Location-Based Entertainment Market Size and Share

Location-Based Entertainment Market (2025 - 2030)
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Location-Based Entertainment Market Analysis by Mordor Intelligence

The location-based entertainment market generated USD 2.12 billion in 2025 and is on track to reach USD 4.86 billion by 2030, advancing at an 18.00% CAGR. Momentum stems from widespread 5G coverage, generative-AI content pipelines, and blockbuster intellectual-property (IP) tie-ins that make premium, in-venue experiences difficult to replicate at home. Operators command higher average spend per visit by bundling merchandise, food, and event programming alongside immersive attractions. Hardware suppliers continue reducing headset weight and cost, smoothing adoption for both consumers and venues. Simultaneously, cloud-rendered content lowers on-site compute needs, unlocking new pop-up formats in shopping districts and travel hubs. Competitive rivalry centers on securing exclusive IP rights and forging edge-compute partnerships that can cut latency to sub-20 milliseconds, a threshold that supports multi-user mixed-reality arenas in compact footprints.

Key Report Takeaways

  • By type, hardware led with 64% of location-based entertainment market share in 2024, while software and platforms are forecast to expand at a 24.00% CAGR through 2030.
  • By application, arcades held 50% of the location-based entertainment market share in 2024; theme parks are projected to grow at a 23.50% CAGR to 2030.
  • By geography, the United States accounted for 36% of location-based entertainment market share in 2024, whereas China is poised for a 25.00% CAGR between 2025-2030.

Segment Analysis

By Type: Hardware Dominance Faces Software Disruption

Hardware held 64% of 2024 revenue, benefiting from continuous display-resolution gains and lighter form-factors that improve guest comfort. At the same time, the segment’s gross margins face headwinds as component prices remain elevated; Vision Pro displays alone cost USD 456 per unit. Hardware makers counter margin compression by bundling maintenance contracts and exclusive content.

Software and platforms are the fastest-growing layer, advancing at a 24.00% CAGR from 2025-2030. Cloud streaming and AI-driven toolsets shift value toward recurring licensing, analytics, and community management fees. The location-based entertainment market size for software providers is projected to reach parity with hardware revenue before 2030, underpinned by demand for cross-venue leaderboards and personalized content playlists. Subscription bundles lower up-front cash burn for venues, while data dashboards optimize session scheduling, raising utilization by as much as 15%.

Location-Based Entertainment Market: Market Share by Type
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By Application: Theme Parks Accelerate Past Arcade Leaders

Arcades accounted for 50% of 2024 revenue thanks to low floor-area requirements and flexible site selection. Franchised concepts average USD 1.7 million annual sales per US location. Nevertheless, arcades face intensifying competition from mall-based pop-ups and cinematic cross-overs.

Theme parks are the fastest-growing application, set for a 23.50% CAGR through 2030. Large operators integrate headline IPs, allowing premium ticket surcharges and multi-hour dwell times. Merlin Entertainments committed USD 110 million to Minecraft-themed attractions opening from 2026. Universal’s Epic Universe anchors its Dark Universe land around classic monster franchises, raising per-capita guest spend via collectible merchandise and themed dining. The location-based entertainment market size for theme parks is forecast to double as blockbuster IPs lure both domestic visitors and international tourists. 

Location-Based Entertainment Market: Market Share by Application
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Geography Analysis

The United States remains the largest national market with 36% of 2024 revenue. Mature transport links and venture-capital funding enable rapid trials of new formats, while corporate off-sites fill weekday slots. Universal’s proposed Bedfordshire park underscores sustained investor appetite for large-scale projects in high-income regions.

China delivers the highest growth, a 25.00% CAGR to 2030, buoyed by government smart-city initiatives and a pipeline of more than 100 large VR complexes launched in 2024.. Aggressive 5G roll-out allows cloud rendering, trimming hardware costs for operators. Domestic studios merge folklore narratives with cutting-edge effects, creating culturally resonant attractions that draw repeat visitation.

Europe shows steady progress as historic sites deploy immersive overlays to deepen visitor engagement. German operator Karls Erlebnis-Dorf invested EUR 30 million in new adventure zones during 2025.. Meanwhile, Rest-of-World growth clusters in Southeast Asia and the Middle East, where tourism authorities court franchise chains such as Singapore-based Neon Group, posting 20% annual sales gains and announcing new sites in Tokyo, Bangkok, and Paris.

Location-Based Entertainment Market CAGR (%), Growth Rate by Region
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Competitive Landscape

Market structure remains moderately fragmented, with hardware builders, content studios, and operators pursuing hybrid strategies to secure wallet share across the value chain. Meta’s Reality Labs lost USD 4.2 billion in Q1 2025 despite USD 412 million in sales, signaling the scale of R&D outlays needed to shape standards. Venue chains such as Sandbox VR sidestep hardware risk, surpassing USD 200 million in lifetime revenue through franchise fees and central content sourcing. Traditional entertainment majors diversify into immersive formats: Disney negotiates to adapt MuppetVision 3D to Apple Vision Pro, while Meow Wolf layers augmented reality onto physical art installations for hybrid engagement.

Strategic alliances focus on edge-compute nodes, consumer-safe headsets, and proprietary IP pipelines. Early-mover advantages accrue to firms controlling both compelling content and the technical stack that delivers it cost-effectively. White-space applications in enterprise training and healthcare therapy attract new entrants, yet customer-acquisition economics still hinge on leisure-segment footfall volumes.

Location-Based Entertainment Industry Leaders

  1. Meta

  2. HTC

  3. Samsung Electronics Co., Ltd.

  4. Sony Interactive Entertainment Inc.

  5. DPVR

  6. *Disclaimer: Major Players sorted in no particular order
Location-Based Entertainment Market Concentration
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Recent Industry Developments

  • June 2025: Meta unveiled AI-generated Horizon Worlds scene-building, slashing environment-creation timelines.
  • June 2025: Disney opened talks with Jim Henson Company to translate MuppetVision 3D to next-gen headsets.
  • June 2025: Meow Wolf announced augmented-reality extensions for its immersive art venues
  • April 2025: Sandbox VR exceeded USD 200 million lifetime revenue with 127 new sites in the pipeline.

Table of Contents for Location-Based Entertainment Industry Report

1. INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2. RESEARCH METHODOLOGY

3. EXECUTIVE SUMMARY

4. MARKET LANDSCAPE

  • 4.1 Market Overview
  • 4.2 Market Drivers
    • 4.2.1 Rising spend per capita at amusement venues
    • 4.2.2 Rapid roll-out of turnkey LBVR franchise pods
    • 4.2.3 5G/edge-compute partnerships enabling heavy-content streaming
    • 4.2.4 Generative-AI tools cutting content production costs
    • 4.2.5 Mixed-reality attractions tied to blockbuster IP
    • 4.2.6 Growing corporate team-building budgets post-hybrid work
  • 4.3 Market Restraints
    • 4.3.1 High upfront CAPEX for multi-user free-roam arenas
    • 4.3.2 Content refresh cycle <12 months inflating OPEX
    • 4.3.3 Patchy insurance / safety regulation frameworks
    • 4.3.4 Consumer hygiene concerns with shared HMDs
  • 4.4 Value Chain Analysis
  • 4.5 Regulatory Landscape
  • 4.6 Technological Outlook
  • 4.7 Porter's Five Forces Analysis
    • 4.7.1 Bargaining Power of Suppliers
    • 4.7.2 Bargaining Power of Buyers/Consumers
    • 4.7.3 Threat of New Entrants
    • 4.7.4 Threat of Substitutes
    • 4.7.5 Intensity of Competitive Rivalry
  • 4.8 Emerging Use-Cases of LBE
  • 4.9 Gaming
  • 4.10 Tourism
  • 4.11 Employee Training

5. MARKET SIZE AND GROWTH FORECASTS (VALUE)

  • 5.1 By Type
    • 5.1.1 Hardware (Headsets)
    • 5.1.2 Software / Platforms
  • 5.2 By Application
    • 5.2.1 Arcades
    • 5.2.2 Theme Parks
    • 5.2.3 Cinemas
  • 5.3 By Geography
    • 5.3.1 North America
    • 5.3.2 Europe
    • 5.3.3 Asia-Pacific
    • 5.3.4 Rest of World

6. COMPETITIVE LANDSCAPE

  • 6.1 Market Concentration
  • 6.2 Strategic Moves
  • 6.3 Market Share Analysis
  • 6.4 Company Profiles (includes Global level Overview, Market level overview, Core Segments, Financials as available, Strategic Information, Market Rank/Share, Products and Services, Recent Developments)
    • 6.4.1 Meta (Oculus VR)
    • 6.4.2 HTC Vive Tech
    • 6.4.3 Sony Interactive Entertainment
    • 6.4.4 Samsung Electronics
    • 6.4.5 DPVR
    • 6.4.6 Varjo
    • 6.4.7 Neurogaming
    • 6.4.8 Hologate
    • 6.4.9 Sandbox VR
    • 6.4.10 Zero Latency
    • 6.4.11 Dreamscape Immersive
    • 6.4.12 The VOID LLC (legacy IP)
    • 6.4.13 Exit Reality
    • 6.4.14 Spaces Inc.
    • 6.4.15 Illusion VR
    • 6.4.16 IMAX Corp. (IMAX VR)
    • 6.4.17 DOF Robotics
    • 6.4.18 Brogent Technologies
    • 6.4.19 Triotech
    • 6.4.20 Animax Designs

7. MARKET OPPORTUNITIES AND FUTURE OUTLOOK

  • 7.1 White-space and Unmet-need Assessment
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Global Location-Based Entertainment Market Report Scope

The Global Location-Based Entertainment Market is Segmented By Type (Hardware, Software), By Application (Arcade, Theme Parks, Cinemas), and Geography.

By Type
Hardware (Headsets)
Software / Platforms
By Application
Arcades
Theme Parks
Cinemas
By Geography
North America
Europe
Asia-Pacific
Rest of World
By Type Hardware (Headsets)
Software / Platforms
By Application Arcades
Theme Parks
Cinemas
By Geography North America
Europe
Asia-Pacific
Rest of World
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Key Questions Answered in the Report

What is the current size of the location-based entertainment market?

The market generated USD 2.12 billion in 2025 and is projected to reach USD 4.86 billion by 2030 at an 18.00% CAGR.

Which segment holds the largest location-based entertainment market share?

Hardware accounted for 64% of revenue in 2024, reflecting continued demand for high-performance headsets and tracking systems.

Which application is expanding the fastest?

Theme parks are forecast to grow at a 23.50% CAGR from 2025-2030, driven by blockbuster IP integrations and premium guest spending.

Why is China the fastest-growing region?

Government smart-city initiatives, rapid 5G deployment, and the launch of more than 100 large-scale VR projects in 2024 support a 25.00% regional CAGR through 2030.

How are 5G and edge computing affecting the industry?

Low-latency edge nodes eliminate the need for bulky on-site PCs, lowering capital costs and enabling untethered multi-user experiences that raise venue throughput and guest satisfaction.

What challenges limit near-term growth?

High upfront capital requirements for free-roam arenas and the need to refresh content in less than 12 months strain cash flow, especially for independent operators.

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