Global Location-Based Entertainment Market Size & Share Analysis - Growth Trends & Forecasts (2025 - 2030)

The Global Location-Based Entertainment Market is Segmented By Type (Hardware, Software), By Application (Arcade, Theme Parks, Cinemas), and Geography.

Location-Based Entertainment Market Size

Compare market size and growth of Global Location-Based Entertainment Market with other markets in Technology, Media and Telecom Industry

Location-Based Entertainment Market Analysis

The Global Location-Based Entertainment Market is expected to register a CAGR of 35.16% during the forecast period.

  • The gaming business is going through a paradigm transition, and the established players in the market are eager to pursue technology-driven projects. Customers are thought to be embracing virtual reality (VR) in large numbers, particularly considering the industry's focus on multiplayer games. The trend, in turn, drives smaller businesses to participate in the LBE sector, fueling the market's expansion.
  • Moreover, several governments are supporting location-based entertainment. For instance, the ITA report mentioned that the United States government supports location-based entertainment (LBE) and themed attractions by exporting items to construct amusement parks and associated interests. Support for various service models, including franchise, public, and private experience-driven activities, is part of this. Individuals, businesses, and consortiums with at least 51% U.S. content may ask for international assistance for LBE services.
  • Significant players, such as Reality Labs in Meta, HTC VIVE, Sony Interactive Environment, etc., are investing much in research and development to introduce simulation technologies. Due to customers' evolving preferences for out-of-home entertainment, businesses are looking into several initiatives to offer more engaging ways to use shared social spaces and integrate people.
  • The rising population spending on outdoor activities and the use of 3D technology at entertainment locations offering a realistic experience are the primary drivers of the market. The high expense of creating the content makes it a difficult challenge for market participants.
  • The COVID-19 pandemic outbreak has negatively impacted market conditions. As part of the lockdowns implemented in many countries to prevent the spread of coronavirus, several LBE facilities, such as amusement parks, theme parks, arcades, and theatres, were temporarily shuttered. To gain traction and draw a sizable audience in the post-pandemic era, these LBE centers can now make the most of their limited resources by engaging customers, providing them with compelling reasons to return, educating customers about best practices to reduce health risks, and implementing data analytics to address customer needs.

Location-Based Entertainment Industry Overview

The global location-based entertainment market is moderately consolidated and has a few significant players. A few of the key companies currently hold a large portion of the market, such as Oculus by Meta, HTC VIVE, Samsung Electronics, Sony Interactive Entertainment, Wikitude, etc. These dominant firms are growing their consumer bases internationally. These companies are advancing technologies, such as AR, VR, etc., to raise their market share and profitability.

  • October 2021 - HTC VIVE announced VIVE Flow, a pair of glasses that can take its users everywhere they need. VIVE Flow, created with comfort and portability in mind, enables users to find moments of peace and well-being throughout the day. This includes using apps like TRIPP for meditation 2.0, going for a walk, watching TV or movies on their own personal, cinema-sized VR screen, challenging their brains with brain training apps, and collaborating and socializing with coworkers and friends on VIVE Sync.
  • July 2021 - To create a proof-of-concept immersive location-based Harry Potter VR experience, Chaos at Hogwarts, AT&T partnered with Warner Bros., Ericsson, Qualcomm, Dreamscape, Nvidia, and Wevr. This proof-of-concept shows how 5G may improve the following user-generated experiences. The current architecture may be changed to one that is more pleasant for spectators, more effective for artists, and more efficient for venue operators by utilizing the high output and low latency properties of 5G in combination with edge cloud mixed reality processing.

Location-Based Entertainment Market Leaders

  1. Meta

  2. HTC

  3. Samsung Electronics Co., Ltd.

  4. Sony Interactive Entertainment Inc.

  5. Wikitude

  6. *Disclaimer: Major Players sorted in no particular order
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Location-Based Entertainment Market News

  • March 2022 - An agreement to acquire Haven Entertainment Studios Inc., a development firm with headquarters in Montreal, was announced by Sony Interactive Entertainment LLC (SIE). With this acquisition, Haven will be able to fully use the PS5's ability to build new worlds that engage gamers and enable them to interact in interesting ways.
  • December 2021 - Valkyrie Entertainment, a Seattle-based producer of video games, has announced an agreement to be acquired by Sony Interactive Entertainment. The development of key PlayStation Studios franchises that support the creation of PlayStation Studios Exclusive Games will be aided by Valkyrie Entertainment, the 17th company to join PlayStation Studios.

Location-Based Entertainment Market Report - Table of Contents

1. INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2. RESEARCH METHODOLOGY

3. EXECUTIVE SUMMARY

4. MARKET INSIGHTS

  • 4.1 Market Overview
  • 4.2 Industry Attractiveness - Porter's Five Forces Analysis
    • 4.2.1 Bargaining Power of Suppliers
    • 4.2.2 Bargaining Power of Buyers/Consumers
    • 4.2.3 Threat of New Entrants
    • 4.2.4 Threat of Substitute Products
    • 4.2.5 Intensity of Competitive Rivalry
  • 4.3 Industry Ecosystem Analysis (Hardware| Software & App Development| Content Creators| Service Providers| End-users| Network Providers)

5. MARKET DYNAMICS

  • 5.1 Market Drivers
    • 5.1.1 Increasing Demand for Arcade-based VR Solutions
    • 5.1.2 Increasing Popularity of 360-Degree Content
  • 5.2 Market Challenges
    • 5.2.1 High Cost of VR Content Development

6. TECHNOLOGY SNAPSHOT AND KEY MARKET TRENDS

  • 6.1 Evolution of Location-Based Entertainment
  • 6.2 Emerging use-cases of Location-Based Entertainment
    • 6.2.1 Gaming
    • 6.2.2 Tourism
    • 6.2.3 Employee Training among others
  • 6.3 Criteria for Developing a Location-Based AR App

7. MARKET SEGMENTATION

  • 7.1 By Type
    • 7.1.1 Hardware (Headsets)
    • 7.1.2 Software
  • 7.2 By Application
    • 7.2.1 Arcades
    • 7.2.2 Theme Parks
    • 7.2.3 Cinemas
  • 7.3 By Geography
    • 7.3.1 United States
    • 7.3.2 Europe
    • 7.3.3 China
    • 7.3.4 Rest of the World

8. COMPETITIVE LANDSCAPE

  • 8.1 Company Profiles - Hardware and Software/Platform Providers
    • 8.1.1 Oculus VR Inc. (Acquired by Meta)
    • 8.1.2 HTC Vive Tech Corporation
    • 8.1.3 Samsung Electronics
    • 8.1.4 Sony Interactive Entertainment Europe Limited
    • 8.1.5 Wikitude
  • 8.2 Company Profiles - Service providers
    • 8.2.1 Neurogaming
    • 8.2.2 Exit Reality
    • 8.2.3 Spaces Inc.
    • 8.2.4 The Void, LLC.
    • 8.2.5 Hologate

9. INVESTMENT ANALYSIS

10. FUTURE OF THE MARKET

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Location-Based Entertainment Industry Segmentation

The Global Location-Based Entertainment Market is Segmented By Type (Hardware, Software), By Application (Arcade, Theme Parks, Cinemas), and Geography.

By Type Hardware (Headsets)
Software
By Application Arcades
Theme Parks
Cinemas
By Geography United States
Europe
China
Rest of the World
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Location-Based Entertainment Market Research FAQs

What is the current Global Location-Based Entertainment Market size?

The Global Location-Based Entertainment Market is projected to register a CAGR of 35.16% during the forecast period (2025-2030)

Who are the key players in Global Location-Based Entertainment Market?

Meta, HTC, Samsung Electronics Co., Ltd., Sony Interactive Entertainment Inc. and Wikitude are the major companies operating in the Global Location-Based Entertainment Market.

Which is the fastest growing region in Global Location-Based Entertainment Market?

Asia-Pacific is estimated to grow at the highest CAGR over the forecast period (2025-2030).

Which region has the biggest share in Global Location-Based Entertainment Market?

In 2025, the North America accounts for the largest market share in Global Location-Based Entertainment Market.

What years does this Global Location-Based Entertainment Market cover?

The report covers the Global Location-Based Entertainment Market historical market size for years: 2019, 2020, 2021, 2022, 2023 and 2024. The report also forecasts the Global Location-Based Entertainment Market size for years: 2025, 2026, 2027, 2028, 2029 and 2030.

Global Location-Based Entertainment Industry Report

Statistics for the 2025 Global Location-Based Entertainment market share, size and revenue growth rate, created by Mordor Intelligence™ Industry Reports. Global Location-Based Entertainment analysis includes a market forecast outlook for 2025 to 2030 and historical overview. Get a sample of this industry analysis as a free report PDF download.

Global Location-Based Entertainment Report Snapshots

Global Location-Based Entertainment Market Size & Share Analysis - Growth Trends & Forecasts (2025 - 2030)