LAMEA Location-based Entertainment Market

LAMEA 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-13959 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 LAMEA Location-based Entertainment Market, by Technology
1.4.2 LAMEA Location-based Entertainment Market, by Component
1.4.3 LAMEA Location-based Entertainment Market, by End-use
1.4.4 LAMEA 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. LAMEA Location-based Entertainment Market by Technology
4.1 LAMEA 3 Dimensional (3D) Market by Country
4.2 LAMEA Cloud Merged Reality Market by Country
4.3 LAMEA 2 Dimensional (2D) Market by Country

Chapter 5. LAMEA Location-based Entertainment Market by Component
5.1 LAMEA Hardware Market by Country
5.2 LAMEA Software Market by Country

Chapter 6. LAMEA Location-based Entertainment Market by End-use
6.1 LAMEA Amusement Parks Market by Country
6.2 LAMEA Arcade Studios Market by Country
6.3 LAMEA 4D Films Market by Country

Chapter 7. LAMEA Location-based Entertainment Market by Country
7.1 Brazil Location-based Entertainment Market
7.1.1 Brazil Location-based Entertainment Market by Technology
7.1.2 Brazil Location-based Entertainment Market by Component
7.1.3 Brazil Location-based Entertainment Market by End-use
7.2 Argentina Location-based Entertainment Market
7.2.1 Argentina Location-based Entertainment Market by Technology
7.2.2 Argentina Location-based Entertainment Market by Component
7.2.3 Argentina Location-based Entertainment Market by End-use
7.3 UAE Location-based Entertainment Market
7.3.1 UAE Location-based Entertainment Market by Technology
7.3.2 UAE Location-based Entertainment Market by Component
7.3.3 UAE Location-based Entertainment Market by End-use
7.4 Saudi Arabia Location-based Entertainment Market
7.4.1 Saudi Arabia Location-based Entertainment Market by Technology
7.4.2 Saudi Arabia Location-based Entertainment Market by Component
7.4.3 Saudi Arabia Location-based Entertainment Market by End-use
7.5 South Africa Location-based Entertainment Market
7.5.1 South Africa Location-based Entertainment Market by Technology
7.5.2 South Africa Location-based Entertainment Market by Component
7.5.3 South Africa Location-based Entertainment Market by End-use
7.6 Nigeria Location-based Entertainment Market
7.6.1 Nigeria Location-based Entertainment Market by Technology
7.6.2 Nigeria Location-based Entertainment Market by Component
7.6.3 Nigeria Location-based Entertainment Market by End-use
7.7 Rest of LAMEA Location-based Entertainment Market
7.7.1 Rest of LAMEA Location-based Entertainment Market by Technology
7.7.2 Rest of LAMEA Location-based Entertainment Market by Component
7.7.3 Rest of LAMEA 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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