Location-based Entertainment Market Growth, Share and Outlook 2034

Location-based Entertainment Market Size- By Fibers, By End Use - Regional Outlook, Competitive Strategies and Segment Forecast to 2034

Published: Sep-2025 Report ID: IACT25154 Pages: 1 - 234 Formats*:     
Category : Information & Communications Technology
Location-based Entertainment Market Introduction and Overview 

According to SPER Market Research, the Global Location-based Entertainment Market is estimated to reach USD 70.47 billion by 2034 with a CAGR 28.75%.

The report includes an in-depth analysis of the Global Location-based Entertainment Market, including market size and trends, product mix, Applications, and supplier analysis. The global Location-based Entertainment Market was valued at USD 5.63 billion in 2024 and is expected to grow at a CAGR of over 28.75% from 2025 to 2034. The location-based entertainment (LBE) market is growing rapidly, driven by rising demand for immersive experiences and government support through tourism initiatives and infrastructure investment. Technological innovations in VR, AR, and interactive gaming are transforming consumer engagement, while mobile apps enhance personalization. Manufacturers are investing in advanced equipment and forming strategic partnerships to meet venue-specific needs. Growth opportunities lie in untapped suburban and rural markets, shifting consumer preferences, and brand collaborations that create unique, experiential offerings to boost foot traffic and sales.

By Component:
The hardware segment plays a crucial role in the location-based entertainment market, supported by the growing need for physical equipment that delivers immersive and interactive experiences. With the rising popularity of venues like VR arcades and escape rooms, demand for advanced devices such as headsets, sensors, and high-performance systems continues to grow. Simultaneously, the software segment is expanding rapidly, driven by the need for customizable, engaging content. Operators rely on software for immersive storytelling, gamification, and mobile features. The seamless integration of hardware and software enhances user experiences, encouraging ongoing innovation and investment across the market.

By End User:
The amusement park segment holds a leading share in the location-based entertainment market, supported by its broad appeal and established presence. These parks attract large crowds through diverse attractions, continuous investments in new rides, themed experiences, and seasonal events. The integration of technologies like virtual reality and interactive features keeps them engaging and current. At the same time, arcade studios are experiencing rapid growth, driven by rising interest in retro and modern gaming. Enhanced by VR, AR, multiplayer options, and franchise collaborations, arcade studios appeal to a wide audience and continue to expand their market presence.

Regional Insights:
North America holds a leading position in the location-based entertainment market, driven by advanced technology adoption and a strong demand for immersive, interactive experiences. The region features a wide range of entertainment hubs, including amusement parks, arcades, and virtual reality venues, which consistently attract high foot traffic.



Market Competitive Landscape:
The global Location-based Entertainment Market is moderately fragmented. some of the market key players are 4Experience, CamOnApp, Google LLC, Cisco HQ Software, Inc., HTC Corporation, Huawei Technologies Co., Ltd., Magic Leap, Inc., Microsoft Corporation, Niantic, Inc., Samsung Electronics Co. Ltd., Springboard VR, VRstudios Inc.

Recent Developments:
  • In April 2024, Niantic, Inc. partnered with Trivver to develop an advanced solution for AR ad measurement using 3D Smart Objects, aimed at enhancing both the quality and overall user experience.
  • In January 2024, Samsung Electronics launched the Visual eXperience Transformation platform, a cloud-native content management solution that combines content delivery and remote signage management into one secure, integrated platform.
Scope of the report:
 Report Metric Details
 Market size available for years2021-2034
 Base year considered2024
 Forecast period2025-2034
 Segments coveredBy Component, By Technology, By End Use
 Regions coveredNorth America, Latin America, Asia-Pacific, Europe, and Middle East & Africa
 Companies Covered
4Experience, CamOnApp, Google LLC, Cisco HQ Software, Inc., HTC Corporation, Huawei Technologies Co., Ltd., Magic Leap, Inc., Microsoft Corporation, Niantic, Inc., Samsung Electronics Co. Ltd., Springboard VR, VRstudios Inc.


Key Topics Covered in the Report
  • Global Location-based Entertainment Market Size (FY’2021-FY’2034)
  • Overview of Global Location-based Entertainment Market
  • Segmentation of Global Location-based Entertainment Market By Component (Hardware, Software)
  • Segmentation of Global Location-based Entertainment Market By Technology (2 Dimensional (2D), 3- & 4-Dimensional (3D & 4D), Cloud Merged Reality (CMR)}
  • Segmentation of Global Location-based Entertainment Market By End Use (Amusement Parks, , Arcade Studios, 4D Films)
  • Statistical Snap of Global Location-based Entertainment Market
  • Expansion Analysis of Global Location-based Entertainment Market
  • Problems and Obstacles in Global Location-based Entertainment Market
  • Competitive Landscape in the Global Location-based Entertainment Market
  • Details on Current Investment in Global Location-based Entertainment Market
  • Competitive Analysis of Global Location-based Entertainment Market
  • Prominent Players in the Global Location-based Entertainment Market
  • SWOT Analysis of Global Location-based Entertainment Market
  • Global Location-based Entertainment Market Future Outlook and Projections (FY’2025-FY’2034)
  • Recommendations from Analyst
1. Introduction
  • 1.1. Scope of the report
  • 1.2. Market segment analysis 
2. Research Methodology
  • 2.1. Research data source
    • 2.1.1. Secondary Data
    • 2.1.2. Primary Data
    • 2.1.3. SPERs internal database
    • 2.1.4. Premium insight from KOLs
  • 2.2. Market size estimation
    • 2.2.1. Top-down and Bottom-up approach
  • 2.3. Data triangulation
3. Executive Summary

4. Market Dynamics
  • 4.1. Driver, Restraint, Opportunity and Challenges analysis
    • 4.1.1. Drivers
    • 4.1.2. Restraints
    • 4.1.3. Opportunities
    • 4.1.4. Challenges
5. Market variable and outlook
  • 5.1. SWOT Analysis
    • 5.1.1. Strengths
    • 5.1.2. Weaknesses
    • 5.1.3. Opportunities
    • 5.1.4. Threats
  • 5.2. PESTEL Analysis
    • 5.2.1. Political Landscape
    • 5.2.2. Economic Landscape
    • 5.2.3. Social Landscape
    • 5.2.4. Technological Landscape
    • 5.2.5. Environmental Landscape
    • 5.2.6. Legal Landscape
  • 5.3. PORTERs Five Forces 
    • 5.3.1. Bargaining power of suppliers
    • 5.3.2. Bargaining power of buyers
    • 5.3.3. Threat of Substitute
    • 5.3.4. Threat of new entrant
    • 5.3.5. Competitive rivalry
  • 5.4. Heat Map Analysis
6. Competitive Landscape
  • 6.1. Global Location-based Entertainment Market Manufacturing Base Distribution, Sales Area, Product Type 
  • 6.2. Mergers & Acquisitions, Partnerships, Product Launch, and Collaboration in Global Location-based Entertainment Market
7. Global Location-based Entertainment Market, By Component, (USD Million) 2021-2034 
  • 7.1. Hardware
  • 7.2. Software
8. Global Location-based Entertainment Market, By Technology, (USD Million) 2021-2034 
  • 8.1. 2 Dimensional (2D)
  • 8.2. 3- & 4-Dimensional (3D & 4D)
  • 8.3. Cloud Merged Reality (CMR)
9. Global Location-based Entertainment Market, By End-use, (USD Million) 2021-2034 
  • 9.1. Amusement Parks
    • 9.1.1. Indoor
    • 9.1.2. Outdoor
  • 9.2. Arcade Studios
  • 9.3. 4D Films
10. Global Location-based Entertainment Market, (USD Million) 2021-2034 
  • 10.1. Global Location-based Entertainment Market Size and Market Share
11. Global Location-based Entertainment Market, By Region, 2021-2034 (USD Million)
  • 11.1. Asia-Pacific
    • 11.1.1. Australia
    • 11.1.2. China
    • 11.1.3. India
    • 11.1.4. Japan
    • 11.1.5. South Korea
    • 11.1.6. Rest of Asia-Pacific
  • 11.2. Europe
    • 11.2.1. France
    • 11.2.2. Germany
    • 11.2.3. Italy
    • 11.2.4. Spain
    • 11.2.5. United Kingdom
    • 11.2.6. Rest of Europe
  • 11.3. Middle East and Africa
    • 11.3.1. Kingdom of Saudi Arabia 
    • 11.3.2. United Arab Emirates
    • 11.3.3. Qatar
    • 11.3.4. South Africa
    • 11.3.5. Egypt
    • 11.3.6. Morocco
    • 11.3.7. Nigeria
    • 11.3.8. Rest of Middle-East and Africa
  • 11.4. North America
    • 11.4.1. Canada
    • 11.4.2. Mexico
    • 11.4.3. United States
  • 11.5. Latin America
    • 11.5.1. Argentina
    • 11.5.2. Brazil
    • 11.5.3. Rest of Latin America 
12. Company Profile
  • 12.1. 4Expeience
    • 12.1.1. Company details
    • 12.1.2. Financial outlook
    • 12.1.3. Product summary 
    • 12.1.4. Recent developments
  • 12.2. CamOnApp
    • 12.2.1. Company details
    • 12.2.2. Financial outlook
    • 12.2.3. Product summary 
    • 12.2.4. Recent developments
  • 12.3. Google LLC
    • 12.3.1. Company details
    • 12.3.2. Financial outlook
    • 12.3.3. Product summary 
    • 12.3.4. Recent developments
  • 12.4. Cisco HQ Software, Inc
    • 12.4.1. Company details
    • 12.4.2. Financial outlook
    • 12.4.3. Product summary 
    • 12.4.4. Recent developments
  • 12.5. HTC Corporation
    • 12.5.1. Company details
    • 12.5.2. Financial outlook
    • 12.5.3. Product summary 
    • 12.5.4. Recent developments
  • 12.6. Huawei Technologies Co., Ltd
    • 12.6.1. Company details
    • 12.6.2. Financial outlook
    • 12.6.3. Product summary 
    • 12.6.4. Recent developments
  • 12.7. Magic Leap, Inc
    • 12.7.1. Company details
    • 12.7.2. Financial outlook
    • 12.7.3. Product summary 
    • 12.7.4. Recent developments
  • 12.8. Microsoft Corporation
    • 12.8.1. Company details
    • 12.8.2. Financial outlook
    • 12.8.3. Product summary 
    • 12.8.4. Recent developments
  • 12.9. Niantic, Inc.
    • 12.9.1. Company details
    • 12.9.2. Financial outlook
    • 12.9.3. Product summary 
    • 12.9.4. Recent developments
  • 12.10. Samsung Electronics Co. Ltd.
    • 12.10.1. Company details
    • 12.10.2. Financial outlook
    • 12.10.3. Product summary 
    • 12.10.4. Recent developments
  • 12.11. Springboard VR
    • 12.11.1. Company details
    • 12.11.2. Financial outlook
    • 12.11.3. Product summary 
    • 12.11.4. Recent developments
  • 12.12. VRstudios Inc
    • 12.12.1. Company details
    • 12.12.2. Financial outlook
    • 12.12.3. Product summary 
    • 12.12.4. Recent developments
  • 12.13. Others
13. Conclusion

14. List of Abbreviations

15. Reference Links

SPER Market Research’s methodology uses great emphasis on primary research to ensure that the market intelligence insights are up to date, reliable and accurate. Primary interviews are done with players involved in each phase of a supply chain to analyze the market forecasting. The secondary research method is used to help you fully understand how the future markets and the spending patterns look likes.

The report is based on in-depth qualitative and quantitative analysis of the Product Market. The quantitative analysis involves the application of various projection and sampling techniques. The qualitative analysis involves primary interviews, surveys, and vendor briefings.  The data gathered as a result of these processes are validated through experts opinion. Our research methodology entails an ideal mixture of primary and secondary initiatives.

SPER-Methodology-1

SPER-Methodology-2

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Frequently Asked Questions About This Report
Location-based Entertainment Market is projected to reach USD 70.47 billion by 2034, growing at a CAGR of 28.75% during the forecast period.
Location-based Entertainment Market grew in Market size from 2025. The Market is expected to reach USD 70.47 billion by 2034, at a CAGR of 28.75% during the forecast period.
Location-based Entertainment Market CAGR of 28.75% during the forecast period.
Location-based Entertainment Market size is USD 70.47 billion from 2025 to 2034.
Location-based Entertainment Market is covered By Component, By Technology, By End Use
North America is anticipated to have the highest Market share in the Location-based Entertainment Market.
4Experience, CamOnApp, Google LLC, Cisco HQ Software, Inc., HTC Corporation, Huawei Technologies Co., Ltd., Magic Leap, Inc., Microsoft Corporation, Niantic, Inc., Samsung Electronics Co. Ltd., Springboard VR, VRstudios Inc.
The report includes an in-depth analysis of the Global Location-based Entertainment Market, including market size and trends, product mix, Applications, and supplier analysis
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