GITNUX MARKETDATA REPORT 2024

Location Based Entertainment Industry Statistics

The Location Based Entertainment Industry is expected to experience steady growth in revenue and market size driven by advancements in technology and consumer demand for unique experiences.

Highlights: Location Based Entertainment Industry Statistics

  • As of 2021, the location-based entertainment market size was valued at approximately USD 150 Billion.
  • The location-based VR entertainment market is projected to reach USD 1,336.3 million by 2023.
  • The video-based location entertainment industry in North America accounted for a revenue share of almost 40% in 2019.
  • In 2019, VR/AR location-based entertainment was ranked as the second-highest end-use segment, accounting for around 28.3% revenue share.
  • The North American location based entertainment market size was valued at USD 5.2 billion in 2019.
  • The location-based entertainment venues industry is predicted to grow at a CAGR of 32% from 2020 to 2026.
  • The VR-based location entertainment industry is projected to triple in size in the near future.
  • The Asia Pacific location-based entertainment market is expected to witness the fastest growth over the forecast period.
  • In Europe, the number of VR/AR location based entertainment venues increased by over 300% in 2017.
  • As of 2020, over 80 percent of virtual reality arcades are in China.
  • Globally, there are approximately 5,700 VR entertainment venues.
  • Around 7.2 million people visited VR parks globally in 2019.
  • By 2023, location-based entertainment in VR is expected to generate 3,098 million USD in revenue.
  • In the fourth quarter of 2021, the percentage of consumers who visited a VR arcade in the U.S. was nearly 5%.
  • The gaming application segment led the location-based entertainment market providing a share of over 45% in 2020.
  • As of 2022, the average revenue per user for VR in location-based entertainment is projected to be $27.83.
  • In 2021, about 19% of all VR spending is on location-based entertainment globally.
  • As of 2019, the largest location-based entertainment market was the U.S., with a market share of 32%.
  • By 2025, it is expected that the location-based entertainment market in India will reach nearly $2.8 billion.
  • In 2019, it was reported that approximately 72% of location-based entertainment businesses were in urban areas.

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The Latest Location Based Entertainment Industry Statistics Explained

As of 2021, the location-based entertainment market size was valued at approximately USD 150 Billion.

The statistic indicates that in the year 2021, the market size of location-based entertainment, which includes industries such as theme parks, museums, arcades, and other similar venues, reached a value of around USD 150 billion. This figure represents the total revenue generated by businesses operating within the location-based entertainment sector. The substantial market size suggests that there is a significant demand for the various forms of entertainment offered at physical locations, highlighting the importance and popularity of experiences that cannot be replicated online or virtually. This statistic provides valuable insight into the scale and economic significance of the location-based entertainment industry as of 2021.

The location-based VR entertainment market is projected to reach USD 1,336.3 million by 2023.

The statistic “The location-based VR entertainment market is projected to reach USD 1,336.3 million by 2023” indicates the anticipated value of the location-based virtual reality (VR) entertainment industry by the year 2023. This projection suggests a significant growth in the market for location-based VR entertainment experiences in the coming years. Factors contributing to this projected growth may include advancements in VR technology, increased consumer interest in immersive entertainment experiences, as well as the expansion of VR venues and installations. This statistic serves as a key indicator for businesses and investors looking to enter or expand within the location-based VR entertainment sector, highlighting the potential opportunities for growth and investment in this emerging industry.

The video-based location entertainment industry in North America accounted for a revenue share of almost 40% in 2019.

The statistic indicates that the video-based location entertainment industry, which includes sectors such as arcade games, virtual reality experiences, and interactive exhibits, generated nearly 40% of the total revenue in the entertainment industry in North America in 2019. This suggests that video-based location entertainment was a significant contributor to the overall revenue in the region’s entertainment sector during that year. The high revenue share could be reflective of the popularity and profitability of video-based entertainment experiences among consumers in North America, driving growth and innovation within the industry.

In 2019, VR/AR location-based entertainment was ranked as the second-highest end-use segment, accounting for around 28.3% revenue share.

The statistic indicates that in 2019, the virtual reality (VR) and augmented reality (AR) location-based entertainment industry held the second-highest position in terms of revenue generation among different end-use segments. This sector accounted for approximately 28.3% of the total revenue generated within the VR/AR market during that year. This suggests that VR/AR location-based entertainment, which includes applications such as VR gaming arcades, theme park experiences, and virtual tourism, was a significant contributor to the overall economic performance of the industry in 2019. This data highlights the growing popularity and economic importance of location-based VR/AR experiences in the entertainment market.

The North American location based entertainment market size was valued at USD 5.2 billion in 2019.

The statistic indicates that the North American location-based entertainment market was estimated to be worth $5.2 billion in 2019. This market encompasses various entertainment experiences that are tied to a specific physical location, such as theme parks, arcades, museums, and live events. The value of the market represents the total revenue generated by these activities within North America during the specified year. This figure serves as a key indicator of the size and economic impact of the location-based entertainment industry in the region, highlighting the significant role these experiences play in the overall entertainment sector.

The location-based entertainment venues industry is predicted to grow at a CAGR of 32% from 2020 to 2026.

The statistic that the location-based entertainment venues industry is predicted to grow at a Compound Annual Growth Rate (CAGR) of 32% from 2020 to 2026 indicates a substantial and rapid rate of expansion within the sector over the specified time period. This growth rate suggests that the industry is experiencing significant demand and opportunities for development, potentially driven by factors such as increasing consumer interest in experiential entertainment, technological advancements, and changing leisure preferences. The projected CAGR serves as a key indicator for investors, businesses, and policymakers to anticipate and plan for the industry’s future trajectory and potential economic impact.

The VR-based location entertainment industry is projected to triple in size in the near future.

The statistic that the VR-based location entertainment industry is projected to triple in size in the near future indicates a significant growth trajectory for an emerging sector within the entertainment industry. This projection suggests that there is a growing demand for location-based virtual reality experiences, such as VR arcades or theme park attractions, driven by factors such as technological advancements, increasing consumer interest in immersive experiences, and potential partnerships with established entertainment brands. The rapid expansion of this industry signifies the potential for innovation, revenue growth, and competition within the VR entertainment market, highlighting the importance of investing in VR technology and experiences to capitalize on the projected growth opportunities in the near future.

The Asia Pacific location-based entertainment market is expected to witness the fastest growth over the forecast period.

The statistic indicates that the Asia Pacific market for location-based entertainment, which includes experiences like amusement parks, arcades, and virtual reality centers, is projected to experience the highest rate of growth compared to other regions over the forecast period. This growth may be driven by factors such as increasing disposable income, changing consumer preferences towards experiential entertainment, advancements in technology, and a growing middle-class population in the region. The trend suggests that there is a significant opportunity for businesses in the location-based entertainment industry to expand and capitalize on the growing demand for immersive and interactive entertainment experiences within the Asia Pacific region.

In Europe, the number of VR/AR location based entertainment venues increased by over 300% in 2017.

This statistic indicates a significant growth trend in the virtual reality (VR) and augmented reality (AR) industry in Europe in 2017. Specifically, there was a remarkable increase of over 300% in the number of location-based entertainment venues offering VR/AR experiences compared to the previous year. This surge highlights a growing interest and investment in immersive technology-based entertainment experiences within the region. The rapid expansion of such venues suggests a potential shift towards the adoption and integration of VR/AR technologies into the entertainment sector, as well as a rising demand among consumers for interactive and cutting-edge experiences in Europe.

As of 2020, over 80 percent of virtual reality arcades are in China.

The statistic states that as of 2020, more than 80 percent of virtual reality arcades worldwide are located in China. This indicates that China has emerged as a dominant player in the virtual reality arcade industry, hosting a significant majority of the total number of such establishments globally. This could be attributed to various factors such as the country’s large population, rapid technological advancements, increasing consumer interest in virtual reality experiences, and supportive government policies fostering the growth of the industry. As a result, China has become a key market and hub for virtual reality arcades, offering a wide range of immersive and interactive experiences to customers seeking cutting-edge entertainment options.

Globally, there are approximately 5,700 VR entertainment venues.

The statistic “globally, there are approximately 5,700 VR entertainment venues” indicates the prevalence and growth of virtual reality technology within the entertainment industry worldwide. VR entertainment venues are physical locations where individuals can access immersive virtual reality experiences and entertainment content. The figure of 5,700 venues suggests a notable presence of VR technology in various geographic regions, catering to a diverse range of audiences seeking innovative and interactive entertainment options. This statistic reflects the increasing popularity and adoption of VR technology as a form of entertainment, highlighting the growing demand for immersive and engaging experiences in the digital age.

Around 7.2 million people visited VR parks globally in 2019.

The statistic “Around 7.2 million people visited VR parks globally in 2019” represents the estimated number of individuals who engaged in virtual reality experiences at dedicated VR parks across the world during the year 2019. This statistic highlights the growing popularity of VR technology and the increasing interest in immersive entertainment experiences. The figure of 7.2 million visitors underscores the significant impact that VR parks have had on the global entertainment industry and signifies the potential for continued growth and innovation in the virtual reality sector. This data provides valuable insights for stakeholders in the VR industry, policymakers, and investors looking to understand the demand for virtual reality experiences and the evolving trends within the entertainment landscape.

By 2023, location-based entertainment in VR is expected to generate 3,098 million USD in revenue.

This statistic indicates that the location-based entertainment industry within the virtual reality (VR) sector is projected to generate revenue amounting to 3,098 million USD by the year 2023. Location-based entertainment refers to VR experiences that are typically offered in physical locations such as VR arcades and amusement parks, allowing users to immerse themselves in VR environments and interact with the technology in a shared, communal setting. The significant projected revenue highlights the growing popularity and commercial potential of VR-based entertainment experiences, as more consumers seek out unique and interactive forms of entertainment beyond traditional mediums. This statistic serves as a promising indicator of the increasing adoption and monetization of VR technology within the entertainment industry.

In the fourth quarter of 2021, the percentage of consumers who visited a VR arcade in the U.S. was nearly 5%.

The statistic indicates that in the fourth quarter of 2021, approximately 5% of consumers in the United States visited a virtual reality (VR) arcade. This means that out of the total consumer population surveyed, a small fraction engaged in the experience of utilizing VR technology at a dedicated facility such as an arcade. The statistic provides insight into the interest and adoption of VR technology among consumers during that period, suggesting a moderate level of engagement with virtual reality entertainment options. This information could be valuable for businesses in the VR industry looking to understand consumer behavior and make informed decisions regarding marketing strategies and investments in the growing VR arcade sector.

The gaming application segment led the location-based entertainment market providing a share of over 45% in 2020.

The statistic “The gaming application segment led the location-based entertainment market providing a share of over 45% in 2020” indicates that within the broader industry of location-based entertainment, gaming applications were the dominant sector, accounting for more than 45% of the market share in the year 2020. This suggests that gaming applications, such as mobile games or virtual reality experiences, were the primary driver of revenue and consumer engagement within the location-based entertainment industry during that time period. This information highlights the significant impact and popularity of gaming applications in the evolving landscape of entertainment and leisure activities.

As of 2022, the average revenue per user for VR in location-based entertainment is projected to be $27.83.

The statistic indicates that, based on projections for 2022, the average revenue generated per user in the virtual reality (VR) sector specifically within location-based entertainment is estimated to be $27.83. This figure represents the anticipated average amount of money that each individual user is expected to spend within VR experiences offered in physical venues like arcades or VR centers. This statistic is crucial for businesses operating in the location-based VR entertainment industry as it serves as a reference point for estimating potential revenue streams and understanding the economic value derived from each user in this particular market segment.

In 2021, about 19% of all VR spending is on location-based entertainment globally.

The statistic that 19% of all Virtual Reality (VR) spending in 2021 is allocated towards location-based entertainment globally indicates the proportion of financial investments in VR technology specifically directed towards experiences that are accessed at physical locations such as VR arcades, amusement parks, or entertainment venues. This suggests that a significant portion of consumer expenditure in the VR industry is devoted to immersive, shared experiences that incorporate physical spaces and advanced technologies to deliver interactive entertainment. This statistic highlights the growing popularity and demand for location-based VR experiences, prompting businesses and developers to invest in this sector to cater to consumer preferences and capitalize on the trend towards immersive entertainment.

As of 2019, the largest location-based entertainment market was the U.S., with a market share of 32%.

This statistic indicates that in 2019, the United States held the largest market share in the location-based entertainment industry, accounting for 32% of the total market. Location-based entertainment refers to entertainment venues that require physical presence, such as theme parks, arcades, and cinemas. The fact that the U.S. had the largest market share suggests that the country was a significant player in the industry, both in terms of revenue generation and consumer interest. This statistic provides insights into the geographical distribution of the location-based entertainment market and highlights the dominance of the U.S. in this sector as of 2019.

By 2025, it is expected that the location-based entertainment market in India will reach nearly $2.8 billion.

The statistic indicates that the location-based entertainment market in India is projected to grow significantly by the year 2025, reaching a value of close to $2.8 billion. This suggests a substantial increase in the demand for location-based entertainment services and venues in India over the coming years. Factors contributing to this growth could include rising disposable incomes, changing consumer preferences towards experiential entertainment, and advancements in technology that enhance the overall entertainment experience. The forecasted figure of $2.8 billion highlights the potential economic impact and opportunities within the location-based entertainment industry in India, making it an attractive market for investors and businesses looking to capitalize on this growing trend.

In 2019, it was reported that approximately 72% of location-based entertainment businesses were in urban areas.

The statistic that approximately 72% of location-based entertainment businesses were in urban areas in 2019 suggests that the majority of such establishments are concentrated in cities. This high percentage indicates a strong preference for urban locations among businesses in the entertainment industry, likely driven by factors such as higher population density, greater foot traffic, and increased consumer demand for leisure activities in urban settings. This concentration of entertainment businesses in urban areas could also reflect the presence of key amenities and infrastructure necessary for such establishments to thrive, highlighting the importance of city environments in supporting the entertainment industry.

References

0. – https://www.variety.com

1. – https://www.www.grandviewresearch.com

2. – https://www.vrworldtech.com

3. – https://www.ivrpa.org

4. – https://www.www.mckinsey.com

5. – https://www.www.statista.com

6. – https://www.www.gamasutra.com

7. – https://www.www.startleint.com

8. – https://www.www.gminsights.com

9. – https://www.www.financialexpress.com

10. – https://www.www.napco.com

11. – https://www.www.prnewswire.com

How we write our statistic reports:

We have not conducted any studies ourselves. Our article provides a summary of all the statistics and studies available at the time of writing. We are solely presenting a summary, not expressing our own opinion. We have collected all statistics within our internal database. In some cases, we use Artificial Intelligence for formulating the statistics. The articles are updated regularly.

See our Editorial Process.

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