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Global Location-based Entertainment Market 2025 by Company, Regions, Type and Application, Forecast to 2031

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1 Market Overview

  • 1.1 Product Overview and Scope
  • 1.2 Market Estimation Caveats and Base Year
  • 1.3 Classification of Location-based Entertainment by Type
    • 1.3.1 Overview: Global Location-based Entertainment Market Size by Type: 2020 Versus 2024 Versus 2031
    • 1.3.2 Global Location-based Entertainment Consumption Value Market Share by Type in 2024
    • 1.3.3 2-Dimensional Location-based Entertainment
    • 1.3.4 3-Dimensional Location-based Entertainment
  • 1.4 Global Location-based Entertainment Market by Application
    • 1.4.1 Overview: Global Location-based Entertainment Market Size by Application: 2020 Versus 2024 Versus 2031
    • 1.4.2 Amusement Parks
    • 1.4.3 Arcade Studios
    • 1.4.4 Others
  • 1.5 Global Location-based Entertainment Market Size & Forecast
  • 1.6 Global Location-based Entertainment Market Size and Forecast by Region
    • 1.6.1 Global Location-based Entertainment Market Size by Region: 2020 VS 2024 VS 2031
    • 1.6.2 Global Location-based Entertainment Market Size by Region, (2020-2031)
    • 1.6.3 North America Location-based Entertainment Market Size and Prospect (2020-2031)
    • 1.6.4 Europe Location-based Entertainment Market Size and Prospect (2020-2031)
    • 1.6.5 Asia-Pacific Location-based Entertainment Market Size and Prospect (2020-2031)
    • 1.6.6 South America Location-based Entertainment Market Size and Prospect (2020-2031)
    • 1.6.7 Middle East & Africa Location-based Entertainment Market Size and Prospect (2020-2031)

2 Company Profiles

  • 2.1 BidOn Games Studio
    • 2.1.1 BidOn Games Studio Details
    • 2.1.2 BidOn Games Studio Major Business
    • 2.1.3 BidOn Games Studio Location-based Entertainment Product and Solutions
    • 2.1.4 BidOn Games Studio Location-based Entertainment Revenue, Gross Margin and Market Share (2020-2025)
    • 2.1.5 BidOn Games Studio Recent Developments and Future Plans
  • 2.2 Dimension
    • 2.2.1 Dimension Details
    • 2.2.2 Dimension Major Business
    • 2.2.3 Dimension Location-based Entertainment Product and Solutions
    • 2.2.4 Dimension Location-based Entertainment Revenue, Gross Margin and Market Share (2020-2025)
    • 2.2.5 Dimension Recent Developments and Future Plans
  • 2.3 HQSoftware
    • 2.3.1 HQSoftware Details
    • 2.3.2 HQSoftware Major Business
    • 2.3.3 HQSoftware Location-based Entertainment Product and Solutions
    • 2.3.4 HQSoftware Location-based Entertainment Revenue, Gross Margin and Market Share (2020-2025)
    • 2.3.5 HQSoftware Recent Developments and Future Plans
  • 2.4 IMAX CORPORATION
    • 2.4.1 IMAX CORPORATION Details
    • 2.4.2 IMAX CORPORATION Major Business
    • 2.4.3 IMAX CORPORATION Location-based Entertainment Product and Solutions
    • 2.4.4 IMAX CORPORATION Location-based Entertainment Revenue, Gross Margin and Market Share (2020-2025)
    • 2.4.5 IMAX CORPORATION Recent Developments and Future Plans
  • 2.5 Neurogaming
    • 2.5.1 Neurogaming Details
    • 2.5.2 Neurogaming Major Business
    • 2.5.3 Neurogaming Location-based Entertainment Product and Solutions
    • 2.5.4 Neurogaming Location-based Entertainment Revenue, Gross Margin and Market Share (2020-2025)
    • 2.5.5 Neurogaming Recent Developments and Future Plans
  • 2.6 TESLASUIT
    • 2.6.1 TESLASUIT Details
    • 2.6.2 TESLASUIT Major Business
    • 2.6.3 TESLASUIT Location-based Entertainment Product and Solutions
    • 2.6.4 TESLASUIT Location-based Entertainment Revenue, Gross Margin and Market Share (2020-2025)
    • 2.6.5 TESLASUIT Recent Developments and Future Plans
  • 2.7 SpringboardVR
    • 2.7.1 SpringboardVR Details
    • 2.7.2 SpringboardVR Major Business
    • 2.7.3 SpringboardVR Location-based Entertainment Product and Solutions
    • 2.7.4 SpringboardVR Location-based Entertainment Revenue, Gross Margin and Market Share (2020-2025)
    • 2.7.5 SpringboardVR Recent Developments and Future Plans
  • 2.8 Samsung Electronics
    • 2.8.1 Samsung Electronics Details
    • 2.8.2 Samsung Electronics Major Business
    • 2.8.3 Samsung Electronics Location-based Entertainment Product and Solutions
    • 2.8.4 Samsung Electronics Location-based Entertainment Revenue, Gross Margin and Market Share (2020-2025)
    • 2.8.5 Samsung Electronics Recent Developments and Future Plans
  • 2.9 Vicon Motion Systems
    • 2.9.1 Vicon Motion Systems Details
    • 2.9.2 Vicon Motion Systems Major Business
    • 2.9.3 Vicon Motion Systems Location-based Entertainment Product and Solutions
    • 2.9.4 Vicon Motion Systems Location-based Entertainment Revenue, Gross Margin and Market Share (2020-2025)
    • 2.9.5 Vicon Motion Systems Recent Developments and Future Plans
  • 2.10 Vrstudios
    • 2.10.1 Vrstudios Details
    • 2.10.2 Vrstudios Major Business
    • 2.10.3 Vrstudios Location-based Entertainment Product and Solutions
    • 2.10.4 Vrstudios Location-based Entertainment Revenue, Gross Margin and Market Share (2020-2025)
    • 2.10.5 Vrstudios Recent Developments and Future Plans
  • 2.11 VR Electronics
    • 2.11.1 VR Electronics Details
    • 2.11.2 VR Electronics Major Business
    • 2.11.3 VR Electronics Location-based Entertainment Product and Solutions
    • 2.11.4 VR Electronics Location-based Entertainment Revenue, Gross Margin and Market Share (2020-2025)
    • 2.11.5 VR Electronics Recent Developments and Future Plans

3 Market Competition, by Players

  • 3.1 Global Location-based Entertainment Revenue and Share by Players (2020-2025)
  • 3.2 Market Share Analysis (2024)
    • 3.2.1 Market Share of Location-based Entertainment by Company Revenue
    • 3.2.2 Top 3 Location-based Entertainment Players Market Share in 2024
    • 3.2.3 Top 6 Location-based Entertainment Players Market Share in 2024
  • 3.3 Location-based Entertainment Market: Overall Company Footprint Analysis
    • 3.3.1 Location-based Entertainment Market: Region Footprint
    • 3.3.2 Location-based Entertainment Market: Company Product Type Footprint
    • 3.3.3 Location-based Entertainment Market: Company Product Application Footprint
  • 3.4 New Market Entrants and Barriers to Market Entry
  • 3.5 Mergers, Acquisition, Agreements, and Collaborations

4 Market Size Segment by Type

  • 4.1 Global Location-based Entertainment Consumption Value and Market Share by Type (2020-2025)
  • 4.2 Global Location-based Entertainment Market Forecast by Type (2026-2031)

5 Market Size Segment by Application

  • 5.1 Global Location-based Entertainment Consumption Value Market Share by Application (2020-2025)
  • 5.2 Global Location-based Entertainment Market Forecast by Application (2026-2031)

6 North America

  • 6.1 North America Location-based Entertainment Consumption Value by Type (2020-2031)
  • 6.2 North America Location-based Entertainment Market Size by Application (2020-2031)
  • 6.3 North America Location-based Entertainment Market Size by Country
    • 6.3.1 North America Location-based Entertainment Consumption Value by Country (2020-2031)
    • 6.3.2 United States Location-based Entertainment Market Size and Forecast (2020-2031)
    • 6.3.3 Canada Location-based Entertainment Market Size and Forecast (2020-2031)
    • 6.3.4 Mexico Location-based Entertainment Market Size and Forecast (2020-2031)

7 Europe

  • 7.1 Europe Location-based Entertainment Consumption Value by Type (2020-2031)
  • 7.2 Europe Location-based Entertainment Consumption Value by Application (2020-2031)
  • 7.3 Europe Location-based Entertainment Market Size by Country
    • 7.3.1 Europe Location-based Entertainment Consumption Value by Country (2020-2031)
    • 7.3.2 Germany Location-based Entertainment Market Size and Forecast (2020-2031)
    • 7.3.3 France Location-based Entertainment Market Size and Forecast (2020-2031)
    • 7.3.4 United Kingdom Location-based Entertainment Market Size and Forecast (2020-2031)
    • 7.3.5 Russia Location-based Entertainment Market Size and Forecast (2020-2031)
    • 7.3.6 Italy Location-based Entertainment Market Size and Forecast (2020-2031)

8 Asia-Pacific

  • 8.1 Asia-Pacific Location-based Entertainment Consumption Value by Type (2020-2031)
  • 8.2 Asia-Pacific Location-based Entertainment Consumption Value by Application (2020-2031)
  • 8.3 Asia-Pacific Location-based Entertainment Market Size by Region
    • 8.3.1 Asia-Pacific Location-based Entertainment Consumption Value by Region (2020-2031)
    • 8.3.2 China Location-based Entertainment Market Size and Forecast (2020-2031)
    • 8.3.3 Japan Location-based Entertainment Market Size and Forecast (2020-2031)
    • 8.3.4 South Korea Location-based Entertainment Market Size and Forecast (2020-2031)
    • 8.3.5 India Location-based Entertainment Market Size and Forecast (2020-2031)
    • 8.3.6 Southeast Asia Location-based Entertainment Market Size and Forecast (2020-2031)
    • 8.3.7 Australia Location-based Entertainment Market Size and Forecast (2020-2031)

9 South America

  • 9.1 South America Location-based Entertainment Consumption Value by Type (2020-2031)
  • 9.2 South America Location-based Entertainment Consumption Value by Application (2020-2031)
  • 9.3 South America Location-based Entertainment Market Size by Country
    • 9.3.1 South America Location-based Entertainment Consumption Value by Country (2020-2031)
    • 9.3.2 Brazil Location-based Entertainment Market Size and Forecast (2020-2031)
    • 9.3.3 Argentina Location-based Entertainment Market Size and Forecast (2020-2031)

10 Middle East & Africa

  • 10.1 Middle East & Africa Location-based Entertainment Consumption Value by Type (2020-2031)
  • 10.2 Middle East & Africa Location-based Entertainment Consumption Value by Application (2020-2031)
  • 10.3 Middle East & Africa Location-based Entertainment Market Size by Country
    • 10.3.1 Middle East & Africa Location-based Entertainment Consumption Value by Country (2020-2031)
    • 10.3.2 Turkey Location-based Entertainment Market Size and Forecast (2020-2031)
    • 10.3.3 Saudi Arabia Location-based Entertainment Market Size and Forecast (2020-2031)
    • 10.3.4 UAE Location-based Entertainment Market Size and Forecast (2020-2031)

11 Market Dynamics

  • 11.1 Location-based Entertainment Market Drivers
  • 11.2 Location-based Entertainment Market Restraints
  • 11.3 Location-based Entertainment Trends Analysis
  • 11.4 Porters Five Forces Analysis
    • 11.4.1 Threat of New Entrants
    • 11.4.2 Bargaining Power of Suppliers
    • 11.4.3 Bargaining Power of Buyers
    • 11.4.4 Threat of Substitutes
    • 11.4.5 Competitive Rivalry

12 Industry Chain Analysis

  • 12.1 Location-based Entertainment Industry Chain
  • 12.2 Location-based Entertainment Upstream Analysis
  • 12.3 Location-based Entertainment Midstream Analysis
  • 12.4 Location-based Entertainment Downstream Analysis

13 Research Findings and Conclusion

    14 Appendix

    • 14.1 Methodology
    • 14.2 Research Process and Data Source

    According to our (Global Info Research) latest study, the global Location-based Entertainment market size was valued at US$ million in 2024 and is forecast to a readjusted size of USD million by 2031 with a CAGR of %during review period.
    The location-based entertainment market refers to the segment of the entertainment industry that offers interactive and immersive experiences to consumers at physical venues. These venues can include theme parks, amusement parks, escape rooms, virtual reality arcades, live-action experiences, and more.
    One of the key drivers of the location-based entertainment market is the desire for unique and immersive experiences that cannot be replicated at home or through traditional media. These venues often utilize advanced technologies such as virtual reality (VR), augmented reality (AR), motion tracking, and 3D projection to create highly engaging and interactive experiences.
    The market is also driven by the increasing popularity of experiential entertainment among consumers. People are seeking out memorable and interactive experiences, and location-based entertainment provides exactly that. These experiences are often shared on social media, generating further interest and driving more people to visit these venues.
    Furthermore, the location-based entertainment market is continually evolving and innovating. As technology advances, new and more immersive experiences are being developed, attracting a wider audience. VR arcades, for example, are becoming increasingly popular as they allow individuals to experience virtual worlds and games in a social and interactive setting.
    The COVID-19 pandemic has had a significant impact on the location-based entertainment market. Many venues had to temporarily close or limit their operations due to lockdowns and social distancing measures. However, as restrictions ease, there is expected to be a strong rebound in demand as people seek out entertainment experiences outside their homes.
    Overall, the location-based entertainment market is a dynamic and growing sector that offers consumers unique, immersive, and interactive experiences. With constant innovation and advancements in technology, this market is expected to continue to expand and attract a diverse range of consumers.
    This report is a detailed and comprehensive analysis for global Location-based Entertainment market. Both quantitative and qualitative analyses are presented by company, by region & country, by Type and by Application. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2025, are provided.
    Key Features:
    Global Location-based Entertainment market size and forecasts, in consumption value ($ Million), 2020-2031
    Global Location-based Entertainment market size and forecasts by region and country, in consumption value ($ Million), 2020-2031
    Global Location-based Entertainment market size and forecasts, by Type and by Application, in consumption value ($ Million), 2020-2031
    Global Location-based Entertainment market shares of main players, in revenue ($ Million), 2020-2025
    The Primary Objectives in This Report Are:
    To determine the size of the total market opportunity of global and key countries
    To assess the growth potential for Location-based Entertainment
    To forecast future growth in each product and end-use market
    To assess competitive factors affecting the marketplace
    This report profiles key players in the global Location-based Entertainment market based on the following parameters - company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include BidOn Games Studio, Dimension, HQSoftware, IMAX CORPORATION, Neurogaming, TESLASUIT, SpringboardVR, Samsung Electronics, Vicon Motion Systems, Vrstudios, etc.
    This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.
    Market segmentation
    Location-based Entertainment market is split by Type and by Application. For the period 2020-2031, the growth among segments provides accurate calculations and forecasts for Consumption Value by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.
    Market segment by Type
    2-Dimensional Location-based Entertainment
    3-Dimensional Location-based Entertainment
    Market segment by Application
    Amusement Parks
    Arcade Studios
    Others
    Market segment by players, this report covers
    BidOn Games Studio
    Dimension
    HQSoftware
    IMAX CORPORATION
    Neurogaming
    TESLASUIT
    SpringboardVR
    Samsung Electronics
    Vicon Motion Systems
    Vrstudios
    VR Electronics
    Market segment by regions, regional analysis covers
    North America (United States, Canada and Mexico)
    Europe (Germany, France, UK, Russia, Italy and Rest of Europe)
    Asia-Pacific (China, Japan, South Korea, India, Southeast Asia and Rest of Asia-Pacific)
    South America (Brazil, Rest of South America)
    Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)
    The content of the study subjects, includes a total of 13 chapters:
    Chapter 1, to describe Location-based Entertainment product scope, market overview, market estimation caveats and base year.
    Chapter 2, to profile the top players of Location-based Entertainment, with revenue, gross margin, and global market share of Location-based Entertainment from 2020 to 2025.
    Chapter 3, the Location-based Entertainment competitive situation, revenue, and global market share of top players are analyzed emphatically by landscape contrast.
    Chapter 4 and 5, to segment the market size by Type and by Application, with consumption value and growth rate by Type, by Application, from 2020 to 2031
    Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2020 to 2025.and Location-based Entertainment market forecast, by regions, by Type and by Application, with consumption value, from 2026 to 2031.
    Chapter 11, market dynamics, drivers, restraints, trends, Porters Five Forces analysis.
    Chapter 12, the key raw materials and key suppliers, and industry chain of Location-based Entertainment.
    Chapter 13, to describe Location-based Entertainment research findings and conclusion.

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