The Asia Pacific Location-based Entertainment Market would witness market growth of 29.1% CAGR during the forecast period (2022-2028).
The VR entertainment genre, virtual reality arcade (VRcade), is distinguished by its quick yet intense gameplay. A few square meters of space, an HMD, and controllers are the minimum requirements for a VR arcade experience. Apart from their accessibility, arcades are advantageous because players may interact with one another while playing games, which helps them draw in more players. More stakes were placed in virtual reality as investors and VR developers discovered that arcades were a potential trend. Arcades need significantly less investment than Virtual theme parks.
A rise in interest in virtual reality at the grassroots level is unavoidable if they start to exist; nonetheless, demand and high consumer expectations will spur further technological advancement. The gaming industry is paradigm shifting, and the market's major participants are ready to explore technology-driven initiatives. Consumers are reportedly adopting virtual reality (VR) in significant numbers due to the industry's emphasis on multiplayer games. In addition, smaller firms are encouraged by the tendency to enter the LBE market, which furthers the industry's growth.
VR gaming popularity in Japan, China, South Korea, and India is also helping APAC industry growth. In addition, several governments encourage LBE technology in popular tourist locations to enhance regional development. This boosts the Asia-Pacific market growth. For instance, in March 2022, the Research & Entrepreneurship Park of IIT Bhubaneswar (IIT BBS-REP) conducted an Open Challenge Program (OCP) in AR-VR in conjunction with Software Technology Parks of India (STPI), the Ministry of Micro, Small, and Medium Businesses (MSME), the Government of Odisha, Start-up Odisha, and the Ministry of Electronics and Information Technology (MEITY). These reasons are growing the Asia Pacific Location-based Entertainment Market.
The China market dominated the Asia Pacific Location-based Entertainment Market by Country in 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $1,183.7 Million by 2028. The Japan market is estimated to grow a CAGR of 28.3% during (2022 - 2028). Additionally, The India market would experience a CAGR of 29.9% during (2022 - 2028).
Based on Technology, the market is segmented into 3 Dimensional (3D), Cloud Merged Reality and 2 Dimensional (2D). Based on Component, the market is segmented into Hardware and Software. Based on End-use, the market is segmented into Amusement Parks, Arcade Studios and 4D Films. Based on countries, the market is segmented into China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.
Free Valuable Insights: The Worldwide Location-based Entertainment Market is Projected to reach USD 14.3 Billion by 2028, at a CAGR of 28.5%
The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include The Walt Disney Company, Google LLC (Alphabet, Inc.), HTC Corporation, Huawei Technologies Co., Ltd. (Huawei Investment & Holding Co., Ltd.), Magic Leap, Inc., Microsoft Corporation, Samsung Electronics Co., Ltd. (Samsung Group), Niantic, Inc., VRstudios, Inc. (FOD Capital, LLC), and KidZania S.A.P.I. de C.V.
Scope of the Study
Market Segments Covered in the Report:
By Technology
- 3 Dimensional (3D)
- Cloud Merged Reality
- 2 Dimensional (2D)
By Component
By End-use
- Amusement Parks
- Arcade Studios
- 4D Films
By Country
- China
- Japan
- India
- South Korea
- Singapore
- Malaysia
- Rest of Asia Pacific
Key Market Players
List of Companies Profiled in the Report:
- The Walt Disney Company
- Google LLC (Alphabet, Inc.)
- HTC Corporation
- Huawei Technologies Co., Ltd. (Huawei Investment & Holding Co., Ltd.)
- Magic Leap, Inc.
- Microsoft Corporation
- Samsung Electronics Co., Ltd. (Samsung Group)
- Niantic, Inc.
- VRstudios, Inc. (FOD Capital, LLC)
- KidZania S.A.P.I. de C.V
Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Asia Pacific Location-based Entertainment Market, by Technology
1.4.2 Asia Pacific Location-based Entertainment Market, by Component
1.4.3 Asia Pacific Location-based Entertainment Market, by End-use
1.4.4 Asia Pacific Location-based Entertainment Market, by Country
1.5 Methodology for the research
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.1.1 Market Composition and Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. Competition Analysis - Global
3.1 KBV Cardinal Matrix
3.2 Recent Industry Wide Strategic Developments
3.2.1 Partnerships, Collaborations and Agreements
3.2.2 Product Launches and Product Expansions
3.2.3 Acquisition and Mergers
3.3 Top Winning Strategies
3.3.1 Key Leading Strategies: Percentage Distribution (2018-2022)
3.3.2 Key Strategic Move: (Partnerships, Collaborations and Agreements : 2018, Sep – 2023, Feb) Leading Players
Chapter 4. Asia Pacific Location-based Entertainment Market by Technology
4.1 Asia Pacific 3 Dimensional (3D) Market by Country
4.2 Asia Pacific Cloud Merged Reality Market by Country
4.3 Asia Pacific 2 Dimensional (2D) Market by Country
Chapter 5. Asia Pacific Location-based Entertainment Market by Component
5.1 Asia Pacific Hardware Market by Country
5.2 Asia Pacific Software Market by Country
Chapter 6. Asia Pacific Location-based Entertainment Market by End-use
6.1 Asia Pacific Amusement Parks Market by Country
6.2 Asia Pacific Arcade Studios Market by Country
6.3 Asia Pacific 4D Films Market by Country
Chapter 7. Asia Pacific Location-based Entertainment Market by Country
7.1 China Location-based Entertainment Market
7.1.1 China Location-based Entertainment Market by Technology
7.1.2 China Location-based Entertainment Market by Component
7.1.3 China Location-based Entertainment Market by End-use
7.2 Japan Location-based Entertainment Market
7.2.1 Japan Location-based Entertainment Market by Technology
7.2.2 Japan Location-based Entertainment Market by Component
7.2.3 Japan Location-based Entertainment Market by End-use
7.3 India Location-based Entertainment Market
7.3.1 India Location-based Entertainment Market by Technology
7.3.2 India Location-based Entertainment Market by Component
7.3.3 India Location-based Entertainment Market by End-use
7.4 South Korea Location-based Entertainment Market
7.4.1 South Korea Location-based Entertainment Market by Technology
7.4.2 South Korea Location-based Entertainment Market by Component
7.4.3 South Korea Location-based Entertainment Market by End-use
7.5 Singapore Location-based Entertainment Market
7.5.1 Singapore Location-based Entertainment Market by Technology
7.5.2 Singapore Location-based Entertainment Market by Component
7.5.3 Singapore Location-based Entertainment Market by End-use
7.6 Malaysia Location-based Entertainment Market
7.6.1 Malaysia Location-based Entertainment Market by Technology
7.6.2 Malaysia Location-based Entertainment Market by Component
7.6.3 Malaysia Location-based Entertainment Market by End-use
7.7 Rest of Asia Pacific Location-based Entertainment Market
7.7.1 Rest of Asia Pacific Location-based Entertainment Market by Technology
7.7.2 Rest of Asia Pacific Location-based Entertainment Market by Component
7.7.3 Rest of Asia Pacific Location-based Entertainment Market by End-use
Chapter 8. Company Profiles
8.1 Microsoft Corporation
8.1.1 Company Overview
8.1.2 Financial Analysis
8.1.3 Segmental and Regional Analysis
8.1.4 Research & Development Expenses
8.1.5 Recent strategies and developments:
8.1.5.1 Partnerships, Collaborations, and Agreements:
8.1.5.2 Product Launches and Product Expansions:
8.1.6 SWOT Analysis
8.2 Samsung Electronics Co., Ltd. (Samsung Group)
8.2.1 Company Overview
8.2.2 Financial Analysis
8.2.3 Segmental and Regional Analysis
8.2.4 Research & Development Expense
8.2.5 Recent strategies and developments:
8.2.5.1 Acquisition and Mergers:
8.2.6 SWOT Analysis
8.3 Google LLC (Alphabet, Inc.)
8.3.1 Company Overview
8.3.2 Financial Analysis
8.3.3 Segmental and Regional Analysis
8.3.4 Research & Development Expense
8.3.5 Recent strategies and developments:
8.3.5.1 Acquisition and Mergers:
8.3.6 SWOT Analysis
8.4 Huawei Technologies Co., Ltd. (Huawei Investment & Holding Co., Ltd.)
8.4.1 Company Overview
8.4.2 Financial Analysis
8.4.3 Segmental and Regional Analysis
8.4.4 Research & Development Expense
8.4.5 Recent strategies and developments:
8.4.5.1 Partnerships, Collaborations, and Agreements:
8.5 The Walt Disney Company
8.5.1 Company Overview
8.5.2 Financial Analysis
8.5.3 Segment and Regional Analysis
8.5.4 Recent strategies and developments:
8.5.4.1 Partnerships, Collaborations, and Agreements:
8.6 HTC Corporation
8.6.1 Company Overview
8.6.2 Financial Analysis
8.6.3 Regional Analysis
8.6.4 Research & Development Expense
8.6.5 Recent strategies and developments:
8.6.5.1 Partnerships, Collaborations, and Agreements:
8.7 Niantic, Inc.
8.7.1 Company Overview
8.7.2 Recent strategies and developments:
8.7.2.1 Acquisition and Mergers:
8.8 VRstudios, Inc. (FOD Capital, LLC)
8.8.1 Company Overview
8.8.2 Recent strategies and developments:
8.8.2.1 Partnerships, Collaborations, and Agreements:
8.9 Magic Leap, Inc.
8.9.1 Company Overview
8.9.2 Recent strategies and developments:
8.9.2.1 Partnerships, Collaborations, and Agreements:
8.10. KidZania S.A.P.I. de C.V.
8.10.1 Company Overview
TABLE 1 Asia Pacific Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 2 Asia Pacific Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 3 Partnerships, Collaborations and Agreements– Location-based Entertainment Market
TABLE 4 Product Launches And Product Expansions– Location-based Entertainment Market
TABLE 5 Acquisition and Mergers– Location-based Entertainment Market
TABLE 6 Asia Pacific Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 7 Asia Pacific Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 8 Asia Pacific 3 Dimensional (3D) Market by Country, 2018 - 2021, USD Million
TABLE 9 Asia Pacific 3 Dimensional (3D) Market by Country, 2022 - 2028, USD Million
TABLE 10 Asia Pacific Cloud Merged Reality Market by Country, 2018 - 2021, USD Million
TABLE 11 Asia Pacific Cloud Merged Reality Market by Country, 2022 - 2028, USD Million
TABLE 12 Asia Pacific 2 Dimensional (2D) Market by Country, 2018 - 2021, USD Million
TABLE 13 Asia Pacific 2 Dimensional (2D) Market by Country, 2022 - 2028, USD Million
TABLE 14 Asia Pacific Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 15 Asia Pacific Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 16 Asia Pacific Hardware Market by Country, 2018 - 2021, USD Million
TABLE 17 Asia Pacific Hardware Market by Country, 2022 - 2028, USD Million
TABLE 18 Asia Pacific Software Market by Country, 2018 - 2021, USD Million
TABLE 19 Asia Pacific Software Market by Country, 2022 - 2028, USD Million
TABLE 20 Asia Pacific Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 21 Asia Pacific Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 22 Asia Pacific Amusement Parks Market by Country, 2018 - 2021, USD Million
TABLE 23 Asia Pacific Amusement Parks Market by Country, 2022 - 2028, USD Million
TABLE 24 Asia Pacific Arcade Studios Market by Country, 2018 - 2021, USD Million
TABLE 25 Asia Pacific Arcade Studios Market by Country, 2022 - 2028, USD Million
TABLE 26 Asia Pacific 4D Films Market by Country, 2018 - 2021, USD Million
TABLE 27 Asia Pacific 4D Films Market by Country, 2022 - 2028, USD Million
TABLE 28 Asia Pacific Location-based Entertainment Market by Country, 2018 - 2021, USD Million
TABLE 29 Asia Pacific Location-based Entertainment Market by Country, 2022 - 2028, USD Million
TABLE 30 China Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 31 China Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 32 China Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 33 China Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 34 China Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 35 China Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 36 China Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 37 China Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 38 Japan Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 39 Japan Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 40 Japan Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 41 Japan Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 42 Japan Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 43 Japan Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 44 Japan Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 45 Japan Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 46 India Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 47 India Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 48 India Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 49 India Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 50 India Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 51 India Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 52 India Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 53 India Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 54 South Korea Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 55 South Korea Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 56 South Korea Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 57 South Korea Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 58 South Korea Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 59 South Korea Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 60 South Korea Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 61 South Korea Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 62 Singapore Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 63 Singapore Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 64 Singapore Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 65 Singapore Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 66 Singapore Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 67 Singapore Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 68 Singapore Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 69 Singapore Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 70 Malaysia Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 71 Malaysia Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 72 Malaysia Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 73 Malaysia Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 74 Malaysia Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 75 Malaysia Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 76 Malaysia Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 77 Malaysia Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 78 Rest of Asia Pacific Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 79 Rest of Asia Pacific Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 80 Rest of Asia Pacific Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 81 Rest of Asia Pacific Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 82 Rest of Asia Pacific Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 83 Rest of Asia Pacific Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 84 Rest of Asia Pacific Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 85 Rest of Asia Pacific Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 86 key information – Microsoft Corporation
TABLE 87 Key Information – Samsung Electronics Co., Ltd.
TABLE 88 Key Information – Google LLC
TABLE 89 key information – Huawei Technologies Co., Ltd.
TABLE 90 Key information – The Walt Disney Company
TABLE 91 Key Information – HTC Corporation
TABLE 92 Key Information –Niantic, Inc.
TABLE 93 Key Information – VRstudios, Inc.
TABLE 94 Key Information – Magic Leap, Inc.
TABLE 95 Key Information – KidZania S.A.P.I. de C.V.
List of Figures
FIG 1 Methodology for the research
FIG 2 KBV Cardinal Matrix
FIG 3 Key Leading Strategies: Percentage Distribution (2018-2022)
FIG 4 Key Strategic Move: (Partnerships, Collaborations and Agreements : 2018, Sep – 2023, Feb) Leading Players
FIG 5 Recent strategies and developments: Microsoft Corporation
FIG 6 SWOT Analysis: Microsoft Corporation
FIG 7 SWOT Analysis: Samsung Electronics CO. Ltd.
FIG 8 SWOT Analysis: Alphabet Inc. (Google LLC)