Asia Pacific Location-based Entertainment Market

Historic Data: 2020-2021   |   Base Year: 2022   |   Forecast Period: 2023-2028

Analysis – by Component (Hardware and Software), Technology (2-Dimesnional and 3-Dimensional), and End-use (Amusement Parks, Arcade Studios, and Film Studios) 


No. of Pages: 104    |    Report Code: BMIRE00027641    |    Category: Technology, Media and Telecommunications

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Asia Pacific Location-based Entertainment Market

The location-based entertainment market in Asia Pacific is expected to grow from US$ 347.49 million in 2022 to US$ 748.59 million by 2028. It is estimated to grow at a CAGR of 13.6% from 2022 to 2028. 

 

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.

 

Asia Pacific Location-based Entertainment Market Revenue and Forecast to 2028 (US$ Million)

Asia Pacific Location-based Entertainment Market Revenue and Forecast to 2028 (US$ Million)
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Asia Pacific Location-based Entertainment Strategic Insights

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.

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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
  • Hardware
  • Software
By Technology
  • 2-Dimesnional
  • 3-Dimensional
By End-use
  • Amusement Parks
  • Arcade Studios
  • Film Studios
Regions and Countries Covered Asia-Pacific
  • China
  • India
  • Japan
  • Australia
  • Rest of Asia-Pacific
Market leaders and key company profiles
  • HQSoftware
  • IMAX CORPORATION
  • Neurogaming Ltd
  • SpringboardVR
  • Samsung Electronics Co., Ltd.
  • Vicon Motion Systems Ltd
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    Asia Pacific Location-based Entertainment Regional Insights

    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.

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    Asia Pacific Location-based Entertainment Market Segmentation 

     

    The Asia Pacific location-based entertainment market is segmented into by component, technology, end-use, and country.

    • Based on component, the market is segmented into hardware and software. The hardware segment held the larger market share in 2022.
    • Based on technology, the market is segmented into 2-dimesnional and 3-dimensional. The 3-dimensional segment held the larger market share in 2022.
    • Based on end-use, the market is segmented into amusement parks, arcade studios, and film studios. The amusement parks segment dominated the market share in 2022.
    • Based on country, the market is segmented into Australia, China, India, Japan, South Korea, and Rest of Asia Pacific. China segment dominated the market share in 2022.

    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 List of Companies - Asia Pacific Location-based Entertainment Market

    1. HQSoftware                                                                                                      
    2. IMAX CORPORATION                                                                                                    
    3. Neurogaming Ltd                                                                                                            
    4. SpringboardVR                                                                                                                 
    5. Samsung Electronics Co., Ltd.       
    6. Vicon Motion Systems Ltd          
    Frequently Asked Questions
    How big is the Asia Pacific Location-based Entertainment Market?

    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.

    What is the CAGR for Asia Pacific Location-based Entertainment Market by (2022 - 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.

    What segments are covered in this report?

    The Asia Pacific Location-based Entertainment Market report typically cover these key segments-

    • Component (Hardware, Software)
    • Technology (2-Dimesnional, 3-Dimensional)
    • End-use (Amusement Parks, Arcade Studios, Film Studios)

    What is the historic period, base year, and forecast period taken for Asia Pacific Location-based Entertainment Market?

    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:

  • Historic Period : 2020-2021
  • Base Year : 2022
  • Forecast Period : 2023-2028
  • Who are the major players in Asia Pacific Location-based Entertainment Market?

    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:

  • HQSoftware
  • IMAX CORPORATION
  • Neurogaming Ltd
  • SpringboardVR
  • Samsung Electronics Co., Ltd.
  • Vicon Motion Systems Ltd
  • Who should buy this report?

    The Asia Pacific Location-based Entertainment Market report is valuable for diverse stakeholders, including:

    • Investors: Provides insights for investment decisions pertaining to market growth, companies, or industry insights. Helps assess market attractiveness and potential returns.
    • Industry Players: Offers competitive intelligence, market sizing, and trend analysis to inform strategic planning, product development, and sales strategies.
    • Suppliers and Manufacturers: Helps understand market demand for components, materials, and services related to concerned industry.
    • Researchers and Consultants: Provides data and analysis for academic research, consulting projects, and market studies.
    • Financial Institutions: Helps assess risks and opportunities associated with financing or investing in the concerned market.

    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.