
欧洲基于位置的娱乐市场预测至 2028 年 – COVID-19 影响和区域分析 – 按组件(硬件和软件)、技术(2 维和 3 维)和最终用途(游乐园、游乐场)工作室和电影制片厂)
No. of Pages: 113 | Report Code: BMIRE00027635 | Category: Technology, Media and Telecommunications
No. of Pages: 113 | Report Code: BMIRE00027635 | Category: Technology, Media and Telecommunications
家庭娱乐中心最近对这些设施中提供的游戏进行了改进。社交媒体、互联网和移动设备的“三重革命”正在以数字方式颠覆家庭娱乐中心,带来了这种转变,并引发了一些激烈的竞争。使用虚拟现实 (VR) 和增强现实 (AR) 的游戏目前非常流行。一些游戏开发商正致力于创造现代技术来增强娱乐设施的游戏环境。制作人正尝试将 AR 和 VR 技术与 3D 投影映射和交互式数字表面相结合,以在游戏中创造新的技术改进。这些新游戏包括模拟游戏。这些游戏在游戏中复制现实生活中的各种活动,用于分析、训练或预测等各种目的。玩家可以自由控制角色。 AR 和 VR 的混合有助于通过训练候选人来进行防御,例如,防御解决方案尽可能接近实际训练。在虚拟身份证中,警察随着全身移动,就像他们在真人中一样。此外,在虚拟现实中,它们的优点是所有动作都可以训练、记录(以图像和声音的形式),然后在动作后审查应用程序中回放。军队可以通过虚拟现实训练,在安全、无风险的环境中学习在充满挑战、危险和多样化的环境中生活的重要技能。它可以帮助个人磨练应对不同场景的战斗和决策能力以及战术和战略思维。
该地区拥有 400 多个主题公园。最著名的主题公园是加州的迪士尼乐园。长期以来,它一直为客户提供基于位置的娱乐。此外,2022年9月,华纳兄弟探索频道宣布,到2023年,该公司将把为期三天的“巫师世界节”带到美国。在这个节日中,该公司与 Superfly X 和现场娱乐平台 Fever 合作。
此外,由于该地区游客人数不断增加,各国政府正在支持基于地点的娱乐。例如,美国政府通过提供机械和设备来支持基于地点的娱乐和主题旅游景点。为游乐园和相关旅游景点出口的产品和建筑/工程。该支持包括多种服务模式,例如公共和公共服务。私人体验驱动的活动和特许经营。
2022年5月,美泰和Epic Resort Destinations宣布将于2023年开业美泰冒险乐园,特色品牌将在范围从芭比娃娃到风火轮。这个位于亚利桑那州格伦代尔的主题公园将成为该公司的旗舰娱乐场所,因为这个冒险公园将拥有“芭比飞行剧院”等旅游景点。由于存在多个主题公园、电影制片厂和游乐园,这些公司将该地区视为一个发展的绝佳机会。例如,Betson Enterprises 是一家美国公司,为游乐园、街机工作室等提供基于位置的娱乐服务。同样,加拿大裔美国娱乐公司 Lionsgate 也提供新的基于位置的体验。此外,Eon Reality 在墨西哥开设了 Realidad Zero 虚拟现实中心。因此,随着该地区多家娱乐提供商的出现,该地区的欧洲定位娱乐市场预计将增长。
欧洲定位娱乐市场按组件、技术、最终用途和国家/地区进行细分。
BidOnGamesStudio;方面; 总部软件; IMAX 公司; 神经游戏有限公司; 特斯拉套装; SpringboardVR;三星电子有限公司;和 Vicon Motion Systems Ltd. 是该地区基于位置的娱乐市场的领先公司。
Strategic insights for Europe Location-based Entertainment involve closely monitoring industry trends, consumer behaviours, and competitor actions to identify opportunities for growth. By leveraging data analytics, businesses can anticipate market shifts and make informed decisions that align with evolving customer needs. Understanding these dynamics helps companies adjust their strategies proactively, enhance customer engagement, and strengthen their competitive edge. Building strong relationships with stakeholders and staying agile in response to changes ensures long-term success in any market.
Report Attribute | Details |
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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 组件
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Regions and Countries Covered | 欧洲
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Market leaders and key company profiles |
The regional scope of Europe Location-based Entertainment refers to the geographical area in which a business operates and competes. Understanding regional nuances, such as local consumer preferences, economic conditions, and regulatory environments, is crucial for tailoring strategies to specific markets. Businesses can expand their reach by identifying underserved regions or adapting their offerings to meet regional demands. A clear regional focus allows for more effective resource allocation, targeted marketing, and better positioning against local competitors, ultimately driving growth in those specific areas.
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.