Market Size in 2024 | Market Forecast in 2034 | CAGR (in %) | Base Year |
---|---|---|---|
USD 5.04 Billion | USD 15.11 Billion | 11.6% | 2024 |
The global location-based entertainment market size was worth around USD 5.04 Billion in 2024 and is predicted to grow to around USD 15.11 Billion by 2034 with a compound annual growth rate (CAGR) of roughly 11.6% between 2025 and 2034. The report analyzes the global location-based entertainment market's drivers, restraints/challenges, and the effect they have on the demands during the projection period. In addition, the report explores emerging opportunities in the location-based entertainment industry.
LBE refers to any entertainment associated with a particular location away from home. The immersive theatre, theme parks, virtual reality cafés, and pop-up stores are just a few examples of the licensed and brand-owned physical experiences available on the LBE market. Location-based entertainment (LBE) is also referred to as "out-of-home entertainment" or interactive multiplayer entertainment centers. Any entertainment associated with a specific place outside the home is referred to as LBE. Immersive LBE experiences can be further broken down into these two groups using the involvement axis and the technology axis. These numerous axes form a spectrum rather than a collection of unique types.
The range of experiences encompasses everything from intensely enjoyable to deeply reflective. They may also incorporate technology to varying degrees, from completely analog to almost entirely digital. A sizable entertainment complex or theme park, for instance, might offer activities that lie on different spectrums. Customers want memorable experiences that will inspire them to leave their houses, teach them something new, or simply astound them. To be successful, owners and managers of immersive LBEs must have a solid grasp of their target markets and clientele. Ambitious providers ought to look beyond their sphere of expertise and borrow concepts from all effective immersive LBEs.
360-degree VR games are becoming more and more common which drives the market growth
The development of VR games has served significant markets globally and has tremendous potential. As virtual reality technology has advanced, devices like the Samsung Gear VR, Oculus VR, and HTC Vive have gained popularity. Games are enjoyable and interactive due to virtual reality technology that includes tracking, sensory, and hand controls. To satisfy demand, more VR gaming companies emerged. The environment can be perceived by participants in VR games. Adrenaline is raised by immersive images and 360-degree video material. Using virtual reality devices, players can alter the game's settings. Shooters, simulations, and adventures were enhanced by VR. This encourages the location-based entertainment industry expansion.
Extensive use of VR headsets poses health risks
Electromagnetic frequency radiation may be produced by VR headsets. These devices use Bluetooth or Wi-Fi to connect to your smartphone or computer and have sophisticated sensors that fully engage you in VR. VR headsets fueled by smartphones emit radiation. The reproductive system, mood, and sleep patterns may all be affected by cell phone radiation. VR headsets may interact with smartphones and wirelessly connect to Wi-Fi, emitting radiation and posing long-term health risks. Thus, this is expected to hinder the global location-based entertainment market growth.
The growing focus of market participants on integrating innovative technology offers an attractive opportunity
To provide customers with premium immersive experiences, the major location-based entertainment market players are concentrating on integrating cutting-edge technologies such as Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), interactive digital surfaces, and 3D projection mapping with LBE. For instance, in January 2023, Apple, Inc. and the Walt Disney Company considered the possibility of working together to create a VR content platform for the company's headset. In partnership with Sony Group Corporation, the tech behemoth created the headset, which has high-resolution screens and AR full-color pass-through.
The high cost of AR and VR content development poses a major challenge
Companies are curious about the complex subject of augmented reality solution costs. AR is an investment because it produces innovations and functions well. Businesses across all sectors engage in this strategy to impress their audience, attract more attention, and increase profits. In general, AR costs anywhere from $7000 to $250,000 (in large-scale enterprise solutions). The cost of developing an AR solution is influenced by several variables, including the sort of AR application, project complexity, and project duration. Thus, the high cost of AR and VR is expected to pose a major challenge to market growth.
The global location-based entertainment market is segmented based on Type, Technology, Application, End-user, and region.
Based on Type, the global location-based entertainment market is divided into VR Arcades, Theme Parks, Cinemas, Museums, Escape Rooms, Interactive Gaming Zones.
On the basis of Technology, the global location-based entertainment market is bifurcated into Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR), 3D Projection.
By Application, the global location-based entertainment market is split into Gaming, Education, Simulation Training, Art & Culture.
In terms of End-user, the global location-based entertainment market is categorized into Individuals, Groups (Corporate Events, School Trips, Family Outings).
Report Attributes | Report Details |
---|---|
Report Name | Location-based Entertainment Market |
Market Size in 2024 | USD 5.04 Billion |
Market Forecast in 2034 | USD 15.11 Billion |
Growth Rate | CAGR of 11.6% |
Number of Pages | 203 |
Key Companies Covered | KidZania Operations S.A.R.L., Huawei Technologies Co., Ltd., Microsoft Corporation, Niantic Inc., Magic Leap Inc., Regal Entertainment Group, Samsung Electronics Co., Ltd., Overseas Chinese Town Enterprise Co. (OCT) Parks, Six Flag Entertainment Corporation, 4Experience, HTC Corporation, HQ Software, Google LLC, E-Learning Studios, Cinepolis, Disney Parks, Experience, and Products (The Walt Disney Company), AEON Fantasy Co, Barron Games International, Bob’s Space Racers and CamOnApp among others., and others. |
Segments Covered | By Type, By Technology, By Application, By End-user, and By Region |
Regions Covered | North America, Europe, Asia Pacific (APAC), Latin America, The Middle East and Africa (MEA) |
Base Year | 2024 |
Historical Year | 2020 to 2023 |
Forecast Year | 2025 - 2034 |
Customization Scope | Avail customized purchase options to meet your exact research needs. Request For Customization |
North America is expected to dominate the market during the forecast period
North America is expected to dominate the global location-based entertainment market during the forecast period. The growth in the region is attributed to the rise in interest in cutting-edge technology and the quick uptake of location-based VR. In addition, North America is home to many significant industry players. The successful application of location-based VR in a variety of media, entertainment, and gaming applications is also promoting the expansion of the local market.
On the other hand, the Asia Pacific is expected to grow at the fastest rate over the forecast period owing to the rapid urbanization and rising disposable income of the population in the region. Furthermore, the growth of VR-based games in countries like Japan, China, South Korea, and India is also boosting market development in the APAC region. Numerous governments are also backing the use of LBE technology at well-known tourist hotspots to increase regional prosperity. This encourages market growth in the Asia Pacific region.
The report provides a company market share analysis to give a broader overview of the key market players. In addition, the report also covers key strategic developments of the market, including acquisitions & mergers, new product launches, agreements, partnerships, collaborations & joint ventures, research & development, and regional expansion of major participants involved in the location-based entertainment market on a global and regional basis.
The global location-based entertainment market is dominated by players like:
The global location-based entertainment market is segmented as follows;
By Type
By Technology
By Application
By End-user
By Region
FrequentlyAsked Questions
LBE refers to any entertainment associated with a particular location away from home.
The global location-based entertainment market is expected to grow due to rising popularity of immersive experiences like VR/AR arcades, theme parks, and demand for interactive consumer attractions.
According to a study, the global location-based entertainment market size was worth around USD 5.04 Billion in 2024 and is expected to reach USD 15.11 Billion by 2034.
The global location-based entertainment market is expected to grow at a CAGR of 11.6% during the forecast period.
North America is expected to dominate the location-based entertainment market over the forecast period.
Leading players in the global location-based entertainment market include KidZania Operations S.A.R.L., Huawei Technologies Co., Ltd., Microsoft Corporation, Niantic Inc., Magic Leap Inc., Regal Entertainment Group, Samsung Electronics Co., Ltd., Overseas Chinese Town Enterprise Co. (OCT) Parks, Six Flag Entertainment Corporation, 4Experience, HTC Corporation, HQ Software, Google LLC, E-Learning Studios, Cinepolis, Disney Parks, Experience, and Products (The Walt Disney Company), AEON Fantasy Co, Barron Games International, Bob’s Space Racers and CamOnApp among others., among others.
The report explores crucial aspects of the location-based entertainment market, including a detailed discussion of existing growth factors and restraints, while also examining future growth opportunities and challenges that impact the market.
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