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Global Location-based Entertainment Market Growth (Status and Outlook) 2025-2031
Sep 2025
Information and Communication Technology
Pages: 109
LPI6981
The global Location-based Entertainment market size is predicted to grow from US$ million in 2025 to US$ million in 2031; it is expected to grow at a CAGR of %from 2025 to 2031.
The location-based entertainment market refers to the segment of the entertainment industry that offers interactive and immersive experiences to consumers at physical venues. These venues can include theme parks, amusement parks, escape rooms, virtual reality arcades, live-action experiences, and more.
One of the key drivers of the location-based entertainment market is the desire for unique and immersive experiences that cannot be replicated at home or through traditional media. These venues often utilize advanced technologies such as virtual reality (VR), augmented reality (AR), motion tracking, and 3D projection to create highly engaging and interactive experiences.
The market is also driven by the increasing popularity of experiential entertainment among consumers. People are seeking out memorable and interactive experiences, and location-based entertainment provides exactly that. These experiences are often shared on social media, generating further interest and driving more people to visit these venues.
Furthermore, the location-based entertainment market is continually evolving and innovating. As technology advances, new and more immersive experiences are being developed, attracting a wider audience. VR arcades, for example, are becoming increasingly popular as they allow individuals to experience virtual worlds and games in a social and interactive setting.
The COVID-19 pandemic has had a significant impact on the location-based entertainment market. Many venues had to temporarily close or limit their operations due to lockdowns and social distancing measures. However, as restrictions ease, there is expected to be a strong rebound in demand as people seek out entertainment experiences outside their homes.
Overall, the location-based entertainment market is a dynamic and growing sector that offers consumers unique, immersive, and interactive experiences. With constant innovation and advancements in technology, this market is expected to continue to expand and attract a diverse range of consumers.
Infinity Market Research newest research report, the ?Location-based Entertainment Industry Forecast? looks at past sales and reviews total world Location-based Entertainment sales in 2024, providing a comprehensive analysis by region and market sector of projected Location-based Entertainment sales for 2025 through 2031. With Location-based Entertainment sales broken down by region, market sector and sub-sector, this report provides a detailed analysis in US$ millions of the world Location-based Entertainment industry.
This Insight Report provides a comprehensive analysis of the global Location-based Entertainment landscape and highlights key trends related to product segmentation, company formation, revenue, and market share, latest development, and M&A activity. This report also analyses the strategies of leading global companies with a focus on Location-based Entertainment portfolios and capabilities, market entry strategies, market positions, and geographic footprints, to better understand these firms? unique position in an accelerating global Location-based Entertainment market.
This Insight Report evaluates the key market trends, drivers, and affecting factors shaping the global outlook for Location-based Entertainment and breaks down the forecast by Type, by Application, geography, and market size to highlight emerging pockets of opportunity. With a transparent methodology based on hundreds of bottom-up qualitative and quantitative market inputs, this study forecast offers a highly nuanced view of the current state and future trajectory in the global Location-based Entertainment.
This report presents a comprehensive overview, market shares, and growth opportunities of Location-based Entertainment market by product type, application, key players and key regions and countries.
Segmentation by Type:
2-Dimensional Location-based Entertainment
3-Dimensional Location-based Entertainment
Segmentation by Application:
Amusement Parks
Arcade Studios
Others
This report also splits the market by region:
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries
The below companies that are profiled have been selected based on inputs gathered from primary experts and analyzing the company's coverage, product portfolio, its market penetration.
BidOn Games Studio
Dimension
HQSoftware
IMAX CORPORATION
Neurogaming
TESLASUIT
SpringboardVR
Samsung Electronics
Vicon Motion Systems
Vrstudios
VR Electronics
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