The North America Location-based Entertainment Market would witness market growth of 27.8% CAGR during the forecast period (2022-2028).
Several governments encourage location-based entertainment. For instance, the ITA study said that through exporting materials to build amusement parks and related interests, the US government promotes location-based entertainment (LBE) and themed attractions. This includes backing for various service models, such as franchise, public, and private experience-driven activities. Requests for LBE services from individuals, companies, and consortiums with at least 51% U.S. content are acceptable.
Major firms are heavily spending on research and development to bring simulation technologies to market, like Reality Laboratories in Meta, HTC VIVE, Sony Interactive Environment, etc. In addition, businesses are looking at several projects to provide more entertaining ways to utilize shared social spaces and integrate people due to consumers' increasing tastes in out-of-home entertainment.
The US leads North American location-based entertainment and will continue to do so. The U.S. Department of Commerce's International Trade Administration actively encourages location-based entertainment (LBE) and themed attractions, including architecture/engineering, equipment, and items shipped for amusement parks and other attractions. They boost franchising, public, and private experience-driven service models. 51% of US content requests foreign LBE services from individuals, businesses, and consortiums. In addition, the US Embassies and Consulates worldwide have LBE industry support employees. These elements boost the location-based entertainment business enormously.
The US market dominated the North America Location-based Entertainment Market by Country in 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $3,713.9 Million by 2028. The Canada market is poised to grow at a CAGR of 30.3% during (2022 - 2028). Additionally, The Mexico market would witness a CAGR of 30% 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 U.S., Mexico, Canada, and Rest of North America.
Free Valuable Insights: The Global Location-based Entertainment Market is Predict to reach $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
- US
- Canada
- Mexico
- Rest of North America
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 North America Location-based Entertainment Market, by Technology
1.4.2 North America Location-based Entertainment Market, by Component
1.4.3 North America Location-based Entertainment Market, by End-use
1.4.4 North America 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. North America Location-based Entertainment Market by Technology
4.1 North America 3 Dimensional (3D) Market by Country
4.2 North America Cloud Merged Reality Market by Country
4.3 North America 2 Dimensional (2D) Market by Country
Chapter 5. North America Location-based Entertainment Market by Component
5.1 North America Hardware Market by Country
5.2 North America Software Market by Country
Chapter 6. North America Location-based Entertainment Market by End-use
6.1 North America Amusement Parks Market by Country
6.2 North America Arcade Studios Market by Country
6.3 North America 4D Films Market by Country
Chapter 7. North America Location-based Entertainment Market by Country
7.1 US Location-based Entertainment Market
7.1.1 US Location-based Entertainment Market by Technology
7.1.2 US Location-based Entertainment Market by Component
7.1.3 US Location-based Entertainment Market by End-use
7.2 Canada Location-based Entertainment Market
7.2.1 Canada Location-based Entertainment Market by Technology
7.2.2 Canada Location-based Entertainment Market by Component
7.2.3 Canada Location-based Entertainment Market by End-use
7.3 Mexico Location-based Entertainment Market
7.3.1 Mexico Location-based Entertainment Market by Technology
7.3.2 Mexico Location-based Entertainment Market by Component
7.3.3 Mexico Location-based Entertainment Market by End-use
7.4 Rest of North America Location-based Entertainment Market
7.4.1 Rest of North America Location-based Entertainment Market by Technology
7.4.2 Rest of North America Location-based Entertainment Market by Component
7.4.3 Rest of North America 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 North America Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 2 North America 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 North America Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 7 North America Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 8 North America 3 Dimensional (3D) Market by Country, 2018 - 2021, USD Million
TABLE 9 North America 3 Dimensional (3D) Market by Country, 2022 - 2028, USD Million
TABLE 10 North America Cloud Merged Reality Market by Country, 2018 - 2021, USD Million
TABLE 11 North America Cloud Merged Reality Market by Country, 2022 - 2028, USD Million
TABLE 12 North America 2 Dimensional (2D) Market by Country, 2018 - 2021, USD Million
TABLE 13 North America 2 Dimensional (2D) Market by Country, 2022 - 2028, USD Million
TABLE 14 North America Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 15 North America Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 16 North America Hardware Market by Country, 2018 - 2021, USD Million
TABLE 17 North America Hardware Market by Country, 2022 - 2028, USD Million
TABLE 18 North America Software Market by Country, 2018 - 2021, USD Million
TABLE 19 North America Software Market by Country, 2022 - 2028, USD Million
TABLE 20 North America Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 21 North America Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 22 North America Amusement Parks Market by Country, 2018 - 2021, USD Million
TABLE 23 North America Amusement Parks Market by Country, 2022 - 2028, USD Million
TABLE 24 North America Arcade Studios Market by Country, 2018 - 2021, USD Million
TABLE 25 North America Arcade Studios Market by Country, 2022 - 2028, USD Million
TABLE 26 North America 4D Films Market by Country, 2018 - 2021, USD Million
TABLE 27 North America 4D Films Market by Country, 2022 - 2028, USD Million
TABLE 28 North America Location-based Entertainment Market by Country, 2018 - 2021, USD Million
TABLE 29 North America Location-based Entertainment Market by Country, 2022 - 2028, USD Million
TABLE 30 US Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 31 US Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 32 US Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 33 US Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 34 US Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 35 US Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 36 US Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 37 US Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 38 Canada Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 39 Canada Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 40 Canada Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 41 Canada Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 42 Canada Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 43 Canada Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 44 Canada Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 45 Canada Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 46 Mexico Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 47 Mexico Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 48 Mexico Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 49 Mexico Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 50 Mexico Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 51 Mexico Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 52 Mexico Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 53 Mexico Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 54 Rest of North America Location-based Entertainment Market, 2018 - 2021, USD Million
TABLE 55 Rest of North America Location-based Entertainment Market, 2022 - 2028, USD Million
TABLE 56 Rest of North America Location-based Entertainment Market by Technology, 2018 - 2021, USD Million
TABLE 57 Rest of North America Location-based Entertainment Market by Technology, 2022 - 2028, USD Million
TABLE 58 Rest of North America Location-based Entertainment Market by Component, 2018 - 2021, USD Million
TABLE 59 Rest of North America Location-based Entertainment Market by Component, 2022 - 2028, USD Million
TABLE 60 Rest of North America Location-based Entertainment Market by End-use, 2018 - 2021, USD Million
TABLE 61 Rest of North America Location-based Entertainment Market by End-use, 2022 - 2028, USD Million
TABLE 62 key information – Microsoft Corporation
TABLE 63 Key Information – Samsung Electronics Co., Ltd.
TABLE 64 Key Information – Google LLC
TABLE 65 key information – Huawei Technologies Co., Ltd.
TABLE 66 Key information – The Walt Disney Company
TABLE 67 Key Information – HTC Corporation
TABLE 68 Key Information –Niantic, Inc.
TABLE 69 Key Information – VRstudios, Inc.
TABLE 70 Key Information – Magic Leap, Inc.
TABLE 71 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)