Location-based Entertainment Market Analysis and Forecast to 2032: By Component (Hardware, Software), Technology (2 Dimensional (2D), 3 Dimensional (3D), Cloud Merged Reality), End User (Amusement Parks, Arcade Studios, 4D Films), and Region

The Location-based Entertainment Market size was USD 1.3 Billion in 2022 and it is anticipated to grow over USD 17.7 Billion by 2032, at a CAGR of over 19.7% during the forecast period.

Location-based entertainment (LBE) is a type of entertainment that is focused on a specific location. This can include amusement parks, museums, zoos, and other attractions. The key aspect of LBE is that it is designed to be experienced in person and cannot be enjoyed from home. This type of entertainment can be a great way to get people out of the house and explore new places. It can also be a great way to promote tourism in a specific area.

Key Drivers & Trends

There are a few key drivers of the Location-based Entertainment market. First, the rise in popularity of mobile devices and apps that use GPS technology has made it easier for people to find and track their locations. This has made it more convenient for people to visit locations that offer entertainment options.

Second, the growth of the tourism industry has also contributed to the popularity of location-based entertainment. As more people travel to different parts of the world, they are looking for ways to spend their time that are unique to the location they are visiting.

Finally, the rise of social media has also played a role in the growth of location-based entertainment. Social media platforms like Facebook and Twitter have made it easier for people to share information about their experiences at different locations. This has helped to promote different businesses and attractions.

Restraints & Challenges

The key restraints and challenges in Location-based Entertainment market are:

  1. High costs: Location-based entertainment can be expensive to set up and maintain. For example, a theme park requires a large investment in land, infrastructure, and attractions.
  2. Limited appeal: Not everyone is interested in location-based entertainment. Some people prefer to stay at home and enjoy entertainment on their own terms.
  3. Weather dependency: Many location-based entertainment venues are outdoor activities, which means they are subject to the whims of the weather. A rainy day can ruin a trip to the amusement park.
Market Segments

The Location-based Entertainment market has been segmented into Component, Technology, End User, and Region. Based on the Component, the Location-based Entertainment market is bifurcated into Hardware and Software. On the basis of Technology, the market is segmented into 2 Dimensional (2D), 3 Dimensional (3D), and Cloud Merged Reality. Based on End User, the market is segmented into Amusement Parks, Arcade Studios, and 4D Films. Region-wise, the market is analyzed across North America, Europe, Asia Pacific, and the Rest of the World.

Key Players

The Location-based Entertainment Market includes players such as Cedar Fair Entertainment Company (US), Disney (US), Merlin Entertainments (UK), Palace Entertainment (US), Sandbox VR (Singapore), SeaWorld Parks & Entertainment, Inc. (US), Six Flags Entertainment Corporation (US), Universal Studios (US), Village Roadshow Limited (Australia), and Warner Bros. Entertainment Inc. (US).

Why GIS?

Table of Contents

Chapter 1. Location-based Entertainment Market Overview
1.1. Objectives of the Study
1.2. Market Definition and Research & Scope
1.3. Research Limitations
1.4. Research Methodologies
1.4.1. Secondary Research
1.4.2. Market Size Estimation Technique
1.4.3. Forecasting
1.4.4. Primary Research and Data Validation

Chapter 2. Executive Summary
2.1. Summary
2.2. Key Highlights of the Market

Chapter 3. Premium Insights on the Market
3.1. Market Attractiveness Analysis, By Region
3.2. Market Attractiveness Analysis, By Component
3.3. Market Attractiveness Analysis, By Technology
3.4. Market Attractiveness Analysis, By End User

Chapter 4. Location-based Entertainment Market Outlook
4.1. Location-based Entertainment Market Segmentation
4.2. Market Dynamics
4.2.1. Market Drivers
4.2.1.1. Driver 1
4.2.1.2. Driver 2
4.2.1.3. Driver 3
4.2.2. Market Restraints
4.2.2.1. Restraint 1
4.2.2.2. Restraint 2
4.2.3. Market Opportunities
4.2.3.1. Opportunity 1
4.2.3.2. Opportunity 2
4.3. Porter’s Five Forces Analysis
4.3.1. Threat of New Entrants
4.3.2. Threat of Substitutes
4.3.3. Bargaining Power of Buyers
4.3.4. Bargaining Power of Supplier
4.3.5. Competitive Rivalry
4.4. PESTLE Analysis
4.5. Value Chain Analysis
4.5.1. Raw Material Suppliers
4.5.2. Manufacturers
4.5.3. Wholesalers and/or Retailers
4.6. Impact of COVID-19 on the Location-based Entertainment Market
4.7. Impact of the Russia and Ukraine War on the Location-based Entertainment Market
4.8. Case Study Analysis
4.9. Pricing Analysis

Chapter 5. Location-based Entertainment Market, By Component
5.1. Market Overview
5.2. Hardware
5.2.1. Key Market Trends & Opportunity Analysis
5.2.2. Market Size and Forecast, By Region
5.3. Software
5.3.1. Key Market Trends & Opportunity Analysis
5.3.2. Market Size and Forecast, By Region

Chapter 6. Location-based Entertainment Market, By Technology
6.1. Market Overview
6.2. 2 Dimensional (2D)
6.2.1. Key Market Trends & Opportunity Analysis
6.2.2. Market Size and Forecast, By Region
6.3. 3 Dimensional (3D)
6.3.1. Key Market Trends & Opportunity Analysis
6.3.2. Market Size and Forecast, By Region
6.4. Cloud Merged Reality
6.4.1. Key Market Trends & Opportunity Analysis
6.4.2. Market Size and Forecast, By Region

Chapter 7. Location-based Entertainment Market, By End User
7.1. Market Overview
7.2. Amusement Parks
7.2.1. Key Market Trends & Opportunity Analysis
7.2.2. Market Size and Forecast, By Region
7.3. Arcade Studios
7.3.1. Key Market Trends & Opportunity Analysis
7.3.2. Market Size and Forecast, By Region
7.4. 4D Films
7.4.1. Key Market Trends & Opportunity Analysis
7.4.2. Market Size and Forecast, By Region

Chapter 8. Location-based Entertainment Market, by Region
8.1. Overview
8.2. North America
8.2.1. Key Market Trends and Opportunities
8.2.2. North America Location-based Entertainment Market Size and Forecast, by Technology
8.2.3. North America Location-based Entertainment Market Size and Forecast, by Component
8.2.4. North America Location-based Entertainment Market Size and Forecast, by End User
8.2.5. North America Location-based Entertainment Market Size and Forecast, by Country
8.2.6. The U.S.
8.2.6.1. The U.S. Location-based Entertainment Market Size and Forecast, by Technology
8.2.6.2. The U.S. Location-based Entertainment Market Size and Forecast, by Component
8.2.6.3. The U.S. Location-based Entertainment Market Size and Forecast, by End User
8.2.7. Canada
8.2.7.1. Canada Location-based Entertainment Market Size and Forecast, by Technology
8.2.7.2. Canada Location-based Entertainment Market Size and Forecast, by Component
8.2.7.3. Canada Location-based Entertainment Market Size and Forecast, by End User
8.2.8. Mexico
8.2.8.1. Mexico Location-based Entertainment Market Size and Forecast, by Technology
8.2.8.2. Mexico Location-based Entertainment Market Size and Forecast, by Component
8.2.8.3. Mexico Location-based Entertainment Market Size and Forecast, by End User
8.3. Europe
8.3.1. Key Market Trends and Opportunities
8.3.2. Europe Location-based Entertainment Market Size and Forecast, by Technology
8.3.3. Europe Location-based Entertainment Market Size and Forecast, by Component
8.3.4. Europe Location-based Entertainment Market Size and Forecast, by End User
8.3.5. Europe Location-based Entertainment Market Size and Forecast, by Country
8.3.6. The U.K.
8.3.6.1. The U.K. Location-based Entertainment Market Size and Forecast, by Technology
8.3.6.2. The U.K. Location-based Entertainment Market Size and Forecast, by Component
8.3.6.3. The U.K. Location-based Entertainment Market Size and Forecast, by End User
8.3.7. Germany
8.3.7.1. Germany Location-based Entertainment Market Size and Forecast, by Technology
8.3.7.2. Germany Location-based Entertainment Market Size and Forecast, by Component
8.3.7.3. Germany Location-based Entertainment Market Size and Forecast, by End User
8.3.8. France
8.3.8.1. France Location-based Entertainment Market Size and Forecast, by Technology
8.3.8.2. France Location-based Entertainment Market Size and Forecast, by Component
8.3.8.3. France Location-based Entertainment Market Size and Forecast, by End User
8.3.9. Spain
8.3.9.1. Spain Location-based Entertainment Market Size and Forecast, by Technology
8.3.9.2. Spain Location-based Entertainment Market Size and Forecast, by Component
8.3.9.3. Spain Location-based Entertainment Market Size and Forecast, by End User
8.3.10. Italy
8.3.10.1. Italy Location-based Entertainment Market Size and Forecast, by Technology
8.3.10.2. Italy Location-based Entertainment Market Size and Forecast, by Component
8.3.10.3. Italy Location-based Entertainment Market Size and Forecast, by End User
8.3.11. Netherlands
8.3.11.1. Netherlands Location-based Entertainment Market Size and Forecast, by Technology
8.3.11.2. Netherlands Location-based Entertainment Market Size and Forecast, by Component
8.3.11.3. Netherlands Location-based Entertainment Market Size and Forecast, by End User
8.3.12. Sweden
8.3.12.1. Sweden Location-based Entertainment Market Size and Forecast, by Technology
8.3.12.2. Sweden Location-based Entertainment Market Size and Forecast, by Component
8.3.12.3. Sweden Location-based Entertainment Market Size and Forecast, by End User
8.3.13. Switzerland
8.3.13.1. Switzerland Location-based Entertainment Market Size and Forecast, by Technology
8.3.13.2. Switzerland Location-based Entertainment Market Size and Forecast, by Component
8.3.13.3. Switzerland Location-based Entertainment Market Size and Forecast, by End User
8.3.14. Denmark
8.3.14.1. Denmark Location-based Entertainment Market Size and Forecast, by Technology
8.3.14.2. Denmark Location-based Entertainment Market Size and Forecast, by Component
8.3.14.3. Denmark Location-based Entertainment Market Size and Forecast, by End User
8.3.15. Finland
8.3.15.1. Finland Location-based Entertainment Market Size and Forecast, by Technology
8.3.15.2. Finland Location-based Entertainment Market Size and Forecast, by Component
8.3.15.3. Finland Location-based Entertainment Market Size and Forecast, by End User
8.3.16. Russia
8.3.16.1. Russia Location-based Entertainment Market Size and Forecast, by Technology
8.3.16.2. Russia Location-based Entertainment Market Size and Forecast, by Component
8.3.16.3. Russia Location-based Entertainment Market Size and Forecast, by End User
8.3.17. Rest of Europe
8.3.17.1. Rest of Europe Location-based Entertainment Market Size and Forecast, by Technology
8.3.17.2. Rest of Europe Location-based Entertainment Market Size and Forecast, by Component
8.3.17.3. Rest of Europe Location-based Entertainment Market Size and Forecast, by End User
8.4. Asia-Pacific
8.4.1. Key Market Trends and Opportunities
8.4.2. Asia-Pacific Location-based Entertainment Market Size and Forecast, by Country
8.4.3. Asia-Pacific Location-based Entertainment Market Size and Forecast, by Technology
8.4.4. Asia-Pacific Location-based Entertainment Market Size and Forecast, by Component
8.4.5. Asia-Pacific Location-based Entertainment Market Size and Forecast, by End User
8.4.6. China
8.4.6.1. China Location-based Entertainment Market Size and Forecast, by Technology
8.4.6.2. China Location-based Entertainment Market Size and Forecast, by Component
8.4.6.3. China Location-based Entertainment Market Size and Forecast, by End User
8.4.7. India
8.4.7.1. India Location-based Entertainment Market Size and Forecast, by Technology
8.4.7.2. India Location-based Entertainment Market Size and Forecast, by Component
8.4.7.3. India Location-based Entertainment Market Size and Forecast, by End User
8.4.8. Japan
8.4.8.1. Japan Location-based Entertainment Market Size and Forecast, by Technology
8.4.8.2. Japan Location-based Entertainment Market Size and Forecast, by Component
8.4.8.3. Japan Location-based Entertainment Market Size and Forecast, by End User
8.4.9. South Korea
8.4.9.1. South Korea Location-based Entertainment Market Size and Forecast, by Technology
8.4.9.2. South Korea Location-based Entertainment Market Size and Forecast, by Component
8.4.9.3. South Korea Location-based Entertainment Market Size and Forecast, by End User
8.4.10. Australia
8.4.10.1. Australia Location-based Entertainment Market Size and Forecast, by Technology
8.4.10.2. Australia Location-based Entertainment Market Size and Forecast, by Component
8.4.10.3. Australia Location-based Entertainment Market Size and Forecast, by End User
8.4.11. Singapore
8.4.11.1. Singapore Location-based Entertainment Market Size and Forecast, by Technology
8.4.11.2. Singapore Location-based Entertainment Market Size and Forecast, by Component
8.4.11.3. Singapore Location-based Entertainment Market Size and Forecast, by End User
8.4.12. Indonesia
8.4.12.1. Indonesia Location-based Entertainment Market Size and Forecast, by Technology
8.4.12.2. Indonesia Location-based Entertainment Market Size and Forecast, by Component
8.4.12.3. Indonesia Location-based Entertainment Market Size and Forecast, by End User
8.4.13. Taiwan
8.4.13.1. Taiwan Location-based Entertainment Market Size and Forecast, by Technology
8.4.13.2. Taiwan Location-based Entertainment Market Size and Forecast, by Component
8.4.13.3. Taiwan Location-based Entertainment Market Size and Forecast, by End User
8.4.14. Malaysia
8.4.14.1. Malaysia Location-based Entertainment Market Size and Forecast, by Technology
8.4.14.2. Malaysia Location-based Entertainment Market Size and Forecast, by Component
8.4.14.3. Malaysia Location-based Entertainment Market Size and Forecast, by End User
8.4.15. Rest of APAC
8.4.15.1. Rest of APAC Location-based Entertainment Market Size and Forecast, by Technology
8.4.15.2. Rest of APAC Location-based Entertainment Market Size and Forecast, by Component
8.4.15.3. Rest of APAC Location-based Entertainment Market Size and Forecast, by End User
8.5. Rest of The World
8.5.1. Key Market Trends and Opportunities
8.5.2. Rest of The World Location-based Entertainment Market Size and Forecast, by Technology
8.5.3. Rest of The World Location-based Entertainment Market Size and Forecast, by Component
8.5.4. Rest of The World Location-based Entertainment Market Size and Forecast, by End User
8.5.5. Rest of The World Location-based Entertainment Market Size and Forecast, by Country
8.5.6. Latin America
8.5.6.1. Latin America Location-based Entertainment Market Size and Forecast, by Technology
8.5.6.2. Latin America Location-based Entertainment Market Size and Forecast, by Component
8.5.6.3. Latin America Location-based Entertainment Market Size and Forecast, by End User
8.5.7. Middle East
8.5.7.1. Middle East Location-based Entertainment Market Size and Forecast, by Technology
8.5.7.2. Middle East Location-based Entertainment Market Size and Forecast, by Component
8.5.7.3. Middle East Location-based Entertainment Market Size and Forecast, by End User
8.5.8. Africa
8.5.8.1. Africa Location-based Entertainment Market Size and Forecast, by Technology
8.5.8.2. Africa Location-based Entertainment Market Size and Forecast, by Component
8.5.8.3. Africa Location-based Entertainment Market Size and Forecast, by End User

Chapter 9. Competitive Landscape
9.1. Market Overview
9.2. Market Share Analysis/Key Player Positioning
9.3. Developmental Strategy Benchmarking
9.3.1. New Product Development
9.3.2. Product Launches
9.3.3. Business Expansions
9.3.4. Partnerships, Joint Ventures, And Collaborations
9.3.5. Mergers And Acquisitions

Chapter 10. Company Profiles
10.1. Cedar Fair Entertainment Company (US)
10.1.1. Company Snapshot
10.1.2. Financial Performance
10.1.3. Product offerings
10.1.4. Key Strategic Initiatives
10.1.5. SWOT Analysis
10.2. Disney (US)
10.2.1. Company Snapshot
10.2.2. Financial Performance
10.2.3. Product offerings
10.2.4. Key Strategic Initiatives
10.2.5. SWOT Analysis
10.3. Merlin Entertainments (UK)
10.3.1. Company Snapshot
10.3.2. Financial Performance
10.3.3. Product offerings
10.3.4. Key Strategic Initiatives
10.3.5. SWOT Analysis
10.4. Palace Entertainment (US)
10.4.1. Company Snapshot
10.4.2. Financial Performance
10.4.3. Product offerings
10.4.4. Key Strategic Initiatives
10.4.5. SWOT Analysis
10.5. Sandbox VR (Singapore)
10.5.1. Company Snapshot
10.5.2. Financial Performance
10.5.3. Product offerings
10.5.4. Key Strategic Initiatives
10.5.5. SWOT Analysis
10.6. SeaWorld Parks & Entertainment, Inc. (US)
10.6.1. Company Snapshot
10.6.2. Financial Performance
10.6.3. Product offerings
10.6.4. Key Strategic Initiatives
10.6.5. SWOT Analysis
10.7. Six Flags Entertainment Corporation (US)
10.7.1. Company Snapshot
10.7.2. Financial Performance
10.7.3. Product offerings
10.7.4. Key Strategic Initiatives
10.7.5. SWOT Analysis
10.8. Universal Studios (US)
10.8.1. Company Snapshot
10.8.2. Financial Performance
10.8.3. Product offerings
10.8.4. Key Strategic Initiatives
10.8.5. SWOT Analysis
10.9. Village Roadshow Limited (Australia)
10.9.1. Company Snapshot
10.9.2. Financial Performance
10.9.3. Product offerings
10.9.4. Key Strategic Initiatives
10.9.5. SWOT Analysis
10.10. Warner Bros. Entertainment Inc. (US)
10.10.1. Company Snapshot
10.10.2. Financial Performance
10.10.3. Product offerings
10.10.4. Key Strategic Initiatives
10.10.5. SWOT Analysis
*The List of Company Is Subject To Change During The Final Compilation of The Report

Market Segments

By Component

  • Hardware
  • Software

By Technology

  • 2 Dimensional (2D)
  • 3 Dimensional (3D)
  • Cloud Merged Reality

By End User

  • Amusement Parks
  • Arcade Studios
  • 4D Films

By Region

  • North America
    • The U.S.
    • Canada
    • Mexico
  • Europe
    • The U.K.
    • Germany
    • France
    • Spain
    • Italy
    • Netherlands
    • Sweden
    • Switzerland
    • Denmark
    • Finland
    • Russia
    • Rest of Europe
  • The Asia-Pacific
    • China
    • India
    • Japan
    • South Korea
    • Australia
    • Singapore
    • Indonesia
    • Taiwan
    • Malaysia
    • Rest of Asia-Pacific
  • Rest of the World
    • Latin America
    • The Middle East
    • Africa

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