The Europe Location-based Entertainment Market would witness market growth of 27.9% CAGR during the forecast period (2022-2028).
The market's main drivers are the growing population's expenditure on outdoor activities and the usage of 3D technology at entertainment venues that provide a lifelike experience. However, it presents a challenging issue for market players due to the high cost of content creation. The lines between the online and real worlds for contemporary consumers are almost nonexistent. Their tastes and purchasing behaviors are fueled by the brands, personalities, and information they consume online and offline.
Brands may use this trend by promoting their brand identity or joining up with a well-known property via a licensing arrangement. Including a well-known figure or subject in a venue's entertainment options increases customer knowledge and attachment. Moreover, adding beloved characters, artwork, and design may make an experience more shareable online. Today's word-of-mouth marketing is fans posting about their experiences on social media.
Western Europe as a whole is working less and relaxing more. Germans work 18.6 hours a week after unemployment and holidays. Europe's leisure time has increased dramatically. Several industry experts think VR is the future of thrill-seeking entertainment. VR theme parks and amusement parks are not the only industries using it. Travel companies, shopping malls, and clothes merchants utilize VR to entice travelers. Consequently, the growing sociability and work-life balance trend encouraged individuals to spend their leisure time, driving the European location-based entertainment market.
The Germany market dominated the Europe Location-based Entertainment Market by Country in 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $969.2 Million by 2028. The UK market is anticipated to grow at a CAGR of 26.9% during (2022 - 2028). Additionally, The France market would exhibit a CAGR of 28.9% 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 Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.
Free Valuable Insights: The Global Location-based Entertainment Market will Hit $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
- Germany
- UK
- France
- Russia
- Spain
- Italy
- Rest of Europe
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 Europe Location-based Entertainment Market, by Technology
1.4.2 Europe Location-based Entertainment Market, by Component
1.4.3 Europe Location-based Entertainment Market, by End-use
1.4.4 Europe 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. Europe Location-based Entertainment Market by Technology
4.1 Europe 3 Dimensional (3D) Market by Country
4.2 Europe Cloud Merged Reality Market by Country
4.3 Europe 2 Dimensional (2D) Market by Country
Chapter 5. Europe Location-based Entertainment Market by Component
5.1 Europe Hardware Market by Country
5.2 Europe Software Market by Country
Chapter 6. Europe Location-based Entertainment Market by End-use
6.1 Europe Amusement Parks Market by Country
6.2 Europe Arcade Studios Market by Country
6.3 Europe 4D Films Market by Country
Chapter 7. Europe Location-based Entertainment Market by Country
7.1 Germany Location-based Entertainment Market
7.1.1 Germany Location-based Entertainment Market by Technology
7.1.2 Germany Location-based Entertainment Market by Component
7.1.3 Germany Location-based Entertainment Market by End-use
7.2 UK Location-based Entertainment Market
7.2.1 UK Location-based Entertainment Market by Technology
7.2.2 UK Location-based Entertainment Market by Component
7.2.3 UK Location-based Entertainment Market by End-use
7.3 France Location-based Entertainment Market
7.3.1 France Location-based Entertainment Market by Technology
7.3.2 France Location-based Entertainment Market by Component
7.3.3 France Location-based Entertainment Market by End-use
7.4 Russia Location-based Entertainment Market
7.4.1 Russia Location-based Entertainment Market by Technology
7.4.2 Russia Location-based Entertainment Market by Component
7.4.3 Russia Location-based Entertainment Market by End-use
7.5 Spain Location-based Entertainment Market
7.5.1 Spain Location-based Entertainment Market by Technology
7.5.2 Spain Location-based Entertainment Market by Component
7.5.3 Spain Location-based Entertainment Market by End-use
7.6 Italy Location-based Entertainment Market
7.6.1 Italy Location-based Entertainment Market by Technology
7.6.2 Italy Location-based Entertainment Market by Component
7.6.3 Italy Location-based Entertainment Market by End-use
7.7 Rest of Europe Location-based Entertainment Market
7.7.1 Rest of Europe Location-based Entertainment Market by Technology
7.7.2 Rest of Europe Location-based Entertainment Market by Component
7.7.3 Rest of Europe 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 Europe Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 2 Europe 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 Europe Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 7 Europe Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 8 Europe 3 Dimensional (3D) Market by Country, 2018 - 2021, USD Million
TABLE 9 Europe 3 Dimensional (3D) Market by Country, 2022 - 2028, USD Million
TABLE 10 Europe Cloud Merged Reality Market by Country, 2018 - 2021, USD Million
TABLE 11 Europe Cloud Merged Reality Market by Country, 2022 - 2028, USD Million
TABLE 12 Europe 2 Dimensional (2D) Market by Country, 2018 - 2021, USD Million
TABLE 13 Europe 2 Dimensional (2D) Market by Country, 2022 - 2028, USD Million
TABLE 14 Europe Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 15 Europe Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 16 Europe Hardware Market by Country, 2018 - 2021, USD Million
TABLE 17 Europe Hardware Market by Country, 2022 - 2028, USD Million
TABLE 18 Europe Software Market by Country, 2018 - 2021, USD Million
TABLE 19 Europe Software Market by Country, 2022 - 2028, USD Million
TABLE 20 Europe Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 21 Europe Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 22 Europe Amusement Parks Market by Country, 2018 - 2021, USD Million
TABLE 23 Europe Amusement Parks Market by Country, 2022 - 2028, USD Million
TABLE 24 Europe Arcade Studios Market by Country, 2018 - 2021, USD Million
TABLE 25 Europe Arcade Studios Market by Country, 2022 - 2028, USD Million
TABLE 26 Europe 4D Films Market by Country, 2018 - 2021, USD Million
TABLE 27 Europe 4D Films Market by Country, 2022 - 2028, USD Million
TABLE 28 Europe Location-based Entertainment Market by Country, 2018 - 2021, USD Million
TABLE 29 Europe Location-based Entertainment Market by Country, 2022 - 2028, USD Million
TABLE 30 Germany Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 31 Germany Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 32 Germany Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 33 Germany Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 34 Germany Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 35 Germany Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 36 Germany Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 37 Germany Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 38 UK Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 39 UK Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 40 UK Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 41 UK Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 42 UK Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 43 UK Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 44 UK Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 45 UK Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 46 France Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 47 France Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 48 France Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 49 France Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 50 France Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 51 France Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 52 France Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 53 France Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 54 Russia Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 55 Russia Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 56 Russia Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 57 Russia Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 58 Russia Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 59 Russia Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 60 Russia Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 61 Russia Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 62 Spain Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 63 Spain Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 64 Spain Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 65 Spain Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 66 Spain Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 67 Spain Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 68 Spain Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 69 Spain Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 70 Italy Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 71 Italy Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 72 Italy Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 73 Italy Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 74 Italy Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 75 Italy Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 76 Italy Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 77 Italy Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 78 Rest of Europe Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 79 Rest of Europe Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 80 Rest of Europe Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 81 Rest of Europe Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 82 Rest of Europe Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 83 Rest of Europe Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 84 Rest of Europe Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 85 Rest of Europe 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)