
Europe Location-based Entertainment Market
No. of Pages: 113 | Report Code: BMIRE00027635 | Category: Technology, Media and Telecommunications
No. of Pages: 113 | Report Code: BMIRE00027635 | Category: Technology, Media and Telecommunications
Family entertainment centers recently made improvements to the games available in these facilities. The "Triple revolution" of social media, the Internet, and mobile devices, which is digitally upending the family entertainment centers, has brought about this transition, and created some fierce rivalry. Games that use virtual reality (VR) and augmented reality (AR) are highly popular right now. Some game developers are concentrating on creating modern technologies to enhance the gaming environments at entertainment facilities. The producers are attempting to combine AR and VR technologies with 3-D projection mapping and interactive digital surfaces to create new technological improvements in the games. These new games include simulation games. These games copy various activities from real-life in a game for various purposes such as analysis, training, or predictions. Players are allowed to control the characters freely. This mixing of AR and VR helps defend by training their candidates for instance, the Defense solution comes the closest to actual training as is possible. In the virtual Id, the police officers move with the full bodies, much like they were in persons. Furthermore, in virtual reality, they have the advantage that all actions can be trained, recorded (in image and sound), and then played back in the after-action review application. Military troops can learn vital skills to live in challenging, dangerous, and varied circumstances through virtual reality training, all in a secure, risk-free environment. It can help individuals hone their combat and decision-making skills in reaction to varying scenarios and tactical and strategic thinking.
The region is home to more than 400 theme parks. The most famous theme park is California's Disneyland. It has been providing location-based entertainment to its customers for a long time. Moreover, in September 2022, Warner Bros. Discovery announced that by 2023, the company would be bringing the three-day "Wizarding World Festival" to the US. For this festival, the company is partnered with Superfly X and Fever—a live-entertainment platform.
Further, due to the increasing footfall of tourists in the region, the governments of the respective countries are supporting location-based entertainment. For instance, the US government supports location-based entertainment and themed tourist attractions by providing machinery & products and architecture/engineering that are exported for the amusement parks and related tourist attractions. The support includes several service models such as public & private experience-driven activities and franchises.
In May 2022, Mattel and Epic Resort Destinations announced that in 2023, Mattel Adventure Park would be opened, and the featured brands would range from Barbie to Hot Wheels. This Glendale, Arizona-based theme park will be the company's flagship entertainment site, as this adventure park will have tourist attractions such as "Barbie Flying Theater." Due to the presence of several theme parks, film studios, and amusement parks, the companies see the region as one great opportunity to grow. For instance, Betson Enterprises is a US-based company that offers location-based entertainment for amusement parks, arcade studios, etc. Similarly, Lionsgate, a Canadian-American entertainment company, hosts new location-based experiences. Moreover, Eon Reality’s had opened Realidad Zero virtual reality center in Mexico. Thus, with the presence of several entertainment providers in the region, the region's Europe location-based entertainment market is expected to grow.
Strategic insights for the Europe 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.
Report Attribute | Details |
---|---|
Market size in 2022 | US$ 461.61 Million |
Market Size by 2028 | US$ 950.20 Million |
Global CAGR (2022 - 2028) | 12.8% |
Historical Data | 2020-2021 |
Forecast period | 2023-2028 |
Segments Covered |
By Component
|
Regions and Countries Covered | Europe
|
Market leaders and key company profiles |
The geographic scope of the Europe 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.
The Europe location-based entertainment market is segmented into by component, technology, end-use, and country.
BidOnGamesStudio; Dimension; HQSoftware; IMAXCORPORATION; Neurogaming Ltd; Teslasuit; 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 Europe Location-based Entertainment Market is valued at US$ 461.61 Million in 2022, it is projected to reach US$ 950.20 Million by 2028.
As per our report Europe Location-based Entertainment Market, the market size is valued at US$ 461.61 Million in 2022, projecting it to reach US$ 950.20 Million by 2028. This translates to a CAGR of approximately 12.8% during the forecast period.
The Europe 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 Europe Location-based Entertainment Market report:
The Europe Location-based Entertainment Market is populated by several key players, each contributing to its growth and innovation. Some of the major players include:
The Europe Location-based Entertainment Market report is valuable for diverse stakeholders, including:
Essentially, anyone involved in or considering involvement in the Europe Location-based Entertainment Market value chain can benefit from the information contained in a comprehensive market report.