Latest news with #LBE
Yahoo
a day ago
- Entertainment
- Yahoo
Play For Dream MR Headset Powers Next-Gen LBE Experiences at AWE USA 2025
Play For Dream MR headset demonstrates commercial-ready solutions for arcades and entertainment venues, backed by ecosystem partnerships and SteamVR breakthroughs. LONG BEACH, Calif., June 13, 2025 /PRNewswire/ -- Play For Dream, a global pioneer in spatial computing, showcased the world's first Android-based spatial computer at Augmented World Expo (AWE) USA 2025, featuring an 8K Micro-OLED display with world-leading 14ms VST latency plus hand and eye tracking. The device drew record crowds to Booth #631, where attendees queued for immersive demos while venue operators explored large-scale deployment opportunities, validating its mission to make "Spatial Computing Get Real" in commercial entertainment. Transforming Location-Based Entertainment Play For Dream MR delivers turnkey solutions for arcades and family entertainment centers (FECs), addressing core industry challenges of low throughput and passive interactions. Attendees experienced three revolutionary demos: In the Gesture-Controlled Jellyfish Aquarium, users manipulated virtual marine life with natural hand movements via precision tracking—no controllers required. The Dino Expedition transformed physical spaces into primeval forests where photorealistic dinosaurs reacted to real-world obstacles, demonstrating seamless environment blending. At the Floating Chess Arena, holographic pieces stabilized flawlessly on physical boards through advanced spatial anchoring, enabling competitive multiplayer matches. Wireless AAA Gaming Performance Beyond LBE applications, the headset achieved industry-leading SteamVR streaming for titles like Half-Life: Alyx. Leveraging Wi-Fi 7 and Virtual Desktop optimization, users experienced uncompromised visual fidelity with under ultra-low latency—proving standalone device can deliver desktop-grade VR wirelessly. This breakthrough eliminates tethering constraints while maintaining cinematic immersion. Strategic Ecosystem Accelerates Deployment Play For Dream's partnership ecosystem—featuring LBE content partners such as Story Studio and MixWorld—now delivers premium-quality content to broader venues. Story Studio's no-code MR engine, previously developed for Vision Pro, now enables FECs to customize experiences (e.g., dinosaur themes) in hours, not weeks. MixWorld's outdoor XR solutions, proven in high-end headset deployments, now extend spatial entertainment to theme parks and cultural sites at mass-market scale. This integrated "hardware-content-venue" model reduces deployment costs by over 30% while unlocking recurring revenue streams. Market Validation and Future Vision The spatial computing revolution is reshaping commercial entertainment, with Location-Based Entertainment (LBE) emerging as a $100+ billion global opportunity by 2030, according to MarketsandMarkets' latest industry analysis. Play For Dream's technology aligns with Disney and Universal's push into mixed-reality attractions. The company also revealed complementary applications in development: A medical rehabilitation program with Tobii leverages attention computing for cognitive therapy, while education-focused deployments are underway across Japan and Southeast Asian museums. "Think beyond screens—spatial computing sets your creativity free," said Ryan, CMO of Play For Dream Technology. "Whether you're building immersive attractions, developing content, or expanding entertainment venues, our open platform helps you turn bold ideas into reality. Let's collaborate to redefine what's possible." The company invites venue owners, content creators, and distributors to explore partnership opportunities at bd@ About Play For Dream Technology Founded in 2020, Play for Dream Technology is a company focusing on spatial computing devices. It is committed to bringing new digital entertainment experiences to users, reforming the way everyone acquires information, and advancing three-dimensional information technology. With a team of brilliant minds and a spirit of relentless innovation, Play for Dream continues to redefine what's possible with spatial computing and mixed | Twitter: @Play_for_dream View original content to download multimedia: SOURCE Play For Dream Technology
Yahoo
a day ago
- Entertainment
- Yahoo
Play For Dream MR Headset Powers Next-Gen LBE Experiences at AWE USA 2025
Play For Dream MR headset demonstrates commercial-ready solutions for arcades and entertainment venues, backed by ecosystem partnerships and SteamVR breakthroughs. LONG BEACH, Calif., June 13, 2025 /PRNewswire/ -- Play For Dream, a global pioneer in spatial computing, showcased the world's first Android-based spatial computer at Augmented World Expo (AWE) USA 2025, featuring an 8K Micro-OLED display with world-leading 14ms VST latency plus hand and eye tracking. The device drew record crowds to Booth #631, where attendees queued for immersive demos while venue operators explored large-scale deployment opportunities, validating its mission to make "Spatial Computing Get Real" in commercial entertainment. Transforming Location-Based Entertainment Play For Dream MR delivers turnkey solutions for arcades and family entertainment centers (FECs), addressing core industry challenges of low throughput and passive interactions. Attendees experienced three revolutionary demos: In the Gesture-Controlled Jellyfish Aquarium, users manipulated virtual marine life with natural hand movements via precision tracking—no controllers required. The Dino Expedition transformed physical spaces into primeval forests where photorealistic dinosaurs reacted to real-world obstacles, demonstrating seamless environment blending. At the Floating Chess Arena, holographic pieces stabilized flawlessly on physical boards through advanced spatial anchoring, enabling competitive multiplayer matches. Wireless AAA Gaming Performance Beyond LBE applications, the headset achieved industry-leading SteamVR streaming for titles like Half-Life: Alyx. Leveraging Wi-Fi 7 and Virtual Desktop optimization, users experienced uncompromised visual fidelity with under ultra-low latency—proving standalone device can deliver desktop-grade VR wirelessly. This breakthrough eliminates tethering constraints while maintaining cinematic immersion. Strategic Ecosystem Accelerates Deployment Play For Dream's partnership ecosystem—featuring LBE content partners such as Story Studio and MixWorld—now delivers premium-quality content to broader venues. Story Studio's no-code MR engine, previously developed for Vision Pro, now enables FECs to customize experiences (e.g., dinosaur themes) in hours, not weeks. MixWorld's outdoor XR solutions, proven in high-end headset deployments, now extend spatial entertainment to theme parks and cultural sites at mass-market scale. This integrated "hardware-content-venue" model reduces deployment costs by over 30% while unlocking recurring revenue streams. Market Validation and Future Vision The spatial computing revolution is reshaping commercial entertainment, with Location-Based Entertainment (LBE) emerging as a $100+ billion global opportunity by 2030, according to MarketsandMarkets' latest industry analysis. Play For Dream's technology aligns with Disney and Universal's push into mixed-reality attractions. The company also revealed complementary applications in development: A medical rehabilitation program with Tobii leverages attention computing for cognitive therapy, while education-focused deployments are underway across Japan and Southeast Asian museums. "Think beyond screens—spatial computing sets your creativity free," said Ryan, CMO of Play For Dream Technology. "Whether you're building immersive attractions, developing content, or expanding entertainment venues, our open platform helps you turn bold ideas into reality. Let's collaborate to redefine what's possible." The company invites venue owners, content creators, and distributors to explore partnership opportunities at bd@ About Play For Dream Technology Founded in 2020, Play for Dream Technology is a company focusing on spatial computing devices. It is committed to bringing new digital entertainment experiences to users, reforming the way everyone acquires information, and advancing three-dimensional information technology. With a team of brilliant minds and a spirit of relentless innovation, Play for Dream continues to redefine what's possible with spatial computing and mixed | Twitter: @Play_for_dream View original content to download multimedia: SOURCE Play For Dream Technology Error in retrieving data Sign in to access your portfolio Error in retrieving data Error in retrieving data Error in retrieving data Error in retrieving data


Time Business News
16-05-2025
- Entertainment
- Time Business News
Location-Based Entertainment: The Evolution of Immersive Leisure Experiences
Location-based entertainment (LBE) refers to physical venues where consumers engage in interactive, often technology-enhanced, entertainment experiences—from immersive movie worlds and family amusement parks to high-tech arcades and themed social venues. As consumer demand grows for in-person, high-engagement experiences, the LBE space is undergoing a dynamic transformation powered by innovation, strategic partnerships, and educational investment. A Surge of Innovation and Strategic Moves in 2024–2025 FIU Launches D.R.E.A.M.S. Program with the Dolan Family Foundation In 2025, Florida International University (FIU), with support from the Dolan Family Foundation, launched the Digital Research Entertainment Arts Media Sciences (D.R.E.A.M.S.) initiative. This academic-industry collaboration aims to position FIU at the forefront of the LBE sector by equipping students with immersive tech skills, real-world project experience, and direct access to leading entertainment partners. Impact: This initiative is expected to drive a new wave of talent into the LBE space, increasing the availability of skilled professionals who can bring cutting-edge creative and technical ideas to life. It also reflects a growing emphasis on education as a pipeline for future innovation. Blacklist Experiences and Lionsgate Join Forces Also in 2025, Blacklist Experiences announced a new collaboration with Lionsgate to develop immersive experiences based on the studio's blockbuster franchises. By fusing cinematic storytelling with interactive environments, this partnership targets fans eager to step into their favorite fictional worlds. Impact: This move further commercializes intellectual property within physical entertainment formats and intensifies competition among studios to capitalize on fan engagement through real-world attractions. It also sets a benchmark for branded entertainment in the LBE space. Lucky Strike Entertainment Acquires Visalia Adventure Park In a strategic move, Lucky Strike Entertainment acquired Visalia Adventure Park, a 7-acre family destination in California. The park features activities for all age groups, including mini golf, laser tag, go-karts, and arcades. Impact: This acquisition signals a broader trend of consolidation and expansion among LBE operators, helping companies diversify their offerings and build nationwide networks of experiential venues. It also reflects a push toward multi-generational, all-in-one entertainment centers. Bowlero to Rebrand as Lucky Strike Entertainment In late 2024, Bowlero Corporation revealed plans to rebrand itself as Lucky Strike Entertainment. This shift underscores the company's intent to move beyond its bowling roots and embrace a wider portfolio of interactive and social experiences. Impact: The rebrand marks a strategic pivot toward experiential diversification, encouraging traditional venues to innovate and evolve with changing consumer expectations. It also aligns with a growing trend where entertainment providers blend lifestyle, technology, and social engagement under a single brand. With institutions, entertainment giants, and venue operators all actively investing in immersive real-world experiences, the LBE sector is on a transformative path. As educational pipelines expand, IP-driven experiences proliferate, and legacy brands reposition themselves for the future, the stage is set for an increasingly interactive and boundary-pushing era in entertainment. About Author: HTF Market Intelligence Consulting is uniquely positioned to empower and inspire with research and consulting services to empower businesses with growth strategies, by offering services with extraordinary depth and breadth of thought leadership, research, tools, events, and experience that assist in decision-making. TIME BUSINESS NEWS
Yahoo
20-03-2025
- Business
- Yahoo
Activate and Hadrena Join Forces to Revolutionize Entertainment in France, Spain, Belgium, The Netherlands, Luxembourg, and Portugal
The first location set to open this summer! WINNIPEG, MB / / March 20, 2025 / Activate, the world's first active gaming facility, is expanding its immersive entertainment experience across Europe. This milestone marks a major step in Activate's global growth and is driven by a strategic partnership with Hadrena, a leading innovator in the location-based entertainment (LBE) industry across the U.S. and Europe. "At Activate, we've always aimed to revolutionize entertainment by making gaming more active, immersive, and social," says Adam Schmidt, CEO of Activate. "Expanding our European footprint is a major milestone, and Hadrena's expertise in the LBE industry makes them the perfect partner. With their impressive portfolio of 130+ leisure centers, they share our vision for redefining entertainment." Hadrena first discovered Activate through its viral presence on social media, particularly its popular Mega Grid game. Sarah Lion, Hadrena's innovation director, experienced Activate at American Dream in the U.S. and immediately recognized its potential as a game-changer in the action gaming and challenge room sector. After her visit, Lion eagerly presented Activate to her colleagues, who were onboard with the idea, excited to be part of this game-changing experience. "Activate represents the future of action games, seamlessly combining technology with physical activity to engage players in a unique and replayable way," said Edouard Malnoy, CEO of Hadrena. "As we expand our portfolio of innovative leisure experiences, introducing Activate to Europe aligns perfectly with our ambition to redefine leisure. Its universal appeal and scalable model make it a perfect fit for Hadrena's ambition to lead the European market in innovative entertainment." Since its founding in 2017, Activate has transformed the entertainment industry by seamlessly blending physical activity with high-tech gaming. Activate currently has 40 locations across North America, Dubai and London, with 15 more under construction worldwide including Norway, Denmark, Germany, and Kuwait. With licensing agreements in over 20 countries, Activate plans to open 200 additional locations globally over the next 10 years. The first Activate venue in France is scheduled to open in early summer 2025 at Imagipark, a premier leisure mall in Val d'Europe, near Paris. This location will serve as a launchpad for Activate's continued European expansion, with future locations planned for Spain, Belgium, the Netherlands, Luxembourg, and Portugal. For more information on Activate and its expansion, visit or follow @activategames on social media for the latest updates. ### EDS: Click here for high-res assets. ABOUT HADRENA Hadrena is a leader in the location-based entertainment industry in the U.S. and Europe, operating 130 entertainment venues and aiming to reach 1,000 centers by 2032. Its portfolio includes action games, virtual reality experiences, family entertainment centers, and kids' playgrounds. For more information, visit Hadrena online. LinkedIn: @Hadrena Activate is the world's first active gaming experience where players #EnterTheGame. Activate offers a unique blend of physical activity and gaming that promotes a healthy lifestyle. Each Activate location provides fun and interactive rooms where players can work cooperatively, compete against, earn coins, and track achievements. With the global headquarters located in Winnipeg, Canada, Activate has grown to 40 locations across Canada, the U.S., the UK and Dubai. To join the active gaming movement, visit Activate and follow us on social media: Facebook: @activategames Instagram: @activategames TikTok: @activategames LinkedIn: @activategames Contact Details Tanya Williams+1 Company Website SOURCE: ACTIVATE View the original press release on ACCESS Newswire Sign in to access your portfolio
Yahoo
05-03-2025
- Business
- Yahoo
Location-Based Entertainment (LBE) Industry Report 2025: Revenues to Exceed $15.3 Billion by 2029, Led by Microsoft, Google, Meta, Unity Technologies, and Nvidia
Location-Based Entertainment Market Dublin, March 05, 2025 (GLOBE NEWSWIRE) -- The "Location-Based Entertainment Market by Systems (AR/VR, Projection Mapping, Interactive Gaming), Software (Content Management, Experience Design, Analytics & Monitoring), Application (Immersive Rides, Cinematic Experiences) - Global Forecast to 2029" report has been added to Location-Based entertainment market was estimated to be USD 5.47 billion in 2024 to USD 15.33 billion by 2029 at a compound annual growth rate (CAGR) of 22.9%. The growth of LBE depends on several factors including improvements in holographic displays as well as spatial computing and motion tracking and AI-driven simulations that deliver highly immersive experiences. The transition from generic to individualized entertainment experiences drives up demand at amusement parks and themed attractions and digital experience centers. Advanced analytics and cloud-based content management systems and real-time monitoring capabilities enable businesses to optimize visitor interactions and business operations while increasing revenue. High-speed network adoption and IoT-based interactive installations create new ways for users to experience physical spaces. The market expansion gets a boost from investments in smart tourism and next-generation entertainment hubs. The use of AI-generated content coupled with adaptive storytelling allows businesses to develop distinct playable experiences that attract more consumers to LBE. For instance, Meow Wolf integrates sensor-based interactivity into its immersive art exhibitions and AREA15 in Las Vegas provides multi-sensory entertainment through mixed reality and large-scale projection on system, AR/VR systems are expected to have second largest market size during the forecast periodAR/VR systems will dominate the market because they provide highly immersive and interactive experiences. Organizations have started implementing these systems to boost customer involvement within entertainment centers and theme parks and retail settings. Market growth exists because of increasing use of head-mounted displays (HMDs) and haptic feedback technologies and spatial computing devices. Recent developments in 5G technology together with AI systems that personalize content have improved the delivery of AR/VR experiences while making them both more fluid and capable of mass scale VR arenas incorporating AI-powered avatars and real-time multiplayer interactions draw in more customers to their facilities. The combination of MR technologies within cultural institutions lets visitors experience interactive historical events firsthand. The boundaries of engagement continue to expand because of the advancements in full-body motion tracking and extended reality (XR) theme park rides. The sports and fitness industries use VR-based simulations to develop hyper-realistic training scenarios which benefit their operations. Metaverse-related applications expansion drives investments that position AR/VR system technology as market leaders in the LBE on services, professional services will witness the highest growth during the forecast period Businesses will depend on professional services to dominate the market because they need expert consultation along with training and support to optimize their Location-Based entertainment (LBE) experiences. The range of services includes consulting & advisory, training & development, and support & maintenance, guaranteeing smooth integration with ongoing system efficiency. The market demands specialized expertise because immersive technologies, including AI-driven interactive environments, spatial computing, and sensor-based installations, continue to increase in companies implementing projection mapping and AI-driven interactive projects need specialized consultation services to develop compelling visitor experiences. Theme parks and entertainment venues dedicate ongoing training programs to teach their staff how to operate advanced AR-based attractions and real-time analytics platforms. Periodic system updates and predictive maintenance services are essential for LBE operators to ensure operational continuity and maximize user engagement since the LBE market experiences rapid hardware and software changes. Data-driven personalized entertainment solutions have increased the market demand for professional services thus strengthening their position as market on region, Asia Pacific will achieve the highest growth rate during the forecast periodThe Asia Pacific region will experience the fastest expansion of LBE market operations because of increasing urbanization, growing consumer disposable income, and increasing entertainment demand. The leading countries in Asia Pacific, such as China, Japan, and South Korea, use advanced technologies such as AI-powered attractions, holographic entertainment, and multi-sensory installations to lead LBE development. The ongoing smart city developments alongside digital infrastructure growth across India and Southeast Asia provide perfect conditions for LBE market authorities and private stakeholders dedicate resources to establish theme parks alongside VR gaming facilities and advanced movie theaters. China's strong metaverse initiative supports AR/VR adoption, while Japan's advanced integration of robotics and interactive park experiences improves visitor engagement. The interactive gaming culture of South Korea, together with its esports popularity, drives the market demand for advanced gaming facilities. Asia Pacific has become the fastest-growing market for Location-Based entertainment because its diverse consumer base grows alongside its middle class while smartphone penetration numbers rise. Research CoverageThe market study covers the Location-Based entertainment market size across different segments. It aims at estimating the market size and the growth potential across different segments, including offering, venue, application, and region. The offerings include systems, software, and services. Systems comprise simulation-based attractions, holographic displays, and other interactive systems, while software includes content management, experience design, analytics, and monitoring tools. Services cover professional consulting, training, support, and managed the venue segment consists of amusement parks, theme parks, arcades, and other entertainment venues. The applications encompass gaming, immersive rides, cinematic experiences, and other interactive entertainment formats. The regional analysis of the Location-Based entertainment market covers North America, Europe, Asia Pacific, the Middle East & Africa, and Latin America. The study includes an in-depth competitive analysis of the leading market players, their company profiles, key observations related to product and business offerings, recent developments, and market strategies. The major players in the Location-Based entertainment market include Microsoft (US), Google (US), Meta (US), NVIDIA (US), Unity Technologies (US), Sony Interactive Experiences (US), Samsung (South Korea), Barco Electronic System (Belgium), Panasonic (Japan), Huawei Technologies (China), HQ Software (Estonia), HTC Vive (Taiwan), Niantic (US), Vicon Motion Systems (UK), Optitrack (US), Springboard VR (US), 4Experience (Poland), Hologate (Germany), Ultraleap (UK), Magic Leap (US), Shape Immersive (Canada), Camon (Argentina), Kat VR (China), Virtuix (US), Pico (US), Illumix (US), Sandbox VR (US).Key Attributes Report Attribute Details No. of Pages 279 Forecast Period 2024-2029 Estimated Market Value (USD) in 2024 $5.47 Billion Forecasted Market Value (USD) by 2029 $15.33 Billion Compound Annual Growth Rate 22.9% Regions Covered Global Market Dynamics Drivers Rising Consumer Spending Power Advancements in VR and AR Technologies Integration of Artificial Intelligence (AI) and Machine Learning (ML) Technologies Rising Demand for Social and Shared Experiences Restraints Limited Scalability of Location-based Entertainment Business High Upfront Cost Impact of Wealth Dependency Opportunities Increase in Live Events and Performances Rising Popularity of Wearables such as Fitness Trackers and Smartwatches Collaboration with Brands & Events Challenges Regulatory Requirements at Local, State, and Federal Levels Rapid Pace of Technological Change Limited Appeal Case Study Analysis Andretti Karting Enhances Location-based Entertainment Operations with Microsoft Dynamics 365 Business Central Worldbuildr Utilizes Unity Industry for Aec to Power Next-Generation Virtual World Creation Maquette Utilizes Optitrack Motion Capture by Naturalpoint for Enhanced Xr Prototyping Dreamtrace Utilizes 4Experience for Motion Tracking and Multiplayer Functionalities in Physical VR Arena Fennec Labs and Spawnpoint Utilize Vive Focus 3 and Lbss to Deliver Engaging VR Arcade Experiences Atlantis Aquarium Relies on Panasonic to Offer Fully Immersive Experience of Underwater World Additional insights covered include: Brief History of Location-based Entertainment Ecosystem Analysis Supply Chain Analysis Regulatory Landscape Pricing Analysis Technology Analysis Patent Analysis Trends/Disruptions Impacting Customer Business Key Stakeholders and Buying Criteria Key Conferences and Events, 2025-2026 Technology Roadmap for Location-based Entertainment Market Best Practices in Location-based Entertainment Market Current and Emerging Business Models Location-based Entertainment Market: Tools, Frameworks, and Techniques Trade Analysis Investment and Funding Scenario Impact of Generative AI on Location-based Entertainment Market Companies Profiled Microsoft Google Meta Unity Technologies Nvidia Sony Interactive Entertainment Samsung Barco Electronic Systems Panasonic Huawei Technologies HQ Software HTC Vive Niantic Inc. Vicon Motion Systems Optitrack SpringboardVR 4Experience Hologate Ultraleap Magic Leap Shape Immersive Camon KatVR Virtuix Pico Illumix Sandbox VR For more information about this report visit About is the world's leading source for international market research reports and market data. We provide you with the latest data on international and regional markets, key industries, the top companies, new products and the latest trends. Attachment Location-Based Entertainment Market CONTACT: CONTACT: Laura Wood,Senior Press Manager press@ For E.S.T Office Hours Call 1-917-300-0470 For U.S./ CAN Toll Free Call 1-800-526-8630 For GMT Office Hours Call +353-1-416-8900Sign in to access your portfolio