▶ 調査レポート

ロケーションベースエンターテインメント(LBE)のグローバル市場(~2027):ハードウェア、ソフトウェア

• 英文タイトル:Location-Based Entertainment Market Research Report by Component, Technology, End Use, Region - Global Forecast to 2027 - Cumulative Impact of COVID-19

Location-Based Entertainment Market Research Report by Component, Technology, End Use, Region - Global Forecast to 2027 - Cumulative Impact of COVID-19「ロケーションベースエンターテインメント(LBE)のグローバル市場(~2027):ハードウェア、ソフトウェア」(市場規模、市場予測)調査レポートです。• レポートコード:MRC2303J0186
• 出版社/出版日:360iResearch / 2022年10月
• レポート形態:英語、PDF、246ページ
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レポート概要
360iResearch社の本調査レポートによると、2021年に2,973.10百万ドルであった世界のロケーションベースエンターテインメント(LBE)市場規模は、2022年に3,892.30百万ドルになり、2027年までにCAGR 31.09%で拡大して15,090.87百万ドルに達するとみられています。本書は、ロケーションベースエンターテインメント(LBE)の世界市場を対象とした調査結果をまとめたものであり、序論、調査方法、エグゼクティブサマリー、市場概要、市場インサイト、コンポーネント別(ハードウェア、ソフトウェア)分析、技術別(2D、3D、クラウドマージドリアリティ)分析、最終用途別(4D映画、遊園地、アーケードスタジオ)分析、地域別(南北アメリカ、アメリカ、カナダ、ブラジル、アジア太平洋、日本、中国、インド、韓国、台湾、ヨーロッパ/中東/アフリカ、イギリス、ドイツ、フランス、ロシア、その他)分析、競争状況、企業情報など、下記の項目を掲載しています。なお、本書内の企業情報としては、Exit Reality、HQSoftware、HTC Corporation、IMAX Corporation、Microsoft Corporation、SAMSUNG ELECTRONICS CO., LTD.、Sony Interactive Entertainment LLC、Springboard VR、The VOID LLC、Vicon Industries, Inc、VRstudios Incなどが含まれています。

・序論
・調査方法
・エグゼクティブサマリー
・市場概要
・市場インサイト
・世界のロケーションベースエンターテインメント(LBE)市場規模:コンポーネント別
- ハードウェアの市場規模
- ソフトウェアの市場規模
・世界のロケーションベースエンターテインメント(LBE)市場規模:技術別
- 2Dの市場規模
- 3Dの市場規模
- クラウドマージドリアリティの市場規模
・世界のロケーションベースエンターテインメント(LBE)市場規模:最終用途別
- 4D映画における市場規模
- 遊園地における市場規模
- アーケードスタジオにおける市場規模
・世界のロケーションベースエンターテインメント(LBE)市場規模:地域別
- 南北アメリカのロケーションベースエンターテインメント(LBE)市場規模
アメリカのロケーションベースエンターテインメント(LBE)市場規模
カナダのロケーションベースエンターテインメント(LBE)市場規模
ブラジルのロケーションベースエンターテインメント(LBE)市場規模
...
- アジア太平洋のロケーションベースエンターテインメント(LBE)市場規模
日本のロケーションベースエンターテインメント(LBE)市場規模
中国のロケーションベースエンターテインメント(LBE)市場規模
インドのロケーションベースエンターテインメント(LBE)市場規模
韓国のロケーションベースエンターテインメント(LBE)市場規模
台湾のロケーションベースエンターテインメント(LBE)市場規模
...
- ヨーロッパ/中東/アフリカのロケーションベースエンターテインメント(LBE)市場規模
イギリスのロケーションベースエンターテインメント(LBE)市場規模
ドイツのロケーションベースエンターテインメント(LBE)市場規模
フランスのロケーションベースエンターテインメント(LBE)市場規模
ロシアのロケーションベースエンターテインメント(LBE)市場規模
...
- その他地域のロケーションベースエンターテインメント(LBE)市場規模
・競争状況
・企業情報

The Global Location-Based Entertainment Market size was estimated at USD 2,973.10 million in 2021 and expected to reach USD 3,892.30 million in 2022, and is projected to grow at a CAGR 31.09% to reach USD 15,090.87 million by 2027.

Market Statistics:
The report provides market sizing and forecast across 7 major currencies – USD, EUR, JPY, GBP, AUD, CAD, and CHF. It helps organization leaders make better decisions when currency exchange data is readily available. In this report, the years 2018 and 2020 are considered as historical years, 2021 as the base year, 2022 as the estimated year, and years from 2023 to 2027 are considered as the forecast period.

Market Segmentation & Coverage:
This research report categorizes the Location-Based Entertainment to forecast the revenues and analyze the trends in each of the following sub-markets:

Based on Component, the market was studied across Hardware and Software.

Based on Technology, the market was studied across 2D, 3D, and Cloud Merged Reality.

Based on End Use, the market was studied across 4D Films, Amusement Park, and Arcade Studios.

Based on Region, the market was studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

Cumulative Impact of COVID-19:
COVID-19 is an incomparable global public health emergency that has affected almost every industry, and the long-term effects are projected to impact the industry growth during the forecast period. Our ongoing research amplifies our research framework to ensure the inclusion of underlying COVID-19 issues and potential paths forward. The report delivers insights on COVID-19 considering the changes in consumer behavior and demand, purchasing patterns, re-routing of the supply chain, dynamics of current market forces, and the significant interventions of governments. The updated study provides insights, analysis, estimations, and forecasts, considering the COVID-19 impact on the market.

Cumulative Impact of 2022 Russia Ukraine Conflict:
We continuously monitor and update reports on political and economic uncertainty due to the Russian invasion of Ukraine. Negative impacts are significantly foreseen globally, especially across Eastern Europe, European Union, Eastern & Central Asia, and the United States. This contention has severely affected lives and livelihoods and represents far-reaching disruptions in trade dynamics. The potential effects of ongoing war and uncertainty in Eastern Europe are expected to have an adverse impact on the world economy, with especially long-term harsh effects on Russia.This report uncovers the impact of demand & supply, pricing variants, strategic uptake of vendors, and recommendations for Location-Based Entertainment market considering the current update on the conflict and its global response.

Competitive Strategic Window:
The Competitive Strategic Window analyses the competitive landscape in terms of markets, applications, and geographies to help the vendor define an alignment or fit between their capabilities and opportunities for future growth prospects. It describes the optimal or favorable fit for the vendors to adopt successive merger and acquisition strategies, geography expansion, research & development, and new product introduction strategies to execute further business expansion and growth during a forecast period.

FPNV Positioning Matrix:
The FPNV Positioning Matrix evaluates and categorizes the vendors in the Location-Based Entertainment Market based on Business Strategy (Business Growth, Industry Coverage, Financial Viability, and Channel Support) and Product Satisfaction (Value for Money, Ease of Use, Product Features, and Customer Support) that aids businesses in better decision making and understanding the competitive landscape.

Market Share Analysis:
The Market Share Analysis offers the analysis of vendors considering their contribution to the overall market. It provides the idea of its revenue generation into the overall market compared to other vendors in the space. It provides insights into how vendors are performing in terms of revenue generation and customer base compared to others. Knowing market share offers an idea of the size and competitiveness of the vendors for the base year. It reveals the market characteristics in terms of accumulation, fragmentation, dominance, and amalgamation traits.

Competitive Scenario:
The Competitive Scenario provides an outlook analysis of the various business growth strategies adopted by the vendors. The news covered in this section deliver valuable thoughts at the different stage while keeping up-to-date with the business and engage stakeholders in the economic debate. The competitive scenario represents press releases or news of the companies categorized into Merger & Acquisition, Agreement, Collaboration, & Partnership, New Product Launch & Enhancement, Investment & Funding, and Award, Recognition, & Expansion. All the news collected help vendor to understand the gaps in the marketplace and competitor’s strength and weakness thereby, providing insights to enhance product and service.

Company Usability Profiles:
The report profoundly explores the recent significant developments by the leading vendors and innovation profiles in the Global Location-Based Entertainment Market, including Exit Reality, HQSoftware, HTC Corporation, IMAX Corporation, Microsoft Corporation, SAMSUNG ELECTRONICS CO., LTD., Sony Interactive Entertainment LLC, Springboard VR, The VOID LLC, Vicon Industries, Inc, and VRstudios Inc.

The report provides insights on the following pointers:
1. Market Penetration: Provides comprehensive information on the market offered by the key players
2. Market Development: Provides in-depth information about lucrative emerging markets and analyze penetration across mature segments of the markets
3. Market Diversification: Provides detailed information about new product launches, untapped geographies, recent developments, and investments
4. Competitive Assessment & Intelligence: Provides an exhaustive assessment of market shares, strategies, products, certification, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players
5. Product Development & Innovation: Provides intelligent insights on future technologies, R&D activities, and breakthrough product developments

The report answers questions such as:
1. What is the market size and forecast of the Global Location-Based Entertainment Market?
2. What are the inhibiting factors and impact of COVID-19 shaping the Global Location-Based Entertainment Market during the forecast period?
3. Which are the products/segments/applications/areas to invest in over the forecast period in the Global Location-Based Entertainment Market?
4. What is the competitive strategic window for opportunities in the Global Location-Based Entertainment Market?
5. What are the technology trends and regulatory frameworks in the Global Location-Based Entertainment Market?
6. What is the market share of the leading vendors in the Global Location-Based Entertainment Market?
7. What modes and strategic moves are considered suitable for entering the Global Location-Based Entertainment Market?

レポート目次

1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Limitations
1.7. Assumptions
1.8. Stakeholders

2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.1.1. Surge in demand for immersive video content and video games
5.1.1.2. Rise in the popularity of 360-degree content
5.1.1.3. Growing consumer spending on video content and video games
5.1.2. Restraints
5.1.2.1. Lack of flexibility
5.1.3. Opportunities
5.1.3.1. Increasing investment by the key market player to launch innovative simulation products
5.1.3.2. Growing innovation in the mixed reality entertainment services
5.1.4. Challenges
5.1.4.1. Chances of addictions
5.2. Cumulative Impact of COVID-19

6. Location-Based Entertainment Market, by Component
6.1. Introduction
6.2. Hardware
6.3. Software

7. Location-Based Entertainment Market, by Technology
7.1. Introduction
7.2. 2D
7.3. 3D
7.4. Cloud Merged Reality

8. Location-Based Entertainment Market, by End Use
8.1. Introduction
8.2. 4D Films
8.3. Amusement Park
8.4. Arcade Studios

9. Americas Location-Based Entertainment Market
9.1. Introduction
9.2. Argentina
9.3. Brazil
9.4. Canada
9.5. Mexico
9.6. United States

10. Asia-Pacific Location-Based Entertainment Market
10.1. Introduction
10.2. Australia
10.3. China
10.4. India
10.5. Indonesia
10.6. Japan
10.7. Malaysia
10.8. Philippines
10.9. Singapore
10.10. South Korea
10.11. Taiwan
10.12. Thailand
10.13. Vietnam

11. Europe, Middle East & Africa Location-Based Entertainment Market
11.1. Introduction
11.2. Denmark
11.3. Egypt
11.4. Finland
11.5. France
11.6. Germany
11.7. Israel
11.8. Italy
11.9. Netherlands
11.10. Nigeria
11.11. Norway
11.12. Poland
11.13. Qatar
11.14. Russia
11.15. Saudi Arabia
11.16. South Africa
11.17. Spain
11.18. Sweden
11.19. Switzerland
11.20. Turkey
11.21. United Arab Emirates
11.22. United Kingdom

12. Competitive Landscape
12.1. FPNV Positioning Matrix
12.1.1. Quadrants
12.1.2. Business Strategy
12.1.3. Product Satisfaction
12.2. Market Ranking Analysis, By Key Player
12.3. Market Share Analysis, By Key Player
12.4. Competitive Scenario
12.4.1. Merger & Acquisition
12.4.2. Agreement, Collaboration, & Partnership
12.4.3. New Product Launch & Enhancement
12.4.4. Investment & Funding
12.4.5. Award, Recognition, & Expansion

13. Company Usability Profiles
13.1. Exit Reality
13.1.1. Business Overview
13.1.2. Key Executives
13.1.3. Product & Services
13.2. HQSoftware
13.2.1. Business Overview
13.2.2. Key Executives
13.2.3. Product & Services
13.3. HTC Corporation
13.3.1. Business Overview
13.3.2. Key Executives
13.3.3. Product & Services
13.4. IMAX Corporation
13.4.1. Business Overview
13.4.2. Key Executives
13.4.3. Product & Services
13.5. Microsoft Corporation
13.5.1. Business Overview
13.5.2. Key Executives
13.5.3. Product & Services
13.6. SAMSUNG ELECTRONICS CO., LTD.
13.6.1. Business Overview
13.6.2. Key Executives
13.6.3. Product & Services
13.7. Sony Interactive Entertainment LLC
13.7.1. Business Overview
13.7.2. Key Executives
13.7.3. Product & Services
13.8. Springboard VR
13.8.1. Business Overview
13.8.2. Key Executives
13.8.3. Product & Services
13.9. The VOID LLC
13.9.1. Business Overview
13.9.2. Key Executives
13.9.3. Product & Services
13.10. Vicon Industries, Inc
13.10.1. Business Overview
13.10.2. Key Executives
13.10.3. Product & Services
13.11. VRstudios Inc
13.11.1. Business Overview
13.11.2. Key Executives
13.11.3. Product & Services

14. Appendix
14.1. Discussion Guide
14.2. License & Pricing