全球基于位置的娱乐市场size is expected to reach USD 21.42 billion by 2028 according to a new study by Polaris Market Research. The report“基于位置的娱乐市场份额,大小,趋势,行业分析报告,由组件(硬件,软件),通过最终使用(游乐园,街机工作室,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“详细介绍当前市场动态,并提供未来市场增长分析。
行业的突出因素,如虚拟现实的普及(VR)的普及加上颠覆性视频游戏和视频内容的需求升级,正在推动行业需求。此外,基于地点的娱乐(LBE)吸引了一大群人口,特别是千禧一代,而且GE是在商场和社会文化中心的社会空间,通过向其消费者提供真实的经验。此外,供应商的支出上升以扩大其业务行动正在推动预见期内的市场增长。
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The growing trend of the entertainment gaming centers among populations is a major factor that fuels the global industry demand. The video gaming industry is increasing at a higher pace as people are not playing games just for social interaction and fun but also for evaluating their performance level as well as competence skills. The demand for the rising LBE is due to the growing inclination towards amusement parks, theme parks, malls, etc., majorly by the young population. Moreover, various regions offer location-based services to their visitors for enhancing their immersive experience. Hence, these factors may fuel global industry growth in the near future.
Major participants such as Google LLC, HQSOFTWARE, HTC Corporation, Huawei Technologies Co., Ltd., IMAX Corporation, Microsoft Corporation, Neurogaming Ltd., Samsung Electronics Co., Ltd, Sony Interactive Entertainment LLC, Springboard VR, The VOID LLC, VRstudios, Walt Disney World are some of the key players operating in the global market.
有许多市场竞争对手推出和规划了在全球范围内加强其业务运营的几项市场战略或政策。例如,在2021年1月,胜利广场技术推出了新的基于位置的娱乐(LBE)VR景点段被称为“无缝的”。自由互动VR特许经营旨在为受欢迎的世界设计提供安全的多人体验。这种体验促进了最多六名球员在集装箱内部徘徊,同时在室内将数字环境传播为一个团队,同时规划这些艾滋病指导和描述故事。
Polaris Market Research has segmented the location-based entertainment market report on the basis of component, end-use, technology, and region:
Location-based Entertainment, Component Outlook (Revenue – USD Million, 2016 – 2028)
- 硬件
- Software
Location-based Entertainment, End-Use Outlook (Revenue – USD Million, 2016 – 2028)
- Amusement Parks
- Arcade Studios
- 4D电影
基于位置的娱乐,技术前景(收入 - 百万,2016 - 2028)
- 2维(2D)
- 3 Dimensional (3D)
- Cloud Merged Reality (CMR)
基于位置的娱乐,区域前景(收入 - 百万,2016 - 2028)
- 北美
- 我们。
- Canada
- Europe
- France
- Germany
- 英国
- 意大利
- Spain
- 荷兰
- Austria
- 亚太地区
- 中国
- India
- Japan
- 马来西亚
- South Korea
- 印度尼西亚
- Central & South America
- Mexico
- 巴西
- 阿根廷
- 中东和非洲
- UAE
- Saudi Arabia
- 以色列
- South Africa