Location-based Entertainment Market Growth & Trends
The global location-based entertainment market size is anticipated to reach USD 30.29 billion by 2028, registering an estimated CAGR of 34.4% from 2021 to 2028, according to a new report by Grand View Research, Inc. The introduction of Virtual Reality (VR) in the gaming industry has added a new dimension by offering a simulated realm for gamers looking forward to an immersive and real-like experience. As such, several video game developers are entering into mergers and acquisitions with VR and Location-based Entertainment (LBE) technology providers to increase their respective market shares. For instance, in February 2021, Vertigo Games, a VR publisher and game developer, acquired Springboard VR, a VR venue management software and content marketplace provider for LBE. The acquisition was aimed at offering operators access to VR content through Vertigo Games' Haze VR distribution platform and providing both game studios and operators with new tools and technology to expand their LBE business.
LBE services are offered in arcades, amusement parks, and VR cafes, among other entertainment services. The integration of Augmented Reality (AR), VR, 3D animation, and other immersive technologies with LBE is driving the growth of the market for location-based entertainment. LBE operators are concentrating on expanding their global footprint and gaining a competitive advantage over their rivals. For instance, in September 2020, Koch Media GmbH, a video game company, acquired Vertigo Games to strengthen its global reach and network while opening new publishing opportunities for itself and for Vertigo Games and its subsidiaries.
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Location-based Entertainment Market Report Highlights
- The hardware segment accounted for over 65.0% of the total revenue share in 2020 owing to the increased spending on VR headsets that can deliver high-end immersive experiences to consumers
- The arcade studios segment is expected to witness the fastest growth from 2021 to 2028
- The 3D segment accounted for the largest revenue share in 2020 and is expected to continue dominating the market over the forecast period owing to the continued advances in 3D technology extended reality, which is substantially deployed at LBE sites
- The Asia Pacific regional market is anticipated to register the highest CAGR of around 40.0% from 2021 to 2028
Access Press Release@ https://www.grandviewresearch.com/press-release/global-location-based-entertainment-market
Location-based Entertainment Market Segmentation
Grand View Research has segmented the global location-based entertainment market based on component, end use, technology, and region:
Location-based Entertainment Component Outlook (Revenue, USD Million, 2016 - 2028)
- Hardware
- Software
Location-based Entertainment End-use Outlook (Revenue, USD Million, 2016 - 2028)
- Amusement Parks
- Arcade Studios
- 4D Films
Location-based Entertainment Technology Outlook (Revenue, USD Million, 2016 - 2028)
- 2 Dimensional (2D)
- 3 Dimensional (3D)
- Cloud Merged Reality (CMR)
Location-based Entertainment Regional Outlook (Revenue, USD Million, 2016 - 2028)
- North America
- US.
- Canada
- Mexico
- Europe
- UK.
- Germany
- France
- Asia Pacific
- China
- India
- Japan
- South Korea
- South America
- Brazil
- Middle East & Africa
List of Key Players of the Location-based Entertainment Market
- HTC Corporation
- IMAX Corporation
- Google LLC
- Microsoft Corporation
- Samsung Electronics Co., Ltd.
- Springboard VR
About Grand View Research
Grand View Research, Inc. is a U.S. based market research and consulting company, registered in the State of California and headquartered in San Francisco. The company provides syndicated research reports, customized research reports, and consulting services. To help clients make informed business decisions, we offer market intelligence studies ensuring relevant and fact-based research across a range of industries, from technology to chemicals, materials and healthcare.