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. Europe 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. Europe 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. Europe Location-based Entertainment Market Regional Analysis
6.1 Europe Location-based Entertainment Market Overview
6.2 Europe Location-based Entertainment Market Revenue 2020-2028 (US$ Million)
6.3 Europe Location-based Entertainment Market Forecast Analysis
7. Europe Location-based Entertainment Market Analysis – by Component
7.1 Hardware
- 7.1.1 Overview
- 7.1.2 Hardware: Europe Location-based Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
7.2 Software
- 7.2.1 Overview
- 7.2.2 Software: Europe Location-based Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
8. Europe Location-based Entertainment Market Analysis – by Technology
8.1 2-Dimesnional and 3-Dimensional
- 8.1.1 Overview
- 8.1.2 2-Dimesnional and 3-Dimensional: Europe Location-based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
9. Europe Location-based Entertainment Market Analysis – by End-use
9.1 Amusement Parks
- 9.1.1 Overview
- 9.1.2 2-Dimesnional and 3-Dimensional: Europe Location-based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
9.2 Arcade Studios
- 9.2.1 Overview
- 9.2.2 2-Dimesnional and 3-Dimensional: Europe Location-based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
9.3 Film Studios
- 9.3.1 Overview
- 9.3.2 2-Dimesnional and 3-Dimensional: Europe Location-based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
10. Europe Location-based Entertainment Market – Europe Analysis
10.1 Europe
- 10.1.1 Europe Location-based Entertainment Market Breakdown, by Key
Country, 2023 and 2028 (%)
- 10.1.1.1 Europe Location-based Entertainment Market – Revenue and
Forecast Analysis – by Country
- 10.1.1.1 UK:
Europe Location-based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
- 10.1.1.1.1 UK: Europe Location-based Entertainment Market Breakdown, by Component
- 10.1.1.1.2 UK: Europe Location-based Entertainment Market Breakdown, by Technology
- 10.1.1.1.3 UK: Europe Location-based Entertainment Market Breakdown, by End-use
- 10.1.1.2 Germany:
Europe Location-based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
- 10.1.1.2.1 Germany: Europe Location-based Entertainment Market Breakdown, by Component
- 10.1.1.2.2 Germany: Europe Location-based Entertainment Market Breakdown, by Technology
- 10.1.1.2.3 Germany: Europe Location-based Entertainment Market Breakdown, by End-use
- 10.1.1.3 France:
Europe Location-based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
- 10.1.1.3.1 France: Europe Location-based Entertainment Market Breakdown, by Component
- 10.1.1.3.2 France: Europe Location-based Entertainment Market Breakdown, by Technology
- 10.1.1.3.3 France: Europe Location-based Entertainment Market Breakdown, by End-use
- 10.1.1.4 Russia:
Europe Location-based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
- 10.1.1.4.1 Russia: Europe Location-based Entertainment Market Breakdown, by Component
- 10.1.1.4.2 Russia: Europe Location-based Entertainment Market Breakdown, by Technology
- 10.1.1.4.3 Russia: Europe Location-based Entertainment Market Breakdown, by End-use
- 10.1.1.5 Italy:
Europe Location-based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
- 10.1.1.5.1 Italy: Europe Location-based Entertainment Market Breakdown, by Component
- 10.1.1.5.2 Italy: Europe Location-based Entertainment Market Breakdown, by Technology
- 10.1.1.5.3 Italy: Europe Location-based Entertainment Market Breakdown, by End-use
- 10.1.1.6 Rest of Europe:
Europe Location-based Entertainment Market – Revenue and Forecast to 2028 (US$ Million)
- 10.1.1.6.1 Rest of Europe: Europe Location-based Entertainment Market Breakdown, by Component
- 10.1.1.6.2 Rest of Europe: Europe Location-based Entertainment Market Breakdown, by Technology
- 10.1.1.6.3 Rest of Europe: Europe Location-based Entertainment Market Breakdown, by End-use
11. Competitive Landscape
11.1 Heat Map Analysis
11.2 Company Positioning and Concentration
12. Europe 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 BidOn Games Studio
- 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 Dimension
- 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 HQSoftware
- 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 IMAX CORPORATION
- 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 Neurogaming 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 Teslasuit
- 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
13.7 SpringboardVR
- 13.7.1 Key Facts
- 13.7.2 Business Description
- 13.7.3 Products and Services
- 13.7.4 Financial Overview
- 13.7.5 SWOT Analysis
- 13.7.6 Key Developments
13.8 Samsung Electronics Co., Ltd.
- 13.8.1 Key Facts
- 13.8.2 Business Description
- 13.8.3 Products and Services
- 13.8.4 Financial Overview
- 13.8.5 SWOT Analysis
- 13.8.6 Key Developments
13.9 Vicon Motion Systems Ltd
- 13.9.1 Key Facts
- 13.9.2 Business Description
- 13.9.3 Products and Services
- 13.9.4 Financial Overview
- 13.9.5 SWOT Analysis
- 13.9.6 Key Developments
14. Appendix
14.1 About Business Market Insights