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
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 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.
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.
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
| # | Company | Overall ↓ | Impact | Performance | Momentum | Innovation | Company snapshot |
|---|---|---|---|---|---|---|---|
| 1 | ProSlide Technology Water attractions · CA | 9.5 | 9.1 | 9.9 | 9.4 | 9.9 | |
Company snapshot · ProSlide Technology · Data as of November 10, 2026
| |||||||
| 2 | Miral Destination entertainment · AE | 9.1 | 8.0 | 9.9 | 9.9 | 9.3 | |
Company snapshot · Miral · Data as of November 10, 2026 Miral develops and operates major attractions and experiences on Yas Island.[93]
| |||||||
| 3 | WhiteWater Water attractions · CA | 9.0 | 9.1 | 9.2 | 8.9 | 8.7 | |
Company snapshot · WhiteWater · Data as of November 10, 2026
| |||||||
| 4 | Oriental Land Theme parks · JP | 8.8 | 9.3 | 8.2 | 8.4 | 9.3 | |
Company snapshot · Oriental Land · Data as of November 10, 2026 Oriental Land operates and manages Tokyo Disneyland and Tokyo DisneySea.[94]
| |||||||
| 5 | The Walt Disney Company Theme parks · US | 8.7 | 9.9 | 7.0 | 8.3 | 9.3 | |
Company snapshot · The Walt Disney Company · Data as of November 10, 2026 Disney Experiences generated $36.2 billion in fiscal 2025 revenue.[65]
| |||||||
| 6 | Merlin Entertainments Theme parks and visitor attractions worldwide · GB | 8.6 | 9.2 | 8.5 | 8.0 | 8.2 | |
Company snapshot · Merlin Entertainments · Data as of November 10, 2026 Merlin operates more than 140 attractions in over 20 countries.[95]
| |||||||
| 7 | Herschend Theme parks, attractions and entertainment venues, US · US | 8.5 | 8.0 | 9.2 | 8.9 | 8.2 | |
Company snapshot · Herschend · Data as of November 10, 2026 Herschend operates a broad portfolio of theme parks and attractions in North America.[96]
| |||||||
| 8 | KidZania Interactive edutainment cities worldwide · MX | 8.0 | 7.0 | 8.5 | 8.5 | 8.7 | |
Company snapshot · KidZania · Data as of November 10, 2026 KidZania operates branded role-play cities for children in multiple countries.[97]
| |||||||
| 9 | Parques Reunidos Amusement, water and zoological parks, Europe and US · ES | 7.8 | 8.4 | 7.9 | 7.5 | 7.0 | |
Company snapshot · Parques Reunidos · Data as of November 10, 2026 Parques Reunidos reported €858 million of consolidated ordinary revenue for 2024.[60]
| |||||||
| 10 | Six Flags Entertainment Amusement and water parks across North America · US | 7.6 | 8.1 | 7.3 | 7.1 | 7.6 | |
Company snapshot · Six Flags Entertainment · Data as of November 10, 2026 The combined company employed 4,225 full-time staff at December 31, 2025.[17]
| |||||||
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
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.
03 Trends & forecasts
Top 10 Location Based Entertainment Industry Trends & Forecasts 2027
What is changing in the location based entertainment industry, with the evidence behind each trend and a forecast for 2027.
Forecasts were generated by an AI model from the cited evidence. They are estimates, not guarantees.
01Immersive experiences outpace traditional formats
High confidenceIn the 2026 State of Location-Based VR study, virtual reality ranked as the most desired out-of-home entertainment experience, with 93% consumer interest, ahead of arcades at 62%, bowling at 57% and escape rooms at 55%. The study surveyed 2,386 people across the United States, Canada, Australia, France and Spain.[3]
Forecast 2027: In 2027, immersive VR and mixed-reality attractions should continue taking share of guest spending in family entertainment centers, malls and tourism districts. Operators will increasingly position them as premium social attractions rather than novelty technology.
02IP-led venues expand across entertainment categories
High confidenceDisney opened World of Frozen and the reimagined Disney Adventure World in March 2026 as part of a €2 billion Disneyland Paris expansion. Merlin, Sony Pictures and Triotech also launched Jumanji-themed interactive rides across four Madame Tussauds locations in July 2026.[65][98]
Forecast 2027: Licensed film, television and game properties should remain the main route to differentiation in 2027. More venues will use recognizable IP to support higher prices, repeat visits and merchandise sales.
03Permanent immersive destinations replace pop-ups
Medium confidenceThe industry is adding permanent, venue-based experiences rather than relying only on temporary exhibitions. Disney’s €2 billion Disneyland Paris program nearly doubles the footprint of the resort’s second park, while 2026 launches such as World of Frozen create long-term themed environments with rides, dining and entertainment.[65]
Forecast 2027: By 2027, developers should favor durable attractions integrated into parks, resorts, museums and mixed-use districts. Short-run immersive shows will continue, but permanent destinations will attract more capital because they can monetize admissions, food, retail and events over several years.
04Asia-Pacific becomes the fastest-growth region
High confidenceGrand View Research forecasts Asia-Pacific to record the highest growth rate in immersive location-based entertainment from 2026 to 2033, at more than 31% annually. The research cites shopping-mall entertainment zones, tourism investment and smart-city development as key drivers.[20]
Forecast 2027: Asia-Pacific should be the fastest-expanding geographic market in 2027, led by China and other urban markets where malls and tourism developments are adding technology-enabled attractions. North America will remain larger in absolute terms but is likely to grow more moderately.
05Premium pricing follows stronger willingness to pay
High confidenceThe 2026 location-based VR study found that a $49 session retained 51% appeal among households earning more than $100,000, compared with 31% among households earning less than $60,000. Six Flags reported 2025 per-capita spending of $61.90 across admissions and in-park spending.[3][17]
Forecast 2027: In 2027, premium VR sessions, VIP access, timed-entry packages and bundled food-and-beverage offers should support higher per-visit revenue. Price segmentation will become more important as operators balance affluent demand with family affordability.
06Per-capita spending offsets uneven attendance
High confidenceSix Flags reported 47.388 million guests and $61.90 in per-capita spending for 2025, with spending up $0.59, or 1.0%, from 2024. In the fourth quarter of 2025, attendance fell 13% to 9.3 million guests, while per-capita spending rose 8% to $66.41.[17]
Forecast 2027: In 2027, operators will continue prioritizing spending per guest through premium products, mobile ordering, food, merchandise, paid line-skipping and bundled experiences. Attendance recovery will remain important, but revenue growth will increasingly depend on yield management.
07Season passes deepen recurring demand
Medium confidenceSix Flags identified a smaller active season-pass base as one factor behind its fourth-quarter 2025 attendance decline. Its filings also show that attendance and per-capita spending are managed together, with the operator using admissions, in-park products and recurring pass relationships to drive revenue.[17]
Forecast 2027: In 2027, parks and multi-attraction venues should expand pass tiers, memberships and benefits that encourage off-peak visits. The strongest programs will combine admission with discounts, priority access, events and food or merchandise credits.
08Social VR moves from novelty to habit
High confidenceThe 2026 location-based VR study found that thrill, social experience and doing something new ranked above trying new technology as reasons to book VR. It also reported more than 150 Zero Latency VR installations across 30 countries, indicating a growing international venue base.[3]
Forecast 2027: In 2027, group play, cooperative missions and competitive scoring should be central to VR venue design. Content that works for families, coworkers and adult social groups will likely achieve higher utilization than single-player formats.
09AI reshapes discovery and venue operations
Medium confidenceThe 2026 State of Location-Based VR study reported that 27% of guests use tools such as ChatGPT to find things to do. Separately, Disney’s 2026 Accelerator program explored generative AI for storytelling and robotics for parking operations and guest support.[3][65]
Forecast 2027: By 2027, AI-generated recommendations, conversational booking, personalized offers and automated operational support should become more common. Adoption will be strongest where AI improves labor efficiency or local search visibility without replacing the core human experience.
10Technology shifts toward seamless mixed reality
Medium confidenceThe immersive LBE market is segmented across 2D, 3D, 4D and cloud-merged-reality formats, while current industry research identifies rapid adoption of VR, AR, mixed reality, projection mapping and spatial audio. New Disney attractions in 2026 combined robotics, projection effects, audio-animatronics and interactive storytelling.[20][65]
Forecast 2027: In 2027, operators should favor lighter, more natural interfaces that reduce headset friction and support larger throughputs. Spatial audio, projection, computer vision and responsive physical effects will increasingly be combined rather than deployed as standalone technologies.
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]
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]
14 Statistics
Risk, Compliance & Legal
Safety compliance remains material for venue equipment. In August 2026, the U.S. Consumer Product Safety Commission warned consumers to stop using a slide-playset model due to head and neck entrapment hazards, including one reported death.
Compliance in the location based entertainment industry
- 63% of estimated North American amusement-park attendance was represented in the 2024 survey.[71]
- 66% of North American fixed-site ride injuries were attributed to guest behavior in 2024.[71]
- 2.86 injuries per million attendees were recorded at North American fixed-site attractions in 2024.[71]
- 222 North American facilities provided some or all requested safety data in 2024.[71]
- 9% of North American fixed-site ride injuries were attributed to operational factors in 2024.[71]
Risk Management in the entertainment and gaming sector (sector benchmark)
- 45% of gaming studios said they mitigate risk through efficiency tools, while 24% use monetization and live-ops strategies, according to a 2024 survey of 300 developers.[72]
- 39% of media and entertainment leaders said reputational damage is a major consequence of insufficient risk-function integration, compared with 30% across all industries, in 2026.[73]
- 43% of entertainment-industry respondents ranked business interruption as a top risk in the 2024 Allianz Risk Barometer, followed by pandemic outbreaks at 30%.[74]
- 40% of U.S. entertainment and sports respondents reported having a formal enterprise risk-management process in 2025.[75]
Cybersecurity in the entertainment and gaming sector (sector benchmark)
- 67% of media and entertainment leaders said data protection was a top cyber-investment priority in 2026.[73]
- More than 19 million attempts to download malicious or unwanted files disguised as popular Gen Z games were detected globally between April 2024 and March 2025.[76]
- 76% of casino-surveillance professionals reported training to identify and report cyberattack attempts in 2024, up from 58% in 2023.[77]
- 47% of gaming companies said they were taking or planning to take steps to mitigate cyber risks by hiring employees with advanced cybersecurity skills, according to EY’s gaming survey.[15]
- 39% of gaming companies said they were taking or planning to take steps to mitigate cyber risks by partnering with third-party cybersecurity firms, according to EY’s gaming survey.[15]
Data Privacy in the entertainment and gaming sector (sector benchmark)
- 46% of Canadian parents said they always consider gaming-platform privacy practices before allowing their child to use them in 2024–2025.[78]
- More than half of 20 highly popular online games assessed in academic research were found potentially susceptible to attribute-inference attacks using gaming data, according to a 2024 study.[79]
- 32% of gaming executives said using the data their companies collect was a significant challenge, rising to 41% who expected data management to be challenging three years later.[15]
- 54.1% of digital-game study participants reported providing their genuine personal data when registering on a game platform, according to research published in 2023.[80]
- 88% of surveyed game players knew that their gaming data were being collected by other entities, while 76% would not publicly share personal data, in a study published in 2024.[79]
Crisis Management in the entertainment and gaming sector (sector benchmark)
- 63.3% of media and entertainment organizations reported experiencing high-business-impact outages at least weekly in 2025, the highest rate among industries surveyed.[81]
- 69% of media and entertainment respondents said resolving high-business-impact outages took at least 30 minutes in 2025, and 33% said resolution took at least one hour.[81]
- 83% of global corporate respondents reported having a crisis-management plan, while 66% felt confident their organization could withstand a reputational event, in a 2020 survey.[82]
- 69% of media and entertainment respondents said detecting high-business-impact outages took at least 30 minutes in 2025.[81]
- 69% of business leaders said their organization had experienced a corporate crisis in the previous five years, while 29% had no staff dedicated to crisis preparedness, in 2019.[83]
Governance in the location based entertainment industry
- 10 of Six Flags’ 12 directors were expected to be independent after the 2025 annual meeting.[17]
- 75% was the minimum attendance achieved by each current Six Flags director across applicable 2024 board and committee meetings.[17]
- 12 directors comprised Six Flags Entertainment Corporation’s board following its 2025 director nominations.[17]
- $125,000 was the annual fee for Six Flags’ Lead Independent Director in 2025.[17]
- 5 formal meetings were held by the Six Flags company board during 2024.[17]
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?
How fast is the location-based entertainment market expected to grow after 2026?
Which companies lead the location based entertainment industry?
What technology shifts are shaping location-based entertainment experiences in 2026?
How is the market structured by technology and end use?
What data and measurement issues affect operators and technology suppliers?
Cite This Report
This report is designed to be cited. We maintain stable URLs and versioned verification dates. Copy the format appropriate for your publication below.
Samuel Norberg. (2026, November 10). Location Based Entertainment Industry Statistics. Gitnux. https://gitnux.org/location-based-entertainment-industry-statistics
Samuel Norberg. "Location Based Entertainment Industry Statistics." Gitnux, 10 Nov 2026, https://gitnux.org/location-based-entertainment-industry-statistics.
Samuel Norberg. 2026. "Location Based Entertainment Industry Statistics." Gitnux. https://gitnux.org/location-based-entertainment-industry-statistics.
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Social media in the location based entertainment industry