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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

발행일: | 리서치사: SkyQuest | 페이지 정보: 영문 276 Pages | 배송안내 : 3-5일 (영업일 기준)

※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문 목차를 참고해주시기 바랍니다.

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.

목차

주요 요약

상부 시장 분석

  • 시장 개요
  • 시장 규모
  • 시장 역학
  • 성장 촉진요인
  • 기회
  • 성장 억제요인
  • 과제
  • 주요 시장 인사이트
  • 기술 분석
  • 가격 분석
  • 공급망 분석
  • 밸류체인 분석
  • 시장 생태계
  • IP 분석
  • 무역 분석
  • 스타트업 분석
  • 원재료 분석
  • 혁신 매트릭스
  • 파이프라인 제품 분석
  • 거시경제 지표
  • 주요 투자 분석
  • 주요 성공요인
  • 경쟁 정도
  • 시장 역학과 전망
  • 시장 역학
  • 성장 촉진요인
  • 기회
  • 성장 억제요인
  • 과제
  • 규제 상황
  • Porters 분석
  • 향후 디스럽션에 관한 Skyquest의 특별한 인사이트
  • 세계의 위치 기반 엔터테인먼트(LBE) 시장 : 컴포넌트별
  • 시장 개요
  • 하드웨어
  • 소프트웨어
  • 세계의 위치 기반 엔터테인먼트(LBE) 시장 : 기술별
  • 시장 개요
  • 2D
  • 3D
  • 클라우드 융합 현실(CMR)
  • 세계의 위치 기반 엔터테인먼트(LBE) 시장 : 최종사용자별
  • 시장 개요
  • 놀이공원
  • 아케이드 스튜디오
  • 4D 영화
  • 세계의 위치 기반 엔터테인먼트(LBE) 시장 : 지역별
  • 시장 개요
  • 북미
  • 미국
  • 캐나다
  • 유럽
  • 독일
  • 스페인
  • 프랑스
  • 영국
  • 기타 유럽
  • 아시아태평양
  • 중국
  • 인도
  • 일본
  • 한국
  • 기타 아시아태평양
  • 라틴아메리카
  • 브라질
  • 기타 라틴아메리카
  • 중동 및 아프리카
  • GCC 국가
  • 남아프리카공화국
  • 기타 중동 및 아프리카
  • 경쟁 상황
  • 상위 5개사 비교
  • 주요 기업의 포지셔닝
  • 주요 기업의 채용 전략
  • 주요 성공 전략
  • 시장의 최근 활동
  • 주요 기업의 시장 점유율
  • 주요 기업 개요
  • Acetifici Italiani Modena
  • BidOn Games Studio
  • HQSoftware
  • HTC Corporation
  • IMAX Corporation
  • Neurogaming Ltd
  • SAMSUNG ELECTRONICS CO., LTD.
  • Sony Interactive Entertainment LLC
  • Springboard VR
  • Vicon Industries, Inc
KSM 23.05.18

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.

Driver

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.

Restrain

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.

Trend

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.

Table of Contents

Executive Summary

  • Market Overview
  • Wheel of Fortune
  • Research Methodology
  • Information Procurement
  • Secondary & Primary Data Sources
  • Market Size Estimation
  • Market Assumptions & Limitations

Parent Market Analysis

  • Market Overview
  • Market Size
  • Market Dynamics
  • Drivers
  • Opportunities
  • Restraints
  • Challenges
  • Key Market Insights
  • Technology Analysis
  • Pricing Analysis
  • Supply Chain Analysis
  • Value Chain Analysis
  • Ecosystem of the Market
  • IP Analysis
  • Trade Analysis
  • Startup Analysis
  • Raw Material Analysis
  • Innovation Matrix
  • Pipeline Product Analysis
  • Macroeconomic Indicators
  • Top Investment Analysis
  • Key Success Factor
  • Degree of Competition
  • Market Dynamics & Outlook
  • Market Dynamics
  • Drivers
  • Opportunities
  • Restraints
  • Challenges
  • Regulatory Landscape
  • Porters Analysis
  • Competitive rivalry
  • Threat of Substitute Products
  • Bargaining Power of Buyers
  • Threat of New Entrants
  • Bargaining Power of Suppliers
  • Skyquest Special Insights on Future Disruptions
  • Political Impact
  • Economic Impact
  • Social Impact
  • Technical Impact
  • Environmental Impact
  • Legal Impact
  • Global Location-Based Entertainment Market by Component
  • Market Overview
  • Hardware
  • Software
  • Global Location-Based Entertainment Market by Technology
  • Market Overview
  • 2 Dimensional (2D)
  • 3 Dimensional (3D)
  • Cloud Merged Reality (CMR)
  • Global Location-Based Entertainment Market by End-Use
  • Market Overview
  • Amusement Parks
  • Arcade Studios
  • 4D Films
  • Global Location-Based Entertainment Market Size by Region
  • Market Overview
  • North America
  • USA
  • Canada
  • Europe
  • Germany
  • Spain
  • France
  • UK
  • Rest of Europe
  • Asia Pacific
  • China
  • India
  • Japan
  • South Korea
  • Rest of Asia-Pacific
  • Latin America
  • Brazil
  • Rest of Latin America
  • Middle East & Africa (MEA)
  • GCC Countries
  • South Africa
  • Rest of MEA
  • Competitive Landscape
  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2021
  • Strategies Adopted by Key Market Players
  • Top Winning Strategies
  • By Development
  • By Company
  • By Year
  • Recent Activities in the Market
  • Key Companies Market Share (%), 2021
  • Key Company Profiles
  • Acetifici Italiani Modena (Italy)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • BidOn Games Studio (Europe)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • HQSoftware (US)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • HTC Corporation (China)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • IMAX Corporation ( Canada)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Neurogaming Ltd (Netherlands)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • SAMSUNG ELECTRONICS CO., LTD. (South Korea)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Sony Interactive Entertainment LLC (US)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Springboard VR (US)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Vicon Industries, Inc (US)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
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