

The global Location-based Entertainment market size is predicted to grow from US$ million in 2025 to US$ million in 2031; it is expected to grow at a CAGR of %from 2025 to 2031.
The location-based entertainment market refers to the segment of the entertainment industry that offers interactive and immersive experiences to consumers at physical venues. These venues can include theme parks, amusement parks, escape rooms, virtual reality arcades, live-action experiences, and more.
One of the key drivers of the location-based entertainment market is the desire for unique and immersive experiences that cannot be replicated at home or through traditional media. These venues often utilize advanced technologies such as virtual reality (VR), augmented reality (AR), motion tracking, and 3D projection to create highly engaging and interactive experiences.
The market is also driven by the increasing popularity of experiential entertainment among consumers. People are seeking out memorable and interactive experiences, and location-based entertainment provides exactly that. These experiences are often shared on social media, generating further interest and driving more people to visit these venues.
Furthermore, the location-based entertainment market is continually evolving and innovating. As technology advances, new and more immersive experiences are being developed, attracting a wider audience. VR arcades, for example, are becoming increasingly popular as they allow individuals to experience virtual worlds and games in a social and interactive setting.
The COVID-19 pandemic has had a significant impact on the location-based entertainment market. Many venues had to temporarily close or limit their operations due to lockdowns and social distancing measures. However, as restrictions ease, there is expected to be a strong rebound in demand as people seek out entertainment experiences outside their homes.
Overall, the location-based entertainment market is a dynamic and growing sector that offers consumers unique, immersive, and interactive experiences. With constant innovation and advancements in technology, this market is expected to continue to expand and attract a diverse range of consumers.
The “Location-based Entertainment Industry Forecast” looks at past sales and reviews total world Location-based Entertainment sales in 2024, providing a comprehensive analysis by region and market sector of projected Location-based Entertainment sales for 2025 through 2031. With Location-based Entertainment sales broken down by region, market sector and sub-sector, this report provides a detailed analysis in US$ millions of the world Location-based Entertainment industry.
This Insight Report provides a comprehensive analysis of the global Location-based Entertainment landscape and highlights key trends related to product segmentation, company formation, revenue, and market share, latest development, and M&A activity. This report also analyses the strategies of leading global companies with a focus on Location-based Entertainment portfolios and capabilities, market entry strategies, market positions, and geographic footprints, to better understand these firms’ unique position in an accelerating global Location-based Entertainment market.
This Insight Report evaluates the key market trends, drivers, and affecting factors shaping the global outlook for Location-based Entertainment and breaks down the forecast by Type, by Application, geography, and market size to highlight emerging pockets of opportunity. With a transparent methodology based on hundreds of bottom-up qualitative and quantitative market inputs, this study forecast offers a highly nuanced view of the current state and future trajectory in the global Location-based Entertainment.
This report presents a comprehensive overview, market shares, and growth opportunities of Location-based Entertainment market by product type, application, key players and key regions and countries.
Segmentation by Type:
2-Dimensional Location-based Entertainment
3-Dimensional Location-based Entertainment
Segmentation by Application:
Amusement Parks
Arcade Studios
Others
This report also splits the market by region:
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries
The below companies that are profiled have been selected based on inputs gathered from primary experts and analyzing the company's coverage, product portfolio, its market penetration.
BidOn Games Studio
Dimension
HQSoftware
IMAX CORPORATION
Neurogaming
TESLASUIT
SpringboardVR
Samsung Electronics
Vicon Motion Systems
Vrstudios
VR Electronics
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Scope of the Report
1.1 Market Introduction
1.2 Years Considered
1.3 Research Objectives
1.4 Market Research Methodology
1.5 Research Process and Data Source
1.6 Economic Indicators
1.7 Currency Considered
1.8 Market Estimation Caveats
2 Executive Summary
2.1 World Market Overview
2.1.1 Global Location-based Entertainment Market Size (2020-2031)
2.1.2 Location-based Entertainment Market Size CAGR by Region (2020 VS 2024 VS 2031)
2.1.3 World Current & Future Analysis for Location-based Entertainment by Country/Region (2020, 2024 & 2031)
2.2 Location-based Entertainment Segment by Type
2.2.1 2-Dimensional Location-based Entertainment
2.2.2 3-Dimensional Location-based Entertainment
2.3 Location-based Entertainment Market Size by Type
2.3.1 Location-based Entertainment Market Size CAGR by Type (2020 VS 2024 VS 2031)
2.3.2 Global Location-based Entertainment Market Size Market Share by Type (2020-2025)
2.4 Location-based Entertainment Segment by Application
2.4.1 Amusement Parks
2.4.2 Arcade Studios
2.4.3 Others
2.5 Location-based Entertainment Market Size by Application
2.5.1 Location-based Entertainment Market Size CAGR by Application (2020 VS 2024 VS 2031)
2.5.2 Global Location-based Entertainment Market Size Market Share by Application (2020-2025)
3 Location-based Entertainment Market Size by Player
3.1 Location-based Entertainment Market Size Market Share by Player
3.1.1 Global Location-based Entertainment Revenue by Player (2020-2025)
3.1.2 Global Location-based Entertainment Revenue Market Share by Player (2020-2025)
3.2 Global Location-based Entertainment Key Players Head office and Products Offered
3.3 Market Concentration Rate Analysis
3.3.1 Competition Landscape Analysis
3.3.2 Concentration Ratio (CR3, CR5 and CR10) & (2023-2025)
3.4 New Products and Potential Entrants
3.5 Mergers & Acquisitions, Expansion
4 Location-based Entertainment by Region
4.1 Location-based Entertainment Market Size by Region (2020-2025)
4.2 Global Location-based Entertainment Annual Revenue by Country/Region (2020-2025)
4.3 Americas Location-based Entertainment Market Size Growth (2020-2025)
4.4 APAC Location-based Entertainment Market Size Growth (2020-2025)
4.5 Europe Location-based Entertainment Market Size Growth (2020-2025)
4.6 Middle East & Africa Location-based Entertainment Market Size Growth (2020-2025)
5 Americas
5.1 Americas Location-based Entertainment Market Size by Country (2020-2025)
5.2 Americas Location-based Entertainment Market Size by Type (2020-2025)
5.3 Americas Location-based Entertainment Market Size by Application (2020-2025)
5.4 United States
5.5 Canada
5.6 Mexico
5.7 Brazil
6 APAC
6.1 APAC Location-based Entertainment Market Size by Region (2020-2025)
6.2 APAC Location-based Entertainment Market Size by Type (2020-2025)
6.3 APAC Location-based Entertainment Market Size by Application (2020-2025)
6.4 China
6.5 Japan
6.6 South Korea
6.7 Southeast Asia
6.8 India
6.9 Australia
7 Europe
7.1 Europe Location-based Entertainment Market Size by Country (2020-2025)
7.2 Europe Location-based Entertainment Market Size by Type (2020-2025)
7.3 Europe Location-based Entertainment Market Size by Application (2020-2025)
7.4 Germany
7.5 France
7.6 UK
7.7 Italy
7.8 Russia
8 Middle East & Africa
8.1 Middle East & Africa Location-based Entertainment by Region (2020-2025)
8.2 Middle East & Africa Location-based Entertainment Market Size by Type (2020-2025)
8.3 Middle East & Africa Location-based Entertainment Market Size by Application (2020-2025)
8.4 Egypt
8.5 South Africa
8.6 Israel
8.7 Turkey
8.8 GCC Countries
9 Market Drivers, Challenges and Trends
9.1 Market Drivers & Growth Opportunities
9.2 Market Challenges & Risks
9.3 Industry Trends
10 Global Location-based Entertainment Market Forecast
10.1 Global Location-based Entertainment Forecast by Region (2026-2031)
10.1.1 Global Location-based Entertainment Forecast by Region (2026-2031)
10.1.2 Americas Location-based Entertainment Forecast
10.1.3 APAC Location-based Entertainment Forecast
10.1.4 Europe Location-based Entertainment Forecast
10.1.5 Middle East & Africa Location-based Entertainment Forecast
10.2 Americas Location-based Entertainment Forecast by Country (2026-2031)
10.2.1 United States Market Location-based Entertainment Forecast
10.2.2 Canada Market Location-based Entertainment Forecast
10.2.3 Mexico Market Location-based Entertainment Forecast
10.2.4 Brazil Market Location-based Entertainment Forecast
10.3 APAC Location-based Entertainment Forecast by Region (2026-2031)
10.3.1 China Location-based Entertainment Market Forecast
10.3.2 Japan Market Location-based Entertainment Forecast
10.3.3 Korea Market Location-based Entertainment Forecast
10.3.4 Southeast Asia Market Location-based Entertainment Forecast
10.3.5 India Market Location-based Entertainment Forecast
10.3.6 Australia Market Location-based Entertainment Forecast
10.4 Europe Location-based Entertainment Forecast by Country (2026-2031)
10.4.1 Germany Market Location-based Entertainment Forecast
10.4.2 France Market Location-based Entertainment Forecast
10.4.3 UK Market Location-based Entertainment Forecast
10.4.4 Italy Market Location-based Entertainment Forecast
10.4.5 Russia Market Location-based Entertainment Forecast
10.5 Middle East & Africa Location-based Entertainment Forecast by Region (2026-2031)
10.5.1 Egypt Market Location-based Entertainment Forecast
10.5.2 South Africa Market Location-based Entertainment Forecast
10.5.3 Israel Market Location-based Entertainment Forecast
10.5.4 Turkey Market Location-based Entertainment Forecast
10.6 Global Location-based Entertainment Forecast by Type (2026-2031)
10.7 Global Location-based Entertainment Forecast by Application (2026-2031)
10.7.1 GCC Countries Market Location-based Entertainment Forecast
11 Key Players Analysis
11.1 BidOn Games Studio
11.1.1 BidOn Games Studio Company Information
11.1.2 BidOn Games Studio Location-based Entertainment Product Offered
11.1.3 BidOn Games Studio Location-based Entertainment Revenue, Gross Margin and Market Share (2020-2025)
11.1.4 BidOn Games Studio Main Business Overview
11.1.5 BidOn Games Studio Latest Developments
11.2 Dimension
11.2.1 Dimension Company Information
11.2.2 Dimension Location-based Entertainment Product Offered
11.2.3 Dimension Location-based Entertainment Revenue, Gross Margin and Market Share (2020-2025)
11.2.4 Dimension Main Business Overview
11.2.5 Dimension Latest Developments
11.3 HQSoftware
11.3.1 HQSoftware Company Information
11.3.2 HQSoftware Location-based Entertainment Product Offered
11.3.3 HQSoftware Location-based Entertainment Revenue, Gross Margin and Market Share (2020-2025)
11.3.4 HQSoftware Main Business Overview
11.3.5 HQSoftware Latest Developments
11.4 IMAX CORPORATION
11.4.1 IMAX CORPORATION Company Information
11.4.2 IMAX CORPORATION Location-based Entertainment Product Offered
11.4.3 IMAX CORPORATION Location-based Entertainment Revenue, Gross Margin and Market Share (2020-2025)
11.4.4 IMAX CORPORATION Main Business Overview
11.4.5 IMAX CORPORATION Latest Developments
11.5 Neurogaming
11.5.1 Neurogaming Company Information
11.5.2 Neurogaming Location-based Entertainment Product Offered
11.5.3 Neurogaming Location-based Entertainment Revenue, Gross Margin and Market Share (2020-2025)
11.5.4 Neurogaming Main Business Overview
11.5.5 Neurogaming Latest Developments
11.6 TESLASUIT
11.6.1 TESLASUIT Company Information
11.6.2 TESLASUIT Location-based Entertainment Product Offered
11.6.3 TESLASUIT Location-based Entertainment Revenue, Gross Margin and Market Share (2020-2025)
11.6.4 TESLASUIT Main Business Overview
11.6.5 TESLASUIT Latest Developments
11.7 SpringboardVR
11.7.1 SpringboardVR Company Information
11.7.2 SpringboardVR Location-based Entertainment Product Offered
11.7.3 SpringboardVR Location-based Entertainment Revenue, Gross Margin and Market Share (2020-2025)
11.7.4 SpringboardVR Main Business Overview
11.7.5 SpringboardVR Latest Developments
11.8 Samsung Electronics
11.8.1 Samsung Electronics Company Information
11.8.2 Samsung Electronics Location-based Entertainment Product Offered
11.8.3 Samsung Electronics Location-based Entertainment Revenue, Gross Margin and Market Share (2020-2025)
11.8.4 Samsung Electronics Main Business Overview
11.8.5 Samsung Electronics Latest Developments
11.9 Vicon Motion Systems
11.9.1 Vicon Motion Systems Company Information
11.9.2 Vicon Motion Systems Location-based Entertainment Product Offered
11.9.3 Vicon Motion Systems Location-based Entertainment Revenue, Gross Margin and Market Share (2020-2025)
11.9.4 Vicon Motion Systems Main Business Overview
11.9.5 Vicon Motion Systems Latest Developments
11.10 Vrstudios
11.10.1 Vrstudios Company Information
11.10.2 Vrstudios Location-based Entertainment Product Offered
11.10.3 Vrstudios Location-based Entertainment Revenue, Gross Margin and Market Share (2020-2025)
11.10.4 Vrstudios Main Business Overview
11.10.5 Vrstudios Latest Developments
11.11 VR Electronics
11.11.1 VR Electronics Company Information
11.11.2 VR Electronics Location-based Entertainment Product Offered
11.11.3 VR Electronics Location-based Entertainment Revenue, Gross Margin and Market Share (2020-2025)
11.11.4 VR Electronics Main Business Overview
11.11.5 VR Electronics Latest Developments
12 Research Findings and Conclusion
*If Applicable.