Global Location-Based Entertainment Market
Global Location-Based Entertainment Market

Location-Based Entertainment Comprehensive Study by Application (Theme Parks, Large Scale Arcades, Bowling Alleys, Pools, Water Parks, Casinos, Others), Technology (2 Dimensional (2D), 3 Dimensional (3D), Cloud Merged Reality (CMR)), End Use (Amusement Park, Arcade Studios, 4D Films), Component (Hardware, Software) Players and Region - Global Market Outlook to 2025

Location-Based Entertainment Market Segmented into XX Submarkets. | Forecast Years: 2020- 2025  

Sep 2020 Edition 218 Pages 215 Tables & Figures
  • Summary
  • Market Segments
  • Table of Content
  • List of Tables & Figures
  • Companies Mentioned
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.

Market Drivers
  • Increasing Consumer Spending on Games, Video Content
  • Rising and Growing Mass Consumer Adoption of AR, VR, and Mixed Reality Entertainment Services

Market Trend
  • Increasing Usage of New Technologies such As Virtual Reality Gaming and 3D Technology

Restraints
  • Rising Popularity of Home Gaming, Digital Portals

Opportunities
  • Increasing Adoption in Developing Region

Challenges
  • High Cost Associated with the Installation and Entry Fees in the Entertainment Centers


Competitive Landscape:
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.

Available Customization:
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

Research Methodology:
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.
Report Objectives / Segmentation Covered
By Application
  • Theme Parks
  • Large Scale Arcades
  • Bowling Alleys
  • Pools
  • Water Parks
  • Casinos
  • Others
By Technology
  • 2 Dimensional (2D)
  • 3 Dimensional (3D)
  • Cloud Merged Reality (CMR)

By End Use
  • Amusement Park
  • Arcade Studios
  • 4D Films

By Component
  • Hardware
  • Software

By Regions
  • South America
    • Brazil
    • Argentina
    • Rest of South America
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Taiwan
    • Australia
    • Rest of Asia-Pacific
  • Europe
    • Germany
    • France
    • Italy
    • United Kingdom
    • Netherlands
    • Rest of Europe
  • MEA
    • Middle East
    • Africa
  • North America
    • United States
    • Canada
    • Mexico
  • 1. Market Overview
    • 1.1. Introduction
    • 1.2. Scope/Objective of the Study
      • 1.2.1. Research Objective
  • 2. Executive Summary
    • 2.1. Introduction
  • 3. Market Dynamics
    • 3.1. Introduction
    • 3.2. Market Drivers
      • 3.2.1. Increasing Consumer Spending on Games, Video Content
      • 3.2.2. Rising and Growing Mass Consumer Adoption of AR, VR, and Mixed Reality Entertainment Services
    • 3.3. Market Challenges
      • 3.3.1. High Cost Associated with the Installation and Entry Fees in the Entertainment Centers
    • 3.4. Market Trends
      • 3.4.1. Increasing Usage of New Technologies such As Virtual Reality Gaming and 3D Technology
  • 4. Market Factor Analysis
    • 4.1. Porters Five Forces
    • 4.2. Supply/Value Chain
    • 4.3. PESTEL analysis
    • 4.4. Market Entropy
    • 4.5. Patent/Trademark Analysis
  • 5. Global Location-Based Entertainment, by Application, Technology, End Use, Component and Region (value) (2014-2019)
    • 5.1. Introduction
    • 5.2. Global Location-Based Entertainment (Value)
      • 5.2.1. Global Location-Based Entertainment by: Application (Value)
        • 5.2.1.1. Theme Parks
        • 5.2.1.2. Large Scale Arcades
        • 5.2.1.3. Bowling Alleys
        • 5.2.1.4. Pools
        • 5.2.1.5. Water Parks
        • 5.2.1.6. Casinos
        • 5.2.1.7. Others
      • 5.2.2. Global Location-Based Entertainment by: Technology (Value)
        • 5.2.2.1. 2 Dimensional (2D)
        • 5.2.2.2. 3 Dimensional (3D)
        • 5.2.2.3. Cloud Merged Reality (CMR)
      • 5.2.3. Global Location-Based Entertainment by: End Use (Value)
        • 5.2.3.1. Amusement Park
        • 5.2.3.2. Arcade Studios
        • 5.2.3.3. 4D Films
      • 5.2.4. Global Location-Based Entertainment by: Component (Value)
        • 5.2.4.1. Hardware
        • 5.2.4.2. Software
      • 5.2.5. Global Location-Based Entertainment Region
        • 5.2.5.1. South America
          • 5.2.5.1.1. Brazil
          • 5.2.5.1.2. Argentina
          • 5.2.5.1.3. Rest of South America
        • 5.2.5.2. Asia Pacific
          • 5.2.5.2.1. China
          • 5.2.5.2.2. Japan
          • 5.2.5.2.3. India
          • 5.2.5.2.4. South Korea
          • 5.2.5.2.5. Taiwan
          • 5.2.5.2.6. Australia
          • 5.2.5.2.7. Rest of Asia-Pacific
        • 5.2.5.3. Europe
          • 5.2.5.3.1. Germany
          • 5.2.5.3.2. France
          • 5.2.5.3.3. Italy
          • 5.2.5.3.4. United Kingdom
          • 5.2.5.3.5. Netherlands
          • 5.2.5.3.6. Rest of Europe
        • 5.2.5.4. MEA
          • 5.2.5.4.1. Middle East
          • 5.2.5.4.2. Africa
        • 5.2.5.5. North America
          • 5.2.5.5.1. United States
          • 5.2.5.5.2. Canada
          • 5.2.5.5.3. Mexico
  • 6. Location-Based Entertainment: Manufacturers/Players Analysis
    • 6.1. Competitive Landscape
      • 6.1.1. Market Share Analysis
        • 6.1.1.1. Top 3
        • 6.1.1.2. Top 5
    • 6.2. Peer Group Analysis (2019)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. Exit Reality VR (United States)
        • 6.4.1.1. Business Overview
        • 6.4.1.2. Products/Services Offerings
        • 6.4.1.3. Financial Analysis
        • 6.4.1.4. SWOT Analysis
      • 6.4.2. Springboard VR (United States)
        • 6.4.2.1. Business Overview
        • 6.4.2.2. Products/Services Offerings
        • 6.4.2.3. Financial Analysis
        • 6.4.2.4. SWOT Analysis
      • 6.4.3. HTC Corporation (Taiwan)
        • 6.4.3.1. Business Overview
        • 6.4.3.2. Products/Services Offerings
        • 6.4.3.3. Financial Analysis
        • 6.4.3.4. SWOT Analysis
      • 6.4.4. IMAX Corporation (Canada)
        • 6.4.4.1. Business Overview
        • 6.4.4.2. Products/Services Offerings
        • 6.4.4.3. Financial Analysis
        • 6.4.4.4. SWOT Analysis
      • 6.4.5. The VOID LLC (United States)
        • 6.4.5.1. Business Overview
        • 6.4.5.2. Products/Services Offerings
        • 6.4.5.3. Financial Analysis
        • 6.4.5.4. SWOT Analysis
      • 6.4.6. VRstudios Inc. (United States)
        • 6.4.6.1. Business Overview
        • 6.4.6.2. Products/Services Offerings
        • 6.4.6.3. Financial Analysis
        • 6.4.6.4. SWOT Analysis
      • 6.4.7. Greenlight Insights, Inc (United States)
        • 6.4.7.1. Business Overview
        • 6.4.7.2. Products/Services Offerings
        • 6.4.7.3. Financial Analysis
        • 6.4.7.4. SWOT Analysis
      • 6.4.8. Nanoport Technology Inc. (United States)
        • 6.4.8.1. Business Overview
        • 6.4.8.2. Products/Services Offerings
        • 6.4.8.3. Financial Analysis
        • 6.4.8.4. SWOT Analysis
  • 7. Global Location-Based Entertainment Sale, by Application, Technology, End Use, Component and Region (value) (2020-2025)
    • 7.1. Introduction
    • 7.2. Global Location-Based Entertainment (Value)
      • 7.2.1. Global Location-Based Entertainment by: Application (Value)
        • 7.2.1.1. Theme Parks
        • 7.2.1.2. Large Scale Arcades
        • 7.2.1.3. Bowling Alleys
        • 7.2.1.4. Pools
        • 7.2.1.5. Water Parks
        • 7.2.1.6. Casinos
        • 7.2.1.7. Others
      • 7.2.2. Global Location-Based Entertainment by: Technology (Value)
        • 7.2.2.1. 2 Dimensional (2D)
        • 7.2.2.2. 3 Dimensional (3D)
        • 7.2.2.3. Cloud Merged Reality (CMR)
      • 7.2.3. Global Location-Based Entertainment by: End Use (Value)
        • 7.2.3.1. Amusement Park
        • 7.2.3.2. Arcade Studios
        • 7.2.3.3. 4D Films
      • 7.2.4. Global Location-Based Entertainment by: Component (Value)
        • 7.2.4.1. Hardware
        • 7.2.4.2. Software
      • 7.2.5. Global Location-Based Entertainment Region
        • 7.2.5.1. South America
          • 7.2.5.1.1. Brazil
          • 7.2.5.1.2. Argentina
          • 7.2.5.1.3. Rest of South America
        • 7.2.5.2. Asia Pacific
          • 7.2.5.2.1. China
          • 7.2.5.2.2. Japan
          • 7.2.5.2.3. India
          • 7.2.5.2.4. South Korea
          • 7.2.5.2.5. Taiwan
          • 7.2.5.2.6. Australia
          • 7.2.5.2.7. Rest of Asia-Pacific
        • 7.2.5.3. Europe
          • 7.2.5.3.1. Germany
          • 7.2.5.3.2. France
          • 7.2.5.3.3. Italy
          • 7.2.5.3.4. United Kingdom
          • 7.2.5.3.5. Netherlands
          • 7.2.5.3.6. Rest of Europe
        • 7.2.5.4. MEA
          • 7.2.5.4.1. Middle East
          • 7.2.5.4.2. Africa
        • 7.2.5.5. North America
          • 7.2.5.5.1. United States
          • 7.2.5.5.2. Canada
          • 7.2.5.5.3. Mexico
  • 8. Appendix
    • 8.1. Acronyms
  • 9. Methodology and Data Source
    • 9.1. Methodology/Research Approach
      • 9.1.1. Research Programs/Design
      • 9.1.2. Market Size Estimation
      • 9.1.3. Market Breakdown and Data Triangulation
    • 9.2. Data Source
      • 9.2.1. Secondary Sources
      • 9.2.2. Primary Sources
    • 9.3. Disclaimer
List of Tables
  • Table 1. Location-Based Entertainment: by Application(USD Million)
  • Table 2. Location-Based Entertainment Theme Parks , by Region USD Million (2014-2019)
  • Table 3. Location-Based Entertainment Large Scale Arcades , by Region USD Million (2014-2019)
  • Table 4. Location-Based Entertainment Bowling Alleys , by Region USD Million (2014-2019)
  • Table 5. Location-Based Entertainment Pools , by Region USD Million (2014-2019)
  • Table 6. Location-Based Entertainment Water Parks , by Region USD Million (2014-2019)
  • Table 7. Location-Based Entertainment Casinos , by Region USD Million (2014-2019)
  • Table 8. Location-Based Entertainment Others , by Region USD Million (2014-2019)
  • Table 9. Location-Based Entertainment: by Technology(USD Million)
  • Table 10. Location-Based Entertainment 2 Dimensional (2D) , by Region USD Million (2014-2019)
  • Table 11. Location-Based Entertainment 3 Dimensional (3D) , by Region USD Million (2014-2019)
  • Table 12. Location-Based Entertainment Cloud Merged Reality (CMR) , by Region USD Million (2014-2019)
  • Table 13. Location-Based Entertainment: by End Use(USD Million)
  • Table 14. Location-Based Entertainment Amusement Park , by Region USD Million (2014-2019)
  • Table 15. Location-Based Entertainment Arcade Studios , by Region USD Million (2014-2019)
  • Table 16. Location-Based Entertainment 4D Films , by Region USD Million (2014-2019)
  • Table 17. Location-Based Entertainment: by Component(USD Million)
  • Table 18. Location-Based Entertainment Hardware , by Region USD Million (2014-2019)
  • Table 19. Location-Based Entertainment Software , by Region USD Million (2014-2019)
  • Table 20. South America Location-Based Entertainment, by Country USD Million (2014-2019)
  • Table 21. South America Location-Based Entertainment, by Application USD Million (2014-2019)
  • Table 22. South America Location-Based Entertainment, by Technology USD Million (2014-2019)
  • Table 23. South America Location-Based Entertainment, by End Use USD Million (2014-2019)
  • Table 24. South America Location-Based Entertainment, by Component USD Million (2014-2019)
  • Table 25. Brazil Location-Based Entertainment, by Application USD Million (2014-2019)
  • Table 26. Brazil Location-Based Entertainment, by Technology USD Million (2014-2019)
  • Table 27. Brazil Location-Based Entertainment, by End Use USD Million (2014-2019)
  • Table 28. Brazil Location-Based Entertainment, by Component USD Million (2014-2019)
  • Table 29. Argentina Location-Based Entertainment, by Application USD Million (2014-2019)
  • Table 30. Argentina Location-Based Entertainment, by Technology USD Million (2014-2019)
  • Table 31. Argentina Location-Based Entertainment, by End Use USD Million (2014-2019)
  • Table 32. Argentina Location-Based Entertainment, by Component USD Million (2014-2019)
  • Table 33. Rest of South America Location-Based Entertainment, by Application USD Million (2014-2019)
  • Table 34. Rest of South America Location-Based Entertainment, by Technology USD Million (2014-2019)
  • Table 35. Rest of South America Location-Based Entertainment, by End Use USD Million (2014-2019)
  • Table 36. Rest of South America Location-Based Entertainment, by Component USD Million (2014-2019)
  • Table 37. Asia Pacific Location-Based Entertainment, by Country USD Million (2014-2019)
  • Table 38. Asia Pacific Location-Based Entertainment, by Application USD Million (2014-2019)
  • Table 39. Asia Pacific Location-Based Entertainment, by Technology USD Million (2014-2019)
  • Table 40. Asia Pacific Location-Based Entertainment, by End Use USD Million (2014-2019)
  • Table 41. Asia Pacific Location-Based Entertainment, by Component USD Million (2014-2019)
  • Table 42. China Location-Based Entertainment, by Application USD Million (2014-2019)
  • Table 43. China Location-Based Entertainment, by Technology USD Million (2014-2019)
  • Table 44. China Location-Based Entertainment, by End Use USD Million (2014-2019)
  • Table 45. China Location-Based Entertainment, by Component USD Million (2014-2019)
  • Table 46. Japan Location-Based Entertainment, by Application USD Million (2014-2019)
  • Table 47. Japan Location-Based Entertainment, by Technology USD Million (2014-2019)
  • Table 48. Japan Location-Based Entertainment, by End Use USD Million (2014-2019)
  • Table 49. Japan Location-Based Entertainment, by Component USD Million (2014-2019)
  • Table 50. India Location-Based Entertainment, by Application USD Million (2014-2019)
  • Table 51. India Location-Based Entertainment, by Technology USD Million (2014-2019)
  • Table 52. India Location-Based Entertainment, by End Use USD Million (2014-2019)
  • Table 53. India Location-Based Entertainment, by Component USD Million (2014-2019)
  • Table 54. South Korea Location-Based Entertainment, by Application USD Million (2014-2019)
  • Table 55. South Korea Location-Based Entertainment, by Technology USD Million (2014-2019)
  • Table 56. South Korea Location-Based Entertainment, by End Use USD Million (2014-2019)
  • Table 57. South Korea Location-Based Entertainment, by Component USD Million (2014-2019)
  • Table 58. Taiwan Location-Based Entertainment, by Application USD Million (2014-2019)
  • Table 59. Taiwan Location-Based Entertainment, by Technology USD Million (2014-2019)
  • Table 60. Taiwan Location-Based Entertainment, by End Use USD Million (2014-2019)
  • Table 61. Taiwan Location-Based Entertainment, by Component USD Million (2014-2019)
  • Table 62. Australia Location-Based Entertainment, by Application USD Million (2014-2019)
  • Table 63. Australia Location-Based Entertainment, by Technology USD Million (2014-2019)
  • Table 64. Australia Location-Based Entertainment, by End Use USD Million (2014-2019)
  • Table 65. Australia Location-Based Entertainment, by Component USD Million (2014-2019)
  • Table 66. Rest of Asia-Pacific Location-Based Entertainment, by Application USD Million (2014-2019)
  • Table 67. Rest of Asia-Pacific Location-Based Entertainment, by Technology USD Million (2014-2019)
  • Table 68. Rest of Asia-Pacific Location-Based Entertainment, by End Use USD Million (2014-2019)
  • Table 69. Rest of Asia-Pacific Location-Based Entertainment, by Component USD Million (2014-2019)
  • Table 70. Europe Location-Based Entertainment, by Country USD Million (2014-2019)
  • Table 71. Europe Location-Based Entertainment, by Application USD Million (2014-2019)
  • Table 72. Europe Location-Based Entertainment, by Technology USD Million (2014-2019)
  • Table 73. Europe Location-Based Entertainment, by End Use USD Million (2014-2019)
  • Table 74. Europe Location-Based Entertainment, by Component USD Million (2014-2019)
  • Table 75. Germany Location-Based Entertainment, by Application USD Million (2014-2019)
  • Table 76. Germany Location-Based Entertainment, by Technology USD Million (2014-2019)
  • Table 77. Germany Location-Based Entertainment, by End Use USD Million (2014-2019)
  • Table 78. Germany Location-Based Entertainment, by Component USD Million (2014-2019)
  • Table 79. France Location-Based Entertainment, by Application USD Million (2014-2019)
  • Table 80. France Location-Based Entertainment, by Technology USD Million (2014-2019)
  • Table 81. France Location-Based Entertainment, by End Use USD Million (2014-2019)
  • Table 82. France Location-Based Entertainment, by Component USD Million (2014-2019)
  • Table 83. Italy Location-Based Entertainment, by Application USD Million (2014-2019)
  • Table 84. Italy Location-Based Entertainment, by Technology USD Million (2014-2019)
  • Table 85. Italy Location-Based Entertainment, by End Use USD Million (2014-2019)
  • Table 86. Italy Location-Based Entertainment, by Component USD Million (2014-2019)
  • Table 87. United Kingdom Location-Based Entertainment, by Application USD Million (2014-2019)
  • Table 88. United Kingdom Location-Based Entertainment, by Technology USD Million (2014-2019)
  • Table 89. United Kingdom Location-Based Entertainment, by End Use USD Million (2014-2019)
  • Table 90. United Kingdom Location-Based Entertainment, by Component USD Million (2014-2019)
  • Table 91. Netherlands Location-Based Entertainment, by Application USD Million (2014-2019)
  • Table 92. Netherlands Location-Based Entertainment, by Technology USD Million (2014-2019)
  • Table 93. Netherlands Location-Based Entertainment, by End Use USD Million (2014-2019)
  • Table 94. Netherlands Location-Based Entertainment, by Component USD Million (2014-2019)
  • Table 95. Rest of Europe Location-Based Entertainment, by Application USD Million (2014-2019)
  • Table 96. Rest of Europe Location-Based Entertainment, by Technology USD Million (2014-2019)
  • Table 97. Rest of Europe Location-Based Entertainment, by End Use USD Million (2014-2019)
  • Table 98. Rest of Europe Location-Based Entertainment, by Component USD Million (2014-2019)
  • Table 99. MEA Location-Based Entertainment, by Country USD Million (2014-2019)
  • Table 100. MEA Location-Based Entertainment, by Application USD Million (2014-2019)
  • Table 101. MEA Location-Based Entertainment, by Technology USD Million (2014-2019)
  • Table 102. MEA Location-Based Entertainment, by End Use USD Million (2014-2019)
  • Table 103. MEA Location-Based Entertainment, by Component USD Million (2014-2019)
  • Table 104. Middle East Location-Based Entertainment, by Application USD Million (2014-2019)
  • Table 105. Middle East Location-Based Entertainment, by Technology USD Million (2014-2019)
  • Table 106. Middle East Location-Based Entertainment, by End Use USD Million (2014-2019)
  • Table 107. Middle East Location-Based Entertainment, by Component USD Million (2014-2019)
  • Table 108. Africa Location-Based Entertainment, by Application USD Million (2014-2019)
  • Table 109. Africa Location-Based Entertainment, by Technology USD Million (2014-2019)
  • Table 110. Africa Location-Based Entertainment, by End Use USD Million (2014-2019)
  • Table 111. Africa Location-Based Entertainment, by Component USD Million (2014-2019)
  • Table 112. North America Location-Based Entertainment, by Country USD Million (2014-2019)
  • Table 113. North America Location-Based Entertainment, by Application USD Million (2014-2019)
  • Table 114. North America Location-Based Entertainment, by Technology USD Million (2014-2019)
  • Table 115. North America Location-Based Entertainment, by End Use USD Million (2014-2019)
  • Table 116. North America Location-Based Entertainment, by Component USD Million (2014-2019)
  • Table 117. United States Location-Based Entertainment, by Application USD Million (2014-2019)
  • Table 118. United States Location-Based Entertainment, by Technology USD Million (2014-2019)
  • Table 119. United States Location-Based Entertainment, by End Use USD Million (2014-2019)
  • Table 120. United States Location-Based Entertainment, by Component USD Million (2014-2019)
  • Table 121. Canada Location-Based Entertainment, by Application USD Million (2014-2019)
  • Table 122. Canada Location-Based Entertainment, by Technology USD Million (2014-2019)
  • Table 123. Canada Location-Based Entertainment, by End Use USD Million (2014-2019)
  • Table 124. Canada Location-Based Entertainment, by Component USD Million (2014-2019)
  • Table 125. Mexico Location-Based Entertainment, by Application USD Million (2014-2019)
  • Table 126. Mexico Location-Based Entertainment, by Technology USD Million (2014-2019)
  • Table 127. Mexico Location-Based Entertainment, by End Use USD Million (2014-2019)
  • Table 128. Mexico Location-Based Entertainment, by Component USD Million (2014-2019)
  • Table 129. Company Basic Information, Sales Area and Its Competitors
  • Table 130. Company Basic Information, Sales Area and Its Competitors
  • Table 131. Company Basic Information, Sales Area and Its Competitors
  • Table 132. Company Basic Information, Sales Area and Its Competitors
  • Table 133. Company Basic Information, Sales Area and Its Competitors
  • Table 134. Company Basic Information, Sales Area and Its Competitors
  • Table 135. Company Basic Information, Sales Area and Its Competitors
  • Table 136. Company Basic Information, Sales Area and Its Competitors
  • Table 137. Location-Based Entertainment: by Application(USD Million)
  • Table 138. Location-Based Entertainment Theme Parks , by Region USD Million (2020-2025)
  • Table 139. Location-Based Entertainment Large Scale Arcades , by Region USD Million (2020-2025)
  • Table 140. Location-Based Entertainment Bowling Alleys , by Region USD Million (2020-2025)
  • Table 141. Location-Based Entertainment Pools , by Region USD Million (2020-2025)
  • Table 142. Location-Based Entertainment Water Parks , by Region USD Million (2020-2025)
  • Table 143. Location-Based Entertainment Casinos , by Region USD Million (2020-2025)
  • Table 144. Location-Based Entertainment Others , by Region USD Million (2020-2025)
  • Table 145. Location-Based Entertainment: by Technology(USD Million)
  • Table 146. Location-Based Entertainment 2 Dimensional (2D) , by Region USD Million (2020-2025)
  • Table 147. Location-Based Entertainment 3 Dimensional (3D) , by Region USD Million (2020-2025)
  • Table 148. Location-Based Entertainment Cloud Merged Reality (CMR) , by Region USD Million (2020-2025)
  • Table 149. Location-Based Entertainment: by End Use(USD Million)
  • Table 150. Location-Based Entertainment Amusement Park , by Region USD Million (2020-2025)
  • Table 151. Location-Based Entertainment Arcade Studios , by Region USD Million (2020-2025)
  • Table 152. Location-Based Entertainment 4D Films , by Region USD Million (2020-2025)
  • Table 153. Location-Based Entertainment: by Component(USD Million)
  • Table 154. Location-Based Entertainment Hardware , by Region USD Million (2020-2025)
  • Table 155. Location-Based Entertainment Software , by Region USD Million (2020-2025)
  • Table 156. South America Location-Based Entertainment, by Country USD Million (2020-2025)
  • Table 157. South America Location-Based Entertainment, by Application USD Million (2020-2025)
  • Table 158. South America Location-Based Entertainment, by Technology USD Million (2020-2025)
  • Table 159. South America Location-Based Entertainment, by End Use USD Million (2020-2025)
  • Table 160. South America Location-Based Entertainment, by Component USD Million (2020-2025)
  • Table 161. Brazil Location-Based Entertainment, by Application USD Million (2020-2025)
  • Table 162. Brazil Location-Based Entertainment, by Technology USD Million (2020-2025)
  • Table 163. Brazil Location-Based Entertainment, by End Use USD Million (2020-2025)
  • Table 164. Brazil Location-Based Entertainment, by Component USD Million (2020-2025)
  • Table 165. Argentina Location-Based Entertainment, by Application USD Million (2020-2025)
  • Table 166. Argentina Location-Based Entertainment, by Technology USD Million (2020-2025)
  • Table 167. Argentina Location-Based Entertainment, by End Use USD Million (2020-2025)
  • Table 168. Argentina Location-Based Entertainment, by Component USD Million (2020-2025)
  • Table 169. Rest of South America Location-Based Entertainment, by Application USD Million (2020-2025)
  • Table 170. Rest of South America Location-Based Entertainment, by Technology USD Million (2020-2025)
  • Table 171. Rest of South America Location-Based Entertainment, by End Use USD Million (2020-2025)
  • Table 172. Rest of South America Location-Based Entertainment, by Component USD Million (2020-2025)
  • Table 173. Asia Pacific Location-Based Entertainment, by Country USD Million (2020-2025)
  • Table 174. Asia Pacific Location-Based Entertainment, by Application USD Million (2020-2025)
  • Table 175. Asia Pacific Location-Based Entertainment, by Technology USD Million (2020-2025)
  • Table 176. Asia Pacific Location-Based Entertainment, by End Use USD Million (2020-2025)
  • Table 177. Asia Pacific Location-Based Entertainment, by Component USD Million (2020-2025)
  • Table 178. China Location-Based Entertainment, by Application USD Million (2020-2025)
  • Table 179. China Location-Based Entertainment, by Technology USD Million (2020-2025)
  • Table 180. China Location-Based Entertainment, by End Use USD Million (2020-2025)
  • Table 181. China Location-Based Entertainment, by Component USD Million (2020-2025)
  • Table 182. Japan Location-Based Entertainment, by Application USD Million (2020-2025)
  • Table 183. Japan Location-Based Entertainment, by Technology USD Million (2020-2025)
  • Table 184. Japan Location-Based Entertainment, by End Use USD Million (2020-2025)
  • Table 185. Japan Location-Based Entertainment, by Component USD Million (2020-2025)
  • Table 186. India Location-Based Entertainment, by Application USD Million (2020-2025)
  • Table 187. India Location-Based Entertainment, by Technology USD Million (2020-2025)
  • Table 188. India Location-Based Entertainment, by End Use USD Million (2020-2025)
  • Table 189. India Location-Based Entertainment, by Component USD Million (2020-2025)
  • Table 190. South Korea Location-Based Entertainment, by Application USD Million (2020-2025)
  • Table 191. South Korea Location-Based Entertainment, by Technology USD Million (2020-2025)
  • Table 192. South Korea Location-Based Entertainment, by End Use USD Million (2020-2025)
  • Table 193. South Korea Location-Based Entertainment, by Component USD Million (2020-2025)
  • Table 194. Taiwan Location-Based Entertainment, by Application USD Million (2020-2025)
  • Table 195. Taiwan Location-Based Entertainment, by Technology USD Million (2020-2025)
  • Table 196. Taiwan Location-Based Entertainment, by End Use USD Million (2020-2025)
  • Table 197. Taiwan Location-Based Entertainment, by Component USD Million (2020-2025)
  • Table 198. Australia Location-Based Entertainment, by Application USD Million (2020-2025)
  • Table 199. Australia Location-Based Entertainment, by Technology USD Million (2020-2025)
  • Table 200. Australia Location-Based Entertainment, by End Use USD Million (2020-2025)
  • Table 201. Australia Location-Based Entertainment, by Component USD Million (2020-2025)
  • Table 202. Rest of Asia-Pacific Location-Based Entertainment, by Application USD Million (2020-2025)
  • Table 203. Rest of Asia-Pacific Location-Based Entertainment, by Technology USD Million (2020-2025)
  • Table 204. Rest of Asia-Pacific Location-Based Entertainment, by End Use USD Million (2020-2025)
  • Table 205. Rest of Asia-Pacific Location-Based Entertainment, by Component USD Million (2020-2025)
  • Table 206. Europe Location-Based Entertainment, by Country USD Million (2020-2025)
  • Table 207. Europe Location-Based Entertainment, by Application USD Million (2020-2025)
  • Table 208. Europe Location-Based Entertainment, by Technology USD Million (2020-2025)
  • Table 209. Europe Location-Based Entertainment, by End Use USD Million (2020-2025)
  • Table 210. Europe Location-Based Entertainment, by Component USD Million (2020-2025)
  • Table 211. Germany Location-Based Entertainment, by Application USD Million (2020-2025)
  • Table 212. Germany Location-Based Entertainment, by Technology USD Million (2020-2025)
  • Table 213. Germany Location-Based Entertainment, by End Use USD Million (2020-2025)
  • Table 214. Germany Location-Based Entertainment, by Component USD Million (2020-2025)
  • Table 215. France Location-Based Entertainment, by Application USD Million (2020-2025)
  • Table 216. France Location-Based Entertainment, by Technology USD Million (2020-2025)
  • Table 217. France Location-Based Entertainment, by End Use USD Million (2020-2025)
  • Table 218. France Location-Based Entertainment, by Component USD Million (2020-2025)
  • Table 219. Italy Location-Based Entertainment, by Application USD Million (2020-2025)
  • Table 220. Italy Location-Based Entertainment, by Technology USD Million (2020-2025)
  • Table 221. Italy Location-Based Entertainment, by End Use USD Million (2020-2025)
  • Table 222. Italy Location-Based Entertainment, by Component USD Million (2020-2025)
  • Table 223. United Kingdom Location-Based Entertainment, by Application USD Million (2020-2025)
  • Table 224. United Kingdom Location-Based Entertainment, by Technology USD Million (2020-2025)
  • Table 225. United Kingdom Location-Based Entertainment, by End Use USD Million (2020-2025)
  • Table 226. United Kingdom Location-Based Entertainment, by Component USD Million (2020-2025)
  • Table 227. Netherlands Location-Based Entertainment, by Application USD Million (2020-2025)
  • Table 228. Netherlands Location-Based Entertainment, by Technology USD Million (2020-2025)
  • Table 229. Netherlands Location-Based Entertainment, by End Use USD Million (2020-2025)
  • Table 230. Netherlands Location-Based Entertainment, by Component USD Million (2020-2025)
  • Table 231. Rest of Europe Location-Based Entertainment, by Application USD Million (2020-2025)
  • Table 232. Rest of Europe Location-Based Entertainment, by Technology USD Million (2020-2025)
  • Table 233. Rest of Europe Location-Based Entertainment, by End Use USD Million (2020-2025)
  • Table 234. Rest of Europe Location-Based Entertainment, by Component USD Million (2020-2025)
  • Table 235. MEA Location-Based Entertainment, by Country USD Million (2020-2025)
  • Table 236. MEA Location-Based Entertainment, by Application USD Million (2020-2025)
  • Table 237. MEA Location-Based Entertainment, by Technology USD Million (2020-2025)
  • Table 238. MEA Location-Based Entertainment, by End Use USD Million (2020-2025)
  • Table 239. MEA Location-Based Entertainment, by Component USD Million (2020-2025)
  • Table 240. Middle East Location-Based Entertainment, by Application USD Million (2020-2025)
  • Table 241. Middle East Location-Based Entertainment, by Technology USD Million (2020-2025)
  • Table 242. Middle East Location-Based Entertainment, by End Use USD Million (2020-2025)
  • Table 243. Middle East Location-Based Entertainment, by Component USD Million (2020-2025)
  • Table 244. Africa Location-Based Entertainment, by Application USD Million (2020-2025)
  • Table 245. Africa Location-Based Entertainment, by Technology USD Million (2020-2025)
  • Table 246. Africa Location-Based Entertainment, by End Use USD Million (2020-2025)
  • Table 247. Africa Location-Based Entertainment, by Component USD Million (2020-2025)
  • Table 248. North America Location-Based Entertainment, by Country USD Million (2020-2025)
  • Table 249. North America Location-Based Entertainment, by Application USD Million (2020-2025)
  • Table 250. North America Location-Based Entertainment, by Technology USD Million (2020-2025)
  • Table 251. North America Location-Based Entertainment, by End Use USD Million (2020-2025)
  • Table 252. North America Location-Based Entertainment, by Component USD Million (2020-2025)
  • Table 253. United States Location-Based Entertainment, by Application USD Million (2020-2025)
  • Table 254. United States Location-Based Entertainment, by Technology USD Million (2020-2025)
  • Table 255. United States Location-Based Entertainment, by End Use USD Million (2020-2025)
  • Table 256. United States Location-Based Entertainment, by Component USD Million (2020-2025)
  • Table 257. Canada Location-Based Entertainment, by Application USD Million (2020-2025)
  • Table 258. Canada Location-Based Entertainment, by Technology USD Million (2020-2025)
  • Table 259. Canada Location-Based Entertainment, by End Use USD Million (2020-2025)
  • Table 260. Canada Location-Based Entertainment, by Component USD Million (2020-2025)
  • Table 261. Mexico Location-Based Entertainment, by Application USD Million (2020-2025)
  • Table 262. Mexico Location-Based Entertainment, by Technology USD Million (2020-2025)
  • Table 263. Mexico Location-Based Entertainment, by End Use USD Million (2020-2025)
  • Table 264. Mexico Location-Based Entertainment, by Component USD Million (2020-2025)
  • Table 265. Research Programs/Design for This Report
  • Table 266. Key Data Information from Secondary Sources
  • Table 267. Key Data Information from Primary Sources
List of Figures
  • Figure 1. Porters Five Forces
  • Figure 2. Supply/Value Chain
  • Figure 3. PESTEL analysis
  • Figure 4. Global Location-Based Entertainment: by Application USD Million (2014-2019)
  • Figure 5. Global Location-Based Entertainment: by Technology USD Million (2014-2019)
  • Figure 6. Global Location-Based Entertainment: by End Use USD Million (2014-2019)
  • Figure 7. Global Location-Based Entertainment: by Component USD Million (2014-2019)
  • Figure 8. South America Location-Based Entertainment Share (%), by Country
  • Figure 9. Asia Pacific Location-Based Entertainment Share (%), by Country
  • Figure 10. Europe Location-Based Entertainment Share (%), by Country
  • Figure 11. MEA Location-Based Entertainment Share (%), by Country
  • Figure 12. North America Location-Based Entertainment Share (%), by Country
  • Figure 13. Global Location-Based Entertainment share by Players 2019 (%)
  • Figure 14. Global Location-Based Entertainment share by Players (Top 3) 2019(%)
  • Figure 15. Global Location-Based Entertainment share by Players (Top 5) 2019(%)
  • Figure 16. BCG Matrix for key Companies
  • Figure 17. Exit Reality VR (United States) Revenue, Net Income and Gross profit
  • Figure 18. Exit Reality VR (United States) Revenue: by Geography 2019
  • Figure 19. Springboard VR (United States) Revenue, Net Income and Gross profit
  • Figure 20. Springboard VR (United States) Revenue: by Geography 2019
  • Figure 21. HTC Corporation (Taiwan) Revenue, Net Income and Gross profit
  • Figure 22. HTC Corporation (Taiwan) Revenue: by Geography 2019
  • Figure 23. IMAX Corporation (Canada) Revenue, Net Income and Gross profit
  • Figure 24. IMAX Corporation (Canada) Revenue: by Geography 2019
  • Figure 25. The VOID LLC (United States) Revenue, Net Income and Gross profit
  • Figure 26. The VOID LLC (United States) Revenue: by Geography 2019
  • Figure 27. VRstudios Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 28. VRstudios Inc. (United States) Revenue: by Geography 2019
  • Figure 29. Greenlight Insights, Inc (United States) Revenue, Net Income and Gross profit
  • Figure 30. Greenlight Insights, Inc (United States) Revenue: by Geography 2019
  • Figure 31. Nanoport Technology Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 32. Nanoport Technology Inc. (United States) Revenue: by Geography 2019
  • Figure 33. Global Location-Based Entertainment: by Application USD Million (2020-2025)
  • Figure 34. Global Location-Based Entertainment: by Technology USD Million (2020-2025)
  • Figure 35. Global Location-Based Entertainment: by End Use USD Million (2020-2025)
  • Figure 36. Global Location-Based Entertainment: by Component USD Million (2020-2025)
  • Figure 37. South America Location-Based Entertainment Share (%), by Country
  • Figure 38. Asia Pacific Location-Based Entertainment Share (%), by Country
  • Figure 39. Europe Location-Based Entertainment Share (%), by Country
  • Figure 40. MEA Location-Based Entertainment Share (%), by Country
  • Figure 41. North America Location-Based Entertainment Share (%), by Country
Some of the key companies/manufacturers profiled in the report
  • 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)
  • Nanoport Technology Inc. (United States)
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