Location- based entertainment Market Size Worth $26,555.26 Million By 2032 | CAGR: 26.70%

Location- based entertainment Market Size Worth $26,555.26 Million By 2032 | CAGR: 26.70%


The global location- based entertainment market size is expected to reach USD 26,555.26 million by 2032, according to a new study by Polaris Market Research. The report “Location- based Entertainment Market Share, Size, Trends, Industry Analysis Report, By component (Hardware, Software); By Technology; By End-use; By Region; Segment Forecast, 2024-2032” gives a detailed insight into current market dynamics and provides analysis on future market growth.

Location-based entertainment (LBE) market is experiencing steady growth due to multiple drivers. Increasing demand for unique and engaging experiences, particularly among younger generations, has led to a rise in immersive and interactive experiences. The availability of advanced technologies such as virtual reality, augmented reality, and 3D printing has also boosted the market's appeal. Moreover, the increasing number of amusement parks, shopping malls, and entertainment complexes offering LBE experiences has contributed to the market's expansion. Additionally, the market is benefiting from the growing disposable incomes of consumers in emerging economies.

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For instance, In January 2023, talks were underway between Apple & Walt Disney Company to create a virtual reality (VR) content platform for Apple's upcoming headset. The headset, jointly developed with Sony Group Corporation, is anticipated to have high-resolution displays and an augmented reality (AR) full-color pass-through feature.

Additionally, the growing disposable incomes of consumers in emerging economies have been a key driver of market growth. This has increased spending on leisure and entertainment activities, including LBE. The adoption of cloud-based services and new business models for LBE providers, such as revenue-sharing agreements, have also contributed to the market's growth. As a result, the location-based entertainment market is expected to continue its upward trajectory, driven by these and other factors.

Location- based entertainment Market Report Highlights

  • The hardware segment has emerged as the dominant player in the LBE market, with high demand for advanced technologies such as VR and AR. This is primarily due to the increasing popularity of immersive experiences among consumers, which requires high-quality hardware to deliver an engaging and realistic experience.
  • The 3D technology segment accounting for the largest revenue share owing to the increasing demand for immersive and realistic experiences among consumers, which is driving the adoption of 3D technology in LBE offerings and advancements in 3D technology have enabled LBE providers to offer more sophisticated and interactive experiences, further driving demand in this segment.
  • The amusement park segment accounted for a noteworthy market share due to its popularity as a traditional form of entertainment. This segment attracts many visitors and offers a wide range of entertainment options, contributing to its notable position in the LBE market.
  • The Asia Pacific region has witnessed the highest (CAGR) in the location-based entertainment market. This growth is primarily attributed to factors such as the increasing adoption of advanced technologies, including virtual reality (VR) and augmented reality (AR).
  • The global key market players include IMAX Corporation, Samsung Electronics, Merlin Entertainments, Ubisoft Entertainment, HTC Corporation, & Hologate.

Polaris Market Research has segmented the location- based entertainment market report based on component, technology, end-use and region:

Location- based entertainment, Component Outlook (Revenue - USD Million, 2019 - 2032)

  • Hardware
  • Software

Location- based entertainment, Technology Outlook (Revenue - USD Million, 2019 - 2032)

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

     Location- based entertainment, End-Use Outlook (Revenue - USD Million, 2019 - 2032)

  • Amusement Parks
  • Arcade Studios
  • 4D films

Location- based entertainment, Regional Outlook (Revenue - USD Million, 2019 - 2032)

  • North America
  • U.S.
  • Canada
  • Europe
  • Germany
  • UK
  • France
  • Italy
  • Spain
  • Russia
  • Netherlands
  • Asia Pacific
  • China
  • India
  • Japan
  • South Korea
  • Indonesia
  • Malaysia
  • Latin America
  • Argentina
  • Brazil
  • Mexico
  • Middle East & Africa
  • UAE
  • Saudi Arabia
  • Israel
  • South Africa

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  • Segmentation analysis
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  • Competitive landscape
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