ロケーションベースエンターテイメント(LBE)市場 – 2029年までの世界予測

Location-based Entertainment Market - Global Forecast to 2029

ロケーションベースエンターテイメント(LBE)市場 - システム (AR/VR、プロジェクションマッピング、インタラクティブゲーム)、ソフトウェア (コンテンツ管理、エクスペリエンスデザイン、分析とモニタリング)、用途 (没入型乗り物、映画体験) - 2029年までの世界予測
Location-based Entertainment Market by Systems (AR/VR, Projection Mapping, Interactive Gaming), Software (Content Management, Experience Design, Analytics & Monitoring), Application (Immersive Rides, Cinematic Experiences) - Global Forecast to 2029

商品番号 : SMB-34687

出版社MarketsandMarkets
出版年月2025年2月
ページ数279
図表数380
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
アップデート版ご提供可能です。詳細はお問合せください。

「ロケーションベースエンターテイメント(LBE)市場 – システム (AR/VR、プロジェクションマッピング、インタラクティブゲーム)、ソフトウェア (コンテンツ管理、エクスペリエンスデザイン、分析とモニタリング)、用途 (没入型乗り物、映画体験) – 2029年までの世界予測 – Location-based Entertainment Market by Systems (AR/VR, Projection Mapping, Interactive Gaming), Software (Content Management, Experience Design, Analytics & Monitoring), Application (Immersive Rides, Cinematic Experiences) – Global Forecast to 2029」が世界のロケーションベースエンターテインメント(LBE)市場を調査し、主要セグメント毎に分析・予測を行ったMarketsandMarketsの市場調査レポートです。

Report Overview

The Location-Based  entertainment market was estimated to be USD 5.47 billion in 2024 to USD 15.33 billion by 2029 at a compound annual growth rate (CAGR) of 22.9%.

ロケーションベースのエンターテイメント市場は、2024 年に 54 億 7,000 万米ドル、2029 年までに 153 億 3,000 万米ドルとなり、年間平均成長率 (CAGR) は 22.9% になると推定されています。

ロケーションベースエンターテイメント(LBE)市場 - 2029年までの世界予測
location-based-entertainment-market

The growth of LBE depends on several factors including improvements in holographic displays as well as spatial computing and motion tracking and AI-driven simulations that deliver highly immersive experiences. The transition from generic to individualized entertainment experiences drives up demand at amusement parks and themed attractions and digital experience centers. Advanced analytics and cloud-based content management systems and real-time monitoring capabilities enable businesses to optimize visitor interactions and business operations while increasing revenue. High-speed network adoption and IoT-based interactive installations create new ways for users to experience physical spaces. The market expansion gets a boost from investments in smart tourism and next-generation entertainment hubs. The use of AI-generated content coupled with adaptive storytelling allows businesses to develop distinct playable experiences that attract more consumers to LBE. For instance, Meow Wolf integrates sensor-based interactivity into its immersive art exhibitions and AREA15 in Las Vegas provides multi-sensory entertainment through mixed reality and large-scale projection technology.

市場の拡大は、スマートツーリズムと次世代エンターテイメントハブへの投資によって後押しされています。 AI 生成コンテンツとアダプティブ ストーリーテリングを組み合わせることで、企業はより多くの消費者を LBE に引き付ける独特のプレイアブルエクスペリエンスを開発できるようになります。たとえば、Meow Wolf はセンサーベースのインタラクティブ性を没入型アート展示に統合しており、ラスベガスの AREA15 は複合現実と大規模投影技術を通じて多感覚エンターテイメントを提供しています。

ロケーションベースエンターテイメント(LBE)市場 - 2029年までの世界予測 12
location-based-entertainment-market-impact

“Based on System, The AR/VR systems are expected to have second largest market size during the forecast period.”  AR/VR systems will dominate the market because they provide highly immersive and interactive experiences. Organizations have started implementing these systems to boost customer involvement within entertainment centers and theme parks and retail settings. Market growth exists because of increasing use of head-mounted displays (HMDs) and haptic feedback technologies and spatial computing devices. Recent developments in 5G technology together with AI systems that personalize content have improved the delivery of AR/VR experiences while making them both more fluid and capable of mass scale deployment.

Location-Based  VR arenas incorporating AI-powered avatars and real-time multiplayer interactions draw in more customers to their facilities. The combination of MR technologies within cultural institutions lets visitors experience interactive historical events firsthand. The boundaries of engagement continue to expand because of the advancements in full-body motion tracking and extended reality (XR) theme park rides. The sports and fitness industries use VR-based simulations to develop hyper-realistic training scenarios which benefit their operations. Metaverse-related applications expansion drives investments that position AR/VR system technology as market leaders in the LBE sector.

“Based on Services, The Professional Services will witness the highest growth during the forecast period.” Businesses will depend on professional services to dominate the market because they need expert consultation along with training and support to optimize their Location-Based  entertainment (LBE) experiences. The range of services includes consulting & advisory, training & development, and support & maintenance, guaranteeing smooth integration with ongoing system efficiency. The market demands specialized expertise because immersive technologies, including AI-driven interactive environments, spatial computing, and sensor-based installations, continue to increase in complexity.

Large companies implementing projection mapping and AI-driven interactive projects need specialized consultation services to develop compelling visitor experiences. Theme parks and entertainment venues dedicate ongoing training programs to teach their staff how to operate advanced AR-based attractions and real-time analytics platforms. Periodic system updates and predictive maintenance services are essential for LBE operators to ensure operational continuity and maximize user engagement since the LBE market experiences rapid hardware and software changes. Data-driven personalized entertainment solutions have increased the market demand for professional services thus strengthening their position as market leaders.

“Based on Region, Asia Pacific’s highest growth rate during the forecast period.”

The Asia Pacific region will experience the fastest expansion of LBE market operations because of increasing urbanization, growing consumer disposable income, and increasing entertainment demand. The leading countries in Asia Pacific, such as China, Japan, and South Korea, use advanced technologies such as AI-powered attractions, holographic entertainment, and multi-sensory installations to lead LBE development. The ongoing smart city developments alongside digital infrastructure growth across India and Southeast Asia provide perfect conditions for LBE market adoption.

ロケーションベースエンターテイメント(LBE)市場 - 2029年までの世界予測 region
location-based-entertainment-market-region

Public authorities and private stakeholders dedicate resources to establish theme parks alongside VR gaming facilities and advanced movie theaters. China’s strong metaverse initiative supports AR/VR adoption, while Japan’s advanced integration of robotics and interactive park experiences improves visitor engagement. The interactive gaming culture of South Korea, together with its esports popularity, drives the market demand for advanced gaming facilities. Asia Pacific has become the fastest-growing market for Location-Based  entertainment because its diverse consumer base grows alongside its middle class while smartphone penetration numbers rise.

Breakdown of primaries

The study contains insights from various industry experts, from solution vendors to Tier 1 companies. The break-up of the primaries is as follows:

  • By Company Type: Tier 1 – 62%, Tier 2 – 23%, and Tier 3 – 15%
  • By Designation: C-level –50%, D-level – 30%, and Others – 20%
  • By Region: North America – 38%, Europe – 15%, Asia Pacific – 35%, Middle East & Africa – 7%, and Latin America- 5%.

The major players in the Location-Based  entertainment market include Microsoft (US), Google (US), Meta (US), NVIDIA (US), Unity Technologies (US), Sony Interactive Experiences (US), Samsung (South Korea), Barco Electronic System (Belgium), Panasonic (Japan), Huawei Technologies (China), HQ Software (Estonia), HTC Vive (Taiwan), Niantic (US), Vicon Motion Systems (UK), Optitrack (US), Springboard VR (US), 4Experience (Poland), Hologate (Germany), Ultraleap (UK), Magic Leap (US), Shape Immersive (Canada), Camon (Argentina), Kat VR (China), Virtuix (US), Pico (US), Illumix (US), Sandbox VR (US). These players have adopted various growth strategies, such as partnerships, agreements and collaborations, new product launches, enhancements, and acquisitions to expand their Location-Based  entertainment market footprint.

ロケーションベースエンターテイメント(LBE)市場 - 2029年までの世界予測 ecosystem
location-based-entertainment-market-ecosystem

Research Coverage

The market study covers the Location-Based  entertainment market size across different segments. It aims at estimating the market size and the growth potential across different segments, including offering, venue, application, and region. The offerings include systems, software, and services. Systems comprise simulation-based attractions, holographic displays, and other interactive systems, while software includes content management, experience design, analytics, and monitoring tools. Services cover professional consulting, training, support, and managed services. Further, the venue segment consists of amusement parks, theme parks, arcades, and other entertainment venues. The applications encompass gaming, immersive rides, cinematic experiences, and other interactive entertainment formats. The regional analysis of the Location-Based  entertainment market covers North America, Europe, Asia Pacific, the Middle East & Africa, and Latin America. The study includes an in-depth competitive analysis of the leading market players, their company profiles, key observations related to product and business offerings, recent developments, and market strategies.

Key Benefits of Buying the Report

The report will help the market leaders/new entrants with information on the closest approximations of the global Location-Based  entertainment market’s revenue numbers and subsegments. This report will help stakeholders understand the competitive landscape and gain more insights to position their businesses better and plan suitable go-to-market strategies. Moreover, the report will provide insights for stakeholders to understand the market’s pulse and provide them with information on key market drivers, restraints, challenges, and opportunities.

The report provides insights on the following pointers:

  • Analysis of key drivers (advancements in AR and VR technologies, rising consumer spending power, rising demand for social and shared experiences, and integration of AIand ML technologies ), restraints (limited scalability of LBE business, high upfront cost, and impact of weather dependency), opportunities (increase in live events and performances, rising popularity of wearables such as fitness trackers and smartwatches, collaboration with brands and events ), and challenges (regulatory requirement at local, state, and federal levels, necessity for consistent content updates, and limited appeal) influencing the growth of the Location-Based entertainment market.
  • Product Development/Innovation: Detailed insights on upcoming technologies, research & development activities, and new product & service launches in the Location-Based entertainment market.
  • Market Development: Comprehensive information about lucrative markets – the report analyses the Location-Based entertainment market across various regions.
  • Market Diversification: Exhaustive information about new products & services, untapped geographies, recent developments, and investments in the Location-Based entertainment market.
  • Competitive Assessment: In-depth assessment of market shares, growth strategies and service offerings of leading players Microsoft (US), Google (US), Meta (US), NVIDIA (US), Unity Technologies (US), Sony Interactive Experiences (US), Samsung (South Korea), Barco Electronic System (Belgium), Panasonic (Japan), Huawei Technologies (China), HQ Software (Estonia), HTC Vive (Taiwan), Niantic (US), Vicon Motion Systems (UK), Optitrack (US), Springboard VR (US), 4Experience (Poland), Hologate (Germany), Ultraleap (UK), Magic Leap (US), Shape Immersive (Canada), Camon (Argentina), Kat VR (China), Virtuix (US), Pico (US), Illumix (US), Sandbox VR (US).

Table of Contents

1               INTRODUCTION              29

1.1           STUDY OBJECTIVES       29

1.2           MARKET DEFINITION   29

1.2.1        INCLUSIONS AND EXCLUSIONS 29

1.3           MARKET SCOPE                30

1.3.1        MARKET SEGMENTATION           30

1.3.2        YEARS CONSIDERED      31

1.4           CURRENCY CONSIDERED            31

1.5           STAKEHOLDERS               32

1.6           SUMMARY OF CHANGES               32

2               RESEARCH METHODOLOGY       33

2.1           RESEARCH DATA              33

2.1.1        SECONDARY DATA          34

2.1.1.1    Key data from secondary sources       34

2.1.2        PRIMARY DATA 34

2.1.2.1    List of key primary interview participants        35

2.1.2.2    Breakup of primary profiles                35

2.1.2.3    Key data from primary sources           36

2.1.2.4    Key insights from industry experts    36

2.2           DATA TRIANGULATION                37

2.3           MARKET SIZE ESTIMATION         38

2.3.1        TOP-DOWN APPROACH                38

2.3.2        BOTTOM-UP APPROACH              39

2.4           MARKET FORECAST       42

2.5           RESEARCH ASSUMPTIONS           42

2.6           RESEARCH LIMITATIONS             44

3               EXECUTIVE SUMMARY  45

4               PREMIUM INSIGHTS       48

4.1           ATTRACTIVE OPPORTUNITIES FOR PLAYERS IN LOCATION-BASED ENTERTAINMENT MARKET 48

4.2           NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY OFFERING & COUNTRY, 2024                49

4.3           ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET,

BY OFFERING & TOP 3 COUNTRIES, 2024               49

4.4           LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING           50

4.5           LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE 50

4.6           LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION   50

5               MARKET OVERVIEW AND INDUSTRY TRENDS    51

5.1           INTRODUCTION              51

5.2           MARKET DYNAMICS       51

5.2.1        DRIVERS               52

5.2.1.1    Rising consumer spending power      52

5.2.1.2    Advancements in VR and AR technologies      52

5.2.1.3    Integration of artificial intelligence (AI) and machine learning (ML) technologies                52

5.2.1.4    Rising demand for social and shared experiences            53

5.2.2        RESTRAINTS      53

5.2.2.1    Limited scalability of location-based entertainment business                 53

5.2.2.2    High upfront cost 53

5.2.2.3    Impact of wealth dependency             53

5.2.3        OPPORTUNITIES              54

5.2.3.1    Increase in live events and performances         54

5.2.3.2    Rising popularity of wearables such as fitness trackers and smartwatches         54

5.2.3.3    Collaboration with brands & events  54

5.2.4        CHALLENGES    54

5.2.4.1    Regulatory requirements at local, state, and federal levels                 54

5.2.4.2    Rapid pace of technological change   55

5.2.4.3    Limited appeal      55

5.3           BRIEF HISTORY OF LOCATION-BASED ENTERTAINMENT           55

5.4           ECOSYSTEM ANALYSIS  56

5.5           CASE STUDY ANALYSIS 58

5.5.1        ANDRETTI KARTING ENHANCES LOCATION-BASED ENTERTAINMENT OPERATIONS WITH MICROSOFT DYNAMICS 365 BUSINESS CENTRAL                 58

5.5.2        WORLDBUILDR UTILIZES UNITY INDUSTRY FOR AEC TO POWER NEXT-GENERATION VIRTUAL WORLD CREATION                 59

5.5.3        MAQUETTE UTILIZES OPTITRACK MOTION CAPTURE BY NATURALPOINT FOR ENHANCED XR PROTOTYPING                 60

5.5.4        DREAMTRACE UTILIZES 4EXPERIENCE FOR MOTION TRACKING AND MULTIPLAYER FUNCTIONALITIES IN PHYSICAL VR ARENA      60

5.5.5        FENNEC LABS AND SPAWNPOINT UTILIZE VIVE FOCUS 3 AND LBSS TO DELIVER ENGAGING VR ARCADE EXPERIENCES                 61

5.5.6        ATLANTIS AQUARIUM RELIES ON PANASONIC TO OFFER FULLY IMMERSIVE EXPERIENCE OF UNDERWATER WORLD 61

5.6           SUPPLY CHAIN ANALYSIS             62

5.7           REGULATORY LANDSCAPE         64

5.7.1        REGULATORY BODIES, GOVERNMENT AGENCIES,

AND OTHER ORGANIZATIONS  64

5.7.1.1    International Association of Amusement Parks and Attractions (IAAPA) – Global 64

5.7.1.2    Federal Communications Commission (FCC)-Global   64

5.7.1.3    Gambling Regulatory Authority of Singapore (GRA)-Global                 64

5.7.2        KEY REGULATIONS         67

5.7.2.1.1 North America      67

5.7.2.1.2 Europe   67

5.7.2.1.3 Asia Pacific            68

5.7.2.1.4 Middle East & Africa            68

5.7.2.1.5 Latin America       68

5.8           PRICING ANALYSIS          69

5.8.1        PRICING OF SOLUTIONS, BY KEY PLAYER, 2024  69

5.8.2        INDICATIVE PRICING ANALYSIS, BY AR SOFTWARE, 2024                 70

5.9           TECHNOLOGY ANALYSIS             70

5.9.1        KEY TECHNOLOGIES     70

5.9.1.1    Virtual Reality (VR)             70

5.9.1.2    Augmented Reality (AR)     71

5.9.1.3    Projection Mapping              71

5.9.2        COMPLEMENTARY TECHNOLOGIES       71

5.9.2.1    Artificial intelligence (AI)/Machine learning (ML)       71

5.9.2.2    Internet of Things (IoT)     71

5.9.2.3    5G           71

5.9.3        ADJACENT TECHNOLOGIES       72

5.9.3.1    Wearable devices  72

5.9.3.2    Cloud computing  72

5.10         PATENT ANALYSIS          72

5.11         PORTER’S FIVE FORCES ANALYSIS           77

5.11.1      THREAT OF NEW ENTRANTS      78

5.11.2      THREAT OF SUBSTITUTES          78

5.11.3      BARGAINING POWER OF SUPPLIERS       78

5.11.4      BARGAINING POWER OF BUYERS             78

5.11.5      INTENSITY OF COMPETITIVE RIVALRY 78

5.12         TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS            79

5.13         KEY STAKEHOLDERS AND BUYING CRITERIA     79

5.13.1      KEY STAKEHOLDERS IN BUYING PROCESS           79

5.13.2      BUYING CRITERIA           80

5.14         KEY CONFERENCES AND EVENTS, 2025–2026        81

5.15         TECHNOLOGY ROADMAP FOR LOCATION-BASED ENTERTAINMENT MARKET         82

5.15.1      SHORT-TERM ROADMAP (2023–2025)      82

5.15.2      MID-TERM ROADMAP (2026–2028)            82

5.15.3      LONG-TERM ROADMAP (2029–2030)        82

5.16         BEST PRACTICES IN LOCATION-BASED ENTERTAINMENT MARKET         83

5.16.1      SEAMLESS INTEGRATION OF TECHNOLOGY      83

5.16.2      PERSONALIZATION OF EXPERIENCES    83

5.16.3      FOCUS ON HYGIENE AND SAFETY           83

5.16.4      SCALABILITY OF INFRASTRUCTURE       83

5.17         CURRENT AND EMERGING BUSINESS MODELS 83

5.17.1      PAY-PER-EXPERIENCE MODEL  83

5.17.2      SUBSCRIPTION MODEL 83

5.17.3      PARTNERSHIP & LICENSING MODEL      84

5.17.4      FREEMIUM MODEL         84

5.17.5      DATA MONETIZATION 84

5.18         LOCATION-BASED ENTERTAINMENT MARKET: TOOLS, FRAMEWORKS,

AND TECHNIQUES          84

5.19         TRADE ANALYSIS             85

5.19.1      EXPORT SCENARIO OF VIDEO GAME CONSOLES, MACHINES,

AND OTHER ARTICLES FOR FUNFAIR, TABLE, OR PARLOR GAMES (9504)     85

5.19.2      IMPORT SCENARIO OF VIDEO GAME CONSOLES, MACHINES, AND OTHER ARTICLES FOR FUNFAIR, TABLE, OR PARLOR GAMES, BY KEY COUNTRY, 2016–2023 (USD BILLION)                 86

5.20         INVESTMENT AND FUNDING SCENARIO               87

5.21         IMPACT OF GENERATIVE AI ON LOCATION-BASED ENTERTAINMENT MARKET         88

5.21.1      TOP USE CASES AND MARKET POTENTIAL          88

5.21.1.1  Key use cases         89

5.21.2      BEST PRACTICES              89

5.21.2.1  Hospitality & tourism           89

5.21.2.2  Retail & shopping malls       89

5.21.2.3  Sports & live entertainment                 90

5.21.3      CASE STUDIES OF GENERATIVE AI IMPLEMENTATION                 90

5.21.3.1  AI-powered virtual tour guide enhancing visitor engagement                 90

5.21.3.2  Smart AI concierge improving guest satisfaction in theme parks                 90

5.21.3.3  AI-generated gamified retail experience boosting foot traffic in shopping malls      90

5.21.4      CLIENT READINESS AND IMPACT ASSESSMENT 91

5.21.4.1  Client A: Powered personalized storytelling    91

5.21.4.2  Client B: Intelligent virtual assistants & concierges        91

5.21.4.3  Client C: AI-driven gamification & interactive experiences                 91

6               LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING           92

6.1           INTRODUCTION              93

6.1.1        OFFERINGS: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS            93

6.2           SYSTEMS              94

6.2.1        CREATION OF ENGAGING AND IMMERSIVE EXPERIENCES TO DRIVE MARKET            94

6.2.2        AR/VR SYSTEM 97

6.2.3        PROJECTION MAPPING SYSTEM                98

6.2.4        INTERACTIVE GAMING SYSTEM                99

6.2.5        OTHER SYSTEMS              100

6.3           SOFTWARE         101

6.3.1        GROWING NEED FOR ADVANCED SYSTEMS TO CREATE AND MANAGE DIGITAL CONTENT TO DRIVE MARKET  101

6.3.2        CONTENT MANAGEMENT SOFTWARE   103

6.3.3        EXPERIENCE DESIGN SOFTWARE             104

6.3.4        ANALYTICS & MONITORING SOFTWARE               105

6.3.5        OTHER SOFTWARE         106

6.4           SERVICES             107

6.4.1        NEED TO OPERATE AND MANAGE SYSTEMS AND SOFTWARE TO DRIVE GROWTH                107

6.4.2        PROFESSIONAL SERVICES            109

6.4.2.1    Rising complexity of operations and growing demand for LBE solutions to drive market     109

6.4.2.2    Consulting & advisory          111

6.4.2.3    Support & maintenance       112

6.4.2.4    Training & development     113

6.4.3        MANAGED SERVICES      114

6.4.3.1    Demand for better customer service and experience to increase use of managed services      114

7               LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE 115

7.1           INTRODUCTION              116

7.1.1        VENUES: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS               116

7.2           AMUSEMENT PARKS       118

7.2.1        DEMAND FOR INNOVATIVE, ENGAGING EXPERIENCES AT AMUSEMENT PARKS TO DRIVE MARKET        118

7.3           THEME PARKS   119

7.3.1        GROWING DEMAND FOR CULTURAL AND EDUCATIONAL HUBS TO DRIVE MARKET             119

7.4           ARCADES             120

7.4.1        NEED TO PROMOTE SOCIAL INTERACTION AND ENGAGEMENT AMONG YOUTH TO BOOST POPULARITY OF ARCADES             120

7.5           OTHER VENUES                121

8               LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION   122

8.1           INTRODUCTION              123

8.1.1        APPLICATIONS: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS            124

8.2           GAMING               125

8.2.1        GROWING DEMAND FOR IMMERSIVE GAMING ENTERTAINMENT EXPERIENCES TO DRIVE MARKET      125

8.3           IMMERSIVE RIDES           126

8.3.1        GROWING DEMAND FOR INTERACTIVE AND ENGAGING EXPERIENCES AT THEME PARKS TO DRIVE MARKET                 126

8.4           CINEMATIC EXPERIENCES           127

8.4.1        INCREASING DEMAND FOR HIGH-QUALITY PERSONALIZED CINEMATIC EXPERIENCES TO DRIVE MARKET                 127

8.5           OTHER APPLICATIONS 128

9               LOCATION-BASED ENTERTAINMENT MARKET, BY REGION                129

9.1           INTRODUCTION              130

9.2           NORTH AMERICA             131

9.2.1        NORTH AMERICA: MACROECONOMIC OUTLOOK                 131

9.2.2        US           137

9.2.2.1    Rise in demand for immersive and interactive experiences to drive market          137

9.2.3        CANADA               142

9.2.3.1    Increased consumer spending on leisure activities to drive demand  142

9.3           EUROPE               142

9.3.1        EUROPE: MACROECONOMIC OUTLOOK               143

9.3.2        UK          148

9.3.2.1    Rise in demand for immersive experiences among youth to drive demand  148

9.3.3        GERMANY           152

9.3.3.1    Growing adoption of advanced technologies for location-based entertainment to drive market            152

9.3.4        FRANCE                157

9.3.4.1    Increased development in venture funding by small players to drive market          157

9.3.5        SPAIN    157

9.3.5.1    Rise in tourism to boost location-based entertainment market                 157

9.3.6        ITALY    158

9.3.6.1    Increased government initiatives to drive development of location-based entertainment solutions            158

9.3.7        NORDICS             158

9.3.7.1    Rising demand for leisure and entertainment activities to drive demand  158

9.3.8        REST OF EUROPE             158

9.4           ASIA PACIFIC     158

9.4.1        ASIA PACIFIC: MACROECONOMIC OUTLOOK     159

9.4.2        CHINA  165

9.4.2.1    Increasing investments in immersive technologies to drive growth                 165

9.4.3        INDIA    169

9.4.3.1    Large investments by domestic and international players to drive market    169

9.4.4        JAPAN   174

9.4.4.1    Increased adoption of AR and VR technologies to boost demand                 174

9.4.5        AUSTRALIA & NEW ZEALAND     174

9.4.5.1    Increased consumer spending on entertainment activities to drive market    174

9.4.6        SOUTHEAST ASIA            174

9.4.6.1    Rise in tourism to drive advancements in location-based entertainment industry        174

9.4.7        REST OF ASIA PACIFIC   174

9.5           MIDDLE EAST & AFRICA                175

9.5.1        MIDDLE EAST & AFRICA: MACROECONOMIC OUTLOOK                 175

9.5.2        GCC COUNTRIES              180

9.5.2.1    Rapid economic growth, tourism expansion, and technological advancements to drive growth            180

9.5.3        SOUTH AFRICA 186

9.5.3.1    Increase in spending on leisure activities to drive market                 186

9.5.4        REST OF MIDDLE EAST & AFRICA             186

9.6           LATIN AMERICA                186

9.6.1        LATIN AMERICA: MACROECONOMIC OUTLOOK                 186

9.6.2        BRAZIL 192

9.6.2.1    Cultural diversity and technological innovation to drive market                 192

9.6.3        MEXICO                196

9.6.3.1    Growing disposable income of consumers to drive growth                 196

9.6.4        REST OF LATIN AMERICA             196

10            COMPETITIVE LANDSCAPE         197

10.1         INTRODUCTION              197

10.2         KEY PLAYER STRATEGIES/RIGHT TO WIN,           197

10.3         REVENUE ANALYSIS       198

10.4         MARKET SHARE ANALYSIS           199

10.5         MARKET RANKING ANALYSIS     201

10.6         COMPANY EVALUATION MATRIX: KEY PLAYERS, 2024                 202

10.6.1      STARS   202

10.6.2      EMERGING LEADERS     202

10.6.3      PERVASIVE PLAYERS      202

10.6.4      PARTICIPANTS 202

10.6.5      COMPANY FOOTPRINT: KEY PLAYERS, 2024         204

10.6.5.1  Regional footprint                 205

10.6.5.2  Offering footprint 206

10.6.5.3  Venue footprint    207

10.6.5.4  Application footprint            208

10.7         COMPANY EVALUATION MATRIX: STARTUPS/SMES, 2024        209

10.7.1      PROGRESSIVE COMPANIES         209

10.7.2      RESPONSIVE COMPANIES            209

10.7.3      DYNAMIC COMPANIES  209

10.7.4      STARTING BLOCKS         209

10.7.5      COMPETITIVE BENCHMARKING: STARTUPS/SMES, 2024                 211

10.8         COMPETITIVE SCENARIO AND TRENDS                213

10.8.1      PRODUCT LAUNCHES   213

10.8.2      DEALS  213

10.9         BRAND/PRODUCT COMPARISON ANALYSIS        215

10.10       COMPANY VALUATION AND FINANCIAL METRICS OF KEY LOCATION-BASED ENTERTAINMENT MARKET PROVIDERS                 216

11            COMPANY PROFILES      217

11.1         MAJOR PLAYERS               217

11.1.1      MICROSOFT       217

11.1.1.1  Business overview 217

11.1.1.2  Products/Solutions/Services offered 218

11.1.1.3  Recent developments           219

11.1.1.4  MnM view              220

11.1.1.4.1                Key strengths        220

11.1.1.4.2                Strategic choices   220

11.1.1.4.3                Weaknesses and competitive threats 220

11.1.2      GOOGLE              221

11.1.2.1  Business overview 221

11.1.2.2  Products/Solutions/Services offered 222

11.1.2.3  Recent developments           223

11.1.2.4  MnM view              223

11.1.2.4.1                Key strengths        223

11.1.2.4.2                Strategic choices   223

11.1.2.4.3                Weaknesses and competitive threats 223

11.1.3      META    224

11.1.3.1  Business overview 224

11.1.3.2  Products/Solutions/Services offered 225

11.1.3.3  Recent developments           226

11.1.3.4  MnM view              226

11.1.3.4.1                Key strengths        226

11.1.3.4.2                Strategic choices   226

11.1.3.4.3                Weaknesses and competitive threats 226

11.1.4      UNITY TECHNOLOGIES                227

11.1.4.1  Business overview 227

11.1.4.2  Products/Solutions/Services offered 228

11.1.4.3  Recent developments           229

11.1.4.4  MnM view              230

11.1.4.4.1                Key strengths        230

11.1.4.4.2                Strategic choices   230

11.1.4.4.3                Weaknesses and competitive threats 230

11.1.5      NVIDIA 231

11.1.5.1  Business overview 231

11.1.5.2  Products/Solutions/Services offered 232

11.1.5.3  Recent developments           233

11.1.5.4  MnM view              234

11.1.5.4.1                Key strengths        234

11.1.5.4.2                Strategic choices   234

11.1.5.4.3                Weaknesses and competitive threats 234

11.1.6      SONY INTERACTIVE ENTERTAINMENT 235

11.1.6.1  Business overview 235

11.1.6.2  Products/Solutions/Services offered 236

11.1.6.3  Recent developments           237

11.1.7      SAMSUNG            238

11.1.7.1  Business overview 238

11.1.7.2  Products/Solutions/Services offered 239

11.1.7.3  Recent developments           239

11.1.8      BARCO ELECTRONIC SYSTEMS 240

11.1.8.1  Business overview 240

11.1.8.2  Products/Solutions/Services offered 241

11.1.8.3  Recent developments           242

11.1.9      PANASONIC       243

11.1.9.1  Business overview 243

11.1.9.2  Products/Solutions/Services offered 244

11.1.9.3  Recent developments           245

11.1.10   HUAWEI TECHNOLOGIES            246

11.1.10.1                 Business overview 246

11.1.10.2                 Products/Solutions/Services offered 247

11.1.10.3                 Recent developments           248

11.2         OTHER PLAYERS              249

11.2.1      HQ SOFTWARE 249

11.2.2      HTC VIVE             250

11.2.3      NIANTIC INC.    251

11.2.4      VICON MOTION SYSTEMS            252

11.2.5      OPTITRACK        253

11.3         STARTUPS/SMES              254

11.3.1      SPRINGBOARDVR            254

11.3.2      4EXPERIENCE    255

11.3.3      HOLOGATE        256

11.3.4      ULTRALEAP        257

11.3.5      MAGIC LEAP      258

11.3.6      SHAPE IMMERSIVE          259

11.3.7      CAMON                 260

11.3.8      KATVR  261

11.3.9      VIRTUIX               262

11.3.10   PICO      263

11.3.11   ILLUMIX               264

11.3.12   SANDBOX VR     265

12            ADJACENT AND RELATED MARKETS      266

12.1         AUGMENTED REALITY AND VIRTUAL REALITY MARKET                 266

12.1.1      MARKET DEFINITION   266

12.2         IMMERSIVE VIRTUAL REALITY (VR) MARKET      269

12.2.1      MARKET DEFINITION   269

13            APPENDIX           272

13.1         DISCUSSION GUIDE        272

13.2         KNOWLEDGESTORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL                275

13.3         CUSTOMIZATION OPTIONS        277

13.4         RELATED REPORTS         277

13.5         AUTHOR DETAILS           278

LIST OF TABLES

TABLE 1                USD EXCHANGE RATES, 2020–2024            31

TABLE 2                FACTOR ANALYSIS          42

TABLE 3                LOCATION-BASED ENTERTAINMENT MARKET: ECOSYSTEM       56

TABLE 4                NORTH AMERICA: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES,

AND OTHER ORGANIZATIONS  65

TABLE 5                EUROPE: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES,

AND OTHER ORGANIZATIONS  65

TABLE 6                ASIA PACIFIC: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES,

AND OTHER ORGANIZATIONS  66

TABLE 7                ROW: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES,

AND OTHER ORGANIZATIONS  66

TABLE 8                AVERAGE SELLING PRICE TREND OF KEY PLAYERS, BY OFFERING, 2024      69

TABLE 9                INDICATIVE PRICING ANALYSIS, BY AR SOFTWARE, 2023               70

TABLE 10              LIST OF KEY PATENTS   74

TABLE 11              PORTER’S FIVE FORCES’ IMPACT ON LOCATION-BASED ENTERTAINMENT MARKET 77

TABLE 12              INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP APPLICATIONS          80

TABLE 13              KEY BUYING CRITERIA FOR TOP APPLICATIONS                 81

TABLE 14              LOCATION-BASED ENTERTAINMENT MARKET: DETAILED LIST OF KEY CONFERENCES AND EVENTS, 2025–2026                 81

TABLE 15              LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING,

2019–2023 (USD MILLION)            94

TABLE 16              LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING,

2024–2029 (USD MILLION)            94

TABLE 17              LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM,

2019–2023 (USD MILLION)            95

TABLE 18              LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM,

2024–2029 (USD MILLION)            95

TABLE 19              SYSTEMS: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2019–2023 (USD MILLION)   96

TABLE 20              SYSTEMS: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2024–2029 (USD MILLION)   96

TABLE 21              AR/VR SYSTEM: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2019–2023 (USD MILLION)   97

TABLE 22              AR/VR SYSTEM: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2024–2029 (USD MILLION)   97

TABLE 23              PROJECTION MAPPING SYSTEM: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2019–2023 (USD MILLION)   98

TABLE 24              PROJECTION MAPPING SYSTEM: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2024–2029 (USD MILLION)   98

TABLE 25              INTERACTIVE GAMING SYSTEM: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2019–2023 (USD MILLION)   99

TABLE 26              INTERACTIVE GAMING SYSTEM: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2024–2029 (USD MILLION)   99

TABLE 27              OTHER SYSTEMS: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2019–2023 (USD MILLION)   100

TABLE 28              OTHER SYSTEMS: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2024–2029 (USD MILLION)   100

TABLE 29              LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE,

2019–2023 (USD MILLION)            101

TABLE 30              LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE,

2024–2029 (USD MILLION)            102

TABLE 31              SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2019–2023 (USD MILLION)   102

TABLE 32              SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2024–2029 (USD MILLION)   102

TABLE 33              CONTENT MANAGEMENT SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION)            103

TABLE 34              CONTENT MANAGEMENT SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION)            103

TABLE 35              EXPERIENCE DESIGN SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2019–2023 (USD MILLION)   104

TABLE 36              EXPERIENCE DESIGN SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2024–2029 (USD MILLION)   104

TABLE 37              ANALYTICS & MONITORING SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION)            105

TABLE 38              ANALYTICS & MONITORING SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION)            105

TABLE 39              OTHER SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2019–2023 (USD MILLION)   106

TABLE 40              OTHER SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2024–2029 (USD MILLION)   106

TABLE 41              LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE,

2019–2023 (USD MILLION)            107

TABLE 42              LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE,

2024–2029 (USD MILLION)            108

TABLE 43              SERVICES: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2019–2023 (USD MILLION)   108

TABLE 44              SERVICES: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2024–2029 (USD MILLION)   108

TABLE 45              LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE,

2019–2023 (USD MILLION)            109

TABLE 46              LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE,

2024–2029 (USD MILLION)            110

TABLE 47              PROFESSIONAL SERVICES: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2019–2023 (USD MILLION)   110

TABLE 48              PROFESSIONAL SERVICES: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2024–2029 (USD MILLION)   110

TABLE 49              CONSULTING & ADVISORY: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2019–2023 (USD MILLION)   111

TABLE 50              CONSULTING & ADVISORY: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2024–2029 (USD MILLION)   111

TABLE 51              SUPPORT & MAINTENANCE: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2019–2023 (USD MILLION)   112

TABLE 52              SUPPORT & MAINTENANCE: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2024–2029 (USD MILLION)   112

TABLE 53              TRAINING & DEVELOPMENT: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2019–2023 (USD MILLION)   113

TABLE 54              TRAINING & DEVELOPMENT: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2024–2029 (USD MILLION)   113

TABLE 55              MANAGED SERVICES: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2019–2023 (USD MILLION)   114

TABLE 56              MANAGED SERVICES: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2024–2029 (USD MILLION)   114

TABLE 57              LOCATION-BASED ENTERTAINMENT MARKET,

BY VENUE, 2019–2023 (USD MILLION)     117

TABLE 58              LOCATION-BASED ENTERTAINMENT MARKET,

BY VENUE, 2024–2029 (USD MILLION)     117

TABLE 59              AMUSEMENT PARKS: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2019–2023 (USD MILLION)   118

TABLE 60              AMUSEMENT PARKS: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2024–2029 (USD MILLION)   118

TABLE 61              THEME PARKS: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2019–2023 (USD MILLION)   119

TABLE 62              THEME PARKS: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2024–2029 (USD MILLION)   119

TABLE 63              ARCADES: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2019–2023 (USD MILLION)   120

TABLE 64              ARCADES: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2024–2029 (USD MILLION)   120

TABLE 65              OTHER VENUES: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2019–2023 (USD MILLION)   121

TABLE 66              OTHER VENUES: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2024–2029 (USD MILLION)   121

TABLE 67              LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION,

2019–2023 (USD MILLION)            124

TABLE 68              LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION,

2024–2029 (USD MILLION)            124

TABLE 69              GAMING: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2019–2023 (USD MILLION)   125

TABLE 70              GAMING: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2024–2029 (USD MILLION)   125

TABLE 71              IMMERSIVE RIDES: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2019–2023 (USD MILLION)   126

TABLE 72              IMMERSIVE RIDES: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2024–2029 (USD MILLION)   126

TABLE 73              CINEMATIC EXPERIENCES: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2019–2023 (USD MILLION)   127

TABLE 74              CINEMATIC EXPERIENCES: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2024–2029 (USD MILLION)   127

TABLE 75              OTHER APPLICATIONS: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2019–2023 (USD MILLION)   128

TABLE 76              OTHER APPLICATIONS: LOCATION-BASED ENTERTAINMENT MARKET,

BY REGION, 2024–2029 (USD MILLION)   128

TABLE 77              LOCATION-BASED ENTERTAINMENT MARKET, BY REGION,

2019–2023 (USD MILLION)            130

TABLE 78              LOCATION-BASED ENTERTAINMENT MARKET, BY REGION,

2024–2029 (USD MILLION)            130

TABLE 79              NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY OFFERING, 2019–2023 (USD MILLION)               132

TABLE 80              NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY OFFERING, 2024–2029 (USD MILLION)               133

TABLE 81              NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY SYSTEM, 2019–2023 (USD MILLION)   133

TABLE 82              NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY SYSTEM, 2024–2029 (USD MILLION)   133

TABLE 83              NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY SOFTWARE, 2019–2023 (USD MILLION)             134

TABLE 84              NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY SOFTWARE, 2024–2029 (USD MILLION)             134

TABLE 85              NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY SERVICE, 2019–2023 (USD MILLION)  134

TABLE 86              NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY SERVICE, 2024–2029 (USD MILLION)  134

TABLE 87              NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION) 135

TABLE 88              NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION) 135

TABLE 89              NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY VENUE, 2019–2023 (USD MILLION)     135

TABLE 90              NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY VENUE, 2024–2029 (USD MILLION)     136

TABLE 91              NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY APPLICATION, 2019–2023 (USD MILLION)       136

TABLE 92              NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY APPLICATION, 2024–2029 (USD MILLION)       136

TABLE 93              NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY COUNTRY, 2019–2023 (USD MILLION)               137

TABLE 94              NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY COUNTRY, 2024–2029 (USD MILLION)               137

TABLE 95              US: LOCATION-BASED ENTERTAINMENT MARKET,

BY OFFERING, 2019–2023 (USD MILLION)               138

TABLE 96              US: LOCATION-BASED ENTERTAINMENT MARKET,

BY OFFERING, 2024–2029 (USD MILLION)               138

TABLE 97              US: LOCATION-BASED ENTERTAINMENT MARKET,

BY SYSTEM, 2019–2023 (USD MILLION)   138

TABLE 98              US: LOCATION-BASED ENTERTAINMENT MARKET,

BY SYSTEM, 2024–2029 (USD MILLION)   139

TABLE 99              US: LOCATION-BASED ENTERTAINMENT MARKET,

BY SOFTWARE, 2019–2023 (USD MILLION)             139

TABLE 100            US: LOCATION-BASED ENTERTAINMENT MARKET,

BY SOFTWARE, 2024–2029 (USD MILLION)             139

TABLE 101            US: LOCATION-BASED ENTERTAINMENT MARKET,

BY SERVICE, 2019–2023 (USD MILLION)  140

TABLE 102            US: LOCATION-BASED ENTERTAINMENT MARKET,

BY SERVICE, 2024–2029 (USD MILLION)  140

TABLE 103            US: LOCATION-BASED ENTERTAINMENT MARKET,

BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION) 140

TABLE 104            US: LOCATION-BASED ENTERTAINMENT MARKET,

BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION) 140

TABLE 105            US: LOCATION-BASED ENTERTAINMENT MARKET,

BY VENUE, 2019–2023 (USD MILLION)     141

TABLE 106            US: LOCATION-BASED ENTERTAINMENT MARKET,

BY VENUE, 2024–2029 (USD MILLION)     141

TABLE 107            US: LOCATION-BASED ENTERTAINMENT MARKET,

BY APPLICATION, 2019–2023 (USD MILLION)       141

TABLE 108            US: LOCATION-BASED ENTERTAINMENT MARKET,

BY APPLICATION, 2024–2029 (USD MILLION)       142

TABLE 109            EUROPE: LOCATION-BASED ENTERTAINMENT MARKET,

BY OFFERING, 2019–2023 (USD MILLION)               143

TABLE 110            EUROPE: LOCATION-BASED ENTERTAINMENT MARKET,

BY OFFERING, 2024–2029 (USD MILLION)               143

TABLE 111            EUROPE: LOCATION-BASED ENTERTAINMENT MARKET,

BY SYSTEM, 2019–2023 (USD MILLION)   144

TABLE 112            EUROPE: LOCATION-BASED ENTERTAINMENT MARKET,

BY SYSTEM, 2024–2029 (USD MILLION)   144

TABLE 113            EUROPE: LOCATION-BASED ENTERTAINMENT MARKET,

BY SOFTWARE, 2019–2023 (USD MILLION)             144

TABLE 114            EUROPE: LOCATION-BASED ENTERTAINMENT MARKET,

BY SOFTWARE, 2024–2029 (USD MILLION)             145

TABLE 115            EUROPE: LOCATION-BASED ENTERTAINMENT MARKET,

BY SERVICE, 2019–2023 (USD MILLION)  145

TABLE 116            EUROPE: LOCATION-BASED ENTERTAINMENT MARKET,

BY SERVICE, 2024–2029 (USD MILLION)  145

TABLE 117            EUROPE: LOCATION-BASED ENTERTAINMENT MARKET,

BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION) 145

TABLE 118            EUROPE: LOCATION-BASED ENTERTAINMENT MARKET,

BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION) 146

TABLE 119            EUROPE: LOCATION-BASED ENTERTAINMENT MARKET,

BY VENUE, 2019–2023 (USD MILLION)     146

TABLE 120            EUROPE: LOCATION-BASED ENTERTAINMENT MARKET,

BY VENUE, 2024–2029 (USD MILLION)     146

TABLE 121            EUROPE: LOCATION-BASED ENTERTAINMENT MARKET,

BY APPLICATION, 2019–2023 (USD MILLION)       147

TABLE 122            EUROPE: LOCATION-BASED ENTERTAINMENT MARKET,

BY APPLICATION, 2024–2029 (USD MILLION)       147

TABLE 123            EUROPE: LOCATION-BASED ENTERTAINMENT MARKET,

BY COUNTRY, 2019–2023 (USD MILLION)               147

TABLE 124            EUROPE: LOCATION-BASED ENTERTAINMENT MARKET,

BY COUNTRY, 2024–2029 (USD MILLION)               148

TABLE 125            UK: LOCATION-BASED ENTERTAINMENT MARKET,

BY OFFERING, 2019–2023 (USD MILLION)               148

TABLE 126            UK: LOCATION-BASED ENTERTAINMENT MARKET,

BY OFFERING, 2024–2029 (USD MILLION)               149

TABLE 127            UK: LOCATION-BASED ENTERTAINMENT MARKET,

BY SYSTEM, 2019–2023 (USD MILLION)   149

TABLE 128            UK: LOCATION-BASED ENTERTAINMENT MARKET,

BY SYSTEM, 2024–2029 (USD MILLION)   149

TABLE 129            UK: LOCATION-BASED ENTERTAINMENT MARKET,

BY SOFTWARE, 2019–2023 (USD MILLION)             150

TABLE 130            UK: LOCATION-BASED ENTERTAINMENT MARKET,

BY SOFTWARE, 2024–2029 (USD MILLION)             150

TABLE 131            UK: LOCATION-BASED ENTERTAINMENT MARKET,

BY SERVICE, 2019–2023 (USD MILLION)  150

TABLE 132            UK: LOCATION-BASED ENTERTAINMENT MARKET,

BY SERVICE, 2024–2029 (USD MILLION)  150

TABLE 133            UK: LOCATION-BASED ENTERTAINMENT MARKET,

BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION) 151

TABLE 134            UK: LOCATION-BASED ENTERTAINMENT MARKET,

BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION) 151

TABLE 135            UK: LOCATION-BASED ENTERTAINMENT MARKET,

BY VENUE, 2019–2023 (USD MILLION)     151

TABLE 136            UK: LOCATION-BASED ENTERTAINMENT MARKET,

BY VENUE, 2024–2029 (USD MILLION)     151

TABLE 137            UK: LOCATION-BASED ENTERTAINMENT MARKET,

BY APPLICATION, 2019–2023 (USD MILLION)       152

TABLE 138            UK: LOCATION-BASED ENTERTAINMENT MARKET,

BY APPLICATION, 2024–2029 (USD MILLION)       152

TABLE 139            GERMANY: LOCATION-BASED ENTERTAINMENT MARKET,

BY OFFERING, 2019–2023 (USD MILLION)               153

TABLE 140            GERMANY: LOCATION-BASED ENTERTAINMENT MARKET,

BY OFFERING, 2024–2029 (USD MILLION)               153

TABLE 141            GERMANY: LOCATION-BASED ENTERTAINMENT MARKET,

BY SYSTEM, 2019–2023 (USD MILLION)   153

TABLE 142            GERMANY: LOCATION-BASED ENTERTAINMENT MARKET,

BY SYSTEM, 2024–2029 (USD MILLION)   154

TABLE 143            GERMANY: LOCATION-BASED ENTERTAINMENT MARKET,

BY SOFTWARE, 2019–2023 (USD MILLION)             154

TABLE 144            GERMANY: LOCATION-BASED ENTERTAINMENT MARKET,

BY SOFTWARE, 2024–2029 (USD MILLION)             154

TABLE 145            GERMANY: LOCATION-BASED ENTERTAINMENT MARKET,

BY SERVICE, 2019–2023 (USD MILLION)  155

TABLE 146            GERMANY: LOCATION-BASED ENTERTAINMENT MARKET,

BY SERVICE, 2024–2029 (USD MILLION)  155

TABLE 147            GERMANY: LOCATION-BASED ENTERTAINMENT MARKET,

BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION) 155

TABLE 148            GERMANY: LOCATION-BASED ENTERTAINMENT MARKET,

BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION) 155

TABLE 149            GERMANY: LOCATION-BASED ENTERTAINMENT MARKET,

BY VENUE, 2019–2023 (USD MILLION)     156

TABLE 150            GERMANY: LOCATION-BASED ENTERTAINMENT MARKET,

BY VENUE, 2024–2029 (USD MILLION)     156

TABLE 151            GERMANY: LOCATION-BASED ENTERTAINMENT MARKET,

BY APPLICATION, 2019–2023 (USD MILLION)       156

TABLE 152            GERMANY: LOCATION-BASED ENTERTAINMENT MARKET,

BY APPLICATION, 2024–2029 (USD MILLION)       157

TABLE 153            ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET,

BY OFFERING, 2019–2023 (USD MILLION)               160

TABLE 154            ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET,

BY OFFERING, 2024–2029 (USD MILLION)               160

TABLE 155            ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET,

BY SYSTEM, 2019–2023 (USD MILLION)   160

TABLE 156            ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET,

BY SYSTEM, 2024–2029 (USD MILLION)   161

TABLE 157            ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET,

BY SOFTWARE, 2019–2023 (USD MILLION)             161

TABLE 158            ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET,

BY SOFTWARE, 2024–2029 (USD MILLION)             161

TABLE 159            ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET,

BY SERVICE, 2019–2023 (USD MILLION)  162

TABLE 160            ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET,

BY SERVICE, 2024–2029 (USD MILLION)  162

TABLE 161            ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET,

BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION) 162

TABLE 162            ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET,

BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION) 162

TABLE 163            ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET,

BY VENUE, 2019–2023 (USD MILLION)     163

TABLE 164            ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET,

BY VENUE, 2024–2029 (USD MILLION)     163

TABLE 165            ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET,

BY APPLICATION, 2019–2023 (USD MILLION)       163

TABLE 166            ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET,

BY APPLICATION, 2024–2029 (USD MILLION)       164

TABLE 167            ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET,

BY COUNTRY, 2019–2023 (USD MILLION)               164

TABLE 168            ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET,

BY COUNTRY, 2024–2029 (USD MILLION)               164

TABLE 169            CHINA: LOCATION-BASED ENTERTAINMENT MARKET,

BY OFFERING, 2019–2023 (USD MILLION)               165

TABLE 170            CHINA: LOCATION-BASED ENTERTAINMENT MARKET,

BY OFFERING, 2024–2029 (USD MILLION)               165

TABLE 171            CHINA: LOCATION-BASED ENTERTAINMENT MARKET,

BY SYSTEM, 2019–2023 (USD MILLION)   165

TABLE 172            CHINA: LOCATION-BASED ENTERTAINMENT MARKET,

BY SYSTEM, 2024–2029 (USD MILLION)   166

TABLE 173            CHINA: LOCATION-BASED ENTERTAINMENT MARKET,

BY SOFTWARE, 2019–2023 (USD MILLION)             166

TABLE 174            CHINA: LOCATION-BASED ENTERTAINMENT MARKET,

BY SOFTWARE, 2024–2029 (USD MILLION)             166

TABLE 175            CHINA: LOCATION-BASED ENTERTAINMENT MARKET,

BY SERVICE, 2019–2023 (USD MILLION)  167

TABLE 176            CHINA: LOCATION-BASED ENTERTAINMENT MARKET,

BY SERVICE, 2024–2029 (USD MILLION)  167

TABLE 177            CHINA: LOCATION-BASED ENTERTAINMENT MARKET,

BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION) 167

TABLE 178            CHINA: LOCATION-BASED ENTERTAINMENT MARKET,

BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION) 167

TABLE 179            CHINA: LOCATION-BASED ENTERTAINMENT MARKET,

BY VENUE, 2019–2023 (USD MILLION)     168

TABLE 180            CHINA: LOCATION-BASED ENTERTAINMENT MARKET,

BY VENUE, 2024–2029 (USD MILLION)     168

TABLE 181            CHINA: LOCATION-BASED ENTERTAINMENT MARKET,

BY APPLICATION, 2019–2023 (USD MILLION)       168

TABLE 182            CHINA: LOCATION-BASED ENTERTAINMENT MARKET,

BY APPLICATION, 2024–2029 (USD MILLION)       169

TABLE 183            INDIA: LOCATION-BASED ENTERTAINMENT MARKET,

BY OFFERING, 2019–2023 (USD MILLION)               169

TABLE 184            INDIA: LOCATION-BASED ENTERTAINMENT MARKET,

BY OFFERING, 2024–2029 (USD MILLION)               170

TABLE 185            INDIA: LOCATION-BASED ENTERTAINMENT MARKET,

BY SYSTEM, 2019–2023 (USD MILLION)   170

TABLE 186            INDIA: LOCATION-BASED ENTERTAINMENT MARKET,

BY SYSTEM, 2024–2029 (USD MILLION)   170

TABLE 187            INDIA: LOCATION-BASED ENTERTAINMENT MARKET,

BY SOFTWARE, 2019–2023 (USD MILLION)             171

TABLE 188            INDIA: LOCATION-BASED ENTERTAINMENT MARKET,

BY SOFTWARE, 2024–2029 (USD MILLION)             171

TABLE 189            INDIA: LOCATION-BASED ENTERTAINMENT MARKET,

BY SERVICE, 2019–2023 (USD MILLION)  171

TABLE 190            INDIA: LOCATION-BASED ENTERTAINMENT MARKET,

BY SERVICE, 2024–2029 (USD MILLION)  171

TABLE 191            INDIA: LOCATION-BASED ENTERTAINMENT MARKET,

BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION) 172

TABLE 192            INDIA: LOCATION-BASED ENTERTAINMENT MARKET,

BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION) 172

TABLE 193            INDIA: LOCATION-BASED ENTERTAINMENT MARKET,

BY VENUE, 2019–2023 (USD MILLION)     172

TABLE 194            INDIA: LOCATION-BASED ENTERTAINMENT MARKET,

BY VENUE, 2024–2029 (USD MILLION)     173

TABLE 195            INDIA: LOCATION-BASED ENTERTAINMENT MARKET,

BY APPLICATION, 2019–2023 (USD MILLION)       173

TABLE 196            INDIA: LOCATION-BASED ENTERTAINMENT MARKET,

BY APPLICATION, 2024–2029 (USD MILLION)       173

TABLE 197            MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY OFFERING, 2019–2023 (USD MILLION)               175

TABLE 198            MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY OFFERING, 2024–2029 (USD MILLION)               176

TABLE 199            MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY SYSTEM, 2019–2023 (USD MILLION)   176

TABLE 200            MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY SYSTEM, 2024–2029 (USD MILLION)   176

TABLE 201            MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY SOFTWARE, 2019–2023 (USD MILLION)             177

TABLE 202            MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY SOFTWARE, 2024–2029 (USD MILLION)             177

TABLE 203            MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY SERVICE, 2019–2023 (USD MILLION)  177

TABLE 204            MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY SERVICE, 2024–2029 (USD MILLION)  177

TABLE 205            MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION) 178

TABLE 206            MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION) 178

TABLE 207            MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY VENUE, 2019–2023 (USD MILLION)     178

TABLE 208            MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY VENUE, 2024–2029 (USD MILLION)     179

TABLE 209            MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY APPLICATION, 2019–2023 (USD MILLION)       179

TABLE 210            MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY APPLICATION, 2024–2029 (USD MILLION)       179

TABLE 211            MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY COUNTRY, 2019–2023 (USD MILLION)               180

TABLE 212            MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY COUNTRY, 2024–2029 (USD MILLION)               180

TABLE 213            GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET,

BY OFFERING, 2019–2023 (USD MILLION)               181

TABLE 214            GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET,

BY OFFERING, 2024–2029 (USD MILLION)               181

TABLE 215            GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET,

BY SYSTEM, 2019–2023 (USD MILLION)   181

TABLE 216            GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET,

BY SYSTEM, 2024–2029 (USD MILLION)   182

TABLE 217            GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET,

BY SOFTWARE, 2019–2023 (USD MILLION)             182

TABLE 218            GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET,

BY SOFTWARE, 2024–2029 (USD MILLION)             182

TABLE 219            GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET,

BY SERVICE, 2019–2023 (USD MILLION)  183

TABLE 220            GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET,

BY SERVICE, 2024–2029 (USD MILLION)  183

TABLE 221            GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET,

BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION) 183

TABLE 222            GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET,

BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION) 183

TABLE 223            GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET,

BY VENUE, 2019–2023 (USD MILLION)     184

TABLE 224            GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET,

BY VENUE, 2024–2029 (USD MILLION)     184

TABLE 225            GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET,

BY APPLICATION, 2019–2023 (USD MILLION)       184

TABLE 226            GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET,

BY APPLICATION, 2024–2029 (USD MILLION)       185

TABLE 227            GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET,

BY COUNTRY, 2019–2023 (USD MILLION)               185

TABLE 228            GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET,

BY COUNTRY, 2024–2029 (USD MILLION)               185

TABLE 229            LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY OFFERING, 2019–2023 (USD MILLION)               187

TABLE 230            LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY OFFERING, 2024–2029 (USD MILLION)               187

TABLE 231            LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY SYSTEM, 2019–2023 (USD MILLION)   187

TABLE 232            LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY SYSTEM, 2024–2029 (USD MILLION)   188

TABLE 233            LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY SOFTWARE, 2019–2023 (USD MILLION)             188

TABLE 234            LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY SOFTWARE, 2024–2029 (USD MILLION)             188

TABLE 235            LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY SERVICE, 2019–2023 (USD MILLION)  189

TABLE 236            LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY SERVICE, 2024–2029 (USD MILLION)  189

TABLE 237            LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION) 189

TABLE 238            LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION) 189

TABLE 239            LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY VENUE, 2019–2023 (USD MILLION)     190

TABLE 240            LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY VENUE, 2024–2029 (USD MILLION)     190

TABLE 241            LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY APPLICATION, 2019–2023 (USD MILLION)       190

TABLE 242            LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY APPLICATION, 2024–2029 (USD MILLION)       191

TABLE 243            LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY COUNTRY, 2019–2023 (USD MILLION)               191

TABLE 244            LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET,

BY COUNTRY, 2024–2029 (USD MILLION)               191

TABLE 245            BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET,

BY OFFERING, 2019–2023 (USD MILLION)               192

TABLE 246            BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET,

BY OFFERING, 2024–2029 (USD MILLION)               192

TABLE 247            BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET,

BY SYSTEM, 2019–2023 (USD MILLION)   192

TABLE 248            BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET,

BY SYSTEM, 2024–2029 (USD MILLION)   193

TABLE 249            BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET,

BY SOFTWARE, 2019–2023 (USD MILLION)             193

TABLE 250            BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET,

BY SOFTWARE, 2024–2029 (USD MILLION)             193

TABLE 251            BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET,

BY SERVICE, 2019–2023 (USD MILLION)  194

TABLE 252            BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET,

BY SERVICE, 2024–2029 (USD MILLION)  194

TABLE 253            BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET,

BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION) 194

TABLE 254            BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET,

BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION) 194

TABLE 255            BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET,

BY VENUE, 2019–2023 (USD MILLION)     195

TABLE 256            BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET,

BY VENUE, 2024–2029 (USD MILLION)     195

TABLE 257            BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET,

BY APPLICATION, 2019–2023 (USD MILLION)       195

TABLE 258            BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET,

BY APPLICATION, 2024–2029 (USD MILLION)       196

TABLE 259            OVERVIEW OF STRATEGIES ADOPTED BY KEY LOCATION-BASED ENTERTAINMENT MARKET VENDORS                 197

TABLE 260            LOCATION-BASED ENTERTAINMENT MARKET: DEGREE OF COMPETITION         199

TABLE 261            REGIONAL FOOTPRINT, 2024      205

TABLE 262            OFFERING FOOTPRINT, 2024      206

TABLE 263            VENUE FOOTPRINT, 2024              207

TABLE 264            APPLICATION FOOTPRINT, 2024               208

TABLE 265            DETAILED LIST OF: KEY STARTUPS/SMES, 2024                 211

TABLE 266            COMPETITIVE BENCHMARKING OF STARTUPS/SMES, 2024   212

TABLE 267            LOCATION-BASED ENTERTAINMENT MARKET: PRODUCT LAUNCHES,

JANUARY 2022–DECEMBER 2024 213

TABLE 268            LOCATION-BASED ENTERTAINMENT MARKET: DEALS,

JANUARY 2022–DECEMBER 2024 213

TABLE 269            MICROSOFT: COMPANY OVERVIEW        217

TABLE 270            MICROSOFT: PRODUCTS/SOLUTIONS/SERVICES OFFERED    218

TABLE 271            MICROSOFT: PRODUCT LAUNCHES        219

TABLE 272            MICROSOFT: DEALS       219

TABLE 273            GOOGLE: COMPANY OVERVIEW               221

TABLE 274            GOOGLE: PRODUCTS/SOLUTIONS/SERVICES OFFERED             222

TABLE 275            GOOGLE: DEALS              223

TABLE 276            META: COMPANY OVERVIEW     224

TABLE 277            META: PRODUCTS/SOLUTIONS/SERVICES OFFERED             225

TABLE 278            META: PRODUCT LAUNCHES     226

TABLE 279            UNITY TECHNOLOGIES: COMPANY OVERVIEW                 227

TABLE 280            UNITY TECHNOLOGIES: PRODUCTS/SOLUTIONS/SERVICES OFFERED    228

TABLE 281            UNITY TECHNOLOGIES: PRODUCT LAUNCHES                 229

TABLE 282            UNITY TECHNOLOGIES: DEALS 229

TABLE 283            NVIDIA: COMPANY OVERVIEW  231

TABLE 284            NVIDIA: PRODUCTS/SOLUTIONS/SERVICES OFFERED             232

TABLE 285            NVIDIA: PRODUCT LAUNCHES  233

TABLE 286            SONY INTERACTIVE ENTERTAINMENT: COMPANY OVERVIEW   235

TABLE 287            SONY INTERACTIVE ENTERTAINMENT: PRODUCTS/SOLUTIONS/SERVICES OFFERED    236

TABLE 288            SONY INTERACTIVE ENTERTAINMENT: PRODUCT LAUNCHES   237

TABLE 289            SONY INTERACTIVE ENTERTAINMENT: DEALS                 237

TABLE 290            SAMSUNG: COMPANY OVERVIEW            238

TABLE 291            SAMSUNG: PRODUCTS/SOLUTIONS/SERVICES OFFERED             239

TABLE 292            SAMSUNG: DEALS            239

TABLE 293            BARCO ELECTRONIC SYSTEMS: COMPANY OVERVIEW          240

TABLE 294            BARCO ELECTRONIC SYSTEMS: PRODUCTS/SOLUTIONS/SERVICES OFFERED    241

TABLE 295            BARCO ELECTRONIC SYSTEMS: PRODUCT LAUNCHES          242

TABLE 296            BARCO ELECTRONIC SYSTEMS: DEALS  242

TABLE 297            PANASONIC: COMPANY OVERVIEW        243

TABLE 298            PANASONIC: PRODUCTS/SOLUTIONS/SERVICES OFFERED    244

TABLE 299            PANASONIC: PRODUCT LAUNCHES        245

TABLE 300            PANASONIC: DEALS        245

TABLE 301            HUAWEI TECHNOLOGIES: COMPANY OVERVIEW          246

TABLE 302            HUAWEI TECHNOLOGIES: PRODUCTS/SOLUTIONS/SERVICES OFFERED    247

TABLE 303            HUAWEI TECHNOLOGIES: PRODUCT LAUNCHES          248

TABLE 304            AUGMENTED AND VIRTUAL REALITY MARKET,

BY TECHNOLOGY, 2020–2023 (USD MILLION)     266

TABLE 305            AUGMENTED AND VIRTUAL REALITY MARKET, BY TECHNOLOGY,

2024–2029 (USD MILLION)            266

TABLE 306            AUGMENTED REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)            267

TABLE 307            AUGMENTED REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)            267

TABLE 308            AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION)                267

TABLE 309            AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION)                267

TABLE 310            AUGMENTED REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)              268

TABLE 311            AUGMENTED REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)              268

TABLE 312            AUGMENTED REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)            268

TABLE 313            AUGMENTED REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)            269

TABLE 314            IMMERSIVE VR MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION)       269

TABLE 315            IMMERSIVE VR MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION)       269

TABLE 316            IMMERSIVE VR MARKET, BY OFFERING, 2020–2023 (USD MILLION)       270

TABLE 317            IMMERSIVE VR MARKET, BY OFFERING, 2024–2029 (USD MILLION)       270

TABLE 318            IMMERSIVE VR MARKET, BY APPLICATION, 2020–2023 (USD MILLION)            270

TABLE 319            IMMERSIVE VR MARKET, BY APPLICATION, 2024–2029 (USD MILLION)            270

TABLE 320            IMMERSIVE VR MARKET, BY REGION, 2020–2023 (USD MILLION) 271

TABLE 321            IMMERSIVE VR MARKET, BY REGION, 2024–2029 (USD MILLION) 271

LIST OF FIGURES

FIGURE 1              LOCATION-BASED ENTERTAINMENT MARKET: RESEARCH DESIGN         33

FIGURE 2              BREAKUP OF PRIMARY INTERVIEWS: BY COMPANY TYPE, DESIGNATION,

AND REGION     35

FIGURE 3              DATA TRIANGULATION                37

FIGURE 4              LOCATION-BASED ENTERTAINMENT MARKET: TOP-DOWN AND

BOTTOM-UP APPROACHES         38

FIGURE 5              MARKET SIZE ESTIMATION METHODOLOGY – APPROACH 1 (SUPPLY-SIDE ANALYSIS): REVENUE FROM SERVICES IN LOCATION-BASED ENTERTAINMENT MARKET                 39

FIGURE 6              MARKET SIZE ESTIMATION METHODOLOGY – APPROACH 2, BOTTOM-UP

(SUPPLY-SIDE ANALYSIS): COLLECTIVE REVENUE FROM ALL SERVICES IN LOCATION-BASED ENTERTAINMENT MARKET                 40

FIGURE 7              MARKET SIZE ESTIMATION METHODOLOGY – APPROACH 3, BOTTOM-UP

(SUPPLY-SIDE ANALYSIS): COLLECTIVE REVENUE FROM ALL SERVICES IN LOCATION-BASED ENTERTAINMENT MARKET                 41

FIGURE 8              LOCATION-BASED ENTERTAINMENT MARKET, 2022–2029 (USD MILLION)            45

FIGURE 9              LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024               46

FIGURE 10            ADVANCEMENTS IN VR GAMING, INTEGRATION OF ADVANCED TECHNOLOGIES, AND RISING DEMAND FOR SOCIAL AND SHARED EXPERIENCES TO DRIVE LOCATION-BASED ENTERTAINMENT MARKET 48

FIGURE 11            SYSTEMS AND US TO ACCOUNT FOR SIGNIFICANT SHARES

IN NORTH AMERICA IN 2024        49

FIGURE 12            SYSTEMS AND CHINA TO ACCOUNT FOR SIGNIFICANT SHARES

IN ASIA PACIFIC IN 2024                 49

FIGURE 13            SYSTEMS SEGMENT TO ACCOUNT FOR LARGEST MARKET SHARE IN 2024             50

FIGURE 14            AMUSEMENT PARKS SEGMENT TO ACCOUNT FOR LARGEST MARKET SHARE

IN 2024  50

FIGURE 15            GAMING SEGMENT TO ACCOUNT FOR LARGEST MARKET SHARE IN 2024             50

FIGURE 16            LOCATION-BASED ENTERTAINMENT MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES                 51

FIGURE 17            EVOLUTION OF LOCATION-BASED ENTERTAINMENT           55

FIGURE 18            KEY PLAYERS IN LOCATION-BASED ENTERTAINMENT MARKET: ECOSYSTEMS           57

FIGURE 19            LOCATION-BASED ENTERTAINMENT MARKET: SUPPLY CHAIN ANALYSIS             62

FIGURE 20            AVERAGE SELLING PRICE TREND OF KEY PLAYERS, BY OFFERING, 2024      69

FIGURE 21            LIST OF KEY PATENTS FOR LOCATION-BASED ENTERTAINMENT, 2014–2025      73

FIGURE 22            LOCATION-BASED ENTERTAINMENT MARKET: PORTER’S FIVE FORCES ANALYSIS           77

FIGURE 23            LOCATION-BASED ENTERTAINMENT MARKET: DISRUPTIONS IMPACTING CUSTOMER BUSINESS            79

FIGURE 24            INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP APPLICATIONS          80

FIGURE 25            KEY BUYING CRITERIA FOR TOP APPLICATIONS                 80

FIGURE 26            LOCATION-BASED ENTERTAINMENT MARKET: TOOLS, FRAMEWORKS,

AND TECHNIQUES          84

FIGURE 27           EXPORT SCENARIO OF VIDEO GAME CONSOLES, MACHINES, AND OTHER

ARTICLES FOR FUNFAIR, TABLE, OR PARLOR GAMES, BY KEY COUNTRY,

2016–2023 (USD BILLION)             85

FIGURE 28            RECEPTION, CONVERSION, AND TRANSMISSION OR REGENERATION OF VOICE, IMAGES OR OTHER DATA, INCLUDING SWITCHING AND ROUTING APPARATUS (8517) IMPORT, BY KEY COUNTRY, 2016–2023 (USD BILLION)             86

FIGURE 29            INVESTMENT AND FUNDING SCENARIO, 2020–2024 (USD MILLION)       87

FIGURE 30            MARKET POTENTIAL OF GENERATIVE AI IN ENHANCING LOCATION-BASED ENTERTAINMENT ACROSS VARIOUS TYPES OF SOLUTIONS               88

FIGURE 31            GENERATIVE AI BEST PRACTICES ACROSS MAJOR INDUSTRIES       90

FIGURE 32            SOFTWARE SEGMENT TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD          93

FIGURE 33            AR/VR SYSTEM SEGMENT TO WITNESS HIGHEST CAGR DURING

FORECAST PERIOD         95

FIGURE 34            ANALYTICS & MONITORING SOFTWARE SEGMENT TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD                101

FIGURE 35            MANAGED SERVICES SEGMENT TO RECORD HIGHER CAGR DURING

FORECAST PERIOD         107

FIGURE 36            CONSULTING & ADVISORY SEGMENT TO WITNESS HIGHEST GROWTH DURING FORECAST PERIOD                 109

FIGURE 37            ARCADES SEGMENT TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD          116

FIGURE 38            GAMING SEGMENT TO WITNESS HIGHEST GROWTH DURING FORECAST PERIOD  123

FIGURE 39            NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET SNAPSHOT 132

FIGURE 40            ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET SNAPSHOT 159

FIGURE 41            REVENUE ANALYSIS FOR KEY PLAYERS, 2019–2023 (USD MILLION)       198

FIGURE 42            SHARE OF LEADING COMPANIES IN LOCATION-BASED ENTERTAINMENT

MARKET, 2024    199

FIGURE 43            MARKET RANKING ANALYSIS OF TOP FIVE PLAYERS              201

FIGURE 44           COMPANY EVALUATION MATRIX: KEY PLAYERS, 2024        203

FIGURE 45            OVERALL COMPANY FOOTPRINT, 2024 204

FIGURE 46            COMPANY EVALUATION MATRIX: STARTUPS/SMES, 2024   210

FIGURE 47            BRAND/PRODUCT COMPARISON ANALYSIS                 215

FIGURE 48            FINANCIAL METRICS OF KEY LOCATION-BASED ENTERTAINMENT

MARKET VENDORS         216

FIGURE 49            COMPANY VALUATION OF KEY LOCATION-BASED ENTERTAINMENT

MARKET VENDORS         216

FIGURE 50            MICROSOFT: COMPANY SNAPSHOT        218

FIGURE 51            GOOGLE: COMPANY SNAPSHOT               222

FIGURE 52            META: COMPANY SNAPSHOT    225

FIGURE 53            UNITY TECHNOLOGIES: COMPANY SNAPSHOT                 228

FIGURE 54            NVIDIA: COMPANY SNAPSHOT 232

FIGURE 55            SONY INTERACTIVE ENTERTAINMENT: COMPANY SNAPSHOT   236

FIGURE 56            SAMSUNG: COMPANY SNAPSHOT            239

FIGURE 57            BARCO ELECTRONIC SYSTEMS: COMPANY SNAPSHOT          241

FIGURE 58            PANASONIC: COMPANY SNAPSHOT        244

FIGURE 59            HUAWEI TECHNOLOGIES: COMPANY SNAPSHOT          247