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PUBLISHER: MarketsandMarkets | PRODUCT CODE: 1660153

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PUBLISHER: MarketsandMarkets | PRODUCT CODE: 1660153

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

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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.

Scope of the Report
Years Considered for the Study2019-2029
Base Year2023
Forecast Period2024-2029
Units ConsideredUSD (Billion)
SegmentsBy Offering, Venue, and Application, and Region
Regions coveredNorth America, Europe, Asia Pacific, Middle East & Africa, and Latin America

"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).

Product Code: TC 8652

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 STUDY OBJECTIVES
  • 1.2 MARKET DEFINITION
    • 1.2.1 INCLUSIONS AND EXCLUSIONS
  • 1.3 MARKET SCOPE
    • 1.3.1 MARKET SEGMENTATION
    • 1.3.2 YEARS CONSIDERED
  • 1.4 CURRENCY CONSIDERED
  • 1.5 STAKEHOLDERS
  • 1.6 SUMMARY OF CHANGES

2 RESEARCH METHODOLOGY

  • 2.1 RESEARCH DATA
    • 2.1.1 SECONDARY DATA
      • 2.1.1.1 Key data from secondary sources
    • 2.1.2 PRIMARY DATA
      • 2.1.2.1 List of key primary interview participants
      • 2.1.2.2 Breakup of primary profiles
      • 2.1.2.3 Key data from primary sources
      • 2.1.2.4 Key insights from industry experts
  • 2.2 DATA TRIANGULATION
  • 2.3 MARKET SIZE ESTIMATION
    • 2.3.1 TOP-DOWN APPROACH
    • 2.3.2 BOTTOM-UP APPROACH
  • 2.4 MARKET FORECAST
  • 2.5 RESEARCH ASSUMPTIONS
  • 2.6 RESEARCH LIMITATIONS

3 EXECUTIVE SUMMARY

4 PREMIUM INSIGHTS

  • 4.1 ATTRACTIVE OPPORTUNITIES FOR PLAYERS IN LOCATION-BASED ENTERTAINMENT MARKET
  • 4.2 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING & COUNTRY, 2024
  • 4.3 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING & TOP 3 COUNTRIES, 2024
  • 4.4 LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING
  • 4.5 LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE
  • 4.6 LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION

5 MARKET OVERVIEW AND INDUSTRY TRENDS

  • 5.1 INTRODUCTION
  • 5.2 MARKET DYNAMICS
    • 5.2.1 DRIVERS
      • 5.2.1.1 Rising consumer spending power
      • 5.2.1.2 Advancements in VR and AR technologies
      • 5.2.1.3 Integration of artificial intelligence (AI) and machine learning (ML) technologies
      • 5.2.1.4 Rising demand for social and shared experiences
    • 5.2.2 RESTRAINTS
      • 5.2.2.1 Limited scalability of location-based entertainment business
      • 5.2.2.2 High upfront cost
      • 5.2.2.3 Impact of wealth dependency
    • 5.2.3 OPPORTUNITIES
      • 5.2.3.1 Increase in live events and performances
      • 5.2.3.2 Rising popularity of wearables such as fitness trackers and smartwatches
      • 5.2.3.3 Collaboration with brands & events
    • 5.2.4 CHALLENGES
      • 5.2.4.1 Regulatory requirements at local, state, and federal levels
      • 5.2.4.2 Rapid pace of technological change
      • 5.2.4.3 Limited appeal
  • 5.3 BRIEF HISTORY OF LOCATION-BASED ENTERTAINMENT
  • 5.4 ECOSYSTEM ANALYSIS
  • 5.5 CASE STUDY ANALYSIS
    • 5.5.1 ANDRETTI KARTING ENHANCES LOCATION-BASED ENTERTAINMENT OPERATIONS WITH MICROSOFT DYNAMICS 365 BUSINESS CENTRAL
    • 5.5.2 WORLDBUILDR UTILIZES UNITY INDUSTRY FOR AEC TO POWER NEXT-GENERATION VIRTUAL WORLD CREATION
    • 5.5.3 MAQUETTE UTILIZES OPTITRACK MOTION CAPTURE BY NATURALPOINT FOR ENHANCED XR PROTOTYPING
    • 5.5.4 DREAMTRACE UTILIZES 4EXPERIENCE FOR MOTION TRACKING AND MULTIPLAYER FUNCTIONALITIES IN PHYSICAL VR ARENA
    • 5.5.5 FENNEC LABS AND SPAWNPOINT UTILIZE VIVE FOCUS 3 AND LBSS TO DELIVER ENGAGING VR ARCADE EXPERIENCES
    • 5.5.6 ATLANTIS AQUARIUM RELIES ON PANASONIC TO OFFER FULLY IMMERSIVE EXPERIENCE OF UNDERWATER WORLD
  • 5.6 SUPPLY CHAIN ANALYSIS
  • 5.7 REGULATORY LANDSCAPE
    • 5.7.1 REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
      • 5.7.1.1 International Association of Amusement Parks and Attractions (IAAPA) - Global
      • 5.7.1.2 Federal Communications Commission (FCC)-Global
      • 5.7.1.3 Gambling Regulatory Authority of Singapore (GRA)-Global
    • 5.7.2 KEY REGULATIONS
        • 5.7.2.1.1 North America
        • 5.7.2.1.2 Europe
        • 5.7.2.1.3 Asia Pacific
        • 5.7.2.1.4 Middle East & Africa
        • 5.7.2.1.5 Latin America
  • 5.8 PRICING ANALYSIS
    • 5.8.1 PRICING OF SOLUTIONS, BY KEY PLAYER, 2024
    • 5.8.2 INDICATIVE PRICING ANALYSIS, BY AR SOFTWARE, 2024
  • 5.9 TECHNOLOGY ANALYSIS
    • 5.9.1 KEY TECHNOLOGIES
      • 5.9.1.1 Virtual Reality (VR)
      • 5.9.1.2 Augmented Reality (AR)
      • 5.9.1.3 Projection Mapping
    • 5.9.2 COMPLEMENTARY TECHNOLOGIES
      • 5.9.2.1 Artificial intelligence (AI)/Machine learning (ML)
      • 5.9.2.2 Internet of Things (IoT)
      • 5.9.2.3 5G
    • 5.9.3 ADJACENT TECHNOLOGIES
      • 5.9.3.1 Wearable devices
      • 5.9.3.2 Cloud computing
  • 5.10 PATENT ANALYSIS
  • 5.11 PORTER'S FIVE FORCES ANALYSIS
    • 5.11.1 THREAT OF NEW ENTRANTS
    • 5.11.2 THREAT OF SUBSTITUTES
    • 5.11.3 BARGAINING POWER OF SUPPLIERS
    • 5.11.4 BARGAINING POWER OF BUYERS
    • 5.11.5 INTENSITY OF COMPETITIVE RIVALRY
  • 5.12 TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS
  • 5.13 KEY STAKEHOLDERS AND BUYING CRITERIA
    • 5.13.1 KEY STAKEHOLDERS IN BUYING PROCESS
    • 5.13.2 BUYING CRITERIA
  • 5.14 KEY CONFERENCES AND EVENTS, 2025-2026
  • 5.15 TECHNOLOGY ROADMAP FOR LOCATION-BASED ENTERTAINMENT MARKET
    • 5.15.1 SHORT-TERM ROADMAP (2023-2025)
    • 5.15.2 MID-TERM ROADMAP (2026-2028)
    • 5.15.3 LONG-TERM ROADMAP (2029-2030)
  • 5.16 BEST PRACTICES IN LOCATION-BASED ENTERTAINMENT MARKET
    • 5.16.1 SEAMLESS INTEGRATION OF TECHNOLOGY
    • 5.16.2 PERSONALIZATION OF EXPERIENCES
    • 5.16.3 FOCUS ON HYGIENE AND SAFETY
    • 5.16.4 SCALABILITY OF INFRASTRUCTURE
  • 5.17 CURRENT AND EMERGING BUSINESS MODELS
    • 5.17.1 PAY-PER-EXPERIENCE MODEL
    • 5.17.2 SUBSCRIPTION MODEL
    • 5.17.3 PARTNERSHIP & LICENSING MODEL
    • 5.17.4 FREEMIUM MODEL
    • 5.17.5 DATA MONETIZATION
  • 5.18 LOCATION-BASED ENTERTAINMENT MARKET: TOOLS, FRAMEWORKS, AND TECHNIQUES
  • 5.19 TRADE ANALYSIS
    • 5.19.1 EXPORT SCENARIO OF VIDEO GAME CONSOLES, MACHINES, AND OTHER ARTICLES FOR FUNFAIR, TABLE, OR PARLOR GAMES (9504)
    • 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)
  • 5.20 INVESTMENT AND FUNDING SCENARIO
  • 5.21 IMPACT OF GENERATIVE AI ON LOCATION-BASED ENTERTAINMENT MARKET
    • 5.21.1 TOP USE CASES AND MARKET POTENTIAL
      • 5.21.1.1 Key use cases
    • 5.21.2 BEST PRACTICES
      • 5.21.2.1 Hospitality & tourism
      • 5.21.2.2 Retail & shopping malls
      • 5.21.2.3 Sports & live entertainment
    • 5.21.3 CASE STUDIES OF GENERATIVE AI IMPLEMENTATION
      • 5.21.3.1 AI-powered virtual tour guide enhancing visitor engagement
      • 5.21.3.2 Smart AI concierge improving guest satisfaction in theme parks
      • 5.21.3.3 AI-generated gamified retail experience boosting foot traffic in shopping malls
    • 5.21.4 CLIENT READINESS AND IMPACT ASSESSMENT
      • 5.21.4.1 Client A: Powered personalized storytelling
      • 5.21.4.2 Client B: Intelligent virtual assistants & concierges
      • 5.21.4.3 Client C: AI-driven gamification & interactive experiences

6 LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING

  • 6.1 INTRODUCTION
    • 6.1.1 OFFERINGS: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS
  • 6.2 SYSTEMS
    • 6.2.1 CREATION OF ENGAGING AND IMMERSIVE EXPERIENCES TO DRIVE MARKET
    • 6.2.2 AR/VR SYSTEM
    • 6.2.3 PROJECTION MAPPING SYSTEM
    • 6.2.4 INTERACTIVE GAMING SYSTEM
    • 6.2.5 OTHER SYSTEMS
  • 6.3 SOFTWARE
    • 6.3.1 GROWING NEED FOR ADVANCED SYSTEMS TO CREATE AND MANAGE DIGITAL CONTENT TO DRIVE MARKET
    • 6.3.2 CONTENT MANAGEMENT SOFTWARE
    • 6.3.3 EXPERIENCE DESIGN SOFTWARE
    • 6.3.4 ANALYTICS & MONITORING SOFTWARE
    • 6.3.5 OTHER SOFTWARE
  • 6.4 SERVICES
    • 6.4.1 NEED TO OPERATE AND MANAGE SYSTEMS AND SOFTWARE TO DRIVE GROWTH
    • 6.4.2 PROFESSIONAL SERVICES
      • 6.4.2.1 Rising complexity of operations and growing demand for LBE solutions to drive market
      • 6.4.2.2 Consulting & advisory
      • 6.4.2.3 Support & maintenance
      • 6.4.2.4 Training & development
    • 6.4.3 MANAGED SERVICES
      • 6.4.3.1 Demand for better customer service and experience to increase use of managed services

7 LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE

  • 7.1 INTRODUCTION
    • 7.1.1 VENUES: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS
  • 7.2 AMUSEMENT PARKS
    • 7.2.1 DEMAND FOR INNOVATIVE, ENGAGING EXPERIENCES AT AMUSEMENT PARKS TO DRIVE MARKET
  • 7.3 THEME PARKS
    • 7.3.1 GROWING DEMAND FOR CULTURAL AND EDUCATIONAL HUBS TO DRIVE MARKET
  • 7.4 ARCADES
    • 7.4.1 NEED TO PROMOTE SOCIAL INTERACTION AND ENGAGEMENT AMONG YOUTH TO BOOST POPULARITY OF ARCADES
  • 7.5 OTHER VENUES

8 LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION

  • 8.1 INTRODUCTION
    • 8.1.1 APPLICATIONS: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS
  • 8.2 GAMING
    • 8.2.1 GROWING DEMAND FOR IMMERSIVE GAMING ENTERTAINMENT EXPERIENCES TO DRIVE MARKET
  • 8.3 IMMERSIVE RIDES
    • 8.3.1 GROWING DEMAND FOR INTERACTIVE AND ENGAGING EXPERIENCES AT THEME PARKS TO DRIVE MARKET
  • 8.4 CINEMATIC EXPERIENCES
    • 8.4.1 INCREASING DEMAND FOR HIGH-QUALITY PERSONALIZED CINEMATIC EXPERIENCES TO DRIVE MARKET
  • 8.5 OTHER APPLICATIONS

9 LOCATION-BASED ENTERTAINMENT MARKET, BY REGION

  • 9.1 INTRODUCTION
  • 9.2 NORTH AMERICA
    • 9.2.1 NORTH AMERICA: MACROECONOMIC OUTLOOK
    • 9.2.2 US
      • 9.2.2.1 Rise in demand for immersive and interactive experiences to drive market
    • 9.2.3 CANADA
      • 9.2.3.1 Increased consumer spending on leisure activities to drive demand
  • 9.3 EUROPE
    • 9.3.1 EUROPE: MACROECONOMIC OUTLOOK
    • 9.3.2 UK
      • 9.3.2.1 Rise in demand for immersive experiences among youth to drive demand
    • 9.3.3 GERMANY
      • 9.3.3.1 Growing adoption of advanced technologies for location-based entertainment to drive market
    • 9.3.4 FRANCE
      • 9.3.4.1 Increased development in venture funding by small players to drive market
    • 9.3.5 SPAIN
      • 9.3.5.1 Rise in tourism to boost location-based entertainment market
    • 9.3.6 ITALY
      • 9.3.6.1 Increased government initiatives to drive development of location-based entertainment solutions
    • 9.3.7 NORDICS
      • 9.3.7.1 Rising demand for leisure and entertainment activities to drive demand
    • 9.3.8 REST OF EUROPE
  • 9.4 ASIA PACIFIC
    • 9.4.1 ASIA PACIFIC: MACROECONOMIC OUTLOOK
    • 9.4.2 CHINA
      • 9.4.2.1 Increasing investments in immersive technologies to drive growth
    • 9.4.3 INDIA
      • 9.4.3.1 Large investments by domestic and international players to drive market
    • 9.4.4 JAPAN
      • 9.4.4.1 Increased adoption of AR and VR technologies to boost demand
    • 9.4.5 AUSTRALIA & NEW ZEALAND
      • 9.4.5.1 Increased consumer spending on entertainment activities to drive market
    • 9.4.6 SOUTHEAST ASIA
      • 9.4.6.1 Rise in tourism to drive advancements in location-based entertainment industry
    • 9.4.7 REST OF ASIA PACIFIC
  • 9.5 MIDDLE EAST & AFRICA
    • 9.5.1 MIDDLE EAST & AFRICA: MACROECONOMIC OUTLOOK
    • 9.5.2 GCC COUNTRIES
      • 9.5.2.1 Rapid economic growth, tourism expansion, and technological advancements to drive growth
    • 9.5.3 SOUTH AFRICA
      • 9.5.3.1 Increase in spending on leisure activities to drive market
    • 9.5.4 REST OF MIDDLE EAST & AFRICA
  • 9.6 LATIN AMERICA
    • 9.6.1 LATIN AMERICA: MACROECONOMIC OUTLOOK
    • 9.6.2 BRAZIL
      • 9.6.2.1 Cultural diversity and technological innovation to drive market
    • 9.6.3 MEXICO
      • 9.6.3.1 Growing disposable income of consumers to drive growth
    • 9.6.4 REST OF LATIN AMERICA

10 COMPETITIVE LANDSCAPE

  • 10.1 INTRODUCTION
  • 10.2 KEY PLAYER STRATEGIES/RIGHT TO WIN,
  • 10.3 REVENUE ANALYSIS
  • 10.4 MARKET SHARE ANALYSIS
  • 10.5 MARKET RANKING ANALYSIS
  • 10.6 COMPANY EVALUATION MATRIX: KEY PLAYERS, 2024
    • 10.6.1 STARS
    • 10.6.2 EMERGING LEADERS
    • 10.6.3 PERVASIVE PLAYERS
    • 10.6.4 PARTICIPANTS
    • 10.6.5 COMPANY FOOTPRINT: KEY PLAYERS, 2024
      • 10.6.5.1 Regional footprint
      • 10.6.5.2 Offering footprint
      • 10.6.5.3 Venue footprint
      • 10.6.5.4 Application footprint
  • 10.7 COMPANY EVALUATION MATRIX: STARTUPS/SMES, 2024
    • 10.7.1 PROGRESSIVE COMPANIES
    • 10.7.2 RESPONSIVE COMPANIES
    • 10.7.3 DYNAMIC COMPANIES
    • 10.7.4 STARTING BLOCKS
    • 10.7.5 COMPETITIVE BENCHMARKING: STARTUPS/SMES, 2024
  • 10.8 COMPETITIVE SCENARIO AND TRENDS
    • 10.8.1 PRODUCT LAUNCHES
    • 10.8.2 DEALS
  • 10.9 BRAND/PRODUCT COMPARISON ANALYSIS
  • 10.10 COMPANY VALUATION AND FINANCIAL METRICS OF KEY LOCATION-BASED ENTERTAINMENT MARKET PROVIDERS

11 COMPANY PROFILES

  • 11.1 MAJOR PLAYERS
    • 11.1.1 MICROSOFT
      • 11.1.1.1 Business overview
      • 11.1.1.2 Products/Solutions/Services offered
      • 11.1.1.3 Recent developments
      • 11.1.1.4 MnM view
        • 11.1.1.4.1 Key strengths
        • 11.1.1.4.2 Strategic choices
        • 11.1.1.4.3 Weaknesses and competitive threats
    • 11.1.2 GOOGLE
      • 11.1.2.1 Business overview
      • 11.1.2.2 Products/Solutions/Services offered
      • 11.1.2.3 Recent developments
      • 11.1.2.4 MnM view
        • 11.1.2.4.1 Key strengths
        • 11.1.2.4.2 Strategic choices
        • 11.1.2.4.3 Weaknesses and competitive threats
    • 11.1.3 META
      • 11.1.3.1 Business overview
      • 11.1.3.2 Products/Solutions/Services offered
      • 11.1.3.3 Recent developments
      • 11.1.3.4 MnM view
        • 11.1.3.4.1 Key strengths
        • 11.1.3.4.2 Strategic choices
        • 11.1.3.4.3 Weaknesses and competitive threats
    • 11.1.4 UNITY TECHNOLOGIES
      • 11.1.4.1 Business overview
      • 11.1.4.2 Products/Solutions/Services offered
      • 11.1.4.3 Recent developments
      • 11.1.4.4 MnM view
        • 11.1.4.4.1 Key strengths
        • 11.1.4.4.2 Strategic choices
        • 11.1.4.4.3 Weaknesses and competitive threats
    • 11.1.5 NVIDIA
      • 11.1.5.1 Business overview
      • 11.1.5.2 Products/Solutions/Services offered
      • 11.1.5.3 Recent developments
      • 11.1.5.4 MnM view
        • 11.1.5.4.1 Key strengths
        • 11.1.5.4.2 Strategic choices
        • 11.1.5.4.3 Weaknesses and competitive threats
    • 11.1.6 SONY INTERACTIVE ENTERTAINMENT
      • 11.1.6.1 Business overview
      • 11.1.6.2 Products/Solutions/Services offered
      • 11.1.6.3 Recent developments
    • 11.1.7 SAMSUNG
      • 11.1.7.1 Business overview
      • 11.1.7.2 Products/Solutions/Services offered
      • 11.1.7.3 Recent developments
    • 11.1.8 BARCO ELECTRONIC SYSTEMS
      • 11.1.8.1 Business overview
      • 11.1.8.2 Products/Solutions/Services offered
      • 11.1.8.3 Recent developments
    • 11.1.9 PANASONIC
      • 11.1.9.1 Business overview
      • 11.1.9.2 Products/Solutions/Services offered
      • 11.1.9.3 Recent developments
    • 11.1.10 HUAWEI TECHNOLOGIES
      • 11.1.10.1 Business overview
      • 11.1.10.2 Products/Solutions/Services offered
      • 11.1.10.3 Recent developments
  • 11.2 OTHER PLAYERS
    • 11.2.1 HQ SOFTWARE
    • 11.2.2 HTC VIVE
    • 11.2.3 NIANTIC INC.
    • 11.2.4 VICON MOTION SYSTEMS
    • 11.2.5 OPTITRACK
  • 11.3 STARTUPS/SMES
    • 11.3.1 SPRINGBOARDVR
    • 11.3.2 4EXPERIENCE
    • 11.3.3 HOLOGATE
    • 11.3.4 ULTRALEAP
    • 11.3.5 MAGIC LEAP
    • 11.3.6 SHAPE IMMERSIVE
    • 11.3.7 CAMON
    • 11.3.8 KATVR
    • 11.3.9 VIRTUIX
    • 11.3.10 PICO
    • 11.3.11 ILLUMIX
    • 11.3.12 SANDBOX VR

12 ADJACENT AND RELATED MARKETS

  • 12.1 AUGMENTED REALITY AND VIRTUAL REALITY MARKET
    • 12.1.1 MARKET DEFINITION
  • 12.2 IMMERSIVE VIRTUAL REALITY (VR) MARKET
    • 12.2.1 MARKET DEFINITION

13 APPENDIX

  • 13.1 DISCUSSION GUIDE
  • 13.2 KNOWLEDGESTORE: MARKETSANDMARKETS' SUBSCRIPTION PORTAL
  • 13.3 CUSTOMIZATION OPTIONS
  • 13.4 RELATED REPORTS
  • 13.5 AUTHOR DETAILS
Product Code: TC 8652

List of Tables

  • TABLE 1 USD EXCHANGE RATES, 2020-2024
  • TABLE 2 FACTOR ANALYSIS
  • TABLE 3 LOCATION-BASED ENTERTAINMENT MARKET: ECOSYSTEM
  • TABLE 4 NORTH AMERICA: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
  • TABLE 5 EUROPE: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
  • TABLE 6 ASIA PACIFIC: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
  • TABLE 7 ROW: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
  • TABLE 8 AVERAGE SELLING PRICE TREND OF KEY PLAYERS, BY OFFERING, 2024
  • TABLE 9 INDICATIVE PRICING ANALYSIS, BY AR SOFTWARE, 2023
  • TABLE 10 LIST OF KEY PATENTS
  • TABLE 11 PORTER'S FIVE FORCES' IMPACT ON LOCATION-BASED ENTERTAINMENT MARKET
  • TABLE 12 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP APPLICATIONS
  • TABLE 13 KEY BUYING CRITERIA FOR TOP APPLICATIONS
  • TABLE 14 LOCATION-BASED ENTERTAINMENT MARKET: DETAILED LIST OF KEY CONFERENCES AND EVENTS, 2025-2026
  • TABLE 15 LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019-2023 (USD MILLION)
  • TABLE 16 LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 17 LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019-2023 (USD MILLION)
  • TABLE 18 LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024-2029 (USD MILLION)
  • TABLE 19 SYSTEMS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019-2023 (USD MILLION)
  • TABLE 20 SYSTEMS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 21 AR/VR SYSTEM: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019-2023 (USD MILLION)
  • TABLE 22 AR/VR SYSTEM: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 23 PROJECTION MAPPING SYSTEM: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019-2023 (USD MILLION)
  • TABLE 24 PROJECTION MAPPING SYSTEM: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 25 INTERACTIVE GAMING SYSTEM: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019-2023 (USD MILLION)
  • TABLE 26 INTERACTIVE GAMING SYSTEM: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 27 OTHER SYSTEMS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019-2023 (USD MILLION)
  • TABLE 28 OTHER SYSTEMS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 29 LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019-2023 (USD MILLION)
  • TABLE 30 LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024-2029 (USD MILLION)
  • TABLE 31 SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019-2023 (USD MILLION)
  • TABLE 32 SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 33 CONTENT MANAGEMENT SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019-2023 (USD MILLION)
  • TABLE 34 CONTENT MANAGEMENT SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 35 EXPERIENCE DESIGN SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019-2023 (USD MILLION)
  • TABLE 36 EXPERIENCE DESIGN SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 37 ANALYTICS & MONITORING SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019-2023 (USD MILLION)
  • TABLE 38 ANALYTICS & MONITORING SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 39 OTHER SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019-2023 (USD MILLION)
  • TABLE 40 OTHER SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 41 LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019-2023 (USD MILLION)
  • TABLE 42 LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024-2029 (USD MILLION)
  • TABLE 43 SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019-2023 (USD MILLION)
  • TABLE 44 SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 45 LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019-2023 (USD MILLION)
  • TABLE 46 LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024-2029 (USD MILLION)
  • TABLE 47 PROFESSIONAL SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019-2023 (USD MILLION)
  • TABLE 48 PROFESSIONAL SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 49 CONSULTING & ADVISORY: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019-2023 (USD MILLION)
  • TABLE 50 CONSULTING & ADVISORY: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 51 SUPPORT & MAINTENANCE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019-2023 (USD MILLION)
  • TABLE 52 SUPPORT & MAINTENANCE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 53 TRAINING & DEVELOPMENT: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019-2023 (USD MILLION)
  • TABLE 54 TRAINING & DEVELOPMENT: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 55 MANAGED SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019-2023 (USD MILLION)
  • TABLE 56 MANAGED SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 57 LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019-2023 (USD MILLION)
  • TABLE 58 LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024-2029 (USD MILLION)
  • TABLE 59 AMUSEMENT PARKS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019-2023 (USD MILLION)
  • TABLE 60 AMUSEMENT PARKS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 61 THEME PARKS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019-2023 (USD MILLION)
  • TABLE 62 THEME PARKS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 63 ARCADES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019-2023 (USD MILLION)
  • TABLE 64 ARCADES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 65 OTHER VENUES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019-2023 (USD MILLION)
  • TABLE 66 OTHER VENUES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 67 LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019-2023 (USD MILLION)
  • TABLE 68 LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 69 GAMING: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019-2023 (USD MILLION)
  • TABLE 70 GAMING: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 71 IMMERSIVE RIDES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019-2023 (USD MILLION)
  • TABLE 72 IMMERSIVE RIDES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 73 CINEMATIC EXPERIENCES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019-2023 (USD MILLION)
  • TABLE 74 CINEMATIC EXPERIENCES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 75 OTHER APPLICATIONS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019-2023 (USD MILLION)
  • TABLE 76 OTHER APPLICATIONS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 77 LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019-2023 (USD MILLION)
  • TABLE 78 LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 79 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019-2023 (USD MILLION)
  • TABLE 80 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 81 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019-2023 (USD MILLION)
  • TABLE 82 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024-2029 (USD MILLION)
  • TABLE 83 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019-2023 (USD MILLION)
  • TABLE 84 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024-2029 (USD MILLION)
  • TABLE 85 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019-2023 (USD MILLION)
  • TABLE 86 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024-2029 (USD MILLION)
  • TABLE 87 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019-2023 (USD MILLION)
  • TABLE 88 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024-2029 (USD MILLION)
  • TABLE 89 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019-2023 (USD MILLION)
  • TABLE 90 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024-2029 (USD MILLION)
  • TABLE 91 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019-2023 (USD MILLION)
  • TABLE 92 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 93 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2019-2023 (USD MILLION)
  • TABLE 94 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 95 US: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019-2023 (USD MILLION)
  • TABLE 96 US: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 97 US: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019-2023 (USD MILLION)
  • TABLE 98 US: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024-2029 (USD MILLION)
  • TABLE 99 US: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019-2023 (USD MILLION)
  • TABLE 100 US: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024-2029 (USD MILLION)
  • TABLE 101 US: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019-2023 (USD MILLION)
  • TABLE 102 US: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024-2029 (USD MILLION)
  • TABLE 103 US: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019-2023 (USD MILLION)
  • TABLE 104 US: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024-2029 (USD MILLION)
  • TABLE 105 US: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019-2023 (USD MILLION)
  • TABLE 106 US: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024-2029 (USD MILLION)
  • TABLE 107 US: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019-2023 (USD MILLION)
  • TABLE 108 US: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 109 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019-2023 (USD MILLION)
  • TABLE 110 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 111 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019-2023 (USD MILLION)
  • TABLE 112 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024-2029 (USD MILLION)
  • TABLE 113 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019-2023 (USD MILLION)
  • TABLE 114 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024-2029 (USD MILLION)
  • TABLE 115 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019-2023 (USD MILLION)
  • TABLE 116 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024-2029 (USD MILLION)
  • TABLE 117 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019-2023 (USD MILLION)
  • TABLE 118 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024-2029 (USD MILLION)
  • TABLE 119 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019-2023 (USD MILLION)
  • TABLE 120 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024-2029 (USD MILLION)
  • TABLE 121 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019-2023 (USD MILLION)
  • TABLE 122 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 123 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2019-2023 (USD MILLION)
  • TABLE 124 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 125 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019-2023 (USD MILLION)
  • TABLE 126 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 127 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019-2023 (USD MILLION)
  • TABLE 128 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024-2029 (USD MILLION)
  • TABLE 129 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019-2023 (USD MILLION)
  • TABLE 130 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024-2029 (USD MILLION)
  • TABLE 131 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019-2023 (USD MILLION)
  • TABLE 132 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024-2029 (USD MILLION)
  • TABLE 133 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019-2023 (USD MILLION)
  • TABLE 134 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024-2029 (USD MILLION)
  • TABLE 135 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019-2023 (USD MILLION)
  • TABLE 136 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024-2029 (USD MILLION)
  • TABLE 137 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019-2023 (USD MILLION)
  • TABLE 138 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 139 GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019-2023 (USD MILLION)
  • TABLE 140 GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 141 GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019-2023 (USD MILLION)
  • TABLE 142 GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024-2029 (USD MILLION)
  • TABLE 143 GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019-2023 (USD MILLION)
  • TABLE 144 GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024-2029 (USD MILLION)
  • TABLE 145 GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019-2023 (USD MILLION)
  • TABLE 146 GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024-2029 (USD MILLION)
  • TABLE 147 GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019-2023 (USD MILLION)
  • TABLE 148 GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024-2029 (USD MILLION)
  • TABLE 149 GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019-2023 (USD MILLION)
  • TABLE 150 GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024-2029 (USD MILLION)
  • TABLE 151 GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019-2023 (USD MILLION)
  • TABLE 152 GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 153 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019-2023 (USD MILLION)
  • TABLE 154 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 155 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019-2023 (USD MILLION)
  • TABLE 156 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024-2029 (USD MILLION)
  • TABLE 157 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019-2023 (USD MILLION)
  • TABLE 158 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024-2029 (USD MILLION)
  • TABLE 159 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019-2023 (USD MILLION)
  • TABLE 160 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024-2029 (USD MILLION)
  • TABLE 161 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019-2023 (USD MILLION)
  • TABLE 162 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024-2029 (USD MILLION)
  • TABLE 163 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019-2023 (USD MILLION)
  • TABLE 164 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024-2029 (USD MILLION)
  • TABLE 165 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019-2023 (USD MILLION)
  • TABLE 166 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 167 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2019-2023 (USD MILLION)
  • TABLE 168 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 169 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019-2023 (USD MILLION)
  • TABLE 170 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 171 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019-2023 (USD MILLION)
  • TABLE 172 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024-2029 (USD MILLION)
  • TABLE 173 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019-2023 (USD MILLION)
  • TABLE 174 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024-2029 (USD MILLION)
  • TABLE 175 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019-2023 (USD MILLION)
  • TABLE 176 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024-2029 (USD MILLION)
  • TABLE 177 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019-2023 (USD MILLION)
  • TABLE 178 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024-2029 (USD MILLION)
  • TABLE 179 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019-2023 (USD MILLION)
  • TABLE 180 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024-2029 (USD MILLION)
  • TABLE 181 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019-2023 (USD MILLION)
  • TABLE 182 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 183 INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019-2023 (USD MILLION)
  • TABLE 184 INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 185 INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019-2023 (USD MILLION)
  • TABLE 186 INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024-2029 (USD MILLION)
  • TABLE 187 INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019-2023 (USD MILLION)
  • TABLE 188 INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024-2029 (USD MILLION)
  • TABLE 189 INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019-2023 (USD MILLION)
  • TABLE 190 INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024-2029 (USD MILLION)
  • TABLE 191 INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019-2023 (USD MILLION)
  • TABLE 192 INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024-2029 (USD MILLION)
  • TABLE 193 INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019-2023 (USD MILLION)
  • TABLE 194 INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024-2029 (USD MILLION)
  • TABLE 195 INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019-2023 (USD MILLION)
  • TABLE 196 INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 197 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019-2023 (USD MILLION)
  • TABLE 198 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 199 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019-2023 (USD MILLION)
  • TABLE 200 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024-2029 (USD MILLION)
  • TABLE 201 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019-2023 (USD MILLION)
  • TABLE 202 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024-2029 (USD MILLION)
  • TABLE 203 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019-2023 (USD MILLION)
  • TABLE 204 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024-2029 (USD MILLION)
  • TABLE 205 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019-2023 (USD MILLION)
  • TABLE 206 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024-2029 (USD MILLION)
  • TABLE 207 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019-2023 (USD MILLION)
  • TABLE 208 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024-2029 (USD MILLION)
  • TABLE 209 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019-2023 (USD MILLION)
  • TABLE 210 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 211 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2019-2023 (USD MILLION)
  • TABLE 212 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 213 GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019-2023 (USD MILLION)
  • TABLE 214 GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 215 GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019-2023 (USD MILLION)
  • TABLE 216 GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024-2029 (USD MILLION)
  • TABLE 217 GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019-2023 (USD MILLION)
  • TABLE 218 GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024-2029 (USD MILLION)
  • TABLE 219 GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019-2023 (USD MILLION)
  • TABLE 220 GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024-2029 (USD MILLION)
  • TABLE 221 GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019-2023 (USD MILLION)
  • TABLE 222 GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024-2029 (USD MILLION)
  • TABLE 223 GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019-2023 (USD MILLION)
  • TABLE 224 GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024-2029 (USD MILLION)
  • TABLE 225 GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019-2023 (USD MILLION)
  • TABLE 226 GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 227 GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2019-2023 (USD MILLION)
  • TABLE 228 GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 229 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019-2023 (USD MILLION)
  • TABLE 230 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 231 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019-2023 (USD MILLION)
  • TABLE 232 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024-2029 (USD MILLION)
  • TABLE 233 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019-2023 (USD MILLION)
  • TABLE 234 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024-2029 (USD MILLION)
  • TABLE 235 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019-2023 (USD MILLION)
  • TABLE 236 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024-2029 (USD MILLION)
  • TABLE 237 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019-2023 (USD MILLION)
  • TABLE 238 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024-2029 (USD MILLION)
  • TABLE 239 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019-2023 (USD MILLION)
  • TABLE 240 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024-2029 (USD MILLION)
  • TABLE 241 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019-2023 (USD MILLION)
  • TABLE 242 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 243 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2019-2023 (USD MILLION)
  • TABLE 244 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 245 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019-2023 (USD MILLION)
  • TABLE 246 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 247 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019-2023 (USD MILLION)
  • TABLE 248 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024-2029 (USD MILLION)
  • TABLE 249 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019-2023 (USD MILLION)
  • TABLE 250 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024-2029 (USD MILLION)
  • TABLE 251 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019-2023 (USD MILLION)
  • TABLE 252 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024-2029 (USD MILLION)
  • TABLE 253 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019-2023 (USD MILLION)
  • TABLE 254 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024-2029 (USD MILLION)
  • TABLE 255 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019-2023 (USD MILLION)
  • TABLE 256 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024-2029 (USD MILLION)
  • TABLE 257 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019-2023 (USD MILLION)
  • TABLE 258 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 259 OVERVIEW OF STRATEGIES ADOPTED BY KEY LOCATION-BASED ENTERTAINMENT MARKET VENDORS
  • TABLE 260 LOCATION-BASED ENTERTAINMENT MARKET: DEGREE OF COMPETITION
  • TABLE 261 REGIONAL FOOTPRINT, 2024
  • TABLE 262 OFFERING FOOTPRINT, 2024
  • TABLE 263 VENUE FOOTPRINT, 2024
  • TABLE 264 APPLICATION FOOTPRINT, 2024
  • TABLE 265 DETAILED LIST OF: KEY STARTUPS/SMES, 2024
  • TABLE 266 COMPETITIVE BENCHMARKING OF STARTUPS/SMES, 2024
  • TABLE 267 LOCATION-BASED ENTERTAINMENT MARKET: PRODUCT LAUNCHES, JANUARY 2022-DECEMBER 2024
  • TABLE 268 LOCATION-BASED ENTERTAINMENT MARKET: DEALS, JANUARY 2022-DECEMBER 2024
  • TABLE 269 MICROSOFT: COMPANY OVERVIEW
  • TABLE 270 MICROSOFT: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 271 MICROSOFT: PRODUCT LAUNCHES
  • TABLE 272 MICROSOFT: DEALS
  • TABLE 273 GOOGLE: COMPANY OVERVIEW
  • TABLE 274 GOOGLE: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 275 GOOGLE: DEALS
  • TABLE 276 META: COMPANY OVERVIEW
  • TABLE 277 META: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 278 META: PRODUCT LAUNCHES
  • TABLE 279 UNITY TECHNOLOGIES: COMPANY OVERVIEW
  • TABLE 280 UNITY TECHNOLOGIES: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 281 UNITY TECHNOLOGIES: PRODUCT LAUNCHES
  • TABLE 282 UNITY TECHNOLOGIES: DEALS
  • TABLE 283 NVIDIA: COMPANY OVERVIEW
  • TABLE 284 NVIDIA: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 285 NVIDIA: PRODUCT LAUNCHES
  • TABLE 286 SONY INTERACTIVE ENTERTAINMENT: COMPANY OVERVIEW
  • TABLE 287 SONY INTERACTIVE ENTERTAINMENT: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 288 SONY INTERACTIVE ENTERTAINMENT: PRODUCT LAUNCHES
  • TABLE 289 SONY INTERACTIVE ENTERTAINMENT: DEALS
  • TABLE 290 SAMSUNG: COMPANY OVERVIEW
  • TABLE 291 SAMSUNG: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 292 SAMSUNG: DEALS
  • TABLE 293 BARCO ELECTRONIC SYSTEMS: COMPANY OVERVIEW
  • TABLE 294 BARCO ELECTRONIC SYSTEMS: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 295 BARCO ELECTRONIC SYSTEMS: PRODUCT LAUNCHES
  • TABLE 296 BARCO ELECTRONIC SYSTEMS: DEALS
  • TABLE 297 PANASONIC: COMPANY OVERVIEW
  • TABLE 298 PANASONIC: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 299 PANASONIC: PRODUCT LAUNCHES
  • TABLE 300 PANASONIC: DEALS
  • TABLE 301 HUAWEI TECHNOLOGIES: COMPANY OVERVIEW
  • TABLE 302 HUAWEI TECHNOLOGIES: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 303 HUAWEI TECHNOLOGIES: PRODUCT LAUNCHES
  • TABLE 304 AUGMENTED AND VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2023 (USD MILLION)
  • TABLE 305 AUGMENTED AND VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2024-2029 (USD MILLION)
  • TABLE 306 AUGMENTED REALITY MARKET, BY OFFERING, 2020-2023 (USD MILLION)
  • TABLE 307 AUGMENTED REALITY MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 308 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2020-2023 (USD MILLION)
  • TABLE 309 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2024-2029 (USD MILLION)
  • TABLE 310 AUGMENTED REALITY MARKET, BY APPLICATION, 2020-2023 (USD MILLION)
  • TABLE 311 AUGMENTED REALITY MARKET, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 312 AUGMENTED REALITY MARKET, BY REGION, 2020-2023 (USD MILLION)
  • TABLE 313 AUGMENTED REALITY MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 314 IMMERSIVE VR MARKET, BY DEVICE TYPE, 2020-2023 (USD MILLION)
  • TABLE 315 IMMERSIVE VR MARKET, BY DEVICE TYPE, 2024-2029 (USD MILLION)
  • TABLE 316 IMMERSIVE VR MARKET, BY OFFERING, 2020-2023 (USD MILLION)
  • TABLE 317 IMMERSIVE VR MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 318 IMMERSIVE VR MARKET, BY APPLICATION, 2020-2023 (USD MILLION)
  • TABLE 319 IMMERSIVE VR MARKET, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 320 IMMERSIVE VR MARKET, BY REGION, 2020-2023 (USD MILLION)
  • TABLE 321 IMMERSIVE VR MARKET, BY REGION, 2024-2029 (USD MILLION)

List of Figures

  • FIGURE 1 LOCATION-BASED ENTERTAINMENT MARKET: RESEARCH DESIGN
  • FIGURE 2 BREAKUP OF PRIMARY INTERVIEWS: BY COMPANY TYPE, DESIGNATION, AND REGION
  • FIGURE 3 DATA TRIANGULATION
  • FIGURE 4 LOCATION-BASED ENTERTAINMENT MARKET: TOP-DOWN AND BOTTOM-UP APPROACHES
  • FIGURE 5 MARKET SIZE ESTIMATION METHODOLOGY - APPROACH 1 (SUPPLY-SIDE ANALYSIS): REVENUE FROM SERVICES IN LOCATION-BASED ENTERTAINMENT MARKET
  • FIGURE 6 MARKET SIZE ESTIMATION METHODOLOGY - APPROACH 2, BOTTOM-UP (SUPPLY-SIDE ANALYSIS): COLLECTIVE REVENUE FROM ALL SERVICES IN LOCATION-BASED ENTERTAINMENT MARKET
  • FIGURE 7 MARKET SIZE ESTIMATION METHODOLOGY - APPROACH 3, BOTTOM-UP (SUPPLY-SIDE ANALYSIS): COLLECTIVE REVENUE FROM ALL SERVICES IN LOCATION-BASED ENTERTAINMENT MARKET
  • FIGURE 8 LOCATION-BASED ENTERTAINMENT MARKET, 2022-2029 (USD MILLION)
  • FIGURE 9 LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024
  • FIGURE 10 ADVANCEMENTS IN VR GAMING, INTEGRATION OF ADVANCED TECHNOLOGIES, AND RISING DEMAND FOR SOCIAL AND SHARED EXPERIENCES TO DRIVE LOCATION-BASED ENTERTAINMENT MARKET
  • FIGURE 11 SYSTEMS AND US TO ACCOUNT FOR SIGNIFICANT SHARES IN NORTH AMERICA IN 2024
  • FIGURE 12 SYSTEMS AND CHINA TO ACCOUNT FOR SIGNIFICANT SHARES IN ASIA PACIFIC IN 2024
  • FIGURE 13 SYSTEMS SEGMENT TO ACCOUNT FOR LARGEST MARKET SHARE IN 2024
  • FIGURE 14 AMUSEMENT PARKS SEGMENT TO ACCOUNT FOR LARGEST MARKET SHARE IN 2024
  • FIGURE 15 GAMING SEGMENT TO ACCOUNT FOR LARGEST MARKET SHARE IN 2024
  • FIGURE 16 LOCATION-BASED ENTERTAINMENT MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES
  • FIGURE 17 EVOLUTION OF LOCATION-BASED ENTERTAINMENT
  • FIGURE 18 KEY PLAYERS IN LOCATION-BASED ENTERTAINMENT MARKET: ECOSYSTEMS
  • FIGURE 19 LOCATION-BASED ENTERTAINMENT MARKET: SUPPLY CHAIN ANALYSIS
  • FIGURE 20 AVERAGE SELLING PRICE TREND OF KEY PLAYERS, BY OFFERING, 2024
  • FIGURE 21 LIST OF KEY PATENTS FOR LOCATION-BASED ENTERTAINMENT, 2014-2025
  • FIGURE 22 LOCATION-BASED ENTERTAINMENT MARKET: PORTER'S FIVE FORCES ANALYSIS
  • FIGURE 23 LOCATION-BASED ENTERTAINMENT MARKET: DISRUPTIONS IMPACTING CUSTOMER BUSINESS
  • FIGURE 24 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP APPLICATIONS
  • FIGURE 25 KEY BUYING CRITERIA FOR TOP APPLICATIONS
  • FIGURE 26 LOCATION-BASED ENTERTAINMENT MARKET: TOOLS, FRAMEWORKS, AND TECHNIQUES
  • FIGURE 27 EXPORT SCENARIO OF VIDEO GAME CONSOLES, MACHINES, AND OTHER ARTICLES FOR FUNFAIR, TABLE, OR PARLOR GAMES, BY KEY COUNTRY, 2016-2023 (USD BILLION)
  • FIGURE 28 RECEPTION, CONVERSION, AND TRANSMISSION OR REGENERATION OF VOICE, IMAGES OR OTHER DATA, INCLUDING SWITCHING AND ROUTING APPARATUS (8517) IMPORT, BY KEY COUNTRY, 2016-2023 (USD BILLION)
  • FIGURE 29 INVESTMENT AND FUNDING SCENARIO, 2020-2024 (USD MILLION)
  • FIGURE 30 MARKET POTENTIAL OF GENERATIVE AI IN ENHANCING LOCATION-BASED ENTERTAINMENT ACROSS VARIOUS TYPES OF SOLUTIONS
  • FIGURE 31 GENERATIVE AI BEST PRACTICES ACROSS MAJOR INDUSTRIES
  • FIGURE 32 SOFTWARE SEGMENT TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD
  • FIGURE 33 AR/VR SYSTEM SEGMENT TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD
  • FIGURE 34 ANALYTICS & MONITORING SOFTWARE SEGMENT TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD
  • FIGURE 35 MANAGED SERVICES SEGMENT TO RECORD HIGHER CAGR DURING FORECAST PERIOD
  • FIGURE 36 CONSULTING & ADVISORY SEGMENT TO WITNESS HIGHEST GROWTH DURING FORECAST PERIOD
  • FIGURE 37 ARCADES SEGMENT TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD
  • FIGURE 38 GAMING SEGMENT TO WITNESS HIGHEST GROWTH DURING FORECAST PERIOD
  • FIGURE 39 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET SNAPSHOT
  • FIGURE 40 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET SNAPSHOT
  • FIGURE 41 REVENUE ANALYSIS FOR KEY PLAYERS, 2019-2023 (USD MILLION)
  • FIGURE 42 SHARE OF LEADING COMPANIES IN LOCATION-BASED ENTERTAINMENT MARKET, 2024
  • FIGURE 43 MARKET RANKING ANALYSIS OF TOP FIVE PLAYERS
  • FIGURE 44 COMPANY EVALUATION MATRIX: KEY PLAYERS, 2024
  • FIGURE 45 OVERALL COMPANY FOOTPRINT, 2024
  • FIGURE 46 COMPANY EVALUATION MATRIX: STARTUPS/SMES, 2024
  • FIGURE 47 BRAND/PRODUCT COMPARISON ANALYSIS
  • FIGURE 48 FINANCIAL METRICS OF KEY LOCATION-BASED ENTERTAINMENT MARKET VENDORS
  • FIGURE 49 COMPANY VALUATION OF KEY LOCATION-BASED ENTERTAINMENT MARKET VENDORS
  • FIGURE 50 MICROSOFT: COMPANY SNAPSHOT
  • FIGURE 51 GOOGLE: COMPANY SNAPSHOT
  • FIGURE 52 META: COMPANY SNAPSHOT
  • FIGURE 53 UNITY TECHNOLOGIES: COMPANY SNAPSHOT
  • FIGURE 54 NVIDIA: COMPANY SNAPSHOT
  • FIGURE 55 SONY INTERACTIVE ENTERTAINMENT: COMPANY SNAPSHOT
  • FIGURE 56 SAMSUNG: COMPANY SNAPSHOT
  • FIGURE 57 BARCO ELECTRONIC SYSTEMS: COMPANY SNAPSHOT
  • FIGURE 58 PANASONIC: COMPANY SNAPSHOT
  • FIGURE 59 HUAWEI TECHNOLOGIES: COMPANY SNAPSHOT
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