Gitnux/Report 2026

Location Based Entertainment Industry Statistics

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Location Based Entertainment Industry Statistics
How this report is researched
01Editorial Scope

Before any source is gathered, an editor locks the question, what qualifies, and how the piece will be judged.

02Source Research

Search agents collect the source set and pull each data point out with its provenance attached.

Read our full methodology →

Search agents attach provenance to every extracted figure.

Next review: within 39 days

01 Industry overview

The location based entertainment industry at a glance

Location-based entertainment is expanding through immersive, IP-led venues and theme parks; Grand View Research estimates the global market at $7.4 billion in 2025, with North America holding 33.0% of revenue.

$7.4B[20]
Global market size, 2025
26.2%[20]
Forecast CAGR, 2026–2033
$85B[88]
U.S. attractions revenue, 2023
47.4M[17]
Six Flags guests, 2025
Market size
Grand View Research estimates the global location-based entertainment market at $7.4 billion in 2025 and $9.7 billion in 2026. Other published estimates are lower because market definitions differ; Mordor Intelligence estimates $2.49 billion for 2026.[20][89]
Forecast & CAGR
Grand View Research forecasts growth from $9.7 billion in 2026 to $49.2 billion by 2033, equivalent to a 26.2% CAGR. Fortune Business Insights projects a more conservative 19.9% CAGR from 2026 to 2034, reaching $31.71 billion.[20][90]
Market share & regions
North America accounted for 33.0% of global location-based entertainment revenue in 2025 according to Grand View Research. Mordor Intelligence identifies North America as the largest region and reports that the United States represented 35.55% of market share in 2025, while Asia-Pacific is forecast to be the fastest-growing region.[20][89]
Segmentation
Grand View Research reports that hardware held 56.0% of the market in 2025, amusement parks represented 35.0% of end-use revenue, and venue-based LBE was the leading format. The market is also segmented by technology, including 2D, 3D, 4D and cloud-merged-reality experiences.[20]
Key players & concentration
Named participants include Microsoft, Springboard VR, HTC, Six Flags, Universal Parks and Resorts and VRstudios. Mordor Intelligence characterizes the market as having medium concentration, reflecting a mix of global park operators, technology suppliers, immersive-experience companies and independent venue operators.[20][89]
Pricing
Six Flags reported $61.90 in per-capita spending for full-year 2025, including admission and in-park spending, while fourth-quarter per-capita spending reached $66.41. Its 2025 revenue mix included $1.58 billion from admissions, $1.04 billion from food, merchandise and games, and $478.2 million from accommodations and other products.[17]
Trends, drivers & challenges
Growth is being driven by demand for social, immersive experiences, AR/VR adoption, 5G connectivity, generative-AI content and branded intellectual-property tie-ins. Operators also face weather exposure, high venue and technology costs, uneven attendance and the need to refresh attractions; Six Flags reported 2025 attendance down 13% in the fourth quarter, partly because of cancelled winter events and weather-related closures.[89][17]
Consumer behavior & competition
U.S. attractions generated 879.7 million visits and $85 billion in direct revenue in 2023, according to IAAPA research. Six Flags reported 47.4 million guests and more than 265 million rides taken in 2025, while competition increasingly centers on per-capita spending, season passes, food and beverage, merchandise, premium immersive formats and licensed IP.[88][17]
Regulation
Safety regulation remains a material operating requirement for family entertainment centers and amusement venues. In August 2026, the U.S. Consumer Product Safety Commission warned consumers to stop using a slide-playset model because of head and neck entrapment hazards, including one reported death, illustrating the compliance and product-safety risks affecting venue equipment.[91]
Latest news
Portal TVCITY opened in Los Angeles on November 6, 2026, at Television City Studios, combining Hollywood intellectual property with location-based virtual reality and Excurio’s LBXR Pulse technology. The launch reflects the industry’s current expansion toward permanent, branded immersive destinations rather than short-term attractions alone.[92]

02 Ranking

Top 10 Companies in the Location Based Entertainment Industry

The leading companies in the location based entertainment industry, ranked on market impact, performance, momentum, innovation and brand popularity.

Updated November 10, 2026 · Next review December 10, 2026

Verdict

ProSlide Technology leads Gitnux's 2026 location based entertainment ranking with an Overall score of 9.5, with Water slides and water-park attractions worldwide segment focus. Miral is the highest-ranked destination attractions and resort operator at 9.1, backed by Yas Island attractions development and operations.

Ranked by Overall score · How we score ↓

Editor's top 3 picks

Where to start, by need.

  1. #1 Overall · Leader in water attractions

    ProSlide Technology

    CA

    Ranked #1 · 9.5 · Water attractions

    Why we picked it: It serves water-park scale attractions, aligning with the segment shift toward immersive, IP-led venues.

  2. Leader in destination entertainment

    Miral

    AE

    Ranked #2 · 9.1 · Destination entertainment

    Why we picked it: It develops and operates major attractions and experiences on Yas Island, matching permanent branded destinations.

  3. Leader in theme parks

    Oriental Land

    JP

    Ranked #4 · 8.8 · Theme parks

    Why we picked it: It operates and manages Tokyo Disneyland and Tokyo DisneySea, supporting stable format demand.

Pick 1 is the #1 company overall. Picks 2 and 3 are the highest-ranked companies in the top 5 that add a new segment.

Full ranking

Sort by
Top 10 companies in the location based entertainment industry, 2026 – Gitnux ranking
#CompanyOverall ↓Company snapshot
1

ProSlide Technology

Water attractions · CA

9.5
2

Miral

Destination entertainment · AE

9.1
3

WhiteWater

Water attractions · CA

9.0
4

Oriental Land

Theme parks · JP

8.8
5

The Walt Disney Company

Theme parks · US

8.7
6

Merlin Entertainments

Theme parks and visitor attractions worldwide · GB

8.6
7

Herschend

Theme parks, attractions and entertainment venues, US · US

8.5
8

KidZania

Interactive edutainment cities worldwide · MX

8.0
9

Parques Reunidos

Amusement, water and zoological parks, Europe and US · ES

7.8
10

Six Flags Entertainment

Amusement and water parks across North America · US

7.6

How we score

  • Impact (30%): scale and weight in the market (revenue, market share, employees, market position).
  • Performance (20%): recent revenue growth and operating margin; an analyst assessment where a company does not publish them.
  • Momentum (20%): growth trajectory and future potential.
  • Innovation (15%): R&D intensity and how technologically advanced the company is.

Popularity (brand search demand, 15%) counts toward Overall but is not published as a column. Overall leaves out what is not known.

Scale Scores are shown on a 7–10 scale with one decimal; bars start at 7.0.

Cadence Recalculated when new figures are published; next review December 10, 2026.

Independence. Rankings are editorially independent. Scores, ranks, picks and the verdict follow the method above; no company can pay to change them.

Cite this ranking

APA

Samuel Norberg. (2026, November 10). Top 10 companies in the location based entertainment industry. In Location Based Entertainment Industry Statistics. Gitnux. https://gitnux.org/location-based-entertainment-industry-statistics/#top-companies

report visual · Projection

Cineplex Location-Based Entertainment segment revenue (Canada)

Cineplex Location-Based Entertainment segment revenue grew from 66 CAD millions in 2018 to 132 CAD millions in 2023.

66 CAD millions
Start
+14.87%
CAGR · 5y
132 CAD millions
Projected
20182023
source-verifiedmediafiles.cineplex.com2023

04 Statistics

Technology & Innovation

AI in the location based entertainment industry

  • 36% of location-based VR visitors rated high-quality games as important when judging a VR experience in 2026.[1]
  • 18.9% of surveyed theme-park visitors considered entertainment and sporting events an appropriate setting for AI-powered customer-service robots in a 2025 study.[2]
  • 42% of location-based VR visitors rated graphics as an important factor in judging a VR experience in 2026.[1]
  • 93% of consumers ranked virtual reality as the location-based attraction they most wanted to try in a 2026 study of 2,386 people across five markets.[3]
  • 31% of households earning below $60,000 found a $49 location-based VR session appealing in 2026.[3]
  • 27% of location-based VR guests use tools such as ChatGPT to find things to do, according to a 2026 global consumer study.[3]

Digital Transformation in the entertainment and gaming sector (sector benchmark)

  • 54% of global media and entertainment organizations reported significant or moderate lead-generation improvement over the previous three years in 2025.[4]
  • 28% of global media and entertainment respondents reported a formal AI owner with a title and budget authority in 2025.[4]
  • 49% of global media and entertainment organizations reported significant or moderate customer-retention improvement over the previous three years in 2025.[4]
  • 69% of global media and entertainment respondents described their business-technology relationship as siloed, transactional, or consultative in 2025.[4]
  • 55% of global media and entertainment respondents were at the piloting or deploying stage of AI adoption in 2025.[4]

Technology Adoption in the entertainment and gaming sector (sector benchmark)

  • 90% of media and entertainment companies expected their AI investment to increase during the 24 months following a 2024 survey.[5]
  • 87% of game developers surveyed across the United States, South Korea, Norway, Finland, and Sweden reported using AI agents in their workflows in 2025.[6]
  • 36% of surveyed game developers reported using AI for dynamic level design, animation and rigging, or dialogue writing in 2025.[7]
  • 84% of gaming-company executives surveyed reported that their businesses were more cloud-reliant than ever in 2023.[8]
  • 62% of surveyed game-development studios reported using AI in their workflows in 2023.[9]

Cloud Computing in the entertainment and gaming sector (sector benchmark)

  • 60% of gaming-industry respondents relied on cloud providers for virtual machines in 2023.[8]
  • 78% of gaming-industry respondents relied on cloud providers for storage in 2023.[8]
  • 76% of gaming-industry respondents relied on cloud providers for databases in 2023.[8]
  • 56% of gaming-industry respondents relied on cloud providers for software-as-a-service in 2023.[8]

Big Data in the entertainment and gaming sector (sector benchmark)

  • 70% of gaming platforms identified stifled innovation as a consequence of lacking timely, complete data in 2024.[10]
  • 74% of gaming platforms identified missed business opportunities as a consequence of lacking timely, complete data in 2024.[10]
  • 80% of gaming platforms reported losing competitive edge when timely, complete data was unavailable in 2024.[10]
  • 60% of media and entertainment organizations were actively investing to a great extent in data synergy, AI, and automation in 2024.[5]
  • Almost 80% of gaming platforms reported poor decision-making when timely, complete data was unavailable in 2024.[10]

IoT in the entertainment and gaming sector (sector benchmark)

  • 74% of surveyed UK consumers reported using consumer IoT devices to communicate or socialise in 2024.[11]
  • 80% of surveyed UK consumers reported using consumer IoT devices to access online services in 2024.[11]
  • 64% of surveyed UK consumers reported owning a smart television, an IoT device used extensively for entertainment, in 2024.[11]
  • 85% of surveyed UK consumers reported using consumer IoT devices for entertainment in 2024.[11]
  • 87% of surveyed UK consumers reported trusting the security of their consumer IoT devices at least to some extent in 2024.[11]

05 Statistics

Data & Analytics

Per-guest and attendance metrics support operational benchmarking; Universal matched its 2019 attendance with 32 million U.S. theme-park visits in 2022. Data access limits show up in platform tracking gaps, with 61% lacking real-time access in 2024.

Business intelligence in the location based entertainment industry

  • Universal recorded 32 million U.S. theme-park visits in 2022, matching its 2019 attendance.[12]
  • Disney generated an estimated $101 in admission revenue per U.S. theme-park guest in 2022, up from $70 in 2019.[12]
  • Six Flags generated an estimated $36 in admission revenue per guest in 2022, compared with $25 in 2019.[12]
  • $3.1 billion was Universal’s U.S. theme-park admissions revenue in 2022, compared with $2.4 billion in 2019.[12]
  • 75 million guests visited Disney’s U.S. theme parks in 2022, compared with 92 million in 2019.[12]
  • SeaWorld recorded 22 million U.S. theme-park visits in 2022, compared with 23 million in 2019.[12]

Data analytics in the location based entertainment industry

  • 57% of European cinemas with four or more screens strongly agreed that better audience data was key to business decisions in 2019.[13]
  • 66% of European cinemas with four or more screens rated audience-data investment as very important or essential in 2019.[13]
  • 15% of one-screen European cinemas considered audience-data investment essential in 2019.[13]
  • More than 90% of European cinemas said investment in improving digital collection, analysis and use of audience data was important in 2019.[13]
  • 20% of European cinemas with four or more screens said they already knew their audiences and had no need for analytics software or services in 2019.[13]
  • 45% of European cinemas with two or three screens said they already knew their audiences and had no need for analytics software or services in 2019.[13]

Data Quality in the entertainment and gaming sector (sector benchmark)

  • 49% of media and entertainment companies training AI models said they had wasted resources because of bad data in 2025.[5]
  • 51% of media and entertainment business leaders were unsure their companies could generate and deliver relevant insights in 2025.[5]
  • 16% of media and entertainment companies’ data was reported as trapped in 2025.[5]
  • 34% of media and entertainment organizations identified uniqueness as their leading data-quality issue in Adverity’s 2025 survey of 200 CMOs across the US, UK, Germany, Austria and Switzerland.[14]
  • 32% of gaming executives said making use of the data their companies collect was a significant current challenge, rising to 41% as an expected challenge in three years, according to an EY survey.[15]

Data Governance in the entertainment and gaming sector (sector benchmark)

  • 61% of gaming platforms that tracked data in the prior 12 months had no access to any data in real time in 2024.[16]
  • 54% of gaming companies had dedicated analytics teams able to analyze company-wide data in a 2024 survey.[16]
  • 90% of media and entertainment respondents said a strong data foundation was the most critical factor for AI deployment in 2025.[5]
  • 80% of gaming platforms said access to real-time market data was very or extremely important for decision-making in 2024.[16]
  • 59% of gaming executives ranked gaining visibility into gaming endpoints as their top data priority in the EY survey.[15]
  • 87% of media and entertainment respondents said their data governance policies varied across departments in 2025.[5]

KPIs in the location based entertainment industry

  • $311 million was Six Flags’ deferred revenue balance at December 31, 2025.[17]
  • $792 million was Six Flags’ full-year adjusted EBITDA in 2025.[17]
  • 5,738 operating days were recorded across Six Flags parks in 2025.[17]
  • $650 million was Six Flags’ net revenue in the fourth quarter of 2025.[17]
  • $31.10 was Six Flags’ fourth-quarter in-park product per-capita spending in 2025.[17]
  • $51 million was Six Flags’ out-of-park revenue in the fourth quarter of 2025.[17]

06 Statistics

Strategy & Growth

Forecasts place LBE on a steep trajectory; Grand View Research projects $9.7B in 2026 rising to $49.2B by 2033 at a 26.2% CAGR. North America represents 33.0% of 2025 global revenue.

Growth in the location based entertainment industry

  • 22.9% is the projected global location-based entertainment market CAGR for 2024–2029.[18]
  • $5.47 billion was the estimated global location-based entertainment market size in 2024.[18]
  • 1.396 million visitors attended Coast Entertainment’s theme parks and attractions in fiscal 2024, up 14.3%.[19]
  • 14.3% was Coast Entertainment’s theme-park and attractions attendance growth in fiscal 2024.[19]
  • 33.0% was North America’s share of global location-based entertainment revenue in 2025.[20]
  • 56.0% was the hardware segment’s share of the global location-based entertainment market in 2025.[20]

Differentiation in the location based entertainment industry

  • $61.31 was Cedar Fair’s average in-park per-capita spending in 2024.[17]
  • 17.836 million visits made Magic Kingdom the world’s most-attended theme park in 2024.[21]
  • 14.700 million visits were recorded by Shanghai Disneyland in 2024, up 5.0% year over year.[21]
  • 245.970 million visits were recorded by the world’s 25 most-attended theme parks in 2024, up 2.4% from 2023.[21]
  • 53 attractions, events and experiences were listed by SeaWorld Entertainment among its cited award and recognition categories in 2024.[17]
  • 4.627 million visits were recorded by Chimelong Spaceship in 2024, up 241.1% year over year.[21]

Mergers and acquisitions in the location based entertainment industry

  • $1.25 million of Immotion Group’s 2023 location-based entertainment sale consideration was provided through a loan note.[22]
  • 6,500 film and television titles were added to Lionsgate’s library through its 2023 eOne acquisition from Hasbro.[23]
  • 23% was the planned increase in Pomvom partner sites from 38 to 47 by the end of 2024.[17]
  • $25.12 million was the consideration for Immotion Group’s sale of its location-based entertainment virtual-reality division in 2023.[22]
  • $375 million was Lionsgate’s 2023 acquisition price for eOne from Hasbro, adding approximately 6,500 film and television titles.[23]
  • 38 partner sites were served by Pomvom before its planned 2024 business combination.[17]

Strategic partnerships in the location based entertainment industry

  • 3 named strategic partners—Warner Bros., Six Flags and Merlin Entertainment—were identified as Pomvom’s major theme-park and attraction operator relationships.[17]
  • 2 Chinese cities, Nanjing and Qingdao, had opened My Little Pony themed drink shops under the Hasbro–Max-Matching partnership by March 2024.[24]
  • 4 initial destination music events were committed through NextTrip’s 2026 creator-commerce and entertainment strategy.[17]
  • 6 Hasbro brands were explicitly named in the 2024 Hasbro–Max-Matching location-based entertainment partnership.[24]
  • 4 Asia-Pacific markets were named initially in the 2025 Kingsmen Xperience–S Experience memorandum: Macau, the Philippines, Vietnam and Thailand.[25]
  • 5 licensed attractions were identified as being managed by Kingsmen Xperience in its 2025 partnership announcement.[25]

07 Statistics

People & Workforce

Workforce composition and churn pressures show up alongside training capacity. Disney reported 231,000 employees globally in fiscal 2025, while turnover drivers include relocation, cited by 59% in a 2024 Southwest Florida survey.

Hiring in the location based entertainment industry

  • 4 of the 9 Ocean Park cable-car staff undergoing training were recruited from mainland China through Hong Kong’s Enhanced Supplementary Labour Scheme by 2025.[26]
  • 2,179 vacancies were recorded in Hong Kong’s combined amusement parks, theme parks and other entertainment services sector in the referenced 2025 table.[27]
  • 76% of Disney’s global workforce was full-time in fiscal 2025.[28]
  • 231,000 employees were reported globally by Disney in fiscal 2025, across its entertainment, experiences and related businesses.[28]
  • 16% of Disney’s global workforce was classified as casual ongoing employees in fiscal 2025.[28]

Employee retention in the location based entertainment industry

  • 91% of benefit-providing organizations in the 2024 Southwest Florida workforce survey offered health benefits; the sample included attractions and venues.[29]
  • 93% of organizations in the 2024 Southwest Florida workforce survey offered benefits beyond salary to attract and retain employees; the sample included attractions and venues.[29]
  • 51% of managers in a 2025 Fort Wayne hospitality survey described employee turnover as manageable and typical for their industry, including museums and attractions.[30]
  • 59% of organizations in the 2024 Southwest Florida workforce survey said employees left because they moved out of the region; the sample included attractions and venues.[29]
  • 237 full-time clerical and operative employees left Hong Kong amusement parks, museums and attractions during the 12 months covered by the 2023 survey.[31]

Remote Work in the entertainment and gaming sector (sector benchmark)

  • Among game workers surveyed internationally in 2023, a majority reported working entirely remotely.[32]
  • 59.7% of game workers surveyed globally worked fully remotely in 2023, while 23.6% followed hybrid schedules and 16.7% worked on-site full-time.[32]
  • Nearly 60% of Croatian game studios allowed working from home as standard practice in 2024–2025, compared with 32% offering hybrid arrangements.[33]
  • Among game workers surveyed internationally in 2023, 23.6% worked a hybrid schedule.[32]
  • Across U.S. video game companies, remote and fully remote workers accounted for 17% of total industry employment in 2025, representing 14,461 jobs.[34]

Hybrid Work in the entertainment and gaming sector (sector benchmark)

  • Among Italian video-game companies surveyed for 2024 industry facts, 21% reported on-site working, indicating that hybrid work was twice as common as fully on-site work.[35]
  • Across Italian video-game companies surveyed for 2024 industry facts, 42% reported hybrid working as their work modality.[35]
  • Across Italian video-game companies surveyed for 2024 industry facts, 84% said their work modalities would remain unchanged over the following two years.[35]
  • Among media and entertainment employers in Cisco’s 2025 global study, 87% said their organizations were still struggling to get the balance right with hybrid working.[36]
  • 40% of developers at AAA game studios reported mandatory return-to-office policies in 2024, mostly involving hybrid schedules.[37]

Upskilling in the location based entertainment industry

  • 22,800 unique training courses were offered by Disney globally in fiscal 2023.[28]
  • 20,000 unique training courses were offered by Disney globally in fiscal 2021.[28]
  • 2.1 million training courses were taken by Disney employees globally in fiscal 2023.[28]
  • Two-thirds of participants in the Immersive Design Academy had found industry-related employment after completing the no-cost, virtual 11-month program, according to IAAPA in 2025.[38]
  • 10,200 unique training courses were offered by Disney globally in fiscal 2024.[28]

Employee Engagement in the entertainment and gaming sector (sector benchmark)

  • Among European games-industry employees surveyed in 2025, hybrid workers recorded an eNPS of +4.3, the highest score among remote, hybrid and on-site formats.[39]
  • Among creative and media employees at organizations with more than 1,000 employees, 64% were engaged in Culture Amp’s July 2026 benchmark.[40]
  • Across media and entertainment organizations in Effectory’s global benchmark, 36.3% of employees were classified as engaged.[41]
  • Among European games-industry employees surveyed in 2025, remote workers recorded an eNPS of −2.6.[39]
  • Among European games-industry employees surveyed in 2025, on-site workers recorded an eNPS of −6.2, the lowest score among the three work formats.[39]

08 Statistics

Customer & Sales

Repeat behavior links to digital and loyalty mechanics; 93.47% of attraction guests in the United Kingdom, United States and Australia visited the same attraction more than once a year in 2026. Loyalty preferences include unlimited visits for fixed monthly or annual fees, chosen by 41.53%.

Customer experience in the location based entertainment industry

  • 4.32 out of 5 was the average safety and security rating for visitors’ most recent attraction experience in the United States in 2023.[42]
  • 4.18 out of 5 was the average accessibility and inclusivity rating for visitors’ most recent attraction experience in the United States in 2023.[42]
  • 64% of U.S. attraction visitors were satisfied with food, dining and unique places to eat at their most recent attraction in 2023.[42]
  • 80% of U.S. attraction visitors were satisfied with cleanliness and maintenance at their most recent attraction in 2023.[42]
  • 63% of attraction guests in North America, the United Kingdom and Western Europe said superior digital experiences enhance their connection to an attraction’s brand in 2024.[43]

Customer retention in the location based entertainment industry

  • 93.47% of attraction guests in the United Kingdom, United States and Australia visited the same attraction more than once a year in 2026.[44]
  • 17% of U.S. attraction visitors reported visiting the same attraction twice a year in 2023.[42]
  • 1.4 visits per year was the average frequency with which U.S. visitors returned to the same attraction in 2023.[42]
  • 14.07% of attraction guests in the United Kingdom, United States and Australia visited the same attraction seven or more times a year in 2026.[44]
  • 53% of U.S. attraction visitors were repeat visitors in 2023.[42]

Customer acquisition in the location based entertainment industry

  • 57% of U.S. consumers intended to visit historic sites in 2024.[42]
  • 47% of U.S. consumers intended to visit family entertainment centers in 2024.[42]
  • 74% of Asia-Pacific consumers planned to purchase theme-park experiences in the coming year in 2025.[15]
  • 47% of U.S. consumers intended to visit attractions in 2024.[42]
  • 47% of U.S. attraction visitors experienced an attraction for the first time during their last visit in 2023.[42]

Customer loyalty in the location based entertainment industry

  • 28.80% of attraction guests in the United Kingdom, United States and Australia preferred discounts on future visits as a loyalty reward in 2026.[44]
  • 52.87% of attraction guests in the United Kingdom, United States and Australia said a loyalty program would influence their choice between similar venues in 2026.[44]
  • 41.53% of attraction guests in the United Kingdom, United States and Australia preferred unlimited visits for a fixed monthly or annual fee as a loyalty model in 2026.[44]
  • 31.60% of attraction guests in the United Kingdom, United States and Australia actively preferred venues offering a loyalty program in 2026.[44]
  • 84.47% of attraction guests in the United Kingdom, United States and Australia said a loyalty program influenced where they booked in 2026.[44]

09 Statistics

Marketing & Brand

Location data use is measured in specific marketing tactics, with 43% of marketers using location data for influencer marketing. Attraction audiences also share experiences: 80% share on personal social-media pages.

Marketing in the location based entertainment industry

  • 43% of marketers used location data for influencer marketing in the location-based marketing survey.[45]
  • 47% of London visitor attractions reported increased marketing expenditure in 2023, the highest share among UK regions.[46]
  • 31% of UK visitor attractions reported increased marketing expenditure in 2023.[46]
  • 49% of marketers used location data for location-based offers in the location-based marketing survey.[45]
  • 33% of marketers used location data for event marketing in the location-based marketing survey.[45]

Digital marketing in the location based entertainment industry

  • 47% was the increase in UK museum website visits between 2019/20 and 2023/24.[47]
  • 129,402 was the median number of website visits for UK museum organisations with multiple sites in 2023/24.[47]
  • 46% of UK museums used online ticketing in 2023/24.[47]
  • 15% of UK museums offered virtual 360-degree tours in 2023/24.[47]
  • 62% of UK museums used email newsletters for audience engagement in 2023/24.[47]

Branding in the location based entertainment industry

  • 80% of attraction visitors surveyed said they share attraction experiences on their personal social-media pages.[48]
  • 154,720 Facebook followers were reported by Franklin Park Zoo at the end of FY2025.[49]
  • 313 was the average number of online mentions per U.S. zoo in CultureComp’s 2025 cultural-attraction dataset.[50]
  • 11% was Village Roadshow Theme Parks’ increase in average order value after implementing a personalized digital guest journey.[51]
  • 24% was the increase in LinkedIn followers reported by one UK museum after prioritizing LinkedIn over Twitter in 2023/24.[47]

Social media in the location based entertainment industry

  • 38% of UK visitor attractions used YouTube in 2023.[46]
  • 68% of UK visitor attractions used Instagram or Pinterest in 2023.[46]
  • 50% of attractions surveyed used TikTok in 2023.[52]
  • 33% of attractions surveyed used social listening in 2023.[52]
  • 73% of attractions surveyed used paid social media in 2023.[52]

Influencer Marketing in the entertainment and gaming sector (sector benchmark)

  • Across U.S. creator-ad buyers, 40% rank overall return on investment as their top KPI for creator campaigns in 2025.[53]
  • Among U.S. creator-ad buyers, 48% consider creators a must-buy media channel, ranking behind only social media and paid search in 2025.[53]
  • Among respondents to a global influencer-marketing survey, gaming represented 11.9% of reported campaign-sector activity in 2024, making it the second-largest named vertical.[54]
  • Across global brands and agencies, 48% report earning at least 3x ROI from creator marketing in 2026, up from 37% the previous year.[55]
  • U.S. creator advertising spend is projected at $37 billion in 2025, covering brand-direct creator partnerships, paid amplification and creator-content adjacencies.[53]

10 Statistics

Operations & Execution

Execution scale varies by operator, and operating-day counts appear as a key capacity signal. Six Flags recorded 5,738 operating days across parks in 2025, with attendance down 13% in the fourth quarter of 2025.

Process optimization in the location based entertainment industry

  • 84.7% was the increase in Six Flags Entertainment operating days from 2023 to 2024.[17]
  • 56.2% was the increase in Six Flags Entertainment attendance from 2023 to 2024.[17]
  • 3% was the 2024 increase in domestic per-capita guest spending at Walt Disney Company theme parks.[17]
  • 4,369 operating days were recorded across Six Flags Entertainment parks in 2024.[17]
  • 85% was domestic hotel occupancy for Walt Disney Company resorts in 2024.[17]

Operational efficiency in the location based entertainment industry

  • $2.019781 billion was Six Flags Entertainment's 2024 operating costs and expenses.[17]
  • $60.51 was Six Flags Entertainment's reported per-capita spending in the third quarter of 2026.[17]
  • $875.291 million was Six Flags Entertainment's 2024 adjusted EBITDA.[17]
  • $310.506 million was Six Flags Entertainment's 2024 operating income.[17]
  • $2.708926 billion was Six Flags Entertainment's 2024 net revenue.[17]

Quality management in the location based entertainment industry

  • $898.175 million was Six Flags Entertainment's 2024 food, merchandise and games revenue.[17]
  • $9.272 billion was Walt Disney Company's 2024 operating income from its Experiences segment.[17]
  • $131.4 million was United Parks & Resorts' 2024 cost of food, merchandise and other revenue.[17]
  • $2.708926 billion was Six Flags Entertainment's 2024 total revenue from admissions, food, merchandise, games and other activities.[17]
  • $8.039 billion was Walt Disney Company's 2024 Parks and Experiences merchandise, food and beverage revenue.[17]

Supply chain in the location based entertainment industry

  • $8.039 billion was Walt Disney Company's 2024 Parks and Experiences merchandise, food and beverage revenue requiring attraction-related supply operations.[17]
  • $4.307 billion was Walt Disney Company's 2024 merchandise licensing and retail revenue.[17]
  • $159.830 million was Six Flags Entertainment's 2023 cost of food, merchandise and games revenue.[17]
  • $4.740551 million was 2025 revenue reported by a theme-park supplier, with lower orders attributed partly to expansion-related attendance declines at an Orlando theme park.[17]
  • $131.059 million was United Parks & Resorts' 2023 cost of food, merchandise and other revenue.[17]

Outsourcing / Offshoring in the entertainment and gaming sector (sector benchmark)

  • 40% of mobile-game studios outsourced development tasks during 2023, according to a global industry survey.[56]
  • 37% of mobile-game studios outsourced publishing during 2023, according to a global industry survey.[56]
  • 73% of game-development partnerships began through industry events in the 2026 external-development survey of more than 250 professionals worldwide.[57]
  • 42% of game developers reported in 2026 that their external providers subcontracted portions of work to third parties, based on a survey of more than 250 professionals worldwide.[57]
  • 30% of mobile-game studios outsourced user acquisition and creative work during 2023, according to a global industry survey.[56]

11 Statistics

Finance & Pricing

Pricing and cost structure show in per-guest and expense metrics. Grand View Research places the overall market expansion at $9.7B in 2026, while Six Flags reported $61.90 per-capita spending in full-year 2025.

Pricing strategy in the location based entertainment industry

  • 2.3% was the increase in Compagnie des Alpes’ leisure-park revenue per visitor in fiscal 2024, according to its annual financial reporting.[58]
  • $40.49 was Pursuit’s full-year effective ticket price in 2023 for its U.S. attractions.[59]
  • $55.46 was Pursuit’s full-year revenue per attraction visitor in 2024 for its U.S. attractions.[59]
  • $53.79 was Pursuit’s full-year revenue per attraction visitor in 2023 for its U.S. attractions.[59]
  • €17.10 was Parques Reunidos’ internal-consumption revenue per visitor in 2024 across its leisure parks worldwide.[60]

Cost reduction in the location based entertainment industry

  • $120 million was the expected annual run-rate cost savings from the Six Flags and Cedar Fair merger announced for North America.[17]
  • 18.5% was the reduction in United Parks & Resorts’ capital expenditures in 2024 compared with 2023, to $248.4 million.[61]
  • $23.8 million was United Parks & Resorts’ estimated cost savings in 2024 under its debt-agreement calculation.[19]
  • $80 million was the projected annual incremental EBITDA from revenue uplift associated with the Six Flags and Cedar Fair merger.[17]
  • $248.4 million was United Parks & Resorts’ total capital expenditure in 2024, primarily for future attractions and infrastructure.[19]

Profitability in the location based entertainment industry

  • A$87.029 million was Coast Entertainment’s Theme Parks & Attractions revenue in fiscal 2024.[62]
  • €250.8 million was Parques Reunidos’ EBITDA in 2024 across its international leisure-park portfolio.[60]
  • A$62.36 was Coast Entertainment’s per-capita spend in Theme Parks & Attractions in fiscal 2024.[62]
  • 30%–40% was the approximate EBITDA margin range reported for traditional theme parks in location based entertainment.[63]
  • €1,239.2 million was Compagnie des Alpes’ consolidated revenue in fiscal 2023/24.[64]

Financial planning in the location based entertainment industry

  • $4.969 billion was Disney’s total investment in parks, resorts and other property in fiscal 2023 worldwide.[65]
  • $5.412 billion was Disney’s total investment in parks, resorts and other property in fiscal 2024 worldwide.[65]
  • $949 million was Disney’s fiscal 2024 capital expenditure for international Experiences.[65]
  • $822 million was Disney’s international Experiences capital expenditure in fiscal 2023.[65]
  • $3.659 billion was Disney’s fiscal 2024 capital expenditure for domestic Experiences, including U.S. parks and resorts.[65]

12 Statistics

Product & Service

Venue formats keep expanding through fixed footprints. In the United States and Canada, existing escape and challenge-room locations increased by 247% since 2023, reaching 430 sites by 2026.

Product development in the location based entertainment industry

  • 247% was the increase in existing escape and challenge-room locations since 2023, reaching 430 sites in the United States and Canada by 2026.[66]
  • 61% of planned location-based entertainment square footage in the United States and Canada was allocated to trampoline parks and kid zones in 2026.[66]
  • 21 game cubes were planned for The Cube’s first United States location in Chicago in 2026, alongside three bars and a lounge.[66]
  • 22 locations were operated by Game Show Battle Rooms in the United States in 2026, with six additional locations planned.[66]
  • 10 million square feet of announced location-based entertainment space was associated with trampoline parks and kid zones in the United States and Canada in 2026.[66]

Product lifecycle in the location based entertainment industry

  • 465 locations were operated by Chuck E. Cheese in the United States and Canada in 2026, alongside an active remodeling program.[66]
  • 2 locations were opened by Netflix House in late 2025, using former department-store space at King of Prussia Mall and Galleria Dallas.[66]
  • 91 family entertainment center locations were in the development pipeline across the United States and Canada in 2026.[66]
  • 240 locations were operated by Dave & Buster’s and Main Event across the United States and Canada in 2026, with typical venues measuring 35,000 to 45,000 square feet.[66]
  • 77% of surveyed immersive-experience audiences attended occasionally rather than monthly or weekly, according to a 2026 survey.[67]

After-sales in the location based entertainment industry

  • 93% of surveyed attraction visitors planned to visit attractions the same amount or more in 2024 than in 2023.[68]
  • 65% of affluent Americans were willing to pay at least 10% more for expedited entry to attractions in a 2024 study.[68]
  • 75% of destination-attraction visitors were willing to pay more to spend less time queuing in a 2024 United States study.[68]
  • 8% of surveyed attraction visitors said they were more likely to be loyal to a brand whose purpose or mission aligned with their values in 2024.[68]
  • 50% of destination-attraction visitors said they would not attend an attraction because of perceived difficulty navigating its digital experience in 2024.[68]

Value proposition in the location based entertainment industry

  • 50% of surveyed attraction visitors said they would not attend an attraction because of perceived difficulty navigating its digital experience in 2024.[68]
  • 4 times was the relative likelihood of Gen Z visiting an immersive experience compared with older generations in McKinsey consumer research.[63]
  • 35% of surveyed Boomers were willing to pay incrementally for unique attraction experiences in a 2024 United States study.[68]
  • 25% to 30% were the approximate EBITDA margins reported for family entertainment centers and arcades.[63]
  • 30% to 40% were the approximate EBITDA margins reported for traditional theme parks with high repeat visitation and large-scale investment.[63]

13 Statistics

Sustainability & Ethics

Waste and water diversion are quantified at operator scale. Disney diverted 59% of operational waste from landfill and incineration in fiscal 2024.

Sustainability in the location based entertainment industry

  • 59% of operational waste from Disney parks, resorts and cruise line operations was diverted from landfill and incineration in fiscal 2024.[28]
  • 93% of waste was diverted from landfill at the Columbus Zoo and Aquarium campus in 2025, achieving zero-waste campus status.[69]
  • 70% of relevant Disney facilities participated in the Higg Index or maintained a sustainable manufacturing certification in fiscal 2024.[28]
  • More than 10 million gallons of water were reclaimed and reused across Columbus Zoo and The Wilds in 2025.[69]
  • 8.98 billion gallons of water were consumed by The Walt Disney Company in fiscal 2024.[28]

ESG in the location based entertainment industry

  • 51% of Parques Reunidos’ 2024 waste was managed through recovery operations before counting incineration with energy recovery.[60]
  • 28 Parques Reunidos parks were located inside or within 5 kilometres of a conservation area in 2024.[60]
  • 54.6% of Disney frontline operations employees in the United States identified as people of color in fiscal 2024.[65]
  • 62% of The Walt Disney Company’s operational waste was diverted from landfill and incineration in fiscal 2024 across the company.[28]
  • 53.4% of Disney frontline operations employees at parks and resorts globally were women in fiscal 2024.[65]

Ethics in the location based entertainment industry

  • 39.0% of Disney frontline operations employees in the United States identified as White in fiscal 2024.[65]
  • 5.3% of Disney frontline operations employees in the United States identified as Asian in fiscal 2024.[65]
  • 37.0% of Disney frontline operations employees in the United States identified as Hispanic or Latino in fiscal 2024.[65]
  • 0.7% of Disney frontline operations employees in the United States identified as Native Hawaiian or Pacific Islander in fiscal 2024.[65]
  • 16% of Disney’s global workforce held casual ongoing roles in fiscal 2024.[28]

CSR in the location based entertainment industry

  • More than 165,000 wishes had been granted globally through Disney’s partnership with Make-A-Wish since 1980 as of 2024.[65]
  • $104.6 million was provided by The Walt Disney Company in cash charitable giving in fiscal 2024.[65]
  • $9.4 million was awarded by the Disney Conservation Fund to organizations across 20 countries in fiscal 2025.[19]
  • More than $100 million was committed by Disney to reimagine the patient experience in children’s hospitals, completed in 2024.[65]
  • $263.8 million was provided by The Walt Disney Company in total charitable giving, including cash and in-kind donations, in fiscal 2024.[65]

Circular economy in the location based entertainment industry

  • 19,678 U.S. tons of Disney construction waste were sent to landfill in fiscal 2024.[28]
  • 60,148 U.S. tons of Disney construction waste were diverted from landfill and incineration in fiscal 2021.[28]
  • 150,567 U.S. tons of construction waste were generated by The Walt Disney Company in fiscal 2024.[28]
  • 80,784 U.S. tons of operational waste from Disney parks, resorts and cruise line operations were sent to landfill in fiscal 2022.[28]
  • 91,580 U.S. tons of Disney operational waste were sent to landfill in fiscal 2024.[28]

Carbon footprint in the location based entertainment industry

  • 227,380 tonnes of CO2e were reported as Caesars Entertainment Scope 1 emissions in 2025.[19]
  • 35% of Monterey Bay Aquarium’s 2024 greenhouse-gas emissions came from stationary combustion operations.[70]
  • 132,982 tonnes of CO2e came from Caesars Entertainment fuel- and energy-related activities outside Scopes 1 and 2 in 2025.[19]
  • 473,478 tonnes of CO2e were reported as Caesars Entertainment location-based Scope 2 emissions in 2025.[19]
  • 41,158 tonnes of CO2e came from Caesars Entertainment operational waste in 2025.[19]

15 Statistics

Globalization & Expansion

International footprint relies on licensed and operated destinations. Disney listed Disneyland Paris, Hong Kong Disneyland Resort and Shanghai Disney Resort in fiscal 2024.

Globalization in the location based entertainment industry

  • Three international Disney theme-park and resort destinations were listed in fiscal 2024: Disneyland Paris, Hong Kong Disneyland Resort and Shanghai Disney Resort.[17]
  • 47 countries contained Live Nation offices in 2024.[84]
  • 45-plus countries hosted Live Nation concerts and festivals attended by more than 150 million fans in 2024.[84]
  • 394 venues were owned, leased, operated, booked exclusively or held through equity interests by Live Nation in 2024.[84]
  • 246 million visits were recorded by the world’s 25 leading theme parks in 2024, up 2.4% globally.[85]

Cultural adaptation in the location based entertainment industry

  • 14 of the 20 most visited museums were located in China in 2024, reflecting the country’s growing influence in global attractions.[85]
  • Disney held a 43% ownership interest in Shanghai Disney Resort in fiscal 2024.[17]
  • SeaWorld’s international development strategy included one licensed SeaWorld-branded park in Abu Dhabi in 2024.[17]
  • Six Flags operated two amusement or water parks in Mexico and two in Canada in 2024.[17]
  • Disney’s international Experiences revenue was $949 million in fiscal 2024 capital investment, supporting attractions adapted for markets outside the United States.[86]

Supplier management in the location based entertainment industry

  • Live Nation reported 137 global festivals in 2024, each relying on contracted sites, production services and local operating partners.[84]
  • Live Nation’s 2024 sponsor sales force included approximately 760 people working with more than 1,500 sponsors.[84]
  • Six Flags had nine resort properties in 2025, adding lodging operations to its supplier and procurement requirements.[17]
  • Six Flags operated 41 amusement and water parks in 2025, creating a multi-site purchasing base for rides, supplies and services.[17]
  • More than 1,500 sponsors worked with Live Nation’s sales force across North American and international agreements in 2024.[84]

Stakeholder management in the location based entertainment industry

  • Live Nation’s sponsorship sales force worked with more than 1,500 sponsors in 2024.[84]
  • Live Nation built and refurbished three major venues hosting a combined two million fans in 2024.[84]
  • Six Flags operated 42 amusement and water parks in 2024, serving guests across the United States, Mexico and Canada.[17]
  • Live Nation employed as many as 34,500 seasonal and part-time workers during peak periods in 2024.[84]
  • Disney’s fiscal 2024 Experiences segment generated $3.659 billion in capital investment across parks, resorts and other property.[17]

Distribution channels in the location based entertainment industry

  • Ticketmaster expanded channel-partner capabilities to its Universe ticketing system for long-running attractions and immersive experiences in 2024.[87]
  • Ticketmaster distribution partners included GetYourGuide and Viator for attractions and immersive experiences in 2024.[87]
  • Live Nation operated ticketing channels across 51 countries in 2024 through its broader global business network.[84]
  • Approximately 11,500 clients used Live Nation’s global ticketing distribution network in 2024.[84]
  • Live Nation’s ticketing distribution network served clients worldwide in 2024, making it the company’s largest stated ticketing network by global reach.[84]

Key questions about the location based entertainment industry

What is the current market size for location-based entertainment in 2025 and 2026?
Grand View Research estimates the global location-based entertainment market at $7.4 billion in 2025 and $9.7 billion in 2026.
How fast is the location-based entertainment market expected to grow after 2026?
Grand View Research forecasts growth from $9.7 billion in 2026 to $49.2 billion by 2033, a 26.2% CAGR. Fortune Business Insights projects 19.9% CAGR from 2026 to 2034 to $31.71 billion.
Which companies lead the location based entertainment industry?
ProSlide Technology leads Gitnux's 2026 location based entertainment ranking with an Overall score of 9.5, with Water slides and water-park attractions worldwide segment focus. Miral is the highest-ranked destination attractions and resort operator at 9.1, backed by Yas Island attractions development and operations.
What technology shifts are shaping location-based entertainment experiences in 2026?
Operators are adopting AR/VR, 5G connectivity, generative-AI content, and branded IP tie-ins, alongside technology segmentation across 2D, 3D, 4D and cloud-merged-reality experiences.
How is the market structured by technology and end use?
Grand View Research reports hardware at 56.0% of the market in 2025, amusement parks at 35.0% of end-use revenue, and venue-based LBE as the leading format. The market also segments by 2D, 3D, 4D and cloud-merged-reality experiences.
What data and measurement issues affect operators and technology suppliers?
In 2024, 61% of gaming platforms that tracked data in the prior 12 months had no access to any data in real time, while 70% of gaming platforms cited stifled innovation from lacking timely, complete data in 2024.
Reference

Cite This Report

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APA
Samuel Norberg. (2026, November 10). Location Based Entertainment Industry Statistics. Gitnux. https://gitnux.org/location-based-entertainment-industry-statistics
MLA
Samuel Norberg. "Location Based Entertainment Industry Statistics." Gitnux, 10 Nov 2026, https://gitnux.org/location-based-entertainment-industry-statistics.
Chicago
Samuel Norberg. 2026. "Location Based Entertainment Industry Statistics." Gitnux. https://gitnux.org/location-based-entertainment-industry-statistics.

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