
Asia Pacific Location-based Entertainment Market
No. of Pages: 104 | Report Code: BMIRE00027641 | Category: Technology, Media and Telecommunications
No. of Pages: 104 | Report Code: BMIRE00027641 | Category: Technology, Media and Telecommunications
Development and Integration of Advanced Technologies and Tools
Numerous businesses spend a lot of money building new sites where customers can fully experience virtual reality. There are currently many possibilities to integrate immersive technology in LBE VR. Two-bit Circus raised millions of dollars to open what they call a "mini amusement park" with virtual reality. In location-based entertainment, technologies like object recognition can identify the form and shape of different objects and their position in space. Object recognition can help one overlay digital information and provide additional textual and visual information that can be easily built into AR/VR applications. ARKit helps various theme parks and amusement parks provide AR experiences with extraordinary 3D graphics. The most remarkable feature of ARKit is that one can incorporate real-world objects into AR experiences, resulting in fabulous immersive experiences.
Motion sensing is essential in portable designs built around augmented reality (AR) and virtual reality (VR) applications. While motion sensors are bridging the real and virtual worlds, a more specialized device, the inertial measurement unit (IMU), is ideally suited to serve the developing location-based entertainment with the help of AR and VR. Using virtual reality headsets on their own or as part of a ride or simulator has become the most recent trend for operators. With the help of virtual reality, it is relatively easy for an amusement park to create a 3D computer-generated environment that can suit a theme, style, story, or even season that is relevant to the location. Unlike traditional rides, it can be changed relatively easily as consumer tastes change or different brand alliances are formed. The expectation of end-users to experience virtual environment in various applications, regardless of any location or time, is increasing as a result of recent breakthroughs in location-based entertainment technology.
Market Overview
The Asia Pacific location-based entertainment market is segmented into Australia, China, India, Japan, South Korea, and the Rest of Asia Pacific. The countries in Asia Pacific are known for adopting technological advancements in the early phase. Due to this, the region is home to many companies that are providers of location-based entertainment, such as Panasonic Connect, SKonec Entertainment, and Sony Interactive Entertainment LLC.
In December 2019, a South Korean location-based entertainment company, SKonec Entertainment, expanded its presence by opening a VR Square in Los Angeles. Moreover, in January 2021, Enlight Media, a Chinese film and TV studio, started building a movie-inspired adventure park in China. Legacy Entertainment will design the park's core component “Enlight Epicenter”. For location-based entertainment, Enlight requires about US$ 2.5 billion investment. Similarly, in November 2019, Shinsegae, a South Korea-based retail giant, announced that the company is building a US$ 3.8 billion worth of theme park in South Korea. The construction was aimed to be started in 2021 and set for an initial opening in 2026 and a full opening by 2031.Moreover, in March 2022, Sony Interactive Entertainment LLC acquired Haven Entertainment Studios Inc. It is a Montreal-based development studio. Such development strategies by the companies are propelling the Asia Pacific location-based entertainment market growth in the region.
Strategic insights for the Asia Pacific Location-based Entertainment provides data-driven analysis of the industry landscape, including current trends, key players, and regional nuances. These insights offer actionable recommendations, enabling readers to differentiate themselves from competitors by identifying untapped segments or developing unique value propositions. Leveraging data analytics, these insights help industry players anticipate the market shifts, whether investors, manufacturers, or other stakeholders. A future-oriented perspective is essential, helping stakeholders anticipate market shifts and position themselves for long-term success in this dynamic region. Ultimately, effective strategic insights empower readers to make informed decisions that drive profitability and achieve their business objectives within the market. The geographic scope of the Asia Pacific Location-based Entertainment refers to the specific areas in which a business operates and competes. Understanding local distinctions, such as diverse consumer preferences (e.g., demand for specific plug types or battery backup durations), varying economic conditions, and regulatory environments, is crucial for tailoring strategies to specific markets. Businesses can expand their reach by identifying underserved areas or adapting their offerings to meet local demands. A clear market focus allows for more effective resource allocation, targeted marketing campaigns, and better positioning against local competitors, ultimately driving growth in those targeted areas.Asia Pacific Location-based Entertainment Strategic Insights
Asia Pacific Location-based Entertainment Report Scope
Report Attribute
Details
Market size in 2022
US$ 347.49 Million
Market Size by 2028
US$ 748.59 Million
Global CAGR (2022 - 2028)
13.6%
Historical Data
2020-2021
Forecast period
2023-2028
Segments Covered
By Component
By Technology
By End-use
Regions and Countries Covered
Asia-Pacific
Market leaders and key company profiles
Asia Pacific Location-based Entertainment Regional Insights
Asia Pacific Location-based Entertainment Market Segmentation
The Asia Pacific location-based entertainment market is segmented into by component, technology, end-use, and country.
HQSoftware; IMAXCORPORATION; Neurogaming Ltd; SpringboardVR; Samsung Electronics Co., Ltd.; and Vicon Motion Systems Ltd; are the leading companies operating in the location-based entertainment market in the region.
The Asia Pacific Location-based Entertainment Market is valued at US$ 347.49 Million in 2022, it is projected to reach US$ 748.59 Million by 2028.
As per our report Asia Pacific Location-based Entertainment Market, the market size is valued at US$ 347.49 Million in 2022, projecting it to reach US$ 748.59 Million by 2028. This translates to a CAGR of approximately 13.6% during the forecast period.
The Asia Pacific Location-based Entertainment Market report typically cover these key segments-
The historic period, base year, and forecast period can vary slightly depending on the specific market research report. However, for the Asia Pacific Location-based Entertainment Market report:
The Asia Pacific Location-based Entertainment Market is populated by several key players, each contributing to its growth and innovation. Some of the major players include:
The Asia Pacific Location-based Entertainment Market report is valuable for diverse stakeholders, including:
Essentially, anyone involved in or considering involvement in the Asia Pacific Location-based Entertainment Market value chain can benefit from the information contained in a comprehensive market report.