xinyabo官网 Location Based Entertainment Market
基于位置的娱乐市场

基于位置的娱乐市场份额,尺寸,趋势,行业分析报告,由组件(硬件,软件),通过最终使用(游乐园,Arcade Studios,4D电影),通过技术(二维[2D],3维[3D],云合并现实[CMR]),按地区;分部预测,2021 - 2028

  • 发布日期:10月2021日
  • 页数:111
  • Format: PDF
  • 报告ID:PM2044
  • Base Year: 2020
  • Historical Data: 2016 - 2019

Report Summary

2020年,全球基于位置的娱乐市场估值为30.8亿美元,预计在预测期内复合年增长率为34.2%。随着对高级视觉效果(VFX)和虚拟现实(VR)耳机的市场需求不断增长,推动了全球市场的增长。此外,360度虚拟现实技术的推出与混合现实(MR)和增强现实(AR)在基于位置的娱乐中的集成紧密相连,也成为市场需求的催化因素。此外,研发活动支出的增加以及主要参与者对技术创新的投资的增加,是未来几年定位娱乐业市场发展的进一步重要因素。

市场规模Know more about this report:索取样本页

整体地球仪正在反对Covid-19大流行,并试图防止致命冠状病毒的传播。因此,若干政府规范各个地区的强制锁定,这导致基于位置的VR娱乐中心和由于社会疏散常态而暂时关闭。在大流行市场之前表现出显着增长,但Covid-19减缓了对基于位置的娱乐市场的市场需求。

However, major players in these industries are investing in enhancing the quality and infrastructure of the location-based VR content. For instance, VRstudios, Inc., introduced a new foundation- VRstudios Sports, in September 2020. This initiative aims to bring consumers together in location-based VR surroundings to share their experiences, connect, and socialize. VRstudios Sports offers its players a chance to explore their VR-based game plays at home with a comprehensive LBE ability. Therefore, this initiative is likely to accelerate the global market demand for location-based entertainment.

行业动态

增长动力
市场竞争对手增加对研发活动的投资,将创新娱乐产品引入全球市场,这是基于位置的娱乐的关键驱动力。公司正在采取多项举措来满足消费者的偏好,比如户外娱乐,因为它提供了更多的互动方式来聚集人们和使用共享的社交场所。例如,在2020年3月,IMAX公司与Tribeca Enterprises LLC合作举办了“Tribeca免下车”电影节。

在这个节日中,美国在美国的30个标志性电影中被展示了通过选择IMAX Corporation的沉浸式体验来聚集讲故事和促进他们的创造力的目的。因此,这些公司的战略框架可能会促进世界各地地区娱乐的市场需求。

此外,商场、大型超市、零售店、电影院等零售行业采用LBE提供便捷的购买体验,推动了基于位置的娱乐的市场需求。例如,2017年10月,悦成科技与中国国美集团和HTC Vive合作成立了一家专业的VR影院。该公司正致力于建设中国最大、高质量的虚拟现实内容平台。因此,社区文化中心和购物中心为沉浸式体验提供的LBE服务促进了未来几年基于位置的娱乐市场的增长。

Report Segmentation

市场主要是分段的基础上component, end-use, technology and region.

通过组件

通过最终使用

通过技术

按地区

  • 硬件
  • 软件
  • 游乐园
  • 街机工作室
  • 4D Films
  • 2维(2D)
  • 三维(3D)
  • Cloud Merged Reality (CMR)
  • 北美(美国,加拿大)
  • Europe (France, Germany, UK, Italy, Spain, Netherlands, Austria)
  • 亚太地区(日本、中国、印度、马来西亚、印度尼西亚、韩国)
  • Latin America (Brazil, Mexico, Argentina)
  • 中东和非洲(沙特阿拉伯,阿联酋,以色列,南非)

Know more about this report:索取样本页

组件洞察力

The hardware location-based entertainment segment is leading in terms of revenue generation in the year 2020 and is expected to dominate the location-based entertainment market in approaching years. Location-based VR entertainment hardware devices present a fascinating experience to their spectators at a reasonable amount in the LBE centers. In addition, constant developments of the AR/VR devices like haptic suits, headsets, Data Glasses / Smart Glasses, and further stimulation gadgets are significant factors that impel the segment growth. Furthermore, the rising penetration of low-end VR headsets by LBE suppliers coupled with increasing implementation of the VR entertainment devices for LBE for delivering a high-quality experience to the end-users also attributes to the segment growth. For instance, Two Bit Circus introduced a small amusement park in July 2018, which set-up VR- based gadgets for giving a fascinating experience to their consumers.

The software segment of location-based entertainment is estimated to show substantial growth in the forecasting period. The rising consumer base for mobile-based gaming by utilizing VR entertainment devices as well as frequent innovations and developments in the applications and software which is preferred in LBE services are the factors that may lead the segment growth.

此外,通过市场开发商来满足消费者需求的市场开发人员采用监护系统,3D动画,360度摄像机,手势跟踪等推动了分部需求。此外,众多企业通过增加投资来瞄准推进LBE应用。例如,在2020年,EAGMedics-企业平台的AR软件和LibrestReam提供商提供商,增加了公司的财务价值超过10万美元。因此,这些因素在即将到来的几年中表现出基于位置的娱乐的分部增长。

最终用途的洞察

Based on the location-based entertainment end-use segment, the amusement parks is accounted for the largest revenue generator by holding the highest shares in the global market in 2020. The segment is growing due to the increasing adoption of location-based VR immersive technology by amusement parks. The segment presents some gaming-associated activities by deploying location-based VR. Thereby, these factors lead to the dominance of the segment because it offers a real-like experience to its end-users. Furthermore, several companies are focusing on the installation of technologically advanced location-based AR/VR gadgets at LBE locations. Thus, growing expenditures on outdoor activities by population and the incorporation of 3D technology at entertainment sites further create a lucrative segment growth around the world.

街机工作室部分预计将在不久的将来显示最高的复画。由于在VR耳机中增加了对高保真沉浸式含量而增加的消费者越来越多的街机工作室的数量越来越多地推动段增长。此外,在唯一的商业集中有助于许多基于位置的VR经验的优势特征在很大程度上提高了拱廊的普及,特别是游戏玩家。此外,游戏机和娱乐套装正在各种各样的地方获得趋势,如餐馆,VR咖啡馆和酒吧。因此,这些是一些突出的因素,由于游戏中不断创新,这是促进细分的需求,这反过来又在预测期内获得了人口中的巨大牵引力。

地理概述

地理上,北美是收入的最大贡献者,并主导全球全球市场。关于新型技术的响应性的上升与LBE技术的强化消费基础相关联,并使基于地点的VR属性的渗透率提高到区域市场增长。此外,媒体和娱乐行业的增长和游戏中的基于位置的VR的效率的增长以及北美首席供应商的存在导致市场优势。yabo88更新因此,这些因素在不久的将来为整个地区的地区娱乐市场造成了生产市场需求。

Moreover, Asia Pacific is projected to grow at the highest pace across the globe in the approaching years. Owing to the factors such as the growing trend for outdoor leisure activities in comparison to other location-based entertainment types coupled with the presence of various providers of VR software and hardware. Besides, intensifying popularity for the VR-based games in countries like Japan, China, South Korea, and India is boosting the market development in the APAC region. Furthermore, several governments are promoting the implementation of LBE technology at famous tourists and visiting spots for increasing regional growth. Accordingly, these factors are fostering market growth across the Asia Pacific.

竞争格局

一些主要的参与者在全球基于地点的娱乐市场中运营包括Google LLC,HQSoftWare,HTC Corporation,华为技术有限公司,IMAX Corporation,Microsoft Corporation,Microsoft Corporation,Neurogaming Ltd.,Somsung Electronics Co.,Ltd,Sony Interactive娱乐LLC,跳板VR,VOID LLC,Vrstudios,沃尔特迪斯尼世界。

Location-based Entertainment Market Report Scope

报告属性

Details

Market size value in 2020

USD 3.08 billion

2028年收入预测

21.42亿美元

复合年增长率

从2021 - 2028年34.2%

基准

2020

历史数据

2016 - 2019年

Forecast period

2021 - 2028年

数量单位

Revenue in USD million and CAGR from 2021 to 2028

持续的段

通过组件,通过终用,通过技术,按地区

区域范围

北美、欧洲、亚太、拉丁美洲、中东和非洲

关键公司

谷歌有限责任公司、HQSOFTWARE、HTC公司、华为技术有限公司、IMAX公司、微软公司、神经游戏有限公司、三星电子有限公司、索尼互动娱乐有限责任公司、Springboard VR、The VOID LLC、VRstudios、华特迪士尼世界

关键
基于位置的娱乐市场规模|报告2021-2028