The location-based entertainment market in Europe is expected to grow from US$ 461.61 million in 2022 to US$ 950.20 million by 2028. It is estimated to grow at a CAGR of 12.8% from 2022 to 2028.
Mix of AR and VR Technology with 3-D Projection Mapping
Family entertainment centers recently made improvements to the games available in these facilities. The “Triple revolution” of social media, the Internet, and mobile devices, which is digitally upending the family entertainment centers, has brought about this transition, and created some fierce rivalry. Games that use virtual reality (VR) and augmented reality (AR) are highly popular right now. Some game developers are concentrating on creating modern technologies to enhance the gaming environments at entertainment facilities. The producers are attempting to combine AR and VR technologies with 3-D projection mapping and interactive digital surfaces to create new technological improvements in the games. These new games include simulation games. These games copy various activities from real-life in a game for various purposes such as analysis, training, or predictions. Players are allowed to control the characters freely. This mixing of AR and VR helps defend by training their candidates for instance, the Defense solution comes the closest to actual training as is possible. In the virtual Id, the police officers move with the full bodies, much like they were in persons. Furthermore, in virtual reality, they have the advantage that all actions can be trained, recorded (in image and sound), and then played back in the after-action review application. Military troops can learn vital skills to live in challenging, dangerous, and varied circumstances through virtual reality training, all in a secure, risk-free environment. It can help individuals hone their combat and decision-making skills in reaction to varying scenarios and tactical and strategic thinking.
Market Overview
The region is home to more than 400 theme parks. The most famous theme park is California’s Disneyland. It has been providing location-based entertainment to its customers for a long time. Moreover, in September 2022, Warner Bros. Discovery announced that by 2023, the company would be bringing the three-day “Wizarding World Festival” to the US. For this festival, the company is partnered with Superfly X and Fever—a live-entertainment platform.
Further, due to the increasing footfall of tourists in the region, the governments of the respective countries are supporting location-based entertainment. For instance, the US government supports location-based entertainment and themed tourist attractions by providing machinery & products and architecture/engineering that are exported for the amusement parks and related tourist attractions. The support includes several service models such as public & private experience-driven activities and franchises.
In May 2022, Mattel and Epic Resort Destinations announced that in 2023, Mattel Adventure Park would be opened, and the featured brands would range from Barbie to Hot Wheels. This Glendale, Arizona-based theme park will be the company’s flagship entertainment site, as this adventure park will have tourist attractions such as “Barbie Flying Theater.”
Due to the presence of several theme parks, film studios, and amusement parks, the companies see the region as one great opportunity to grow. For instance, Betson Enterprises is a US-based company that offers location-based entertainment for amusement parks, arcade studios, etc. Similarly, Lionsgate, a Canadian-American entertainment company, hosts new location-based experiences. Moreover, Eon Reality’s had opened Realidad Zero virtual reality center in Mexico. Thus, with the presence of several entertainment providers in the region, the region’s Europe location-based entertainment market is expected to grow.
Europe Location-based Entertainment Market Revenue and Forecast to 2028 (US$ Million)
Europe Location-based Entertainment Market Segmentation
The Europe location-based entertainment market is segmented into by component, technology, end-use, and country.
Based on component, the market is bifurcated into hardware and software. The hardware segment held a larger market share in 2022. Based on technology, the market is bifurcated into 2-dimesnional and 3-dimensional. The 3-dimensional segment held a larger market share in 2022. Based on end-use, the market is segmented into amusement parks, arcade studios, and film studios. The amusement parks segment dominated the market share in 2022. Based on country, the market is segmented into Germany, France, Italy, the UK, Russia, and the Rest of Europe. France segment dominated the market share in 2022. BidOnGamesStudio; Dimension; HQSoftware; IMAXCORPORATION; Neurogaming Ltd; Teslasuit; SpringboardVR; Samsung Electronics Co., Ltd.; and ViconMotion Systems Ltd. are the leading companies operating in the location-based entertainment market in the region.
TABLE OF CONTENTS
1. Introduction
1.1 Study Scope
1.2 The Insight Partners Research Report Guidance
1.3 Market Segmentation
2. Key Takeaways
3. Research Methodology
3.1 Coverage
3.2 Secondary Research
3.3 Primary Research
4. Europe Location-Based Entertainment Market Landscape
4.1 Market Overview
4.2 PEST Analysis
4.2.1 Europe
4.3 Ecosystem Analysis
4.4 Expert Opinions
5. Europe Location-Based Entertainment Market – Key Market Dynamics
5.1 Market Drivers
5.1.1 Rising Popularity of 360-Degree VR-Based Games
5.1.2 Mix of AR and VR Technology with 3-D Projection Mapping
5.2 Market Restraints
5.2.1 Health Risks Associated with Extensive Usage of Virtual Reality Headsets
5.3 Market Opportunities
5.3.1 Development and Integration of Advanced Technologies and Tools
5.3.2 Use of VR Headsets for Indoor Games
5.4 Future Trends
5.4.1 Advent of Next-Generation Laser Tags
5.5 Impact Analysis of Drivers and Restraints
6. Europe Location-Based Entertainment Market –Market Analysis
6.1 Europe Location-Based Entertainment Market Overview
6.2 Europe Location-Based Entertainment Market Revenue Forecast and Analysis
7. Europe Location-Based Entertainment Market Analysis – By Component
7.1 Overview
7.2 Europe Location-Based Entertainment Market, By Hardware (2021 and 2028)
7.3 Hardware
7.3.1 Overview
7.3.2 Hardware: Europe Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
7.4 Software
7.4.1 Overview
7.4.2 Software: Europe Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
8. Europe Location-Based Entertainment Market Analysis – By Technology
8.1 Overview
8.2 Europe Location-Based Entertainment Market, By Technology (2021 and 2028)
8.3 2D
8.3.1 Overview
8.3.2 Europe 2D: Europe Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
8.4 3D
8.4.1 Overview
8.4.2 Europe 3D: Europe Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
9. Europe Location-Based Entertainment Market Analysis – By End Use
9.1 Overview
9.2 Europe Location-Based Entertainment Market, By End Use (2021 and 2028)
9.3 Amusement Park
9.3.1 Overview
9.3.2 Amusement Park: Europe Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
9.4 Arcade Studio
9.4.1 Overview
9.4.2 Arcade Studio: Europe Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
9.5 Film Studio
9.5.1 Overview
9.5.2 Film Studio: Europe Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
10. Europe Location-Based Entertainment Market – Country Analysis
10.1 Europe Location-Based Entertainment Market
10.1.1 Europe Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
10.1.2 Europe Location-Based Entertainment Market- By Country
10.1.3.1 Germany: Europe Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
10.1.3.1.1 Germany: Europe Location-Based Entertainment Market- By Component
10.1.3.1.2 Germany: Europe Location-Based Entertainment Market- By Technology
10.1.3.1.3 Germany: Europe Location-Based Entertainment Market- By End Use
10.1.3.2 France: Europe Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
10.1.3.2.1 France: Europe Location-Based Entertainment Market- By Component
10.1.3.2.2 France: Europe Location-Based Entertainment Market- By Technology
10.1.3.2.3 France: Europe Location-Based Entertainment Market- By End Use
10.1.3.3 Italy: Europe Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
10.1.3.3.1 Italy: Europe Location-Based Entertainment Market- By Component
10.1.3.3.2 Italy: Europe Location-Based Entertainment Market- By Technology
10.1.3.3.3 Italy: Europe Location-Based Entertainment Market- By End Use
10.1.3.4 UK: Europe Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
10.1.3.4.1 UK: Europe Location-Based Entertainment Market- By Component
10.1.3.4.2 UK: Europe Location-Based Entertainment Market- By Technology
10.1.3.4.3 UK: Europe Location-Based Entertainment Market- By End Use
10.1.3.5 Russia: Europe Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
10.1.3.5.1 Russia: Europe Location-Based Entertainment Market- By Component
10.1.3.5.2 Russia: Europe Location-Based Entertainment Market- By Technology
10.1.3.5.3 Russia: Europe Location-Based Entertainment Market- By End Use
10.1.3.6 Rest of Europe Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
10.1.3.6.1 Rest of Europe Location-Based Entertainment Market- By Component
10.1.3.6.2 Rest of Europe Location-Based Entertainment Market- By Technology
10.1.3.6.3 Rest of Europe Location-Based Entertainment Market- By End Use
11. Industry Landscape
11.1 Overview
11.2 Business Planning and Strategy
11.3 Merger and Acquisition
11.4 Expansion & Collaboration
11.5 Product News
12. Company Profiles
12.1 BidOn Games Studio
12.1.1 Key Facts
12.1.2 Business Description
12.1.3 Products and Services
12.1.4 Financial Overview
12.1.5 SWOT Analysis
12.1.6 Key Developments
12.2 Dimension
12.2.1 Key Facts
12.2.2 Business Description
12.2.3 Products and Services
12.2.4 Financial Overview
12.2.5 SWOT Analysis
12.2.6 Key Developments
12.3 HQSoftware
12.3.1 Key Facts
12.3.2 Business Description
12.3.3 Products and Services
12.3.4 Financial Overview
12.3.5 SWOT Analysis
12.3.6 Key Developments
12.4 IMAX CORPORATION
12.4.1 Key Facts
12.4.2 Business Description
12.4.3 Products and Services
12.4.4 Financial Overview
12.4.5 SWOT Analysis
12.4.6 Key Developments
12.5 Neurogaming LTD
12.5.1 Key Facts
12.5.2 Business Description
12.5.3 Products and Services
12.5.4 Financial Overview
12.5.5 SWOT Analysis
12.5.6 Key Developments
12.6 TESLASUIT
12.6.1 Key Facts
12.6.2 Business Description
12.6.3 Products and Services
12.6.4 Financial Overview
12.6.5 SWOT Analysis
12.6.6 Key Developments
12.7 SpringboardVR
12.7.1 Key Facts
12.7.2 Business Description
12.7.3 Products and Services
12.7.4 Financial Overview
12.7.5 SWOT Analysis
12.7.6 Key Developments
12.8 Samsung Electronics Co., Ltd.
12.8.1 Key Facts
12.8.2 Business Description
12.8.3 Products and Services
12.8.4 Financial Overview
12.8.5 SWOT Analysis
12.8.6 Key Developments
12.9 Vicon Motion Systems Ltd
12.9.1 Key Facts
12.9.2 Business Description
12.9.3 Products and Services
12.9.4 Financial Overview
12.9.5 SWOT Analysis
12.9.6 Key Developments
13. Appendix
13.1 About The Insight Partners
13.2 Word Index
LIST OF TABLES
Table 1. Europe Location-Based Entertainment Market Revenue and Forecast to 2028 (US$ Million)
Table 2. Europe Location-Based Entertainment Market- By Component – Revenue and Forecast to 2028 (US$ Million)
Table 3. Europe Location-Based Entertainment Market- By Technology – Revenue and Forecast to 2028 (US$ Million)
Table 4. Europe Location-Based Entertainment Market- By Technology – Revenue and Forecast to 2028 (US$ Million)
Table 5. Germany: Europe Location-Based Entertainment Market- By Component –Revenue and Forecast to 2028 (US$ Million)
Table 6. Germany: Europe Location-Based Entertainment Market- By Technology –Revenue and Forecast to 2028 (US$ Million)
Table 7. Germany: Europe Location-Based Entertainment Market- By End Use –Revenue and Forecast to 2028 (US$ Million)
Table 8. France: Europe Location-Based Entertainment Market- By Component –Revenue and Forecast to 2028 (US$ Million)
Table 9. France: Europe Location-Based Entertainment Market- By Technology –Revenue and Forecast to 2028 (US$ Million)
Table 10. France: Europe Location-Based Entertainment Market- By End Use –Revenue and Forecast to 2028 (US$ Million)
Table 11. Italy: Europe Location-Based Entertainment Market- By Component –Revenue and Forecast to 2028 (US$ Million)
Table 12. Italy: Europe Location-Based Entertainment Market- By Technology –Revenue and Forecast to 2028 (US$ Million)
Table 13. Italy: Europe Location-Based Entertainment Market- By End Use –Revenue and Forecast to 2028 (US$ Million)
Table 14. UK: Europe Location-Based Entertainment Market- By Component –Revenue and Forecast to 2028 (US$ Million)
Table 15. UK: Europe Location-Based Entertainment Market- By Technology –Revenue and Forecast to 2028 (US$ Million)
Table 16. UK: Europe Location-Based Entertainment Market- By End Use –Revenue and Forecast to 2028 (US$ Million)
Table 17. Russia: Europe Location-Based Entertainment Market- By Component –Revenue and Forecast to 2028 (US$ Million)
Table 18. Russia: Europe Location-Based Entertainment Market- By Technology –Revenue and Forecast to 2028 (US$ Million)
Table 19. Russia: Europe Location-Based Entertainment Market- By End Use –Revenue and Forecast to 2028 (US$ Million)
Table 20. Rest of Europe Location-Based Entertainment Market- By Component –Revenue and Forecast to 2028 (US$ Million)
Table 21. Rest of Europe Location-Based Entertainment Market- By Technology –Revenue and Forecast to 2028 (US$ Million)
Table 22. Rest of Europe Location-Based Entertainment Market- By End Use –Revenue and Forecast to 2028 (US$ Million)
Table 23. List of Abbreviation
LIST OF FIGURES
Figure 1. Europe Location-Based Entertainment Market Segmentation
Figure 2. Europe Location-Based Entertainment Market Segmentation – By Country
Figure 3. Europe Location-Based Entertainment Market Overview
Figure 4. Europe Location-Based Entertainment Market, By Component
Figure 5. Europe Location-Based Entertainment Market, By Country
Figure 6. Europe – PEST Analysis
Figure 7. Europe Location-Based Entertainment Market- Ecosystem Analysis
Figure 8. Europe Location-Based Entertainment Market Impact Analysis of Drivers and Restraints
Figure 9. Europe Location-Based Entertainment Market Revenue Forecast and Analysis (US$ Million)
Figure 10. Europe Location-Based Entertainment Market Revenue Share, By Component (2021 and 2028)
Figure 11. Hardware: Europe Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
Figure 12. Software: Europe Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
Figure 13. Europe Location-Based Entertainment Market Revenue Share, By Technology (2021 and 2028)
Figure 14. Europe 2D: Europe Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
Figure 15. Europe 3D: Europe Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
Figure 16. Europe Location-Based Entertainment Market Revenue Share, By End Use (2021 and 2028)
Figure 17. Amusement Park: Europe Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
Figure 18. Arcade Studio: Europe Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
Figure 19. Film Studio: Europe Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
Figure 20. Europe Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
Figure 21. Europe Location-Based Entertainment Market Revenue Share, By Country (2021 and 2028)
Figure 22. Germany: Europe Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
Figure 23. France: Europe Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
Figure 24. Italy: Europe Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
Figure 25. UK: Europe Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
Figure 26. Russia: Europe Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
Figure 27. Rest of Europe Location-Based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
● Save and reduce time carrying out entry-level research by identifying the growth, size, leading players, and segments in the Europe location-based entertainment market.
● Highlights key business priorities in order to assist companies to realign their business strategies.
● The key findings and recommendations highlight crucial progressive industry trends in Europe location-based entertainment market, thereby allowing players across the value chain to develop effective long-term strategies.
● Develop/modify business expansion plans by using substantial growth offering developed and emerging markets.
● Scrutinize in-depth Europe market trends and outlook coupled with the factors driving the market, as well as those hindering it.
● Enhance the decision-making process by understanding the strategies that underpin security interest with respect to client products, segmentation, pricing and distribution.
● BidOn Games Studio
● Dimension
● HQSoftware
● IMAX CORPORATION
● Neurogaming LTD
● Teslasuit
● SpringboardVR
● Samsung Electronics Co., Ltd.
● Vicon Motion Systems Ltd
At 12.8% CAGR, the Europe Location-based Entertainment Market is speculated to be worth US$ 950.20 million by 2028, says The Insight Partners
According to The Insight Partners’ research, the Europe location-based entertainment market was valued at US$ 461.61 million in 2022 and is expected to reach US$ 950.20 million by 2028, registering a CAGR of 12.8% from 2022 to 2028. The rising popularity of VR-based games with 360-degree content, mixing of AR and VR technology with 3-D projection mapping for energy saving and conservation drives the market growth are the critical factors attributed to the market expansion.
The development of 360-degree virtual reality (VR) technology is anticipated to significantly contribute to the expansion of the Europe location-based entertainment market. The viewers can get a 360-degree view of the projected content. The introduction of VR-based games with 360-degree content can provide people with thrilling and immersive experiences, which is helping boost the industry’s growth. These developments are prompting the major market players to work with technology providers and advance LBE technology. In September 2019, TacHammer; StrikerVR, Inc.; and Nanoport Technology Inc. collaborated on the Linear Magnetic Ram (LMR) haptic technology. As part of the partnership, Sticker VR launched Arena Infinity LITE VR peripheral, designed to deliver realistic tactile experiences for LBE and VR. The hardware sector had the most significant growth in the VR gaming market. Hardware categories include VR gaming headsets and other products tailored to the gaming industry. The dynamics of the gaming market are anticipated to shift due to the presence of smaller start-ups and major hardware manufacturers such as Oculus VR, Sony, Samsung, and Google. Players will engage in fierce competition based on the style and cost of VR gadgets. The rising popularity of 360-degree content, high adoption of this technology, and increasing implementation and acceptance of the technology are projected to decrease the prices of VR hardware components such as joysticks and VR headsets. Being one of the most sought-after major gaming platforms, location-based VR technology is predicted to increase the appeal of 360-degree video. In the years to come, it is predicted that these elements would encourage the growth of the Europe location-based entertainment market.
On the contrary, health risks associated with extensive usage of virtual reality headset hampers Europe location-based entertainment market.
Based on component, the market is bifurcated into hardware and software. The hardware segment held 62.7% market share in 2022, amassing US$ 289.40 million. It is projected to garner US$ 575.74 million by 2028 to expand at 12.1% CAGR during 2022–2028. Based on technology, the market is bifurcated into 2-dimesnional and 3-dimensional. The 3-dimensional segment held 73.4% market share in 2022, amassing US$ 338.89 million. It is projected to garner US$ 717.67 million by 2028 to expand at 13.3% CAGR during 2022–2028. Based on end-use, the market is segmented into amusement parks, arcade studios, and film studios. The amusement parks segment held 46.4% market share in 2022, amassing US$ 214.29 million. It is projected to garner US$ 415.30 million by 2028 to expand at 11.7% CAGR during 2022–2028. Based on country, the Europe location-based entertainment market has been categorized into Germany, France, Italy, UK, Russia, and the Rest of Europe. Our regional analysis states that France captured 29.81% market share in 2022. It was assessed at US$ 137.60 million in 2022 and is likely to hit US$ 262.25 million by 2028, exhibiting a CAGR of 11.3% during the forecast period. Key players dominating the Europe location-based entertainment market are BidOnGamesStudio; Dimension; HQSoftware; IMAXCORPORATION; Neurogaming Ltd; Teslasuit; SpringboardVR; Samsung Electronics Co., Ltd.; and Vicon Motion Systems Ltd.
In May 2021; Linksys and Fortinet Announced Strategic Alliance to Deliver Enterprise-Grade Performance and Security for Work from Home Networks. In May 2022; Sony Interactive Entertainment LLC announced that it has entered into agreement to acquire Haven Entertainment Studios Inc. (“Haven Studios”), a Montreal-based development studio formed by acclaimed developer Jade Raymond, founder of Ubisoft Toronto and Motive Studios and one of the creative forces behind the blockbuster Assassin’s Creed franchise.
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