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Global Location-based Entertainment Market Research Report 2022
Published Date: October 2022
|
Report Code: QYRE-Auto-8B12477
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Global Location based Entertainment Market Research Report 2022
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Global Location-based Entertainment Market Research Report 2022

Code: QYRE-Auto-8B12477
Report
October 2022
Pages:86
QYResearch
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DESCRIPTION
TABLE OF CONTENT
TABLES & FIGURES
Highlights

The global Location-based Entertainment market is projected to reach US$ million by 2028 from an estimated US$ million in 2022, at a CAGR of % during 2023 and 2028.

North American market for Location-based Entertainment is estimated to increase from $ million in 2022 to reach $ million by 2028, at a CAGR of % during the forecast period of 2023 through 2028.

Asia-Pacific market for Location-based Entertainment is estimated to increase from $ million in 2022 to reach $ million by 2028, at a CAGR of % during the forecast period of 2022 through 2028.

The global market for Location-based Entertainment in Amusement Parks is estimated to increase from $ million in 2022 to $ million by 2028, at a CAGR of % during the forecast period of 2022 through 2028.

The major global companies of Location-based Entertainment include BidOn Games Studio, Dimension, HQSoftware, IMAX CORPORATION, Neurogaming, TESLASUIT, SpringboardVR, Samsung Electronics and Vicon Motion Systems, etc. In 2021, the world's top three vendors accounted for approximately % of the revenue.

Considering the economic change due to COVID-19, 2-Dimensional Location-based Entertainment, which accounted for % of the global market of Location-based Entertainment in 2021, is expected to reach US$ million by 2028, growing at a revised CAGR of % from 2022 to 2028.

Report Scope
This report aims to provide a comprehensive presentation of the global market for Location-based Entertainment, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Location-based Entertainment.
The Location-based Entertainment market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2021 as the base year, with history and forecast data for the period from 2017 to 2028. This report segments the global Location-based Entertainment market comprehensively. Regional market sizes, concerning products by types, by application, and by players, are also provided. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Location-based Entertainment companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, product type, application, and regions.
Key Companies & Market Share Insights
In this section, the readers will gain an understanding of the key players competing. This report has studied the key growth strategies, such as innovative trends and developments, intensification of product portfolio, mergers and acquisitions, collaborations, new product innovation, and geographical expansion, undertaken by these participants to maintain their presence. Apart from business strategies, the study includes current developments and key financials. The readers will also get access to the data related to global revenue by companies for the period 2017-2022. This all-inclusive report will certainly serve the clients to stay updated and make effective decisions in their businesses. Some of the prominent players reviewed in the research report include:
BidOn Games Studio
Dimension
HQSoftware
IMAX CORPORATION
Neurogaming
TESLASUIT
SpringboardVR
Samsung Electronics
Vicon Motion Systems
Vrstudios
VR Electronics
Product Type Insights
Global markets are presented by Location-based Entertainment type, along with growth forecasts through 2028. Estimates on revenue are based on the price in the supply chain at which the Location-based Entertainment are procured by the companies.
This report has studied every segment and provided the market size using historical data. They have also talked about the growth opportunities that the segment may pose in the future. This study bestows revenue data by type, and during the historical period (2017-2022) and forecast period (2023-2028).
Location-based Entertainment segment by Technology
2-Dimensional Location-based Entertainment
3-Dimensional Location-based Entertainment
Application Insights
This report has provided the market size (revenue data) by application, during the historical period (2017-2022) and forecast period (2023-2028).
This report also outlines the market trends of each segment and consumer behaviors impacting the Location-based Entertainment market and what implications these may have on the industry's future. This report can help to understand the relevant market and consumer trends that are driving the Location-based Entertainment market.

Location-based Entertainment Segment by Application

Amusement Parks
Arcade Studios
Others
Regional Outlook
This section of the report provides key insights regarding various regions and the key players operating in each region. Economic, social, environmental, technological, and political factors have been taken into consideration while assessing the growth of the particular region/country. The readers will also get their hands on the revenue data of each region and country for the period 2017-2028.
The market has been segmented into various major geographies, including North America, Europe, Asia-Pacific, South America, Middle East & Africa. Detailed analysis of major countries such as the USA, Germany, the U.K., Italy, France, China, Japan, South Korea, Southeast Asia, and India will be covered within the regional segment. For market estimates, data are going to be provided for 2021 because of the base year, with estimates for 2022 and forecast revenue for 2028.
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Key Drivers & Barriers
High-impact rendering factors and drivers have been studied in this report to aid the readers to understand the general development. Moreover, the report includes restraints and challenges that may act as stumbling blocks on the way of the players. This will assist the users to be attentive and make informed decisions related to business. Specialists have also laid their focus on the upcoming business prospects.
COVID-19 and Russia-Ukraine War Influence Analysis
The readers in the section will understand how the Location-based Entertainment market scenario changed across the globe during the pandemic, post-pandemic and Russia-Ukraine War. The study is done keeping in view the changes in aspects such as demand, consumption, transportation, consumer behavior, supply chain management. The industry experts have also highlighted the key factors that will help create opportunities for players and stabilize the overall industry in the years to come.
Reasons to Buy This Report
This report will help the readers to understand the competition within the industries and strategies for the competitive environment to enhance the potential profit. The report also focuses on the competitive landscape of the global Location-based Entertainment market, and introduces in detail the market share, industry ranking, competitor ecosystem, market performance, new product development, operation situation, expansion, and acquisition. etc. of the main players, which helps the readers to identify the main competitors and deeply understand the competition pattern of the market.
This report will help stakeholders to understand the global industry status and trends of Location-based Entertainment and provides them with information on key market drivers, restraints, challenges, and opportunities.
This report will help stakeholders to understand competitors better and gain more insights to strengthen their position in their businesses. The competitive landscape section includes the market share and rank (in volume and value), competitor ecosystem, new product development, expansion, and acquisition.
This report stays updated with novel technology integration, features, and the latest developments in the market
This report helps stakeholders to understand the COVID-19 and Russia-Ukraine War Influence on the Location-based Entertainment industry.
This report helps stakeholders to gain insights into which regions to target globally
This report helps stakeholders to gain insights into the end-user perception concerning the adoption of Location-based Entertainment.

This report helps stakeholders to identify some of the key players in the market and understand their valuable contribution.

Core Chapters
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by product type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of Location-based Entertainment companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments according to product types, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments according to application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Technology
1.2.1 Global Location-based Entertainment Market Size Growth Rate by Technology: 2017 VS 2021 VS 2028
1.2.2 2-Dimensional Location-based Entertainment
1.2.3 3-Dimensional Location-based Entertainment
1.3 Market by Application
1.3.1 Global Location-based Entertainment Market Share by Application: 2017 VS 2021 VS 2028
1.3.2 Amusement Parks
1.3.3 Arcade Studios
1.3.4 Others
1.4 Study Objectives
1.5 Years Considered
2 Global Growth Trends
2.1 Global Location-based Entertainment Market Perspective (2017-2028)
2.2 Location-based Entertainment Growth Trends by Region
2.2.1 Location-based Entertainment Market Size by Region: 2017 VS 2021 VS 2028
2.2.2 Location-based Entertainment Historic Market Size by Region (2017-2022)
2.2.3 Location-based Entertainment Forecasted Market Size by Region (2023-2028)
2.3 Location-based Entertainment Market Dynamics
2.3.1 Location-based Entertainment Industry Trends
2.3.2 Location-based Entertainment Market Drivers
2.3.3 Location-based Entertainment Market Challenges
2.3.4 Location-based Entertainment Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Location-based Entertainment Players by Revenue
3.1.1 Global Top Location-based Entertainment Players by Revenue (2017-2022)
3.1.2 Global Location-based Entertainment Revenue Market Share by Players (2017-2022)
3.2 Global Location-based Entertainment Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Location-based Entertainment Revenue
3.4 Global Location-based Entertainment Market Concentration Ratio
3.4.1 Global Location-based Entertainment Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Location-based Entertainment Revenue in 2021
3.5 Location-based Entertainment Key Players Head office and Area Served
3.6 Key Players Location-based Entertainment Product Solution and Service
3.7 Date of Enter into Location-based Entertainment Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Location-based Entertainment Breakdown Data by Technology
4.1 Global Location-based Entertainment Historic Market Size by Technology (2017-2022)
4.2 Global Location-based Entertainment Forecasted Market Size by Technology (2023-2028)
5 Location-based Entertainment Breakdown Data by Application
5.1 Global Location-based Entertainment Historic Market Size by Application (2017-2022)
5.2 Global Location-based Entertainment Forecasted Market Size by Application (2023-2028)
6 North America
6.1 North America Location-based Entertainment Market Size (2017-2028)
6.2 North America Location-based Entertainment Market Size by Country (2017-2022)
6.3 North America Location-based Entertainment Market Size by Country (2023-2028)
6.4 United States
6.5 Canada
7 Europe
7.1 Europe Location-based Entertainment Market Size (2017-2028)
7.2 Europe Location-based Entertainment Market Size by Country (2017-2022)
7.3 Europe Location-based Entertainment Market Size by Country (2023-2028)
7.4 Germany
7.5 France
7.6 U.K.
7.7 Italy
7.8 Russia
7.9 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Location-based Entertainment Market Size (2017-2028)
8.2 Asia-Pacific Location-based Entertainment Market Size by Country (2017-2022)
8.3 Asia-Pacific Location-based Entertainment Market Size by Country (2023-2028)
8.4 China
8.5 Japan
8.6 South Korea
8.7 Southeast Asia
8.8 India
8.9 Australia
9 Latin America
9.1 Latin America Location-based Entertainment Market Size (2017-2028)
9.2 Latin America Location-based Entertainment Market Size by Country (2017-2022)
9.3 Latin America Location-based Entertainment Market Size by Country (2023-2028)
9.4 Mexico
9.5 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Location-based Entertainment Market Size (2017-2028)
10.2 Middle East & Africa Location-based Entertainment Market Size by Country (2017-2022)
10.3 Middle East & Africa Location-based Entertainment Market Size by Country (2023-2028)
10.4 Turkey
10.5 Saudi Arabia
10.6 UAE
11 Key Players Profiles
11.1 BidOn Games Studio
11.1.1 BidOn Games Studio Company Detail
11.1.2 BidOn Games Studio Business Overview
11.1.3 BidOn Games Studio Location-based Entertainment Introduction
11.1.4 BidOn Games Studio Revenue in Location-based Entertainment Business (2017-2022)
11.1.5 BidOn Games Studio Recent Development
11.2 Dimension
11.2.1 Dimension Company Detail
11.2.2 Dimension Business Overview
11.2.3 Dimension Location-based Entertainment Introduction
11.2.4 Dimension Revenue in Location-based Entertainment Business (2017-2022)
11.2.5 Dimension Recent Development
11.3 HQSoftware
11.3.1 HQSoftware Company Detail
11.3.2 HQSoftware Business Overview
11.3.3 HQSoftware Location-based Entertainment Introduction
11.3.4 HQSoftware Revenue in Location-based Entertainment Business (2017-2022)
11.3.5 HQSoftware Recent Development
11.4 IMAX CORPORATION
11.4.1 IMAX CORPORATION Company Detail
11.4.2 IMAX CORPORATION Business Overview
11.4.3 IMAX CORPORATION Location-based Entertainment Introduction
11.4.4 IMAX CORPORATION Revenue in Location-based Entertainment Business (2017-2022)
11.4.5 IMAX CORPORATION Recent Development
11.5 Neurogaming
11.5.1 Neurogaming Company Detail
11.5.2 Neurogaming Business Overview
11.5.3 Neurogaming Location-based Entertainment Introduction
11.5.4 Neurogaming Revenue in Location-based Entertainment Business (2017-2022)
11.5.5 Neurogaming Recent Development
11.6 TESLASUIT
11.6.1 TESLASUIT Company Detail
11.6.2 TESLASUIT Business Overview
11.6.3 TESLASUIT Location-based Entertainment Introduction
11.6.4 TESLASUIT Revenue in Location-based Entertainment Business (2017-2022)
11.6.5 TESLASUIT Recent Development
11.7 SpringboardVR
11.7.1 SpringboardVR Company Detail
11.7.2 SpringboardVR Business Overview
11.7.3 SpringboardVR Location-based Entertainment Introduction
11.7.4 SpringboardVR Revenue in Location-based Entertainment Business (2017-2022)
11.7.5 SpringboardVR Recent Development
11.8 Samsung Electronics
11.8.1 Samsung Electronics Company Detail
11.8.2 Samsung Electronics Business Overview
11.8.3 Samsung Electronics Location-based Entertainment Introduction
11.8.4 Samsung Electronics Revenue in Location-based Entertainment Business (2017-2022)
11.8.5 Samsung Electronics Recent Development
11.9 Vicon Motion Systems
11.9.1 Vicon Motion Systems Company Detail
11.9.2 Vicon Motion Systems Business Overview
11.9.3 Vicon Motion Systems Location-based Entertainment Introduction
11.9.4 Vicon Motion Systems Revenue in Location-based Entertainment Business (2017-2022)
11.9.5 Vicon Motion Systems Recent Development
11.10 Vrstudios
11.10.1 Vrstudios Company Detail
11.10.2 Vrstudios Business Overview
11.10.3 Vrstudios Location-based Entertainment Introduction
11.10.4 Vrstudios Revenue in Location-based Entertainment Business (2017-2022)
11.10.5 Vrstudios Recent Development
11.11 VR Electronics
11.11.1 VR Electronics Company Detail
11.11.2 VR Electronics Business Overview
11.11.3 VR Electronics Location-based Entertainment Introduction
11.11.4 VR Electronics Revenue in Location-based Entertainment Business (2017-2022)
11.11.5 VR Electronics Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
List of Tables
    Table 1. Global Location-based Entertainment Market Size Growth Rate by Technology (US$ Million): 2017 VS 2021 VS 2028
    Table 2. Key Players of 2-Dimensional Location-based Entertainment
    Table 3. Key Players of 3-Dimensional Location-based Entertainment
    Table 4. Global Location-based Entertainment Market Size Growth by Application (US$ Million): 2017 VS 2021 VS 2028
    Table 5. Global Location-based Entertainment Market Size by Region (US$ Million): 2017 VS 2021 VS 2028
    Table 6. Global Location-based Entertainment Market Size by Region (2017-2022) & (US$ Million)
    Table 7. Global Location-based Entertainment Market Share by Region (2017-2022)
    Table 8. Global Location-based Entertainment Forecasted Market Size by Region (2023-2028) & (US$ Million)
    Table 9. Global Location-based Entertainment Market Share by Region (2023-2028)
    Table 10. Location-based Entertainment Market Trends
    Table 11. Location-based Entertainment Market Drivers
    Table 12. Location-based Entertainment Market Challenges
    Table 13. Location-based Entertainment Market Restraints
    Table 14. Global Location-based Entertainment Revenue by Players (2017-2022) & (US$ Million)
    Table 15. Global Location-based Entertainment Market Share by Players (2017-2022)
    Table 16. Global Top Location-based Entertainment Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Location-based Entertainment as of 2021)
    Table 17. Ranking of Global Top Location-based Entertainment Companies by Revenue (US$ Million) in 2021
    Table 18. Global 5 Largest Players Market Share by Location-based Entertainment Revenue (CR5 and HHI) & (2017-2022)
    Table 19. Key Players Headquarters and Area Served
    Table 20. Key Players Location-based Entertainment Product Solution and Service
    Table 21. Date of Enter into Location-based Entertainment Market
    Table 22. Mergers & Acquisitions, Expansion Plans
    Table 23. Global Location-based Entertainment Market Size by Technology (2017-2022) & (US$ Million)
    Table 24. Global Location-based Entertainment Revenue Market Share by Technology (2017-2022)
    Table 25. Global Location-based Entertainment Forecasted Market Size by Technology (2023-2028) & (US$ Million)
    Table 26. Global Location-based Entertainment Revenue Market Share by Technology (2023-2028)
    Table 27. Global Location-based Entertainment Market Size by Application (2017-2022) & (US$ Million)
    Table 28. Global Location-based Entertainment Revenue Market Share by Application (2017-2022)
    Table 29. Global Location-based Entertainment Forecasted Market Size by Application (2023-2028) & (US$ Million)
    Table 30. Global Location-based Entertainment Revenue Market Share by Application (2023-2028)
    Table 31. North America Location-based Entertainment Market Size by Country (2017-2022) & (US$ Million)
    Table 32. North America Location-based Entertainment Market Size by Country (2023-2028) & (US$ Million)
    Table 33. Europe Location-based Entertainment Market Size by Country (2017-2022) & (US$ Million)
    Table 34. Europe Location-based Entertainment Market Size by Country (2023-2028) & (US$ Million)
    Table 35. Asia-Pacific Location-based Entertainment Market Size by Region (2017-2022) & (US$ Million)
    Table 36. Asia-Pacific Location-based Entertainment Market Size by Region (2023-2028) & (US$ Million)
    Table 37. Latin America Location-based Entertainment Market Size by Country (2017-2022) & (US$ Million)
    Table 38. Latin America Location-based Entertainment Market Size by Country (2023-2028) & (US$ Million)
    Table 39. Middle East & Africa Location-based Entertainment Market Size by Country (2017-2022) & (US$ Million)
    Table 40. Middle East & Africa Location-based Entertainment Market Size by Country (2023-2028) & (US$ Million)
    Table 41. BidOn Games Studio Company Detail
    Table 42. BidOn Games Studio Business Overview
    Table 43. BidOn Games Studio Location-based Entertainment Product
    Table 44. BidOn Games Studio Revenue in Location-based Entertainment Business (2017-2022) & (US$ Million)
    Table 45. BidOn Games Studio Recent Development
    Table 46. Dimension Company Detail
    Table 47. Dimension Business Overview
    Table 48. Dimension Location-based Entertainment Product
    Table 49. Dimension Revenue in Location-based Entertainment Business (2017-2022) & (US$ Million)
    Table 50. Dimension Recent Development
    Table 51. HQSoftware Company Detail
    Table 52. HQSoftware Business Overview
    Table 53. HQSoftware Location-based Entertainment Product
    Table 54. HQSoftware Revenue in Location-based Entertainment Business (2017-2022) & (US$ Million)
    Table 55. HQSoftware Recent Development
    Table 56. IMAX CORPORATION Company Detail
    Table 57. IMAX CORPORATION Business Overview
    Table 58. IMAX CORPORATION Location-based Entertainment Product
    Table 59. IMAX CORPORATION Revenue in Location-based Entertainment Business (2017-2022) & (US$ Million)
    Table 60. IMAX CORPORATION Recent Development
    Table 61. Neurogaming Company Detail
    Table 62. Neurogaming Business Overview
    Table 63. Neurogaming Location-based Entertainment Product
    Table 64. Neurogaming Revenue in Location-based Entertainment Business (2017-2022) & (US$ Million)
    Table 65. Neurogaming Recent Development
    Table 66. TESLASUIT Company Detail
    Table 67. TESLASUIT Business Overview
    Table 68. TESLASUIT Location-based Entertainment Product
    Table 69. TESLASUIT Revenue in Location-based Entertainment Business (2017-2022) & (US$ Million)
    Table 70. TESLASUIT Recent Development
    Table 71. SpringboardVR Company Detail
    Table 72. SpringboardVR Business Overview
    Table 73. SpringboardVR Location-based Entertainment Product
    Table 74. SpringboardVR Revenue in Location-based Entertainment Business (2017-2022) & (US$ Million)
    Table 75. SpringboardVR Recent Development
    Table 76. Samsung Electronics Company Detail
    Table 77. Samsung Electronics Business Overview
    Table 78. Samsung Electronics Location-based Entertainment Product
    Table 79. Samsung Electronics Revenue in Location-based Entertainment Business (2017-2022) & (US$ Million)
    Table 80. Samsung Electronics Recent Development
    Table 81. Vicon Motion Systems Company Detail
    Table 82. Vicon Motion Systems Business Overview
    Table 83. Vicon Motion Systems Location-based Entertainment Product
    Table 84. Vicon Motion Systems Revenue in Location-based Entertainment Business (2017-2022) & (US$ Million)
    Table 85. Vicon Motion Systems Recent Development
    Table 86. Vrstudios Company Detail
    Table 87. Vrstudios Business Overview
    Table 88. Vrstudios Location-based Entertainment Product
    Table 89. Vrstudios Revenue in Location-based Entertainment Business (2017-2022) & (US$ Million)
    Table 90. Vrstudios Recent Development
    Table 91. VR Electronics Company Detail
    Table 92. VR Electronics Business Overview
    Table 93. VR Electronics Location-based EntertainmentProduct
    Table 94. VR Electronics Revenue in Location-based Entertainment Business (2017-2022) & (US$ Million)
    Table 95. VR Electronics Recent Development
    Table 96. Research Programs/Design for This Report
    Table 97. Key Data Information from Secondary Sources
    Table 98. Key Data Information from Primary Sources
List of Figures
    Figure 1. Global Location-based Entertainment Market Share by Technology: 2021 VS 2028
    Figure 2. 2-Dimensional Location-based Entertainment Features
    Figure 3. 3-Dimensional Location-based Entertainment Features
    Figure 4. Global Location-based Entertainment Market Share by Application in 2021 & 2028
    Figure 5. Amusement Parks Case Studies
    Figure 6. Arcade Studios Case Studies
    Figure 7. Others Case Studies
    Figure 8. Location-based Entertainment Report Years Considered
    Figure 9. Global Location-based Entertainment Market Size (US$ Million), Year-over-Year: 2017-2028
    Figure 10. Global Location-based Entertainment Market Size, (US$ Million), 2017 VS 2021 VS 2028
    Figure 11. Global Location-based Entertainment Market Share by Region: 2021 VS 2028
    Figure 12. Global Location-based Entertainment Market Share by Players in 2021
    Figure 13. Global Top Location-based Entertainment Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Location-based Entertainment as of 2021)
    Figure 14. The Top 10 and 5 Players Market Share by Location-based Entertainment Revenue in 2021
    Figure 15. North America Location-based Entertainment Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 16. North America Location-based Entertainment Market Share by Country (2017-2028)
    Figure 17. United States Location-based Entertainment Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 18. Canada Location-based Entertainment Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 19. Europe Location-based Entertainment Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 20. Europe Location-based Entertainment Market Share by Country (2017-2028)
    Figure 21. Germany Location-based Entertainment Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 22. France Location-based Entertainment Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 23. U.K. Location-based Entertainment Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 24. Italy Location-based Entertainment Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 25. Russia Location-based Entertainment Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 26. Nordic Countries Location-based Entertainment Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 27. Asia-Pacific Location-based Entertainment Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 28. Asia-Pacific Location-based Entertainment Market Share by Region (2017-2028)
    Figure 29. China Location-based Entertainment Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 30. Japan Location-based Entertainment Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 31. South Korea Location-based Entertainment Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 32. Southeast Asia Location-based Entertainment Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 33. India Location-based Entertainment Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 34. Australia Location-based Entertainment Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 35. Latin America Location-based Entertainment Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 36. Latin America Location-based Entertainment Market Share by Country (2017-2028)
    Figure 37. Mexico Location-based Entertainment Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 38. Brazil Location-based Entertainment Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 39. Middle East & Africa Location-based Entertainment Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 40. Middle East & Africa Location-based Entertainment Market Share by Country (2017-2028)
    Figure 41. Turkey Location-based Entertainment Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 42. Saudi Arabia Location-based Entertainment Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 43. BidOn Games Studio Revenue Growth Rate in Location-based Entertainment Business (2017-2022)
    Figure 44. Dimension Revenue Growth Rate in Location-based Entertainment Business (2017-2022)
    Figure 45. HQSoftware Revenue Growth Rate in Location-based Entertainment Business (2017-2022)
    Figure 46. IMAX CORPORATION Revenue Growth Rate in Location-based Entertainment Business (2017-2022)
    Figure 47. Neurogaming Revenue Growth Rate in Location-based Entertainment Business (2017-2022)
    Figure 48. TESLASUIT Revenue Growth Rate in Location-based Entertainment Business (2017-2022)
    Figure 49. SpringboardVR Revenue Growth Rate in Location-based Entertainment Business (2017-2022)
    Figure 50. Samsung Electronics Revenue Growth Rate in Location-based Entertainment Business (2017-2022)
    Figure 51. Vicon Motion Systems Revenue Growth Rate in Location-based Entertainment Business (2017-2022)
    Figure 52. Vrstudios Revenue Growth Rate in Location-based Entertainment Business (2017-2022)
    Figure 53. VR Electronics Revenue Growth Rate in Location-based Entertainment Business (2017-2022)
    Figure 54. Bottom-up and Top-down Approaches for This Report
    Figure 55. Data Triangulation
    Figure 56. Key Executives Interviewed
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Soft Touch Foil - Global Market Share and Ranking, Overall Sales and Demand Forecast 2024-2030

120 Pages
Type: Report
Code: QYRE-Auto-34Z13874
Thu May 02 00:00:00 UTC 2024

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Portable Dry Powder Fire Extinguisher - Global Market Share and Ranking, Overall Sales and Demand Forecast 2024-2030

120 Pages
Type: Report
Code: QYRE-Auto-27L14106
Tue Apr 30 00:00:00 UTC 2024

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Terrestrial Survey LiDARs - Global Market Share and Ranking, Overall Sales and Demand Forecast 2024-2030

120 Pages
Type: Report
Code: QYRE-Auto-38M16577
Tue Apr 30 00:00:00 UTC 2024

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