By clicking “Accept All Cookies” you agree to the storing of cookies on your device
to enhance site navigation, analyze site usage, and assist in our marketing efforts.
The US location-based entertainment market size was estimated at USD 16.93 billion in 2024 and is projected to be worth around USD 54.17 billion by 2034, growing at a CAGR of 12.33% from 2025 to 2034.
Highlights of the US Location-Based Entertainment Market
By technology, the 3 dimensional (3D) segment held a dominant presence in the market in 2024.
By technology, the cloud merged reality segment is expected to grow at the fastest rate in the market during the forecast period of 2025 to 2034.
By component type, the hardware segment accounted for a considerable share of the market in 2024.
By component type, the software segment is projected to experience the highest growth rate in the market between 2025 and 2034.
By end-use, the amusement parks segment led the market.
By end-use, the arcade studios segment is projected to experience the fastest market growth from 2025 to 2034.
Industry Valuation and Growth Rate Projection
Industry Worth
Details
Market Size in 2025
USD 18.66 Billion
Market Size by 2034
USD 54.17 Billion
Market Growth Rate from 2025 to 2034
CAGR of 12.33%
The U.S. location-based entertainment (location-based entertainment) market is experiencing significant growth. Location-based entertainment includes places such as amusement parks, arcades, VR (Virtual Reality) centers, and escape rooms, where participants can play games and engage in activities in a physical space. LBE locations are often equipped with new technology to enhance the experience and bring entertainment offerings to life through interactive engagement. Many families, children, and young adults escape to LBE locations and experiences to enjoy themselves and unwind.
The trend to seek new social experiences offers a myriad of destinations in the location-based entertainment market. The demand and effective growth of locations combining VR (Virtual Reality), AR (Augmented Reality), and MR (Mixed Reality) are all aspects helping location-based entertainment to thrive through consumer acceptance of market topics and trends. Companies offering "out of the box" experiences for consumer captive audiences and scenarios will impact both LBE interest and attendance growth in the short term and sustain traction going forward.
What Are the Market Trends in the U.S. Location-Based Entertainment Market?
The market trends in the U.S. location-based entertainment market are defined by increasing popularity of virtual reality (VR) centers, more social and group activities, high-tech attractions, partnerships with brands & media, and mobile apps and online booking.
More and more VR centers are being launched across the USA, which are providing people with high-tech experiences and things to do.
People want to enjoy entertainment with their friends and family. Location-based entertainment is consequently seeing an increase in group-based options such as escape rooms and laser tag venues.
Businesses are working to add AR, MR, and motion tracking to provide audiences with entirely new experiences.
Major companies and studios are starting to partner with location-based entertainment. They build "themed" spaces based on games, films, and cartoons that appeal to audiences and fans.
Most location-based entertainment locations in the US now offer mobile apps and online booking, which come with added convenience for customers in terms of visit planning and more streamlined entry.
What Are the Restraints in the U.S. Location-Based Entertainment Market?
The growth of the U.S. location-based entertainment market is restrained by factors such as fundamental setup and maintenance expenses, limited available space in urban areas, seasonal demand and weather challenges, and safety and health concerns.
Establishing and operating location-based entertainment centers in the U.S. is costly because large outlays are needed for real estate, technology, and safety.
There is limited available real estate in major metropolitan markets, such as New York City and Los Angeles, making it difficult to operate large-scale entertainment venues.
Weather is typically a critical factor for outdoor location-based entertainment venues, as rainy days, snow, and extreme heat can diminish visitation.
Since COVID-19, many people are making their own safety assessments before entering crowded places. How often people may go to location-based entertainment locations can be affected by perceived safety.
What Are the Opportunities in the U.S. Location-Based Entertainment Market?
The opportunities in the U.S. location-based entertainment market are associated with growth in mixed reality (MR) gaming, expansion into smaller cities and towns, edutainment and learning-based experiences, and increased tourism and travel.
Games that combine real and digital experiences, otherwise known as Mixed Reality, are gaining traction. U.S. businesses can spearhead new MR-based location-based entertainment experiences and lead the innovation and market.
The majority of location-based entertainment centers are in major cities. Opening more Family Fun Zones and expanding into less touristy areas will allow many more families to experience these centers.
Family Fun Zones that provide fun and learning opportunities, such as science museums with AR, are an attraction to school groups, as well as families.
As tourism picks back up in the U.S., guests are looking for unique experiences. Additionally, location-based entertainment-centered experiences in and around tourist attractions will most likely attract new guests who are either local to the area or international travelers.
Recent Developments in the US Location-Based Entertainment Market:
In June 2025, Sony brought PlayStation in Concert to the United States on a global tour, featuring live orchestra performances of recognizable video game music. The concert showcased music from hits like God of War and The Last of Us, exciting fans all over the country.
In January 2025, Sony opened The Last of Us immersive experience in Los Angeles, creating an opportunity for fans to step into the world of the video game's apocalyptic world. This experience included live actors, realistic sets, and interactive storytelling that bridged the gap between gaming and real-world entertainment.
In November 2024, Merlin Entertainments partnered with Mojang to create a Minecraft experience in real life with a real-world attraction. The experience will be expanded to Merlin locations that will allow fans to play in blocky landscapes, solve puzzles, and enjoy hands-on adventures inspired by the video game.
Location-based entertainment refers to experiences that require consumers to visit a physical venue, such as arcades, VR centers, theme parks, escape rooms, or immersive installations.
Growth is driven by consumer demand for immersive, social, and tech-enabled experiences, along with the rising integration of virtual reality (VR), augmented reality (AR), and gamification in physical venues.
VR arcades, theme parks, and escape rooms are among the most popular formats, with VR-based attractions growing fastest due to their novelty and interactive appeal.
Emerging technologies like VR, AR, motion tracking, and AI are transforming traditional entertainment into highly immersive, personalized, and engaging on-site experiences.
High setup costs, competition from at-home entertainment, and the need for continuous content innovation pose challenges, especially for smaller operators seeking long-term profitability.
Proceed to Buy
Looking for a Customized Solution?
50% customization is on us! Shape the insights, trends and strategic planning your way.