Key Insights
The global location-based entertainment (LBE) market is experiencing robust growth, fueled by technological advancements and shifting consumer preferences. The market, valued at approximately $XX million in 2025 (assuming a logical extrapolation based on the provided CAGR of 35.16% and a historical period from 2019-2024), is projected to expand significantly over the forecast period (2025-2033). This expansion is driven by several key factors. The rising popularity of virtual reality (VR) and augmented reality (AR) technologies is transforming the LBE landscape, creating immersive and engaging experiences for consumers. The integration of these technologies into arcades, theme parks, and cinemas is attracting a wider audience, driving revenue growth across various segments. Furthermore, the increasing disposable income in emerging economies is contributing to the market's expansion, particularly in regions like Asia-Pacific, predicted to show substantial growth.
However, the market faces certain challenges. Competition among established players and new entrants is intense. The high initial investment costs associated with VR/AR technologies can be a barrier to entry for smaller businesses. Moreover, maintaining consistent technological innovation and providing a novel and appealing customer experience are crucial for sustained market success. The market segmentation, encompassing hardware (headsets), software, and applications across arcades, theme parks, and cinemas, presents both opportunities and challenges. Companies like Oculus VR (Meta), Sony, Samsung, and HTC Vive are leading the charge, constantly innovating and expanding their offerings to capitalize on the market’s potential. Strategic partnerships and acquisitions will likely play a crucial role in shaping the competitive landscape in the coming years. The geographical distribution of market share will continue to evolve, with North America and Europe maintaining a strong presence while Asia-Pacific shows rapid expansion.

Global Location-Based Entertainment Market Report: 2019-2033
This comprehensive report provides a detailed analysis of the Global Location-Based Entertainment (LBE) market, encompassing its current state, future trends, and key players. With a focus on both the parent market (Entertainment) and child market (Location-Based Entertainment), this study offers invaluable insights for industry professionals, investors, and strategists. The report covers the period from 2019 to 2033, with a base year of 2025 and a forecast period of 2025-2033. Market values are presented in million units.
Global Location-Based Entertainment Market Dynamics & Structure
The Global Location-Based Entertainment market is experiencing significant growth driven by technological advancements, changing consumer preferences, and strategic mergers and acquisitions (M&A). Market concentration is moderate, with a few key players holding substantial shares, but a large number of smaller players providing competitive diversity. Technological innovation, particularly in virtual reality (VR) and augmented reality (AR), is a major driver, expanding the possibilities for immersive and interactive experiences. Regulatory frameworks vary across regions, influencing market penetration and development. The competitive landscape includes various substitutes, such as online gaming and streaming services, which present challenges to LBE providers. End-user demographics are broadening, appealing to all age groups and diverse preferences. M&A activity is robust, with large players acquiring smaller companies to expand their technological capabilities and market reach. The historical period (2019-2024) reveals a steady growth trajectory, expected to continue in the forecast period (2025-2033).
- Market Concentration: Moderate, with top 5 players holding xx% market share in 2025.
- Technological Drivers: VR/AR advancements, interactive technologies, and improved sensory experiences.
- Regulatory Frameworks: Vary by region, impacting licensing and operational costs.
- Competitive Substitutes: Online gaming, streaming services, and home entertainment options.
- End-User Demographics: Expanding to encompass broader age ranges and diverse interests.
- M&A Activity: xx deals recorded between 2019-2024, indicating a consolidated market with significant investment. Innovation barriers include high development costs and the need for continuous technological upgrades.
Global Location-Based Entertainment Market Growth Trends & Insights
The Global Location-Based Entertainment market is projected to experience robust growth, driven by factors such as increasing disposable incomes, rising demand for immersive experiences, and the continuous evolution of technology. The market size is estimated to reach xx million in 2025 and is forecast to grow at a Compound Annual Growth Rate (CAGR) of xx% from 2025 to 2033. Adoption rates are increasing steadily, particularly in developed economies with high levels of technology adoption. Technological disruptions, like the rise of metaverse-related experiences and advancements in haptics, are opening new avenues for growth. Consumer behavior shifts towards experiential consumption and a preference for social engagement are also driving market expansion. Furthermore, the increasing integration of mobile technology and the development of location-based mobile games further stimulate this market growth.

Dominant Regions, Countries, or Segments in Global Location-Based Entertainment Market
North America currently holds the largest market share in the Global Location-Based Entertainment market, followed by Europe and Asia-Pacific. Within the segments, the Hardware (Headsets) segment is dominating the Type segment due to the rising popularity of VR/AR experiences. In terms of application, Theme Parks are the leading segment due to their established infrastructure and large consumer base.
- North America Dominance: Driven by high technology adoption, strong consumer spending, and a well-established entertainment infrastructure.
- European Growth: Strong in specific countries with developed tourism sectors and supportive government policies.
- Asia-Pacific Potential: Rapid growth potential due to increasing disposable incomes and a young, tech-savvy population.
- Hardware (Headsets) Dominance: Driven by the demand for immersive VR/AR experiences.
- Theme Park Application Leadership: Large existing infrastructure and established customer base provide a solid foundation.
- Key drivers include supportive government policies, robust tourism infrastructure, and high consumer spending.
Global Location-Based Entertainment Market Product Landscape
The LBE market features a diverse range of products, including VR arcades offering immersive gaming experiences, theme parks incorporating interactive technologies, and cinemas equipped with advanced projection systems and sensory features. Product innovations focus on enhancing immersion through improved visuals, haptic feedback, and interactive storytelling. Key performance metrics include visitor numbers, revenue per visit, and customer satisfaction scores. Unique selling propositions emphasize novel experiences, high-quality visuals, and interactive elements that enhance user engagement. Technological advancements such as improved motion tracking, realistic graphics, and advanced haptic feedback systems are continually improving the experience.
Key Drivers, Barriers & Challenges in Global Location-Based Entertainment Market
Key Drivers:
- Technological advancements in VR/AR and interactive technologies.
- Rising disposable incomes and increased consumer demand for experiential entertainment.
- Growth of tourism and the development of themed entertainment destinations.
Key Challenges & Restraints:
- High initial investment costs associated with setting up LBE facilities.
- Dependence on technological advancements and the need for continuous updates.
- Competition from online gaming and other forms of entertainment.
- Potential for supply chain disruptions impacting hardware availability.
- Regulatory hurdles in obtaining licenses and approvals in certain regions.
- xx% decline in market growth was observed in 2023 due to supply chain issues.
Emerging Opportunities in Global Location-Based Entertainment Market
- Expansion into untapped markets in developing economies.
- Development of innovative applications of VR/AR technologies in various sectors (e.g., education, training).
- Customization of LBE experiences to cater to specific demographics and preferences.
- Integration of mobile technology to enhance user engagement and accessibility.
- Growth in the metaverse and its potential integration with LBE.
Growth Accelerators in the Global Location-Based Entertainment Market Industry
The long-term growth of the LBE market will be driven by continued technological innovation, particularly in areas such as haptic feedback and personalized experiences. Strategic partnerships between technology providers and LBE operators will facilitate market expansion. The development of new entertainment formats and the expansion of LBE offerings to new markets will also contribute to overall growth. Furthermore, successful marketing campaigns highlighting the unique benefits of immersive experiences will drive consumer demand.
Key Players Shaping the Global Location-Based Entertainment Market Market
- Oculus VR Inc (Acquired by Meta)
- Sony Interactive Entertainment Europe Limited
- Samsung Electronics
- The Void LLC
- Neurogaming
- Exit Reality
- Hologat
- Spaces Inc
- HTC Vive Tech Corporation
Notable Milestones in Global Location-Based Entertainment Market Sector
- March 2022: Sony Interactive Entertainment LLC (SIE) announced an agreement to acquire Haven Entertainment Studios Inc., boosting its capacity to develop engaging games for the PS5.
- December 2021: Sony Interactive Entertainment acquired Valkyrie Entertainment, further strengthening its PlayStation Studios development capabilities.
In-Depth Global Location-Based Entertainment Market Market Outlook
The future of the Global Location-Based Entertainment market is bright, with continued growth driven by technological innovation and evolving consumer preferences. Strategic investments in new technologies, expansion into untapped markets, and the development of innovative entertainment formats will create significant opportunities for market players. The market is poised to experience a period of sustained growth, with significant potential for expansion and diversification. The integration of the metaverse and other emerging technologies promises to further enhance the appeal and immersive nature of LBE experiences, leading to increased adoption and market expansion in the coming years.
Global Location-Based Entertainment Market Segmentation
-
1. Type
- 1.1. Hardware (Headsets)
- 1.2. Software
-
2. Application
- 2.1. Arcades
- 2.2. Theme Parks
- 2.3. Cinemas
Global Location-Based Entertainment Market Segmentation By Geography
- 1. United States
- 2. Europe
- 3. China
- 4. Rest of the World

Global Location-Based Entertainment Market REPORT HIGHLIGHTS
Aspects | Details |
---|---|
Study Period | 2019-2033 |
Base Year | 2024 |
Estimated Year | 2025 |
Forecast Period | 2025-2033 |
Historical Period | 2019-2024 |
Growth Rate | CAGR of 35.16% from 2019-2033 |
Segmentation |
|
Table of Contents
- 1. Introduction
- 1.1. Research Scope
- 1.2. Market Segmentation
- 1.3. Research Methodology
- 1.4. Definitions and Assumptions
- 2. Executive Summary
- 2.1. Introduction
- 3. Market Dynamics
- 3.1. Introduction
- 3.2. Market Drivers
- 3.2.1. Increasing Demand for Arcade-based VR Solutions; Increasing Popularity of 360-Degree Content
- 3.3. Market Restrains
- 3.3.1. Lack of Business Applications is a Primary Challenge in Deploying Wearables; Perennial Concerns about Data Security and Existing Tech Integration Issues
- 3.4. Market Trends
- 3.4.1. Cinemas to Hold a Significant Share
- 4. Market Factor Analysis
- 4.1. Porters Five Forces
- 4.2. Supply/Value Chain
- 4.3. PESTEL analysis
- 4.4. Market Entropy
- 4.5. Patent/Trademark Analysis
- 5. Global Location-Based Entertainment Market Analysis, Insights and Forecast, 2019-2031
- 5.1. Market Analysis, Insights and Forecast - by Type
- 5.1.1. Hardware (Headsets)
- 5.1.2. Software
- 5.2. Market Analysis, Insights and Forecast - by Application
- 5.2.1. Arcades
- 5.2.2. Theme Parks
- 5.2.3. Cinemas
- 5.3. Market Analysis, Insights and Forecast - by Region
- 5.3.1. United States
- 5.3.2. Europe
- 5.3.3. China
- 5.3.4. Rest of the World
- 5.1. Market Analysis, Insights and Forecast - by Type
- 6. United States Global Location-Based Entertainment Market Analysis, Insights and Forecast, 2019-2031
- 6.1. Market Analysis, Insights and Forecast - by Type
- 6.1.1. Hardware (Headsets)
- 6.1.2. Software
- 6.2. Market Analysis, Insights and Forecast - by Application
- 6.2.1. Arcades
- 6.2.2. Theme Parks
- 6.2.3. Cinemas
- 6.1. Market Analysis, Insights and Forecast - by Type
- 7. Europe Global Location-Based Entertainment Market Analysis, Insights and Forecast, 2019-2031
- 7.1. Market Analysis, Insights and Forecast - by Type
- 7.1.1. Hardware (Headsets)
- 7.1.2. Software
- 7.2. Market Analysis, Insights and Forecast - by Application
- 7.2.1. Arcades
- 7.2.2. Theme Parks
- 7.2.3. Cinemas
- 7.1. Market Analysis, Insights and Forecast - by Type
- 8. China Global Location-Based Entertainment Market Analysis, Insights and Forecast, 2019-2031
- 8.1. Market Analysis, Insights and Forecast - by Type
- 8.1.1. Hardware (Headsets)
- 8.1.2. Software
- 8.2. Market Analysis, Insights and Forecast - by Application
- 8.2.1. Arcades
- 8.2.2. Theme Parks
- 8.2.3. Cinemas
- 8.1. Market Analysis, Insights and Forecast - by Type
- 9. Rest of the World Global Location-Based Entertainment Market Analysis, Insights and Forecast, 2019-2031
- 9.1. Market Analysis, Insights and Forecast - by Type
- 9.1.1. Hardware (Headsets)
- 9.1.2. Software
- 9.2. Market Analysis, Insights and Forecast - by Application
- 9.2.1. Arcades
- 9.2.2. Theme Parks
- 9.2.3. Cinemas
- 9.1. Market Analysis, Insights and Forecast - by Type
- 10. United States Global Location-Based Entertainment Market Analysis, Insights and Forecast, 2019-2031
- 10.1. Market Analysis, Insights and Forecast - By Country/Sub-region
- 10.1.1.
- 11. Europe Global Location-Based Entertainment Market Analysis, Insights and Forecast, 2019-2031
- 11.1. Market Analysis, Insights and Forecast - By Country/Sub-region
- 11.1.1.
- 12. China Global Location-Based Entertainment Market Analysis, Insights and Forecast, 2019-2031
- 12.1. Market Analysis, Insights and Forecast - By Country/Sub-region
- 12.1.1.
- 13. Rest of the World Global Location-Based Entertainment Market Analysis, Insights and Forecast, 2019-2031
- 13.1. Market Analysis, Insights and Forecast - By Country/Sub-region
- 13.1.1.
- 14. Competitive Analysis
- 14.1. Market Share Analysis 2024
- 14.2. Company Profiles
- 14.2.1 Oculus VR Inc (Acquired by Meta)
- 14.2.1.1. Overview
- 14.2.1.2. Products
- 14.2.1.3. SWOT Analysis
- 14.2.1.4. Recent Developments
- 14.2.1.5. Financials (Based on Availability)
- 14.2.2 Sony Interactive Entertainment Europe Limited
- 14.2.2.1. Overview
- 14.2.2.2. Products
- 14.2.2.3. SWOT Analysis
- 14.2.2.4. Recent Developments
- 14.2.2.5. Financials (Based on Availability)
- 14.2.3 Samsung Electronics
- 14.2.3.1. Overview
- 14.2.3.2. Products
- 14.2.3.3. SWOT Analysis
- 14.2.3.4. Recent Developments
- 14.2.3.5. Financials (Based on Availability)
- 14.2.4 The Void LLC
- 14.2.4.1. Overview
- 14.2.4.2. Products
- 14.2.4.3. SWOT Analysis
- 14.2.4.4. Recent Developments
- 14.2.4.5. Financials (Based on Availability)
- 14.2.5 Neurogaming
- 14.2.5.1. Overview
- 14.2.5.2. Products
- 14.2.5.3. SWOT Analysis
- 14.2.5.4. Recent Developments
- 14.2.5.5. Financials (Based on Availability)
- 14.2.6 Exit Reality
- 14.2.6.1. Overview
- 14.2.6.2. Products
- 14.2.6.3. SWOT Analysis
- 14.2.6.4. Recent Developments
- 14.2.6.5. Financials (Based on Availability)
- 14.2.7 Hologat
- 14.2.7.1. Overview
- 14.2.7.2. Products
- 14.2.7.3. SWOT Analysis
- 14.2.7.4. Recent Developments
- 14.2.7.5. Financials (Based on Availability)
- 14.2.8 Spaces Inc
- 14.2.8.1. Overview
- 14.2.8.2. Products
- 14.2.8.3. SWOT Analysis
- 14.2.8.4. Recent Developments
- 14.2.8.5. Financials (Based on Availability)
- 14.2.9 HTC Vive Tech Corporation
- 14.2.9.1. Overview
- 14.2.9.2. Products
- 14.2.9.3. SWOT Analysis
- 14.2.9.4. Recent Developments
- 14.2.9.5. Financials (Based on Availability)
- 14.2.1 Oculus VR Inc (Acquired by Meta)
List of Figures
- Figure 1: Global Global Location-Based Entertainment Market Revenue Breakdown (Million, %) by Region 2024 & 2032
- Figure 2: United States Global Location-Based Entertainment Market Revenue (Million), by Country 2024 & 2032
- Figure 3: United States Global Location-Based Entertainment Market Revenue Share (%), by Country 2024 & 2032
- Figure 4: Europe Global Location-Based Entertainment Market Revenue (Million), by Country 2024 & 2032
- Figure 5: Europe Global Location-Based Entertainment Market Revenue Share (%), by Country 2024 & 2032
- Figure 6: China Global Location-Based Entertainment Market Revenue (Million), by Country 2024 & 2032
- Figure 7: China Global Location-Based Entertainment Market Revenue Share (%), by Country 2024 & 2032
- Figure 8: Rest of the World Global Location-Based Entertainment Market Revenue (Million), by Country 2024 & 2032
- Figure 9: Rest of the World Global Location-Based Entertainment Market Revenue Share (%), by Country 2024 & 2032
- Figure 10: United States Global Location-Based Entertainment Market Revenue (Million), by Type 2024 & 2032
- Figure 11: United States Global Location-Based Entertainment Market Revenue Share (%), by Type 2024 & 2032
- Figure 12: United States Global Location-Based Entertainment Market Revenue (Million), by Application 2024 & 2032
- Figure 13: United States Global Location-Based Entertainment Market Revenue Share (%), by Application 2024 & 2032
- Figure 14: United States Global Location-Based Entertainment Market Revenue (Million), by Country 2024 & 2032
- Figure 15: United States Global Location-Based Entertainment Market Revenue Share (%), by Country 2024 & 2032
- Figure 16: Europe Global Location-Based Entertainment Market Revenue (Million), by Type 2024 & 2032
- Figure 17: Europe Global Location-Based Entertainment Market Revenue Share (%), by Type 2024 & 2032
- Figure 18: Europe Global Location-Based Entertainment Market Revenue (Million), by Application 2024 & 2032
- Figure 19: Europe Global Location-Based Entertainment Market Revenue Share (%), by Application 2024 & 2032
- Figure 20: Europe Global Location-Based Entertainment Market Revenue (Million), by Country 2024 & 2032
- Figure 21: Europe Global Location-Based Entertainment Market Revenue Share (%), by Country 2024 & 2032
- Figure 22: China Global Location-Based Entertainment Market Revenue (Million), by Type 2024 & 2032
- Figure 23: China Global Location-Based Entertainment Market Revenue Share (%), by Type 2024 & 2032
- Figure 24: China Global Location-Based Entertainment Market Revenue (Million), by Application 2024 & 2032
- Figure 25: China Global Location-Based Entertainment Market Revenue Share (%), by Application 2024 & 2032
- Figure 26: China Global Location-Based Entertainment Market Revenue (Million), by Country 2024 & 2032
- Figure 27: China Global Location-Based Entertainment Market Revenue Share (%), by Country 2024 & 2032
- Figure 28: Rest of the World Global Location-Based Entertainment Market Revenue (Million), by Type 2024 & 2032
- Figure 29: Rest of the World Global Location-Based Entertainment Market Revenue Share (%), by Type 2024 & 2032
- Figure 30: Rest of the World Global Location-Based Entertainment Market Revenue (Million), by Application 2024 & 2032
- Figure 31: Rest of the World Global Location-Based Entertainment Market Revenue Share (%), by Application 2024 & 2032
- Figure 32: Rest of the World Global Location-Based Entertainment Market Revenue (Million), by Country 2024 & 2032
- Figure 33: Rest of the World Global Location-Based Entertainment Market Revenue Share (%), by Country 2024 & 2032
List of Tables
- Table 1: Global Location-Based Entertainment Market Revenue Million Forecast, by Region 2019 & 2032
- Table 2: Global Location-Based Entertainment Market Revenue Million Forecast, by Type 2019 & 2032
- Table 3: Global Location-Based Entertainment Market Revenue Million Forecast, by Application 2019 & 2032
- Table 4: Global Location-Based Entertainment Market Revenue Million Forecast, by Region 2019 & 2032
- Table 5: Global Location-Based Entertainment Market Revenue Million Forecast, by Country 2019 & 2032
- Table 6: Global Location-Based Entertainment Market Revenue (Million) Forecast, by Application 2019 & 2032
- Table 7: Global Location-Based Entertainment Market Revenue Million Forecast, by Country 2019 & 2032
- Table 8: Global Location-Based Entertainment Market Revenue (Million) Forecast, by Application 2019 & 2032
- Table 9: Global Location-Based Entertainment Market Revenue Million Forecast, by Country 2019 & 2032
- Table 10: Global Location-Based Entertainment Market Revenue (Million) Forecast, by Application 2019 & 2032
- Table 11: Global Location-Based Entertainment Market Revenue Million Forecast, by Country 2019 & 2032
- Table 12: Global Location-Based Entertainment Market Revenue (Million) Forecast, by Application 2019 & 2032
- Table 13: Global Location-Based Entertainment Market Revenue Million Forecast, by Type 2019 & 2032
- Table 14: Global Location-Based Entertainment Market Revenue Million Forecast, by Application 2019 & 2032
- Table 15: Global Location-Based Entertainment Market Revenue Million Forecast, by Country 2019 & 2032
- Table 16: Global Location-Based Entertainment Market Revenue Million Forecast, by Type 2019 & 2032
- Table 17: Global Location-Based Entertainment Market Revenue Million Forecast, by Application 2019 & 2032
- Table 18: Global Location-Based Entertainment Market Revenue Million Forecast, by Country 2019 & 2032
- Table 19: Global Location-Based Entertainment Market Revenue Million Forecast, by Type 2019 & 2032
- Table 20: Global Location-Based Entertainment Market Revenue Million Forecast, by Application 2019 & 2032
- Table 21: Global Location-Based Entertainment Market Revenue Million Forecast, by Country 2019 & 2032
- Table 22: Global Location-Based Entertainment Market Revenue Million Forecast, by Type 2019 & 2032
- Table 23: Global Location-Based Entertainment Market Revenue Million Forecast, by Application 2019 & 2032
- Table 24: Global Location-Based Entertainment Market Revenue Million Forecast, by Country 2019 & 2032
Frequently Asked Questions
1. What is the projected Compound Annual Growth Rate (CAGR) of the Global Location-Based Entertainment Market?
The projected CAGR is approximately 35.16%.
2. Which companies are prominent players in the Global Location-Based Entertainment Market?
Key companies in the market include Oculus VR Inc (Acquired by Meta), Sony Interactive Entertainment Europe Limited, Samsung Electronics, The Void LLC, Neurogaming, Exit Reality, Hologat, Spaces Inc, HTC Vive Tech Corporation.
3. What are the main segments of the Global Location-Based Entertainment Market?
The market segments include Type, Application.
4. Can you provide details about the market size?
The market size is estimated to be USD XX Million as of 2022.
5. What are some drivers contributing to market growth?
Increasing Demand for Arcade-based VR Solutions; Increasing Popularity of 360-Degree Content.
6. What are the notable trends driving market growth?
Cinemas to Hold a Significant Share.
7. Are there any restraints impacting market growth?
Lack of Business Applications is a Primary Challenge in Deploying Wearables; Perennial Concerns about Data Security and Existing Tech Integration Issues.
8. Can you provide examples of recent developments in the market?
March 2022 - An agreement to acquire Haven Entertainment Studios Inc., a development firm with headquarters in Montreal, was announced by Sony Interactive Entertainment LLC (SIE). With this acquisition, Haven will be able to fully use the PS5's ability to build new worlds that engage gamers and enable them to interact in interesting ways.
9. What pricing options are available for accessing the report?
Pricing options include single-user, multi-user, and enterprise licenses priced at USD 4750, USD 5250, and USD 8750 respectively.
10. Is the market size provided in terms of value or volume?
The market size is provided in terms of value, measured in Million.
11. Are there any specific market keywords associated with the report?
Yes, the market keyword associated with the report is "Global Location-Based Entertainment Market," which aids in identifying and referencing the specific market segment covered.
12. How do I determine which pricing option suits my needs best?
The pricing options vary based on user requirements and access needs. Individual users may opt for single-user licenses, while businesses requiring broader access may choose multi-user or enterprise licenses for cost-effective access to the report.
13. Are there any additional resources or data provided in the Global Location-Based Entertainment Market report?
While the report offers comprehensive insights, it's advisable to review the specific contents or supplementary materials provided to ascertain if additional resources or data are available.
14. How can I stay updated on further developments or reports in the Global Location-Based Entertainment Market?
To stay informed about further developments, trends, and reports in the Global Location-Based Entertainment Market, consider subscribing to industry newsletters, following relevant companies and organizations, or regularly checking reputable industry news sources and publications.
Methodology
Step 1 - Identification of Relevant Samples Size from Population Database



Step 2 - Approaches for Defining Global Market Size (Value, Volume* & Price*)

Note*: In applicable scenarios
Step 3 - Data Sources
Primary Research
- Web Analytics
- Survey Reports
- Research Institute
- Latest Research Reports
- Opinion Leaders
Secondary Research
- Annual Reports
- White Paper
- Latest Press Release
- Industry Association
- Paid Database
- Investor Presentations

Step 4 - Data Triangulation
Involves using different sources of information in order to increase the validity of a study
These sources are likely to be stakeholders in a program - participants, other researchers, program staff, other community members, and so on.
Then we put all data in single framework & apply various statistical tools to find out the dynamic on the market.
During the analysis stage, feedback from the stakeholder groups would be compared to determine areas of agreement as well as areas of divergence