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LBE (위치 기반 엔터테인먼트) 시장조사 보고서

출판 : MarketsandMarkets (마켓츠앤마켓츠)   출판년월 : 2023년05월

LBE (위치 기반 엔터테인먼트) 시장 : 기술 [가상현실(VR), 증강현실(AR), 프로젝션 매핑], 제공내용(하드웨어, 소프트웨어, 서비스), 회장(유원지, 테마파크, 게임센터), 지역별 – 2028년까지의 세계 예측
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

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구성 영문조사보고서
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리포트목차    주문/문의    납기/라이센스안내

The 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.

LBE (위치 기반 엔터테인먼트) 시장 : 기술 [가상현실(VR), 증강현실(AR), 프로젝션 매핑], 제공내용(하드웨어, 소프트웨어, 서비스), 회장(유원지, 테마파크, 게임센터), 지역별 - 2028년까지의 세계 예측 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

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.

LBE (위치 기반 엔터테인먼트) 시장 : 기술 [가상현실(VR), 증강현실(AR), 프로젝션 매핑], 제공내용(하드웨어, 소프트웨어, 서비스), 회장(유원지, 테마파크, 게임센터), 지역별 - 2028년까지의 세계 예측 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
By professional services, the training and deployment segment to hold the largest market size during the forecast period.
Training and deployment services are crucial for location based entertainment operators to ensure that their employees are well-equipped to provide visitors with high-quality experiences. These services include staff training, deployment planning, and equipment setup, which help ensure that location based entertainment experiences are deployed efficiently and effectively, minimizing downtime and maximizing visitor satisfaction. Staff training ensures that employees are knowledgeable and skilled in delivering exceptional customer experiences. Deployment planning helps location based entertainment operators plan and execute the deployment of their experiences, and equipment setup ensures that location based entertainment experiences are running correctly and that any issues are resolved quickly. Overall, these services are essential in delivering outstanding location based entertainment experiences.

LBE (위치 기반 엔터테인먼트) 시장 : 기술 [가상현실(VR), 증강현실(AR), 프로젝션 매핑], 제공내용(하드웨어, 소프트웨어, 서비스), 회장(유원지, 테마파크, 게임센터), 지역별 - 2028년까지의 세계 예측 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

Based on services, the managed services segment is expected to grow with the highest CAGR during the forecast period.
Managed services are considered crucial, as they are directly related to customer experience. These services help sustain their positions in the market. Managed services are an important aspect of location based entertainment that involve outsourcing the management of technology, systems, and operations to a third-party provider. These services include infrastructure management, content management, and operational management, which ensure that location based entertainment experiences have high-quality content, run smoothly, and meet visitor expectations. Managed services allow location based entertainment operators to focus on delivering excellent experiences while leaving the management to experts.

LBE (위치 기반 엔터테인먼트) 시장 : 기술 [가상현실(VR), 증강현실(AR), 프로젝션 매핑], 제공내용(하드웨어, 소프트웨어, 서비스), 회장(유원지, 테마파크, 게임센터), 지역별 - 2028년까지의 세계 예측 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

Based on region, Asia Pacific is expected to grow with the highest CAGR during the forecast period.
The Asia Pacific region Asia Pacific has witnessed progressive and dynamic adoption of new and emerging technologies in the location based entertainment market. The location-based entertainment market in Asia Pacific is a growing industry with a wide range of opportunities for international and regional players due to driving factors of the market such as growth of urbanization and their demand for entertainment activities and willingness to spend more money on leisure, entertainment and unique experiences than ever before. However, challenges such as high costs, safety concerns, and seasonality may affect the growth of the market. Overall, consumer electronics, retail, BFSI, healthcare, transportation, and sports and entertainment industries are expected to contribute substantially to the growth of the location based entertainment market in the region.

LBE (위치 기반 엔터테인먼트) 시장 : 기술 [가상현실(VR), 증강현실(AR), 프로젝션 매핑], 제공내용(하드웨어, 소프트웨어, 서비스), 회장(유원지, 테마파크, 게임센터), 지역별 - 2028년까지의 세계 예측 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

Breakdown of primaries

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

• By Company Type: Tier 1 – 35%, Tier 2 – 40%, and Tier 3 – 25%
• By Designation: C-level –35%, D-level – 25%, and Others – 40%
• By Region: North America – 30%, Europe – 35%, Asia Pacific – 25%, Middle East & Africa- 5%, Latin America – 5%
The major players in the location based entertainment market are Google (US), Meta (US), Microsoft (US), Nvidia (US), Unity Technologies (US), Sony Interactive Entertainment (US), Samsung (South Korea), Barco Electronic Systems (Belgium), Panasonic (Japan), Huawei Technologies (China), HQ Software (Estonia), HTC Vive (Taiwan), Niantic Inc. (US), Vicon Motion Systems (UK), Optitrack (US), Springboard VR (US), 4Experience (Poland), Hologate (Germany), Ultraleap (UK), Magic Leap (US), Shape Immersive (Canada), Camon (Argentina), KatVR (US), Virtuix (US), Pico XR (US). These players have adopted various growth strategies, such as partnerships, agreements and collaborations, new product launches and product enhancements, and acquisitions to expand their footprint in the location based entertainment market.

LBE (위치 기반 엔터테인먼트) 시장 : 기술 [가상현실(VR), 증강현실(AR), 프로젝션 매핑], 제공내용(하드웨어, 소프트웨어, 서비스), 회장(유원지, 테마파크, 게임센터), 지역별 - 2028년까지의 세계 예측 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

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 technology, offerings, venue, and region. The study further includes an in-depth competitive analysis of the leading market players, along with 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 revenue numbers for the location based entertainment market and its subsegments. This report will help stakeholders understand the competitive landscape and gain more insights to better position their businesses and to plan suitable go-to-market strategies. Moreover, the report will provide insights for stakeholders to understand the pulse of the market and provide them with information on key market drivers, restraints, challenges, and opportunities.

LBE (위치 기반 엔터테인먼트) 시장 : 기술 [가상현실(VR), 증강현실(AR), 프로젝션 매핑], 제공내용(하드웨어, 소프트웨어, 서비스), 회장(유원지, 테마파크, 게임센터), 지역별 - 2028년까지의 세계 예측 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

The report provides insights on the following pointers:

Analysis of key drivers (Advancement of VR gaming world with location based entertainment, Advancement in VR and AR Technologies, Integration of artificial intelligence (AI) and machine learning (ML) technologies, The increasing demand for social and shared experiences), restraints (Limited Scalability, High Upfront Cost), opportunities (Live events and performances, Wearables offering unique opportunities for location based entertainment, ), and challenges (Regulatory requirements at the local, state, and federal levels, Rapid pace of technological change) influencing the growth of the location based entertainment market.

• Product Development/Innovation: Detailed insights on upcoming technologies, research & development activities, and new product & service launches in the location based entertainment market.

• Market Development: Comprehensive information about lucrative markets – the report analyses the location based entertainment market across varied regions

• Market Diversification: Exhaustive information about new products & services, untapped geographies, recent developments, and investments in the location based entertainment market.

Competitive Assessment: In-depth assessment of market shares, growth strategies and service offerings of leading players like Google (US), Meta (US), Microsoft (US), Nvidia (US), Unity Technologies (US), Sony Interactive Entertainment (US), Samsung (South Korea), Barco Electronic Systems (Belgium), Panasonic (Japan), Huawei Technologies (China), HQ Software (Estonia), HTC Vive (Taiwan), Niantic Inc. (US), Vicon Motion Systems (UK), Optitrack (US), Springboard VR (US), 4Experience (Poland), Hologate (Germany), Ultraleap (UK), Magic Leap (US), Shape Immersive (Canada), Camon (Argentina), KatVR (US), Virtuix (US), Pico XR (US).


목차

1 INTRODUCTION 35
1.1 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

12 ADJACENT AND RELATED MARKETS 218
12.1 LIMITATIONS 218
12.2 AUGMENTED REALITY AND VIRTUAL REALITY MARKET 218
12.2.1 MARKET DEFINITION 218
12.2.2 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY TECHNOLOGY 219
TABLE 199 VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2022–2027 (USD MILLION) 219
TABLE 200 NON-IMMERSIVE: VIRTUAL REALITY MARKET, BY OFFERING, 2022–2027 (USD MILLION) 219
TABLE 201 SEMI- AND FULLY IMMERSIVE: VIRTUAL REALITY MARKET, BY OFFERING, 2022–2027 (USD MILLION) 219
12.2.3 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING 220
TABLE 202 AUGMENTED REALITY MARKET, BY OFFERING, 2022–2027 (USD MILLION) 220
TABLE 203 AUGMENTED REALITY MARKET, BY HARDWARE, 2022–2027 (USD MILLION) 220
TABLE 204 VIRTUAL REALITY MARKET, BY OFFERING, 2022–2027 (USD MILLION) 220
TABLE 205 VIRTUAL REALITY MARKET, BY HARDWARE, 2022–2027 (USD MILLION) 221
TABLE 206 SOFTWARE: AUGMENTED REALITY MARKET, BY APPLICATION, 2022–2027 (USD MILLION) 221
TABLE 207 SOFTWARE: VIRTUAL REALITY MARKET, BY APPLICATION, 2022–2027 (USD MILLION) 221
12.2.4 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE 222
TABLE 208 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2022–2027 (USD MILLION) 222
TABLE 209 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2022–2027 (THOUSAND UNITS) 222
TABLE 210 HEAD-MOUNTED DISPLAYS: AUGMENTED REALITY MARKET, BY APPLICATION, 2022–2027 (USD MILLION) 222
TABLE 211 HEAD-UP DISPLAYS: AUGMENTED REALITY MARKET, BY APPLICATION, 2022–2027 (USD MILLION) 223
TABLE 212 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2022–2027 (USD MILLION) 223
TABLE 213 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2022–2027 (THOUSAND UNITS) 223
TABLE 214 HEAD-MOUNTED DISPLAYS: VIRTUAL REALITY MARKET, BY APPLICATION, 2022–2027 (USD MILLION) 224
TABLE 215 GESTURE-TRACKING DEVICES: VIRTUAL REALITY MARKET, BY APPLICATION, 2022–2027 (USD MILLION) 224
TABLE 216 PROJECTORS & DISPLAY WALLS: VIRTUAL REALITY MARKET, BY APPLICATION, 2022–2027 (USD MILLION) 225
12.2.5 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION 225
TABLE 217 AUGMENTED REALITY MARKET, BY APPLICATION, 2022–2027 (USD MILLION) 225
TABLE 218 VIRTUAL REALITY MARKET, BY APPLICATION, 2022–2027 (USD MILLION) 226
12.2.6 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY REGION 226
TABLE 219 AUGMENTED REALITY MARKET, BY REGION, 2022–2027 (USD MILLION) 226
TABLE 220 VIRTUAL REALITY MARKET, BY REGION, 2022–2027 (USD MILLION) 227
12.3 PROJECTION MAPPING MARKET 227
12.3.1 MARKET DEFINITION 227
12.3.2 PROJECTION MAPPING MARKET, BY OFFERING 227
TABLE 221 PROJECTION MAPPING MARKET, BY OFFERING, 2017–2020 (USD MILLION) 228
TABLE 222 PROJECTION MAPPING MARKET, BY OFFERING, 2021–2026 (USD MILLION) 228
TABLE 223 PROJECTION MAPPING MARKET, BY HARDWARE, 2017–2020 (USD MILLION) 228
TABLE 224 PROJECTION MAPPING MARKET, BY HARDWARE, 2021–2026 (USD MILLION) 228
12.3.3 PROJECTION MAPPING MARKET, BY THROW DISTANCE 229
TABLE 225 PROJECTION MAPPING MARKET, BY THROW DISTANCE, 2017–2020 (USD MILLION) 229
TABLE 226 PROJECTION MAPPING MARKET, BY THROW DISTANCE, 2021–2026 (USD MILLION) 229
12.3.4 PROJECTION MAPPING MARKET, BY DIMENSION 229
TABLE 227 PROJECTION MAPPING MARKET, BY DIMENSION, 2017–2020 (USD MILLION) 230
TABLE 228 PROJECTION MAPPING MARKET, BY DIMENSION, 2021–2026 (USD MILLION) 230
12.3.5 PROJECTION MAPPING MARKET, BY BRIGHTNESS/LUMENS 230
TABLE 229 PROJECTION MAPPING MARKET, BY BRIGHTNESS/LUMENS, 2017–2020 (USD MILLION) 231
TABLE 230 PROJECTION MAPPING MARKET, BY BRIGHTNESS/LUMENS, 2021–2026 (USD MILLION) 231
12.3.6 PROJECTION MAPPING MARKET, BY APPLICATION 231
TABLE 231 PROJECTION MAPPING MARKET, BY APPLICATION, 2017–2020 (USD MILLION) 231
TABLE 232 PROJECTION MAPPING MARKET, BY APPLICATION, 2021–2026 (USD MILLION) 232
12.3.7 PROJECTION MAPPING MARKET, BY REGION 232
TABLE 233 PROJECTION MAPPING MARKET, BY REGION, 2017–2020 (USD MILLION) 233
TABLE 234 PROJECTION MAPPING MARKET, BY REGION, 2021–2026 (USD MILLION) 233
13 APPENDIX 234
13.1 DISCUSSION GUIDE 234
13.2 KNOWLEDGESTORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL 237
13.3 CUSTOMIZATION OPTIONS 239
13.4 RELATED REPORTS 239
13.5 AUTHOR DETAILS 240


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