Immersive Location-based Entertainment Market Size, Share & Trends Analysis Report
商品番号 : SMB-90124
| 出版社 | Grand View Research |
| 出版年月 | 2025年10月 |
| ページ数 | 150 |
| 価格タイプ | シングルユーザライセンス |
| 価格 | USD 4,950 |
| 種別 | 英文調査報告書 |
没入型ロケーションベースエンターテインメント市場 – コンテンツタイプ、フォーマット別(会場ベース、デバイスベース)、地域、セグメント別予測による市場規模、成長と動向分析レポート 2025-2033年
世界の没入型ロケーションベースエンターテインメント市場規模は、2024年に27億3,820万米ドルと推定され、2033年には299億7,160万米ドルに達すると予測されており、2025年から2033年にかけて29.9%のCAGRで成長します。市場の成長は、技術の進歩、消費者の嗜好の変化、そして没入型体験を強化し市場範囲を拡大する戦略的投資によって推進されています。
没入型ロケーションベース・エンターテインメント業界は、仮想現実(VR)、拡張現実(AR)、複合現実(MR)といった没入型技術の普及拡大に牽引され、拡大を続けています。これらの技術は、家庭では再現が難しい、消費者にとって新しく魅力的でインタラクティブな体験を生み出し、VRアーケード、テーマパーク、脱出ゲームといった実店舗への来場者数の増加につながっています。没入型技術の利便性と利便性の向上、そして高速インターネットの普及は、幅広い層にとって没入型エンターテインメントをより身近なものにすることで、市場の成長をさらに後押ししています。
さらに、技術の進歩は没入型ロケーションベース・エンターテインメント業界を再定義しており、VRおよびARのハードウェアとソフトウェアにおける革新の加速が市場を大きく牽引しています。ディスプレイ技術、モーショントラッキング、空間コンピューティング、オーディオビジュアル効果の向上は、ユーザーの没入感を高め、より多くの顧客を惹きつけています。LEDドームやコンサートグレードのオーディオといった最先端のディスプレイとサウンドシステムを備えた大規模な没入型施設への投資は、体験を新たなレベルに引き上げ、消費者の需要と施設の拡大を促進します。
デジタルエンターテインメントやゲームコンテンツへの消費者支出の増加は、ユニークでインタラクティブ、かつ没入感のある体験への強い需要を牽引しています。消費者がより魅力的でパーソナライズされたエンターテインメントを求めるにつれ、ロケーションベースの没入型エンターテインメント市場の事業者は継続的なイノベーションを迫られています。このトレンドは、チャレンジ、報酬、ストーリーテリング、ソーシャルコネクティビティといったインタラクティブな要素をエンターテインメント体験に統合し、エンゲージメントと満足度を高めるゲーミファイド・エンターテインメントの幅広い台頭とも一致しています。
このレポートは、世界、地域、国レベルでの収益成長を予測し、2021年から2033年までの各サブセグメントにおける最新の業界動向の分析を提供します。この調査のために、Grand View Researchは、コンテンツの種類、形式、地域に基づいて、世界の没入型ロケーションベースエンターテイメント市場レポートをセグメント化しました。
Immersive Location-based Entertainment Market Summary
The global immersive location-based entertainment market size was estimated at USD 2,738.2 million in 2024 and is projected to reach USD 29,971.6 million by 2033, growing at a CAGR of 29.9% from 2025 to 2033. The market growth is driven by the growing technological advancements, shifting consumer preferences, and strategic investments that enhance the immersive experience and expand market reach.

The immersive location-based entertainment industry is expanding, driven by the rising adoption of immersive technologies such as virtual reality (VR), augmented reality (AR), and mixed reality (MR). These technologies create new, engaging, and interactive experiences for consumers that are difficult to replicate at home, motivating increased visits to physical venues like VR arcades, theme parks, and escape rooms. The growing accessibility and user-friendliness of immersive tech, along with widespread high-speed internet availability, further help market growth by making immersive entertainment more attainable for a broad audience.
Additionally, technological advancements are redefining the immersive location-based entertainment industry, with growing innovations in VR and AR hardware and software significantly propelling the market. Improved display technologies, motion tracking, spatial computing, and audio-visual effects enrich user immersion, attracting more customers. Investment in large-scale immersive venues featuring cutting-edge displays and sound systems, such as LED domes and concert-grade audio, elevates the experience to a new level, driving consumer demand and venue expansion.
Furthermore, social interaction and shared experiences form a key market trend. Location-based entertainment offers a platform where friends, families, and even strangers can engage together in gamified, immersive activities. These venues enable multi-user social value and collective enjoyment, which increases consumer interest and repeat visits. The pay-per-play pricing model in VR arcades further lowers barriers to participation, making it accessible without long-term commitments, thus broadening the consumer base.
The increasing consumer spending on digital entertainment and gaming content is driving a strong demand for unique, interactive, and immersive experiences. As consumers seek more engaging and personalized forms of entertainment, operators in the location-based immersive entertainment market are compelled to innovate continuously. This trend aligns with the broader rise in gamified entertainment, where interactive elements such as challenges, rewards, storytelling, and social connectivity are integrated into entertainment experiences to boost engagement and satisfaction.
Immersive Location-based Entertainment Market Report Scope
| Report Attribute | Details |
| Market size value in 2025 | USD 3,696.3 million |
| Revenue forecast in 2033 | USD 29,971.6 million |
| Growth rate | CAGR of 29.9% from 2025 to 2033 |
| Base year of estimation | 2024 |
| Actual data | 2021 – 2023 |
| Forecast period | 2025 – 2033 |
| Quantitative units | Revenue in USD million and CAGR from 2025 to 2033 |
| Report coverage | Revenue forecast, company ranking, competitive landscape, growth factors, and trends |
| Segments covered | Content type, format, region |
| Regional scope | North America; Europe; Asia Pacific; Latin America; Middle East & Africa |
| Country scope | U.S.; Canada; Mexico; Germany; UK; France; Italy; Spain; China; Japan; India; South Korea; Australia; Brazil; Argentina; UAE; Saudi Arabia; South Africa |
| Key companies profiled | 4Experience sp. z o.o.; AEON Fantasy Co., Ltd.; Barron Games International; Sandbox VR; Dreamscape Immersive, Inc.; Falcon’s Beyond Global, LLC; Fantawild Holdings Inc.; The Walt Disney Company; HTC Corporation; Habo Studio, Inc. |
| Customization scope | Free report customization (equivalent up to 8 analysts working days) with purchase. Addition or alteration to country, regional & segment scope. |
Global Immersive Location-based Entertainment Market Report Segmentation
This report forecasts revenue growth at the global, regional, and country levels and provides an analysis of the latest industry trends in each of the sub-segments from 2021 to 2033. For this study, Grand View Research has segmented the global immersive location-based entertainment market report based on content type, format, and region:
- Content Type Outlook (Revenue, USD Million, 2021 – 2033)
- Gaming
- Sports & eSports
- Film/ TV
- Music & Live Concerts
- Visual & Performing Arts
- Education
- Others
- Format Outlook (Revenue, USD Million, 2021 – 2033)
- Venue-based Location-based Entertainment
- Device-based Location-based Entertainment
- Regional Outlook (Revenue, USD Million, 2021 – 2033)
- North America
o U.S.
o Canada
o Mexico
- Europe
o Germany
o UK
o France
- Asia Pacific
o China
o Japan
o India
- South Korea
o Australia
- Latin America
o Brazil
- Middle East and Africa (MEA)
o UAE
o Saudi Arabia
o South Africa
Table of Contents
Chapter 1. Methodology and Scope
1.1. Market Segmentation and Scope
1.2. Market Definitions
1.2.1. Information analysis
1.2.2. Market formulation & data visualization
1.2.3. Data validation & publishing
1.3. Research Scope and Assumptions
1.3.1. List of Data Sources
Chapter 2. Executive Summary
2.1. Market Outlook
2.2. Segment Outlook
2.3. Competitive Insights
Chapter 3. Immersive Location-based Entertainment Market Variables, Trends, & Scope
3.1. Market Lineage Outlook
3.2. Market Dynamics
3.2.1. Market Driver Analysis
3.2.2. Market Restraint Analysis
3.2.3. Market Challenge
3.3. Immersive Location-based Entertainment Market Analysis Tools
3.3.1. Industry Analysis – Porter’s
3.3.1.1. Bargaining power of the suppliers
3.3.1.2. Bargaining power of the buyers
3.3.1.3. Threats of substitution
3.3.1.4. Threats from new entrants
3.3.1.5. Competitive rivalry
3.3.2. PESTEL Analysis
3.3.2.1. Political landscape
3.3.2.2. Economic landscape
3.3.2.3. Social landscape
3.3.2.4. Technological landscape
3.3.2.5. Environmental landscape
3.3.2.6. Legal landscape
Chapter 4. Immersive Location-based Entertainment Market: Content Type Estimates & Trend Analysis
4.1. Segment Dashboard
4.2. Immersive Location-based Entertainment Market: Content Type Movement Analysis, USD Million, 2024 & 2033
4.3. Gaming
4.3.1. Gaming Market Revenue Estimates and Forecasts, 2021 – 2033 (USD Million)
4.4. Sports & eSports
4.4.1. Sports & eSports Market Revenue Estimates and Forecasts, 2021 – 2033 (USD Million)
4.5. Film/ TV
4.5.1. Film/TV Market Revenue Estimates and Forecasts, 2021 – 2033 (USD Million)
4.6. Music & Live Concerts
4.6.1. Music & Live Concerts Market Revenue Estimates and Forecasts, 2021 – 2033 (USD Million)
4.7. Visual & Performing Arts
4.7.1. Visual & Performing Arts Market Revenue Estimates and Forecasts, 2021 – 2033 (USD Million)
4.8. Education
4.8.1. Education Market Revenue Estimates and Forecasts, 2021 – 2033 (USD Million)
4.9. Others
4.9.1. Others Market Revenue Estimates and Forecasts, 2021 – 2033 (USD Million)
Chapter 5. Immersive Location-based Entertainment Market: Format Estimates & Trend Analysis
5.1. Segment Dashboard
5.2. Immersive Location-based Entertainment Market: Format Movement Analysis, USD Million, 2024 & 2033
5.3. Venue-based Location-based Entertainment
5.3.1. Venue-based Location-based Entertainment Market Revenue Estimates and Forecasts, 2021 – 2033 (USD Million)
5.4. Device-based Location-based Entertainment
5.4.1. Device-based Location-based Entertainment Market Revenue Estimates and Forecasts, 2021 – 2033 (USD Million)
Chapter 6. Regional Estimates & Trend Analysis
6.1. Immersive Location-based Entertainment Market, By Region, 2024 & 2033
6.2. North America
6.2.1. North America Immersive Location-based Entertainment Market Estimates & Forecasts, 2021 – 2033 (Revenue, USD Million)
6.2.2. U.S.
6.2.2.1. U.S. Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 – 2033 (USD Million)
6.2.3. Canada
6.2.3.1. Canada Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 – 2033 (USD Million)
6.2.4. Mexico
6.2.4.1. Mexico Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 – 2033 (USD Million)
6.3. Europe
6.3.1. Europe Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 – 2033 (USD Million)
6.3.2. UK
6.3.2.1. UK Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 – 2033 (USD Million)
6.3.3. Germany
6.3.3.1. Germany Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 – 2033 (USD Million)
6.3.4. France
6.3.4.1. France Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 – 2033 (USD Million)
6.4. Asia Pacific
6.4.1. Asia Pacific Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 – 2033 (USD Million)
6.4.2. China
6.4.2.1. China Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 – 2033 (USD Million)
6.4.3. Japan
6.4.3.1. Japan Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 – 2033 (USD Million)
6.4.4. India
6.4.4.1. India Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 – 2033 (USD Million)
6.4.5. South Korea
6.4.5.1. South Korea Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 – 2033 (USD Million)
6.4.6. Australia
6.4.6.1. Australia Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 – 2033 (USD Million)
6.5. Latin America
6.5.1. Latin America Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 – 2033 (USD Million)
6.5.2. Brazil
6.5.2.1. Brazil Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 – 2033 (USD Million)
6.6. Middle East and Africa
6.6.1. Middle East and Africa Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 – 2033 (USD Million)
6.6.2. UAE
6.6.2.1. UAE Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 – 2033 (USD Million)
6.6.3. Saudi Arabia
6.6.3.1. Saudi Arabia Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 – 2033 (USD Million)
6.6.4. South Africa
6.6.4.1. South Africa Immersive Location-based Entertainment Market Estimates and Forecasts, 2021 – 2033 (USD Million)
Chapter 7. Immersive Location-based Entertainment Market – Competitive Landscape
7.1. Company Categorization
7.2. Company Market Positioning
7.3. Company Heat Map Analysis
7.4. Company Profiles/Listing
7.4.1. 4Experience sp. z o.o.
7.4.1.1. Participant’s Overview
7.4.1.2. Financial Performance
7.4.1.3. Product Benchmarking
7.4.1.4. Strategic Initiatives
7.4.2. AEON Fantasy Co., Ltd.
7.4.2.1. Participant’s Overview
7.4.2.2. Financial Performance
7.4.2.3. Product Benchmarking
7.4.2.4. Strategic Initiatives
7.4.3. Barron Games International
7.4.3.1. Participant’s Overview
7.4.3.2. Financial Performance
7.4.3.3. Product Benchmarking
7.4.3.4. Strategic Initiatives
7.4.4. Sandbox VR
7.4.4.1. Participant’s Overview
7.4.4.2. Financial Performance
7.4.4.3. Product Benchmarking
7.4.4.4. Strategic Initiatives
7.4.5. Dreamscape Immersive, Inc.
7.4.5.1. Participant’s Overview
7.4.5.2. Financial Performance
7.4.5.3. Product Benchmarking
7.4.5.4. Strategic Initiatives
7.4.6. Falcon’s Beyond Global, LLC
7.4.6.1. Participant’s Overview
7.4.6.2. Financial Performance
7.4.6.3. Product Benchmarking
7.4.6.4. Strategic Initiatives
7.4.7. Fantawild Holdings Inc.
7.4.7.1. Participant’s Overview
7.4.7.2. Financial Performance
7.4.7.3. Product Benchmarking
7.4.7.4. Strategic Initiatives
7.4.8. The Walt Disney Company
7.4.8.1. Participant’s Overview
7.4.8.2. Financial Performance
7.4.8.3. Product Benchmarking
7.4.8.4. Strategic Initiatives
7.4.9. HTC Corporation
7.4.9.1. Participant’s Overview
7.4.9.2. Financial Performance
7.4.9.3. Product Benchmarking
7.4.9.4. Strategic Initiatives
7.4.10. Habo Studio, Inc.
7.4.10.1. Participant’s Overview
7.4.10.2. Financial Performance
7.4.10.3. Product Benchmarking
7.4.10.4. Strategic Initiatives
List of Tables
Table 1 Immersive location-based entertainment market size estimates & forecasts, 2021 – 2033 (Revenue, USD Million)
Table 2 Immersive location-based entertainment market estimates and forecasts by region, 2021 – 2033 (Revenue, USD Million)
Table 3 Immersive location-based entertainment market estimates and forecasts by content type, 2021 – 2033 (Revenue, USD Million)
Table 4 Immersive location-based entertainment market estimates and forecasts by format, 2021 – 2033 (Revenue, USD Million)
Table 5 Gaming market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Table 6 Sports & esports market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Table 7 Film/TV market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Table 8 Music & live concerts market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Table 9 Visual & performing arts market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Table 10 Education market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Table 11 Others market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Table 12 Venue-based location-based entertainment market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Table 13 Device-based location-based entertainment market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Table 14 North America immersive location-based entertainment market by content type, 2021 – 2033 (Revenue, USD Million)
Table 15 North America immersive location-based entertainment market by format, 2021 – 2033 (Revenue, USD Million)
Table 16 U.S. immersive location-based entertainment market by content type, 2021 – 2033 (Revenue, USD Million)
Table 17 U.S. immersive location-based entertainment market by format, 2021 – 2033 (Revenue, USD Million)
Table 18 Canada immersive location-based entertainment market by content type, 2021 – 2033 (Revenue, USD Million)
Table 19 Canada immersive location-based entertainment market by format, 2021 – 2033 (Revenue, USD Million)
Table 20 Mexico immersive location-based entertainment market by content type, 2021 – 2033 (Revenue, USD Million)
Table 21 Mexico immersive location-based entertainment market by format, 2021 – 2033 (Revenue, USD Million)
Table 22 Europe immersive location-based entertainment market by content type, 2021 – 2033 (Revenue, USD Million)
Table 23 Europe immersive location-based entertainment market by format, 2021 – 2033 (Revenue, USD Million)
Table 24 UK immersive location-based entertainment market by content type, 2021 – 2033 (Revenue, USD Million)
Table 25 UK immersive location-based entertainment market by format, 2021 – 2033 (Revenue, USD Million)
Table 26 Germany immersive location-based entertainment market by content type, 2021 – 2033 (Revenue, USD Million)
Table 27 Germany immersive location-based entertainment market by format, 2021 – 2033 (Revenue, USD Million)
Table 28 France immersive location-based entertainment market by content type, 2021 – 2033 (Revenue, USD Million)
Table 29 France immersive location-based entertainment market by format, 2021 – 2033 (Revenue, USD Million)
Table 30 Asia Pacific immersive location-based entertainment market by content type, 2021 – 2033 (Revenue, USD Million)
Table 31 Asia Pacific immersive location-based entertainment market by format, 2021 – 2033 (Revenue, USD Million)
Table 32 China immersive location-based entertainment market by content type, 2021 – 2033 (Revenue, USD Million)
Table 33 China immersive location-based entertainment market by format, 2021 – 2033 (Revenue, USD Million)
Table 34 Japan immersive location-based entertainment market by content type, 2021 – 2033 (Revenue, USD Million)
Table 35 Japan immersive location-based entertainment market by format, 2021 – 2033 (Revenue, USD Million)
Table 36 India immersive location-based entertainment market by content type, 2021 – 2033 (Revenue, USD Million)
Table 37 India immersive location-based entertainment market by format, 2021 – 2033 (Revenue, USD Million)
Table 38 South Korea immersive location-based entertainment market by content type, 2021 – 2033 (Revenue, USD Million)
Table 39 South Korea immersive location-based entertainment market by format, 2021 – 2033 (Revenue, USD Million)
Table 40 Australia immersive location-based entertainment market by content type, 2021 – 2033 (Revenue, USD Million)
Table 41 Australia immersive location-based entertainment market by format, 2021 – 2033 (Revenue, USD Million)
Table 42 Latin America immersive location-based entertainment market by content type, 2021 – 2033 (Revenue, USD Million)
Table 43 Latin America immersive location-based entertainment market by format, 2021 – 2033 (Revenue, USD Million)
Table 44 Brazil immersive location-based entertainment market by content type, 2021 – 2033 (Revenue, USD Million)
Table 45 Brazil immersive location-based entertainment market by format, 2021 – 2033 (Revenue, USD Million)
Table 46 MEA immersive location-based entertainment market by content type, 2021 – 2033 (Revenue, USD Million)
Table 47 MEA immersive location-based entertainment market by format, 2021 – 2033 (Revenue, USD Million)
Table 48 Saudi Arabia immersive location-based entertainment market by content type, 2021 – 2033 (Revenue, USD Million)
Table 49 Saudi Arabia immersive location-based entertainment market by format, 2021 – 2033 (Revenue, USD Million)
Table 50 South Africa immersive location-based entertainment market by content type, 2021 – 2033 (Revenue, USD Million)
Table 51 South Africa immersive location-based entertainment market by format, 2021 – 2033 (Revenue, USD Million)
Table 52 UAE immersive location-based entertainment market by content type, 2021 – 2033 (Revenue, USD Million)
Table 53 UAE immersive location-based entertainment market by format, 2021 – 2033 (Revenue, USD Million)
List of Figures
Fig. 1 Immersive location-based entertainment market segmentation
Fig. 2 Information procurement
Fig. 3 Data analysis models
Fig. 4 Market formulation and validation
Fig. 5 Data validating & publishing
Fig. 6 Immersive location-based entertainment market snapshot
Fig. 7 Immersive location-based entertainment market segment snapshot
Fig. 8 Immersive location-based entertainment market competitive landscape snapshot
Fig. 9 Market research process
Fig. 10 Market driver relevance analysis (current & future impact)
Fig. 11 Market restraint relevance analysis (current & future impact)
Fig. 12 Immersive location-based entertainment market, by content type, key takeaways
Fig. 13 Immersive location-based entertainment market, by content type, market share, 2024 & 2033
Fig. 14 Gaming market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Fig. 15 Sports & esports market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Fig. 16 Film/TV market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Fig. 17 Music & live concerts market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Fig. 18 Visual & performing arts market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Fig. 19 Education market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Fig. 20 Others market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Fig. 21 Immersive location-based entertainment market, by format, key takeaways
Fig. 22 Immersive location-based entertainment market, by format, market share, 2024 & 2033
Fig. 23 Venue-based location-based entertainment market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Fig. 24 Device-based location-based entertainment market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Fig. 25 Regional marketplace: key takeaways
Fig. 26 North America immersive location-based entertainment market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Fig. 27 U.S. immersive location-based entertainment market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Fig. 28 Canada immersive location-based entertainment market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Fig. 29 Mexico immersive location-based entertainment market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Fig. 30 Europe immersive location-based entertainment market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Fig. 31 UK immersive location-based entertainment market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Fig. 32 Germany immersive location-based entertainment market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Fig. 33 France immersive location-based entertainment market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Fig. 34 Asia Pacific immersive location-based entertainment market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Fig. 35 Japan immersive location-based entertainment market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Fig. 36 China immersive location-based entertainment market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Fig. 37 South Korea immersive location-based entertainment market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Fig. 38 India immersive location-based entertainment market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Fig. 39 Australia immersive location-based entertainment market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Fig. 40 Brazil immersive location-based entertainment market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Fig. 41 Latin America immersive location-based entertainment market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Fig. 42 MEA immersive location-based entertainment market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Fig. 43 UAE immersive location-based entertainment market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Fig. 44 Saudi Arabia immersive location-based entertainment market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Fig. 45 South Africa immersive location-based entertainment market estimates & forecast, 2021 – 2033 (Revenue, USD Million)
Fig. 46 Key company categorization
Fig. 47 Strategy framework
Grand View Researchについて
Grand View Research(グランドビューリサーチ) はインドと米国を拠点とする市場調査およびコンサルティング会社です。世界中主要 25ヵ国・ 46 業界に関する豊富なデータベースを活用した市場情報は世界の企業団体に活用・引用されています。日本からのレポートのご注文・ご購入相談はお気軽にお問い合わせください。
ライセンス別価格表
調査会社の事情により予告なしに変更されることがございます。最新の状況およびその他のパターンについてはお問い合わせください。
ライセンスタイプ 1
| シングルユーザ | チーム | エンタープライズ |
| USD 2,950 | USD 3,950 | USD 5,950 |
ライセンスタイプ 2
| シングルユーザ | チーム | エンタープライズ |
| USD 3,950 | USD 4,950 | USD 6,950 |
ライセンスタイプ 3
| シングルユーザ | チーム | エンタープライズ |
| USD 4,950 | USD 5,950 | USD 7,950 |
ライセンスタイプ 4
| シングルユーザ | チーム | エンタープライズ |
| USD 5,950 | USD 6,950 | USD 8,950 |
ご購入に関するご案内
価格・納期について
- 価格
- ウェブサイトに記載の外貨(定価)を見積日のTTSレートで換算後消費税を加えた金額が弊社からの請求金額になります。見積金額はレート変動に関係なく見積書発行日より2週間有効です。手数料(ハンドリングチャージ)無料。
- ライセンス
- シングルユーザライセンス(インディビジュアルライセンス)
- 1名のみレポートファイル(印刷不可)をご利用いただけます。
- チームライセンス
- 同一企業(関連会社除く)内5名まで共有可能です。印刷可能な電子ファイルをご提供いたします。
- コーポレートライセンス
- 同一企業および関連会社内で人数無制限で共有可能です。印刷可能な電子ファイルをご提供いたします。
- 「関連会社」の範囲についてはお気軽にお問い合わせください。
- シングルユーザライセンス(インディビジュアルライセンス)
- 納品形態
- オンラインダウンロード
- 納期
- ご注文後1~7営業日 ※レポートにより異なります。
ご注文方法
- レポートページ内のお問い合わせフォームより見積もりをご請求ください。確認次第見積書と発注書をお送りいたします。既に弊社の見積書をお持ちの場合にはEメールまたはFAXでご注文ください。
その他
- 商品の性質上、ご注文後のキャンセル/返品/交換はできません。ご了承ください。
最新出版レポート