Location Based Entertainment (LBE) Market By Technology (Projection mapping, Augmented Reality), By Offerings (Services, Software, Hardware), By Geographic Scope and Forecast

Published Date: August - 2024 | Publisher: MIR | No of Pages: 320 | Industry: latest updates trending Report | Format: Report available in PDF / Excel Format

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Location Based Entertainment (LBE) Market By Technology (Projection mapping, Augmented Reality), By Offerings (Services, Software, Hardware), By Geographic Scope and Forecast

Location Based Entertainment (LBE) Market Size and Forecast

Location Based Entertainment (LBE) Market size was valued at USD 5.08 Billion in 2024 and is projected to reach USD 29.28 Billion by 2031, growing at a CAGR of 27% from 2024 to 2031.

  • Location-Based Entertainment (LBE) is defined as entertainment experiences that rely on a specific physical location, such as amusement parks, arcades, virtual reality centers, and themed attractions.
  • These experiences use advanced technology such as virtual reality (VR) and augmented reality (AR) to create immersive and interactive environments for guests. LBE uses range from virtual reality gaming and escape rooms to interactive museum exhibitions and themed entertainment complexes.
  • The future of LBE seems good, with development opportunities driven by technological breakthroughs, rising consumer demand for immersive experiences, and the incorporation of personalized and social features to improve visitor engagement and satisfaction.

Global Location Based Entertainment LBE Market Dynamics

The key market dynamics that are shaping the global location based entertainment (LBE) market include

Key Market Drivers

  • Technological AdvancementsContinuous improvements in VR, AR, and other immersive technologies improve the quality and interactivity of location-based entertainment experiences. These developments make LBE attractions more engaging and appealing to a larger audience, hence driving market growth.
  • Rising Consumer Demand for Unique ExperiencesThere is a growing hunger among consumers for one-of-a-kind, immersive, and sociable entertainment experiences that cannot be recreated at home. LBEs provide unique attractions that meet this demand, attracting more visitors and accelerating market growth.
  • Increasing Investment and Development Major entertainment and technology businesses are making significant expenditures in the development of sophisticated LBE venues and attractions, which is driving industry growth. This investment expands the diversity and quality of LBE offerings, attracting more clients and promoting market growth.
  • Integration with Tourism and Leisure IndustriesLinking LBEs to the tourism and leisure industries, such as theme parks, resorts, and urban entertainment centers, generates new revenue streams and visitor engagement opportunities. This collaboration broadens the scope and appeal of LBEs, accelerating market growth by attracting both domestic and foreign tourists.

Key Challenges

  • High Initial Investment and Operating CostsCreating and maintaining LBE venues necessitates a significant financial investment in advanced technology, infrastructure, and continuing operational costs. These high expenditures can be a significant barrier to entry for new businesses while also impacting profitability for established operators.
  • Rapid Technical ObsolescenceRapid speed of technical improvements, LBE attractions can quickly become out of date. Keeping up with the latest technology necessitates ongoing investment and improvements, which can be tough and expensive for LBE suppliers.
  • Market Saturation and Competition As the popularity of LBEs develops, the market gets more saturated with similar offerings. High competition can result in a crowded market, making it difficult for individual venues to stand out and attract a consistent stream of customers.
  • Economic and Environmental FactorsEconomic downturns, shifts in consumer buying habits, and environmental events (such as natural disasters or pandemics) can all have a considerable impact on tourist numbers. These factors might cause revenue fluctuations and make it difficult to keep operations consistent and profitable.

Key Trends

  • Advanced Technology IntegrationLBEs are increasingly using cutting-edge technologies like augmented reality (AR), virtual reality (VR), and mixed reality (MR) to create extremely immersive and engaging experiences. These technologies improve the realism and engagement of attractions, attracting tech-savvy visitors and giving unique experiences that cannot be recreated at home.
  • Personalization & CustomizationThere is an increasing trend of providing personalized and customizable experiences within LBEs. This includes personalized attractions that respond to individual tastes, interactive storytelling, and the use of data analytics to improve tourist experiences. Personalization contributes to generating memorable experiences that encourage repeat visits and word-of-mouth promotion.
  • Focus on Social and Collaborative ExperiencesLBEs are increasingly creating attractions that encourage social interaction and collaborative engagement. Multiplayer VR games, escape rooms, and team-based challenges are becoming increasingly popular because they allow friends and families to interact and bond over shared experiences, adding to the overall attractiveness of LBEs.
  • Sustainable and Eco-Friendly PracticesAs environmental awareness rises, many LBE operators are using sustainable practices to lower their carbon footprint. This includes adopting eco-friendly materials, installing energy-efficient technologies, and encouraging environmental education through their attractions. Emphasizing sustainability benefits the environment while also appealing to eco-conscious guests, hence improving the venue’s reputation and appeal.

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Global Location Based Entertainment LBE Market Regional Analysis

Here is a more detailed regional analysis of the global location based entertainment (LBE) market

North America

  • North America dominates the global location-based entertainment (LBE) market, owing to its advanced technological infrastructure, high consumer spending, and the presence of important entertainment and technology businesses.
  • The region’s expertise in innovation and early adoption of cutting-edge technology like virtual reality (VR) and augmented reality (AR) improves the quality and diversity of LBE experiences accessible.
  • Furthermore, North America is home to a slew of high-profile LBE venues, such as theme parks, VR arcades, and immersive entertainment centers, all of which draw large crowds. The region’s concentration on developing innovative, interesting, and high-quality entertainment alternatives strengthens its position in the LBE market.

Asia Pacific

  • The Asia Pacific region is the fastest-growing market for location-based entertainment (LBE), thanks to rapid urbanization, rising disposable incomes, and an expanding middle class.
  • This expansion is accelerated by significant investments in digital infrastructure and the growing popularity of immersive entertainment technologies such as virtual reality (VR) and augmented reality (AR). China, Japan, and South Korea are leading the way, with an increase in new LBE venues such as VR theme parks, interactive museums, and AR-enhanced attractions.
  • Government actions that assist digital innovation and the entertainment industry also help to drive market growth. As a result, the Asia Pacific area is seeing a surge in demand for sophisticated and engaging LBE experiences, making it the world’s fastest-growing market.

Global Location Based Entertainment LBE MarketSegmentation Analysis

The Global Location Based Entertainment (LBE) Market is segmented on the basis of Technology, Offerings and Geography.

Location Based Entertainment LBE Market, By Technology

  • Projection Mapping
  • Augmented Reality

Based on Technology, the Global Location Based Entertainment (LBE) Market is Projection Mapping and Augmented Reality. Projection mapping is currently the most popular category in the global location-based entertainment (LBE) industry, since it is frequently employed in theme parks, events, and museums to provide visually spectacular and immersive experiences. Augmented reality (AR) is the fastest-growing segment, driven by advances in AR technology and rising consumer demand for interactive and immersive experiences.

Location Based Entertainment (LBE) Market, By Offerings

  • Services
  • Software
  • Hardware

Based on Offerings, the global Location Based Entertainment (LBE) Market is segmented into Services, Software, and Hardware. The global location-based entertainment (LBE) market is dominated by hardware, which includes critical equipment and gadgets such as VR headsets, motion sensors, and immersive display systems that serve as the foundation for LBE experiences. The fastest-growing segment is services, which is being driven by rising demand for installation, maintenance, consulting, and operational support to improve and sustain LBE facilities.

Location Based Entertainment (LBE) Market, By Geography

  • North America
  • Europe
  • Asia Pacific
  • Rest of the World

On the basis of Geography, the Global Location Based Entertainment (LBE) Market are classified into North America, Europe, Asia Pacific, and Rest of World. North America currently dominates the global Location-Based Entertainment (LBE) market, owing to its advanced technology infrastructure, high consumer spending, and strong presence of key entertainment firms and innovative LBE venues. The Asia Pacific area is the fastest expanding, driven by increased urbanization, rising disposable incomes, and a growing demand for immersive entertainment.

Key Players

The “Global Location Based Entertainment LBE Market” study report will provide valuable insight with an emphasis on the global market. The major players in the market are Huawei Technologies Co., Ltd., Barron Games International, HTC Corporation, Microsoft Corporation, HQ Software, Samsung Electronics Co., Ltd., Magic Leap Inc., Regal Entertainment Group, Niantic Inc., and Google LLC, AEON Fantasy Co. Our market analysis also entails a section solely dedicated to such major players wherein our analysts provide an insight into the financial statements of all the major players, along with its product benchmarking and SWOT analysis. The competitive landscape section also includes key development strategies, market share, and market ranking analysis of the above-mentioned players globally.

Location Based Entertainment (LBE) Market Recent Developments

  • In September 2023, Wild Brain CPLG, a licensing firm, established a location-based entertainment (LBE) subsidiary to expand its portfolio of children’s brands into this global commercial area with a combination of new theme parks and entertainment centers. The idea is to focus initially on building out Wild Brain’s brands in the APAC area, so former Paramount executive Evi Sari has been recruited to join the agency’s senior leadership team and oversee the new business out of Shanghai as Vice President of LBE.

Report Scope

Report AttributesDetails
Study Period

2021-2031

Base Year

2024

Forecast Period

2024-2031

Historical Period

2021-2023

Unit

Value (USD Billion)

Key Companies Profiled

Huawei Technologies Co., Ltd., Barron Games International, HTC Corporation, Microsoft Corporation, HQ Software, Samsung Electronics Co., Ltd., Magic Leap Inc., Regal Entertainment Group, Niantic Inc., and Google LLC, AEON Fantasy Co.

Segments Covered

By Technology, By Offerings, By Geography

Customization scope

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  • Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region.
  • Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions and acquisitions in the past five years of companies profiled.
  • Extensive company profiles comprising of company overview, company insights, product benchmarking and SWOT analysis for the major market players.
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