Europe Location-based Entertainment Market Forecast to 2028 – COVID-19 Impact and Regional Analysis – by Component (Hardware and Software), Technology (2-Dimesnional and 3-Dimensional), and End-use (Amusement Parks, Arcade Studios, and Film Studios)   

BMIRE00027635 | Pages: 113 | Electronics and Semiconductor | Dec 2022 | Type: Regional | Status: Published

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 Revenue and Forecast to 2028 (US$ Million)

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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 Vicon Motion Systems Ltd. are the leading companies operating in the location-based entertainment market in the region.   

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)

  1. BidOn Games Studio                                                                                                     
  2. Dimension                                                                                                                         
  3. HQSoftware                                                                                                                      
  4. IMAX CORPORATION                                                                                                     
  5. Neurogaming LTD                                                                                                           
  6. Teslasuit                                                                                                                             
  7. SpringboardVR                                                                                                                 
  8. Samsung Electronics Co., Ltd.   
  9. Vicon Motion Systems Ltd                          
  • 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.
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