ロケーションベースエンターテイメント(LBE)市場:技術(仮想現実(VR)、拡張現実(AR)、プロジェクションマッピング)、提供(ハードウェア、ソフトウェア、サービス)、会場(遊園地、テーマパーク、アーケード)、地域別 - 2028年までの世界予測Location Based Entertainment (LBE) Market by Technology (Virtual Reality (VR), Augmented Reality (AR), Projection Mapping), Offering (Hardware, Software, Services), Venue (Amusement Parks, Theme Parks, Arcades) and Region - Global Forecast to 2028 ロケーションベースエンタテインメントの市場規模は、2023年の35億米ドルから2028年には118億米ドルまで、予測期間中に27.3%のCAGRで成長すると予測されています。テクノロジーがより身近で手頃なものになるにつ... もっと見る
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サマリーロケーションベースエンタテインメントの市場規模は、2023年の35億米ドルから2028年には118億米ドルまで、予測期間中に27.3%のCAGRで成長すると予測されています。テクノロジーがより身近で手頃なものになるにつれて、ロケーションベースエンターテインメントへの参入障壁は低下しています。これにより、より多くの会場や施設が没入型体験を取り入れることができ、より多くの人々がアクセスできるようになり、市場成長の原動力となります。プロフェッショナルサービス別では、トレーニングおよびデプロイメント分野が予測期間中に最大の市場規模を維持すると思われます。 トレーニングおよびデプロイメントサービスは、ロケーションベースエンターテインメント事業者にとって、来場者に高品質の体験を提供するために従業員が十分な設備を備えていることを確認するために極めて重要です。これらのサービスには、スタッフトレーニング、展開計画、機器のセットアップが含まれ、ロケーションベースエンターテインメント体験が効率的かつ効果的に展開され、ダウンタイムを最小限に抑え、来場者の満足度を最大化することを支援します。スタッフトレーニングは、従業員が優れた顧客体験を提供するための知識と技術を身につけることを保証します。展開計画では、ロケーションベースエンタテインメントのオペレーターが体験の展開を計画し実行するのを支援し、機器のセットアップでは、ロケーションベースエンタテインメント体験が正しく実行され、問題があれば迅速に解決されることを保証します。これらのサービスは、卓越したロケーションベースエンターテインメント体験を提供するために必要不可欠なものです。 サービス別では、マネージドサービス分野が予測期間中に最も高いCAGRで成長すると予想されています。 マネージドサービスは、顧客体験に直接関係するため、極めて重要であると考えられています。これらのサービスは、市場における自社のポジションを維持するのに役立ちます。マネージドサービスは、テクノロジー、システム、オペレーションの管理をサードパーティプロバイダーにアウトソーシングする、ロケーションベースエンターテインメントの重要な側面である。これらのサービスには、インフラ管理、コンテンツ管理、運営管理などが含まれ、ロケーションベースエンタテインメント体験が高品質なコンテンツを持ち、円滑に運営され、来場者の期待に応えることを保証するものです。マネージドサービスを利用することで、ロケーションベースエンターテインメント事業者は、管理を専門家に任せながら、優れた体験の提供に集中することができます。 地域別では、アジア太平洋地域が予測期間中に最も高いCAGRで成長すると予想されています。 アジア太平洋地域 アジア太平洋地域では、ロケーションベースエンタテインメント市場において、新しい技術や新興の技術が進歩的かつダイナミックに採用されていることが確認されています。アジア太平洋地域のロケーションベースエンタテインメント市場は、都市化の進展や娯楽活動への需要、レジャーや娯楽、ユニークな体験にこれまで以上にお金をかける意欲といった市場の推進要因によって、国内外のプレーヤーにとって幅広い機会を提供する成長産業となっています。しかし、高コスト、安全性への懸念、季節性などの課題が、市場の成長に影響を与える可能性があります。全体として、家電、小売、BFSI、ヘルスケア、交通、スポーツ・エンターテインメントなどの業界が、この地域のロケーションベースエンターテインメント市場の成長に大きく貢献すると予想されます。 プライマリーの内訳 本調査には、ソリューションベンダーからティア1企業まで、さまざまな業界専門家による洞察が含まれています。プライマリーの内訳は以下の通りです: - 企業タイプ別ティア1:35%、ティア2:40%、ティア3:25%。 - 役職別Cレベル:35%、Dレベル:25%、その他:40 - 地域別北米:30%、欧州:35%、アジア太平洋:25%、中東・アフリカ:5%、中南米:5 ロケーションベースエンターテインメント市場の主要プレーヤーは、Google(米国)、Meta(米国)、Microsoft(米国)、Nvidia(米国)、Unity Technologies(米国)、Sony Interactive Entertainment(米国)、 Samsung(韓国)、Barco Electronic Systems(ベルギー)、 Panasonic(日本)、Huawei Technologies(中国)、HQ Software(エストニア)、HTC Vive (台湾)、Niantic Inc.(米国)、Vicon Motion Systems(英国)、Optitrack(米国)、Springboard VR(米国)、4Experience(ポーランド)、Hologate(ドイツ)、Ultraleap(英国)、Magic Leap(米国)、Shape Immersive(カナダ)、Camon(アルゼンチン)、KatVR(米国)、Virtuix(米国)、Pico XR(米国)です。これらのプレイヤーは、ロケーションベースエンターテインメント市場における足跡を拡大するために、パートナーシップ、契約・提携、新製品の発売や製品の強化、買収など、さまざまな成長戦略を採っています。 調査対象範囲 本調査では、さまざまなセグメントにわたるロケーションベースエンターテインメント市場規模をカバーしています。本調査では、テクノロジー、オファリング、会場、地域など、さまざまなセグメントにおける市場規模および成長の可能性を推定することを目的としています。本調査ではさらに、主要な市場プレイヤーの詳細な競合分析、会社概要、製品および事業の提供に関する主要な見解、最近の開発、市場戦略などを掲載しています。 本レポートを購入する主なメリット 本レポートは、ロケーションベースエンターテインメント市場およびそのサブセグメントにおける収益数の最も近い近似値に関する情報を提供し、市場リーダー/新規参入者に役立ちます。本レポートは、関係者が競争環境を理解し、より多くの洞察を得て、自社のビジネスをより良く位置づけ、適切な市場参入戦略を計画するのに役立ちます。さらに、本レポートは、関係者が市場の鼓動を理解し、主要な市場促進要因、阻害要因、課題、および機会に関する情報を提供するための洞察を提供します。 本レポートは、以下のポイントに関する洞察を提供します: ロケーションベースエンターテインメント市場の成長に影響を与える主要な促進要因(ロケーションベースエンターテインメントによるVRゲームの世界の発展、VRおよびAR技術の進歩、人工知能(AI)および機械学習(ML)技術の統合、ソーシャルおよび共有体験の需要の増加)、阻害要因(限られたスケーラビリティ、高い初期費用)、機会(ライブイベントやパフォーマンス、ロケーションベースエンターテイメントに独自の機会を与えるウェアラブル)、課題(地方、州、連邦レベルでの規制要件、急速な技術変化のペース)分析。 - 製品開発/イノベーション:ロケーションベースエンタテインメント市場における今後の技術、研究開発活動、新製品・サービス投入に関する詳細なインサイトを掲載しています。 - 市場開発:有利な市場に関する包括的な情報 - 本レポートでは、さまざまな地域のロケーションベースエンタテインメント市場を分析しています。 - 市場の多様化:ロケーションベースエンタテインメント市場における新製品・サービス、未開拓の地域、最近の開発、投資に関する詳細な情報。 競争力評価:Google(米国)、Meta(米国)、Microsoft(米国)、Nvidia(米国)、Unity Technologies(米国)、Sony Interactive Entertainment(米国)、Samsung(韓国)、Barco Electronic Systems(ベルギー)、Panasonic(日本)、Huawei Technologies(中国)、HQ Software(エストニア)、HTC Vive(台湾)、Niantic Inc.(米国)、Vicon Motion Systems(英国)、Optitrack(米国)、Springboard VR(米国)、4Experience(ポーランド)、Hologate(ドイツ)、Ultraleap(英国)、Magic Leap(米国)、Shape Immersive(カナダ)、Camon(アルゼンチン)、KatVR(米国)、Virtuix(米国)、Pico XR(米国)です。 目次1 INTRODUCTION 351.1 STUDY OBJECTIVES 35 1.2 MARKET DEFINITION 35 1.3 STUDY SCOPE 36 1.3.1 MARKET SEGMENTATION 36 1.3.2 REGIONS COVERED 36 1.3.3 INCLUSIONS & EXCLUSIONS 37 1.4 YEARS CONSIDERED 37 1.5 CURRENCY CONSIDERED 37 TABLE 1 USD EXCHANGE RATE, 2020–2022 38 1.6 STAKEHOLDERS 38 2 RESEARCH METHODOLOGY 39 2.1 RESEARCH DATA 39 FIGURE 1 LOCATION-BASED ENTERTAINMENT MARKET: RESEARCH DESIGN 39 FIGURE 2 RESEARCH METHODOLOGY 40 2.1.1 SECONDARY DATA 40 2.1.1.1 Key data from secondary sources 41 2.1.2 PRIMARY DATA 41 2.1.2.1 Key primary interview participants 41 2.1.2.2 Breakdown of primaries 42 2.1.2.3 Key data from primary sources 42 2.1.2.4 Key industry insights 43 2.2 MARKET SIZE ESTIMATION 43 FIGURE 3 MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN AND BOTTOM-UP APPROACHES 44 2.2.1 TOP-DOWN APPROACH 44 2.2.2 BOTTOM-UP APPROACH 44 2.3 MARKET BREAKDOWN AND DATA TRIANGULATION 45 FIGURE 4 DATA TRIANGULATION 45 TABLE 2 FACTOR ANALYSIS 46 2.4 RESEARCH ASSUMPTIONS 46 2.5 LIMITATIONS AND RISK ASSESSMENT 48 2.6 LOCATION-BASED ENTERTAINMENT MARKET: RECESSION IMPACT 48 3 EXECUTIVE SUMMARY 49 FIGURE 5 LOCATION-BASED ENTERTAINMENT MARKET, 2021–2028 (USD MILLION) 49 FIGURE 6 LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023 51 FIGURE 7 ASIA PACIFIC TO BE LUCRATIVE MARKET FOR INVESTMENTS DURING FORECAST PERIOD 52 4 PREMIUM INSIGHTS 53 4.1 ATTRACTIVE OPPORTUNITIES FOR PLAYERS IN LOCATION-BASED ENTERTAINMENT MARKET 53 4.2 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING & COUNTRY 53 FIGURE 8 HARDWARE AND US TO ACCOUNT FOR SIGNIFICANT SHARE IN 2023 53 4.3 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING & KEY COUNTRY 54 FIGURE 9 HARDWARE AND CHINA TO ACCOUNT FOR SIGNIFICANT SHARE IN 2023 54 5 MARKET OVERVIEW 55 5.1 INTRODUCTION 55 5.2 MARKET DYNAMICS 55 FIGURE 10 LOCATION-BASED ENTERTAINMENT MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES 55 5.2.1 DRIVERS 56 5.2.1.1 Advancements in VR gaming with location-based entertainment 56 5.2.1.2 Advancements in VR and AR technologies 56 5.2.1.3 Integration of artificial intelligence (AI) and machine learning (ML) technologies 56 5.2.1.4 Rising demand for social and shared experiences 57 5.2.2 RESTRAINTS 57 5.2.2.1 Limited scalability of location-based entertainment business 57 5.2.2.2 High upfront cost 57 5.2.3 OPPORTUNITIES 57 5.2.3.1 Increase in live events and performances 57 5.2.3.2 Rising popularity of wearables such as fitness trackers and smartwatches 58 5.2.4 CHALLENGES 58 5.2.4.1 Regulatory requirements at local, state, and federal levels 58 5.2.4.2 Rapid pace of technological change 58 5.2.5 CUMULATIVE GROWTH ANALYSIS 58 5.3 INDUSTRY TRENDS 59 5.3.1 VALUE CHAIN ANALYSIS 59 FIGURE 11 VALUE CHAIN ANALYSIS 59 5.3.2 HISTORY OF LOCATION-BASED ENTERTAINMENT 60 FIGURE 12 HISTORY OF LOCATION-BASED ENTERTAINMENT 60 5.3.2.1 1990s 60 5.3.2.2 2000s 60 5.3.2.3 2010s 60 5.3.2.4 2020s 61 5.3.3 ECOSYSTEM ANALYSIS 61 FIGURE 13 ECOSYSTEM ANALYSIS MAP 61 TABLE 3 ECOSYSTEM ANALYSIS 62 5.3.4 LOCATION-BASED ENTERTAINMENT TOOLS, FRAMEWORK, AND TECHNIQUES 63 5.3.5 PORTER’S FIVE FORCES ANALYSIS 63 TABLE 4 PORTER’S FIVE FORCES ANALYSIS 63 FIGURE 14 PORTER’S FIVE FORCES ANALYSIS 64 5.3.5.1 Threat from New Entrants 64 5.3.5.2 Threat from Substitutes 64 5.3.5.3 Bargaining Power of Buyers 64 5.3.5.4 Bargaining Power of Suppliers 65 5.3.5.5 Intensity of Competitive Rivalry 65 5.3.6 KEY STAKEHOLDERS AND BUYING CRITERIA 65 5.3.6.1 Key stakeholders in buying process 65 FIGURE 15 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP TECHNOLOGIES 65 TABLE 5 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP TECHNOLOGIES 65 5.3.6.2 Buying criteria 66 FIGURE 16 KEY BUYING CRITERIA FOR TOP TECHNOLOGIES 66 TABLE 6 KEY BUYING CRITERIA FOR TOP TECHNOLOGIES 66 5.3.7 TECHNOLOGY ANALYSIS 66 5.3.7.1 Adjacent technologies 66 5.3.7.1.1 AI & ML 66 5.3.7.1.2 5G 67 5.3.7.1.3 IoT 67 5.3.7.2 Related technologies 68 5.3.7.2.1 Virtual Reality (VR) 68 5.3.7.2.2 Augmented Reality (AR) 68 5.3.7.2.3 Projection Mapping 68 5.3.8 FUTURE OF LOCATION-BASED ENTERTAINMENT MARKET LANDSCAPE 69 5.3.9 RECENT TRENDS AND DEALS UNDERTAKEN BY DISNEY, NETFLIX, AND UNIVERSAL STUDIOS 69 5.3.9.1 Disney 69 5.3.9.2 Netflix 70 5.3.9.3 Universal Studios 70 5.3.10 TRENDS AND DISRUPTIONS IMPACTING BUYERS 71 FIGURE 17 REVENUE SHIFT FOR LOCATION-BASED ENTERTAINMENT MARKET 71 5.3.11 PATENT ANALYSIS 71 5.3.11.1 Methodology 71 5.3.11.2 Document types 71 TABLE 7 PATENTS FILED, 2020–2023 71 5.3.11.3 Innovation and patent applications 72 FIGURE 18 NUMBER OF PATENTS GRANTED ANNUALLY, 2020–2023 72 5.3.11.3.1 Top applicants 72 FIGURE 19 TOP TEN PATENT APPLICANTS WITH HIGHEST NUMBER OF APPLICATIONS, 2020–2023 72 5.3.12 PRICING ANALYSIS 73 TABLE 8 PRICING ANALYSIS 73 5.3.13 CASE STUDY ANALYSIS 73 5.3.13.1 Case Study 1: Barco helped Miraj Group create immersive experience for audience 73 5.3.13.2 Case Study 2: Fennec Labs and Spawnpoint used VIVE Focus 3 and LBSS to deliver engaging VR arcade experiences 74 5.3.13.3 Case Study 3: Ocean Labs used Ultraleap’s immersive technologies to promote LEGO’s Rebuild World campaign 74 5.3.13.4 Case Study 4: DreamTrace used 4Experience for motion tracking and multiplayer functionalities in physical VR arena 75 5.3.13.5 Case Study 5: Atlantis Aquarium relied on Panasonic to offer visitors fully immersive experience of underwater world 75 5.3.14 KEY CONFERENCES & EVENTS 76 TABLE 9 LIST OF KEY CONFERENCES & EVENTS, 2023–2024 76 5.3.15 REGULATORY LANDSCAPE 76 5.3.15.1 Regulatory bodies, government agencies, and other organizations 76 5.3.15.1.1 North America 76 5.3.15.1.2 Europe 77 5.3.15.1.3 Asia Pacific 77 5.3.15.1.4 Middle East & Africa 78 5.3.15.1.5 Latin America 78 6 LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY 79 6.1 INTRODUCTION 80 FIGURE 20 AUGMENTED REALITY SEGMENT TO WITNESS HIGHEST GROWTH DURING FORECAST PERIOD 80 6.1.1 TECHNOLOGIES: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS 80 TABLE 10 LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION) 81 TABLE 11 LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION) 81 6.2 VIRTUAL REALITY 81 6.2.1 GROWING DEMAND FOR IMMERSIVE ENTERTAINMENT EXPERIENCES TO DRIVE MARKET FOR VIRTUAL REALITY TECHNOLOGY 81 TABLE 12 VIRTUAL REALITY: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION) 82 TABLE 13 VIRTUAL REALITY: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION) 82 6.3 AUGMENTED REALITY 82 6.3.1 GROWING NEED TO OFFER ENGAGING TRAINING AND EDUCATIONAL EXPERIENCES TO DRIVE MARKET FOR AUGMENTED REALITY TECHNOLOGY 82 TABLE 14 AUGMENTED REALITY: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION) 83 TABLE 15 AUGMENTED REALITY: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION) 83 6.4 PROJECTION MAPPING 83 6.4.1 DEMAND FOR INTERACTIVE EXPERIENCE AMONG USERS TO DRIVE POPULARITY OF PROJECTION MAPPING TECHNOLOGY 83 TABLE 16 PROJECTION MAPPING: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION) 84 TABLE 17 PROJECTION MAPPING: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION) 84 6.5 OTHER TECHNOLOGIES 85 TABLE 18 OTHER TECHNOLOGIES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION) 85 TABLE 19 OTHER TECHNOLOGIES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION) 85 7 LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING 86 7.1 INTRODUCTION 87 FIGURE 21 HARDWARE SEGMENT TO WITNESS HIGHEST GROWTH DURING FORECAST PERIOD 87 7.1.1 OFFERINGS: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS 87 TABLE 20 LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018–2022 (USD MILLION) 88 TABLE 21 LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023–2028 (USD MILLION) 88 7.2 HARDWARE 88 7.2.1 EFFECTIVE USE OF HARDWARE SYSTEMS TO FACILITATE CREATION OF ENGAGING AND IMMERSIVE EXPERIENCES TO DRIVE MARKET 88 TABLE 22 HARDWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION) 89 TABLE 23 HARDWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION) 89 7.3 SOFTWARE 89 7.3.1 GROWING NEED FOR ADVANCED SYSTEMS TO CREATE AND MANAGE DIGITAL CONTENT TO DRIVE ADOPTION OF LOCATION-BASED ENTERTAINMENT SOFTWARE 89 TABLE 24 SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION) 90 TABLE 25 SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION) 90 7.4 SERVICES 90 FIGURE 22 MANAGED SERVICES SEGMENT TO RECORD HIGHEST CAGR BY 2028 91 TABLE 26 LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018–2022 (USD MILLION) 91 TABLE 27 LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023–2028 (USD MILLION) 91 TABLE 28 SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION) 92 TABLE 29 SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION) 92 7.4.1 PROFESSIONAL SERVICES 92 FIGURE 23 TRAINING AND DEPLOYMENT SEGMENT TO ACHIEVE HIGHEST GROWTH DURING FORECAST PERIOD 93 TABLE 30 LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION) 93 TABLE 31 LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION) 93 TABLE 32 PROFESSIONAL SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION) 94 TABLE 33 PROFESSIONAL SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION) 94 7.4.1.1 Consulting 94 7.4.1.1.1 Increasing need to determine viability of location-based entertainment projects to drive demand for strategic consulting services 94 TABLE 34 CONSULTING: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION) 95 TABLE 35 CONSULTING: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION) 95 7.4.1.2 Support and maintenance 95 7.4.1.2.1 Effective support and maintenance services to guarantee seamless location-based entertainment experiences 95 TABLE 36 SUPPORT AND MAINTENANCE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION) 96 TABLE 37 SUPPORT AND MAINTENANCE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION) 96 7.4.1.3 Training and deployment 96 7.4.1.3.1 Demand for exceptional location-based entertainment experiences to propel market for training and deployment services 96 TABLE 38 TRAINING AND DEPLOYMENT: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION) 97 TABLE 39 TRAINING AND DEPLOYMENT: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION) 97 7.4.2 MANAGED SERVICES 97 7.4.2.1 Growing demand for better customer service and experience to increase use of managed services in location-based entertainment industry 97 TABLE 40 MANAGED SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION) 98 TABLE 41 MANAGED SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION) 98 8 LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE 99 8.1 INTRODUCTION 100 FIGURE 24 ARCADES SEGMENT TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD 100 8.1.1 VENUES: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS 100 TABLE 42 LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018–2022 (USD MILLION) 101 TABLE 43 LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023–2028 (USD MILLION) 101 8.2 AMUSEMENT PARKS 101 8.2.1 DEMAND FOR INNOVATIVE, ENGAGING EXPERIENCES AT AMUSEMENT PARKS TO DRIVE LOCATION-BASED ENTERTAINMENT MARKET 101 TABLE 44 AMUSEMENT PARKS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION) 102 TABLE 45 AMUSEMENT PARKS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION) 102 8.3 THEME PARKS 102 8.3.1 GROWING DEMAND FOR CULTURAL AND EDUCATION HUBS TO DRIVE POPULARITY OF LOCATION-BASED ENTERTAINMENT AT THEME PARKS 102 TABLE 46 THEME PARKS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION) 103 TABLE 47 THEME PARKS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION) 103 8.4 ARCADES 103 8.4.1 NEED TO PROMOTE SOCIAL INTERACTION AND ENGAGEMENT AMONG YOUTH TO BOOST POPULARITY OF ARCADES 103 TABLE 48 ARCADES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION) 104 TABLE 49 ARCADES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION) 104 8.5 OTHER VENUES 104 TABLE 50 OTHER VENUES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION) 105 TABLE 51 OTHER VENUES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION) 105 9 LOCATION-BASED ENTERTAINMENT MARKET, BY REGION 106 9.1 INTRODUCTION 107 FIGURE 25 NORTH AMERICA TO LEAD MARKET DURING FORECAST PERIOD 107 FIGURE 26 ASIA PACIFIC TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD 108 TABLE 52 LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION) 108 TABLE 53 LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION) 108 9.2 NORTH AMERICA 109 9.2.1 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS 109 9.2.2 NORTH AMERICA: RECESSION IMPACT 109 FIGURE 27 NORTH AMERICA: MARKET SNAPSHOT 110 TABLE 54 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION) 110 TABLE 55 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION) 111 TABLE 56 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018–2022 (USD MILLION) 111 TABLE 57 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023–2028 (USD MILLION) 111 TABLE 58 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018–2022 (USD MILLION) 111 TABLE 59 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023–2028 (USD MILLION) 112 TABLE 60 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION) 112 TABLE 61 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION) 112 TABLE 62 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018–2022 (USD MILLION) 113 TABLE 63 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023–2028 (USD MILLION) 113 TABLE 64 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2018–2022 (USD MILLION) 113 TABLE 65 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2023–2028 (USD MILLION) 113 9.2.3 US 114 9.2.3.1 Rising demand for immersive and interactive experiences to drive location-based entertainment market 114 TABLE 66 US: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION) 114 TABLE 67 US: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION) 114 TABLE 68 US: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018–2022 (USD MILLION) 115 TABLE 69 US: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023–2028 (USD MILLION) 115 TABLE 70 US: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018–2022 (USD MILLION) 115 TABLE 71 US: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023–2028 (USD MILLION) 115 TABLE 72 US: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION) 116 TABLE 73 US: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION) 116 TABLE 74 US: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018–2022 (USD MILLION) 116 TABLE 75 US: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023–2028 (USD MILLION) 117 9.2.4 CANADA 117 9.2.4.1 Increased consumer spending on leisure activities to drive popularity of location-based entertainment 117 9.3 EUROPE 117 9.3.1 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS 118 9.3.2 EUROPE: RECESSION IMPACT 118 TABLE 76 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION) 118 TABLE 77 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION) 119 TABLE 78 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018–2022 (USD MILLION) 119 TABLE 79 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023–2028 (USD MILLION) 119 TABLE 80 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018–2022 (USD MILLION) 119 TABLE 81 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023–2028 (USD MILLION) 120 TABLE 82 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION) 120 TABLE 83 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION) 120 TABLE 84 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018–2022 (USD MILLION) 121 TABLE 85 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023–2028 (USD MILLION) 121 TABLE 86 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2018–2022 (USD MILLION) 121 TABLE 87 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2023–2028 (USD MILLION) 122 9.3.3 UK 122 9.3.3.1 Rise in demand for immersive experiences among youth to drive popularity of location-based entertainment solutions 122 TABLE 88 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION) 122 TABLE 89 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION) 123 TABLE 90 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018–2022 (USD MILLION) 123 TABLE 91 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023–2028 (USD MILLION) 123 TABLE 92 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018–2022 (USD MILLION) 124 TABLE 93 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023–2028 (USD MILLION) 124 TABLE 94 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION) 124 TABLE 95 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION) 125 TABLE 96 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018–2022 (USD MILLION) 125 TABLE 97 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023–2028 (USD MILLION) 125 9.3.4 GERMANY 126 9.3.4.1 Growing adoption of advanced technologies for location-based entertainment to drive market growth 126 9.3.5 FRANCE 126 9.3.5.1 Increased development in venture funding by small players to propel market for location-based entertainment 126 9.3.6 SPAIN 126 9.3.6.1 Rise in tourism to boost location-based entertainment market 126 9.3.7 ITALY 127 9.3.7.1 Increased government initiatives to drive development of location-based entertainment solutions 127 9.3.8 NORDICS 127 9.3.8.1 Rising demand for leisure and entertainment activities to drive demand for location-based entertainment solutions 127 9.3.9 REST OF EUROPE 127 9.4 ASIA PACIFIC 128 9.4.1 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS 128 9.4.2 ASIA PACIFIC: RECESSION IMPACT 128 FIGURE 28 ASIA PACIFIC: MARKET SNAPSHOT 129 TABLE 98 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION) 129 TABLE 99 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION) 130 TABLE 100 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018–2022 (USD MILLION) 130 TABLE 101 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023–2028 (USD MILLION) 130 TABLE 102 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018–2022 (USD MILLION) 130 TABLE 103 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023–2028 (USD MILLION) 131 TABLE 104 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION) 131 TABLE 105 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION) 131 TABLE 106 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018–2022 (USD MILLION) 132 TABLE 107 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023–2028 (USD MILLION) 132 TABLE 108 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2018–2022 (USD MILLION) 132 TABLE 109 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2023–2028 (USD MILLION) 133 9.4.3 CHINA 133 9.4.3.1 Increasing investments in immersive technologies to drive growth of location-based entertainment market 133 TABLE 110 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION) 133 TABLE 111 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION) 134 TABLE 112 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018–2022 (USD MILLION) 134 TABLE 113 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023–2028 (USD MILLION) 134 TABLE 114 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018–2022 (USD MILLION) 135 TABLE 115 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023–2028 (USD MILLION) 135 TABLE 116 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION) 135 TABLE 117 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION) 135 TABLE 118 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018–2022 (USD MILLION) 136 TABLE 119 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023–2028 (USD MILLION) 136 9.4.4 JAPAN 136 9.4.4.1 Increased adoption of AR and VR technologies to boost demand for location-based entertainment market 136 9.4.5 INDIA 137 9.4.5.1 Large investments in location-based entertainment industry by domestic and international players to drive market growth 137 9.4.6 AUSTRALIA & NEW ZEALAND 137 9.4.6.1 Increased consumer spending on entertainment activities to drive popularity of location-based entertainment solutions 137 9.4.7 SOUTHEAST ASIA 137 9.4.7.1 Increasing tourism to drive advancements in location-based entertainment industry 137 9.4.8 REST OF ASIA PACIFIC 137 9.5 MIDDLE EAST & AFRICA 138 9.5.1 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS 138 9.5.2 MIDDLE EAST & AFRICA: RECESSION IMPACT 138 TABLE 120 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION) 139 TABLE 121 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION) 139 TABLE 122 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018–2022 (USD MILLION) 139 TABLE 123 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023–2028 (USD MILLION) 140 TABLE 124 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018–2022 (USD MILLION) 140 TABLE 125 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023–2028 (USD MILLION) 140 TABLE 126 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION) 140 TABLE 127 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION) 141 TABLE 128 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018–2022 (USD MILLION) 141 TABLE 129 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023–2028 (USD MILLION) 141 TABLE 130 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2018–2022 (USD MILLION) 142 TABLE 131 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2023–2028 (USD MILLION) 142 9.5.3 UAE 142 9.5.3.1 Increasing tourism to drive demand for location-based entertainment solutions 142 TABLE 132 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION) 143 TABLE 133 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION) 143 TABLE 134 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018–2022 (USD MILLION) 143 TABLE 135 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023–2028 (USD MILLION) 144 TABLE 136 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018–2022 (USD MILLION) 144 TABLE 137 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023–2028 (USD MILLION) 144 TABLE 138 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION) 145 TABLE 139 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION) 145 TABLE 140 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018–2022 (USD MILLION) 145 TABLE 141 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023–2028 (USD MILLION) 146 9.5.4 KSA 146 9.5.4.1 Rapid economic growth and change in consumer lifestyle to boost adoption of location-based entertainment solutions 146 9.5.5 ISRAEL 146 9.5.5.1 Increased government support to propel developments in location-based entertainment market 146 9.5.6 SOUTH AFRICA 146 9.5.6.1 Increasing spending on leisure activities to drive market growth 146 9.5.7 REST OF MIDDLE EAST & AFRICA 147 9.6 LATIN AMERICA 147 9.6.1 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS 147 9.6.2 LATIN AMERICA: RECESSION IMPACT 147 TABLE 142 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION) 148 TABLE 143 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION) 148 TABLE 144 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018–2022 (USD MILLION) 148 TABLE 145 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023–2028 (USD MILLION) 149 TABLE 146 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018–2022 (USD MILLION) 149 TABLE 147 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023–2028 (USD MILLION) 149 TABLE 148 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION) 150 TABLE 149 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION) 150 TABLE 150 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018–2022 (USD MILLION) 150 TABLE 151 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023–2028 (USD MILLION) 151 TABLE 152 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2018–2022 (USD MILLION) 151 TABLE 153 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2023–2028 (USD MILLION) 151 9.6.3 BRAZIL 152 9.6.3.1 Rapidly evolving middle-class population and its expectations to boost growth of location-based entertainment market 152 TABLE 154 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION) 152 TABLE 155 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION) 152 TABLE 156 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018–2022 (USD MILLION) 153 TABLE 157 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023–2028 (USD MILLION) 153 TABLE 158 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018–2022 (USD MILLION) 153 TABLE 159 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023–2028 (USD MILLION) 154 TABLE 160 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION) 154 TABLE 161 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION) 154 TABLE 162 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018–2022 (USD MILLION) 155 TABLE 163 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023–2028 (USD MILLION) 155 9.6.4 MEXICO 155 9.6.4.1 Growing disposable income of consumers to drive growth of location-based entertainment market 155 9.6.5 REST OF LATIN AMERICA 156 10 COMPETITIVE LANDSCAPE 157 10.1 OVERVIEW 157 10.2 STRATEGIES ADOPTED BY KEY PLAYERS 157 TABLE 164 STRATEGIES ADOPTED BY KEY PLAYERS 157 10.3 MARKET SHARE ANALYSIS FOR KEY PLAYERS 158 TABLE 165 LOCATION-BASED ENTERTAINMENT MARKET: INTENSITY OF COMPETITIVE RIVALRY 158 10.4 HISTORICAL REVENUE ANALYSIS 158 FIGURE 29 HISTORICAL REVENUE ANALYSIS FOR KEY PLAYERS, 2020–2022 (USD MILLION) 159 10.5 MARKET RANKING ANALYSIS FOR KEY PLAYERS, 2023 159 FIGURE 30 MARKET RANKING ANALYSIS FOR KEY PLAYERS, 2023 159 10.6 EVALUATION QUADRANT MATRIX FOR KEY PLAYERS 160 FIGURE 31 EVALUATION QUADRANT MATRIX FOR KEY PLAYERS: CRITERIA WEIGHTAGE 160 10.6.1 STARS 161 10.6.2 EMERGING LEADERS 161 10.6.3 PERVASIVE PLAYERS 161 10.6.4 PARTICIPANTS 161 FIGURE 32 EVALUATION QUADRANT MATRIX FOR KEY PLAYERS, 2023 162 10.7 EVALUATION QUADRANT MATRIX FOR STARTUPS/SMES 163 FIGURE 33 EVALUATION QUADRANT MATRIX FOR STARTUPS/SMES: CRITERIA WEIGHTAGE 163 10.7.1 PROGRESSIVE COMPANIES 163 10.7.2 RESPONSIVE COMPANIES 163 10.7.3 DYNAMIC COMPANIES 163 10.7.4 STARTING BLOCKS 163 FIGURE 34 EVALUATION QUADRANT MATRIX FOR STARTUPS/SMES, 2023 164 10.8 COMPETITIVE BENCHMARKING FOR STARTUPS/SMES 165 TABLE 166 DETAILED LIST OF KEY STARTUPS/SMES 165 TABLE 167 COMPETITIVE BENCHMARKING FOR STARTUPS/SMES 166 TABLE 168 COMPETITIVE BENCHMARKING FOR KEY PLAYERS 167 10.9 COMPETITIVE SCENARIO 168 10.9.1 PRODUCT LAUNCHES 168 TABLE 169 PRODUCT LAUNCHES, 2019–2022 168 10.9.2 DEALS 169 TABLE 170 DEALS, 2020–2023 169 11 COMPANY PROFILES 171 11.1 MAJOR PLAYERS 171 (Business overview, Products/Solutions/Services offered, Recent Developments, MNM view)* 11.1.1 MICROSOFT 171 TABLE 171 MICROSOFT: BUSINESS OVERVIEW 171 FIGURE 35 MICROSOFT: COMPANY SNAPSHOT 172 TABLE 172 MICROSOFT: PRODUCTS/SOLUTIONS/SERVICES OFFERED 172 TABLE 173 MICROSOFT: DEALS 173 11.1.2 GOOGLE 175 TABLE 174 GOOGLE: BUSINESS OVERVIEW 175 FIGURE 36 GOOGLE: COMPANY SNAPSHOT 176 TABLE 175 GOOGLE: PRODUCTS/SOLUTIONS/SERVICES OFFERED 176 11.1.3 META 178 TABLE 176 META: BUSINESS OVERVIEW 178 FIGURE 37 META: COMPANY SNAPSHOT 179 TABLE 177 META: PRODUCTS/SOLUTIONS/SERVICES OFFERED 179 11.1.4 UNITY TECHNOLOGIES 181 TABLE 178 UNITY TECHNOLOGIES: BUSINESS OVERVIEW 181 FIGURE 38 UNITY TECHNOLOGIES: COMPANY SNAPSHOT 182 TABLE 179 UNITY TECHNOLOGIES: PRODUCTS/SOLUTIONS/SERVICES OFFERED 182 TABLE 180 UNITY TECHNOLOGIES: PRODUCT LAUNCHES 183 TABLE 181 UNITY TECHNOLOGIES: DEALS 183 11.1.5 NVIDIA 185 TABLE 182 NVIDIA: BUSINESS OVERVIEW 185 FIGURE 39 NVIDIA: COMPANY SNAPSHOT 186 TABLE 183 NVIDIA: PRODUCTS/SOLUTIONS/SERVICES OFFERED 186 TABLE 184 NVIDIA: PRODUCT LAUNCHES 187 11.1.6 SONY INTERACTIVE ENTERTAINMENT 189 TABLE 185 SONY INTERACTIVE ENTERTAINMENT: BUSINESS OVERVIEW 189 FIGURE 40 SONY INTERACTIVE ENTERTAINMENT: COMPANY SNAPSHOT 190 TABLE 186 SONY INTERACTIVE ENTERTAINMENT: PRODUCTS/SOLUTIONS/SERVICES OFFERED 190 TABLE 187 SONY INTERACTIVE ENTERTAINMENT: DEALS 191 11.1.7 SAMSUNG 192 TABLE 188 SAMSUNG: BUSINESS OVERVIEW 192 FIGURE 41 SAMSUNG: COMPANY SNAPSHOT 193 TABLE 189 SAMSUNG: PRODUCTS/SOLUTIONS/SERVICES OFFERED 193 TABLE 190 SAMSUNG: DEALS 194 11.1.8 BARCO ELECTRONIC SYSTEMS 195 TABLE 191 BARCO ELECTRONIC SYSTEMS: BUSINESS OVERVIEW 195 FIGURE 42 BARCO ELECTRONIC SYSTEMS: COMPANY SNAPSHOT 196 TABLE 192 BARCO ELECTRONIC SYSTEMS: PRODUCTS/SOLUTIONS/SERVICES OFFERED 196 TABLE 193 BARCO ELECTRONIC SYSTEMS: DEALS 197 11.1.9 PANASONIC 198 TABLE 194 PANASONIC: BUSINESS OVERVIEW 198 FIGURE 43 PANASONIC: COMPANY SNAPSHOT 199 TABLE 195 PANASONIC: DEALS 199 11.1.10 HUAWEI TECHNOLOGIES 200 TABLE 196 HUAWEI TECHNOLOGIES: BUSINESS OVERVIEW 200 FIGURE 44 HUAWEI TECHNOLOGIES: COMPANY SNAPSHOT 201 TABLE 197 HUAWEI TECHNOLOGIES: PRODUCTS/SOLUTIONS/SERVICES OFFERED 201 TABLE 198 HUAWEI TECHNOLOGIES: PRODUCT LAUNCHES 202 *Details on Business overview, Products/Solutions/Services offered, Recent Developments, MNM view might not be captured in case of unlisted companies. 11.2 OTHER PLAYERS 203 11.2.1 HQ SOFTWARE 203 11.2.2 HTC VIVE 204 11.2.3 NIANTIC INC. 205 11.2.4 VICON MOTION SYSTEMS 206 11.2.5 OPTITRACK 207 11.3 STARTUPS/SMES 208 11.3.1 SPRINGBOARDVR 208 11.3.2 4EXPERIENCE 209 11.3.3 HOLOGATE 210 11.3.4 ULTRALEAP 211 11.3.5 MAGIC LEAP 212 11.3.6 SHAPE IMMERSIVE 213 11.3.7 CAMON 214 11.3.8 KATVR 215 11.3.9 VIRTUIX 216 11.3.10 PICO 217
SummaryThe location based entertainment market size is projected to grow from USD 3.5 billion in 2023 to USD 11.8 billion by 2028, at a CAGR of 27.3% during the forecast period. As technology becomes more accessible and affordable, the barriers to entry for location based entertainment decrease. This allows more venues and establishments to incorporate immersive experiences into their offerings, making it accessible to a wider audience and being a driving factor to the growth of the market. Table of Contents1 INTRODUCTION 351.1 STUDY OBJECTIVES 35 1.2 MARKET DEFINITION 35 1.3 STUDY SCOPE 36 1.3.1 MARKET SEGMENTATION 36 1.3.2 REGIONS COVERED 36 1.3.3 INCLUSIONS & EXCLUSIONS 37 1.4 YEARS CONSIDERED 37 1.5 CURRENCY CONSIDERED 37 TABLE 1 USD EXCHANGE RATE, 2020–2022 38 1.6 STAKEHOLDERS 38 2 RESEARCH METHODOLOGY 39 2.1 RESEARCH DATA 39 FIGURE 1 LOCATION-BASED ENTERTAINMENT MARKET: RESEARCH DESIGN 39 FIGURE 2 RESEARCH METHODOLOGY 40 2.1.1 SECONDARY DATA 40 2.1.1.1 Key data from secondary sources 41 2.1.2 PRIMARY DATA 41 2.1.2.1 Key primary interview participants 41 2.1.2.2 Breakdown of primaries 42 2.1.2.3 Key data from primary sources 42 2.1.2.4 Key industry insights 43 2.2 MARKET SIZE ESTIMATION 43 FIGURE 3 MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN AND BOTTOM-UP APPROACHES 44 2.2.1 TOP-DOWN APPROACH 44 2.2.2 BOTTOM-UP APPROACH 44 2.3 MARKET BREAKDOWN AND DATA TRIANGULATION 45 FIGURE 4 DATA TRIANGULATION 45 TABLE 2 FACTOR ANALYSIS 46 2.4 RESEARCH ASSUMPTIONS 46 2.5 LIMITATIONS AND RISK ASSESSMENT 48 2.6 LOCATION-BASED ENTERTAINMENT MARKET: RECESSION IMPACT 48 3 EXECUTIVE SUMMARY 49 FIGURE 5 LOCATION-BASED ENTERTAINMENT MARKET, 2021–2028 (USD MILLION) 49 FIGURE 6 LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023 51 FIGURE 7 ASIA PACIFIC TO BE LUCRATIVE MARKET FOR INVESTMENTS DURING FORECAST PERIOD 52 4 PREMIUM INSIGHTS 53 4.1 ATTRACTIVE OPPORTUNITIES FOR PLAYERS IN LOCATION-BASED ENTERTAINMENT MARKET 53 4.2 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING & COUNTRY 53 FIGURE 8 HARDWARE AND US TO ACCOUNT FOR SIGNIFICANT SHARE IN 2023 53 4.3 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING & KEY COUNTRY 54 FIGURE 9 HARDWARE AND CHINA TO ACCOUNT FOR SIGNIFICANT SHARE IN 2023 54 5 MARKET OVERVIEW 55 5.1 INTRODUCTION 55 5.2 MARKET DYNAMICS 55 FIGURE 10 LOCATION-BASED ENTERTAINMENT MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES 55 5.2.1 DRIVERS 56 5.2.1.1 Advancements in VR gaming with location-based entertainment 56 5.2.1.2 Advancements in VR and AR technologies 56 5.2.1.3 Integration of artificial intelligence (AI) and machine learning (ML) technologies 56 5.2.1.4 Rising demand for social and shared experiences 57 5.2.2 RESTRAINTS 57 5.2.2.1 Limited scalability of location-based entertainment business 57 5.2.2.2 High upfront cost 57 5.2.3 OPPORTUNITIES 57 5.2.3.1 Increase in live events and performances 57 5.2.3.2 Rising popularity of wearables such as fitness trackers and smartwatches 58 5.2.4 CHALLENGES 58 5.2.4.1 Regulatory requirements at local, state, and federal levels 58 5.2.4.2 Rapid pace of technological change 58 5.2.5 CUMULATIVE GROWTH ANALYSIS 58 5.3 INDUSTRY TRENDS 59 5.3.1 VALUE CHAIN ANALYSIS 59 FIGURE 11 VALUE CHAIN ANALYSIS 59 5.3.2 HISTORY OF LOCATION-BASED ENTERTAINMENT 60 FIGURE 12 HISTORY OF LOCATION-BASED ENTERTAINMENT 60 5.3.2.1 1990s 60 5.3.2.2 2000s 60 5.3.2.3 2010s 60 5.3.2.4 2020s 61 5.3.3 ECOSYSTEM ANALYSIS 61 FIGURE 13 ECOSYSTEM ANALYSIS MAP 61 TABLE 3 ECOSYSTEM ANALYSIS 62 5.3.4 LOCATION-BASED ENTERTAINMENT TOOLS, FRAMEWORK, AND TECHNIQUES 63 5.3.5 PORTER’S FIVE FORCES ANALYSIS 63 TABLE 4 PORTER’S FIVE FORCES ANALYSIS 63 FIGURE 14 PORTER’S FIVE FORCES ANALYSIS 64 5.3.5.1 Threat from New Entrants 64 5.3.5.2 Threat from Substitutes 64 5.3.5.3 Bargaining Power of Buyers 64 5.3.5.4 Bargaining Power of Suppliers 65 5.3.5.5 Intensity of Competitive Rivalry 65 5.3.6 KEY STAKEHOLDERS AND BUYING CRITERIA 65 5.3.6.1 Key stakeholders in buying process 65 FIGURE 15 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP TECHNOLOGIES 65 TABLE 5 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP TECHNOLOGIES 65 5.3.6.2 Buying criteria 66 FIGURE 16 KEY BUYING CRITERIA FOR TOP TECHNOLOGIES 66 TABLE 6 KEY BUYING CRITERIA FOR TOP TECHNOLOGIES 66 5.3.7 TECHNOLOGY ANALYSIS 66 5.3.7.1 Adjacent technologies 66 5.3.7.1.1 AI & ML 66 5.3.7.1.2 5G 67 5.3.7.1.3 IoT 67 5.3.7.2 Related technologies 68 5.3.7.2.1 Virtual Reality (VR) 68 5.3.7.2.2 Augmented Reality (AR) 68 5.3.7.2.3 Projection Mapping 68 5.3.8 FUTURE OF LOCATION-BASED ENTERTAINMENT MARKET LANDSCAPE 69 5.3.9 RECENT TRENDS AND DEALS UNDERTAKEN BY DISNEY, NETFLIX, AND UNIVERSAL STUDIOS 69 5.3.9.1 Disney 69 5.3.9.2 Netflix 70 5.3.9.3 Universal Studios 70 5.3.10 TRENDS AND DISRUPTIONS IMPACTING BUYERS 71 FIGURE 17 REVENUE SHIFT FOR LOCATION-BASED ENTERTAINMENT MARKET 71 5.3.11 PATENT ANALYSIS 71 5.3.11.1 Methodology 71 5.3.11.2 Document types 71 TABLE 7 PATENTS FILED, 2020–2023 71 5.3.11.3 Innovation and patent applications 72 FIGURE 18 NUMBER OF PATENTS GRANTED ANNUALLY, 2020–2023 72 5.3.11.3.1 Top applicants 72 FIGURE 19 TOP TEN PATENT APPLICANTS WITH HIGHEST NUMBER OF APPLICATIONS, 2020–2023 72 5.3.12 PRICING ANALYSIS 73 TABLE 8 PRICING ANALYSIS 73 5.3.13 CASE STUDY ANALYSIS 73 5.3.13.1 Case Study 1: Barco helped Miraj Group create immersive experience for audience 73 5.3.13.2 Case Study 2: Fennec Labs and Spawnpoint used VIVE Focus 3 and LBSS to deliver engaging VR arcade experiences 74 5.3.13.3 Case Study 3: Ocean Labs used Ultraleap’s immersive technologies to promote LEGO’s Rebuild World campaign 74 5.3.13.4 Case Study 4: DreamTrace used 4Experience for motion tracking and multiplayer functionalities in physical VR arena 75 5.3.13.5 Case Study 5: Atlantis Aquarium relied on Panasonic to offer visitors fully immersive experience of underwater world 75 5.3.14 KEY CONFERENCES & EVENTS 76 TABLE 9 LIST OF KEY CONFERENCES & EVENTS, 2023–2024 76 5.3.15 REGULATORY LANDSCAPE 76 5.3.15.1 Regulatory bodies, government agencies, and other organizations 76 5.3.15.1.1 North America 76 5.3.15.1.2 Europe 77 5.3.15.1.3 Asia Pacific 77 5.3.15.1.4 Middle East & Africa 78 5.3.15.1.5 Latin America 78 6 LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY 79 6.1 INTRODUCTION 80 FIGURE 20 AUGMENTED REALITY SEGMENT TO WITNESS HIGHEST GROWTH DURING FORECAST PERIOD 80 6.1.1 TECHNOLOGIES: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS 80 TABLE 10 LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION) 81 TABLE 11 LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION) 81 6.2 VIRTUAL REALITY 81 6.2.1 GROWING DEMAND FOR IMMERSIVE ENTERTAINMENT EXPERIENCES TO DRIVE MARKET FOR VIRTUAL REALITY TECHNOLOGY 81 TABLE 12 VIRTUAL REALITY: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION) 82 TABLE 13 VIRTUAL REALITY: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION) 82 6.3 AUGMENTED REALITY 82 6.3.1 GROWING NEED TO OFFER ENGAGING TRAINING AND EDUCATIONAL EXPERIENCES TO DRIVE MARKET FOR AUGMENTED REALITY TECHNOLOGY 82 TABLE 14 AUGMENTED REALITY: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION) 83 TABLE 15 AUGMENTED REALITY: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION) 83 6.4 PROJECTION MAPPING 83 6.4.1 DEMAND FOR INTERACTIVE EXPERIENCE AMONG USERS TO DRIVE POPULARITY OF PROJECTION MAPPING TECHNOLOGY 83 TABLE 16 PROJECTION MAPPING: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION) 84 TABLE 17 PROJECTION MAPPING: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION) 84 6.5 OTHER TECHNOLOGIES 85 TABLE 18 OTHER TECHNOLOGIES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION) 85 TABLE 19 OTHER TECHNOLOGIES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION) 85 7 LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING 86 7.1 INTRODUCTION 87 FIGURE 21 HARDWARE SEGMENT TO WITNESS HIGHEST GROWTH DURING FORECAST PERIOD 87 7.1.1 OFFERINGS: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS 87 TABLE 20 LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018–2022 (USD MILLION) 88 TABLE 21 LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023–2028 (USD MILLION) 88 7.2 HARDWARE 88 7.2.1 EFFECTIVE USE OF HARDWARE SYSTEMS TO FACILITATE CREATION OF ENGAGING AND IMMERSIVE EXPERIENCES TO DRIVE MARKET 88 TABLE 22 HARDWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION) 89 TABLE 23 HARDWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION) 89 7.3 SOFTWARE 89 7.3.1 GROWING NEED FOR ADVANCED SYSTEMS TO CREATE AND MANAGE DIGITAL CONTENT TO DRIVE ADOPTION OF LOCATION-BASED ENTERTAINMENT SOFTWARE 89 TABLE 24 SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION) 90 TABLE 25 SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION) 90 7.4 SERVICES 90 FIGURE 22 MANAGED SERVICES SEGMENT TO RECORD HIGHEST CAGR BY 2028 91 TABLE 26 LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018–2022 (USD MILLION) 91 TABLE 27 LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023–2028 (USD MILLION) 91 TABLE 28 SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION) 92 TABLE 29 SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION) 92 7.4.1 PROFESSIONAL SERVICES 92 FIGURE 23 TRAINING AND DEPLOYMENT SEGMENT TO ACHIEVE HIGHEST GROWTH DURING FORECAST PERIOD 93 TABLE 30 LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION) 93 TABLE 31 LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION) 93 TABLE 32 PROFESSIONAL SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION) 94 TABLE 33 PROFESSIONAL SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION) 94 7.4.1.1 Consulting 94 7.4.1.1.1 Increasing need to determine viability of location-based entertainment projects to drive demand for strategic consulting services 94 TABLE 34 CONSULTING: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION) 95 TABLE 35 CONSULTING: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION) 95 7.4.1.2 Support and maintenance 95 7.4.1.2.1 Effective support and maintenance services to guarantee seamless location-based entertainment experiences 95 TABLE 36 SUPPORT AND MAINTENANCE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION) 96 TABLE 37 SUPPORT AND MAINTENANCE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION) 96 7.4.1.3 Training and deployment 96 7.4.1.3.1 Demand for exceptional location-based entertainment experiences to propel market for training and deployment services 96 TABLE 38 TRAINING AND DEPLOYMENT: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION) 97 TABLE 39 TRAINING AND DEPLOYMENT: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION) 97 7.4.2 MANAGED SERVICES 97 7.4.2.1 Growing demand for better customer service and experience to increase use of managed services in location-based entertainment industry 97 TABLE 40 MANAGED SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION) 98 TABLE 41 MANAGED SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION) 98 8 LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE 99 8.1 INTRODUCTION 100 FIGURE 24 ARCADES SEGMENT TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD 100 8.1.1 VENUES: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS 100 TABLE 42 LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018–2022 (USD MILLION) 101 TABLE 43 LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023–2028 (USD MILLION) 101 8.2 AMUSEMENT PARKS 101 8.2.1 DEMAND FOR INNOVATIVE, ENGAGING EXPERIENCES AT AMUSEMENT PARKS TO DRIVE LOCATION-BASED ENTERTAINMENT MARKET 101 TABLE 44 AMUSEMENT PARKS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION) 102 TABLE 45 AMUSEMENT PARKS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION) 102 8.3 THEME PARKS 102 8.3.1 GROWING DEMAND FOR CULTURAL AND EDUCATION HUBS TO DRIVE POPULARITY OF LOCATION-BASED ENTERTAINMENT AT THEME PARKS 102 TABLE 46 THEME PARKS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION) 103 TABLE 47 THEME PARKS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION) 103 8.4 ARCADES 103 8.4.1 NEED TO PROMOTE SOCIAL INTERACTION AND ENGAGEMENT AMONG YOUTH TO BOOST POPULARITY OF ARCADES 103 TABLE 48 ARCADES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION) 104 TABLE 49 ARCADES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION) 104 8.5 OTHER VENUES 104 TABLE 50 OTHER VENUES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION) 105 TABLE 51 OTHER VENUES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION) 105 9 LOCATION-BASED ENTERTAINMENT MARKET, BY REGION 106 9.1 INTRODUCTION 107 FIGURE 25 NORTH AMERICA TO LEAD MARKET DURING FORECAST PERIOD 107 FIGURE 26 ASIA PACIFIC TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD 108 TABLE 52 LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2018–2022 (USD MILLION) 108 TABLE 53 LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2023–2028 (USD MILLION) 108 9.2 NORTH AMERICA 109 9.2.1 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS 109 9.2.2 NORTH AMERICA: RECESSION IMPACT 109 FIGURE 27 NORTH AMERICA: MARKET SNAPSHOT 110 TABLE 54 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION) 110 TABLE 55 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION) 111 TABLE 56 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018–2022 (USD MILLION) 111 TABLE 57 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023–2028 (USD MILLION) 111 TABLE 58 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018–2022 (USD MILLION) 111 TABLE 59 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023–2028 (USD MILLION) 112 TABLE 60 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION) 112 TABLE 61 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION) 112 TABLE 62 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018–2022 (USD MILLION) 113 TABLE 63 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023–2028 (USD MILLION) 113 TABLE 64 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2018–2022 (USD MILLION) 113 TABLE 65 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2023–2028 (USD MILLION) 113 9.2.3 US 114 9.2.3.1 Rising demand for immersive and interactive experiences to drive location-based entertainment market 114 TABLE 66 US: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION) 114 TABLE 67 US: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION) 114 TABLE 68 US: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018–2022 (USD MILLION) 115 TABLE 69 US: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023–2028 (USD MILLION) 115 TABLE 70 US: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018–2022 (USD MILLION) 115 TABLE 71 US: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023–2028 (USD MILLION) 115 TABLE 72 US: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION) 116 TABLE 73 US: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION) 116 TABLE 74 US: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018–2022 (USD MILLION) 116 TABLE 75 US: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023–2028 (USD MILLION) 117 9.2.4 CANADA 117 9.2.4.1 Increased consumer spending on leisure activities to drive popularity of location-based entertainment 117 9.3 EUROPE 117 9.3.1 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS 118 9.3.2 EUROPE: RECESSION IMPACT 118 TABLE 76 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION) 118 TABLE 77 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION) 119 TABLE 78 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018–2022 (USD MILLION) 119 TABLE 79 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023–2028 (USD MILLION) 119 TABLE 80 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018–2022 (USD MILLION) 119 TABLE 81 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023–2028 (USD MILLION) 120 TABLE 82 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION) 120 TABLE 83 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION) 120 TABLE 84 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018–2022 (USD MILLION) 121 TABLE 85 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023–2028 (USD MILLION) 121 TABLE 86 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2018–2022 (USD MILLION) 121 TABLE 87 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2023–2028 (USD MILLION) 122 9.3.3 UK 122 9.3.3.1 Rise in demand for immersive experiences among youth to drive popularity of location-based entertainment solutions 122 TABLE 88 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION) 122 TABLE 89 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION) 123 TABLE 90 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018–2022 (USD MILLION) 123 TABLE 91 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023–2028 (USD MILLION) 123 TABLE 92 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018–2022 (USD MILLION) 124 TABLE 93 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023–2028 (USD MILLION) 124 TABLE 94 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION) 124 TABLE 95 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION) 125 TABLE 96 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018–2022 (USD MILLION) 125 TABLE 97 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023–2028 (USD MILLION) 125 9.3.4 GERMANY 126 9.3.4.1 Growing adoption of advanced technologies for location-based entertainment to drive market growth 126 9.3.5 FRANCE 126 9.3.5.1 Increased development in venture funding by small players to propel market for location-based entertainment 126 9.3.6 SPAIN 126 9.3.6.1 Rise in tourism to boost location-based entertainment market 126 9.3.7 ITALY 127 9.3.7.1 Increased government initiatives to drive development of location-based entertainment solutions 127 9.3.8 NORDICS 127 9.3.8.1 Rising demand for leisure and entertainment activities to drive demand for location-based entertainment solutions 127 9.3.9 REST OF EUROPE 127 9.4 ASIA PACIFIC 128 9.4.1 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS 128 9.4.2 ASIA PACIFIC: RECESSION IMPACT 128 FIGURE 28 ASIA PACIFIC: MARKET SNAPSHOT 129 TABLE 98 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION) 129 TABLE 99 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION) 130 TABLE 100 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018–2022 (USD MILLION) 130 TABLE 101 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023–2028 (USD MILLION) 130 TABLE 102 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018–2022 (USD MILLION) 130 TABLE 103 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023–2028 (USD MILLION) 131 TABLE 104 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION) 131 TABLE 105 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION) 131 TABLE 106 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018–2022 (USD MILLION) 132 TABLE 107 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023–2028 (USD MILLION) 132 TABLE 108 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2018–2022 (USD MILLION) 132 TABLE 109 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2023–2028 (USD MILLION) 133 9.4.3 CHINA 133 9.4.3.1 Increasing investments in immersive technologies to drive growth of location-based entertainment market 133 TABLE 110 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION) 133 TABLE 111 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION) 134 TABLE 112 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018–2022 (USD MILLION) 134 TABLE 113 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023–2028 (USD MILLION) 134 TABLE 114 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018–2022 (USD MILLION) 135 TABLE 115 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023–2028 (USD MILLION) 135 TABLE 116 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION) 135 TABLE 117 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION) 135 TABLE 118 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018–2022 (USD MILLION) 136 TABLE 119 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023–2028 (USD MILLION) 136 9.4.4 JAPAN 136 9.4.4.1 Increased adoption of AR and VR technologies to boost demand for location-based entertainment market 136 9.4.5 INDIA 137 9.4.5.1 Large investments in location-based entertainment industry by domestic and international players to drive market growth 137 9.4.6 AUSTRALIA & NEW ZEALAND 137 9.4.6.1 Increased consumer spending on entertainment activities to drive popularity of location-based entertainment solutions 137 9.4.7 SOUTHEAST ASIA 137 9.4.7.1 Increasing tourism to drive advancements in location-based entertainment industry 137 9.4.8 REST OF ASIA PACIFIC 137 9.5 MIDDLE EAST & AFRICA 138 9.5.1 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS 138 9.5.2 MIDDLE EAST & AFRICA: RECESSION IMPACT 138 TABLE 120 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION) 139 TABLE 121 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION) 139 TABLE 122 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018–2022 (USD MILLION) 139 TABLE 123 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023–2028 (USD MILLION) 140 TABLE 124 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018–2022 (USD MILLION) 140 TABLE 125 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023–2028 (USD MILLION) 140 TABLE 126 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION) 140 TABLE 127 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION) 141 TABLE 128 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018–2022 (USD MILLION) 141 TABLE 129 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023–2028 (USD MILLION) 141 TABLE 130 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2018–2022 (USD MILLION) 142 TABLE 131 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2023–2028 (USD MILLION) 142 9.5.3 UAE 142 9.5.3.1 Increasing tourism to drive demand for location-based entertainment solutions 142 TABLE 132 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION) 143 TABLE 133 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION) 143 TABLE 134 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018–2022 (USD MILLION) 143 TABLE 135 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023–2028 (USD MILLION) 144 TABLE 136 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018–2022 (USD MILLION) 144 TABLE 137 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023–2028 (USD MILLION) 144 TABLE 138 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION) 145 TABLE 139 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION) 145 TABLE 140 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018–2022 (USD MILLION) 145 TABLE 141 UAE: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023–2028 (USD MILLION) 146 9.5.4 KSA 146 9.5.4.1 Rapid economic growth and change in consumer lifestyle to boost adoption of location-based entertainment solutions 146 9.5.5 ISRAEL 146 9.5.5.1 Increased government support to propel developments in location-based entertainment market 146 9.5.6 SOUTH AFRICA 146 9.5.6.1 Increasing spending on leisure activities to drive market growth 146 9.5.7 REST OF MIDDLE EAST & AFRICA 147 9.6 LATIN AMERICA 147 9.6.1 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS 147 9.6.2 LATIN AMERICA: RECESSION IMPACT 147 TABLE 142 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION) 148 TABLE 143 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION) 148 TABLE 144 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018–2022 (USD MILLION) 148 TABLE 145 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023–2028 (USD MILLION) 149 TABLE 146 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018–2022 (USD MILLION) 149 TABLE 147 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023–2028 (USD MILLION) 149 TABLE 148 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION) 150 TABLE 149 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION) 150 TABLE 150 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018–2022 (USD MILLION) 150 TABLE 151 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023–2028 (USD MILLION) 151 TABLE 152 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2018–2022 (USD MILLION) 151 TABLE 153 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2023–2028 (USD MILLION) 151 9.6.3 BRAZIL 152 9.6.3.1 Rapidly evolving middle-class population and its expectations to boost growth of location-based entertainment market 152 TABLE 154 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2018–2022 (USD MILLION) 152 TABLE 155 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION) 152 TABLE 156 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2018–2022 (USD MILLION) 153 TABLE 157 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2023–2028 (USD MILLION) 153 TABLE 158 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2018–2022 (USD MILLION) 153 TABLE 159 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2023–2028 (USD MILLION) 154 TABLE 160 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2018–2022 (USD MILLION) 154 TABLE 161 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2023–2028 (USD MILLION) 154 TABLE 162 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2018–2022 (USD MILLION) 155 TABLE 163 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2023–2028 (USD MILLION) 155 9.6.4 MEXICO 155 9.6.4.1 Growing disposable income of consumers to drive growth of location-based entertainment market 155 9.6.5 REST OF LATIN AMERICA 156 10 COMPETITIVE LANDSCAPE 157 10.1 OVERVIEW 157 10.2 STRATEGIES ADOPTED BY KEY PLAYERS 157 TABLE 164 STRATEGIES ADOPTED BY KEY PLAYERS 157 10.3 MARKET SHARE ANALYSIS FOR KEY PLAYERS 158 TABLE 165 LOCATION-BASED ENTERTAINMENT MARKET: INTENSITY OF COMPETITIVE RIVALRY 158 10.4 HISTORICAL REVENUE ANALYSIS 158 FIGURE 29 HISTORICAL REVENUE ANALYSIS FOR KEY PLAYERS, 2020–2022 (USD MILLION) 159 10.5 MARKET RANKING ANALYSIS FOR KEY PLAYERS, 2023 159 FIGURE 30 MARKET RANKING ANALYSIS FOR KEY PLAYERS, 2023 159 10.6 EVALUATION QUADRANT MATRIX FOR KEY PLAYERS 160 FIGURE 31 EVALUATION QUADRANT MATRIX FOR KEY PLAYERS: CRITERIA WEIGHTAGE 160 10.6.1 STARS 161 10.6.2 EMERGING LEADERS 161 10.6.3 PERVASIVE PLAYERS 161 10.6.4 PARTICIPANTS 161 FIGURE 32 EVALUATION QUADRANT MATRIX FOR KEY PLAYERS, 2023 162 10.7 EVALUATION QUADRANT MATRIX FOR STARTUPS/SMES 163 FIGURE 33 EVALUATION QUADRANT MATRIX FOR STARTUPS/SMES: CRITERIA WEIGHTAGE 163 10.7.1 PROGRESSIVE COMPANIES 163 10.7.2 RESPONSIVE COMPANIES 163 10.7.3 DYNAMIC COMPANIES 163 10.7.4 STARTING BLOCKS 163 FIGURE 34 EVALUATION QUADRANT MATRIX FOR STARTUPS/SMES, 2023 164 10.8 COMPETITIVE BENCHMARKING FOR STARTUPS/SMES 165 TABLE 166 DETAILED LIST OF KEY STARTUPS/SMES 165 TABLE 167 COMPETITIVE BENCHMARKING FOR STARTUPS/SMES 166 TABLE 168 COMPETITIVE BENCHMARKING FOR KEY PLAYERS 167 10.9 COMPETITIVE SCENARIO 168 10.9.1 PRODUCT LAUNCHES 168 TABLE 169 PRODUCT LAUNCHES, 2019–2022 168 10.9.2 DEALS 169 TABLE 170 DEALS, 2020–2023 169 11 COMPANY PROFILES 171 11.1 MAJOR PLAYERS 171 (Business overview, Products/Solutions/Services offered, Recent Developments, MNM view)* 11.1.1 MICROSOFT 171 TABLE 171 MICROSOFT: BUSINESS OVERVIEW 171 FIGURE 35 MICROSOFT: COMPANY SNAPSHOT 172 TABLE 172 MICROSOFT: PRODUCTS/SOLUTIONS/SERVICES OFFERED 172 TABLE 173 MICROSOFT: DEALS 173 11.1.2 GOOGLE 175 TABLE 174 GOOGLE: BUSINESS OVERVIEW 175 FIGURE 36 GOOGLE: COMPANY SNAPSHOT 176 TABLE 175 GOOGLE: PRODUCTS/SOLUTIONS/SERVICES OFFERED 176 11.1.3 META 178 TABLE 176 META: BUSINESS OVERVIEW 178 FIGURE 37 META: COMPANY SNAPSHOT 179 TABLE 177 META: PRODUCTS/SOLUTIONS/SERVICES OFFERED 179 11.1.4 UNITY TECHNOLOGIES 181 TABLE 178 UNITY TECHNOLOGIES: BUSINESS OVERVIEW 181 FIGURE 38 UNITY TECHNOLOGIES: COMPANY SNAPSHOT 182 TABLE 179 UNITY TECHNOLOGIES: PRODUCTS/SOLUTIONS/SERVICES OFFERED 182 TABLE 180 UNITY TECHNOLOGIES: PRODUCT LAUNCHES 183 TABLE 181 UNITY TECHNOLOGIES: DEALS 183 11.1.5 NVIDIA 185 TABLE 182 NVIDIA: BUSINESS OVERVIEW 185 FIGURE 39 NVIDIA: COMPANY SNAPSHOT 186 TABLE 183 NVIDIA: PRODUCTS/SOLUTIONS/SERVICES OFFERED 186 TABLE 184 NVIDIA: PRODUCT LAUNCHES 187 11.1.6 SONY INTERACTIVE ENTERTAINMENT 189 TABLE 185 SONY INTERACTIVE ENTERTAINMENT: BUSINESS OVERVIEW 189 FIGURE 40 SONY INTERACTIVE ENTERTAINMENT: COMPANY SNAPSHOT 190 TABLE 186 SONY INTERACTIVE ENTERTAINMENT: PRODUCTS/SOLUTIONS/SERVICES OFFERED 190 TABLE 187 SONY INTERACTIVE ENTERTAINMENT: DEALS 191 11.1.7 SAMSUNG 192 TABLE 188 SAMSUNG: BUSINESS OVERVIEW 192 FIGURE 41 SAMSUNG: COMPANY SNAPSHOT 193 TABLE 189 SAMSUNG: PRODUCTS/SOLUTIONS/SERVICES OFFERED 193 TABLE 190 SAMSUNG: DEALS 194 11.1.8 BARCO ELECTRONIC SYSTEMS 195 TABLE 191 BARCO ELECTRONIC SYSTEMS: BUSINESS OVERVIEW 195 FIGURE 42 BARCO ELECTRONIC SYSTEMS: COMPANY SNAPSHOT 196 TABLE 192 BARCO ELECTRONIC SYSTEMS: PRODUCTS/SOLUTIONS/SERVICES OFFERED 196 TABLE 193 BARCO ELECTRONIC SYSTEMS: DEALS 197 11.1.9 PANASONIC 198 TABLE 194 PANASONIC: BUSINESS OVERVIEW 198 FIGURE 43 PANASONIC: COMPANY SNAPSHOT 199 TABLE 195 PANASONIC: DEALS 199 11.1.10 HUAWEI TECHNOLOGIES 200 TABLE 196 HUAWEI TECHNOLOGIES: BUSINESS OVERVIEW 200 FIGURE 44 HUAWEI TECHNOLOGIES: COMPANY SNAPSHOT 201 TABLE 197 HUAWEI TECHNOLOGIES: PRODUCTS/SOLUTIONS/SERVICES OFFERED 201 TABLE 198 HUAWEI TECHNOLOGIES: PRODUCT LAUNCHES 202 *Details on Business overview, Products/Solutions/Services offered, Recent Developments, MNM view might not be captured in case of unlisted companies. 11.2 OTHER PLAYERS 203 11.2.1 HQ SOFTWARE 203 11.2.2 HTC VIVE 204 11.2.3 NIANTIC INC. 205 11.2.4 VICON MOTION SYSTEMS 206 11.2.5 OPTITRACK 207 11.3 STARTUPS/SMES 208 11.3.1 SPRINGBOARDVR 208 11.3.2 4EXPERIENCE 209 11.3.3 HOLOGATE 210 11.3.4 ULTRALEAP 211 11.3.5 MAGIC LEAP 212 11.3.6 SHAPE IMMERSIVE 213 11.3.7 CAMON 214 11.3.8 KATVR 215 11.3.9 VIRTUIX 216 11.3.10 PICO 217
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