Europe Location-based Entertainment Market

Europe Location-based Entertainment Market Size, Share, Growth Analysis, By Component Outlook(Hardware, Software), By End-Use Outlook(Amusement Parks, Indoor Amusement Parks), By Technology Outlook(2-Dimensional (2D), 3-Dimensional (3D)), By Region/Country(Germany, UK) - Industry Forecast 2024-2031


Report ID: UCMIR45F2086 | Region: Regional | Published Date: Upcoming |
Pages: 165 | Tables: 55 | Figures: 60

Europe Location-based Entertainment Market Insights

Market Overview:

The Europe-based entertainment market's 2022 valuation stood at USD 911.6 million, with a projected compound annual growth rate (CAGR) of 28.4% from 2023 to 2030. This remarkable expansion can be attributed to the growing consumer preference for amusement parks, arcade studios, 4D movies, and other entertainment options. Factors such as rapid urbanization, increased disposable incomes, and the rise in international tourism are pivotal in driving market growth. Market participants are now offering all-encompassing Virtual Reality (VR) experiences, drawing more visitors, while the increasing adoption of VR arcades is having a positive impact on the industry's prospects. VR arcade theme parks, allowing multiple users to don VR headsets and play games simultaneously, immersing them within the gaming world, are gaining significant popularity.

Europe Location-based Entertainment Market, Forecast & Y-O-Y Growth Rate, 2020 - 2028
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This report is being written to illustrate the market opportunity by region and by segments, indicating opportunity areas for the vendors to tap upon. To estimate the opportunity, it was very important to understand the current market scenario and the way it will grow in future.

Production and consumption patterns are being carefully compared to forecast the market. Other factors considered to forecast the market are the growth of the adjacent market, revenue growth of the key market vendors, scenario-based analysis, and market segment growth.

The market size was determined by estimating the market through a top-down and bottom-up approach, which was further validated with industry interviews. Considering the nature of the market we derived the Systems Software by segment aggregation, the contribution of the Systems Software in Software & Services and vendor share.

To determine the growth of the market factors such as drivers, trends, restraints, and opportunities were identified, and the impact of these factors was analyzed to determine the market growth. To understand the market growth in detail, we have analyzed the year-on-year growth of the market. Also, historic growth rates were compared to determine growth patterns.

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FAQs

The market for Europe Location-based Entertainment was estimated to be valued at US$ XX Mn in 2021.

The Europe Location-based Entertainment Market is estimated to grow at a CAGR of XX% by 2028.

The Europe Location-based Entertainment Market is segmented on the basis of Component Outlook, End-Use Outlook, Technology Outlook, Region/Country.

Based on region, the Europe Location-based Entertainment Market is segmented into North America, Europe, Asia Pacific, Middle East & Africa and Latin America.

The key players operating in the Europe Location-based Entertainment Market are Microsoft Corporation, Google LLC, HQ Software, HTC Corporation, Samsung Electronics Co. Ltd., Niantic Inc., Magic Leap Inc., VRstudios Inc., Huawei Technologies Co. Ltd., Springboard VR, Cinepolis, Disney Parks, Experience, and Products, Universal Parks and Resorts, Six Flags Entertainment Corporation, AEON Fantasy Company, Barron Games International, KidZania Operations S.A.R.L..

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Europe Location-based Entertainment Market

Product ID: UCMIR45F2086

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