Location-based Entertainment Market

Global 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 Regional Outlook and Forecast, 2022 - 2028

Report Id: KBV-13956 Publication Date: February-2023 Number of Pages: 213
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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 Global Location-based Entertainment Market, by Technology
1.4.2 Global Location-based Entertainment Market, by Component
1.4.3 Global Location-based Entertainment Market, by End-use
1.4.4 Global Location-based Entertainment Market, by Geography
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. Global Location-based Entertainment Market by Technology
4.1 Global 3 Dimensional (3D) Market by Region
4.2 Global Cloud Merged Reality Market by Region
4.3 Global 2 Dimensional (2D) Market by Region

Chapter 5. Global Location-based Entertainment Market by Component
5.1 Global Hardware Market by Region
5.2 Global Software Market by Region

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

Chapter 7. Global Location-based Entertainment Market by Region
7.1 North America Location-based Entertainment Market
7.1.1 North America Location-based Entertainment Market by Technology
7.1.1.1 North America 3 Dimensional (3D) Market by Country
7.1.1.2 North America Cloud Merged Reality Market by Country
7.1.1.3 North America 2 Dimensional (2D) Market by Country
7.1.2 North America Location-based Entertainment Market by Component
7.1.2.1 North America Hardware Market by Country
7.1.2.2 North America Software Market by Country
7.1.3 North America Location-based Entertainment Market by End-use
7.1.3.1 North America Amusement Parks Market by Country
7.1.3.2 North America Arcade Studios Market by Country
7.1.3.3 North America 4D Films Market by Country
7.1.4 North America Location-based Entertainment Market by Country
7.1.4.1 US Location-based Entertainment Market
7.1.4.1.1 US Location-based Entertainment Market by Technology
7.1.4.1.2 US Location-based Entertainment Market by Component
7.1.4.1.3 US Location-based Entertainment Market by End-use
7.1.4.2 Canada Location-based Entertainment Market
7.1.4.2.1 Canada Location-based Entertainment Market by Technology
7.1.4.2.2 Canada Location-based Entertainment Market by Component
7.1.4.2.3 Canada Location-based Entertainment Market by End-use
7.1.4.3 Mexico Location-based Entertainment Market
7.1.4.3.1 Mexico Location-based Entertainment Market by Technology
7.1.4.3.2 Mexico Location-based Entertainment Market by Component
7.1.4.3.3 Mexico Location-based Entertainment Market by End-use
7.1.4.4 Rest of North America Location-based Entertainment Market
7.1.4.4.1 Rest of North America Location-based Entertainment Market by Technology
7.1.4.4.2 Rest of North America Location-based Entertainment Market by Component
7.1.4.4.3 Rest of North America Location-based Entertainment Market by End-use
7.2 Europe Location-based Entertainment Market
7.2.1 Europe Location-based Entertainment Market by Technology
7.2.1.1 Europe 3 Dimensional (3D) Market by Country
7.2.1.2 Europe Cloud Merged Reality Market by Country
7.2.1.3 Europe 2 Dimensional (2D) Market by Country
7.2.2 Europe Location-based Entertainment Market by Component
7.2.2.1 Europe Hardware Market by Country
7.2.2.2 Europe Software Market by Country
7.2.3 Europe Location-based Entertainment Market by End-use
7.2.3.1 Europe Amusement Parks Market by Country
7.2.3.2 Europe Arcade Studios Market by Country
7.2.3.3 Europe 4D Films Market by Country
7.2.4 Europe Location-based Entertainment Market by Country
7.2.4.1 Germany Location-based Entertainment Market
7.2.4.1.1 Germany Location-based Entertainment Market by Technology
7.2.4.1.2 Germany Location-based Entertainment Market by Component
7.2.4.1.3 Germany Location-based Entertainment Market by End-use
7.2.4.2 UK Location-based Entertainment Market
7.2.4.2.1 UK Location-based Entertainment Market by Technology
7.2.4.2.2 UK Location-based Entertainment Market by Component
7.2.4.2.3 UK Location-based Entertainment Market by End-use
7.2.4.3 France Location-based Entertainment Market
7.2.4.3.1 France Location-based Entertainment Market by Technology
7.2.4.3.2 France Location-based Entertainment Market by Component
7.2.4.3.3 France Location-based Entertainment Market by End-use
7.2.4.4 Russia Location-based Entertainment Market
7.2.4.4.1 Russia Location-based Entertainment Market by Technology
7.2.4.4.2 Russia Location-based Entertainment Market by Component
7.2.4.4.3 Russia Location-based Entertainment Market by End-use
7.2.4.5 Spain Location-based Entertainment Market
7.2.4.5.1 Spain Location-based Entertainment Market by Technology
7.2.4.5.2 Spain Location-based Entertainment Market by Component
7.2.4.5.3 Spain Location-based Entertainment Market by End-use
7.2.4.6 Italy Location-based Entertainment Market
7.2.4.6.1 Italy Location-based Entertainment Market by Technology
7.2.4.6.2 Italy Location-based Entertainment Market by Component
7.2.4.6.3 Italy Location-based Entertainment Market by End-use
7.2.4.7 Rest of Europe Location-based Entertainment Market
7.2.4.7.1 Rest of Europe Location-based Entertainment Market by Technology
7.2.4.7.2 Rest of Europe Location-based Entertainment Market by Component
7.2.4.7.3 Rest of Europe Location-based Entertainment Market by End-use
7.3 Asia Pacific Location-based Entertainment Market
7.3.1 Asia Pacific Location-based Entertainment Market by Technology
7.3.1.1 Asia Pacific 3 Dimensional (3D) Market by Country
7.3.1.2 Asia Pacific Cloud Merged Reality Market by Country
7.3.1.3 Asia Pacific 2 Dimensional (2D) Market by Country
7.3.2 Asia Pacific Location-based Entertainment Market by Component
7.3.2.1 Asia Pacific Hardware Market by Country
7.3.2.2 Asia Pacific Software Market by Country
7.3.3 Asia Pacific Location-based Entertainment Market by End-use
7.3.3.1 Asia Pacific Amusement Parks Market by Country
7.3.3.2 Asia Pacific Arcade Studios Market by Country
7.3.3.3 Asia Pacific 4D Films Market by Country
7.3.4 Asia Pacific Location-based Entertainment Market by Country
7.3.4.1 China Location-based Entertainment Market
7.3.4.1.1 China Location-based Entertainment Market by Technology
7.3.4.1.2 China Location-based Entertainment Market by Component
7.3.4.1.3 China Location-based Entertainment Market by End-use
7.3.4.2 Japan Location-based Entertainment Market
7.3.4.2.1 Japan Location-based Entertainment Market by Technology
7.3.4.2.2 Japan Location-based Entertainment Market by Component
7.3.4.2.3 Japan Location-based Entertainment Market by End-use
7.3.4.3 India Location-based Entertainment Market
7.3.4.3.1 India Location-based Entertainment Market by Technology
7.3.4.3.2 India Location-based Entertainment Market by Component
7.3.4.3.3 India Location-based Entertainment Market by End-use
7.3.4.4 South Korea Location-based Entertainment Market
7.3.4.4.1 South Korea Location-based Entertainment Market by Technology
7.3.4.4.2 South Korea Location-based Entertainment Market by Component
7.3.4.4.3 South Korea Location-based Entertainment Market by End-use
7.3.4.5 Singapore Location-based Entertainment Market
7.3.4.5.1 Singapore Location-based Entertainment Market by Technology
7.3.4.5.2 Singapore Location-based Entertainment Market by Component
7.3.4.5.3 Singapore Location-based Entertainment Market by End-use
7.3.4.6 Malaysia Location-based Entertainment Market
7.3.4.6.1 Malaysia Location-based Entertainment Market by Technology
7.3.4.6.2 Malaysia Location-based Entertainment Market by Component
7.3.4.6.3 Malaysia Location-based Entertainment Market by End-use
7.3.4.7 Rest of Asia Pacific Location-based Entertainment Market
7.3.4.7.1 Rest of Asia Pacific Location-based Entertainment Market by Technology
7.3.4.7.2 Rest of Asia Pacific Location-based Entertainment Market by Component
7.3.4.7.3 Rest of Asia Pacific Location-based Entertainment Market by End-use
7.4 LAMEA Location-based Entertainment Market
7.4.1 LAMEA Location-based Entertainment Market by Technology
7.4.1.1 LAMEA 3 Dimensional (3D) Market by Country
7.4.1.2 LAMEA Cloud Merged Reality Market by Country
7.4.1.3 LAMEA 2 Dimensional (2D) Market by Country
7.4.2 LAMEA Location-based Entertainment Market by Component
7.4.2.1 LAMEA Hardware Market by Country
7.4.2.2 LAMEA Software Market by Country
7.4.3 LAMEA Location-based Entertainment Market by End-use
7.4.3.1 LAMEA Amusement Parks Market by Country
7.4.3.2 LAMEA Arcade Studios Market by Country
7.4.3.3 LAMEA 4D Films Market by Country
7.4.4 LAMEA Location-based Entertainment Market by Country
7.4.4.1 Brazil Location-based Entertainment Market
7.4.4.1.1 Brazil Location-based Entertainment Market by Technology
7.4.4.1.2 Brazil Location-based Entertainment Market by Component
7.4.4.1.3 Brazil Location-based Entertainment Market by End-use
7.4.4.2 Argentina Location-based Entertainment Market
7.4.4.2.1 Argentina Location-based Entertainment Market by Technology
7.4.4.2.2 Argentina Location-based Entertainment Market by Component
7.4.4.2.3 Argentina Location-based Entertainment Market by End-use
7.4.4.3 UAE Location-based Entertainment Market
7.4.4.3.1 UAE Location-based Entertainment Market by Technology
7.4.4.3.2 UAE Location-based Entertainment Market by Component
7.4.4.3.3 UAE Location-based Entertainment Market by End-use
7.4.4.4 Saudi Arabia Location-based Entertainment Market
7.4.4.4.1 Saudi Arabia Location-based Entertainment Market by Technology
7.4.4.4.2 Saudi Arabia Location-based Entertainment Market by Component
7.4.4.4.3 Saudi Arabia Location-based Entertainment Market by End-use
7.4.4.5 South Africa Location-based Entertainment Market
7.4.4.5.1 South Africa Location-based Entertainment Market by Technology
7.4.4.5.2 South Africa Location-based Entertainment Market by Component
7.4.4.5.3 South Africa Location-based Entertainment Market by End-use
7.4.4.6 Nigeria Location-based Entertainment Market
7.4.4.6.1 Nigeria Location-based Entertainment Market by Technology
7.4.4.6.2 Nigeria Location-based Entertainment Market by Component
7.4.4.6.3 Nigeria Location-based Entertainment Market by End-use
7.4.4.7 Rest of LAMEA Location-based Entertainment Market
7.4.4.7.1 Rest of LAMEA Location-based Entertainment Market by Technology
7.4.4.7.2 Rest of LAMEA Location-based Entertainment Market by Component
7.4.4.7.3 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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