Press release
Global Location-Based Entertainment Market Size was valued at US$ 3.2 billion in 2021, and it is expected to reach a value of US$ 25.34 billion by 2028, at a CAGR of 34.4% over the forecast period (2022 - 2028).
According to the latest research by SkyQuest Technology, Global Location Based Entertainment Market Size was valued at US$ 3.2 billion in 2021, and it is expected to reach a value of US$ 25.34 billion by 2028, at a CAGR of 34.4% over the forecast period (2022 - 2028). The research provides up-to-date Location Based Entertainment market analysis of the current market landscape, latest trends, drivers, and overall market environment.Download Free Sample Copy : https://skyquestt.com/sample-request/location-based-entertainment-market
Virtual reality (VR), which offers a simulated world for users seeking an immersive and lifelike experience, has added a new dimension to the gaming industry. Several video game firms are making mergers and acquisitions with VR and location-based entertainment (LBE) technology suppliers to increase their respective market shares. For instance, VR game studio Vertigo Games bought the content marketplace and VR venue management software provider Springboard VR for LBE in February 2021. In addition to providing operators with access to VR content via Vertigo Games' Haze VR distribution platform, the acquisition aimed to provide game developers and operators with additional tools and technologies to help them expand their LBE businesses.
A handful of the entertainment locations that offer LBE services are arcades, theme parks, and VR cafes. As immersive technologies like Augmented Reality (AR), Virtual Reality (VR), 3D animation, and other technologies are combined with LBE, the market for location-based entertainment is growing. LBE operators are concentrating on broadening their global presence and gaining an advantage over rivals. For instance, the video game industry Koch Media GmbH acquired Vertigo Games in September 2021 to broaden its global network and reach and to open up new publishing opportunities for Vertigo Games and its affiliates.
Read the market research report, "The Global Location Based Entertainment Market is segmented based on Component, Technology, end-use, and Region. Based on components, the market is further sub-segmented as Hardware, Software. Based on technology the market is further segmented as 2 Dimensional (2D), 3 Dimensional (3D), and Cloud Merged Reality (CMR). Based on end use the market is segregated into Amusement Parks, Arcade Studios, 4D Films, & By Region - Forecast and Analysis 2022-2028" by SkyQuest
Buy This Report : https://skyquestt.com/buy-now/location-based-entertainment-market
Beginning in Wuhan (China), COVID-19 has rapidly spread throughout the globe. The US, India, Brazil, Russia, France, the UK, Turkey, Italy, and Spain are among the countries that have been most badly impacted in terms of confirmed cases and reported deaths. COVID-19 has affected the businesses and industries of various countries as a result of lockdowns, travel restrictions, and business closures. The production, delivery plans, and sales of items on the global market have all suffered as a result of the closure of numerous plants and companies. Only a small number of companies have already issued warnings about possible supply delays and projected sales reductions. The demand for immersive video material, video games, and other entertainment are predicted to increase, which could eventually result in the selling of Virtual Reality (VR) headsets. The market for location-based entertainment is predicted to grow dramatically as a result of the introduction of 360-degree VR technology.
The report published by SkyQuest Technology Consulting provides in-depth qualitative insights, historical data, and verifiable projections about the Global Location Based Entertainment Market Revenue. The projections featured in the report have been derived using proven research methodologies and assumptions.
Report Findings
● Drivers- The demand for immersive video material, video games, and other entertainment are predicted to increase, which could eventually result in the selling of Virtual Reality (VR) headsets.
.
● Restraint- One of the biggest issues facing those who create location-based VR entertainment is coming up with games that balance fun and learning, understanding the target audience and their needs, and coming up with appropriate ways for students to have fun.
Speak With Our Analyst : https://skyquestt.com/speak-with-analyst/location-based-entertainment-market
What does this Report Deliver?
● Market Estimation for 20+ Countries
● Global Location Based Entertainment Market demand by Region, Sub-Region, and Country
● Customization on Segments, Regions, and Company Profiles
● 100+ tables, 150+ Figures
● Global, Regional, and Country-specific Location Based Entertainment Market Trends
● Comprehensive Mapping of Location-Based Entertainment Market Parameters
● Attractive Investment Proposition in the Global Location-Based Entertainment Market
● Competitive Strategies Adopted by Global Location Based Entertainment Market Key Players
● Drivers, Restraints, Opportunities, Challenges, and the impact on the Global Location-Based Entertainment Market Size
● Market growth rate till 2028
● Regulatory scenario, regional dynamics, and Global Location Based Entertainment Market insights of leading countries in each region
● In-depth Market insights by Region and Country
● Market Segmentation Trend Analysis, Opportunities, and Growth
● Porter's five force analysis to know the market's condition
● Pricing Analysis and Global Location Based Entertainment Market Sales
● Parent market analysis
● Product portfolio benchmarking
SkyQuest has segmented the Global Location Based Entertainment market based on Component, Technology, end use, and Region:
● Global Location Based Entertainment Market by Component Type Outlook (Revenue, US$ million, 2021 - 2028)
o Hardware
o Software
● Global Location Based Entertainment Market by Technology Outlook (Revenue, US$ million, 2021 - 2028)
o 2 Dimensional (2D)
o 3 Dimensional (3D)
o Cloud Merged Reality (CMR)
● Global Location Based Entertainment Market by End Use Outlook (Revenue, US$ million, 2021 - 2028)
o Amusement Parks
o Arcade Studios
o 4D Films
● Global Location Based Entertainment Market by Regional Outlook (Revenue, US$ million, 2021 - 2028)
o North America
▪ THE US
▪ Canada
▪ Mexico
o Europe
▪ Germany
▪ The UK
▪ France
o The Asia Pacific
▪ China
▪ Japan
▪ India
o South America
▪ Brazil
o The Middle East and Africa
Read Full Report : https://skyquestt.com/report/location-based-entertainment-market
Key Players in the Global Location-Based Entertainment market
• Acetifici Italiani Modena (Italy)
• BidOn Games Studio (Europe)
• HQSoftware (US)
• HTC Corporation (China)
• IMAX Corporation ( Canada)
• Neurogaming Ltd (Netherlands)
• SAMSUNG ELECTRONICS CO., LTD. (South Korea)
• Sony Interactive Entertainment LLC (US)
• Springboard VR (US)
• Vicon Industries, Inc (US)
About Us-
SkyQuest Technology Group is a Global Market Intelligence, Innovation Management & Commercialization organization that connects innovation to new markets, networks & collaborators for achieving Sustainable Development Goals.
Contact Us-
SkyQuest Technology Consulting Pvt. Ltd.
1 Apache Way,
Westford,
Massachusetts 01886
USA (+1) 617-230-0741
Email- info@skyquestt.com
Website: https://www.skyquestt.com/
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