Location-based Entertainment - Company Evaluation Report, 2024
Market Report I 2025-05-01 I 111 Pages I MarketsandMarkets
The Location Based Entertainment Market Companies Quadrant is a comprehensive industry analysis that provides valuable insights into the global market for Location Based Entertainment Market. This quadrant offers a detailed evaluation of key market players, technological advancements, product innovations, and emerging trends shaping the industry. MarketsandMarkets 360 Quadrants evaluated over 100 companies, of which the Top 15 Location Based Entertainment Market Companies were categorized and recognized as the quadrant leaders.
Location-based entertainment refers to experiences that take place in specific physical venues, such as amusement parks, game arcades, galleries, and other entertainment facilities. These experiences are interactive and immersive, often enhanced by advanced technologies like virtual reality (VR), augmented reality (AR), mixed reality (MR), and sensory effects. Common examples include VR gaming arcades, escape rooms, interactive museum exhibits, and immersive theatrical performances.
The growth of the location-based entertainment market is driven by rising demand for immersive experiences and advancements in technologies like virtual reality (VR), augmented reality (AR), and mixed reality (MR). These innovations have enabled more interactive and engaging attractions. Additional factors include higher consumer spending on leisure, growing tourism, and increased interest in unique, multisensory experiences that combine entertainment, education, and social interaction. The market also benefits from trends such as experiential marketing, widespread mobile device use, social media influence, and the diversification of attraction types catering to a broader audience.
The location-based entertainment market is segmented by region into North America, Europe, Asia Pacific, the Middle East & Africa, and Latin America. North America is expected to hold the largest market share of 35.3% in 2024, driven by early adoption of immersive technologies and the strong presence of key players like Google, Meta, Nvidia, Unity Technologies, and Microsoft. Europe and the Middle East & Africa are in the maturity phase, showing slower growth due to early investments in the sector. Asia Pacific is projected to grow at the highest CAGR of 27.5% during the forecast period, led by government initiatives and rapid adoption of immersive technologies in countries like India, China, Japan, and Singapore. India is expected to emerge as the region's largest market, supported by digital transformation and expanding use of AR, VR, and MR.
The 360 Quadrant maps the Location Based Entertainmnet Market companies based on criteria such as revenue, geographic presence, growth strategies, investments, and sales strategies for the market presence of the Location Based Entertainmnet Market quadrant. The top criteria for product footprint evaluation included By Type (Systems, software, services.), By Venue (Amusement parks, theme parks, arcades, other venues.) By Applications (Gaming, immersive rides, cinematic experiences.)
Key Players:
The report covers the profiles of major market players, such as Google (US), Meta (US), Microsoft (US), Nvidia (US), Unity Technologies (US), Sony Interactive Entertainment (US), Samsung (South Korea), Barco Electronic Systems (Belgium), Panasonic (Japan), Huawei Technologies (China), HQ Software (Estonia), HTC Vive (Taiwan), Niantic Inc. (US), Vicon Motion Systems (UK), Optitrack (US), Springboard VR (US), 4Experience (Poland), Hologate (Germany), Ultraleap (UK), Magic Leap (US), Shape Immersive (Canada), Camon (Argentina), KatVR (US), Virtuix (US), and Pico XR (US), Illumix (US), and SandboxVR (US). These companies have adopted various strategies, such as acquisitions, business expansions, product launches, product enhancements, partnerships, agreements, and collaborations, to cater to the growing demand for location-based entertainment worldwide and strengthen their market position. These strategies have also been tracked and mentioned in the report.
Microsoft
Microsoft is a leading force in the location-based entertainment market, standing out due to its comprehensive product range and strategic market leadership. With innovative offerings such as the HoloLens 2 and Mesh platforms, Microsoft has significantly contributed to the field of mixed reality. Its strategic partnerships, notably with AT&T, highlight its commitment to enhancing immersive experiences and broadening its consumer reach. The company's robust market share is supported by a focus on delivering cutting-edge solutions that integrate seamlessly with existing digital ecosystems.
Meta
Meta's position in the location-based entertainment market is reinforced by its significant investment in VR technologies, exemplified by the Meta Quest series. This line provides consumers with advanced mixed reality capabilities, strengthening Meta's foothold in this competitive market. By leveraging its vast product portfolio, Meta continuously upgrades its offerings to stay ahead in the innovation curve. The company's strategic focus on enhancing user experiences positions it as a key player in shaping the future of immersive entertainment.
Google
Google maintains a strong presence in the market, driven by its advancements in augmented reality technologies and strategic collaborations. By extending its partnership with the Singapore Tourism Board, Google has facilitated the integration of AR experiences directly onto Google Maps, enhancing user interactions. Google's extensive product portfolio and global reach underscore its strategic initiatives to harness emerging technologies, thereby strengthening its market position and enhancing its competitive edge.
1 INTRODUCTION 11
1.1 MARKET DEFINITION 11
1.2 INCLUSIONS AND EXCLUSIONS 11
1.3 STAKEHOLDERS 11
2 EXECUTIVE SUMMARY 12
3 MARKET OVERVIEW AND INDUSTRY TRENDS 15
3.1 INTRODUCTION 15
3.2 MARKET DYNAMICS 15
3.2.1 DRIVERS 16
3.2.1.1 Rising consumer spending power 16
3.2.1.2 Advancements in VR and AR technologies 16
3.2.1.3 Integration of artificial intelligence (AI) and machine learning (ML) technologies 16
3.2.1.4 Rising demand for social and shared experiences 17
3.2.2 RESTRAINTS 17
3.2.2.1 Limited scalability of location-based entertainment business 17
3.2.2.2 High upfront cost 17
3.2.2.3 Impact of wealth dependency 17
3.2.3 OPPORTUNITIES 18
3.2.3.1 Increase in live events and performances 18
3.2.3.2 Rising popularity of wearables such as fitness trackers and smartwatches 18
3.2.3.3 Collaboration with brands & events 18
3.2.4 CHALLENGES 18
3.2.4.1 Regulatory requirements at local, state, and federal levels 18
3.2.4.2 Rapid pace of technological change 19
3.2.4.3 Limited appeal 19
3.3 BRIEF HISTORY OF LOCATION-BASED ENTERTAINMENT 19
3.4 ECOSYSTEM ANALYSIS 20
3.5 TECHNOLOGY ANALYSIS 21
3.5.1 KEY TECHNOLOGIES 21
3.5.1.1 Virtual Reality (VR) 22
3.5.1.2 Augmented Reality (AR) 22
3.5.1.3 Projection Mapping 22
3.5.2 COMPLEMENTARY TECHNOLOGIES 22
3.5.2.1 Artificial intelligence (AI)/Machine learning (ML) 22
3.5.2.2 Internet of Things (IoT) 22
3.5.2.3 5G 23
3.5.3 ADJACENT TECHNOLOGIES 23
3.5.3.1 Wearable devices 23
3.5.3.2 Cloud computing 23
3.6 PATENT ANALYSIS 23
3.7 PORTER'S FIVE FORCES ANALYSIS 27
3.7.1 THREAT OF NEW ENTRANTS 28
3.7.2 THREAT OF SUBSTITUTES 28
3.7.3 BARGAINING POWER OF SUPPLIERS 29
3.7.4 BARGAINING POWER OF BUYERS 29
3.7.5 INTENSITY OF COMPETITIVE RIVALRY 29
3.8 TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS 29
3.9 KEY CONFERENCES AND EVENTS, 2025-2026 30
3.10 TECHNOLOGY ROADMAP FOR LOCATION-BASED ENTERTAINMENT MARKET 31
3.10.1 SHORT-TERM ROADMAP (2023-2025) 31
3.10.2 MID-TERM ROADMAP (2026-2028) 31
3.10.3 LONG-TERM ROADMAP (2029-2030) 31
3.11 BEST PRACTICES IN LOCATION-BASED ENTERTAINMENT MARKET 32
3.11.1 SEAMLESS INTEGRATION OF TECHNOLOGY 32
3.11.2 PERSONALIZATION OF EXPERIENCES 32
3.11.3 FOCUS ON HYGIENE AND SAFETY 32
3.11.4 SCALABILITY OF INFRASTRUCTURE 32
3.12 CURRENT AND EMERGING BUSINESS MODELS 32
3.12.1 PAY-PER-EXPERIENCE MODEL 32
3.12.2 SUBSCRIPTION MODEL 32
3.12.3 PARTNERSHIP & LICENSING MODEL 33
3.12.4 FREEMIUM MODEL 33
3.12.5 DATA MONETIZATION 33
3.13 LOCATION-BASED ENTERTAINMENT MARKET: TOOLS, FRAMEWORKS, AND TECHNIQUES 33
3.14 IMPACT OF GENERATIVE AI ON LOCATION-BASED ENTERTAINMENT MARKET 34
3.14.1 TOP USE CASES AND MARKET POTENTIAL 34
3.14.1.1 Key use cases 35
3.14.2 BEST PRACTICES 35
3.14.2.1 Hospitality & tourism 35
3.14.2.2 Retail & shopping malls 35
3.14.2.3 Sports & live entertainment 36
3.14.3 CASE STUDIES OF GENERATIVE AI IMPLEMENTATION 36
3.14.3.1 AI-powered virtual tour guide enhancing visitor engagement 36
3.14.3.2 Smart AI concierge improving guest satisfaction in theme parks 36
3.14.3.3 AI-generated gamified retail experience boosting foot traffic in shopping malls 36
3.14.4 CLIENT READINESS AND IMPACT ASSESSMENT 37
3.14.4.1 Client A: Powered personalized storytelling 37
3.14.4.2 Client B: Intelligent virtual assistants & concierges 37
3.14.4.3 Client C: AI-driven gamification & interactive experiences 37
4 COMPETITIVE LANDSCAPE 38
4.1 INTRODUCTION 38
4.2 KEY PLAYER STRATEGIES/RIGHT TO WIN, 38
4.3 REVENUE ANALYSIS 39
4.4 MARKET SHARE ANALYSIS 40
4.5 MARKET RANKING ANALYSIS 42
4.6 COMPANY EVALUATION MATRIX: KEY PLAYERS, 2024 43
4.6.1 STARS 43
4.6.2 EMERGING LEADERS 43
4.6.3 PERVASIVE PLAYERS 43
4.6.4 PARTICIPANTS 43
4.6.5 COMPANY FOOTPRINT: KEY PLAYERS, 2024 45
4.6.5.1 Regional footprint 46
4.6.5.2 Offering footprint 46
4.6.5.3 Venue footprint 47
4.6.5.4 Application footprint 48
4.7 COMPANY EVALUATION MATRIX: STARTUPS/SMES, 2024 48
4.7.1 PROGRESSIVE COMPANIES 48
4.7.2 RESPONSIVE COMPANIES 49
4.7.3 DYNAMIC COMPANIES 49
4.7.4 STARTING BLOCKS 49
4.7.5 COMPETITIVE BENCHMARKING: STARTUPS/SMES, 2024 50
4.8 COMPETITIVE SCENARIO AND TRENDS 51
4.8.1 PRODUCT LAUNCHES 51
4.8.2 DEALS 52
4.9 BRAND/PRODUCT COMPARISON ANALYSIS 54
4.10 COMPANY VALUATION AND FINANCIAL METRICS OF KEY LOCATION-BASED ENTERTAINMENT MARKET PROVIDERS 55
5 COMPANY PROFILES 56
5.1 MAJOR PLAYERS 56
5.1.1 MICROSOFT 56
5.1.1.1 Business overview 56
5.1.1.2 Products/Solutions/Services offered 57
5.1.1.3 Recent developments 58
5.1.1.4 MnM view 58
5.1.1.4.1 Key strengths 58
5.1.1.4.2 Strategic choices 59
5.1.1.4.3 Weaknesses and competitive threats 59
5.1.2 GOOGLE 60
5.1.2.1 Business overview 60
5.1.2.2 Products/Solutions/Services offered 61
5.1.2.3 Recent developments 62
5.1.2.4 MnM view 62
5.1.2.4.1 Key strengths 62
5.1.2.4.2 Strategic choices 62
5.1.2.4.3 Weaknesses and competitive threats 62
5.1.3 META 63
5.1.3.1 Business overview 63
5.1.3.2 Products/Solutions/Services offered 64
5.1.3.3 Recent developments 65
5.1.3.4 MnM view 65
5.1.3.4.1 Key strengths 65
5.1.3.4.2 Strategic choices 65
5.1.3.4.3 Weaknesses and competitive threats 65
5.1.4 UNITY TECHNOLOGIES 66
5.1.4.1 Business overview 66
5.1.4.2 Products/Solutions/Services offered 67
5.1.4.3 Recent developments 68
5.1.4.4 MnM view 68
5.1.4.4.1 Key strengths 68
5.1.4.4.2 Strategic choices 69
5.1.4.4.3 Weaknesses and competitive threats 69
5.1.5 NVIDIA 70
5.1.5.1 Business overview 70
5.1.5.2 Products/Solutions/Services offered 71
5.1.5.3 Recent developments 72
5.1.5.4 MnM view 73
5.1.5.4.1 Key strengths 73
5.1.5.4.2 Strategic choices 73
5.1.5.4.3 Weaknesses and competitive threats 73
5.1.6 SONY INTERACTIVE ENTERTAINMENT 74
5.1.6.1 Business overview 74
5.1.6.2 Products/Solutions/Services offered 75
5.1.6.3 Recent developments 76
5.1.7 SAMSUNG 77
5.1.7.1 Business overview 77
5.1.7.2 Products/Solutions/Services offered 78
5.1.7.3 Recent developments 78
5.1.8 BARCO ELECTRONIC SYSTEMS 79
5.1.8.1 Business overview 79
5.1.8.2 Products/Solutions/Services offered 80
5.1.8.3 Recent developments 81
5.1.9 PANASONIC 82
5.1.9.1 Business overview 82
5.1.9.2 Products/Solutions/Services offered 83
5.1.9.3 Recent developments 84
5.1.10 HUAWEI TECHNOLOGIES 85
5.1.10.1 Business overview 85
5.1.10.2 Products/Solutions/Services offered 86
5.1.10.3 Recent developments 87
5.2 OTHER PLAYERS 88
5.2.1 HQ SOFTWARE 88
5.2.2 HTC VIVE 89
5.2.3 NIANTIC INC. 90
5.2.4 VICON MOTION SYSTEMS 91
5.2.5 OPTITRACK 92
5.3 STARTUPS/SMES 93
5.3.1 SPRINGBOARDVR 93
5.3.2 4EXPERIENCE 94
5.3.3 HOLOGATE 95
5.3.4 ULTRALEAP 96
5.3.5 MAGIC LEAP 97
5.3.6 SHAPE IMMERSIVE 98
5.3.7 CAMON 99
5.3.8 KATVR 100
5.3.9 VIRTUIX 101
5.3.10 PICO 102
5.3.11 ILLUMIX 103
5.3.12 SANDBOX VR 104
6 APPENDIX 105
6.1 RESEARCH METHODOLOGY 105
6.1.1 RESEARCH DATA 105
6.1.1.1 Secondary data 106
6.1.2 PRIMARY DATA 106
6.1.3 RESEARCH ASSUMPTIONS 107
6.1.4 RESEARCH LIMITATIONS 108
6.2 COMPANY EVALUATION MATRIX: METHODOLOGY 108
6.3 AUTHOR DETAILS 111
TABLE 1 LOCATION-BASED ENTERTAINMENT MARKET: ECOSYSTEM 20
TABLE 2 LIST OF KEY PATENTS 24
TABLE 3 PORTER'S FIVE FORCES' IMPACT ON LOCATION-BASED ENTERTAINMENT MARKET 27
TABLE 4 LOCATION-BASED ENTERTAINMENT MARKET: DETAILED LIST OF KEY CONFERENCES AND EVENTS, 2025-2026 30
TABLE 5 OVERVIEW OF STRATEGIES ADOPTED BY KEY LOCATION-BASED
ENTERTAINMENT MARKET VENDORS 38
TABLE 6 LOCATION-BASED ENTERTAINMENT MARKET: DEGREE OF COMPETITION 40
TABLE 7 REGIONAL FOOTPRINT, 2024 46
TABLE 8 OFFERING FOOTPRINT, 2024 46
TABLE 9 VENUE FOOTPRINT, 2024 47
TABLE 10 APPLICATION FOOTPRINT, 2024 48
TABLE 11 DETAILED LIST OF: KEY STARTUPS/SMES, 2024 50
TABLE 12 COMPETITIVE BENCHMARKING OF STARTUPS/SMES, 2024 51
TABLE 13 LOCATION-BASED ENTERTAINMENT MARKET: PRODUCT LAUNCHES,
JANUARY 2022-DECEMBER 2024 52
TABLE 14 LOCATION-BASED ENTERTAINMENT MARKET:
DEALS, JANUARY 2022-DECEMBER 2024 52
TABLE 15 MICROSOFT: COMPANY OVERVIEW 56
TABLE 16 MICROSOFT: PRODUCTS/SOLUTIONS/SERVICES OFFERED 57
TABLE 17 MICROSOFT: PRODUCT LAUNCHES 58
TABLE 18 MICROSOFT: DEALS 58
TABLE 19 GOOGLE: COMPANY OVERVIEW 60
TABLE 20 GOOGLE: PRODUCTS/SOLUTIONS/SERVICES OFFERED 61
TABLE 21 GOOGLE: DEALS 62
TABLE 22 META: COMPANY OVERVIEW 63
TABLE 23 META: PRODUCTS/SOLUTIONS/SERVICES OFFERED 64
TABLE 24 META: PRODUCT LAUNCHES 65
TABLE 25 UNITY TECHNOLOGIES: COMPANY OVERVIEW 66
TABLE 26 UNITY TECHNOLOGIES: PRODUCTS/SOLUTIONS/SERVICES OFFERED 67
TABLE 27 UNITY TECHNOLOGIES: PRODUCT LAUNCHES 68
TABLE 28 UNITY TECHNOLOGIES: DEALS 68
TABLE 29 NVIDIA: COMPANY OVERVIEW 70
TABLE 30 NVIDIA: PRODUCTS/SOLUTIONS/SERVICES OFFERED 71
TABLE 31 NVIDIA: PRODUCT LAUNCHES 72
TABLE 32 SONY INTERACTIVE ENTERTAINMENT: COMPANY OVERVIEW 74
TABLE 33 SONY INTERACTIVE ENTERTAINMENT:
PRODUCTS/SOLUTIONS/SERVICES OFFERED 75
TABLE 34 SONY INTERACTIVE ENTERTAINMENT: PRODUCT LAUNCHES 76
TABLE 35 SONY INTERACTIVE ENTERTAINMENT: DEALS 76
TABLE 36 SAMSUNG: COMPANY OVERVIEW 77
TABLE 37 SAMSUNG: PRODUCTS/SOLUTIONS/SERVICES OFFERED 78
TABLE 38 SAMSUNG: DEALS 78
TABLE 39 BARCO ELECTRONIC SYSTEMS: COMPANY OVERVIEW 79
TABLE 40 BARCO ELECTRONIC SYSTEMS: PRODUCTS/SOLUTIONS/SERVICES OFFERED 80
TABLE 41 BARCO ELECTRONIC SYSTEMS: PRODUCT LAUNCHES 81
TABLE 42 BARCO ELECTRONIC SYSTEMS: DEALS 81
TABLE 43 PANASONIC: COMPANY OVERVIEW 82
TABLE 44 PANASONIC: PRODUCTS/SOLUTIONS/SERVICES OFFERED 83
TABLE 45 PANASONIC: PRODUCT LAUNCHES 84
TABLE 46 PANASONIC: DEALS 84
TABLE 47 HUAWEI TECHNOLOGIES: COMPANY OVERVIEW 85
TABLE 48 HUAWEI TECHNOLOGIES: PRODUCTS/SOLUTIONS/SERVICES OFFERED 86
TABLE 49 HUAWEI TECHNOLOGIES: PRODUCT LAUNCHES 87
FIGURE 1 LOCATION-BASED ENTERTAINMENT MARKET, 2022-2029 (USD MILLION) 12
FIGURE 2 LOCATION-BASED ENTERTAINMENT MARKET, BY REGION, 2024 13
FIGURE 3 LOCATION-BASED ENTERTAINMENT MARKET:
DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES 15
FIGURE 4 EVOLUTION OF LOCATION-BASED ENTERTAINMENT 19
FIGURE 5 KEY PLAYERS IN LOCATION-BASED ENTERTAINMENT MARKET: ECOSYSTEMS 21
FIGURE 6 LIST OF KEY PATENTS FOR LOCATION-BASED ENTERTAINMENT, 2014-2025 24
FIGURE 7 LOCATION-BASED ENTERTAINMENT MARKET: PORTER'S FIVE FORCES ANALYSIS 28
FIGURE 8 LOCATION-BASED ENTERTAINMENT MARKET:
DISRUPTIONS IMPACTING CUSTOMER BUSINESS 29
FIGURE 9 LOCATION-BASED ENTERTAINMENT MARKET:
TOOLS, FRAMEWORKS, AND TECHNIQUES 33
FIGURE 10 MARKET POTENTIAL OF GENERATIVE AI IN ENHANCING LOCATION-BASED ENTERTAINMENT ACROSS VARIOUS TYPES OF SOLUTIONS 34
FIGURE 11 GENERATIVE AI BEST PRACTICES ACROSS MAJOR INDUSTRIES 36
FIGURE 12 REVENUE ANALYSIS FOR KEY PLAYERS, 2019-2023 (USD MILLION) 39
FIGURE 13 SHARE OF LEADING COMPANIES IN LOCATION-BASED
ENTERTAINMENT MARKET, 2024 40
FIGURE 14 MARKET RANKING ANALYSIS OF TOP FIVE PLAYERS 42
FIGURE 15 COMPANY EVALUATION MATRIX: KEY PLAYERS, 2024 44
FIGURE 16 OVERALL COMPANY FOOTPRINT, 2024 45
FIGURE 17 COMPANY EVALUATION MATRIX: STARTUPS/SMES, 2024 49
FIGURE 18 BRAND/PRODUCT COMPARISON ANALYSIS 54
FIGURE 19 FINANCIAL METRICS OF KEY LOCATION-BASED
ENTERTAINMENT MARKET VENDORS 55
FIGURE 20 COMPANY VALUATION OF KEY LOCATION-BASED
ENTERTAINMENT MARKET VENDORS 55
FIGURE 21 MICROSOFT: COMPANY SNAPSHOT 57
FIGURE 22 GOOGLE: COMPANY SNAPSHOT 61
FIGURE 23 META: COMPANY SNAPSHOT 64
FIGURE 24 UNITY TECHNOLOGIES: COMPANY SNAPSHOT 67
FIGURE 25 NVIDIA: COMPANY SNAPSHOT 71
FIGURE 26 SONY INTERACTIVE ENTERTAINMENT: COMPANY SNAPSHOT 75
FIGURE 27 SAMSUNG: COMPANY SNAPSHOT 78
FIGURE 28 BARCO ELECTRONIC SYSTEMS: COMPANY SNAPSHOT 80
FIGURE 29 PANASONIC: COMPANY SNAPSHOT 83
FIGURE 30 HUAWEI TECHNOLOGIES: COMPANY SNAPSHOT 86
FIGURE 31 LOCATION-BASED ENTERTAINMENT MARKET: RESEARCH DESIGN 105
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