ロケーションベースエンターテイメント(LBE)市場 – 2029年までの世界予測

出版社 MarketsandMarkets
出版年月 2025年2月

Location-based Entertainment Market – Global Forecast to 2029

ロケーションベースエンターテイメント(LBE)市場 – システム (AR/VR、プロジェクションマッピング、インタラクティブゲーム)、ソフトウェア (コンテンツ管理、エクスペリエンスデザイン、分析とモニタリング)、用途 (没入型乗り物、映画体験) – 2029年までの世界予測
Location-based Entertainment Market by Systems (AR/VR, Projection Mapping, Interactive Gaming), Software (Content Management, Experience Design, Analytics & Monitoring), Application (Immersive Rides, Cinematic Experiences) – Global Forecast to 2029

The Location-Based  entertainment market was estimated to be USD 5.47 billion in 2024 to USD 15.33 billion by 2029 at a compound annual growth rate (CAGR) of 22.9%.

ロケーションベースのエンターテイメント市場は、2024 年に 54 億 7,000 万米ドル、2029 年までに 153 億 3,000 万米ドルとなり、年間平均成長率 (CAGR) は 22.9% になると推定されています。

The market expansion gets a boost from investments in smart tourism and next-generation entertainment hubs. The use of AI-generated content coupled with adaptive storytelling allows businesses to develop distinct playable experiences that attract more consumers to LBE. For instance, Meow Wolf integrates sensor-based interactivity into its immersive art exhibitions and AREA15 in Las Vegas provides multi-sensory entertainment through mixed reality and large-scale projection technology.

市場の拡大は、スマートツーリズムと次世代エンターテイメントハブへの投資によって後押しされています。 AI 生成コンテンツとアダプティブ ストーリーテリングを組み合わせることで、企業はより多くの消費者を LBE に引き付ける独特のプレイアブルエクスペリエンスを開発できるようになります。たとえば、Meow Wolf はセンサーベースのインタラクティブ性を没入型アート展示に統合しており、ラスベガスの AREA15 は複合現実と大規模投影技術を通じて多感覚エンターテイメントを提供しています。

ロケーションベースエンターテイメント(LBE)市場 – 2029年までの世界予測
location-based-entertainment-market-ecosystem

The major players in the Location-Based  entertainment market include Microsoft (US), Google (US), Meta (US), NVIDIA (US), Unity Technologies (US), Sony Interactive Experiences (US), Samsung (South Korea), Barco Electronic System (Belgium), Panasonic (Japan), Huawei Technologies (China), HQ Software (Estonia), HTC Vive (Taiwan), Niantic (US), Vicon Motion Systems (UK), Optitrack (US), Springboard VR (US), 4Experience (Poland), Hologate (Germany), Ultraleap (UK), Magic Leap (US), Shape Immersive (Canada), Camon (Argentina), Kat VR (China), Virtuix (US), Pico (US), Illumix (US), Sandbox VR (US). These players have adopted various growth strategies, such as partnerships, agreements and collaborations, new product launches, enhancements, and acquisitions to expand their Location-Based  entertainment market footprint.

The report provides insights on the following pointers:

  • Analysis of key drivers (advancements in AR and VR technologies, rising consumer spending power, rising demand for social and shared experiences, and integration of AIand ML technologies ), restraints (limited scalability of LBE business, high upfront cost, and impact of weather dependency), opportunities (increase in live events and performances, rising popularity of wearables such as fitness trackers and smartwatches, collaboration with brands and events ), and challenges (regulatory requirement at local, state, and federal levels, necessity for consistent content updates, and limited appeal) influencing the growth of the Location-Based entertainment market.
  • Product Development/Innovation: Detailed insights on upcoming technologies, research & development activities, and new product & service launches in the Location-Based entertainment market.
  • Market Development: Comprehensive information about lucrative markets – the report analyses the Location-Based entertainment market across various regions.
  • Market Diversification: Exhaustive information about new products & services, untapped geographies, recent developments, and investments in the Location-Based entertainment market.
  • Competitive Assessment: In-depth assessment of market shares, growth strategies and service offerings of leading players Microsoft (US), Google (US), Meta (US), NVIDIA (US), Unity Technologies (US), Sony Interactive Experiences (US), Samsung (South Korea), Barco Electronic System (Belgium), Panasonic (Japan), Huawei Technologies (China), HQ Software (Estonia), HTC Vive (Taiwan), Niantic (US), Vicon Motion Systems (UK), Optitrack (US), Springboard VR (US), 4Experience (Poland), Hologate (Germany), Ultraleap (UK), Magic Leap (US), Shape Immersive (Canada), Camon (Argentina), Kat VR (China), Virtuix (US), Pico (US), Illumix (US), Sandbox VR (US).