Europe Location-based Entertainment Market Introduction and Overview
According to SPER Market Research, the Europe Location-based Entertainment Market is estimated to reach USD 1.75 billion by 2033 with a CAGR of 13.04%.
The report includes an in-depth analysis of the Europe Location-based Entertainment Market, including market size and trends, product mix, distribution channels, and supplier analysis. Location-based entertainment (LBE) is a category of entertainment that only occurs in particular places. Other names for LBE include digital out-of-home entertainment, experiential entertainment, and immersive entertainment. Location-based entertainment includes immersive art pieces, theme parks and family entertainment centres digital experience. LBE initiatives serve as a gathering place, attracting customers to a common activity for devoted brand communities, fan base wishing to spend time together.
- 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.
Market Opportunities and Challenges
One of the significant market opportunities for the Europe location-based entertainment market is the integration of advanced technologies like augmented reality (AR) and virtual reality (VR). These technologies can enhance the immersive and interactive nature of experiences, providing visitors with unique and captivating entertainment. By leveraging AR and VR, location-based entertainment businesses can offer innovative and highly engaging experiences that cannot be replicated at home. This technological integration can attract a new generation of tech-savvy consumers and differentiate the offerings from online and digital entertainment platforms.
A major challenge for the Europe location-based entertainment market is the changing consumer preferences and behaviour. Consumer preferences are continuously evolving due to advancements in technology and changing lifestyles. Businesses in this market need to stay updated with the latest trends and adapt their offerings accordingly to meet the evolving demands of consumers. Failing to keep up with changing preferences can result in a decline in visitor numbers and revenue. It requires continuous innovation, investment in new technologies, and the ability to provide unique, personalized, and interactive experiences to stay competitive in the market.
Market Competitive Landscape
Major companies in these industries have adopted a variety of growth strategies, including partnerships, agreements, and collaborations, new product launches and product enhancements, as well as acquisitions, to increase their market share. The key players in the Europe Location-based Entertainment market include AEON Fantasy Company, Barron Games International, Cinepolis, Disney, Google LLC, HTC Corporation, Huawei Technologies Co. Ltd., HQ Software, 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.
Scope of the Report:
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
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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 |
COVID-19 Impact on Europe Location-based Entertainment Market
The COVID-19 pandemic had a significant impact on the Europe location-based entertainment (LBE) market. Governments imposed lockdowns, resulting in temporary closures of LBE venues like amusement parks and museums, leading to a significant decline in revenue. Even after reopening, attendance remained low due to virus concerns and travel restrictions. LBE operators implemented health and safety measures, including mask-wearing and reduced capacity, affecting the visitor experience and revenue. The pandemic also caused a shift towards virtual experiences and online entertainment, impacting the demand for traditional LBE offerings. Financial challenges arose from prolonged closures and reduced attendance, leading to layoffs, bankruptcies, and closures, particularly affecting smaller and independent operators.
Key Target Audience:
- 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
Our in-depth analysis of the Europe Location-based Entertainment Market includes the following segments:
By Component:
|
Hardware
Software
Services
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By Technology:
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2-Dimensional
3-Dimensional
Cloud Merged Reality
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By End-Use:
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Amusement Parks
Arcade Studios
4D Films
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Key Topics Covered in the Report:
- 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. Introduction
1.1. Scope of the report
1.2. Market segment analysis
2. Research Methodology
2.1. Research data source
2.1.1. Secondary Data
2.1.2. Primary Data
2.1.3. SPER’s internal database
2.1.4. Premium insight from KOL’s
2.2. Market size estimation
2.2.1. Top-down and Bottom-up approach
2.3. Data triangulation
3. Executive Summary
4. Market Dynamics
4.1. Driver, Restraint, Opportunity and Challenges analysis
4.1.1. Drivers
4.1.2. Restraints
4.1.3. Opportunities
4.1.4. Challenges
4.2. COVID-19 Impacts of the Europe Location-based Entertainment Market
5. Market variable and outlook
5.1. SWOT Analysis
5.1.1. Strengths
5.1.2. Weaknesses
5.1.3. Opportunities
5.1.4. Threats
5.2. PESTEL Analysis
5.2.1. Political Landscape
5.2.2. Economic Landscape
5.2.3. Social Landscape
5.2.4. Technological Landscape
5.2.5. Environmental Landscape
5.2.6. Legal Landscape
5.3. PORTER’s Five Forces
5.3.1. Bargaining power of suppliers
5.3.2. Bargaining power of buyers
5.3.3. Threat of Substitute
5.3.4. Threat of new entrant
5.3.5. Competitive rivalry
5.4. Heat Map Analysis
6. Competitive Landscape
6.1. Europe Location-based Entertainment Market Manufacturing Base Distribution, Sales Area, Product Type
6.2. Mergers & Acquisitions, Partnerships, Product Launch, and Collaboration in Europe Location-based Entertainment Market
7. Europe Location-based Entertainment Market, By Component (USD Million)
7.1. Europe Location-based Entertainment Market Value Share and Forecast, By Component, 2023-2033
7.2. Hardware
7.3. Software
7.4. Services
8. Europe Location-based Entertainment Market, By Technology (USD Million)
8.1. Europe Location-based Entertainment Market Value Share and Forecast, By Technology, 2023-2033
8.2. 2-Dimensional
8.3. 3-Dimensional
8.4. Cloud Merged Reality
9. Europe Location-based Entertainment Market, By End-Use (USD Million)
9.1. Europe Location-based Entertainment Market Value Share and Forecast, By End-Use, 2023-2033
9.2. Amusement Parks
9.3. Arcade Studios
9.4. 4D Films
9.5. Others
10. Europe Location-based Entertainment Market Forecast, 2019-2033 (USD Million)
10.1. Europe Location-based Entertainment Market Size and Market Share
11. Europe Location-based Entertainment Market, By Component, 2019-2033 (USD Million)
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. Europe Location-based Entertainment Market, By Technology, 2019-2033 (USD Million)
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. Europe Location-based Entertainment Market, By End-Use, 2019-2033 (USD Million)
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. Europe Location-based Entertainment Market, By Region, 2019-2033 (USD Million)
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. France
14.4. Germany
14.5. Italy
14.6. Netherlands
14.7. Spain
14.8. United Kingdom
14.9. Rest of Europe
15. Company Profile
15.1. AEON Fantasy Company
15.1.1. Company details
15.1.2. Financial outlook
15.1.3. Product summary
15.1.4. Recent developments
15.2. Barron Games International
15.2.1. Company details
15.2.2. Financial outlook
15.2.3. Product summary
15.2.4. Recent developments
15.3. Cinepolis
15.3.1. Company details
15.3.2. Financial outlook
15.3.3. Product summary
15.3.4. Recent developments
15.4. Disney
15.4.1. Company details
15.4.2. Financial outlook
15.4.3. Product summary
15.4.4. Recent developments
15.5. Google LLC
15.5.1. Company details
15.5.2. Financial outlook
15.5.3. Product summary
15.5.4. Recent developments
15.6. HTC Corporation
15.6.1. Company details
15.6.2. Financial outlook
15.6.3. Product summary
15.6.4. Recent developments
15.7. Huawei Technologies Co. Ltd.
15.7.1. Company details
15.7.2. Financial outlook
15.7.3. Product summary
15.7.4. Recent developments
15.8. HQ Software
15.8.1. Company details
15.8.2. Financial outlook
15.8.3. Product summary
15.8.4. Recent developments
15.9. KidZania Operations S.A.R.L.
15.9.1. Company details
15.9.2. Financial outlook
15.9.3. Product summary
15.9.4. Recent developments
15.10. Magic Leap Inc.
15.10.1. Company details
15.10.2. Financial outlook
15.10.3. Product summary
15.10.4. Recent developments
15.11. Meta
15.11.1. Company details
15.11.2. Financial outlook
15.11.3. Product summary
15.11.4. Recent developments
15.12. Microsoft Corporation
15.12.1. Company details
15.12.2. Financial outlook
15.12.3. Product summary
15.12.4. Recent developments
15.13. Niantic Inc.
15.13.1. Company details
15.13.2. Financial outlook
15.13.3. Product summary
15.13.4. Recent developments
15.14. Samsung Electronics Co. Ltd.
15.14.1. Company details
15.14.2. Financial outlook
15.14.3. Product summary
15.14.4. Recent developments
15.15. Six Flags Entertainment Corporation
15.15.1. Company details
15.15.2. Financial outlook
15.15.3. Product summary
15.15.4. Recent developments
15.16. Sony Interactive Entertainment Inc.
15.16.1. Company details
15.16.2. Financial outlook
15.16.3. Product summary
15.16.4. Recent developments
15.17. Springboard VR
15.17.1. Company details
15.17.2. Financial outlook
15.17.3. Product summary
15.17.4. Recent developments
15.18. Universal Parks and Resorts
15.18.1. Company details
15.18.2. Financial outlook
15.18.3. Product summary
15.18.4. Recent developments
15.19. VRstudios Inc.
15.19.1. Company details
15.19.2. Financial outlook
15.19.3. Product summary
15.19.4. Recent developments
15.20. Wikitude
15.20.1. Company details
15.20.2. Financial outlook
15.20.3. Product summary
15.20.4. Recent developments
15.21. Others
16. List of Abbreviations
17. Reference Links
18. Conclusion
19. Research Scope
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.