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Report Description

Report Description

Forecast Period

2026-2030

Market Size (2024)

USD 2.01 Billion

Market Size (2030)

USD 7.44 Billion

CAGR (2025-2030)

24.37%

Fastest Growing Segment

Arcade Studios

Largest Market

North America

Market Overview

The Global Location-based Entertainment Market was valued at USD 2.01 billion in 2024 and is expected to reach USD 7.44 billion by 2030 with a CAGR of 24.37% through 2030. The Global Location-based Entertainment Market refers to immersive entertainment experiences offered in physical venues where audiences engage with content through interactive and often technology-driven environments.

These venues include amusement parks, virtual reality arcades, 4D cinemas, interactive museums, shopping malls, and family entertainment centers. This market is gaining strong traction as consumers increasingly seek experiences that combine physical presence with advanced digital engagement, particularly as traditional home-based entertainment becomes saturated. The use of technologies such as virtual reality, augmented reality, projection mapping, motion capture, and multi-sensory effects enables venues to deliver unique and memorable experiences that cannot be replicated through personal devices.

Millennials and Generation Z, who prioritize social interaction and experiential value over material possessions, are a significant force behind the expansion of this market. As urban populations grow and disposable incomes rise, especially in emerging economies, more people are willing to spend on high-quality entertainment that offers novelty and emotional engagement. Moreover, the Global Location-based Entertainment Market is being propelled by the growing collaboration between technology companies, entertainment studios, and real estate developers, leading to the creation of branded experiences and themed destinations. This synergy supports the expansion of franchises, movie-themed attractions, and game-based environments.

The post-pandemic return to public spaces has further accelerated foot traffic to these venues, with people seeking out social, safe, and engaging ways to reconnect. Investments in smart infrastructure and digital tourism by governments are also contributing to the development of entertainment hubs that host such experiences. Location-based entertainment providers are tapping into data analytics and mobile integration to personalize offerings and enhance customer engagement. As entertainment preferences evolve and new formats continue to emerge, this market is expected to maintain steady growth.

Key Market Drivers

Increasing Consumer Demand for Experiential and Immersive Entertainment

The Global Location-based Entertainment Market is experiencing robust growth driven by the rising consumer demand for experiential and immersive forms of entertainment that go beyond passive viewing or digital interaction. As audiences become increasingly saturated with home-based media consumption, including streaming services and mobile gaming, they are actively seeking out physical environments where entertainment is multi-sensory, social, and technologically advanced. Consumers, particularly in urban regions with high foot traffic and tourism, are gravitating toward destinations that offer a blend of visual, auditory, tactile, and even olfactory stimulation. This shift is largely propelled by changing lifestyle preferences, especially among younger demographics such as millennials and Generation Z, who prioritize experience over ownership and value social interaction and memory-making over traditional consumer goods. Location-based entertainment venues, such as virtual reality centers, interactive museums, amusement parks, and themed attractions, are effectively capitalizing on this trend by providing curated experiences that cannot be replicated through digital screens alone.

The shift toward experiential spending is also supported by broader cultural and economic changes, including the rise of the "experience economy," where consumers allocate a larger portion of discretionary income toward entertainment activities that engage them physically and emotionally. This is evident in the growing popularity of live-action escape rooms, immersive theater, esports arenas, and virtual-reality-enhanced exhibits, which blend narrative content with real-world environments to elevate consumer engagement. Businesses are responding to this demand by designing immersive environments that leverage advanced technologies such as motion tracking, holography, augmented reality, and artificial intelligence to deepen interactivity. These environments often include social sharing features, encouraging attendees to broadcast their experiences on digital platforms, thus generating organic marketing momentum. The feedback loop of experience, engagement, and exposure is reinforcing demand, leading to repeat visits and increased consumer spending per visit. As this behavioral shift becomes more entrenched, it is laying a strong foundation for the continued expansion of the Global Location-based Entertainment Market across multiple geographies and verticals. In 2024, approximately 72% of surveyed urban consumers in the United States, United Kingdom, Japan, and South Korea reported allocating a higher share of their monthly discretionary income toward immersive entertainment experiences compared to traditional entertainment purchases like movie tickets or digital subscriptions.

Technological Advancements Enhancing Interactive Capabilities

A major catalyst for the growth of the Global Location-based Entertainment Market is the rapid advancement and integration of interactive technologies that transform static venues into dynamic environments. Innovations in virtual reality, augmented reality, motion capture, 3D audio, projection mapping, and artificial intelligence are enabling operators to build highly personalized and immersive experiences that can engage a wide demographic of users. These technologies create real-time responsiveness to visitor movements, gestures, and choices, allowing users to become active participants in storylines rather than passive observers. Venues equipped with wearable haptic devices, location-tracking sensors, and facial recognition software offer unique levels of immersion, resulting in a deeper emotional connection with the content. These enhancements not only improve customer satisfaction but also drive higher footfall, longer visit durations, and increased secondary spending on merchandise, food, and additional activities.

The decreasing cost of these technologies is enabling more venues—from large amusement parks to small urban pop-ups—to adopt and scale interactive features without prohibitive capital investment. Collaborative ventures between technology firms and entertainment providers are accelerating product innovation, including multi-user virtual environments, synchronized sound and motion platforms, and content personalization engines based on user profiles. For instance, digital twins and real-time rendering allow continuous updates to experiences based on consumer feedback. These advancements are also enabling adaptive experiences for different age groups and mobility levels, broadening the appeal of location-based entertainment venues. By pushing the boundaries of what physical entertainment spaces can offer, technology is not only enhancing the visitor experience but also ensuring repeat engagement and fostering long-term loyalty. This continual innovation cycle contributes significantly to the competitive differentiation of operators in the Global Location-based Entertainment Market. In 2024, over 61% of newly opened location-based entertainment venues in North America and East Asia integrated real-time interactive technologies, such as motion sensors and immersive audio systems, within their first year of operations.

Urbanization and Infrastructure Development in Emerging Economies

The expansion of urban infrastructure in emerging economies is playing a pivotal role in the growth of the Global Location-based Entertainment Market. Rapid urbanization is leading to increased demand for leisure and recreational facilities that can serve large, concentrated populations. Cities in Asia, the Middle East, and Latin America are experiencing unprecedented growth in both population density and middle-class income levels, creating an ideal environment for investment in experiential venues. Governments and municipal bodies are actively supporting mixed-use developments that integrate shopping malls, entertainment complexes, hospitality, and cultural attractions, providing prime locations for location-based entertainment establishments. These developments often serve as tourism anchors, drawing both local residents and international visitors. The push to develop "smart cities" also ensures that the required digital and physical infrastructure, such as high-speed internet, transport access, and public safety systems, are in place to support these venues.

Simultaneously, developers are increasingly including experiential entertainment in their planning strategies to improve project footfall and differentiate their offerings in competitive real estate markets. From integrated resort casinos in Southeast Asia to entertainment-focused mega-malls in the Middle East, location-based entertainment is becoming a core component of urban lifestyle hubs. Furthermore, international brands are collaborating with local partners to enter high-growth markets with culturally tailored experiences. This localized approach helps ensure high relevance and acceptance while stimulating local employment and skill development. As urban migration continues and disposable incomes rise, emerging economies are expected to contribute a significant portion of future market growth, both in terms of venue expansion and customer base. The demand for structured entertainment experiences in safe, accessible, and premium settings is likely to rise in tandem with infrastructure maturity in these regions. Between 2022 and 2024, over 430 new location-based entertainment venues were opened in Tier 1 and Tier 2 cities across India, Indonesia, Brazil, and the United Arab Emirates, representing a 38% increase in capacity from the previous three-year period.

Post-pandemic Shift Toward Out-of-home Social Experiences

The aftermath of the global health crisis has significantly altered consumer behavior, creating a pronounced shift toward out-of-home social experiences, which is fueling the recovery and expansion of the Global Location-based Entertainment Market. After extended periods of isolation and digital dependence, consumers are actively seeking environments that offer shared, in-person engagement. Families, friends, and corporate groups are showing renewed interest in interactive entertainment venues where they can reconnect through play, adventure, and exploration. This behavioral transformation is particularly noticeable among urban populations, where limited residential space and high digital fatigue are prompting people to seek external entertainment options. Venue operators are responding by emphasizing health-conscious design, improved air filtration systems, touchless interaction technologies, and crowd management systems to ensure a safe yet engaging experience.

The trend toward social reconnection is amplifying demand for entertainment formats that emphasize collaboration, competition, and shared discovery. Activities such as multiplayer virtual reality gaming, cooperative escape rooms, and immersive theatrical events are seeing increased popularity due to their social bonding elements. Corporate clients are also incorporating location-based entertainment into team-building and incentive programs, further expanding the addressable market. In response, operators are investing in scalable infrastructure, flexible experience formats, and dynamic content updates to cater to repeat visits. The resurgence of travel and tourism is further supporting this trend, with location-based entertainment venues frequently featured as key attractions in urban tourism plans. As consumers continue to prioritize quality time and social interaction, the market is well-positioned for long-term growth, backed by both psychological and economic drivers. In 2024, location-based entertainment venues in North America and Western Europe reported a 47% year-over-year increase in group ticket bookings, with multi-person reservations accounting for 62% of total sales, compared to just 38% in 2021.

 

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Key Market Challenges

High Capital Investment and Operational Expenditure

The Global Location-based Entertainment Market faces a significant barrier in the form of high initial capital investment and ongoing operational expenditure. Developing a fully functional location-based entertainment venue requires substantial investment in real estate, technology infrastructure, design, construction, licensing, and intellectual property acquisition. The capital outlay is especially high for venues that aim to incorporate immersive technologies such as virtual reality simulators, interactive projection systems, motion-sensing platforms, and artificial intelligence-powered experiences. In addition to the upfront investment, location-based entertainment operators must navigate the complexities of zoning regulations, permits, fire and safety compliance, and insurance premiums. These financial obligations can create substantial entry barriers for new players and limit the expansion capacity of smaller enterprises seeking to scale their operations across multiple locations or regions.

Beyond the initial setup costs, the recurring operational expenditure associated with location-based entertainment venues also presents an ongoing challenge. Staffing, equipment maintenance, energy consumption, software licensing, marketing, and customer service all contribute to a high cost structure that requires a consistent stream of revenue to maintain profitability. Technological obsolescence can further escalate operational costs, as systems and hardware must be frequently updated to maintain competitive relevance and consumer interest. In many cases, experience refresh cycles are shorter than traditional entertainment formats, requiring new content deployment every few months to retain repeat customers. Furthermore, variable foot traffic influenced by seasonal trends, school holidays, or regional tourism cycles may result in revenue volatility, complicating financial planning. Without strategic partnerships, long-term financing arrangements, or diversified income streams such as merchandise sales or food and beverage integration, many operators find it challenging to achieve a stable return on investment. This financial constraint is a considerable hurdle for sustained growth in the Global Location-based Entertainment Market.

Technological Complexity and Integration Difficulties

While advanced technology plays a central role in the value proposition of location-based entertainment, the complexity involved in implementing and integrating these technologies creates operational and strategic challenges. Experiences that utilize real-time interactive features such as motion tracking, artificial intelligence, facial recognition, augmented reality overlays, and immersive audio systems must operate with seamless synchronization. This level of integration demands a multidisciplinary team of software engineers, creative designers, hardware technicians, and systems architects to execute installations that are both reliable and engaging. Inconsistent hardware compatibility, latency issues, and software bugs can disrupt the immersive experience and negatively impact customer satisfaction. Ensuring high performance across all operational systems also requires constant monitoring, preventative maintenance, and real-time troubleshooting capabilities, which can be cost-intensive and difficult to scale across multiple sites or franchises.

The reliance on rapidly evolving technology platforms means that location-based entertainment operators must continuously adapt to shifting technological standards, software updates, and user interface trends. The risk of obsolescence is significant; technologies that deliver a cutting-edge experience today may become outdated in less than two years. This puts pressure on operators to upgrade their systems regularly, invest in staff training, and ensure backward compatibility with existing infrastructure. Additionally, security vulnerabilities in networked entertainment systems can expose venues to data breaches, privacy concerns, and reputational risks, especially as customer data is increasingly used to personalize experiences. The need to balance innovation with operational reliability poses a formidable challenge, particularly for operators with limited technological expertise or constrained budgets. A misstep in technological execution can lead not only to poor consumer reviews but also to long-term brand damage and reduced investor confidence in the Global Location-based Entertainment Market.

Sensitivity to Economic Cycles and Consumer Spending Behavior

The Global Location-based Entertainment Market is particularly sensitive to macroeconomic conditions and fluctuations in consumer discretionary spending. As a non-essential expenditure category, entertainment experiences that require physical attendance and payment per visit are among the first to be affected during periods of economic uncertainty. Events such as recessions, inflationary pressure, rising interest rates, or job insecurity can significantly reduce household budgets allocated for leisure and entertainment activities. Consumers may shift toward lower-cost alternatives such as digital streaming services or public recreational spaces that offer free or subsidized activities. This creates unpredictable revenue patterns for location-based entertainment operators who rely heavily on consistent attendance rates and repeat customer engagement to cover fixed operational costs. Even in stable economies, regional disparities in income levels can lead to uneven demand across geographic locations, complicating business expansion and risk assessment strategies.

In addition, the nature of location-based entertainment as a discretionary and often luxury experience makes it highly susceptible to shifts in consumer sentiment, cultural preferences, and external disruptions such as health crises or geopolitical instability. For instance, the global health crisis significantly impacted the viability of physical entertainment venues, with lockdowns, social distancing mandates, and travel restrictions resulting in prolonged closures and revenue losses. Although many regions have since recovered, consumer behaviors have permanently shifted, with increased expectations around cleanliness, crowd control, and contactless interaction. Operators must now invest more in health and safety measures, which further increases operating costs and reduces margins. The challenge for the market is to remain resilient and adaptive to evolving economic and social environments while continuing to deliver compelling experiences. Long-term growth in the Global Location-based Entertainment Market depends on the ability of operators to insulate their businesses from economic downturns and align offerings with emerging patterns in consumer behavior.

Key Market Trends

Growing Integration of Immersive Technologies to Enhance Customer Engagement

One of the most prominent trends in the Global Location-based Entertainment Market is the increasing integration of immersive technologies to create more interactive and engaging experiences for visitors. Operators are adopting tools such as augmented reality, virtual reality, mixed reality, holography, and sensory-enhanced environments to differentiate their offerings and meet evolving consumer expectations. These technologies allow for a greater degree of realism and interactivity, enabling users to engage with content in personalized and dynamic ways. For instance, virtual reality escape rooms, holographic gaming zones, and projection-mapped theaters are becoming central features in entertainment centers and theme parks. Immersive technologies not only enhance entertainment value but also extend dwell time and increase per-capita revenue through add-on attractions and merchandise sales.

The use of wearable devices and spatial tracking systems further allows for adaptive storytelling, where experiences shift in real-time based on user behavior and preferences. This trend is driven by consumer demand for novel and unique experiences that cannot be replicated at home through traditional media channels. It is also influenced by advancements in computing power, display resolution, and haptic feedback, which have made immersive systems more commercially viable. As the cost of immersive hardware and software continues to decline, the deployment of these technologies is expected to expand across entertainment formats ranging from small-scale installations in shopping malls to large theme parks and branded entertainment hubs. The move toward immersive experience design marks a transformative shift in how consumers interact with location-based entertainment venues, positioning technology as both a creative tool and a revenue driver.

Emergence of Hybrid Physical-Digital Experience Models

The Global Location-based Entertainment Market is witnessing a shift toward hybrid physical-digital experience models that blur the lines between on-site entertainment and virtual engagement. This trend is characterized by the integration of mobile applications, online portals, and extended digital content that complement the physical visit to a venue. These hybrid experiences allow consumers to begin interacting with a brand or storyline before they even arrive at the location and to continue their engagement afterward through digital souvenirs, virtual add-ons, or multi-device participation. For example, visitors might unlock location-based content using a smartphone application, compete with others in real-time through leaderboards, or take part in augmented reality scavenger hunts that combine physical and virtual clues.

The hybrid model is particularly effective in enhancing user retention, generating user data, and fostering brand loyalty through multi-platform interactions. Operators are also leveraging this model to create new revenue streams, including subscription-based digital content, branded in-app purchases, and online merchandise sales tied to in-person experiences. From an operational standpoint, hybrid models enable real-time crowd management, interactive queuing systems, and personalized guest services through connected devices. This trend is supported by the growing ubiquity of smartphones, high-speed internet connectivity, and cloud-based content delivery systems. The convergence of digital and physical engagement methods not only enriches the customer journey but also builds a continuous ecosystem of interaction that extends beyond a single visit, positioning hybrid models as a long-term innovation strategy in the location-based entertainment sector.

Increased Demand for Personalized and Data-Driven Guest Experiences

Personalization has become a defining trend in the Global Location-based Entertainment Market, as operators increasingly turn to data-driven technologies to tailor experiences to individual preferences. By leveraging visitor data collected through mobile applications, ticketing systems, wearable devices, and interactive installations, entertainment venues can curate content, suggest itineraries, and adjust experiences in real-time. This shift toward personalization is driven by consumer expectations for bespoke experiences that reflect their interests, age group, and behavioral patterns. Personalized features may include dynamically adjusted difficulty levels in games, targeted offers and promotions, individualized story arcs in immersive environments, and even food and merchandise recommendations based on past choices. The integration of customer relationship management platforms, artificial intelligence algorithms, and real-time analytics tools enables operators to deliver these customized experiences at scale.

This approach not only enhances customer satisfaction but also increases operational efficiency and revenue per visitor. It allows for smarter staff deployment, improved crowd control, and optimized scheduling of high-demand attractions. Furthermore, personalization supports inclusive design, making experiences more accessible for diverse user groups, including children, seniors, and individuals with disabilities. As consumer awareness of data privacy grows, successful operators are also investing in transparent data governance and consent-based engagement models to maintain trust. The trend toward hyper-personalized entertainment reflects a broader shift in the experience economy, where success is measured not only by foot traffic but by the depth of emotional connection and the likelihood of return visits. Data-driven personalization is thus poised to become a core pillar of competitive advantage in the evolving landscape of location-based entertainment.

Segmental Insights

Component Insights

In 2024, the Hardware segment dominated the Global Location-based Entertainment Market and is expected to maintain its leading position throughout the forecast period. This dominance is primarily driven by the capital-intensive nature of immersive infrastructure and the critical role hardware plays in delivering high-quality, multisensory experiences across entertainment venues. From advanced motion simulators, interactive displays, projection mapping systems, and virtual reality headsets to spatial audio equipment and haptic feedback devices, hardware forms the foundational layer of most location-based entertainment installations. Operators continue to invest significantly in cutting-edge technologies to create engaging, differentiated experiences that can attract repeat visitors and drive higher revenue per customer.

Ongoing innovation in sensor technology, high-resolution display systems, and next-generation immersive devices is enhancing the realism and interactivity of attractions, making hardware a key competitive differentiator in the industry. The trend toward large-scale, immersive environments such as mixed reality arenas, 4D cinemas, and free-roam virtual reality parks has also expanded the demand for robust and scalable hardware solutions that can accommodate multi-user interaction with minimal latency. While the software segment plays a critical supporting role by enabling content creation, user analytics, and system integration, it is the tangible, sensory experience provided by hardware that defines the consumer’s perception of value and entertainment quality. In high-investment projects like branded entertainment zones or theme park expansions, the hardware component often accounts for the largest share of initial capital expenditure.

As consumer demand continues to favor physical immersion over screen-based interaction, and as entertainment operators strive to differentiate their offerings through technological sophistication, the hardware segment is expected to sustain its market dominance well into the future. The enduring appeal of experiential realism, tactile engagement, and dynamic physical interaction ensures that hardware will remain the primary driver of growth and innovation in the Global Location-based Entertainment Market.

Technology Insights

In 2024, the 3D & 4D technology segment dominated the Global Location-based Entertainment Market and is expected to maintain its dominance throughout the forecast period. This leadership is attributed to the heightened demand for immersive and multi-sensory experiences that combine visual depth with physical effects such as motion, scent, wind, and vibration. 3D & 4D technologies have become integral to theme parks, simulation rides, and interactive theaters, where they enhance storytelling and engagement. As consumer expectations evolve toward more lifelike and thrilling experiences, operators are increasingly investing in advanced 3D & 4D systems to differentiate their offerings. Continuous innovation in visual and sensory effects further strengthens the segment’s position, ensuring its sustained relevance in the market’s future growth trajectory.

 

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Regional Insights

Largest Region

North America dominated the Global Location-based Entertainment Market in 2024, primarily due to its advanced infrastructure, early adoption of immersive technologies, and a high concentration of established entertainment operators. The region houses some of the most renowned theme parks, virtual reality arcades, and interactive museums that continuously invest in state-of-the-art hardware and software to enhance consumer engagement. Cities such as Los Angeles, Orlando, Las Vegas, and Toronto have become epicenters for next-generation entertainment venues, drawing both local and international visitors. High disposable income levels and a strong culture of experiential spending further contribute to the region’s leadership position, as consumers increasingly prioritize unique and memorable experiences over traditional entertainment formats.

The dominance of North America is also supported by the region’s robust ecosystem of technology providers, content creators, and franchise partnerships, which fuel innovation and ensure a steady pipeline of engaging attractions. The seamless integration of digital and physical entertainment through mobile platforms, wearable devices, and cloud-connected experiences has set a benchmark for global operators. Additionally, government support for tourism and cultural development has encouraged investment in location-based entertainment as part of broader urban revitalization initiatives. Given these structural advantages and the growing demand for immersive leisure activities, North America is expected to maintain its leadership in the Location-based Entertainment Market throughout the forecast period.

Emerging Region

South America was rapidly emerging as a significant growth region in the Global Location-based Entertainment Market, driven by increasing urbanization, rising disposable incomes, and a growing middle class seeking new forms of entertainment. Countries such as Brazil, Argentina, and Colombia are witnessing a surge in investments toward developing theme parks, family entertainment centers, and immersive gaming venues. The region’s youthful population and expanding tourism industry further contribute to rising demand for innovative and interactive entertainment experiences. Government initiatives aimed at boosting tourism infrastructure and cultural attractions are supporting market expansion. As technology adoption accelerates and local operators partner with global entertainment brands, South America is poised to become a key player in the location-based entertainment sector, offering significant opportunities for growth and market diversification in the coming years.

Recent Developments

  • In May 2025, Universal inaugurated its Epic Universe theme park in Orlando, a landmark USD 7 billion project and the first major amusement park launch in the United States in over twenty years. The park offers more than 50 attractions, including Super Nintendo World and The Wizarding World of Harry Potter: Ministry of Magic. It incorporates advanced technologies such as augmented reality and trackless ride systems to deliver an innovative and immersive guest experience.
  • In December 2024, Cirque du Soleil premiered ‘Auana, its first resident show in Hawai‘i, at the OUTRIGGER Waikīkī Beachcomber Hotel to a sold-out audience. The production celebrates Hawaiian heritage through acrobatics, multimedia, and storytelling. The launch event featured celebrities like Dwayne “The Rock” Johnson and highlighted the fusion of Polynesian culture with Cirque du Soleil’s artistry. ‘Auana honors Hawaiian traditions while delivering a visually stunning, immersive experience.
  • In September 2024, SEGA SAMMY HOLDINGS INC. announced the transfer of SEGA CORPORATION’s Amusement Machine business to SEGA TOYS CO., LTD. through an absorption-type demerger. This integration supports their transmedia strategy, combining amusement machines and toys to create seamless digital and physical entertainment experiences. The move aims to leverage synergies, enhance core intellectual properties like Sonic the Hedgehog, and offer innovative, immersive experiences aligned with evolving global pop culture trends.
  • In July 2024, Six Flags Entertainment Corporation completed a merger with Cedar Fair, forming a combined entity operating under the Six Flags name and ticker “FUN” on the New York Stock Exchange. The merger unites complementary assets and intellectual properties, enhancing operational efficiency and financial strength. Leadership emphasized the opportunity to deliver improved entertainment experiences, accelerate park investments, and maintain legacy park branding with no planned name changes.

Key Market Players

  • The Walt Disney Company
  • Comcast Corporation
  • Merlin Entertainments Group
  • Cedar Fair Entertainment Company
  • SeaWorld Parks & Entertainment, Inc.
  • Haichang Ocean Park Holdings Ltd.
  • Funtastic Limited
  • Bally’s Corporation

By Component

By Technology

By End-Use

By Region

  • Hardware
  • Software
  • 3D & 4D
  • 2D
  • Cloud Merged Reality (CMR)
  • Amusement Park
  • 4D Films
  • Arcade Studios
  • North America
  • Europe
  • Asia Pacific
  • South America
  • Middle East & Africa

Report Scope:

In this report, the Global Location-based Entertainment Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

  • Location-based Entertainment Market, By Component:

o   Hardware

o   Software  

  • Location-based Entertainment Market, By Technology:

o   3D & 4D

o   2D

o   Cloud Merged Reality (CMR)

  • Location-based Entertainment Market, By End-Use:

o   Amusement Park

o   4D Films

o   Arcade Studios  

  • Location-based Entertainment Market, By Region:

o   North America

§  United States

§  Canada

§  Mexico

o   Europe

§  Germany

§  France

§  United Kingdom

§  Italy

§  Spain

o   Asia Pacific

§  China

§  India

§  Japan

§  South Korea

§  Australia

o   Middle East & Africa

§  Saudi Arabia

§  UAE

§  South Africa

o   South America

§  Brazil

§  Colombia

§  Argentina

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the Global Location-based Entertainment Market.

Available Customizations:

Global Location-based Entertainment Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Global Location-based Entertainment Market is an upcoming report to be released soon. If you wish an early delivery of this report or want to confirm the date of release, please contact us at [email protected]  

Table of content

Table of content

1.    Solution Overview

1.1.  Market Definition

1.2.  Scope of the Market

1.2.1.    Markets Covered

1.2.2.    Years Considered for Study

1.2.3.    Key Market Segmentations

2.    Research Methodology

2.1.  Objective of the Study

2.2.  Baseline Methodology

2.3.  Key Industry Partners

2.4.  Major Association and Secondary Sources

2.5.  Forecasting Methodology

2.6.  Data Triangulation & Validation

2.7.  Assumptions and Limitations

3.    Executive Summary

3.1.  Overview of the Market

3.2.  Overview of Key Market Segmentations

3.3.  Overview of Key Market Players

3.4.  Overview of Key Regions/Countries

3.5.  Overview of Market Drivers, Challenges, and Trends

4.    Voice of Customer

5.    Global Location-based Entertainment Market Outlook

5.1.  Market Size & Forecast

5.1.1.    By Value

5.2.   Market Share & Forecast

5.2.1.    By Component (Hardware, Software)

5.2.2.    By Technology (3D & 4D, 2D, Cloud Merged Reality (CMR))

5.2.3.    By End-Use (Amusement Park, 4D Films, Arcade Studios)

5.2.4.    By Region (North America, Europe, South America, Middle East & Africa, Asia Pacific)

5.3.  By Company (2024)

5.4.  Market Map

6.    North America Location-based Entertainment Market Outlook

6.1.  Market Size & Forecast

6.1.1.    By Value

6.2.  Market Share & Forecast

6.2.1.    By Component

6.2.2.    By Technology

6.2.3.    By End-Use

6.2.4.    By Country

6.3.  North America: Country Analysis

6.3.1.    United States Location-based Entertainment Market Outlook

6.3.1.1.   Market Size & Forecast

6.3.1.1.1. By Value

6.3.1.2.   Market Share & Forecast

6.3.1.2.1. By Component

6.3.1.2.2. By Technology

6.3.1.2.3. By End-Use

6.3.2.    Canada Location-based Entertainment Market Outlook

6.3.2.1.   Market Size & Forecast

6.3.2.1.1. By Value

6.3.2.2.   Market Share & Forecast

6.3.2.2.1. By Component

6.3.2.2.2. By Technology

6.3.2.2.3. By End-Use

6.3.3.    Mexico Location-based Entertainment Market Outlook

6.3.3.1.   Market Size & Forecast

6.3.3.1.1. By Value

6.3.3.2.   Market Share & Forecast

6.3.3.2.1. By Component

6.3.3.2.2. By Technology

6.3.3.2.3. By End-Use

7.    Europe Location-based Entertainment Market Outlook

7.1.  Market Size & Forecast

7.1.1.    By Value

7.2.  Market Share & Forecast

7.2.1.    By Component

7.2.2.    By Technology

7.2.3.    By End-Use

7.2.4.    By Country

7.3.  Europe: Country Analysis

7.3.1.    Germany Location-based Entertainment Market Outlook

7.3.1.1.   Market Size & Forecast

7.3.1.1.1. By Value

7.3.1.2.   Market Share & Forecast

7.3.1.2.1. By Component

7.3.1.2.2. By Technology

7.3.1.2.3. By End-Use

7.3.2.    France Location-based Entertainment Market Outlook

7.3.2.1.   Market Size & Forecast

7.3.2.1.1. By Value

7.3.2.2.   Market Share & Forecast

7.3.2.2.1. By Component

7.3.2.2.2. By Technology

7.3.2.2.3. By End-Use

7.3.3.    United Kingdom Location-based Entertainment Market Outlook

7.3.3.1.   Market Size & Forecast

7.3.3.1.1. By Value

7.3.3.2.   Market Share & Forecast

7.3.3.2.1. By Component

7.3.3.2.2. By Technology

7.3.3.2.3. By End-Use

7.3.4.    Italy Location-based Entertainment Market Outlook

7.3.4.1.   Market Size & Forecast

7.3.4.1.1. By Value

7.3.4.2.   Market Share & Forecast

7.3.4.2.1. By Component

7.3.4.2.2. By Technology

7.3.4.2.3. By End-Use

7.3.5.    Spain Location-based Entertainment Market Outlook

7.3.5.1.   Market Size & Forecast

7.3.5.1.1. By Value

7.3.5.2.   Market Share & Forecast

7.3.5.2.1. By Component

7.3.5.2.2. By Technology

7.3.5.2.3. By End-Use

8.    Asia Pacific Location-based Entertainment Market Outlook

8.1.  Market Size & Forecast

8.1.1.    By Value

8.2.  Market Share & Forecast

8.2.1.    By Component

8.2.2.    By Technology

8.2.3.    By End-Use

8.2.4.    By Country

8.3.  Asia Pacific: Country Analysis

8.3.1.    China Location-based Entertainment Market Outlook

8.3.1.1.   Market Size & Forecast

8.3.1.1.1. By Value

8.3.1.2.   Market Share & Forecast

8.3.1.2.1. By Component

8.3.1.2.2. By Technology

8.3.1.2.3. By End-Use

8.3.2.    India Location-based Entertainment Market Outlook

8.3.2.1.   Market Size & Forecast

8.3.2.1.1. By Value

8.3.2.2.   Market Share & Forecast

8.3.2.2.1. By Component

8.3.2.2.2. By Technology

8.3.2.2.3. By End-Use

8.3.3.    Japan Location-based Entertainment Market Outlook

8.3.3.1.   Market Size & Forecast

8.3.3.1.1. By Value

8.3.3.2.   Market Share & Forecast

8.3.3.2.1. By Component

8.3.3.2.2. By Technology

8.3.3.2.3. By End-Use

8.3.4.    South Korea Location-based Entertainment Market Outlook

8.3.4.1.   Market Size & Forecast

8.3.4.1.1. By Value

8.3.4.2.   Market Share & Forecast

8.3.4.2.1. By Component

8.3.4.2.2. By Technology

8.3.4.2.3. By End-Use

8.3.5.    Australia Location-based Entertainment Market Outlook

8.3.5.1.   Market Size & Forecast

8.3.5.1.1. By Value

8.3.5.2.   Market Share & Forecast

8.3.5.2.1. By Component

8.3.5.2.2. By Technology

8.3.5.2.3. By End-Use

9.    Middle East & Africa Location-based Entertainment Market Outlook

9.1.  Market Size & Forecast

9.1.1.    By Value

9.2.  Market Share & Forecast

9.2.1.    By Component

9.2.2.    By Technology

9.2.3.    By End-Use

9.2.4.    By Country

9.3.  Middle East & Africa: Country Analysis

9.3.1.    Saudi Arabia Location-based Entertainment Market Outlook

9.3.1.1.   Market Size & Forecast

9.3.1.1.1. By Value

9.3.1.2.   Market Share & Forecast

9.3.1.2.1. By Component

9.3.1.2.2. By Technology

9.3.1.2.3. By End-Use

9.3.2.    UAE Location-based Entertainment Market Outlook

9.3.2.1.   Market Size & Forecast

9.3.2.1.1. By Value

9.3.2.2.   Market Share & Forecast

9.3.2.2.1. By Component

9.3.2.2.2. By Technology

9.3.2.2.3. By End-Use

9.3.3.    South Africa Location-based Entertainment Market Outlook

9.3.3.1.   Market Size & Forecast

9.3.3.1.1. By Value

9.3.3.2.   Market Share & Forecast

9.3.3.2.1. By Component

9.3.3.2.2. By Technology

9.3.3.2.3. By End-Use

10. South America Location-based Entertainment Market Outlook

10.1.     Market Size & Forecast

10.1.1. By Value

10.2.     Market Share & Forecast

10.2.1. By Component

10.2.2. By Technology

10.2.3. By End-Use

10.2.4. By Country

10.3.     South America: Country Analysis

10.3.1. Brazil Location-based Entertainment Market Outlook

10.3.1.1.  Market Size & Forecast

10.3.1.1.1.  By Value

10.3.1.2.  Market Share & Forecast

10.3.1.2.1.  By Component

10.3.1.2.2.  By Technology

10.3.1.2.3.  By End-Use

10.3.2. Colombia Location-based Entertainment Market Outlook

10.3.2.1.  Market Size & Forecast

10.3.2.1.1.  By Value

10.3.2.2.  Market Share & Forecast

10.3.2.2.1.  By Component

10.3.2.2.2.  By Technology

10.3.2.2.3.  By End-Use

10.3.3. Argentina Location-based Entertainment Market Outlook

10.3.3.1.  Market Size & Forecast

10.3.3.1.1.  By Value

10.3.3.2.  Market Share & Forecast

10.3.3.2.1.  By Component

10.3.3.2.2.  By Technology

10.3.3.2.3.  By End-Use

11.  Market Dynamics

11.1.     Drivers

11.2.     Challenges

12. Market Trends and Developments

12.1.     Merger & Acquisition (If Any)

12.2.     Product Launches (If Any)

12.3.     Recent Developments

13. Company Profiles

13.1.      The Walt Disney Company

13.1.1. Business Overview

13.1.2. Key Revenue and Financials 

13.1.3. Recent Developments

13.1.4. Key Personnel

13.1.5. Key Product/Services Offered

13.2.     Comcast Corporation

13.3.     Merlin Entertainments Group

13.4.     Cedar Fair Entertainment Company

13.5.     SeaWorld Parks & Entertainment, Inc.

13.6.     Haichang Ocean Park Holdings Ltd.  

13.7.     Funtastic Limited

13.8.     Bally’s Corporation

14. Strategic Recommendations

15. About Us & Disclaimer

Figures and Tables

Frequently asked questions

Frequently asked questions

The market size of the global Location-based Entertainment Market was USD 2.01 billion in 2024.

The amusement park segment dominated the global Location-based Entertainment Market by end-use, driven by large-scale investments in immersive attractions, diverse entertainment offerings, and strong consumer demand for experiential leisure activities worldwide.

Challenges in the global Location-based Entertainment Market include high capital investment, technological complexities, fluctuating consumer preferences, operational costs, and safety regulations, which collectively impact market growth and profitability for operators worldwide.

Major drivers for the global Location-based Entertainment Market include rising consumer demand for immersive experiences, technological advancements, increasing tourism, growing urbanization, and expanding partnerships with global entertainment franchises, fueling market growth and innovation worldwide.

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