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Location-based Entertainment Market by Systems (AR/VR, Projection Mapping, Interactive Gaming), Software (Content Management, Experience Design, Analytics & Monitoring), Application (Immersive Rides, Cinematic Experiences) - Global Forecast to 2029

出版商 MarketsandMarkets產業別 ICT & Media出版日期 2025-02-18頁數 279報告編號 TC8652

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報告摘要

The Location-Based entertainment market was estimated to be USD 5.47 billion in 2024 to USD 15.33 billion by 2029 at a compound annual growth rate (CAGR) of 22.9%. The growth of LBE depends on several factors including improvements in holographic displays as well as spatial computing and motion tracking and AI-driven simulations that deliver highly immersive experiences. The transition from generic to individualized entertainment experiences drives up demand at amusement parks and themed attractions and digital experience centers. Advanced analytics and cloud-based content management systems and real-time monitoring capabilities enable businesses to optimize visitor interactions and business operations while increasing revenue. High-speed network adoption and IoT-based interactive installations create new ways for users to experience physical spaces. The market expansion gets a boost from investments in smart tourism and next-generation entertainment hubs. The use of AI-generated content coupled with adaptive storytelling allows businesses to develop distinct playable experiences that attract more consumers to LBE. For instance, Meow Wolf integrates sensor-based interactivity into its immersive art exhibitions and AREA15 in Las Vegas provides multi-sensory entertainment through mixed reality and large-scale projection technology. “Based on System, The AR/VR systems are expected to have second largest market size during the forecast period.” AR/VR systems will dominate the market because they provide highly immersive and interactive experiences. Organizations have started implementing these systems to boost customer involvement within entertainment centers and theme parks and retail settings. Market growth exists because of increasing use of head-mounted displays (HMDs) and haptic feedback technologies and spatial computing devices. Recent developments in 5G technology together with AI systems that personalize content have improved the delivery of AR/VR experiences while making them both more fluid and capable of mass scale deployment. Location-Based VR arenas incorporating AI-powered avatars and real-time multiplayer interactions draw in more customers to their facilities. The combination of MR technologies within cultural institutions lets visitors experience interactive historical events firsthand. The boundaries of engagement continue to expand because of the advancements in full-body motion tracking and extended reality (XR) theme park rides. The sports and fitness industries use VR-based simulations to develop hyper-realistic training scenarios which benefit their operations. Metaverse-related applications expansion drives investments that position AR/VR system technology as market leaders in the LBE sector. “Based on Services, The Professional Services will witness the highest growth during the forecast period.” Businesses will depend on professional services to dominate the market because they need expert consultation along with training and support to optimize their Location-Based entertainment (LBE) experiences. The range of services includes consulting & advisory, training & development, and support & maintenance, guaranteeing smooth integration with ongoing system efficiency. The market demands specialized expertise because immersive technologies, including AI-driven interactive environments, spatial computing, and sensor-based installations, continue to increase in complexity. Large companies implementing projection mapping and AI-driven interactive projects need specialized consultation services to develop compelling visitor experiences. Theme parks and entertainment venues dedicate ongoing training programs to teach their staff how to operate advanced AR-based attractions and real-time analytics platforms. Periodic system updates and predictive maintenance services are essential for LBE operators to ensure operational continuity and maximize user engagement since the LBE market experiences rapid hardware and software changes. Data-driven personalized entertainment solutions have increased the market demand for professional services thus strengthening their position as market leaders. “Based on Region, Asia Pacific's highest growth rate during the forecast period.” The Asia Pacific region will experience the fastest expansion of LBE market operations because of increasing urbanization, growing consumer disposable income, and increasing entertainment demand. The leading countries in Asia Pacific, such as China, Japan, and South Korea, use advanced technologies such as AI-powered attractions, holographic entertainment, and multi-sensory installations to lead LBE development. The ongoing smart city developments alongside digital infrastructure growth across India and Southeast Asia provide perfect conditions for LBE market adoption. Public authorities and private stakeholders dedicate resources to establish theme parks alongside VR gaming facilities and advanced movie theaters. China's strong metaverse initiative supports AR/VR adoption, while Japan's advanced integration of robotics and interactive park experiences improves visitor engagement. The interactive gaming culture of South Korea, together with its esports popularity, drives the market demand for advanced gaming facilities. Asia Pacific has become the fastest-growing market for Location-Based entertainment because its diverse consumer base grows alongside its middle class while smartphone penetration numbers rise. Breakdown of primaries The study contains insights from various industry experts, from solution vendors to Tier 1 companies. The break-up of the primaries is as follows: • By Company Type: Tier 1 – 62%, Tier 2 – 23%, and Tier 3 – 15% • By Designation: C-level –50%, D-level – 30%, and Others – 20% • By Region: North America – 38%, Europe – 15%, Asia Pacific – 35%, Middle East & Africa – 7%, and Latin America- 5%. The major players in the Location-Based entertainment market include Microsoft (US), Google (US), Meta (US), NVIDIA (US), Unity Technologies (US), Sony Interactive Experiences (US), Samsung (South Korea), Barco Electronic System (Belgium), Panasonic (Japan), Huawei Technologies (China), HQ Software (Estonia), HTC Vive (Taiwan), Niantic (US), Vicon Motion Systems (UK), Optitrack (US), Springboard VR (US), 4Experience (Poland), Hologate (Germany), Ultraleap (UK), Magic Leap (US), Shape Immersive (Canada), Camon (Argentina), Kat VR (China), Virtuix (US), Pico (US), Illumix (US), Sandbox VR (US). These players have adopted various growth strategies, such as partnerships, agreements and collaborations, new product launches, enhancements, and acquisitions to expand their Location-Based entertainment market footprint. Research Coverage The market study covers the Location-Based entertainment market size across different segments. It aims at estimating the market size and the growth potential across different segments, including offering, venue, application, and region. The offerings include systems, software, and services. Systems comprise simulation-based attractions, holographic displays, and other interactive systems, while software includes content management, experience design, analytics, and monitoring tools. Services cover professional consulting, training, support, and managed services. Further, the venue segment consists of amusement parks, theme parks, arcades, and other entertainment venues. The applications encompass gaming, immersive rides, cinematic experiences, and other interactive entertainment formats. The regional analysis of the Location-Based entertainment market covers North America, Europe, Asia Pacific, the Middle East & Africa, and Latin America. The study includes an in-depth competitive analysis of the leading market players, their company profiles, key observations related to product and business offerings, recent developments, and market strategies. Key Benefits of Buying the Report The report will help the market leaders/new entrants with information on the closest approximations of the global Location-Based entertainment market’s revenue numbers and subsegments. This report will help stakeholders understand the competitive landscape and gain more insights to position their businesses better and plan suitable go-to-market strategies. Moreover, the report will provide insights for stakeholders to understand the market’s pulse and provide them with information on key market drivers, restraints, challenges, and opportunities. The report provides insights on the following pointers: 1. Analysis of key drivers (advancements in AR and VR technologies, rising consumer spending power, rising demand for social and shared experiences, and integration of AIand ML technologies ), restraints (limited scalability of LBE business, high upfront cost, and impact of weather dependency), opportunities (increase in live events and performances, rising popularity of wearables such as fitness trackers and smartwatches, collaboration with brands and events ), and challenges (regulatory requirement at local, state, and federal levels, necessity for consistent content updates, and limited appeal) influencing the growth of the Location-Based entertainment market. 2. Product Development/Innovation: Detailed insights on upcoming technologies, research & development activities, and new product & service launches in the Location-Based entertainment market. 3. Market Development: Comprehensive information about lucrative markets – the report analyses the Location-Based entertainment market across various regions. 4. Market Diversification: Exhaustive information about new products & services, untapped geographies, recent developments, and investments in the Location-Based entertainment market. 5. Competitive Assessment: In-depth assessment of market shares, growth strategies and service offerings of leading players Microsoft (US), Google (US), Meta (US), NVIDIA (US), Unity Technologies (US), Sony Interactive Experiences (US), Samsung (South Korea), Barco Electronic System (Belgium), Panasonic (Japan), Huawei Technologies (China), HQ Software (Estonia), HTC Vive (Taiwan), Niantic (US), Vicon Motion Systems (UK), Optitrack (US), Springboard VR (US), 4Experience (Poland), Hologate (Germany), Ultraleap (UK), Magic Leap (US), Shape Immersive (Canada), Camon (Argentina), Kat VR (China), Virtuix (US), Pico (US), Illumix (US), Sandbox VR (US).
目錄 Table of Contents
1 INTRODUCTION 29 1.1 STUDY OBJECTIVES 29 1.2 MARKET DEFINITION 29 1.2.1 INCLUSIONS AND EXCLUSIONS 29 1.3 MARKET SCOPE 30 1.3.1 MARKET SEGMENTATION 30 1.3.2 YEARS CONSIDERED 31 1.4 CURRENCY CONSIDERED 31 1.5 STAKEHOLDERS 32 1.6 SUMMARY OF CHANGES 32 2 RESEARCH METHODOLOGY 33 2.1 RESEARCH DATA 33 2.1.1 SECONDARY DATA 34 2.1.1.1 Key data from secondary sources 34 2.1.2 PRIMARY DATA 34 2.1.2.1 List of key primary interview participants 35 2.1.2.2 Breakup of primary profiles 35 2.1.2.3 Key data from primary sources 36 2.1.2.4 Key insights from industry experts 36 2.2 DATA TRIANGULATION 37 2.3 MARKET SIZE ESTIMATION 38 2.3.1 TOP-DOWN APPROACH 38 2.3.2 BOTTOM-UP APPROACH 39 2.4 MARKET FORECAST 42 2.5 RESEARCH ASSUMPTIONS 42 2.6 RESEARCH LIMITATIONS 44 3 EXECUTIVE SUMMARY 45 4 PREMIUM INSIGHTS 48 4.1 ATTRACTIVE OPPORTUNITIES FOR PLAYERS IN LOCATION-BASED ENTERTAINMENT MARKET 48 4.2 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING & COUNTRY, 2024 49 4.3 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING & TOP 3 COUNTRIES, 2024 49 4.4 LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING 50   4.5 LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE 50 4.6 LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION 50 5 MARKET OVERVIEW AND INDUSTRY TRENDS 51 5.1 INTRODUCTION 51 5.2 MARKET DYNAMICS 51 5.2.1 DRIVERS 52 5.2.1.1 Rising consumer spending power 52 5.2.1.2 Advancements in VR and AR technologies 52 5.2.1.3 Integration of artificial intelligence (AI) and machine learning (ML) technologies 52 5.2.1.4 Rising demand for social and shared experiences 53 5.2.2 RESTRAINTS 53 5.2.2.1 Limited scalability of location-based entertainment business 53 5.2.2.2 High upfront cost 53 5.2.2.3 Impact of wealth dependency 53 5.2.3 OPPORTUNITIES 54 5.2.3.1 Increase in live events and performances 54 5.2.3.2 Rising popularity of wearables such as fitness trackers and smartwatches 54 5.2.3.3 Collaboration with brands & events 54 5.2.4 CHALLENGES 54 5.2.4.1 Regulatory requirements at local, state, and federal levels 54 5.2.4.2 Rapid pace of technological change 55 5.2.4.3 Limited appeal 55 5.3 BRIEF HISTORY OF LOCATION-BASED ENTERTAINMENT 55 5.4 ECOSYSTEM ANALYSIS 56 5.5 CASE STUDY ANALYSIS 58 5.5.1 ANDRETTI KARTING ENHANCES LOCATION-BASED ENTERTAINMENT OPERATIONS WITH MICROSOFT DYNAMICS 365 BUSINESS CENTRAL 58 5.5.2 WORLDBUILDR UTILIZES UNITY INDUSTRY FOR AEC TO POWER NEXT-GENERATION VIRTUAL WORLD CREATION 59 5.5.3 MAQUETTE UTILIZES OPTITRACK MOTION CAPTURE BY NATURALPOINT FOR ENHANCED XR PROTOTYPING 60 5.5.4 DREAMTRACE UTILIZES 4EXPERIENCE FOR MOTION TRACKING AND MULTIPLAYER FUNCTIONALITIES IN PHYSICAL VR ARENA 60 5.5.5 FENNEC LABS AND SPAWNPOINT UTILIZE VIVE FOCUS 3 AND LBSS TO DELIVER ENGAGING VR ARCADE EXPERIENCES 61 5.5.6 ATLANTIS AQUARIUM RELIES ON PANASONIC TO OFFER FULLY IMMERSIVE EXPERIENCE OF UNDERWATER WORLD 61 5.6 SUPPLY CHAIN ANALYSIS 62   5.7 REGULATORY LANDSCAPE 64 5.7.1 REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 64 5.7.1.1 International Association of Amusement Parks and Attractions (IAAPA) – Global 64 5.7.1.2 Federal Communications Commission (FCC)-Global 64 5.7.1.3 Gambling Regulatory Authority of Singapore (GRA)-Global 64 5.7.2 KEY REGULATIONS 67 5.7.2.1.1 North America 67 5.7.2.1.2 Europe 67 5.7.2.1.3 Asia Pacific 68 5.7.2.1.4 Middle East & Africa 68 5.7.2.1.5 Latin America 68 5.8 PRICING ANALYSIS 69 5.8.1 PRICING OF SOLUTIONS, BY KEY PLAYER, 2024 69 5.8.2 INDICATIVE PRICING ANALYSIS, BY AR SOFTWARE, 2024 70 5.9 TECHNOLOGY ANALYSIS 70 5.9.1 KEY TECHNOLOGIES 70 5.9.1.1 Virtual Reality (VR) 70 5.9.1.2 Augmented Reality (AR) 71 5.9.1.3 Projection Mapping 71 5.9.2 COMPLEMENTARY TECHNOLOGIES 71 5.9.2.1 Artificial intelligence (AI)/Machine learning (ML) 71 5.9.2.2 Internet of Things (IoT) 71 5.9.2.3 5G 71 5.9.3 ADJACENT TECHNOLOGIES 72 5.9.3.1 Wearable devices 72 5.9.3.2 Cloud computing 72 5.10 PATENT ANALYSIS 72 5.11 PORTER’S FIVE FORCES ANALYSIS 77 5.11.1 THREAT OF NEW ENTRANTS 78 5.11.2 THREAT OF SUBSTITUTES 78 5.11.3 BARGAINING POWER OF SUPPLIERS 78 5.11.4 BARGAINING POWER OF BUYERS 78 5.11.5 INTENSITY OF COMPETITIVE RIVALRY 78 5.12 TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS 79 5.13 KEY STAKEHOLDERS AND BUYING CRITERIA 79 5.13.1 KEY STAKEHOLDERS IN BUYING PROCESS 79 5.13.2 BUYING CRITERIA 80 5.14 KEY CONFERENCES AND EVENTS, 2025–2026 81   5.15 TECHNOLOGY ROADMAP FOR LOCATION-BASED ENTERTAINMENT MARKET 82 5.15.1 SHORT-TERM ROADMAP (2023–2025) 82 5.15.2 MID-TERM ROADMAP (2026–2028) 82 5.15.3 LONG-TERM ROADMAP (2029–2030) 82 5.16 BEST PRACTICES IN LOCATION-BASED ENTERTAINMENT MARKET 83 5.16.1 SEAMLESS INTEGRATION OF TECHNOLOGY 83 5.16.2 PERSONALIZATION OF EXPERIENCES 83 5.16.3 FOCUS ON HYGIENE AND SAFETY 83 5.16.4 SCALABILITY OF INFRASTRUCTURE 83 5.17 CURRENT AND EMERGING BUSINESS MODELS 83 5.17.1 PAY-PER-EXPERIENCE MODEL 83 5.17.2 SUBSCRIPTION MODEL 83 5.17.3 PARTNERSHIP & LICENSING MODEL 84 5.17.4 FREEMIUM MODEL 84 5.17.5 DATA MONETIZATION 84 5.18 LOCATION-BASED ENTERTAINMENT MARKET: TOOLS, FRAMEWORKS, AND TECHNIQUES 84 5.19 TRADE ANALYSIS 85 5.19.1 EXPORT SCENARIO OF VIDEO GAME CONSOLES, MACHINES, AND OTHER ARTICLES FOR FUNFAIR, TABLE, OR PARLOR GAMES (9504) 85 5.19.2 IMPORT SCENARIO OF VIDEO GAME CONSOLES, MACHINES, AND OTHER ARTICLES FOR FUNFAIR, TABLE, OR PARLOR GAMES, BY KEY COUNTRY, 2016–2023 (USD BILLION) 86 5.20 INVESTMENT AND FUNDING SCENARIO 87 5.21 IMPACT OF GENERATIVE AI ON LOCATION-BASED ENTERTAINMENT MARKET 88 5.21.1 TOP USE CASES AND MARKET POTENTIAL 88 5.21.1.1 Key use cases 89 5.21.2 BEST PRACTICES 89 5.21.2.1 Hospitality & tourism 89 5.21.2.2 Retail & shopping malls 89 5.21.2.3 Sports & live entertainment 90 5.21.3 CASE STUDIES OF GENERATIVE AI IMPLEMENTATION 90 5.21.3.1 AI-powered virtual tour guide enhancing visitor engagement 90 5.21.3.2 Smart AI concierge improving guest satisfaction in theme parks 90 5.21.3.3 AI-generated gamified retail experience boosting foot traffic in shopping malls 90 5.21.4 CLIENT READINESS AND IMPACT ASSESSMENT 91 5.21.4.1 Client A: Powered personalized storytelling 91 5.21.4.2 Client B: Intelligent virtual assistants & concierges 91 5.21.4.3 Client C: AI-driven gamification & interactive experiences 91   6 LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING 92 6.1 INTRODUCTION 93 6.1.1 OFFERINGS: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS 93 6.2 SYSTEMS 94 6.2.1 CREATION OF ENGAGING AND IMMERSIVE EXPERIENCES TO DRIVE MARKET 94 6.2.2 AR/VR SYSTEM 97 6.2.3 PROJECTION MAPPING SYSTEM 98 6.2.4 INTERACTIVE GAMING SYSTEM 99 6.2.5 OTHER SYSTEMS 100 6.3 SOFTWARE 101 6.3.1 GROWING NEED FOR ADVANCED SYSTEMS TO CREATE AND MANAGE DIGITAL CONTENT TO DRIVE MARKET 101 6.3.2 CONTENT MANAGEMENT SOFTWARE 103 6.3.3 EXPERIENCE DESIGN SOFTWARE 104 6.3.4 ANALYTICS & MONITORING SOFTWARE 105 6.3.5 OTHER SOFTWARE 106 6.4 SERVICES 107 6.4.1 NEED TO OPERATE AND MANAGE SYSTEMS AND SOFTWARE TO DRIVE GROWTH 107 6.4.2 PROFESSIONAL SERVICES 109 6.4.2.1 Rising complexity of operations and growing demand for LBE solutions to drive market 109 6.4.2.2 Consulting & advisory 111 6.4.2.3 Support & maintenance 112 6.4.2.4 Training & development 113 6.4.3 MANAGED SERVICES 114 6.4.3.1 Demand for better customer service and experience to increase use of managed services 114 7 LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE 115 7.1 INTRODUCTION 116 7.1.1 VENUES: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS 116 7.2 AMUSEMENT PARKS 118 7.2.1 DEMAND FOR INNOVATIVE, ENGAGING EXPERIENCES AT AMUSEMENT PARKS TO DRIVE MARKET 118 7.3 THEME PARKS 119 7.3.1 GROWING DEMAND FOR CULTURAL AND EDUCATIONAL HUBS TO DRIVE MARKET 119 7.4 ARCADES 120 7.4.1 NEED TO PROMOTE SOCIAL INTERACTION AND ENGAGEMENT AMONG YOUTH TO BOOST POPULARITY OF ARCADES 120 7.5 OTHER VENUES 121   8 LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION 122 8.1 INTRODUCTION 123 8.1.1 APPLICATIONS: LOCATION-BASED ENTERTAINMENT MARKET DRIVERS 124 8.2 GAMING 125 8.2.1 GROWING DEMAND FOR IMMERSIVE GAMING ENTERTAINMENT EXPERIENCES TO DRIVE MARKET 125 8.3 IMMERSIVE RIDES 126 8.3.1 GROWING DEMAND FOR INTERACTIVE AND ENGAGING EXPERIENCES AT THEME PARKS TO DRIVE MARKET 126 8.4 CINEMATIC EXPERIENCES 127 8.4.1 INCREASING DEMAND FOR HIGH-QUALITY PERSONALIZED CINEMATIC EXPERIENCES TO DRIVE MARKET 127 8.5 OTHER APPLICATIONS 128 9 LOCATION-BASED ENTERTAINMENT MARKET, BY REGION 129 9.1 INTRODUCTION 130 9.2 NORTH AMERICA 131 9.2.1 NORTH AMERICA: MACROECONOMIC OUTLOOK 131 9.2.2 US 137 9.2.2.1 Rise in demand for immersive and interactive experiences to drive market 137 9.2.3 CANADA 142 9.2.3.1 Increased consumer spending on leisure activities to drive demand 142 9.3 EUROPE 142 9.3.1 EUROPE: MACROECONOMIC OUTLOOK 143 9.3.2 UK 148 9.3.2.1 Rise in demand for immersive experiences among youth to drive demand 148 9.3.3 GERMANY 152 9.3.3.1 Growing adoption of advanced technologies for location-based entertainment to drive market 152 9.3.4 FRANCE 157 9.3.4.1 Increased development in venture funding by small players to drive market 157 9.3.5 SPAIN 157 9.3.5.1 Rise in tourism to boost location-based entertainment market 157 9.3.6 ITALY 158 9.3.6.1 Increased government initiatives to drive development of location-based entertainment solutions 158 9.3.7 NORDICS 158 9.3.7.1 Rising demand for leisure and entertainment activities to drive demand 158 9.3.8 REST OF EUROPE 158   9.4 ASIA PACIFIC 158 9.4.1 ASIA PACIFIC: MACROECONOMIC OUTLOOK 159 9.4.2 CHINA 165 9.4.2.1 Increasing investments in immersive technologies to drive growth 165 9.4.3 INDIA 169 9.4.3.1 Large investments by domestic and international players to drive market 169 9.4.4 JAPAN 174 9.4.4.1 Increased adoption of AR and VR technologies to boost demand 174 9.4.5 AUSTRALIA & NEW ZEALAND 174 9.4.5.1 Increased consumer spending on entertainment activities to drive market 174 9.4.6 SOUTHEAST ASIA 174 9.4.6.1 Rise in tourism to drive advancements in location-based entertainment industry 174 9.4.7 REST OF ASIA PACIFIC 174 9.5 MIDDLE EAST & AFRICA 175 9.5.1 MIDDLE EAST & AFRICA: MACROECONOMIC OUTLOOK 175 9.5.2 GCC COUNTRIES 180 9.5.2.1 Rapid economic growth, tourism expansion, and technological advancements to drive growth 180 9.5.3 SOUTH AFRICA 186 9.5.3.1 Increase in spending on leisure activities to drive market 186 9.5.4 REST OF MIDDLE EAST & AFRICA 186 9.6 LATIN AMERICA 186 9.6.1 LATIN AMERICA: MACROECONOMIC OUTLOOK 186 9.6.2 BRAZIL 192 9.6.2.1 Cultural diversity and technological innovation to drive market 192 9.6.3 MEXICO 196 9.6.3.1 Growing disposable income of consumers to drive growth 196 9.6.4 REST OF LATIN AMERICA 196 10 COMPETITIVE LANDSCAPE 197 10.1 INTRODUCTION 197 10.2 KEY PLAYER STRATEGIES/RIGHT TO WIN, 197 10.3 REVENUE ANALYSIS 198 10.4 MARKET SHARE ANALYSIS 199 10.5 MARKET RANKING ANALYSIS 201 10.6 COMPANY EVALUATION MATRIX: KEY PLAYERS, 2024 202 10.6.1 STARS 202 10.6.2 EMERGING LEADERS 202 10.6.3 PERVASIVE PLAYERS 202 10.6.4 PARTICIPANTS 202 10.6.5 COMPANY FOOTPRINT: KEY PLAYERS, 2024 204 10.6.5.1 Regional footprint 205 10.6.5.2 Offering footprint 206 10.6.5.3 Venue footprint 207 10.6.5.4 Application footprint 208 10.7 COMPANY EVALUATION MATRIX: STARTUPS/SMES, 2024 209 10.7.1 PROGRESSIVE COMPANIES 209 10.7.2 RESPONSIVE COMPANIES 209 10.7.3 DYNAMIC COMPANIES 209 10.7.4 STARTING BLOCKS 209 10.7.5 COMPETITIVE BENCHMARKING: STARTUPS/SMES, 2024 211 10.8 COMPETITIVE SCENARIO AND TRENDS 213 10.8.1 PRODUCT LAUNCHES 213 10.8.2 DEALS 213 10.9 BRAND/PRODUCT COMPARISON ANALYSIS 215 10.10 COMPANY VALUATION AND FINANCIAL METRICS OF KEY LOCATION-BASED ENTERTAINMENT MARKET PROVIDERS 216 11 COMPANY PROFILES 217 11.1 MAJOR PLAYERS 217 11.1.1 MICROSOFT 217 11.1.1.1 Business overview 217 11.1.1.2 Products/Solutions/Services offered 218 11.1.1.3 Recent developments 219 11.1.1.4 MnM view 220 11.1.1.4.1 Key strengths 220 11.1.1.4.2 Strategic choices 220 11.1.1.4.3 Weaknesses and competitive threats 220 11.1.2 GOOGLE 221 11.1.2.1 Business overview 221 11.1.2.2 Products/Solutions/Services offered 222 11.1.2.3 Recent developments 223 11.1.2.4 MnM view 223 11.1.2.4.1 Key strengths 223 11.1.2.4.2 Strategic choices 223 11.1.2.4.3 Weaknesses and competitive threats 223 11.1.3 META 224 11.1.3.1 Business overview 224 11.1.3.2 Products/Solutions/Services offered 225 11.1.3.3 Recent developments 226 11.1.3.4 MnM view 226 11.1.3.4.1 Key strengths 226 11.1.3.4.2 Strategic choices 226 11.1.3.4.3 Weaknesses and competitive threats 226 11.1.4 UNITY TECHNOLOGIES 227 11.1.4.1 Business overview 227 11.1.4.2 Products/Solutions/Services offered 228 11.1.4.3 Recent developments 229 11.1.4.4 MnM view 230 11.1.4.4.1 Key strengths 230 11.1.4.4.2 Strategic choices 230 11.1.4.4.3 Weaknesses and competitive threats 230 11.1.5 NVIDIA 231 11.1.5.1 Business overview 231 11.1.5.2 Products/Solutions/Services offered 232 11.1.5.3 Recent developments 233 11.1.5.4 MnM view 234 11.1.5.4.1 Key strengths 234 11.1.5.4.2 Strategic choices 234 11.1.5.4.3 Weaknesses and competitive threats 234 11.1.6 SONY INTERACTIVE ENTERTAINMENT 235 11.1.6.1 Business overview 235 11.1.6.2 Products/Solutions/Services offered 236 11.1.6.3 Recent developments 237 11.1.7 SAMSUNG 238 11.1.7.1 Business overview 238 11.1.7.2 Products/Solutions/Services offered 239 11.1.7.3 Recent developments 239 11.1.8 BARCO ELECTRONIC SYSTEMS 240 11.1.8.1 Business overview 240 11.1.8.2 Products/Solutions/Services offered 241 11.1.8.3 Recent developments 242 11.1.9 PANASONIC 243 11.1.9.1 Business overview 243 11.1.9.2 Products/Solutions/Services offered 244 11.1.9.3 Recent developments 245 11.1.10 HUAWEI TECHNOLOGIES 246 11.1.10.1 Business overview 246 11.1.10.2 Products/Solutions/Services offered 247 11.1.10.3 Recent developments 248   11.2 OTHER PLAYERS 249 11.2.1 HQ SOFTWARE 249 11.2.2 HTC VIVE 250 11.2.3 NIANTIC INC. 251 11.2.4 VICON MOTION SYSTEMS 252 11.2.5 OPTITRACK 253 11.3 STARTUPS/SMES 254 11.3.1 SPRINGBOARDVR 254 11.3.2 4EXPERIENCE 255 11.3.3 HOLOGATE 256 11.3.4 ULTRALEAP 257 11.3.5 MAGIC LEAP 258 11.3.6 SHAPE IMMERSIVE 259 11.3.7 CAMON 260 11.3.8 KATVR 261 11.3.9 VIRTUIX 262 11.3.10 PICO 263 11.3.11 ILLUMIX 264 11.3.12 SANDBOX VR 265 12 ADJACENT AND RELATED MARKETS 266 12.1 AUGMENTED REALITY AND VIRTUAL REALITY MARKET 266 12.1.1 MARKET DEFINITION 266 12.2 IMMERSIVE VIRTUAL REALITY (VR) MARKET 269 12.2.1 MARKET DEFINITION 269 13 APPENDIX 272 13.1 DISCUSSION GUIDE 272 13.2 KNOWLEDGESTORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL 275 13.3 CUSTOMIZATION OPTIONS 277 13.4 RELATED REPORTS 277 13.5 AUTHOR DETAILS 278
圖表清單 List of Tables & Figures
TABLE 1 USD EXCHANGE RATES, 2020–2024 31 TABLE 2 FACTOR ANALYSIS 42 TABLE 3 LOCATION-BASED ENTERTAINMENT MARKET: ECOSYSTEM 56 TABLE 4 NORTH AMERICA: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 65 TABLE 5 EUROPE: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 65 TABLE 6 ASIA PACIFIC: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 66 TABLE 7 ROW: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 66 TABLE 8 AVERAGE SELLING PRICE TREND OF KEY PLAYERS, BY OFFERING, 2024 69 TABLE 9 INDICATIVE PRICING ANALYSIS, BY AR SOFTWARE, 2023 70 TABLE 10 LIST OF KEY PATENTS 74 TABLE 11 PORTER’S FIVE FORCES’ IMPACT ON LOCATION-BASED ENTERTAINMENT MARKET 77 TABLE 12 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP APPLICATIONS 80 TABLE 13 KEY BUYING CRITERIA FOR TOP APPLICATIONS 81 TABLE 14 LOCATION-BASED ENTERTAINMENT MARKET: DETAILED LIST OF KEY CONFERENCES AND EVENTS, 2025–2026 81 TABLE 15 LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019–2023 (USD MILLION) 94 TABLE 16 LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024–2029 (USD MILLION) 94 TABLE 17 LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019–2023 (USD MILLION) 95 TABLE 18 LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024–2029 (USD MILLION) 95 TABLE 19 SYSTEMS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION) 96 TABLE 20 SYSTEMS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION) 96 TABLE 21 AR/VR SYSTEM: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION) 97 TABLE 22 AR/VR SYSTEM: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION) 97 TABLE 23 PROJECTION MAPPING SYSTEM: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION) 98 TABLE 24 PROJECTION MAPPING SYSTEM: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION) 98 TABLE 25 INTERACTIVE GAMING SYSTEM: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION) 99 TABLE 26 INTERACTIVE GAMING SYSTEM: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION) 99 TABLE 27 OTHER SYSTEMS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION) 100 TABLE 28 OTHER SYSTEMS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION) 100 TABLE 29 LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019–2023 (USD MILLION) 101 TABLE 30 LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024–2029 (USD MILLION) 102 TABLE 31 SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION) 102 TABLE 32 SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION) 102 TABLE 33 CONTENT MANAGEMENT SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION) 103 TABLE 34 CONTENT MANAGEMENT SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION) 103 TABLE 35 EXPERIENCE DESIGN SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION) 104 TABLE 36 EXPERIENCE DESIGN SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION) 104 TABLE 37 ANALYTICS & MONITORING SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION) 105 TABLE 38 ANALYTICS & MONITORING SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION) 105 TABLE 39 OTHER SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION) 106 TABLE 40 OTHER SOFTWARE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION) 106 TABLE 41 LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019–2023 (USD MILLION) 107 TABLE 42 LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024–2029 (USD MILLION) 108 TABLE 43 SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION) 108 TABLE 44 SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION) 108 TABLE 45 LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION) 109 TABLE 46 LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION) 110 TABLE 47 PROFESSIONAL SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION) 110 TABLE 48 PROFESSIONAL SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION) 110 TABLE 49 CONSULTING & ADVISORY: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION) 111 TABLE 50 CONSULTING & ADVISORY: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION) 111 TABLE 51 SUPPORT & MAINTENANCE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION) 112 TABLE 52 SUPPORT & MAINTENANCE: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION) 112 TABLE 53 TRAINING & DEVELOPMENT: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION) 113 TABLE 54 TRAINING & DEVELOPMENT: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION) 113 TABLE 55 MANAGED SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION) 114 TABLE 56 MANAGED SERVICES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION) 114 TABLE 57 LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019–2023 (USD MILLION) 117 TABLE 58 LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024–2029 (USD MILLION) 117 TABLE 59 AMUSEMENT PARKS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION) 118 TABLE 60 AMUSEMENT PARKS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION) 118 TABLE 61 THEME PARKS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION) 119 TABLE 62 THEME PARKS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION) 119 TABLE 63 ARCADES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION) 120 TABLE 64 ARCADES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION) 120 TABLE 65 OTHER VENUES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION) 121 TABLE 66 OTHER VENUES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION) 121 TABLE 67 LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019–2023 (USD MILLION) 124 TABLE 68 LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024–2029 (USD MILLION) 124 TABLE 69 GAMING: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION) 125 TABLE 70 GAMING: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION) 125 TABLE 71 IMMERSIVE RIDES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION) 126 TABLE 72 IMMERSIVE RIDES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION) 126 TABLE 73 CINEMATIC EXPERIENCES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION) 127 TABLE 74 CINEMATIC EXPERIENCES: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION) 127 TABLE 75 OTHER APPLICATIONS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION) 128 TABLE 76 OTHER APPLICATIONS: LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION) 128 TABLE 77 LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2019–2023 (USD MILLION) 130 TABLE 78 LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024–2029 (USD MILLION) 130 TABLE 79 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019–2023 (USD MILLION) 132 TABLE 80 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024–2029 (USD MILLION) 133 TABLE 81 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019–2023 (USD MILLION) 133 TABLE 82 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024–2029 (USD MILLION) 133 TABLE 83 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019–2023 (USD MILLION) 134 TABLE 84 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024–2029 (USD MILLION) 134 TABLE 85 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019–2023 (USD MILLION) 134 TABLE 86 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024–2029 (USD MILLION) 134 TABLE 87 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION) 135 TABLE 88 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION) 135 TABLE 89 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019–2023 (USD MILLION) 135 TABLE 90 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024–2029 (USD MILLION) 136 TABLE 91 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019–2023 (USD MILLION) 136 TABLE 92 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024–2029 (USD MILLION) 136 TABLE 93 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2019–2023 (USD MILLION) 137 TABLE 94 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2024–2029 (USD MILLION) 137 TABLE 95 US: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019–2023 (USD MILLION) 138 TABLE 96 US: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024–2029 (USD MILLION) 138 TABLE 97 US: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019–2023 (USD MILLION) 138 TABLE 98 US: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024–2029 (USD MILLION) 139 TABLE 99 US: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019–2023 (USD MILLION) 139 TABLE 100 US: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024–2029 (USD MILLION) 139 TABLE 101 US: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019–2023 (USD MILLION) 140 TABLE 102 US: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024–2029 (USD MILLION) 140 TABLE 103 US: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION) 140 TABLE 104 US: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION) 140 TABLE 105 US: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019–2023 (USD MILLION) 141 TABLE 106 US: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024–2029 (USD MILLION) 141 TABLE 107 US: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019–2023 (USD MILLION) 141 TABLE 108 US: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024–2029 (USD MILLION) 142 TABLE 109 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019–2023 (USD MILLION) 143 TABLE 110 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024–2029 (USD MILLION) 143 TABLE 111 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019–2023 (USD MILLION) 144 TABLE 112 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024–2029 (USD MILLION) 144 TABLE 113 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019–2023 (USD MILLION) 144 TABLE 114 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024–2029 (USD MILLION) 145 TABLE 115 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019–2023 (USD MILLION) 145 TABLE 116 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024–2029 (USD MILLION) 145 TABLE 117 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION) 145 TABLE 118 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION) 146 TABLE 119 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019–2023 (USD MILLION) 146 TABLE 120 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024–2029 (USD MILLION) 146 TABLE 121 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019–2023 (USD MILLION) 147 TABLE 122 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024–2029 (USD MILLION) 147 TABLE 123 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2019–2023 (USD MILLION) 147 TABLE 124 EUROPE: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2024–2029 (USD MILLION) 148 TABLE 125 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019–2023 (USD MILLION) 148 TABLE 126 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024–2029 (USD MILLION) 149 TABLE 127 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019–2023 (USD MILLION) 149 TABLE 128 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024–2029 (USD MILLION) 149 TABLE 129 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019–2023 (USD MILLION) 150 TABLE 130 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024–2029 (USD MILLION) 150 TABLE 131 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019–2023 (USD MILLION) 150 TABLE 132 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024–2029 (USD MILLION) 150 TABLE 133 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION) 151 TABLE 134 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION) 151 TABLE 135 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019–2023 (USD MILLION) 151 TABLE 136 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024–2029 (USD MILLION) 151 TABLE 137 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019–2023 (USD MILLION) 152 TABLE 138 UK: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024–2029 (USD MILLION) 152 TABLE 139 GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019–2023 (USD MILLION) 153 TABLE 140 GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024–2029 (USD MILLION) 153 TABLE 141 GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019–2023 (USD MILLION) 153 TABLE 142 GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024–2029 (USD MILLION) 154 TABLE 143 GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019–2023 (USD MILLION) 154 TABLE 144 GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024–2029 (USD MILLION) 154 TABLE 145 GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019–2023 (USD MILLION) 155 TABLE 146 GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024–2029 (USD MILLION) 155 TABLE 147 GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION) 155 TABLE 148 GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION) 155 TABLE 149 GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019–2023 (USD MILLION) 156 TABLE 150 GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024–2029 (USD MILLION) 156 TABLE 151 GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019–2023 (USD MILLION) 156 TABLE 152 GERMANY: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024–2029 (USD MILLION) 157 TABLE 153 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019–2023 (USD MILLION) 160 TABLE 154 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024–2029 (USD MILLION) 160 TABLE 155 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019–2023 (USD MILLION) 160 TABLE 156 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024–2029 (USD MILLION) 161 TABLE 157 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019–2023 (USD MILLION) 161 TABLE 158 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024–2029 (USD MILLION) 161 TABLE 159 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019–2023 (USD MILLION) 162 TABLE 160 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024–2029 (USD MILLION) 162 TABLE 161 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION) 162 TABLE 162 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION) 162 TABLE 163 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019–2023 (USD MILLION) 163 TABLE 164 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024–2029 (USD MILLION) 163 TABLE 165 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019–2023 (USD MILLION) 163 TABLE 166 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024–2029 (USD MILLION) 164 TABLE 167 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2019–2023 (USD MILLION) 164 TABLE 168 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2024–2029 (USD MILLION) 164 TABLE 169 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019–2023 (USD MILLION) 165 TABLE 170 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024–2029 (USD MILLION) 165 TABLE 171 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019–2023 (USD MILLION) 165 TABLE 172 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024–2029 (USD MILLION) 166 TABLE 173 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019–2023 (USD MILLION) 166 TABLE 174 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024–2029 (USD MILLION) 166 TABLE 175 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019–2023 (USD MILLION) 167 TABLE 176 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024–2029 (USD MILLION) 167 TABLE 177 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION) 167 TABLE 178 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION) 167 TABLE 179 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019–2023 (USD MILLION) 168 TABLE 180 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024–2029 (USD MILLION) 168 TABLE 181 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019–2023 (USD MILLION) 168 TABLE 182 CHINA: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024–2029 (USD MILLION) 169 TABLE 183 INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019–2023 (USD MILLION) 169 TABLE 184 INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024–2029 (USD MILLION) 170 TABLE 185 INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019–2023 (USD MILLION) 170 TABLE 186 INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024–2029 (USD MILLION) 170 TABLE 187 INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019–2023 (USD MILLION) 171 TABLE 188 INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024–2029 (USD MILLION) 171 TABLE 189 INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019–2023 (USD MILLION) 171 TABLE 190 INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024–2029 (USD MILLION) 171 TABLE 191 INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION) 172 TABLE 192 INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION) 172 TABLE 193 INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019–2023 (USD MILLION) 172 TABLE 194 INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024–2029 (USD MILLION) 173 TABLE 195 INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019–2023 (USD MILLION) 173 TABLE 196 INDIA: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024–2029 (USD MILLION) 173 TABLE 197 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019–2023 (USD MILLION) 175 TABLE 198 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024–2029 (USD MILLION) 176 TABLE 199 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019–2023 (USD MILLION) 176 TABLE 200 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024–2029 (USD MILLION) 176 TABLE 201 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019–2023 (USD MILLION) 177 TABLE 202 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024–2029 (USD MILLION) 177 TABLE 203 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019–2023 (USD MILLION) 177 TABLE 204 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024–2029 (USD MILLION) 177 TABLE 205 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION) 178 TABLE 206 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION) 178 TABLE 207 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019–2023 (USD MILLION) 178 TABLE 208 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024–2029 (USD MILLION) 179 TABLE 209 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019–2023 (USD MILLION) 179 TABLE 210 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024–2029 (USD MILLION) 179 TABLE 211 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2019–2023 (USD MILLION) 180 TABLE 212 MIDDLE EAST & AFRICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2024–2029 (USD MILLION) 180 TABLE 213 GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019–2023 (USD MILLION) 181 TABLE 214 GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024–2029 (USD MILLION) 181 TABLE 215 GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019–2023 (USD MILLION) 181 TABLE 216 GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024–2029 (USD MILLION) 182 TABLE 217 GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019–2023 (USD MILLION) 182 TABLE 218 GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024–2029 (USD MILLION) 182 TABLE 219 GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019–2023 (USD MILLION) 183 TABLE 220 GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024–2029 (USD MILLION) 183 TABLE 221 GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION) 183 TABLE 222 GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION) 183 TABLE 223 GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019–2023 (USD MILLION) 184 TABLE 224 GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024–2029 (USD MILLION) 184 TABLE 225 GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019–2023 (USD MILLION) 184 TABLE 226 GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024–2029 (USD MILLION) 185 TABLE 227 GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2019–2023 (USD MILLION) 185 TABLE 228 GCC COUNTRIES: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2024–2029 (USD MILLION) 185 TABLE 229 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019–2023 (USD MILLION) 187 TABLE 230 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024–2029 (USD MILLION) 187 TABLE 231 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019–2023 (USD MILLION) 187 TABLE 232 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024–2029 (USD MILLION) 188 TABLE 233 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019–2023 (USD MILLION) 188 TABLE 234 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024–2029 (USD MILLION) 188 TABLE 235 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019–2023 (USD MILLION) 189 TABLE 236 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024–2029 (USD MILLION) 189 TABLE 237 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION) 189 TABLE 238 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION) 189 TABLE 239 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019–2023 (USD MILLION) 190 TABLE 240 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024–2029 (USD MILLION) 190 TABLE 241 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019–2023 (USD MILLION) 190 TABLE 242 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024–2029 (USD MILLION) 191 TABLE 243 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2019–2023 (USD MILLION) 191 TABLE 244 LATIN AMERICA: LOCATION-BASED ENTERTAINMENT MARKET, BY COUNTRY, 2024–2029 (USD MILLION) 191 TABLE 245 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2019–2023 (USD MILLION) 192 TABLE 246 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY OFFERING, 2024–2029 (USD MILLION) 192 TABLE 247 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2019–2023 (USD MILLION) 192 TABLE 248 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY SYSTEM, 2024–2029 (USD MILLION) 193 TABLE 249 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2019–2023 (USD MILLION) 193 TABLE 250 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY SOFTWARE, 2024–2029 (USD MILLION) 193 TABLE 251 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2019–2023 (USD MILLION) 194 TABLE 252 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY SERVICE, 2024–2029 (USD MILLION) 194 TABLE 253 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2019–2023 (USD MILLION) 194 TABLE 254 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY PROFESSIONAL SERVICE, 2024–2029 (USD MILLION) 194 TABLE 255 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2019–2023 (USD MILLION) 195 TABLE 256 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY VENUE, 2024–2029 (USD MILLION) 195 TABLE 257 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2019–2023 (USD MILLION) 195 TABLE 258 BRAZIL: LOCATION-BASED ENTERTAINMENT MARKET, BY APPLICATION, 2024–2029 (USD MILLION) 196 TABLE 259 OVERVIEW OF STRATEGIES ADOPTED BY KEY LOCATION-BASED ENTERTAINMENT MARKET VENDORS 197 TABLE 260 LOCATION-BASED ENTERTAINMENT MARKET: DEGREE OF COMPETITION 199 TABLE 261 REGIONAL FOOTPRINT, 2024 205 TABLE 262 OFFERING FOOTPRINT, 2024 206 TABLE 263 VENUE FOOTPRINT, 2024 207 TABLE 264 APPLICATION FOOTPRINT, 2024 208 TABLE 265 DETAILED LIST OF: KEY STARTUPS/SMES, 2024 211 TABLE 266 COMPETITIVE BENCHMARKING OF STARTUPS/SMES, 2024 212 TABLE 267 LOCATION-BASED ENTERTAINMENT MARKET: PRODUCT LAUNCHES, JANUARY 2022–DECEMBER 2024 213 TABLE 268 LOCATION-BASED ENTERTAINMENT MARKET: DEALS, JANUARY 2022–DECEMBER 2024 213 TABLE 269 MICROSOFT: COMPANY OVERVIEW 217 TABLE 270 MICROSOFT: PRODUCTS/SOLUTIONS/SERVICES OFFERED 218 TABLE 271 MICROSOFT: PRODUCT LAUNCHES 219 TABLE 272 MICROSOFT: DEALS 219 TABLE 273 GOOGLE: COMPANY OVERVIEW 221 TABLE 274 GOOGLE: PRODUCTS/SOLUTIONS/SERVICES OFFERED 222 TABLE 275 GOOGLE: DEALS 223 TABLE 276 META: COMPANY OVERVIEW 224 TABLE 277 META: PRODUCTS/SOLUTIONS/SERVICES OFFERED 225 TABLE 278 META: PRODUCT LAUNCHES 226 TABLE 279 UNITY TECHNOLOGIES: COMPANY OVERVIEW 227 TABLE 280 UNITY TECHNOLOGIES: PRODUCTS/SOLUTIONS/SERVICES OFFERED 228 TABLE 281 UNITY TECHNOLOGIES: PRODUCT LAUNCHES 229 TABLE 282 UNITY TECHNOLOGIES: DEALS 229 TABLE 283 NVIDIA: COMPANY OVERVIEW 231 TABLE 284 NVIDIA: PRODUCTS/SOLUTIONS/SERVICES OFFERED 232 TABLE 285 NVIDIA: PRODUCT LAUNCHES 233 TABLE 286 SONY INTERACTIVE ENTERTAINMENT: COMPANY OVERVIEW 235 TABLE 287 SONY INTERACTIVE ENTERTAINMENT: PRODUCTS/SOLUTIONS/SERVICES OFFERED 236 TABLE 288 SONY INTERACTIVE ENTERTAINMENT: PRODUCT LAUNCHES 237 TABLE 289 SONY INTERACTIVE ENTERTAINMENT: DEALS 237 TABLE 290 SAMSUNG: COMPANY OVERVIEW 238 TABLE 291 SAMSUNG: PRODUCTS/SOLUTIONS/SERVICES OFFERED 239 TABLE 292 SAMSUNG: DEALS 239 TABLE 293 BARCO ELECTRONIC SYSTEMS: COMPANY OVERVIEW 240 TABLE 294 BARCO ELECTRONIC SYSTEMS: PRODUCTS/SOLUTIONS/SERVICES OFFERED 241 TABLE 295 BARCO ELECTRONIC SYSTEMS: PRODUCT LAUNCHES 242 TABLE 296 BARCO ELECTRONIC SYSTEMS: DEALS 242 TABLE 297 PANASONIC: COMPANY OVERVIEW 243 TABLE 298 PANASONIC: PRODUCTS/SOLUTIONS/SERVICES OFFERED 244 TABLE 299 PANASONIC: PRODUCT LAUNCHES 245 TABLE 300 PANASONIC: DEALS 245 TABLE 301 HUAWEI TECHNOLOGIES: COMPANY OVERVIEW 246 TABLE 302 HUAWEI TECHNOLOGIES: PRODUCTS/SOLUTIONS/SERVICES OFFERED 247 TABLE 303 HUAWEI TECHNOLOGIES: PRODUCT LAUNCHES 248 TABLE 304 AUGMENTED AND VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION) 266 TABLE 305 AUGMENTED AND VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION) 266 TABLE 306 AUGMENTED REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION) 267 TABLE 307 AUGMENTED REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION) 267 TABLE 308 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION) 267 TABLE 309 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION) 267 TABLE 310 AUGMENTED REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION) 268 TABLE 311 AUGMENTED REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION) 268 TABLE 312 AUGMENTED REALITY MARKET, BY REGION, 2020–2023 (USD MILLION) 268 TABLE 313 AUGMENTED REALITY MARKET, BY REGION, 2024–2029 (USD MILLION) 269 TABLE 314 IMMERSIVE VR MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION) 269 TABLE 315 IMMERSIVE VR MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION) 269 TABLE 316 IMMERSIVE VR MARKET, BY OFFERING, 2020–2023 (USD MILLION) 270 TABLE 317 IMMERSIVE VR MARKET, BY OFFERING, 2024–2029 (USD MILLION) 270 TABLE 318 IMMERSIVE VR MARKET, BY APPLICATION, 2020–2023 (USD MILLION) 270 TABLE 319 IMMERSIVE VR MARKET, BY APPLICATION, 2024–2029 (USD MILLION) 270 TABLE 320 IMMERSIVE VR MARKET, BY REGION, 2020–2023 (USD MILLION) 271 TABLE 321 IMMERSIVE VR MARKET, BY REGION, 2024–2029 (USD MILLION) 271 _ _ FIGURE 1 LOCATION-BASED ENTERTAINMENT MARKET: RESEARCH DESIGN 33 FIGURE 2 BREAKUP OF PRIMARY INTERVIEWS: BY COMPANY TYPE, DESIGNATION, AND REGION 35 FIGURE 3 DATA TRIANGULATION 37 FIGURE 4 LOCATION-BASED ENTERTAINMENT MARKET: TOP-DOWN AND BOTTOM-UP APPROACHES 38 FIGURE 5 MARKET SIZE ESTIMATION METHODOLOGY - APPROACH 1 (SUPPLY-SIDE ANALYSIS): REVENUE FROM SERVICES IN LOCATION-BASED ENTERTAINMENT MARKET 39 FIGURE 6 MARKET SIZE ESTIMATION METHODOLOGY - APPROACH 2, BOTTOM-UP (SUPPLY-SIDE ANALYSIS): COLLECTIVE REVENUE FROM ALL SERVICES IN LOCATION-BASED ENTERTAINMENT MARKET 40 FIGURE 7 MARKET SIZE ESTIMATION METHODOLOGY - APPROACH 3, BOTTOM-UP (SUPPLY-SIDE ANALYSIS): COLLECTIVE REVENUE FROM ALL SERVICES IN LOCATION-BASED ENTERTAINMENT MARKET 41 FIGURE 8 LOCATION-BASED ENTERTAINMENT MARKET, 2022–2029 (USD MILLION) 45 FIGURE 9 LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024 46 FIGURE 10 ADVANCEMENTS IN VR GAMING, INTEGRATION OF ADVANCED TECHNOLOGIES, AND RISING DEMAND FOR SOCIAL AND SHARED EXPERIENCES TO DRIVE LOCATION-BASED ENTERTAINMENT MARKET 48 FIGURE 11 SYSTEMS AND US TO ACCOUNT FOR SIGNIFICANT SHARES IN NORTH AMERICA IN 2024 49 FIGURE 12 SYSTEMS AND CHINA TO ACCOUNT FOR SIGNIFICANT SHARES IN ASIA PACIFIC IN 2024 49 FIGURE 13 SYSTEMS SEGMENT TO ACCOUNT FOR LARGEST MARKET SHARE IN 2024 50 FIGURE 14 AMUSEMENT PARKS SEGMENT TO ACCOUNT FOR LARGEST MARKET SHARE IN 2024 50 FIGURE 15 GAMING SEGMENT TO ACCOUNT FOR LARGEST MARKET SHARE IN 2024 50 FIGURE 16 LOCATION-BASED ENTERTAINMENT MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES 51 FIGURE 17 EVOLUTION OF LOCATION-BASED ENTERTAINMENT 55 FIGURE 18 KEY PLAYERS IN LOCATION-BASED ENTERTAINMENT MARKET: ECOSYSTEMS 57 FIGURE 19 LOCATION-BASED ENTERTAINMENT MARKET: SUPPLY CHAIN ANALYSIS 62 FIGURE 20 AVERAGE SELLING PRICE TREND OF KEY PLAYERS, BY OFFERING, 2024 69 FIGURE 21 LIST OF KEY PATENTS FOR LOCATION-BASED ENTERTAINMENT, 2014–2025 73 FIGURE 22 LOCATION-BASED ENTERTAINMENT MARKET: PORTER’S FIVE FORCES ANALYSIS 77 FIGURE 23 LOCATION-BASED ENTERTAINMENT MARKET: DISRUPTIONS IMPACTING CUSTOMER BUSINESS 79 FIGURE 24 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP APPLICATIONS 80 FIGURE 25 KEY BUYING CRITERIA FOR TOP APPLICATIONS 80 FIGURE 26 LOCATION-BASED ENTERTAINMENT MARKET: TOOLS, FRAMEWORKS, AND TECHNIQUES 84 FIGURE 27 EXPORT SCENARIO OF VIDEO GAME CONSOLES, MACHINES, AND OTHER ARTICLES FOR FUNFAIR, TABLE, OR PARLOR GAMES, BY KEY COUNTRY, 2016–2023 (USD BILLION) 85 FIGURE 28 RECEPTION, CONVERSION, AND TRANSMISSION OR REGENERATION OF VOICE, IMAGES OR OTHER DATA, INCLUDING SWITCHING AND ROUTING APPARATUS (8517) IMPORT, BY KEY COUNTRY, 2016–2023 (USD BILLION) 86 FIGURE 29 INVESTMENT AND FUNDING SCENARIO, 2020–2024 (USD MILLION) 87 FIGURE 30 MARKET POTENTIAL OF GENERATIVE AI IN ENHANCING LOCATION-BASED ENTERTAINMENT ACROSS VARIOUS TYPES OF SOLUTIONS 88 FIGURE 31 GENERATIVE AI BEST PRACTICES ACROSS MAJOR INDUSTRIES 90 FIGURE 32 SOFTWARE SEGMENT TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD 93 FIGURE 33 AR/VR SYSTEM SEGMENT TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD 95 FIGURE 34 ANALYTICS & MONITORING SOFTWARE SEGMENT TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD 101 FIGURE 35 MANAGED SERVICES SEGMENT TO RECORD HIGHER CAGR DURING FORECAST PERIOD 107 FIGURE 36 CONSULTING & ADVISORY SEGMENT TO WITNESS HIGHEST GROWTH DURING FORECAST PERIOD 109 FIGURE 37 ARCADES SEGMENT TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD 116 FIGURE 38 GAMING SEGMENT TO WITNESS HIGHEST GROWTH DURING FORECAST PERIOD 123 FIGURE 39 NORTH AMERICA: LOCATION-BASED ENTERTAINMENT MARKET SNAPSHOT 132 FIGURE 40 ASIA PACIFIC: LOCATION-BASED ENTERTAINMENT MARKET SNAPSHOT 159 FIGURE 41 REVENUE ANALYSIS FOR KEY PLAYERS, 2019–2023 (USD MILLION) 198 FIGURE 42 SHARE OF LEADING COMPANIES IN LOCATION-BASED ENTERTAINMENT MARKET, 2024 199 FIGURE 43 MARKET RANKING ANALYSIS OF TOP FIVE PLAYERS 201 FIGURE 44 COMPANY EVALUATION MATRIX: KEY PLAYERS, 2024 203 FIGURE 45 OVERALL COMPANY FOOTPRINT, 2024 204 FIGURE 46 COMPANY EVALUATION MATRIX: STARTUPS/SMES, 2024 210 FIGURE 47 BRAND/PRODUCT COMPARISON ANALYSIS 215 FIGURE 48 FINANCIAL METRICS OF KEY LOCATION-BASED ENTERTAINMENT MARKET VENDORS 216 FIGURE 49 COMPANY VALUATION OF KEY LOCATION-BASED ENTERTAINMENT MARKET VENDORS 216 FIGURE 50 MICROSOFT: COMPANY SNAPSHOT 218 FIGURE 51 GOOGLE: COMPANY SNAPSHOT 222 FIGURE 52 META: COMPANY SNAPSHOT 225 FIGURE 53 UNITY TECHNOLOGIES: COMPANY SNAPSHOT 228 FIGURE 54 NVIDIA: COMPANY SNAPSHOT 232 FIGURE 55 SONY INTERACTIVE ENTERTAINMENT: COMPANY SNAPSHOT 236 FIGURE 56 SAMSUNG: COMPANY SNAPSHOT 239 FIGURE 57 BARCO ELECTRONIC SYSTEMS: COMPANY SNAPSHOT 241 FIGURE 58 PANASONIC: COMPANY SNAPSHOT 244 FIGURE 59 HUAWEI TECHNOLOGIES: COMPANY SNAPSHOT 247

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