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Location-Based Entertainment Market Expected to Witness Robust Growth | Exit Reality, Springboard VR, HTC Corporation

09-15-2022 08:43 AM CET | IT, New Media & Software

Press release from: Report Ocean

Global Location-Based Entertainment Market Size study, by Component (Hardware, Software), by End Use (Amusement Parks, Arcade Studios, 4D Films), by Technology (2 Dimensional, 3 Dimensional, Cloud Merged Reality) and Regional Forecasts 2021-2027, The ' Location-Based Entertainment market' research report added by Report Ocean, is an in-depth analysis of the latest developments, market size, status, upcoming technologies, industry drivers, challenges, regulatory policies, with key company profiles and strategies of players. The research study provides market overview, Location-Based Entertainment market definition, regional market opportunity, sales and revenue by region, manufacturing cost analysis, Industrial Chain, market effect factors analysis, Location-Based Entertainment market size forecast, market data&Graphs and Statistics, Tables, Bar &Pie Charts, and many more for business intelligence.

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Global location-based entertainment market is expected to reach $24.2 billion by 2027. Global location-based entertainment market is valued approximately at $3.05 billion in 2020 and is anticipated to grow with a healthy growth rate of about34.4 % over the forecast period 2021-2027.
Location-based entertainment refers to any type of entertainment that takes place in a location outside of home of the user, often in an entertainment center. The location-based entertainment experience primarily involves creation of a physical space, equipped with all the equipment, tools, etc. that are required to create an immersive environment. The global location-based entertainment market is being driven by increasing consumer spending on games and video content and increasing adoption of innovative concepts with virtual reality expertise. Furthermore, increasing investment by the market players to launch innovative simulation products will provide new opportunities for the global location-based entertainment industry. According to Statista, spending by consumers on additional in-game content is expected to increase from $54 billion in 2020 to more than $74.4 billion by 2025, across the globe. Such growth in the consumer spending on gaming content is expected to increase the adoption of location-based entertainment with the popularity of multiplayer gaming which in turn would drive the market. However, requirement of high budgeted infrastructure may impede market growth over the forecast period of 2021-2027.

The regional analysis of the global location-based entertainment market is considered for the key regions such as Asia Pacific, North America, Europe, Latin America, and Rest of the World. North America is the leading region across the world in terms of market share due to increasing awareness regarding the latest technologies and the popularity of location-based entertainment among users, rapid adoption of location-based virtual reality tools, and presence of majority of the key market players across the region. Whereas Asia Pacific is anticipated to exhibit the highest growth rate over the forecast period 2021-2027, due to the presence of several virtual reality hardware and software providers, expanding consumer base for virtual reality based games across China, etc.

Major market player included in this report are:
• Exit Reality
• Springboard VR
• HTC Corporation
• IMAX Corporation
• The VOID LLC
• VRstudios Inc.
• Huawei Technologies Co., Ltd.
• Google LLC
• Microsoft Corporation
• Samsung Electronics Co., Ltd.

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:

By Component:
• Hardware
• Software
By End Use:
• Amusement Parks
• Arcade Studios
• 4D Films
By Technology:
• 2 Dimensional (2D)
• 3 Dimensional (3D)
• Cloud Merged Reality (CMR)
Geographical Breakdown: Regional level analysis of the market, currently covering North America, Europe, China & Japan

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Key Points:
Define, describe and forecast product market by type, application, end user and region.
Provide enterprise external environment analysis and PEST analysis.
Provide strategies for company to deal with the impact of COVID-19.
Provide market dynamic analysis, including market driving factors, market development constraints.
Provide market entry strategy analysis for new players or players who are ready to enter the market, including market segment definition, client analysis, distribution model, product messaging and positioning, and price strategy analysis.

Keep up with international market trends and provide analysis of the impact of the COVID-19 epidemic on major regions of the world.
Analyze the market opportunities of stakeholders and provide market leaders with details of the competitive landscape.

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Table of Content:
• Market Definition and Overview
• Research Method and Logic
• Market Competition Analysis
• Product and Service Analysis
• Strategies for Company to Deal with the Impact of COVID-19
• Market Segment by Type, Historical Data, and Market Forecasts
• Market Segment by Application, Historical Data, and Market Forecasts
• Market by Region, Historical Data, and Market Forecasts
• Market Dynamic Analysis and Development Suggestions
Key Benefits for Industry Participants & Stakeholders
• Market Research allows the investors to understand the market size, dynamics, risks, and opportunities in the industry.
• The market research report provides market sizing and forecast over major currencies - USD, EUR, JPY, GBP, and CHF.
• This Market Research Report helps to forecast the revenues and analyse the market trends based on region, product type, and end-use.
• The Market analysis of the market share of can proves beneficial in terms of profit to the industry's participants and stakeholders.

Continued….
……..and view more in complete table of Contents

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