Europe Location-based Entertainment Market

Europe Location-based Entertainment Market Size, Share & Industry Trends Analysis Report By Technology (3 Dimensional (3D), Cloud Merged Reality and 2 Dimensional (2D)), By Component, By End-use, By Country and Growth Forecast, 2022 - 2028

Report Id: KBV-13958 Publication Date: February-2023 Number of Pages: 93
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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
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