Global Location-Based Entertainment Market Overview:
Location-Based Entertainment (LBE) is any form of entertainment that is experienced at a particular location thatís no oneís home. Also referred to as immersive entertainment, experiential entertainment, or digital out-of-home entertainment, LBEs are diverse and can include family entertainment centers, multisensory digital experiences, theme parks, and immersive art installations.
- Increasing Consumer Spending on Games, Video Content
- Rising and Growing Mass Consumer Adoption of AR, VR, and Mixed Reality Entertainment Services
- Increasing Usage of New Technologies such As Virtual Reality Gaming and 3D Technology
- Rising Popularity of Home Gaming, Digital Portals
- Increasing Adoption in Developing Region
- High Cost Associated with the Installation and Entry Fees in the Entertainment Centers
The companies are exploring the market by adopting mergers & acquisitions, expansions, investments, new service launches and collaborations as their preferred strategies. The players are exploring new geographies through expansions and acquisitions to avail a competitive advantage through combined synergies.
Some of the key players profiled in the report are Exit Reality VR (United States), Springboard VR (United States), HTC Corporation (Taiwan), IMAX Corporation (Canada), The VOID LLC (United States), VRstudios Inc. (United States), Greenlight Insights, Inc (United States) and Nanoport Technology Inc. (United States). Analyst at AdvanceMarketAnalytics see United States Vendors to retain maximum share of Global Location-Based Entertainment market by 2025. Considering Market by Technology, the sub-segment i.e. 2 Dimensional (2D) will boost the Location-Based Entertainment market. Considering Market by End Use, the sub-segment i.e. Amusement Park will boost the Location-Based Entertainment market. Considering Market by Component, the sub-segment i.e. Hardware will boost the Location-Based Entertainment market.
In Sept 2019, Nanoport Technology announced a partnership with Striker VR on a special custom haptics unit specifically suited for VR and LBE applications. It is the largest-sized production TacHammer to date, uniquely adapted for Striker VR products.
Data related to EXIM [Export- Import], production & consumption by country or regional level break-up can be provided based on client request**
** Confirmation on availability of data would be provided prior to purchase
The top-down and bottom-up approaches are used to estimate and validate the size of the Global Location-Based Entertainment market.
In order to reach an exhaustive list of functional and relevant players various industry classification standards are closely followed such as NAICS, ICB, SIC to penetrate deep in important geographies by players and a thorough validation test is conducted to reach most relevant players for survey in Location-Based Entertainment market.
In order to make priority list sorting is done based on revenue generated based on latest reporting with the help of paid databases such as Factiva, Bloomberg etc.
Finally the questionnaire is set and specifically designed to address all the necessities for primary data collection after getting prior appointment by targeting key target audience that includes Location-Based Entertainment Providers, Potential Investors, Technology Providers, Entertainment Industry, Research Firm and Others.
This helps us to gather the data related to players revenue, operating cycle and expense, profit along with product or service growth etc.
Almost 70-80% of data is collected through primary medium and further validation is done through various secondary sources that includes Regulators, World Bank, Association, Company Website, SEC filings, OTC BB, USPTO, EPO, Annual reports, press releases etc.