세계의 위치 기반 엔터테인먼트(LBE) 시장(2022-2028년) : 컴포넌트(하드웨어, 소프트웨어), 기술(2D, 3D), 최종사용자(놀이공원, 아케이드 스튜디오)별 규모, 점유율, 성장 분석, 예측
Global Location-Based Entertainment Market Size, Share, Growth Analysis, By Component(Hardware, Software), By Technology(2 Dimensional (2D), 3 Dimensional (3D)), By End-Use(Amusement Parks, Arcade Studios) - Industry Forecast 2022-2028
위치 기반 엔터테인먼트(LBE) 시장 규모는 2021년에 25억 5,000만 달러, 2022년에 32억 9,000만 달러를 나타내고, 2023년부터 2030년까지 예측기간 중 28.8%의 CAGR로 성장하여 2030년에는 354억 2,000만 달러 규모로 성장할 것으로 예측됩니다.
독특하고 맞춤화된 경험에 대한 수요 증가로 LBE 시장은 향후 몇 년간 크게 성장할 것으로 예상됩니다.
세계의 위치 기반 엔터테인먼트(LBE) 시장을 조사했으며, 시장 개요, 시장에 대한 각종 영향요인 분석, 기술·혁신 동향, 시장 규모 추정과 예측, 각종 부문·지역별 내역, 경쟁 상황, 주요 기업 개요 등을 정리했습니다.
Location-Based Entertainment Market size was valued at USD 2.55 billion in 2021 and is poised to grow from USD 3.29 billion in 2022 to USD 35.42 billion by 2030, growing at a CAGR of 28.8% in the forecast period (2023-2030).
The global location-based entertainment (LBE) market refers to the segment of the entertainment industry that provides immersive experiences for customers in a physical location. LBEs leverage technologies such as virtual reality (VR), augmented reality (AR), and mixed reality (MR) to create interactive experiences that engage customers in a way that traditional forms of entertainment cannot. The market is expected to grow significantly in the coming years due to increasing demand for unique and personalized experiences.
Top-down and bottom-up approaches were used to estimate and validate the size of Location-Based Entertainment market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined by using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.
Segments covered in this report
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, and 4D Films. Based on the region, the market is segmented into North America, Europe, Asia Pacific, Middle East, and Africa, and South America.
The increasing popularity of immersive video content, video games, and other forms of entertainment is projected to drive growth, potentially resulting in increased sales of Virtual Reality (VR) headsets.
Developing location-based VR entertainment material that provides an equal emphasis on both enjoyment and education is a significant challenge for creators. It requires understanding the target audience and their requirements, as well as identifying appropriate methods for ensuring that students have a good time.
Family entertainment centers have undergone recent changes to their game offerings due to the "triple revolution" of social media, the internet, and mobile devices. This revolution has digitally disrupted these centers and resulted in intense competition. The current trend in popular games is focused on utilizing virtual reality (VR) and augmented reality (AR). Developers are placing emphasis on creating new technologies to improve the gaming experiences offered in entertainment centers.