Global Location-based Entertainment Market Size, Trends and Growth Opportunity, By component (Hardware and Software), By End-use (Amusement Parks, Arcade Studios, and 4D Films),By Region, Cumulative Impact Analysis and Forecast Till 2030.

Report ID : AMR1004422 | Industries : ICT | Published On :December 2023 | Page Count : 247

Global Location-based Entertainment Market Size, Trends and Growth Opportunity, By component (Hardware and Software),  By End-use (Amusement Parks, Arcade Studios, and 4D Films),By Region, Cumulative Impact Analysis and Forecast Till 2030.


The Global Location-based Entertainment Market was valued at USD 3.15 Billion in 2022 and it is expected to reach USD 26.5 Billion in 2030 at a CAGR of 30.5% during forecast period 2023-2030.


The Russia-Ukraine Conflict, High Inflation, and Cumulative Impact of COVID-19 are anticipated to have a significant long-term impact on the Global Location-based Entertainment Market. The ongoing research takes into consideration how the pandemic has affected consumer behavior, supply chain disruptions, and governmental initiatives. The research report focuses on the ongoing economic and political upheaval in Eastern Europe led by the Russia-Ukraine Conflict, as well as the potential impacts it may have on the demand-supply balances, pressure on pricing variations, and import-export and trading. The research report additionally addresses the impacts of high inflation on the world economy and provides an overview of the fiscal measures taken to monitor and minimize the effects of high inflation on demand, supply, cash flow, and currency exchange.


Market Segmentation & Coverage:


The Global Location-based Entertainment Market can be classified into the following segments in order to forecast sales and examine trends:


• Based on Component, the market is classified into Hardware and Software.
• Based on End-use, the market is classified into Amusement Parks, Arcade Studios, and 4D Films.
• Based on Region, the market is studied across North America, Latin America, Europe, Asia-Pacific, and Middle East & Africa. The North America Americas is further divided into the United States, Canada, and Mexico. Europe is further bifurcated into Germany, UK, France, Russia, Italy, Spain and Rest of Europe. The Asia-Pacific region is further segmented into China, India, Japan, South Korea, Australia, Malaysia, Singapore, New Zealand, and Rest of Asia-Pacific. The countries in the Latin American region include Brazil, Argentina, Peru, Chile, Colombia, Venezuela and Rest of Latin America. The Middle East and African region is classified into Saudi Arabia, UAE, Kuwait, Egypt, Kuwait and Rest of Middle East and Africa.


Competitive Landscape:


The competitive landscape analysis in the Location-based Entertainment Market involves a comprehensive assessment of key market players, their market share, product offerings, recent developments, strategies, partnerships, and mergers/acquisitions. This analysis provides valuable insights into the competitive dynamics and helps stakeholders understand the position of each player in the market. A SWOT analysis (Strengths, Weaknesses, Opportunities, and Threats) is conducted for each major player to assess their internal capabilities, vulnerabilities, and external market factors that impact their competitiveness. This analysis helps to identify the competitive advantages and areas for improvement for each player.
Overall, the competitive landscape analysis provides a holistic view of the Location-based Entertainment Market, highlighting the key players, their market share, product offerings, recent developments, strategies, and SWOT analysis. This information assists stakeholders in making informed decisions, formulating effective strategies, and identifying potential partnerships or investment opportunities.

Key Players:


The research report thoroughly analyses the most significant recent advancements by the top players and innovation profiles in the Global Location-based Entertainment Market, comprising: Hologate, Sandbox VR, Zero Latency, Spaces, HTC Corporation, Sony Corporation, Facebook Technologies LLC, Ubisoft Entertainment SA, The VOID LLC, IMAX Corporation, Samsung Electronics Co. Ltd., Google LLC, Merlin Entertainments plc, and Dave & Buster's Entertainment Inc.


Regional Analysis:


The analysis includes important geographic areas like North America, Europe, Asia Pacific, and the rest of the world. For important markets within each area, it might also contain analysis at the country level. This analysis throws light on the market dynamics, trends, and opportunities unique to various geographical areas. With the aid of the regional analysis, stakeholders can better understand the regional variations in the market for Location-based Entertainment, allowing them to modify their plans and investments in accordance with the unique market dynamics and opportunities in each region.


The report offers insights on the following guidelines:


1. Market Penetration: Major players offer detail information on the market.
2. Market Development: Examines market penetration in mature market sectors and provides in-depth information regarding potential new markets.
3. Market Diversification: Contains comprehensive information on newly released products, undeveloped regions, current events, and investments
4. Market Trends: Provides an in-depth analysis of the impact of COVID-19 cumulatively, Cumulative Impact due to Nearing Economic Downturn, the conflict in Russia and Ukraine, and the high inflation rate.
5. Competitive Assessment & Intelligence: Offers a thorough analysis of the market shares, business plans, goods, certifications, legal permits, patent landscape, and manufacturing prowess of the major companies.
6. Product Development & Innovation: Offers analytical perspectives on emerging technologies, R&D initiatives, and ground-breaking product developments.


The report answers questions such as:


What is the market size and forecast of the Global Location-based Entertainment Market?
What are the limiting factors and impact of COVID-19 shaping the Global Location-based Entertainment Market during the forecast period?
Which are the products/segments/applications/areas to invest in over the forecast period in the Global Location-based Entertainment Market?
What is the competitive strategic window for opportunities in the Global Location-based Entertainment Market?
What are the technology trends and regulatory frameworks in the Global Location-based Entertainment Market?
What is the market share of the leading vendors in the Global Location-based Entertainment Market?
What entry strategies and modalities are deemed appropriate for the global Location-based Entertainment market?


Frequently Asked Questions (FAQ) regarding the Global Location-based Entertainment Market:


What is the anticipated size of the global market for Location-based Entertainment?
What is the market size for Location-based Entertainment globally?
What is the projected size of the global market for Location-based Entertainment?
Who are the most prominent companies in the global market for Location-based Entertainment?

 

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Global Location-based Entertainment Market


1 Introduction
1.1 Objective of the Study
1.2 Market Definition
1.3 Market Scope
2 Research Methodology
2.1 Data Mining
2.2 Validation
2.3 Primary Interviews
2.4 List of Data Sources
3 Executive Summary
4 Global Location-based Entertainment Market Outlook
4.1 Overview
4.2 Market Dynamics
4.2.1 Drivers
4.2.2 Restraints
4.2.3 Opportunities
4.2.4 Cumulative Impact due to Recent Energy Crisis
4.2.5 Cumulative Impact due to Nearing Economic Downturn
4.2.6 Post Covid-19 World Supply & Demand Conditions
4.2.7 Cumulative Impact of Russia-Ukraine Conflict
4.3 Porters Five Force Model
4.4 Value Chain Analysis
5 Global Location-based Entertainment Market, By Component
5.1 Y-o-Y Growth Comparison, By Component
5.2 Global Location-based Entertainment Market Share Analysis, By Component
5.3 Global Location-based Entertainment Market Size and Forecast, By Component
5.3.1 Hardware
5.3.2 Software
6 Global Location-based Entertainment Market, By End Use
6.1 Y-o-Y Growth Comparison, By End Use
6.2 Global Location-based Entertainment Market Share Analysis, By End Use
6.3 Global Location-based Entertainment Market Size and Forecast, By End Use
6.3.1 Amusement Parks
6.3.2 Arcade Studios
6.3.3 4D Films
7 Global Location-based Entertainment Market, By Region
7.1 Global Location-based Entertainment Market Share Analysis, By Region
7.2 Global Location-based Entertainment Market Size and Forecast, By Region
7.3 Global Location-based Entertainment Market Trends and Forecast, By Region
8 North America Location-based Entertainment Market Analysis and Forecast (2023-2030)
8.1 Introduction
8.2 North America Location-based Entertainment Market Size and Forecast, By Component
8.3 North America Location-based Entertainment Market Size and Forecast, By End Use
8.4 North America Location-based Entertainment Market Size and Forecast, By Country
8.4.1 U.S.
8.4.1.1 Market Size and Forecast, By Component
8.4.1.2 Market Size and Forecast, By End Use
8.4.2 Canada
8.4.2.1 Market Size and Forecast, By Component
8.4.2.2 Market Size and Forecast, By End Use
8.4.3 Mexico
8.4.3.1 Market Size and Forecast, By Component
8.4.3.2 Market Size and Forecast, By End Use
9 Europe Location-based Entertainment Market Analysis and Forecast (2023-2030)
9.1 Introduction
9.2 Europe Location-based Entertainment Market Size and Forecast, By Component
9.3 Europe Location-based Entertainment Market Size and Forecast, By End Use
9.4 Europe Location-based Entertainment Market Size and Forecast, By Country
9.4.1 Germany
9.4.1.1 Market Size and Forecast, By Component
9.4.1.2 Market Size and Forecast, By End Use
9.4.2 France
9.4.2.1 Market Size and Forecast, By Component
9.4.2.2 Market Size and Forecast, By End Use
9.4.3 UK
9.4.3.1 Market Size and Forecast, By Component
9.4.3.2 Market Size and Forecast, By End Use
9.4.4 Russia
9.4.4.1 Market Size and Forecast, By Component
9.4.4.2 Market Size and Forecast, By End Use
9.4.5 Italy
9.4.5.1 Market Size and Forecast, By Component
9.4.5.2 Market Size and Forecast, By End Use
9.4.6 Spain
9.4.6.1 Market Size and Forecast, By Component
9.4.6.2 Market Size and Forecast, By End Use
9.4.7 Rest of Europe
9.4.7.1 Market Size and Forecast, By Component
9.4.7.2 Market Size and Forecast, By End Use
10 Asia Pacific Location-based Entertainment Market Analysis and Forecast (2023-2030)
10.1 Introduction
10.2 Asia Pacific Location-based Entertainment Market Size and Forecast, By Component
10.3 Asia Pacific Location-based Entertainment Market Size and Forecast, By End Use
10.4 Asia Pacific Location-based Entertainment Market Size and Forecast, By Country
10.4.1 China
10.4.1.1 Market Size and Forecast, By Component
10.4.1.2 Market Size and Forecast, By End Use
10.4.2 Japan
10.4.2.1 Market Size and Forecast, By Component
10.4.2.2 Market Size and Forecast, By End Use
10.4.3 India
10.4.3.1 Market Size and Forecast, By Component
10.4.3.2 Market Size and Forecast, By End Use
10.4.4 South Korea
10.4.4.1 Market Size and Forecast, By Component
10.4.4.2 Market Size and Forecast, By End Use
10.4.5 Australia
10.4.5.1 Market Size and Forecast, By Component
10.4.5.2 Market Size and Forecast, By End Use
10.4.6 New Zealand
10.4.6.1 Market Size and Forecast, By Component
10.4.6.2 Market Size and Forecast, By End Use
10.4.7 Singapore
10.4.7.1 Market Size and Forecast, By Component
10.4.7.2 Market Size and Forecast, By End Use
10.4.8 Malaysia
10.4.8.1 Market Size and Forecast, By Component
10.4.8.2 Market Size and Forecast, By End Use
10.4.9 Rest of Asia
10.4.9.1 Market Size and Forecast, By Component
10.4.9.2 Market Size and Forecast, By End Use
11 Latin America Location-based Entertainment Market Analysis and Forecast (2023-2030)
11.1 Introduction
11.2 Latin America Location-based Entertainment Market Size and Forecast, By Component
11.3 Latin America Location-based Entertainment Market Size and Forecast, By End Use
11.4 Latin America Location-based Entertainment Market Size and Forecast, By Country
11.4.1 Brazil
11.4.1.1 Market Size and Forecast, By Component
11.4.1.2 Market Size and Forecast, By End Use
11.4.2 Argentina
11.4.2.1 Market Size and Forecast, By Component
11.4.2.2 Market Size and Forecast, By End Use
11.4.3 Colombia
11.4.3.1 Market Size and Forecast, By Component
11.4.3.2 Market Size and Forecast, By End Use
11.4.4 Peru
11.4.4.1 Market Size and Forecast, By Component
11.4.4.2 Market Size and Forecast, By End Use
11.4.5 Chile
11.4.5.1 Market Size and Forecast, By Component
11.4.5.2 Market Size and Forecast, By End Use
11.4.6 Venezuela
11.4.6.1 Market Size and Forecast, By Component
11.4.6.2 Market Size and Forecast, By End Use
11.4.7 Rest of Latin America
11.4.7.1 Market Size and Forecast, By Component
11.4.7.2 Market Size and Forecast, By End Use
12 Middle East Location-based Entertainment Market Analysis and Forecast (2023-2030)
12.1 Introduction
12.2 Middle East Location-based Entertainment Market Size and Forecast, By Component
12.3 Middle East Location-based Entertainment Market Size and Forecast, By End Use
12.4 Middle East Location-based Entertainment Market Size and Forecast, By Country
12.4.1 Saudi Arabia
12.4.1.1 Market Size and Forecast, By Component
12.4.1.2 Market Size and Forecast, By End Use
12.4.2 UAE
12.4.2.1 Market Size and Forecast, By Component
12.4.2.2 Market Size and Forecast, By End Use
12.4.3 Egypt
12.4.3.1 Market Size and Forecast, By Component
12.4.3.2 Market Size and Forecast, By End Use
12.4.4 Kuwait
12.4.4.1 Market Size and Forecast, By Component
12.4.4.2 Market Size and Forecast, By End Use
12.4.5 South Africa
12.4.5.1 Market Size and Forecast, By Component
12.4.5.2 Market Size and Forecast, By End Use
12.4.6 Rest of Middle East & Africa
12.4.6.1 Market Size and Forecast, By Component
12.4.6.2 Market Size and Forecast, By End Use
13 Competitive Analysis
13.1 Competition Dashboard
13.2 Market share Analysis of Top Vendors
13.3 Key Development Strategies
14 Company Profiles
14.1 Hologate
14.1.2 Offerings
14.1.3 Key Financials
14.1.4 Business Segment & Geographic Overview
14.1.5 Key Market Developments
14.1.6 Key Strategies
14.2 Sandbox VR
14.2.1 Overview
14.2.2 Offerings
14.2.3 Key Financials
14.2.4 Business Segment & Geographic Overview
14.2.5 Key Market Developments
14.2.6 Key Strategies
14.3 Zero Latency
14.3.1 Overview
14.3.2 Offerings
14.3.3 Key Financials
14.3.4 Business Segment & Geographic Overview
14.3.5 Key Market Developments
14.3.6 Key Strategies
14.4 HTC Corporation
14.4.1 Overview
14.4.1 Overview
14.4.2 Offerings
14.4.3 Key Financials
14.4.4 Business Segment & Geographic Overview
14.4.5 Key Market Developments
14.4.6 Key Strategies
14.5 Sony Corporation
14.5.1 Overview
14.5.2 Offerings
14.5.3 Key Financials
14.5.4 Business Segment & Geographic Overview
14.5.5 Key Market Developments
14.5.6 Key Strategies
14.6 Facebook Technologies LLC
14.6.1 Overview
14.6.2 Offerings
14.6.3 Key Financials
14.6.4 Business Segment & Geographic Overview
14.6.5 Key Market Developments
14.6.6 Key Strategies
14.7 Samsung Electronics Co. Ltd.
14.7.1 Overview
14.7.2 Offerings
14.7.3 Key Financials
14.7.4 Business Segment & Geographic Overview
14.7.5 Key Market Developments
14.7.6 Key Strategies
14.8 Google LLC
14.8.1 Overview
14.8.2 Offerings
14.8.3 Key Financials
14.8.4 Business Segment & Geographic Overview
14.8.5 Key Market Developments
14.8.6 Key Strategies
14.9 Merlin Entertainments plc
14.9.1 Overview
14.9.2 Offerings
14.9.3 Key Financials
14.9.4 Business Segment & Geographic Overview
14.9.5 Key Market Developments
14.9.6 Key Strategies
14.10 Dave & Buster's Entertainment Inc.
14.10.1 Overview
14.10.2 Offerings
14.10.3 Key Financials
14.10.4 Business Segment & Geographic Overview
14.10.5 Key Market Developments
14.10.6 Key Strategies

 

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