1. Introduction
1.1 Report Guidance
1.2 Market Segmentation
2. Executive Summary
2.1 Key Market Insights
2.2 Market Attractiveness
3. Research Methodology
3.1 Secondary Research
3.2 Primary Research
- 3.2.1 Data Triangulation and Validation
4. North America Location-based Entertainment Market Landscape
4.1 Overview
4.3 Ecosystem Analysis
- 4.3.1 List of Vendors in the Value Chain
5. North America Location-based Entertainment Market – Key Market Dynamics
5.1 Market Drivers
5.2 Market Restraints
5.3 Market Opportunities
5.4 Future Trends
5.5 Impact of Drivers and Restraints
6. North America Location-based Entertainment Market Regional Analysis
6.2 North America Location-based Entertainment Market Revenue 2020-2028 (US$ Million)
6.3 North America Location-based Entertainment Market Forecast Analysis
7. North America Location-based Entertainment Market Analysis – by Component
7.1 Hardware
- 7.1.1 Overview
- 7.1.2 Hardware: North America Location-based Entertainment Market – Revenue and Forecast, 2020-2028 (US$ Million)
7.2 Software
- 7.2.1 Overview
- 7.2.2 Software: North America Location-based Entertainment Market – Revenue and Forecast, 2020-2028 (US$ Million)
8. North America Location-based Entertainment Market Analysis – by Technology
8.1 2-Dimesnional
- 8.1.1 Overview
- 8.1.2 2-Dimesnional: North America Location-based Entertainment Market – Revenue and Forecast, 2020-2028 (US$ Million)
8.2 3-Dimensional
- 8.2.1 Overview
- 8.2.2 3-Dimensional: North America Location-based Entertainment Market – Revenue and Forecast, 2020-2028 (US$ Million)
9. North America Location-based Entertainment Market Analysis – by End-use
9.1 Amusement Parks
- 9.1.1 Overview
- 9.1.2 Amusement Parks: North America Location-based Entertainment Market – Revenue and Forecast, 2020-2028 (US$ Million)
9.2 Arcade Studios
- 9.2.1 Overview
- 9.2.2 Arcade Studios: North America Location-based Entertainment Market – Revenue and Forecast, 2020-2028 (US$ Million)
9.3 Film Studios
- 9.3.1 Overview
- 9.3.2 Film Studios : North America Location-based Entertainment Market – Revenue and Forecast, 2020-2028 (US$ Million)
10. North America Location-based Entertainment Market – North America Analysis
10.1 Overview
10.2 North America
- 10.2.1 North America Location-based Entertainment Market Breakdown, by Key
Country, 2023 and 2028 (%)
- 10.2.1.1 North America Location-based Entertainment Market – Revenue and
Forecast Analysis – by Country
- 10.2.1.1 US:
North America Location-based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
- 10.2.1.1.1 US: North America Location-based Entertainment Market Breakdown, by Component
- 10.2.1.1.2 US: North America Location-based Entertainment Market Breakdown, by Technology
- 10.2.1.1.3 US: North America Location-based Entertainment Market Breakdown, by End-use
- 10.2.1.2 Canada:
North America Location-based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
- 10.2.1.2.1 Canada: North America Location-based Entertainment Market Breakdown, by Component
- 10.2.1.2.2 Canada: North America Location-based Entertainment Market Breakdown, by Technology
- 10.2.1.2.3 Canada: North America Location-based Entertainment Market Breakdown, by End-use
- 10.2.1.3 Mexico :
North America Location-based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
- 10.2.1.3.1 Mexico : North America Location-based Entertainment Market Breakdown, by Component
- 10.2.1.3.2 Mexico : North America Location-based Entertainment Market Breakdown, by Technology
- 10.2.1.3.3 Mexico : North America Location-based Entertainment Market Breakdown, by End-use
11. Competitive Landscape
11.1 Heat Map Analysis
11.2 Company Positioning and Concentration
12. Industry Landscape
12.1 Overview
12.2 Market Initiative
12.3 Partnerships and Collaborations
12.4 Other Developments
13. Company Profiles
13.1 BidOn Games Studio
- 13.1.1 Key Facts
- 13.1.2 Business Description
- 13.1.3 Products and Services
- 13.1.4 Financial Overview
- 13.1.5 SWOT Analysis
- 13.1.6 Key Developments
13.2 Dimension
- 13.2.1 Key Facts
- 13.2.2 Business Description
- 13.2.3 Products and Services
- 13.2.4 Financial Overview
- 13.2.5 SWOT Analysis
- 13.2.6 Key Developments
13.3 HQSoftware
- 13.3.1 Key Facts
- 13.3.2 Business Description
- 13.3.3 Products and Services
- 13.3.4 Financial Overview
- 13.3.5 SWOT Analysis
- 13.3.6 Key Developments
13.4 IMAX CORPORATION
- 13.4.1 Key Facts
- 13.4.2 Business Description
- 13.4.3 Products and Services
- 13.4.4 Financial Overview
- 13.4.5 SWOT Analysis
- 13.4.6 Key Developments
13.5 Neurogaming LTD
- 13.5.1 Key Facts
- 13.5.2 Business Description
- 13.5.3 Products and Services
- 13.5.4 Financial Overview
- 13.5.5 SWOT Analysis
- 13.5.6 Key Developments
13.6 SpringboardVR
- 13.6.1 Key Facts
- 13.6.2 Business Description
- 13.6.3 Products and Services
- 13.6.4 Financial Overview
- 13.6.5 SWOT Analysis
- 13.6.6 Key Developments
13.7 Samsung Electronics Co., Ltd.
- 13.7.1 Key Facts
- 13.7.2 Business Description
- 13.7.3 Products and Services
- 13.7.4 Financial Overview
- 13.7.5 SWOT Analysis
- 13.7.6 Key Developments
13.8 Vicon Motion Systems Ltd
- 13.8.1 Key Facts
- 13.8.2 Business Description
- 13.8.3 Products and Services
- 13.8.4 Financial Overview
- 13.8.5 SWOT Analysis
- 13.8.6 Key Developments
13.9 VRstudios, Inc.
- 13.9.1 Key Facts
- 13.9.2 Business Description
- 13.9.3 Products and Services
- 13.9.4 Financial Overview
- 13.9.5 SWOT Analysis
- 13.9.6 Key Developments
14. Appendix
14.1 About Business Market Insights
14.2 List of Abbreviations