Global Location-based Entertainment Market Growth, Share, Size, Trends and Forecast (2025 - 2031)

By Component;

Hardware and Software.

By Technology;

2 Dimensional (2D), 3 Dimensional (3D), and Cloud Merged Reality (CMR).

By End-Use;

Amusement Park, Arcade Studios, and 4D Films.

By Geography;

North America, Europe, Asia Pacific, Middle East & Africa, and Latin America - Report Timeline (2021 - 2031).
Report ID: Rn839644286 Published Date: March, 2025 Updated Date: April, 2025

Introduction

Global Location-based Entertainment Market (USD Million), 2021 - 2031

In the year 2024, the Global Location-based Entertainment Market was valued at USD 10,057.74 million. The size of this market is expected to increase to USD 80,503.68 million by the year 2031, while growing at a Compounded Annual Growth Rate (CAGR) of 34.6%.

The Global Location-based Entertainment (LBE) Market has seen significant growth driven by the increasing demand for immersive, interactive, and experience-driven entertainment. Location-based entertainment refers to interactive, immersive, and real-world experiences provided in physical locations, such as amusement parks, arcades, virtual reality (VR) and augmented reality (AR) experiences, escape rooms, and themed entertainment centers. The market growth is fueled by technological advancements in AR, VR, and gaming, which are being integrated into location-based entertainment experiences to offer consumers more engaging and dynamic forms of entertainment. Consumers are increasingly seeking experiences that go beyond traditional forms of entertainment, leading to a rise in demand for innovative and experiential attractions.

Amusement parks and theme parks are among the dominant segments within the LBE market, driven by investments in new attractions, digital technologies, and themed experiences. Large-scale locations like Disney parks, Universal Studios, and Six Flags are continually incorporating new technologies to enhance the overall visitor experience, integrating virtual reality and immersive storytelling elements into their rides and attractions. This combination of entertainment and technology is attracting a broader, tech-savvy audience and contributing to the continued expansion of the market. Additionally, urban centers are seeing an increase in smaller-scale LBE offerings such as VR arcades, escape rooms, and interactive entertainment zones, which provide localized, cost-effective entertainment options that appeal to a wide range of age groups and demographics.

Geographically, North America dominates the global LBE market due to the presence of major theme park operators, advanced technology infrastructure, and strong consumer spending on leisure and entertainment. The Asia-Pacific (APAC) region, particularly China, Japan, and South Korea, is rapidly emerging as a key player in the LBE market, driven by the region's robust entertainment culture and the growing adoption of immersive technologies. Europe also contributes significantly to the market with increasing investments in immersive and experiential entertainment offerings. As LBE continues to evolve, the global market is expected to expand, with technological innovations, interactive experiences, and enhanced consumer engagement driving the future growth of the industry.

  1. Introduction
    1. Research Objectives and Assumptions
    2. Research Methodology
    3. Abbreviations
  2. Market Definition & Study Scope
  3. Executive Summary
    1. Market Snapshot, By Component
    2. Market Snapshot, By Technology
    3. Market Snapshot, By End-Use
    4. Market Snapshot, By Region
  4. Global Location-based Entertainment Market Dynamics
    1. Drivers, Restraints and Opportunities
      1. Drivers
        1. Better VR and AR technology
        2. 5G getting more popular
        3. Big VR companies everywhere
        4. New XR technology is cool
      2. Restraints
        1. Need good internet for it
        2. Hard to reach people in rural areas
        3. Making good content is tough
      3. Opportunities
        1. Expanding beyond just games
        2. Working with real-world locations
        3. Making it more fun for everyone
        4. Offering cool rides and games
    2. PEST Analysis
      1. Political Analysis
      2. Economic Analysis
      3. Social Analysis
      4. Technological Analysis
    3. Porter's Analysis
      1. Bargaining Power of Suppliers
      2. Bargaining Power of Buyers
      3. Threat of Substitutes
      4. Threat of New Entrants
      5. Competitive Rivalry
  5. Market Segmentation
    1. Global Location-based Entertainment Market, By Component, 2021 - 2031 (USD Million)
      1. Hardware
      2. Software
    2. Global Location-based Entertainment Market, By Technology, 2021 - 2031 (USD Million)
      1. 2 Dimensional (2D)
      2. 3 Dimensional (3D)
      3. Cloud Merged Reality (CMR)
    3. Global Location-based Entertainment Market, By End-Use, 2021 - 2031 (USD Million)

      1. Amusement Park

      2. Arcade Studios

      3. 4D Films

    4. Global Location-based Entertainment Market, By Geography, 2021 - 2031 (USD Million)
      1. North America
        1. United States
        2. Canada
      2. Europe
        1. Germany
        2. United Kingdom
        3. France
        4. Italy
        5. Spain
        6. Nordic
        7. Benelux
        8. Rest of Europe
      3. Asia Pacific
        1. Japan
        2. China
        3. India
        4. Australia & New Zealand
        5. South Korea
        6. ASEAN (Association of South East Asian Countries)
        7. Rest of Asia Pacific
      4. Middle East & Africa
        1. GCC
        2. Israel
        3. South Africa
        4. Rest of Middle East & Africa
      5. Latin America
        1. Brazil
        2. Mexico
        3. Argentina
        4. Rest of Latin America
  6. Competitive Landscape Analysis
    1. Company Profiles
      1. Exit Reality
      2. Springboard VR
      3. HTC Corporation
      4. IMAX Corporation
      5. VOID LLC
      6. VRstudios Inc.
      7. Huawei Technologies Co., Ltd.
      8. Google LLC
      9. Microsoft Corporation
      10. Samsung Electronics Co.Ltd.
  7. Analyst Views
  8. Future Outlook of the Market