Location based entertainment (LBE) is an entertainment experience, or a leisure offering that exists under a commercial location. This generally considered a key mode of key mode of immersive experience, social, and interactive experience that cannot be generated at home. Some of these commercial locations includes amusement parks, malls & retail spaces, recreation areas, resorts & hotels, and so on. The key objective of LBE is to increase visitor traffic to shopping centers, mixed-use projects, resort locations of all sizes, and malls, these experiential entertainment properties are crucial anchors.
The global location-based entertainment market was valued at $2,315.71 million in 2019 which grew till 2024 at a compound annual growth rate (CAGR) of more than 10.00%.
Advancements in Immersive Experiences
Over the past five years, there has been a considerable advancement in the integration of virtual reality (VR), augmented reality (AR), and mixed reality (MR) into LBE. Between 2020 and 2025, advancements in software (such AI-driven personalization) and hardware (including lighter VR headsets like the HTC VIVE Flow, which made its debut in 2021) improved accessibility and engagement. To cater to tech-savvy millennials and Generation Z, theme parks added AR-enhanced attractions, and VR arcades added multiplayer features. After 2020, this digital innovation picked up speed, keeping LBE competitive with other home entertainment options. In addition, Panasonic and Illuminarium Experiences collaborated to introduce updated laser light projection systems. The company, which bills itself as a next-generation immersive entertainment concept that offers a sensory experience, has raised about US$100 million (€88.6 million, £73.9 million) in first funding for its global rollout. "WILD: A Safari Experience," their debut experience, debuted in Atlanta recently. Numerous other applications and advancements of this kind are on the horizon. Therefore, the advancements in immersive experiences drove the growth of the Location-Based Entertainment market.
Demand for Personalization and Customization in Entertainment
The demand for individualized and tailored experiences is altering the theme park industry, mirroring a broader trend in the service sector. Theme parks are rapidly utilizing advanced data analytics to transform trips into personalized excursions, guaranteeing that each guest's experience is unique. This movement aims to foster a stronger bond between parks and their visitors, resulting in memories that are both memorable and emotionally personal. This involves using data analytics to better understand guest preferences and habits, creating experiences that adapt to guest inputs or preferences, forecasting the nature of encounters based on guest data, and selling personalized merchandise. One such example is Symbolica at Efteling in the Netherlands, which allows riders to choose one of three possible courses, resulting in a more personalized experience.
The global location-based entertainment markets is fairly concentrated, with large players operating in the market. The top 10 competitors in the market made up 36.31% of the total market in 2023.
Location-Based Entertainment Global Market Opportunities and Strategies To 2034 from The Business Research Company provides the strategists; marketers and senior management with the critical information they need to assess the global location-based entertainment market as it emerges from the COVID-19 shut down.
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Where is the largest and fastest-growing market for location-based entertainment? How does the market relate to the overall economy; demography and other similar markets? What forces will shape the market going forward? The location-based entertainment market global report from The Business Research Company answers all these questions and many more.
The report covers market characteristics; size and growth; segmentation; regional and country breakdowns; competitive landscape; market shares; trends and strategies for this market. It traces the market's history and forecasts market growth by geography. It places the market within the context of the wider location-based entertainment market; and compares it with other markets.
The report covers the following chapters
- Introduction And Market Characteristics- Brief introduction to the segmentations covered in the market, definitions and explanations about the segment by type and by application.
- Key Trends- Highlights the major trends shaping the global market. This section also highlights likely future developments in the market.
- Growth Analysis And Strategic Analysis Framework- Analysis on PESTEL, end use industries, market growth rate, global historic (2019-2024) and forecast (2024-2029, 2034F) market values and drivers and restraints that support and control the growth of the market in the historic and forecast periods, forecast growth contributors and total addressable market (TAM).
- Regional And Country Analysis- Historic (2019-2024) and forecast (2024-2029, 2034F) market values and growth and market share comparison by region and country.
- Market Segmentation- Contains the market values (2019-2024) (2024-2029, 2034F) and analysis for each segment by type and by application in the market. Historic (2019-2024) and forecast (2024-2029) and (2029-2034) market values and growth and market share comparison by region market.
- Regional Market Size And Growth- Regional market size (2024), historic (2019-2024) and forecast (2024-2029, 2034F) market values and growth and market share comparison of countries within the region. This report includes information on all the regions Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa and major countries within each region.
- Competitive Landscape- Details on the competitive landscape of the market, estimated market shares and company profiles of the leading players.
- Other Major And Innovative Companies- Details on the company profiles of other major and innovative companies in the market.
- Competitive Benchmarking- Briefs on the financials comparison between major players in the market.
- Competitive Dashboard- Briefs on competitive dashboard of major players.
- Key Mergers And Acquisitions- Information on recent mergers and acquisitions in the market covered in the report. This section gives key financial details of mergers and acquisitions, which have shaped the market in recent years
- Recent Developments- Information on recent developments in the market covered in the report.
- Market Opportunities And Strategies- Describes market opportunities and strategies based on findings of the research, with information on growth opportunities across countries, segments and strategies to be followed in those markets.
- Conclusions And Recommendations- This section includes recommendations for location-based entertainment providers in terms of product/service offerings geographic expansion, marketing strategies and target groups.
- Appendix- This section includes details on the NAICS codes covered, abbreviations and currencies codes used in this report.
Markets Covered:
- 1) By Offerings: Hardware; Software; Services
- 2) By Technology: Dimensional (2D); Dimensional (3D); Cloud Merged Reality (CMR)
- 3) by End-Use: Amusement Parks; Arcade Studios; 4D Films
- Companies Mentioned: The Walt Disney Company; Meta Platforms Inc.; Microsoft Corporation; Samsung Electronics Co. Ltd.; Niantic Inc.
- Countries: China; Australia; India; Indonesia; Japan; South Korea; USA; Canada; Brazil; France; Germany; UK; Italy; Spain; Russia
- Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
- Time-series: Five years historic and ten years forecast.
- Data: Ratios of market size and growth to related markets; GDP proportions; expenditure per capita; location-based entertainment indicators comparison.
- Data segmentations: country and regional historic and forecast data; market share of competitors; market segments.
- Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.