| Product Code: ETC7741575 | Publication Date: Sep 2024 | Updated Date: Aug 2025 | Product Type: Market Research Report | |
| Publisher: 6Wresearch | Author: Shubham Padhi | No. of Pages: 75 | No. of Figures: 35 | No. of Tables: 20 |
1 Executive Summary |
2 Introduction |
2.1 Key Highlights of the Report |
2.2 Report Description |
2.3 Market Scope & Segmentation |
2.4 Research Methodology |
2.5 Assumptions |
3 Japan Location-Based Entertainment Market Overview |
3.1 Japan Country Macro Economic Indicators |
3.2 Japan Location-Based Entertainment Market Revenues & Volume, 2021 & 2031F |
3.3 Japan Location-Based Entertainment Market - Industry Life Cycle |
3.4 Japan Location-Based Entertainment Market - Porter's Five Forces |
3.5 Japan Location-Based Entertainment Market Revenues & Volume Share, By Component, 2021 & 2031F |
3.6 Japan Location-Based Entertainment Market Revenues & Volume Share, By End-Use, 2021 & 2031F |
3.7 Japan Location-Based Entertainment Market Revenues & Volume Share, By Technology, 2021 & 2031F |
4 Japan Location-Based Entertainment Market Dynamics |
4.1 Impact Analysis |
4.2 Market Drivers |
4.2.1 Increasing disposable income and willingness to spend on entertainment activities. |
4.2.2 Growing tourism industry in Japan, leading to higher demand for location-based entertainment. |
4.2.3 Technological advancements in augmented reality (AR) and virtual reality (VR) enhancing the consumer experience. |
4.3 Market Restraints |
4.3.1 Seasonal fluctuations in tourist arrivals impacting footfall at location-based entertainment venues. |
4.3.2 High initial investment costs for setting up and maintaining location-based entertainment facilities. |
4.3.3 Regulatory challenges and restrictions on certain types of entertainment activities. |
5 Japan Location-Based Entertainment Market Trends |
6 Japan Location-Based Entertainment Market, By Types |
6.1 Japan Location-Based Entertainment Market, By Component |
6.1.1 Overview and Analysis |
6.1.2 Japan Location-Based Entertainment Market Revenues & Volume, By Component, 2021- 2031F |
6.1.3 Japan Location-Based Entertainment Market Revenues & Volume, By Hardware, 2021- 2031F |
6.1.4 Japan Location-Based Entertainment Market Revenues & Volume, By Software, 2021- 2031F |
6.2 Japan Location-Based Entertainment Market, By End-Use |
6.2.1 Overview and Analysis |
6.2.2 Japan Location-Based Entertainment Market Revenues & Volume, By Amusement Parks, 2021- 2031F |
6.2.3 Japan Location-Based Entertainment Market Revenues & Volume, By Arcade Studios, 2021- 2031F |
6.2.4 Japan Location-Based Entertainment Market Revenues & Volume, By 4D Films, 2021- 2031F |
6.3 Japan Location-Based Entertainment Market, By Technology |
6.3.1 Overview and Analysis |
6.3.2 Japan Location-Based Entertainment Market Revenues & Volume, By 2-Dimensional (2D), 2021- 2031F |
6.3.3 Japan Location-Based Entertainment Market Revenues & Volume, By 3-Dimensional (3D), 2021- 2031F |
6.3.4 Japan Location-Based Entertainment Market Revenues & Volume, By Cloud Merged Reality (CMR), 2021- 2031F |
7 Japan Location-Based Entertainment Market Import-Export Trade Statistics |
7.1 Japan Location-Based Entertainment Market Export to Major Countries |
7.2 Japan Location-Based Entertainment Market Imports from Major Countries |
8 Japan Location-Based Entertainment Market Key Performance Indicators |
8.1 Average daily active users (DAU) on location-based entertainment platforms. |
8.2 Customer satisfaction scores and feedback ratings. |
8.3 Average session duration per user at location-based entertainment venues. |
9 Japan Location-Based Entertainment Market - Opportunity Assessment |
9.1 Japan Location-Based Entertainment Market Opportunity Assessment, By Component, 2021 & 2031F |
9.2 Japan Location-Based Entertainment Market Opportunity Assessment, By End-Use, 2021 & 2031F |
9.3 Japan Location-Based Entertainment Market Opportunity Assessment, By Technology, 2021 & 2031F |
10 Japan Location-Based Entertainment Market - Competitive Landscape |
10.1 Japan Location-Based Entertainment Market Revenue Share, By Companies, 2024 |
10.2 Japan Location-Based Entertainment Market Competitive Benchmarking, By Operating and Technical Parameters |
11 Company Profiles |
12 Recommendations |
13 Disclaimer |
Export potential enables firms to identify high-growth global markets with greater confidence by combining advanced trade intelligence with a structured quantitative methodology. The framework analyzes emerging demand trends and country-level import patterns while integrating macroeconomic and trade datasets such as GDP and population forecasts, bilateral import–export flows, tariff structures, elasticity differentials between developed and developing economies, geographic distance, and import demand projections. Using weighted trade values from 2020–2024 as the base period to project country-to-country export potential for 2030, these inputs are operationalized through calculated drivers such as gravity model parameters, tariff impact factors, and projected GDP per-capita growth. Through an analysis of hidden potentials, demand hotspots, and market conditions that are most favorable to success, this method enables firms to focus on target countries, maximize returns, and global expansion with data, backed by accuracy.
By factoring in the projected importer demand gap that is currently unmet and could be potential opportunity, it identifies the potential for the Exporter (Country) among 190 countries, against the general trade analysis, which identifies the biggest importer or exporter.
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