • Brief Introduction to the research report.
  • Table of Contents (Scope covered as a part of the study)
  • Top players in the market
  • Research framework (structure of the report)
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Moreover, the report includes significant chapters such as Patent Analysis, Regulatory Framework, Technology Roadmap, BCG Matrix, Heat Map Analysis, Price Trend Analysis, and Investment Analysis which help to understand the market direction and movement in the current and upcoming years. 

Leading players involved in the Location Based Entertainment Market include:

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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Segmentation of Location Based Entertainment Market:

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)

By Regions: -

  • North America (US, Canada, Mexico)
  • Eastern Europe (Bulgaria, The Czech Republic, Hungary, Poland, Romania, Rest of Eastern Europe)
  • Western Europe (Germany, UK, France, Netherlands, Italy, Russia, Spain, Rest of Western Europe)
  • Asia Pacific (China, India, Japan, South Korea, Malaysia, Thailand, Vietnam, The Philippines, Australia, New Zealand, Rest of APAC)
  • Middle East & Africa (Turkey, Bahrain, Kuwait, Saudi Arabia, Qatar, UAE, Israel, South Africa)
  • South America (Brazil, Argentina, Rest of SA)

Highlights from the report:

  • Market Study: It includes key market segments, key manufacturers covered, product range offered in the years considered, Global Location Based Entertainment Market, and research objectives. It also covers segmentation study provided in the report based on product type and application.
  • Market Executive Summary: This section highlights key studies, market growth rates, competitive landscape, market drivers, trends, and issues in addition to macro indicators.
  • Market Production by Region: The report provides data related to imports and exports, revenue, production and key players of all the studied regional markets are covered in this section.
  • Location Based Entertainment Profiles of Top Key Competitors: Analysis of each profiled Roll Hardness Tester market player is detailed in this section. This segment also provides SWOT analysis of individual players, products, production, value, capacity, and other important factors.

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