世界各国のリアルタイムなデータ・インテリジェンスで皆様をお手伝い

Location-based Entertainment Market by Systems (AR/VR, Projection Mapping, Interactive Gaming), Software (Content Management, Experience Design, Analytics & Monitoring), Application (Immersive Rides, Cinematic Experiences) - Global Forecast to 2029

Location-based Entertainment Market by Systems (AR/VR, Projection Mapping, Interactive Gaming), Software (Content Management, Experience Design, Analytics & Monitoring), Application (Immersive Rides, Cinematic Experiences) - Global Forecast to 2029


The Location-Based entertainment market was estimated to be USD 5.47 billion in 2024 to USD 15.33 billion by 2029 at a compound annual growth rate (CAGR) of 22.9%. The growth of LBE depends on sev... もっと見る

 

 

出版社 出版年月 電子版価格 納期 ページ数 図表数 言語
MarketsandMarkets
マーケッツアンドマーケッツ
2025年2月18日 US$4,950
シングルユーザライセンス
ライセンス・価格情報
注文方法はこちら
通常2営業日以内 279 380 英語

日本語のページは自動翻訳を利用し作成しています。


 

Summary

The Location-Based entertainment market was estimated to be USD 5.47 billion in 2024 to USD 15.33 billion by 2029 at a compound annual growth rate (CAGR) of 22.9%. The growth of LBE depends on several factors including improvements in holographic displays as well as spatial computing and motion tracking and AI-driven simulations that deliver highly immersive experiences. The transition from generic to individualized entertainment experiences drives up demand at amusement parks and themed attractions and digital experience centers. Advanced analytics and cloud-based content management systems and real-time monitoring capabilities enable businesses to optimize visitor interactions and business operations while increasing revenue. High-speed network adoption and IoT-based interactive installations create new ways for users to experience physical spaces. The market expansion gets a boost from investments in smart tourism and next-generation entertainment hubs. The use of AI-generated content coupled with adaptive storytelling allows businesses to develop distinct playable experiences that attract more consumers to LBE. For instance, Meow Wolf integrates sensor-based interactivity into its immersive art exhibitions and AREA15 in Las Vegas provides multi-sensory entertainment through mixed reality and large-scale projection technology.
“Based on System, The AR/VR systems are expected to have second largest market size during the forecast period.” AR/VR systems will dominate the market because they provide highly immersive and interactive experiences. Organizations have started implementing these systems to boost customer involvement within entertainment centers and theme parks and retail settings. Market growth exists because of increasing use of head-mounted displays (HMDs) and haptic feedback technologies and spatial computing devices. Recent developments in 5G technology together with AI systems that personalize content have improved the delivery of AR/VR experiences while making them both more fluid and capable of mass scale deployment.
Location-Based VR arenas incorporating AI-powered avatars and real-time multiplayer interactions draw in more customers to their facilities. The combination of MR technologies within cultural institutions lets visitors experience interactive historical events firsthand. The boundaries of engagement continue to expand because of the advancements in full-body motion tracking and extended reality (XR) theme park rides. The sports and fitness industries use VR-based simulations to develop hyper-realistic training scenarios which benefit their operations. Metaverse-related applications expansion drives investments that position AR/VR system technology as market leaders in the LBE sector.
“Based on Services, The Professional Services will witness the highest growth during the forecast period.” Businesses will depend on professional services to dominate the market because they need expert consultation along with training and support to optimize their Location-Based entertainment (LBE) experiences. The range of services includes consulting & advisory, training & development, and support & maintenance, guaranteeing smooth integration with ongoing system efficiency. The market demands specialized expertise because immersive technologies, including AI-driven interactive environments, spatial computing, and sensor-based installations, continue to increase in complexity.
Large companies implementing projection mapping and AI-driven interactive projects need specialized consultation services to develop compelling visitor experiences. Theme parks and entertainment venues dedicate ongoing training programs to teach their staff how to operate advanced AR-based attractions and real-time analytics platforms. Periodic system updates and predictive maintenance services are essential for LBE operators to ensure operational continuity and maximize user engagement since the LBE market experiences rapid hardware and software changes. Data-driven personalized entertainment solutions have increased the market demand for professional services thus strengthening their position as market leaders.
“Based on Region, Asia Pacific's highest growth rate during the forecast period.”
The Asia Pacific region will experience the fastest expansion of LBE market operations because of increasing urbanization, growing consumer disposable income, and increasing entertainment demand. The leading countries in Asia Pacific, such as China, Japan, and South Korea, use advanced technologies such as AI-powered attractions, holographic entertainment, and multi-sensory installations to lead LBE development. The ongoing smart city developments alongside digital infrastructure growth across India and Southeast Asia provide perfect conditions for LBE market adoption.
Public authorities and private stakeholders dedicate resources to establish theme parks alongside VR gaming facilities and advanced movie theaters. China's strong metaverse initiative supports AR/VR adoption, while Japan's advanced integration of robotics and interactive park experiences improves visitor engagement. The interactive gaming culture of South Korea, together with its esports popularity, drives the market demand for advanced gaming facilities. Asia Pacific has become the fastest-growing market for Location-Based entertainment because its diverse consumer base grows alongside its middle class while smartphone penetration numbers rise.

Breakdown of primaries

The study contains insights from various industry experts, from solution vendors to Tier 1 companies. The break-up of the primaries is as follows:

• By Company Type: Tier 1 – 62%, Tier 2 – 23%, and Tier 3 – 15%
• By Designation: C-level –50%, D-level – 30%, and Others – 20%
• By Region: North America – 38%, Europe – 15%, Asia Pacific – 35%, Middle East & Africa – 7%, and Latin America- 5%.
The major players in the Location-Based entertainment market include Microsoft (US), Google (US), Meta (US), NVIDIA (US), Unity Technologies (US), Sony Interactive Experiences (US), Samsung (South Korea), Barco Electronic System (Belgium), Panasonic (Japan), Huawei Technologies (China), HQ Software (Estonia), HTC Vive (Taiwan), Niantic (US), Vicon Motion Systems (UK), Optitrack (US), Springboard VR (US), 4Experience (Poland), Hologate (Germany), Ultraleap (UK), Magic Leap (US), Shape Immersive (Canada), Camon (Argentina), Kat VR (China), Virtuix (US), Pico (US), Illumix (US), Sandbox VR (US). These players have adopted various growth strategies, such as partnerships, agreements and collaborations, new product launches, enhancements, and acquisitions to expand their Location-Based entertainment market footprint.

Research Coverage
The market study covers the Location-Based entertainment market size across different segments. It aims at estimating the market size and the growth potential across different segments, including offering, venue, application, and region. The offerings include systems, software, and services. Systems comprise simulation-based attractions, holographic displays, and other interactive systems, while software includes content management, experience design, analytics, and monitoring tools. Services cover professional consulting, training, support, and managed services. Further, the venue segment consists of amusement parks, theme parks, arcades, and other entertainment venues. The applications encompass gaming, immersive rides, cinematic experiences, and other interactive entertainment formats. The regional analysis of the Location-Based entertainment market covers North America, Europe, Asia Pacific, the Middle East & Africa, and Latin America. The study includes an in-depth competitive analysis of the leading market players, their company profiles, key observations related to product and business offerings, recent developments, and market strategies.
Key Benefits of Buying the Report
The report will help the market leaders/new entrants with information on the closest approximations of the global Location-Based entertainment market’s revenue numbers and subsegments. This report will help stakeholders understand the competitive landscape and gain more insights to position their businesses better and plan suitable go-to-market strategies. Moreover, the report will provide insights for stakeholders to understand the market’s pulse and provide them with information on key market drivers, restraints, challenges, and opportunities.
The report provides insights on the following pointers:

1. Analysis of key drivers (advancements in AR and VR technologies, rising consumer spending power, rising demand for social and shared experiences, and integration of AIand ML technologies ), restraints (limited scalability of LBE business, high upfront cost, and impact of weather dependency), opportunities (increase in live events and performances, rising popularity of wearables such as fitness trackers and smartwatches, collaboration with brands and events ), and challenges (regulatory requirement at local, state, and federal levels, necessity for consistent content updates, and limited appeal) influencing the growth of the Location-Based entertainment market.
2. Product Development/Innovation: Detailed insights on upcoming technologies, research & development activities, and new product & service launches in the Location-Based entertainment market.
3. Market Development: Comprehensive information about lucrative markets – the report analyses the Location-Based entertainment market across various regions.
4. Market Diversification: Exhaustive information about new products & services, untapped geographies, recent developments, and investments in the Location-Based entertainment market.
5. Competitive Assessment: In-depth assessment of market shares, growth strategies and service offerings of leading players Microsoft (US), Google (US), Meta (US), NVIDIA (US), Unity Technologies (US), Sony Interactive Experiences (US), Samsung (South Korea), Barco Electronic System (Belgium), Panasonic (Japan), Huawei Technologies (China), HQ Software (Estonia), HTC Vive (Taiwan), Niantic (US), Vicon Motion Systems (UK), Optitrack (US), Springboard VR (US), 4Experience (Poland), Hologate (Germany), Ultraleap (UK), Magic Leap (US), Shape Immersive (Canada), Camon (Argentina), Kat VR (China), Virtuix (US), Pico (US), Illumix (US), Sandbox VR (US).

ページTOPに戻る


Table of Contents

1 INTRODUCTION 29
1.1 STUDY OBJECTIVES 29
1.2 MARKET DEFINITION 29
1.2.1 INCLUSIONS AND EXCLUSIONS 29
1.3 MARKET SCOPE 30
1.3.1 MARKET SEGMENTATION 30
1.3.2 YEARS CONSIDERED 31
1.4 CURRENCY CONSIDERED 31
1.5 STAKEHOLDERS 32
1.6 SUMMARY OF CHANGES 32
2 RESEARCH METHODOLOGY 33
2.1 RESEARCH DATA 33
2.1.1 SECONDARY DATA 34
2.1.1.1 Key data from secondary sources 34
2.1.2 PRIMARY DATA 34
2.1.2.1 List of key primary interview participants 35
2.1.2.2 Breakup of primary profiles 35
2.1.2.3 Key data from primary sources 36
2.1.2.4 Key insights from industry experts 36
2.2 DATA TRIANGULATION 37
2.3 MARKET SIZE ESTIMATION 38
2.3.1 TOP-DOWN APPROACH 38
2.3.2 BOTTOM-UP APPROACH 39
2.4 MARKET FORECAST 42
2.5 RESEARCH ASSUMPTIONS 42
2.6 RESEARCH LIMITATIONS 44
3 EXECUTIVE SUMMARY 45
4 PREMIUM INSIGHTS 48
4.1 ATTRACTIVE OPPORTUNITIES FOR PLAYERS IN LOCATION-BASED ENTERTAINMENT MARKET 48
4.2 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET,
BY OFFERING & COUNTRY, 2024 49
4.3 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET,
BY OFFERING & TOP 3 COUNTRIES, 2024 49
4.4 LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING 50

4.5 LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE 50
4.6 LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION 50
5 MARKET OVERVIEW AND INDUSTRY TRENDS 51
5.1 INTRODUCTION 51
5.2 MARKET DYNAMICS 51
5.2.1 DRIVERS 52
5.2.1.1 Rising consumer spending power 52
5.2.1.2 Advancements in VR and AR technologies 52
5.2.1.3 Integration of artificial intelligence (AI) and machine learning (ML) technologies 52
5.2.1.4 Rising demand for social and shared experiences 53
5.2.2 RESTRAINTS 53
5.2.2.1 Limited scalability of location-based entertainment business 53
5.2.2.2 High upfront cost 53
5.2.2.3 Impact of wealth dependency 53
5.2.3 OPPORTUNITIES 54
5.2.3.1 Increase in live events and performances 54
5.2.3.2 Rising popularity of wearables such as fitness trackers and smartwatches 54
5.2.3.3 Collaboration with brands & events 54
5.2.4 CHALLENGES 54
5.2.4.1 Regulatory requirements at local, state, and federal levels 54
5.2.4.2 Rapid pace of technological change 55
5.2.4.3 Limited appeal 55
5.3 BRIEF HISTORY OF LOCATION-BASED ENTERTAINMENT 55
5.4 ECOSYSTEM ANALYSIS 56
5.5 CASE STUDY ANALYSIS 58
5.5.1 ANDRETTI KARTING ENHANCES LOCATION-BASED ENTERTAINMENT OPERATIONS WITH MICROSOFT DYNAMICS 365 BUSINESS CENTRAL 58
5.5.2 WORLDBUILDR UTILIZES UNITY INDUSTRY FOR AEC TO POWER NEXT-GENERATION VIRTUAL WORLD CREATION 59
5.5.3 MAQUETTE UTILIZES OPTITRACK MOTION CAPTURE BY NATURALPOINT FOR ENHANCED XR PROTOTYPING 60
5.5.4 DREAMTRACE UTILIZES 4EXPERIENCE FOR MOTION TRACKING AND MULTIPLAYER FUNCTIONALITIES IN PHYSICAL VR ARENA 60
5.5.5 FENNEC LABS AND SPAWNPOINT UTILIZE VIVE FOCUS 3 AND LBSS TO DELIVER ENGAGING VR ARCADE EXPERIENCES 61
5.5.6 ATLANTIS AQUARIUM RELIES ON PANASONIC TO OFFER FULLY IMMERSIVE EXPERIENCE OF UNDERWATER WORLD 61
5.6 SUPPLY CHAIN ANALYSIS 62

5.7 REGULATORY LANDSCAPE 64
5.7.1 REGULATORY BODIES, GOVERNMENT AGENCIES,
AND OTHER ORGANIZATIONS 64
5.7.1.1 International Association of Amusement Parks and Attractions (IAAPA) – Global 64
5.7.1.2 Federal Communications Commission (FCC)-Global 64
5.7.1.3 Gambling Regulatory Authority of Singapore (GRA)-Global 64
5.7.2 KEY REGULATIONS 67
5.7.2.1.1 North America 67
5.7.2.1.2 Europe 67
5.7.2.1.3 Asia Pacific 68
5.7.2.1.4 Middle East & Africa 68
5.7.2.1.5 Latin America 68
5.8 PRICING ANALYSIS 69
5.8.1 PRICING OF SOLUTIONS, BY KEY PLAYER, 2024 69
5.8.2 INDICATIVE PRICING ANALYSIS, BY AR SOFTWARE, 2024 70
5.9 TECHNOLOGY ANALYSIS 70
5.9.1 KEY TECHNOLOGIES 70
5.9.1.1 Virtual Reality (VR) 70
5.9.1.2 Augmented Reality (AR) 71
5.9.1.3 Projection Mapping 71
5.9.2 COMPLEMENTARY TECHNOLOGIES 71
5.9.2.1 Artificial intelligence (AI)/Machine learning (ML) 71
5.9.2.2 Internet of Things (IoT) 71
5.9.2.3 5G 71
5.9.3 ADJACENT TECHNOLOGIES 72
5.9.3.1 Wearable devices 72
5.9.3.2 Cloud computing 72
5.10 PATENT ANALYSIS 72
5.11 PORTER’S FIVE FORCES ANALYSIS 77
5.11.1 THREAT OF NEW ENTRANTS 78
5.11.2 THREAT OF SUBSTITUTES 78
5.11.3 BARGAINING POWER OF SUPPLIERS 78
5.11.4 BARGAINING POWER OF BUYERS 78
5.11.5 INTENSITY OF COMPETITIVE RIVALRY 78
5.12 TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS 79
5.13 KEY STAKEHOLDERS AND BUYING CRITERIA 79
5.13.1 KEY STAKEHOLDERS IN BUYING PROCESS 79
5.13.2 BUYING CRITERIA 80
5.14 KEY CONFERENCES AND EVENTS, 2025–2026 81

5.15 TECHNOLOGY ROADMAP FOR LOCATION-BASED ENTERTAINMENT MARKET 82
5.15.1 SHORT-TERM ROADMAP (2023–2025) 82
5.15.2 MID-TERM ROADMAP (2026–2028) 82
5.15.3 LONG-TERM ROADMAP (2029–2030) 82
5.16 BEST PRACTICES IN LOCATION-BASED ENTERTAINMENT MARKET 83
5.16.1 SEAMLESS INTEGRATION OF TECHNOLOGY 83
5.16.2 PERSONALIZATION OF EXPERIENCES 83
5.16.3 FOCUS ON HYGIENE AND SAFETY 83
5.16.4 SCALABILITY OF INFRASTRUCTURE 83
5.17 CURRENT AND EMERGING BUSINESS MODELS 83
5.17.1 PAY-PER-EXPERIENCE MODEL 83
5.17.2 SUBSCRIPTION MODEL 83
5.17.3 PARTNERSHIP & LICENSING MODEL 84
5.17.4 FREEMIUM MODEL 84
5.17.5 DATA MONETIZATION 84
5.18 LOCATION-BASED ENTERTAINMENT MARKET: TOOLS, FRAMEWORKS,
AND TECHNIQUES 84
5.19 TRADE ANALYSIS 85
5.19.1 EXPORT SCENARIO OF VIDEO GAME CONSOLES, MACHINES,
AND OTHER ARTICLES FOR FUNFAIR, TABLE, OR PARLOR GAMES (9504) 85
5.19.2 IMPORT SCENARIO OF VIDEO GAME CONSOLES, MACHINES, AND OTHER ARTICLES FOR FUNFAIR, TABLE, OR PARLOR GAMES, BY KEY COUNTRY, 2016–2023 (USD BILLION) 86
5.20 INVESTMENT AND FUNDING SCENARIO 87
5.21 IMPACT OF GENERATIVE AI ON LOCATION-BASED ENTERTAINMENT MARKET 88
5.21.1 TOP USE CASES AND MARKET POTENTIAL 88
5.21.1.1 Key use cases 89
5.21.2 BEST PRACTICES 89
5.21.2.1 Hospitality & tourism 89
5.21.2.2 Retail & shopping malls 89
5.21.2.3 Sports & live entertainment 90
5.21.3 CASE STUDIES OF GENERATIVE AI IMPLEMENTATION 90
5.21.3.1 AI-powered virtual tour guide enhancing visitor engagement 90
5.21.3.2 Smart AI concierge improving guest satisfaction in theme parks 90
5.21.3.3 AI-generated gamified retail experience boosting foot traffic in shopping malls 90
5.21.4 CLIENT READINESS AND IMPACT ASSESSMENT 91
5.21.4.1 Client A: Powered personalized storytelling 91
5.21.4.2 Client B: Intelligent virtual assistants & concierges 91
5.21.4.3 Client C: AI-driven gamification & interactive experiences 91

6 LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING 92
6.1 INTRODUCTION 93
6.1.1 OFFERINGS: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS 93
6.2 SYSTEMS 94
6.2.1 CREATION OF ENGAGING AND IMMERSIVE EXPERIENCES TO DRIVE MARKET 94
6.2.2 AR/VR SYSTEM 97
6.2.3 PROJECTION MAPPING SYSTEM 98
6.2.4 INTERACTIVE GAMING SYSTEM 99
6.2.5 OTHER SYSTEMS 100
6.3 SOFTWARE 101
6.3.1 GROWING NEED FOR ADVANCED SYSTEMS TO CREATE AND MANAGE DIGITAL CONTENT TO DRIVE MARKET 101
6.3.2 CONTENT MANAGEMENT SOFTWARE 103
6.3.3 EXPERIENCE DESIGN SOFTWARE 104
6.3.4 ANALYTICS & MONITORING SOFTWARE 105
6.3.5 OTHER SOFTWARE 106
6.4 SERVICES 107
6.4.1 NEED TO OPERATE AND MANAGE SYSTEMS AND SOFTWARE TO DRIVE GROWTH 107
6.4.2 PROFESSIONAL SERVICES 109
6.4.2.1 Rising complexity of operations and growing demand for LBE solutions to drive market 109
6.4.2.2 Consulting & advisory 111
6.4.2.3 Support & maintenance 112
6.4.2.4 Training & development 113
6.4.3 MANAGED SERVICES 114
6.4.3.1 Demand for better customer service and experience to increase use of managed services 114
7 LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE 115
7.1 INTRODUCTION 116
7.1.1 VENUES: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS 116
7.2 AMUSEMENT PARKS 118
7.2.1 DEMAND FOR INNOVATIVE, ENGAGING EXPERIENCES AT AMUSEMENT PARKS TO DRIVE MARKET 118
7.3 THEME PARKS 119
7.3.1 GROWING DEMAND FOR CULTURAL AND EDUCATIONAL HUBS TO DRIVE MARKET 119
7.4 ARCADES 120
7.4.1 NEED TO PROMOTE SOCIAL INTERACTION AND ENGAGEMENT AMONG YOUTH TO BOOST POPULARITY OF ARCADES 120
7.5 OTHER VENUES 121

8 LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION 122
8.1 INTRODUCTION 123
8.1.1 APPLICATIONS: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS 124
8.2 GAMING 125
8.2.1 GROWING DEMAND FOR IMMERSIVE GAMING ENTERTAINMENT EXPERIENCES TO DRIVE MARKET 125
8.3 IMMERSIVE RIDES 126
8.3.1 GROWING DEMAND FOR INTERACTIVE AND ENGAGING EXPERIENCES AT THEME PARKS TO DRIVE MARKET 126
8.4 CINEMATIC EXPERIENCES 127
8.4.1 INCREASING DEMAND FOR HIGH-QUALITY PERSONALIZED CINEMATIC EXPERIENCES TO DRIVE MARKET 127
8.5 OTHER APPLICATIONS 128
9 LOCATION-BASED ENTERTAINMENT MARKET, BY REGION 129
9.1 INTRODUCTION 130
9.2 NORTH AMERICA 131
9.2.1 NORTH AMERICA: MACROECONOMIC OUTLOOK 131
9.2.2 US 137
9.2.2.1 Rise in demand for immersive and interactive experiences to drive market 137
9.2.3 CANADA 142
9.2.3.1 Increased consumer spending on leisure activities to drive demand 142
9.3 EUROPE 142
9.3.1 EUROPE: MACROECONOMIC OUTLOOK 143
9.3.2 UK 148
9.3.2.1 Rise in demand for immersive experiences among youth to drive demand 148
9.3.3 GERMANY 152
9.3.3.1 Growing adoption of advanced technologies for location-based entertainment to drive market 152
9.3.4 FRANCE 157
9.3.4.1 Increased development in venture funding by small players to drive market 157
9.3.5 SPAIN 157
9.3.5.1 Rise in tourism to boost location-based entertainment market 157
9.3.6 ITALY 158
9.3.6.1 Increased government initiatives to drive development of location-based entertainment solutions 158
9.3.7 NORDICS 158
9.3.7.1 Rising demand for leisure and entertainment activities to drive demand 158
9.3.8 REST OF EUROPE 158

9.4 ASIA PACIFIC 158
9.4.1 ASIA PACIFIC: MACROECONOMIC OUTLOOK 159
9.4.2 CHINA 165
9.4.2.1 Increasing investments in immersive technologies to drive growth 165
9.4.3 INDIA 169
9.4.3.1 Large investments by domestic and international players to drive market 169
9.4.4 JAPAN 174
9.4.4.1 Increased adoption of AR and VR technologies to boost demand 174
9.4.5 AUSTRALIA & NEW ZEALAND 174
9.4.5.1 Increased consumer spending on entertainment activities to drive market 174
9.4.6 SOUTHEAST ASIA 174
9.4.6.1 Rise in tourism to drive advancements in location-based entertainment industry 174
9.4.7 REST OF ASIA PACIFIC 174
9.5 MIDDLE EAST & AFRICA 175
9.5.1 MIDDLE EAST & AFRICA: MACROECONOMIC OUTLOOK 175
9.5.2 GCC COUNTRIES 180
9.5.2.1 Rapid economic growth, tourism expansion, and technological advancements to drive growth 180
9.5.3 SOUTH AFRICA 186
9.5.3.1 Increase in spending on leisure activities to drive market 186
9.5.4 REST OF MIDDLE EAST & AFRICA 186
9.6 LATIN AMERICA 186
9.6.1 LATIN AMERICA: MACROECONOMIC OUTLOOK 186
9.6.2 BRAZIL 192
9.6.2.1 Cultural diversity and technological innovation to drive market 192
9.6.3 MEXICO 196
9.6.3.1 Growing disposable income of consumers to drive growth 196
9.6.4 REST OF LATIN AMERICA 196
10 COMPETITIVE LANDSCAPE 197
10.1 INTRODUCTION 197
10.2 KEY PLAYER STRATEGIES/RIGHT TO WIN, 197
10.3 REVENUE ANALYSIS 198
10.4 MARKET SHARE ANALYSIS 199
10.5 MARKET RANKING ANALYSIS 201
10.6 COMPANY EVALUATION MATRIX: KEY PLAYERS, 2024 202
10.6.1 STARS 202
10.6.2 EMERGING LEADERS 202
10.6.3 PERVASIVE PLAYERS 202
10.6.4 PARTICIPANTS 202
10.6.5 COMPANY FOOTPRINT: KEY PLAYERS, 2024 204
10.6.5.1 Regional footprint 205
10.6.5.2 Offering footprint 206
10.6.5.3 Venue footprint 207
10.6.5.4 Application footprint 208
10.7 COMPANY EVALUATION MATRIX: STARTUPS/SMES, 2024 209
10.7.1 PROGRESSIVE COMPANIES 209
10.7.2 RESPONSIVE COMPANIES 209
10.7.3 DYNAMIC COMPANIES 209
10.7.4 STARTING BLOCKS 209
10.7.5 COMPETITIVE BENCHMARKING: STARTUPS/SMES, 2024 211
10.8 COMPETITIVE SCENARIO AND TRENDS 213
10.8.1 PRODUCT LAUNCHES 213
10.8.2 DEALS 213
10.9 BRAND/PRODUCT COMPARISON ANALYSIS 215
10.10 COMPANY VALUATION AND FINANCIAL METRICS OF KEY LOCATION-BASED ENTERTAINMENT MARKET PROVIDERS 216
11 COMPANY PROFILES 217
11.1 MAJOR PLAYERS 217
11.1.1 MICROSOFT 217
11.1.1.1 Business overview 217
11.1.1.2 Products/Solutions/Services offered 218
11.1.1.3 Recent developments 219
11.1.1.4 MnM view 220
11.1.1.4.1 Key strengths 220
11.1.1.4.2 Strategic choices 220
11.1.1.4.3 Weaknesses and competitive threats 220
11.1.2 GOOGLE 221
11.1.2.1 Business overview 221
11.1.2.2 Products/Solutions/Services offered 222
11.1.2.3 Recent developments 223
11.1.2.4 MnM view 223
11.1.2.4.1 Key strengths 223
11.1.2.4.2 Strategic choices 223
11.1.2.4.3 Weaknesses and competitive threats 223
11.1.3 META 224
11.1.3.1 Business overview 224
11.1.3.2 Products/Solutions/Services offered 225
11.1.3.3 Recent developments 226
11.1.3.4 MnM view 226
11.1.3.4.1 Key strengths 226
11.1.3.4.2 Strategic choices 226
11.1.3.4.3 Weaknesses and competitive threats 226
11.1.4 UNITY TECHNOLOGIES 227
11.1.4.1 Business overview 227
11.1.4.2 Products/Solutions/Services offered 228
11.1.4.3 Recent developments 229
11.1.4.4 MnM view 230
11.1.4.4.1 Key strengths 230
11.1.4.4.2 Strategic choices 230
11.1.4.4.3 Weaknesses and competitive threats 230
11.1.5 NVIDIA 231
11.1.5.1 Business overview 231
11.1.5.2 Products/Solutions/Services offered 232
11.1.5.3 Recent developments 233
11.1.5.4 MnM view 234
11.1.5.4.1 Key strengths 234
11.1.5.4.2 Strategic choices 234
11.1.5.4.3 Weaknesses and competitive threats 234
11.1.6 SONY INTERACTIVE ENTERTAINMENT 235
11.1.6.1 Business overview 235
11.1.6.2 Products/Solutions/Services offered 236
11.1.6.3 Recent developments 237
11.1.7 SAMSUNG 238
11.1.7.1 Business overview 238
11.1.7.2 Products/Solutions/Services offered 239
11.1.7.3 Recent developments 239
11.1.8 BARCO ELECTRONIC SYSTEMS 240
11.1.8.1 Business overview 240
11.1.8.2 Products/Solutions/Services offered 241
11.1.8.3 Recent developments 242
11.1.9 PANASONIC 243
11.1.9.1 Business overview 243
11.1.9.2 Products/Solutions/Services offered 244
11.1.9.3 Recent developments 245
11.1.10 HUAWEI TECHNOLOGIES 246
11.1.10.1 Business overview 246
11.1.10.2 Products/Solutions/Services offered 247
11.1.10.3 Recent developments 248

11.2 OTHER PLAYERS 249
11.2.1 HQ SOFTWARE 249
11.2.2 HTC VIVE 250
11.2.3 NIANTIC INC. 251
11.2.4 VICON MOTION SYSTEMS 252
11.2.5 OPTITRACK 253
11.3 STARTUPS/SMES 254
11.3.1 SPRINGBOARDVR 254
11.3.2 4EXPERIENCE 255
11.3.3 HOLOGATE 256
11.3.4 ULTRALEAP 257
11.3.5 MAGIC LEAP 258
11.3.6 SHAPE IMMERSIVE 259
11.3.7 CAMON 260
11.3.8 KATVR 261
11.3.9 VIRTUIX 262
11.3.10 PICO 263
11.3.11 ILLUMIX 264
11.3.12 SANDBOX VR 265
12 ADJACENT AND RELATED MARKETS 266
12.1 AUGMENTED REALITY AND VIRTUAL REALITY MARKET 266
12.1.1 MARKET DEFINITION 266
12.2 IMMERSIVE VIRTUAL REALITY (VR) MARKET 269
12.2.1 MARKET DEFINITION 269
13 APPENDIX 272
13.1 DISCUSSION GUIDE 272
13.2 KNOWLEDGESTORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL 275
13.3 CUSTOMIZATION OPTIONS 277
13.4 RELATED REPORTS 277
13.5 AUTHOR DETAILS 278

 

ページTOPに戻る

ご注文は、お電話またはWEBから承ります。お見積もりの作成もお気軽にご相談ください。

webからのご注文・お問合せはこちらのフォームから承ります

MarketsandMarkets社のTelecom & IT分野での最新刊レポート

本レポートと同じKEY WORD(entertainment)の最新刊レポート


よくあるご質問


MarketsandMarkets社はどのような調査会社ですか?


マーケッツアンドマーケッツ(MarketsandMarkets)は通信、半導体、医療機器、エネルギーなど、幅広い市場に関する調査レポートを出版しています。また広範な市場を対象としたカスタム調査も行って... もっと見る


調査レポートの納品までの日数はどの程度ですか?


在庫のあるものは速納となりますが、平均的には 3-4日と見て下さい。
但し、一部の調査レポートでは、発注を受けた段階で内容更新をして納品をする場合もあります。
発注をする前のお問合せをお願いします。


注文の手続きはどのようになっていますか?


1)お客様からの御問い合わせをいただきます。
2)見積書やサンプルの提示をいたします。
3)お客様指定、もしくは弊社の発注書をメール添付にて発送してください。
4)データリソース社からレポート発行元の調査会社へ納品手配します。
5) 調査会社からお客様へ納品されます。最近は、pdfにてのメール納品が大半です。


お支払方法の方法はどのようになっていますか?


納品と同時にデータリソース社よりお客様へ請求書(必要に応じて納品書も)を発送いたします。
お客様よりデータリソース社へ(通常は円払い)の御振り込みをお願いします。
請求書は、納品日の日付で発行しますので、翌月最終営業日までの当社指定口座への振込みをお願いします。振込み手数料は御社負担にてお願いします。
お客様の御支払い条件が60日以上の場合は御相談ください。
尚、初めてのお取引先や個人の場合、前払いをお願いすることもあります。ご了承のほど、お願いします。


データリソース社はどのような会社ですか?


当社は、世界各国の主要調査会社・レポート出版社と提携し、世界各国の市場調査レポートや技術動向レポートなどを日本国内の企業・公官庁及び教育研究機関に提供しております。
世界各国の「市場・技術・法規制などの」実情を調査・収集される時には、データリソース社にご相談ください。
お客様の御要望にあったデータや情報を抽出する為のレポート紹介や調査のアドバイスも致します。



詳細検索

このレポートへのお問合せ

03-3582-2531

電話お問合せもお気軽に

 

2025/02/27 10:27

150.24 円

157.87 円

193.07 円

ページTOPに戻る