2031 年基于位置的娱乐市场报告,包括细分市场、地域、动态、最新发展和战略见解

  • Report Code : TIPRE00013875
  • Category : Technology, Media and Telecommunications
  • No. of Pages : 150
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预计到 2031 年,基于位置的娱乐市场规模将从 2023 年的 18.8 亿美元增至 49.8 亿美元。预计该市场在 2023-2031 年的复合年增长率将达到 12.9%。360 度 VR 游戏的日益普及以及 AR 和 VR 技术与 3D 投影映射的结合很可能仍是市场的主要趋势和驱动力。

 

基于位置的娱乐市场分析

 

全球范围内,基于位置的娱乐市场正在经历显著增长。这种增长归因于 360 度 VR 游戏的日益普及以及 AR 和 VR 技术与 3D 投影映射的结合等因素。此外,先进技术和工具的开发和集成以及下一代激光标签的出现预计将在未来几年为市场带来诸多机遇。

 

线下娱乐市场概览

 

基于位置的娱乐 (LBE) 是一个面向消费者的行业类别,融合了酒店、休闲和零售元素。顾名思义,基于位置的娱乐场所是消费者期望获得娱乐的实体目的地。这些场所旨在为消费者提供他们在家中无法获得的娱乐、教育和沉浸式体验。

 

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基于位置的娱乐市场:

线下娱乐市场
  • Location-based Entertainment Market
    复合年增长率(2023 - 2031)
    12.9%
  • 2023 年市场规模
    18.8 亿美元
  • 2031年市场规模
    49.8亿美元

市场动态

增长动力
  • 36 英寸 VR 游戏人气飙升,市场前景看好
未来的趋势
  • 预计预测期内先进技术的开发和整合将推动市场发展。
机会
  • 下一代激光标签的出现。

关键人物;主力;重要一员

  • BidOn游戏工作室
  • 方面
  • 总部软件公司
  • 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
  • Vicon 运动系统有限公司
  • VRstudios 公司

区域概况

Location-based Entertainment Market
  • 北美
  • 欧洲
  • 亚太
  • 南美洲和中美洲
  • 中东和非洲

市场细分

Location-based Entertainment Market成分
  • 硬件和软件
Location-based Entertainment Market技术
  • 二维和三维
Location-based Entertainment Market最终用途
  • 游乐园
  • 街机工作室
  • 电影制片厂
  • 示例 PDF 通过定性和定量分析展示了内容结构和信息的性质。

 

 

基于位置的娱乐市场驱动因素和机遇

 

 

360° VR 游戏人气飙升,市场青睐

 

360虚拟现实(也称为 360 VR) 是一种交互式沉浸式内容,它围绕着用户,仿佛他们站在场景中间。此内容可以通过任何设备查看,并允许用户朝任何方向看,让他们能够像在现实生活中一样查看内容并与之交互。此外,各家公司都在推出基于 360° VR 的游戏。例如,2024 年 3 月,Omni One 全身 VR 游戏系统开发商之一 Virtuix 宣布将推出 35 款游戏。Omni One 包含一个专有的 360 度跑步机,让玩家可以自由奔跑并沉浸在虚拟现实游戏中。因此,基于 360° VR 的游戏越来越受欢迎,可用性也越来越高,推动着市场的发展。

 

下一代激光标签的出现。

 

Tager 是下一代战术游戏的装备。该游戏模仿武装战斗。游戏的目标是使用特殊的光爆能枪击败对手,同时避免被击败。此外,Urban Underground Limited 等多家公司正在启动下一代激光标签游戏。例如,2023 年 5 月,Urban Underground Limited 目前正在彼得伯勒汉普顿的 Serpentine Green 打造其新的沉浸式室内游戏中心。一家购物中心即将开设一个新的激光标签和游戏中心。

 

基于位置的娱乐市场报告细分分析

 

有助于基于位置的娱乐市场分析的关键部分是组件、技术和最终用途。

  • 根据组件,基于位置的娱乐市场分为硬件和软件。预计硬件部分将在预测期内占据相当大的市场份额。  
  • 根据技术,基于位置的娱乐市场分为 2D 和 3D。预计 3D 部分将在预测期内占据相当大的市场份额。
  • 根据最终用途,市场分为游乐园、街机工作室和电影制片厂。街机工作室部分预计在预测期内占据相当大的市场份额。  

 

按地区划分的基于位置的娱乐市场份额分析

 

基于位置的娱乐市场报告的地理范围主要分为五个地区:北美、亚太地区、欧洲、中东和非洲、南美和中美。

北美主导了基于位置的娱乐市场。北美地区各行业的高科技采用趋势推动了基于位置的娱乐市场的增长。数字工具的采用率提高和政府机构的高技术支出等因素预计将推动北美基于位置的娱乐市场的增长。此外,美国和加拿大等发达经济体高度重视研发,这迫使北美参与者将技术先进的解决方案引入市场。此外,美国拥有大量基于位置的娱乐市场参与者,他们越来越专注于开发创新解决方案。所有这些因素都促进了该地区基于位置的娱乐市场的增长。

 

基于位置的娱乐市场报告范围

报告属性细节
2023 年的市场规模18.8亿美元
2031 年市场规模49.8亿美元
全球复合年增长率(2023 - 2031)12.9%
历史数据2021-2022
预测期2024-2031
涵盖的领域按组件
  • 硬件和软件
按技术分类
  • 二维和三维
按最终用途
  • 游乐园
  • 街机工作室
  • 电影制片厂
覆盖地区和国家北美
  • 我们
  • 加拿大
  • 墨西哥
欧洲
  • 英国
  • 德国
  • 法国
  • 俄罗斯
  • 意大利
  • 欧洲其他地区
亚太
  • 中国
  • 印度
  • 日本
  • 澳大利亚
  • 亚太其他地区
南美洲和中美洲
  • 巴西
  • 阿根廷
  • 南美洲和中美洲其他地区
中东和非洲
  • 南非
  • 沙特阿拉伯
  • 阿联酋
  • 中东和非洲其他地区
市场领导者和主要公司简介
  • BidOn游戏工作室
  • 方面
  • 总部软件公司
  • 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
  • Vicon 运动系统有限公司
  • VRstudios 公司
  • 示例 PDF 通过定性和定量分析展示了内容结构和信息的性质。

 

 

基于位置的娱乐市场新闻和最新发展

 

基于位置的娱乐市场通过收集一手和二手研究后的定性和定量数据进行评估,其中包括重要的公司出版物、协会数据和数据库。以下列出了基于位置的娱乐市场的一些发展:

  • WildBrain CPLG 成立了基于位置的娱乐部门。该团队最初将专注于在亚太地区拓展 WildBrain 的自创品牌和合作品牌,推出新的景点,包括天线宝宝娱乐中心和花生酒店。(来源:WildBrain,公司网站,2023 年 9 月)
  • 中国领先的在线娱乐服务公司爱奇艺宣布,将于今年夏天在澳门银河推出银河大道 VR 沉浸式影院,该影院改编自热门剧集《仙魔恋》,展现了爱奇艺致力于通过其独特的“IP+技术”拓展线下娱乐业务的决心。 (爱奇艺,/公司网站,2024 年 5 月)

 

基于位置的娱乐市场报告覆盖范围和交付成果

 

“基于位置的娱乐市场规模和预测(2021-2031)”报告对市场进行了详细分析,涵盖以下领域:

  • 范围内涵盖的所有主要细分市场的全球、区域和国家/地区基于位置的娱乐市场规模和预测
  • 基于位置的娱乐市场趋势以及市场动态,如驱动因素、限制因素和关键机遇
  • 详细的 PEST/波特五力分析和 SWOT 分析
  • 基于位置的娱乐市场分析,涵盖关键市场趋势、全球和区域框架、主要参与者、法规和最新市场发展
  • 行业格局和竞争分析,涵盖市场集中度、热图分析、知名参与者以及基于位置的娱乐市场的最新发展。
  • 详细的公司简介
  • Historical Analysis (2 Years), Base Year, Forecast (7 Years) with CAGR
  • PEST and SWOT Analysis
  • Market Size Value / Volume - Global, Regional, Country
  • Industry and Competitive Landscape
  • Excel Dataset
Report Coverage
Report Coverage

Revenue forecast, Company Analysis, Industry landscape, Growth factors, and Trends

Segment Covered
Segment Covered

This text is related
to segments covered.

Regional Scope
Regional Scope

North America, Europe, Asia Pacific, Middle East & Africa, South & Central America

Country Scope
Country Scope

This text is related
to country scope.

Frequently Asked Questions


Which region dominated the location-based entertainment market in 2023?

North America is anticipated to dominate the location-based entertainment market in 2023.

What are the driving factors impacting the location-based entertainment market?

The increasing popularity of 360-degree VR-based games and a mix of AR and VR technology with 3-D projection mapping are some of the factors driving the location-based entertainment market.

What are the future trends of the location-based entertainment market?

Development and integration of advanced technology are anticipated to drive the market in the forecast period.

Which are the leading players operating in the location-based entertainment market?

The key players holding majority shares in the global location-based entertainment market are BidOn Games Studio, Dimension, HQSoftware, IMAX CORPORATION, Neurogaming LTD, TESLASUIT, SpringboardVR, Samsung Electronics Co., Ltd., Vicon Motion Systems Ltd., VRstudios, Inc.

What would be the estimated value of the location-based entertainment market by 2031?

The global location-based entertainment market is expected to reach US$ 4.31 billion by 2031.

What is the expected CAGR of the location-based entertainment market?

The expected CAGR of the location-based entertainment market is 12.9%.

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