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You are at:Home»Entertainment»Entertainment trends based on location, opportunities and
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Entertainment trends based on location, opportunities and

June 18, 2025007 Mins Read
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Dublin, June 17, 2025 (Globe Newswire) – The “Opportunities and entertainment market strategies based on location until 2034” The report was added to Researchandmarkets.com offer.

This report describes and explains the entertainment market based on location and covers 2019-2024, called the historic period and 2024-2029, 2034F qualified as the forecast period. The report assesses the market in each region and for the major economies of each region.

The global localization -based entertainment market reached a value of almost $ 3.86 billion in 2024, which has increased at an annual growth rate (TCAC) by 10.76% since 2019. The market should drop from $ 3.86 billion in 2024 to $ 11.75 billion in 2029 at a rate of 24.95%. The market should then grow at a TCAC of 24.23% compared to 2029 and reach 34.79 billion dollars in 2034.

The growth of the historical period results from the progress of immersive experiences, the integration of the LBE with tourism and retail, an increase in consumption expenses in entertainment content and urbanization and increased revenues available. The factors that negatively affected the growth of the historic period were the impact of the COVVI-19 pandemic and high capital and operational costs. In the future, strategic partnerships and intellectual property collaborations (IP), the expansion and development of new parks and technological progress and innovative attractions will stimulate growth. The factor that could hamper the growth of the entertainment market based on location in the future includes growing competition at home entertainment and other leisure and economic pressures and the increase in operational costs.

North America was the largest region of the location-based entertainment market, representing 35.03% or 1,352.35 million dollars in 2024. It was followed by Asia-Pacific, Western Europe and other regions. In the future, the fastest growth regions of the location-based entertainment market will be Asia-Pacific and South America where growth will be TCACs of 33.11% and 29.14% respectively. These will be followed by Africa and Eastern Europe where the markets should grow at TCACs of 25.46% and 23.71% respectively.

The global entertainment markets based on location are quite concentrated, with major players operating on the market. The Top 10 COMPETITATORS In The Market Made Up 36.31% of The Total Market in 2023. The Walt Disney Company was the Large Competitor with A 9.59% Share of the Market, Followed by Meta Platforms Inc. With 5.96%, Microsoft Corporation with 4.66%, Samsung Electronics co. With 3.50%, Niantic Inc. with 2.95%, Unity Technologies Inc. with 2.58%, nbcuniversal media LLC with 2.16%, Hologate GmbH with 2.13%, Six Flags Entertainment Corporation with 1.81%and HTC Corporation (LIV) with 0.99%.

The location -based entertainment market is segmented by hardware, software and services. The equipment market was the largest segment of the entertainment market based on the location segmented by offerings, representing 52.99% or 2.04 billion dollars in the total in 2024. In the future, the segment of the software should be the fastest growth segment of the entertainment market based on the location by offers, a TCAC of 34.35% in 2024-2029.

The location -based entertainment market is segmented by 2 -dimensional (2D), 3Dimensional (3D) technology and in reality merged in the cloud (CMR). The 3D 3D market (3D) was the largest segment of the entertainment market based on location segmented by technology, representing 49.67% or 1.91 billion dollars in the total in 2024. In the future, the segment of reality merged by the Cloud (CMR) should be the fastest segment of the growth of the localization market.

The location -based entertainment market is segmented by the final use in amusement parks, arcade studios and 4D films. The amusement parks market was the largest segment of the entertainment market based on location segmented by final use, representing 42.83% or 1.65 billion dollars in the total in 2024. In the future, the Arcade studios segment should be the fastest segment in the entertainment market segment.

The main opportunities in entertainment markets based on localization segmented by Offrand will occur in the software segment, which will earn $ 3.51 billion in world annual sales by 2029. The main opportunities in entertainment markets based on location will segment by 5.55 billion dollars in world annual sales. Arcade Studios Segment, which will earn $ 3.22 billion in world annual sales by 2029. The size of the entertainment market based on location will draw the most time in the United States with $ 1.69 billion.

Strategies based on the market for the entertainment market based on location include emphasis on the improvement of traditional sites such as themed parks, arcades and escape rooms by offering interactive and personalized experiences, focusing on the demand of individualized and tailor -made experiences, emphasizing food and drinks, quickly focusing on hybrid experiences that mix digital technologies and physical systems. The strategies adopted by players on the entertainment market based on location include emphasis on the expansion of commercial capacities thanks to a partnership to extend its operational capacities and focus on expanding manufacturing capacities through strategic investments.

To take advantage of the opportunities, the analyst recommends the rental-based entertainment to focus on integrating immersive technologies with branded experiences, focus on personalized guest experiences through data analytics, focus on enhaling themed food and beverage, focus on high Asia-Pacific and the Middle East, Focus on Sustainability and Inclusive Policies To Attract Value-Algnined Visitors, Focus On Hybriding Hybrid engagement through Emerging Technology, Expand in emerging markets continue to focus on developed markets, to focus on expansion of urban and travel At high traffic, to focus on pricing models at several levels depending on the type of experience, to focus on awareness -raising through partnerships and campaigns focused on experience, to focus on personalized digital promotions and localized targeting and concentration on targeting practical technology players thanks to staff training and community engagement.

Major market trends

  • Very immersive environments with the integration of technologies (AR / VR / MR)
  • Request for personalization and personalization in entertainment
  • Food and drinking experiences to complete the experiences
  • Emerging market growth
  • Focus on sustainable and environmentally friendly initiatives
  • The emphasis on hybrid experiences that mix digital technologies and physical systems

Mergers and key acquisitions

  • Scoopy acquired niantic’s pokemon go
  • Infinitis Acquisitions Partners has announced its intention to acquire Oceanering entertainment systems (EOES)
  • Epic games acquired Aquiris

Recent developments in the entertainment market based on location

  • International extensions were targeted to capture emerging markets quickly
  • Strategic collaborations to improve immersive experiences for thematic parks
  • Global companies focus on extensions and diversification in offers

Covered markets:

  • Offers: Material; Software; Services
  • Technology: Dimensional (2D); Dimension (3D); The merged reality of the clouds (CMR)
  • Final use: amusement parks; Arcade Studios; 4D movies

Key attributes:

Report attribute Details
Number of pages 320
Forecast period 2024 – 2034
Estimated market value (USD) in 2024 $ 3.86 billion
Planned market value (USD) by 2034 $ 34.79 billion
Compound annual growth rate 24.6%
Covered regions Global


Featured companies

  • The Walt Disney Company
  • Meta Platforms Inc.
  • Microsoft Corporation
  • Samsung Electronics Co. Ltd.
  • Niantic Inc.
  • Unity Technologies Inc.
  • Nbcuniversal media LLC
  • Hologate GmbH
  • Six flags Entertainment Corporation
  • HTC Corporation (Vive)
  • Universal parks and stations
  • Merlin Entertainments
  • October group
  • Fantawild Holdings Inc.
  • Aeon Fantasy Co., Ltd.
  • Samsung Electronics Co., Ltd.
  • Theme of the village road parks
  • VR Studios Inc.
  • Reunidos parques
  • Alpine Company
  • EFTELING, Europa-Park
  • Tivoli gardens
  • Trap group
  • Ubisoft
  • Dream island
  • Energieslandia
  • Thrill Park Prague
  • Herschend family entertainment
  • SeaWorld Parks & Entertainment
  • Cineplex entertainment
  • DAVE & BUSTER
  • Beto Carrero World
  • Hopi Hari
  • Fantasy
  • Aquiris (acquired by Epic Games)
  • Playland
  • Google (Brazil – Indie Games Fund)
  • Hasbro (Brazil – Mania nerve at Beto Carrero World)
  • Miral group
  • Qiddiya Investment Company
  • Dubai parks and stations
  • Al Hokair group
  • Majid Al Futtaim Group
  • Universal Studios
  • Disney land
  • Sunwest International (PTY) LTD
  • Othawa Holdings (PTY) LTD
  • Akani Egoli (PTY) Ltd
  • Golf Greens International CC

For more information on this report, visit https://www.researchandmarkets.com/r/r5r3f6

About Researchandmarkets.com
Researchandmarkets.com is the world’s main source of international market research reports and market data. We provide you with the latest data on international and regional markets, key industries, main companies, new products and latest trends.

  • Location -based entertainment market

            
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