Asia Pacific Location-based Entertainment Market
Historic Data:    |   Base Year: 2023   |   Forecast Period: 2024-2031
Forecast to 2028 – COVID-19 Impact and Regional 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

1. Introduction

1.1 Business Market Insights Research Report Guidance
1.2 Market Segmentation

2. Executive Summary

2.1 Key Market Insights
2.2 Market Attractiveness

3. Research Methodology

3.1 Secondary Research
3.2 Primary Research
  • 3.2.1 Hypothesis formulation:
  • 3.2.2 Macro-economic factor analysis:
  • 3.2.3 Developing base number:
  • 3.2.4 Data Triangulation:
  • 3.2.5 Country level data:

4. Asia Pacific Location-based Entertainment Market Landscape

4.1 Market Overview
4.2 Porter's Five Forces Analysis
  • 4.2.1 Bargaining Power of Suppliers
  • 4.2.2 Bargaining Power of Buyers
  • 4.2.3 Threat of New Entrants
  • 4.2.4 Competitive Rivalry
  • 4.2.5 Threat of Substitutes
4.3 Ecosystem Analysis
  • 4.3.1 Raw Material Suppliers
  • 4.3.2 Manufacturers
  • 4.3.3 Distributors/Suppliers
  • 4.3.4 End Users

5. Asia Pacific Location-based Entertainment Market – Key Market Dynamics

5.1 Growth Drivers
  • 5.1.1 Rising Popularity of 36
5.2 Market Opportunities
  • 5.2.1 The advent of next-generation laser tags.
5.3 Future Trends
  • 5.3.1 Development and integration of advanced technology are anticipated to drive the market in the forecast period.
5.4 Impact of Drivers and Restraints

6. Asia Pacific Location-based Entertainment Market Regional Analysis

6.1 Asia Pacific Location-based Entertainment Market Overview
6.2 Asia Pacific Location-based Entertainment Market Revenue 2020-2028 (US$ Million)
6.3 Asia Pacific Location-based Entertainment Market Forecast Analysis

7. Asia Pacific Location-based Entertainment Market Analysis – by Component

7.1 Hardware
  • 7.1.1 Overview
  • 7.1.2 Hardware: Asia Pacific Location-based Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
7.2 Software
  • 7.2.1 Overview
  • 7.2.2 Software: Asia Pacific Location-based Entertainment Market – Revenue and Forecast to 2031 (US$ Million)

8. Asia Pacific Location-based Entertainment Market Analysis – by Technology

8.1 2-Dimesnional
  • 8.1.1 Overview
  • 8.1.2 2-Dimesnional: Asia Pacific Location-based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
8.2 3-Dimensional
  • 8.2.1 Overview
  • 8.2.2 3-Dimensional: Asia Pacific Location-based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)

9. Asia Pacific Location-based Entertainment Market Analysis – by End-use

9.1 Amusement Parks
  • 9.1.1 Overview
  • 9.1.2 3-Dimensional: Asia Pacific Location-based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
9.2 Arcade Studios
  • 9.2.1 Overview
  • 9.2.2 3-Dimensional: Asia Pacific Location-based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
9.3 Film Studios
  • 9.3.1 Overview
  • 9.3.2 3-Dimensional: Asia Pacific Location-based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)

10. Asia Pacific Location-based Entertainment Market – Asia-Pacific Analysis

10.1 Asia-Pacific
  • 10.1.1 Asia Pacific Location-based Entertainment Market Breakdown, by Key Country, 2023 and 2028 (%)
  • 10.1.1.1 Asia Pacific Location-based Entertainment Market – Revenue and Forecast Analysis – by Country
  • 10.1.1.1 China: Asia Pacific Location-based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
    • 10.1.1.1.1 China: Asia Pacific Location-based Entertainment Market Breakdown, by Component
    • 10.1.1.1.2 China: Asia Pacific Location-based Entertainment Market Breakdown, by Technology
    • 10.1.1.1.3 China: Asia Pacific Location-based Entertainment Market Breakdown, by End-use
  • 10.1.1.2 India: Asia Pacific Location-based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
    • 10.1.1.2.1 India: Asia Pacific Location-based Entertainment Market Breakdown, by Component
    • 10.1.1.2.2 India: Asia Pacific Location-based Entertainment Market Breakdown, by Technology
    • 10.1.1.2.3 India: Asia Pacific Location-based Entertainment Market Breakdown, by End-use
  • 10.1.1.3 Japan: Asia Pacific Location-based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
    • 10.1.1.3.1 Japan: Asia Pacific Location-based Entertainment Market Breakdown, by Component
    • 10.1.1.3.2 Japan: Asia Pacific Location-based Entertainment Market Breakdown, by Technology
    • 10.1.1.3.3 Japan: Asia Pacific Location-based Entertainment Market Breakdown, by End-use
  • 10.1.1.4 Australia: Asia Pacific Location-based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
    • 10.1.1.4.1 Australia: Asia Pacific Location-based Entertainment Market Breakdown, by Component
    • 10.1.1.4.2 Australia: Asia Pacific Location-based Entertainment Market Breakdown, by Technology
    • 10.1.1.4.3 Australia: Asia Pacific Location-based Entertainment Market Breakdown, by End-use
  • 10.1.1.5 Rest of Asia-Pacific : Asia Pacific Location-based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
    • 10.1.1.5.1 Rest of Asia-Pacific : Asia Pacific Location-based Entertainment Market Breakdown, by Component
    • 10.1.1.5.2 Rest of Asia-Pacific : Asia Pacific Location-based Entertainment Market Breakdown, by Technology
    • 10.1.1.5.3 Rest of Asia-Pacific : Asia Pacific Location-based Entertainment Market Breakdown, by End-use

11. Competitive Landscape

11.1 Heat Map Analysis
11.2 Company Positioning and Concentration

12. Asia Pacific Location-based Entertainment Market Industry Landscape

12.1 Overview
12.2 Mergers and Acquisitions
12.3 Agreements, Collaborations, and Joint Ventures
12.4 New Product Launches
12.5 Expansions and Other Strategic Developments

13. Company Profiles

13.1 HQSoftware
  • 13.1.1 Key Facts
  • 13.1.2 Business Description
  • 13.1.3 Products and Services
  • 13.1.4 Financial Overview
  • 13.1.5 SWOT Analysis
  • 13.1.6 Key Developments
13.2 IMAX CORPORATION
  • 13.2.1 Key Facts
  • 13.2.2 Business Description
  • 13.2.3 Products and Services
  • 13.2.4 Financial Overview
  • 13.2.5 SWOT Analysis
  • 13.2.6 Key Developments
13.3 Neurogaming Ltd
  • 13.3.1 Key Facts
  • 13.3.2 Business Description
  • 13.3.3 Products and Services
  • 13.3.4 Financial Overview
  • 13.3.5 SWOT Analysis
  • 13.3.6 Key Developments
13.4 SpringboardVR
  • 13.4.1 Key Facts
  • 13.4.2 Business Description
  • 13.4.3 Products and Services
  • 13.4.4 Financial Overview
  • 13.4.5 SWOT Analysis
  • 13.4.6 Key Developments
13.5 Samsung Electronics Co., Ltd.
  • 13.5.1 Key Facts
  • 13.5.2 Business Description
  • 13.5.3 Products and Services
  • 13.5.4 Financial Overview
  • 13.5.5 SWOT Analysis
  • 13.5.6 Key Developments
13.6 Vicon Motion Systems Ltd
  • 13.6.1 Key Facts
  • 13.6.2 Business Description
  • 13.6.3 Products and Services
  • 13.6.4 Financial Overview
  • 13.6.5 SWOT Analysis
  • 13.6.6 Key Developments

14. Appendix

14.1 About Business Market Insights

The List of Companies - A Market

  1. HQSoftware                                                                                                      
  2. IMAX CORPORATION                                                                                                    
  3. Neurogaming Ltd                                                                                                            
  4. SpringboardVR                                                                                                                 
  5. Samsung Electronics Co., Ltd.       
  6. Vicon Motion Systems Ltd