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  • Writer's pictureSidharth Kumar

Location-based Entertainment Market to- Increasing Adoption of Innovative Concepts


The location-Based Entertainment Market was valued at USD 1.74 Billion in 2019 and is expected to reach USD 13.356 Billion by the year 2027, at a CAGR of 34.11%.

Location-Based Entertainment Market report covers a detailed analysis of current and upcoming market trends, company market shares, market projections, competitive benchmarking, competition mapping, and in-depth research of the most significant sustainability strategies and their impact on industry growth and competition. The research was conducted using a combination of primary and secondary data, as well as input from leading industry players.

Location-based entertainment can potentially have a significant impact on the life of individuals looking forward to having a social and emotional experience. At this juncture, consumers prefer LBE as they do not have to invest in a simulation device for experiencing an immersive environment. Moreover, as the retail industry continues to witness a paradigm shift, retail stores and malls are leveraging LBE to create a convenient buying experience for shoppers. As such, LBE is expected to create social spaces in malls and community culture centers to provide immersive entertainment for people looking forward to witnessing real-like experiences.

The Major Players In The Location Based Entertainment Market Include: HTC Corporation, IMAX Corporation, Google LLC, Microsoft Corporation, Samsung Electronics Co.Ltd., Springboard VR, Exit Reality, HQ Software, MOFABLES, BidOn Games Studio


Market has segmented the global Location Based Entertainment market on the basis of type, application, and region:

The Location Based Entertainment market is segmented by type and application. Growth between segments over the period 2022-2028 provides accurate calculations and forecasts of revenue by type and application in terms of volume and value. This analysis can help you expand your business by targeting eligible niches. By Type: Hardware, Software By Application: Amusement Parks, Arcade Studios, 4D Films By Regional Outlook (Revenue, USD Billion, 2017 – 2028)

  • North America (U.S., Canada, Mexico)

  • Europe (Germany, U.K., France, Italy, Russia, Spain, Rest of Europe)

  • Asia-Pacific (China, India, Japan, Southeast Asia, Rest of APAC)

  • Middle East & Africa (GCC Countries, South Africa, Rest of MEA)

  • South America (Brazil, Argentina, Rest of South America)

IMR offers a comprehensive overview of the market through the analysis of key parameters such as revenue, price, competition, and promotions, as well as the study, synthesis, and summarization of data from different sources. It analyzes the leading industry drivers and shows numerous market components. The information offered is thorough, dependable, and the result of a comprehensive primary and secondary study. IMR market research reports offer a comprehensive global market as well as an in-depth strategic sourcing methodology and analysis based on qualitative and quantitative research to anticipate market growth.

Covid-19 Impact and Recovery Analysis on Industry: The COVID-19 pandemic has had devastating effects on several industry verticals globally. To constrain the number of cases and slow the coronavirus spread, various public health guidelines were implemented in different countries across the globe. COVID-19 protocols ranging from declaring national emergency states, enforcing stay-at-home orders, closing nonessential business operations and schools, banning public gatherings, imposing curfews, distributing digital passes, and allowing police to restrict citizen movements within a country, as well as closing international borders. With the growing vaccination rate, governments are uplifting the protocols to give a boost to the stagnant economy. Like other industries, Location Based Entertainment Market have experienced slowdown the growth, however market is expected bounce back as restrictions are being lifted up by governments across the globe.

Report covered the major key points:

  • Explore key findings of the overall market

  • Strategic breakdown of market dynamics (Drivers, Restraints, Opportunities, Challenges)

  • Market forecasts for a minimum of 7years, along with 5 years of historical data for all segments, sub-segments, and regions

  • Market Segmentation caters to a thorough assessment of key segments with their market estimations

  • Geographical Analysis: Assessments of the mentioned regions and country-level segments with their market share

  • Key analytics: Porter's Five Forces Analysis, Vendor Landscape, Opportunity Matrix, Key Buying Criteria, etc.

  • Competitive landscape is the theoretical explanation of the key companies based on factors, market share, etc.

  • Company profiling: A detailed company overview, product/services offered, SCOT analysis, and recent strategic developments


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