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PUBLISHER: SkyQuest | PRODUCT CODE: 1902676

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PUBLISHER: SkyQuest | PRODUCT CODE: 1902676

Location-Based Entertainment Market Size, Share, and Growth Analysis, By Technology (Virtual Reality, Augmented Reality), By Offering (Hardware, Software), By Venue, By Region - Industry Forecast 2026-2033

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Global Location-Based Entertainment Market size was valued at USD 4.08 Billion in 2024 and is poised to grow from USD 5.2 Billion in 2025 to USD 36.33 Billion by 2033, growing at a CAGR of 27.5% during the forecast period (2026-2033).

The gaming industry is experiencing a transformative shift with the emergence of virtual reality (VR), offering players immersive and realistic experiences. Companies are increasingly entering mergers and acquisitions to enhance their market standing by collaborating with VR and location-based entertainment (LBE) technology providers. This trend facilitates the provision of advanced tools for game studios and operators, enabling them to thrive in the expanding LBE sector. Venues such as arcades, theme parks, and VR cafes are leveraging immersive technologies like Augmented Reality (AR) and 3D animation to enrich the LBE landscape. Operators are vying for a larger global footprint, actively seeking competitive advantages. This evolution is paralleled by challenges stemming from worldwide events that have impacted business operations, prompting shifts in strategies across the market.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Location-Based Entertainment market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Location-Based Entertainment Market Segments Analysis

Global Location-Based Entertainment Market is segmented by technology, offering, venue and region. Based on technology, the market is segmented into virtual reality, augmented reality, projection mapping and other technologies. Based on offering, the market is segmented into hardware, software and services. Based on venue, the market is segmented into amusement parks, theme parks, arcades and other venues. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Location-Based Entertainment Market

The expansion of the Global Location-Based Entertainment market is largely driven by an increasing appetite for immersive video content, engaging video games, and a variety of entertainment experiences. This heightened consumer interest is anticipated to significantly boost the demand for Virtual Reality (VR) headsets, as audiences seek out innovative ways to interact with and enjoy entertainment. As technology progresses and more immersive options become accessible, the synergy between entertainment and location-based experiences is likely to cultivate a thriving ecosystem that captivates users and enhances their overall enjoyment, further propelling market growth in the sector.

Restraints in the Global Location-Based Entertainment Market

A significant challenge in the Global Location-Based Entertainment market lies in developing experiences that effectively balance entertainment with educational value. Creators must have a deep understanding of their target audience and their specific needs, which can complicate the design process. Additionally, it is essential to explore engaging methods that allow participants, particularly students, to enjoy themselves while learning. Striking this balance is crucial for the success of location-based VR experiences, as it requires innovative solutions that captivate users while simultaneously fulfilling educational objectives. Overcoming these hurdles is vital for the continued growth and relevance of the industry.

Market Trends of the Global Location-Based Entertainment Market

The Global Location-Based Entertainment market is experiencing a transformative shift driven by the convergence of social media, the Internet, and mobile technology, reshaping the landscape of family entertainment centers. This "triple revolution" is intensifying competition as facilities adapt by incorporating cutting-edge virtual reality (VR) and augmented reality (AR) experiences that captivate modern audiences. Game developers are increasingly focused on innovating and enhancing gaming environments, leading to a surge in demand for immersive, interactive experiences that resonate with diverse demographics. As consumer preferences evolve, entertainment centers are strategically upgrading their offerings to remain relevant and appealing in a dynamic market.

Product Code: SQSG45F2019

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2025
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Case Study Analysis
  • Customer & Buying Criteria Analysis

Global Location-Based Entertainment Market Size by Technology & CAGR (2026-2033)

  • Market Overview
  • Virtual Reality
  • Augmented Reality
  • Projection Mapping
  • Other Technologies

Global Location-Based Entertainment Market Size by Offering & CAGR (2026-2033)

  • Market Overview
  • Hardware
  • Software
  • Services
    • Professional Services
    • Consulting
    • Support And Maintenance
    • Training And Deployment
    • Managed Services

Global Location-Based Entertainment Market Size by Venue & CAGR (2026-2033)

  • Market Overview
  • Amusement Parks
  • Theme Parks
  • Arcades
  • Other Venues

Global Location-Based Entertainment Market Size & CAGR (2026-2033)

  • North America (Technology, Offering, Venue)
    • US
    • Canada
  • Europe (Technology, Offering, Venue)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Technology, Offering, Venue)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Technology, Offering, Venue)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Technology, Offering, Venue)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2025
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2025
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2021-2023)

Key Company Profiles

  • Microsoft
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Google
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Meta
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Unity Technologies
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Nvidia
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sony Interactive Entertainment
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Samsung
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Barco Electronic Systems
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Panasonic
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Huawei Technologies
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • HQ Software
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • HTC Vive
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Niantic Inc.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Vicon Motion Systems
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • OptiTrack
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • SpringboardVR
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • 4Experience
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Hologate
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Ultraleap
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Magic Leap
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations

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