Report

Global Location-Based Entertainment Market Size study, by Component (Hardware, Software), by End Use (Amusement Parks, Arcade Studios, 4D Films), by Technology (2 Dimensional, 3 Dimensional, Cloud Merged Reality) and Regional Forecasts 2021-2027

  • Publish Date: Mar,2022
  • Report ID: QI037
  • Page : 250
  • Report Type : PDF (Email)
Chapter 1. Executive Summary
1.1. Market Snapshot
1.2. Global & Segmental Market Estimates & Forecasts, 2019-2027 (USD Billion)
1.2.1. Location-Based Entertainment Market, by Region, 2019-2027 (USD Billion)
1.2.2. Location-Based Entertainment Market, by Component, 2019-2027 (USD Billion)
1.2.3. Location-Based Entertainment Market, by End Use, 2019-2027 (USD Billion)
1.2.4. Location-Based Entertainment Market , by Technology, 2019-2027 (USD Billion)
1.3. Key Trends
1.4. Estimation Methodology
1.5. Research Assumption
Chapter 2. Global Location-Based Entertainment Market Definition and Scope
2.1. Objective of the Study
2.2. Market Definition & Scope
2.2.1. Scope of the Study
2.2.2. Industry Evolution
2.3. Years Considered for the Study
2.4. Currency Conversion Rates
Chapter 3. Global Location-Based Entertainment Market Dynamics
3.1. Location-Based Entertainment Market Impact Analysis (2019-2027)
3.1.1. Market Drivers
3.1.1.1. Increasing consumer spending on games and video content
3.1.1.2. Increasing adoption of innovative concepts with VR expertise
3.1.2. Market Restraint
3.1.2.1. High-budgeted infrastructure
3.1.3. Market Opportunities
3.1.3.1. Increasing investment by the market players to launch innovative simulation products
Chapter 4. Global Location-Based Entertainment Market Industry Analysis
4.1. Porter's 5 Force Model
4.1.1. Bargaining Power of Suppliers
4.1.2. Bargaining Power of Buyers
4.1.3. Threat of New Entrants
4.1.4. Threat of Substitutes
4.1.5. Competitive Rivalry
4.1.6. Futuristic Approach to Porter's 5 Force Model (2018-2027)
4.2. PEST Analysis
4.2.1. Political
4.2.2. Economical
4.2.3. Social
4.2.4. Technological
4.3. Investment Adoption Model
4.4. Analyst Recommendation & Conclusion
Chapter 5. Global Location-Based Entertainment Market, by Component
a. Market Snapshot
5.1. Global Location-Based Entertainment Market by Component, Performance - Potential Analysis
5.2. Global Location-Based Entertainment Market Estimates & Forecasts by Component 2018-2027 (USD Billion)
5.3. Location-Based Entertainment Market, Sub Segment Analysis
5.3.1. Hardware
5.3.2. Software
Chapter 6. Global Location-Based Entertainment Market, by End Use
b. Market Snapshot
6.1. Global Location-Based Entertainment Market by End Use, Performance - Potential Analysis
6.2. Global Location-Based Entertainment Market Estimates & Forecasts by End Use2018-2027 (USD Billion)
6.3. Location-Based Entertainment Market, Sub Segment Analysis
6.3.1. Amusement Parks
6.3.2. Arcade Studios
6.3.3. 4D Films
Chapter 7. Global Location-Based Entertainment Market, by Technology
c. Market Snapshot
7.1. Global Location-Based Entertainment Market by Technology, Performance - Potential Analysis
7.2. Global Location-Based Entertainment Market Estimates & Forecasts by Technology 2018-2027 (USD Billion)
7.3. Location-Based Entertainment Market , Sub Segment Analysis
7.3.1. 2 Dimensional (2D)
7.3.2. 3 Dimensional (3D)
7.3.3. Cloud Merged Reality (CMR)
Chapter 8. Global Location-Based Entertainment Market, Regional Analysis
8.1. Location-Based Entertainment Market, Regional Market Snapshot
8.2. North America Location-Based Entertainment Market
8.2.1. U.S. Location-Based Entertainment Market
8.2.1.1. Component breakdown estimates & forecasts, 2018-2027
8.2.1.2. End Use breakdown estimates & forecasts, 2018-2027
8.2.1.3. Technology breakdown estimates & forecasts, 2018-2027
8.2.2. Canada Location-Based Entertainment Market
8.3. Europe Location-Based Entertainment Market Snapshot
8.3.1. U.K. Location-Based Entertainment Market
8.3.2. Germany Location-Based Entertainment Market
8.3.3. France Location-Based Entertainment Market
8.3.4. Spain Location-Based Entertainment Market
8.3.5. Italy Location-Based Entertainment Market
8.3.6. Rest of Europe Location-Based Entertainment Market
8.4. Asia-Pacific Location-Based Entertainment Market Snapshot
8.4.1. China Location-Based Entertainment Market
8.4.2. India Location-Based Entertainment Market
8.4.3. Japan Location-Based Entertainment Market
8.4.4. Australia Location-Based Entertainment Market
8.4.5. South Korea Location-Based Entertainment Market
8.4.6. Rest of Asia Pacific Location-Based Entertainment Market
8.5. Latin America Location-Based Entertainment Market Snapshot
8.5.1. Brazil Location-Based Entertainment Market
8.5.2. Mexico Location-Based Entertainment Market
8.6. Rest of The World Location-Based Entertainment Market
Chapter 9. Competitive Intelligence
9.1. Top Market Strategies
9.2. Company Profiles
9.2.1. Exit Reality
9.2.1.1. Key Information
9.2.1.2. Overview
9.2.1.3. Financial (Subject to Data Availability)
9.2.1.4. Product Summary
9.2.1.5. Recent Developments
9.2.2. Springboard VR
9.2.3. HTC Corporation
9.2.4. IMAX Corporation
9.2.5. The VOID LLC
9.2.6. VRstudios Inc.
9.2.7. Huawei Technologies Co., Ltd.
9.2.8. Google LLC
9.2.9. Microsoft Corporation
9.2.10. Samsung Electronics Co.Ltd.

Chapter 10. Research Process
10.1. Research Process
10.1.1. Data Mining
10.1.2. Analysis
10.1.3. Market Estimation
10.1.4. Validation
10.1.5. Publishing
10.2. Research Attributes
10.3. Research Assumption