
Europe Location-based Entertainment Market Growth, Size, Trends, Revenue and Future Outlook
Europe Location-based Entertainment Market Size- By Component, By Technology, By End-Use- Regional Outlook, Competitive Strategies and Segment Forecast to 2033
Published: Aug-2023 | Report ID: IACT23147 | Pages: 1 - 153 | Formats*: |
Category : Information & Communications Technology |
- September 2021: The newly established VRstudios Sports foundation was unveiled by VRstudios, Inc. In a location-based VR world, people will be able to interact, mingle, and share experiences thanks to this initiative. With a comprehensive LBE capacity, VRstudios Sports allows customers to test out their VR-based game plays at home.
- Strong Gaming Culture: Europe has a robust gaming culture, with a significant number of gamers and gaming enthusiasts. This population's interest in gaming experiences extends beyond traditional home-based gaming, leading to increased demand for LBE experiences that offer unique and multiplayer gaming environments.


Report Metric | Details |
Market size available for years | 2019-2033 |
Base year considered | 2022 |
Forecast period | 2023-2033 |
Segments covered | By Component, By Technology, By End-Use |
Regions covered | France, Germany, Italy, Netherlands, Spain, United Kingdom, Rest of Europe |
Companies Covered | AEON Fantasy Company, Barron Games International, Cinepolis, Disney, Google LLC, HTC Corporation, Huawei Technologies Co. Ltd., HQ Software, KidZania Operations S.A.R.L., Magic Leap Inc., Meta, Microsoft Corporation, Niantic Inc., Samsung Electronics Co. Ltd., Six Flags Entertainment Corporation, Sony Interactive Entertainment Inc., Springboard VR, Universal Parks and Resorts, VRstudios Inc., Wikitude, Others |
- Art and Culture Enthusiasts
- Corporate and Team-Building Events
- Education and School Groups
- Gamers and Esports Enthusiasts
- Millennials and Generation Z
- Science and Technology Enthusiasts
- Special Interest Groups
By Component: |
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By Technology: |
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By End-Use: |
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- Europe Location-based Entertainment Market Size (FY'2023-FY'2033)
- Overview of Europe Location-based Entertainment Market
- Segmentation of Europe Location-based Entertainment Market By Component (Hardware, Software, Services)
- Segmentation of Europe Location-based Entertainment Market By Technology (2-Dimensional, 3-Dimensional, Cloud Merged Reality)
- Segmentation of Europe Location-based Entertainment Market By End-Use (Amusement Parks, Arcade Studios, 4D Films, Others)
- Statistical Snap of Europe Location-based Entertainment Market
- Expansion Analysis of Europe Location-based Entertainment Market
- Problems and Obstacles in Europe Location-based Entertainment Market
- Competitive Landscape in the Europe Location-based Entertainment Market
- Impact of COVID-19 and Demonetization on Europe Location-based Entertainment Market
- Details on Current Investment in Europe Location-based Entertainment Market
- Competitive Analysis of Europe Location-based Entertainment Market
- Prominent Players in the Europe Location-based Entertainment Market
- SWOT Analysis of Europe Location-based Entertainment Market
- Europe Location-based Entertainment Market Future Outlook and Projections (FY'2023-FY'2033)
- Recommendations from Analyst
1.1. Scope of the report1.2. Market segment analysis
2.1. Research data source2.1.1. Secondary Data2.1.2. Primary Data2.1.3. SPER’s internal database2.1.4. Premium insight from KOL’s2.2. Market size estimation2.2.1. Top-down and Bottom-up approach2.3. Data triangulation
4.1. Driver, Restraint, Opportunity and Challenges analysis4.1.1. Drivers4.1.2. Restraints4.1.3. Opportunities4.1.4. Challenges4.2. COVID-19 Impacts of the Europe Location-based Entertainment Market
5.1. SWOT Analysis5.1.1. Strengths5.1.2. Weaknesses5.1.3. Opportunities5.1.4. Threats5.2. PESTEL Analysis5.2.1. Political Landscape5.2.2. Economic Landscape5.2.3. Social Landscape5.2.4. Technological Landscape5.2.5. Environmental Landscape5.2.6. Legal Landscape5.3. PORTER’s Five Forces5.3.1. Bargaining power of suppliers5.3.2. Bargaining power of buyers5.3.3. Threat of Substitute5.3.4. Threat of new entrant5.3.5. Competitive rivalry5.4. Heat Map Analysis
6.1. Europe Location-based Entertainment Market Manufacturing Base Distribution, Sales Area, Product Type6.2. Mergers & Acquisitions, Partnerships, Product Launch, and Collaboration in Europe Location-based Entertainment Market
7.1. Europe Location-based Entertainment Market Value Share and Forecast, By Component, 2023-20337.2. Hardware7.3. Software7.4. Services
8.1. Europe Location-based Entertainment Market Value Share and Forecast, By Technology, 2023-20338.2. 2-Dimensional8.3. 3-Dimensional8.4. Cloud Merged Reality
9.1. Europe Location-based Entertainment Market Value Share and Forecast, By End-Use, 2023-20339.2. Amusement Parks9.3. Arcade Studios9.4. 4D Films9.5. Others
10.1. Europe Location-based Entertainment Market Size and Market Share
11.1. Europe Location-based Entertainment Market Size and Market Share By Component (2019-2026)11.2. Europe Location-based Entertainment Market Size and Market Share By Component (2027-2033)
12.1. Europe Location-based Entertainment Market Size and Market Share By Technology (2019-2026)12.2. Europe Location-based Entertainment Market Size and Market Share By Technology (2027-2033)
13.1. Europe Location-based Entertainment Market Size and Market Share By End-Use (2019-2026)13.2. Europe Location-based Entertainment Market Size and Market Share By End-Use (2027-2033)
14.1. Europe Location-based Entertainment Market Size and Market Share By Region (2019-2026)14.2. Europe Location-based Entertainment Market Size and Market Share By Region (2027-2033)14.3. France14.4. Germany14.5. Italy14.6. Netherlands14.7. Spain14.8. United Kingdom14.9. Rest of Europe
15.1. AEON Fantasy Company15.1.1. Company details15.1.2. Financial outlook15.1.3. Product summary15.1.4. Recent developments15.2. Barron Games International15.2.1. Company details15.2.2. Financial outlook15.2.3. Product summary15.2.4. Recent developments15.3. Cinepolis15.3.1. Company details15.3.2. Financial outlook15.3.3. Product summary15.3.4. Recent developments15.4. Disney15.4.1. Company details15.4.2. Financial outlook15.4.3. Product summary15.4.4. Recent developments15.5. Google LLC15.5.1. Company details15.5.2. Financial outlook15.5.3. Product summary15.5.4. Recent developments15.6. HTC Corporation15.6.1. Company details15.6.2. Financial outlook15.6.3. Product summary15.6.4. Recent developments15.7. Huawei Technologies Co. Ltd.15.7.1. Company details15.7.2. Financial outlook15.7.3. Product summary15.7.4. Recent developments
15.8. HQ Software
15.8.1. Company details15.8.2. Financial outlook15.8.3. Product summary15.8.4. Recent developments15.9. KidZania Operations S.A.R.L.15.9.1. Company details15.9.2. Financial outlook15.9.3. Product summary15.9.4. Recent developments15.10. Magic Leap Inc.15.10.1. Company details15.10.2. Financial outlook15.10.3. Product summary15.10.4. Recent developments15.11. Meta15.11.1. Company details15.11.2. Financial outlook15.11.3. Product summary15.11.4. Recent developments15.12. Microsoft Corporation15.12.1. Company details15.12.2. Financial outlook15.12.3. Product summary15.12.4. Recent developments15.13. Niantic Inc.15.13.1. Company details15.13.2. Financial outlook15.13.3. Product summary15.13.4. Recent developments15.14. Samsung Electronics Co. Ltd.15.14.1. Company details15.14.2. Financial outlook15.14.3. Product summary15.14.4. Recent developments15.15. Six Flags Entertainment Corporation15.15.1. Company details15.15.2. Financial outlook15.15.3. Product summary15.15.4. Recent developments15.16. Sony Interactive Entertainment Inc.15.16.1. Company details15.16.2. Financial outlook15.16.3. Product summary15.16.4. Recent developments15.17. Springboard VR15.17.1. Company details15.17.2. Financial outlook15.17.3. Product summary15.17.4. Recent developments15.18. Universal Parks and Resorts15.18.1. Company details15.18.2. Financial outlook15.18.3. Product summary15.18.4. Recent developments15.19. VRstudios Inc.15.19.1. Company details15.19.2. Financial outlook15.19.3. Product summary15.19.4. Recent developments15.20. Wikitude15.20.1. Company details15.20.2. Financial outlook15.20.3. Product summary15.20.4. Recent developments15.21. Others
SPER Market Research’s methodology uses great emphasis on primary research to ensure that the market intelligence insights are up to date, reliable and accurate. Primary interviews are done with players involved in each phase of a supply chain to analyze the market forecasting. The secondary research method is used to help you fully understand how the future markets and the spending patterns look likes.
The report is based on in-depth qualitative and quantitative analysis of the Product Market. The quantitative analysis involves the application of various projection and sampling techniques. The qualitative analysis involves primary interviews, surveys, and vendor briefings. The data gathered as a result of these processes are validated through experts opinion. Our research methodology entails an ideal mixture of primary and secondary initiatives.
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