Global LBE Market

Global Location-based Entertainment (LBE) Market Set to Reach USD 2.65 Billion by 2031

Published | 03 March 2025

Global Location-based Entertainment (LBE) Market is flourishing because of the increasing number of theme parks and entertainment hubs, a surging demand for engaging and immersive entertainment, and the growing adoption of generative AI tools.

BlueWeave Consulting, a leading strategic consulting and market research firm, in its recent study, estimated Global Location-based Entertainment (LBE) Market size at USD 1.75 billion in 2024. During the forecast period between 2025 and 2031, BlueWeave expects Global Location-based Entertainment (LBE) Market size to expand at a CAGR of 6.12% reaching a value of USD 2.65 billion by 2031. The growth of Location-based Entertainment (LBE) market across the regions is propelled by the rising consumer demand for immersive and interactive experiences, rapid technological advancements in virtual and augmented reality, and strategic governmental support through infrastructure investments and financial incentives; this expansion is further propelled by the shift towards experiential consumption, the penetration of emerging markets, and collaborative brand partnerships, while manufacturers focus on developing cutting-edge hardware and software, and integrating mobile applications to enhance customer engagement, positioning the LBE sector for sustained growth as a leading force in the evolving entertainment landscape.

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Impact of Escalating Geopolitical Tensions on Global Location-based Entertainment (LBE) Market

Intensifying geopolitical tensions could disrupt the growth of Global Location-based Entertainment (LBE) Market. Trade barriers, economic sanctions, and security concerns directly impact supply chains, operational costs, and consumer behavior. To navigate this turbulence, LBE providers must prioritize strategic adaptation, fostering operational resilience and safeguarding investment in transformative technologies.

Asia Pacific Leads Global Location-based Entertainment (LBE) Market

Asia pacific region continues to dominate Global Location-based Entertainment (LBE) Market. It is driven by a discernible shift in consumer preferences toward immersive, experiential recreational activities, supplanting traditional entertainment modalities. The concentration of leading virtual reality (VR) hardware and software manufacturers, coupled with a substantial and expanding VR gaming consumer base, particularly in China, serves as a significant accelerant for market expansion. Furthermore, escalating demand for VR-based entertainment is evident across key regional markets, including Japan, South Korea, and India. Strategic governmental initiatives designed to foster the adoption of LBE technologies at prominent tourist destinations are also contributing to market augmentation. For example, India’s IIT Bhubaneswar, in partnership with government agencies, has launched the Open Challenge Program (OCP) to stimulate innovation and startup development within the augmented and virtual reality (AR-VR) domain. Concurrently, North America maintains its position as a critical revenue contributor, underpinned by widespread adoption of advanced technologies, a robust media and entertainment infrastructure, and the persistent expansion of location-based VR gaming. These convergent factors continue to define the evolving dynamics of Global Location-based Entertainment (LBE) Market.

Competitive Landscape

Major companies in Global Location-based Entertainment (LBE) Market include 4Experience, Meta, CamOnApp, HTC, Google LLC, Samsung Electronics Co. Ltd, Sony Interactive Entertainment Inc, Cisco HQ Software Inc, HTC Corporation, Huawei Technologies Co. Ltd, Magic Leap Inc, Wikitude, Microsoft Corporation, Niantic Inc, Samsung Electronics Co. Ltd, Springboard VR, and VRstudios Inc. The presence of high number of companies intensify the market competition as they compete to gain a significant market share. These companies employ various strategies, including mergers and acquisitions, partnerships, joint ventures, license agreements, and new product launches to further enhance their market share.

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The in-depth analysis of the report provides information about growth potential, upcoming trends, and Global Location-based Entertainment (LBE) Market . It also highlights the factors driving forecasts of total market size. The report promises to provide recent technology trends in Global Location-based Entertainment (LBE) Market and industry insights to help decision-makers make sound strategic decisions. Furthermore, the report also analyzes the growth drivers, challenges, and competitive dynamics of the market.

Scope of the Report

Attributes

Details

Years Considered

Historical Data – 2019–2024

Base Year – 2024

Estimated Year – 2025

Forecast Period – 2025–2031

Facts Covered

Revenue in USD Billion

Market Coverage

North America, Europe, Asia Pacific, Latin America, Middle East and Africa

Product/ Service Segmentation

Component, Technology, Venue, Region

Key Players

4Experience, Meta, CamOnApp, HTC, Google LLC, Samsung Electronics Co. Ltd, Sony Interactive Entertainment Inc, Cisco HQ Software Inc, HTC Corporation, Huawei Technologies Co. Ltd, Magic Leap Inc, Wikitude, Microsoft Corporation, Niantic Inc, Samsung Electronics Co. Ltd, Springboard VR, VRstudios Inc.

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