The global Location-Based Entertainment Market is projected to value USD 7.8 billion until 2025. It is expected to register a CAGR of 32.1% over the forecasted years, 2019 to 2025. The increasing preference to gain realistic gaming experience prevailing among the millennial population is projected to propel the market growth.
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Market Synopsis of Location Based Entertainment Market:
The amusement park end-use segment dominated the global market owing to the rapidly increasing adoption of entertainment systems in parks and gardens for attracting children. On the other hand, the arcade studios segment is expected to witness the fastest growth due to the increasing inclination of the millennial population for experiencing coin-operated games.
The 3 Dimensional technology segment is projected to dominate the global market over the forecasted years owing to rapid technological advancements being undertaken for providing realistic gaming and viewing experience. Moreover, its deployment across LBE sites is projected to boost market growth.
North America dominated the global location based entertainment market in 2018 owing to the increasing popularity of VR services and rising disposable income prevailing among the working population across countries like the U.S. and Canada. While, Asia Pacific is expected to witness the highest CAGR over the forecasted years owing to a large number of teenagers and younger population and emergence of tourism across countries like India, Malaysia, and China.
The market for location-based entertainment includes players such as IMAX Corporation, VRstudios Inc., Exit Reality, Springboard VR, and The VOID LLC. They are constantly engaged in product development and innovation for gaining competitive advantage and widening the global reach.
Table of Contents:-
Chapter 1 Methodology and Scope
Chapter 2 Executive Summary
Chapter 3 Location Based Entertainment: Market Variables, Trends & Scope
Chapter 4 Location Based Entertainment: Product Estimates & Trend Analysis
Chapter 5 Location Based Entertainment: Application Estimates & Trend Analysis
Chapter 6 Location Based Entertainment: End-use Estimates & Trend Analysis
Chapter 7 Location Based Entertainment: Industrial End-use Estimates & Trend Analysis
Chapter 8 Location Based Entertainment: Regional Estimates & Trend Analysis
Chapter 9 Competitive Landscape
Chapter 10 Location Based Entertainment: Manufacturers Company Profiles
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