Family Entertainment Center Market by Revenue Source (Advertisement, Entry Fees & Ticket Sales, Food & Beverages), Type (Adult Entertainment Centers, Children’s Edutainment Centers, Children’s Entertainment Centers), Application - Global Forecast 2023-203

Family Entertainment Center Market by Revenue Source (Advertisement, Entry Fees & Ticket Sales, Food & Beverages), Type (Adult Entertainment Centers, Children’s Edutainment Centers, Children’s Entertainment Centers), Application - Global Forecast 2023-2030


The Family Entertainment Center Market size was estimated at USD 43.91 billion in 2022 and expected to reach USD 49.55 billion in 2023, at a CAGR 13.31% to reach USD 119.37 billion by 2030 .

Market Segmentation & Coverage:

This research report analyzes various sub-markets, forecasts revenues, and examines emerging trends in each category to provide a comprehensive outlook on the Family Entertainment Center Market.
  • Based on Revenue Source, market is studied across Advertisement, Entry Fees & Ticket Sales, Food & Beverages, and Merchandising. The Advertisement is projected to witness significant market share during forecast period.
  • Based on Type, market is studied across Adult Entertainment Centers, Children’s Edutainment Centers, Children’s Entertainment Centers, and Location-Based VR Entertainment Centers. The Adult Entertainment Centers is projected to witness significant market share during forecast period.
  • Based on Application, market is studied across AR & VR Gaming Zones, Arcade Studios, Physical Play Activities, and Skill/ & Competition Games. The Arcade Studios is projected to witness significant market share during forecast period.
  • Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom. The Americas is projected to witness significant market share during forecast period.
Market Statistics:

The report provides market sizing and forecasts across 7 major currencies - USD, EUR, JPY, GBP, AUD, CAD, and CHF; multiple currency support helps organization leaders to make well-informed decisions. In this report, 2018 to 2021 are considered as historical years, 2022 is base year, 2023 is estimated year, and years from 2024 to 2030 are considered as forecast period.

FPNV Positioning Matrix:

The FPNV Positioning Matrix is an indispensable tool for assessing the Family Entertainment Center Market. It comprehensively evaluates vendors, analyzing key metrics related to Business Strategy and Product Satisfaction. This enables users to make informed decisions tailored to their specific needs. Through advanced analysis, vendors are categorized into four distinct quadrants, each representing a different level of success: Forefront (F), Pathfinder (P), Niche (N), or Vital (V). Be assured that this insightful framework empowers decision-makers to navigate the market with confidence.

Market Share Analysis:

The Market Share Analysis offers invaluable insights into the vendor landscape Family Entertainment Center Market. By evaluating their impact on overall revenue, customer base, and other key metrics, we provide companies with a comprehensive understanding of their performance and the competitive environment they confront. This analysis also uncovers the level of competition in terms of market share acquisition, fragmentation, dominance, and industry consolidation during the study period.

Key Company Profiles:

The report delves into recent significant developments in the Family Entertainment Center Market, highlighting leading vendors and their innovative profiles. These include BANDAI NAMCO, Bowlero Corp, AMF Bowling Centers Inc., CEC Entertainment, LLC, Cinergy Entertainment Group, Inc., Dave and Buster'S, Inc., Funcity by Citymax Hotels (India) Private Limited, KidZania Operations S.A.R.L., Legoland Discovery Center, Lucky Strike Entertainment, Scene 75 Entertainment Centers, Smaaash Entertainment Private Limited, Tenpin Ltd., The Walt Disney Company, Timezone Global, and Toy Town.

The report offers valuable insights on the following aspects:
  1. Market Penetration: It provides comprehensive information about key players' market dynamics and offerings.
  2. Market Development: In-depth analysis of emerging markets and penetration across mature market segments, highlighting lucrative opportunities.
  3. Market Diversification: Detailed information about new product launches, untapped geographies, recent developments, and investments.
  4. Competitive Assessment & Intelligence: Exhaustive assessment of market shares, strategies, products, certifications, regulatory approvals, patent landscape, and manufacturing capabilities of leading players.
  5. Product Development & Innovation: Intelligent insights on future technologies, R&D activities, and breakthrough product developments.
The report addresses key questions such as:
  1. What is the market size and forecast for the Family Entertainment Center Market?
  2. Which products, segments, applications, and areas hold the highest investment potential in the Family Entertainment Center Market?
  3. What is the competitive strategic window for identifying opportunities in the Family Entertainment Center Market?
  4. What are the latest technology trends and regulatory frameworks in the Family Entertainment Center Market?
  5. What is the market share of the leading vendors in the Family Entertainment Center Market?
  6. Which modes and strategic moves are suitable for entering the Family Entertainment Center Market?


Note: PDF & Excel + Online Access - 1 Year


1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Limitations
1.7. Assumptions
1.8. Stakeholders
2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update
3. Executive Summary
4. Market Overview
4.1. Introduction
4.2. Family Entertainment Center Market, by Region
5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.1.1. Increase in the popularity of family entertainment centers among teenagers and children
5.1.1.2. Large number of gaming options for entertainment
5.1.1.3. Shifting consumers trend toward indoor entertainment activities
5.1.2. Restraints
5.1.2.1. High initial costs, home gaming, and mobile devices
5.1.3. Opportunities
5.1.3.1. Development of new indoor amusement parks
5.1.3.2. High adoption of loyalty schemes and ongoing advancements in gaming technology
5.1.4. Challenges
5.1.4.1. Limited scope of transformation
5.2. Market Segmentation Analysis
5.3. Market Trend Analysis
5.4. Cumulative Impact of COVID-19
5.5. Cumulative Impact of Russia-Ukraine Conflict
5.6. Cumulative Impact of High Inflation
5.7. Porter’s Five Forces Analysis
5.7.1. Threat of New Entrants
5.7.2. Threat of Substitutes
5.7.3. Bargaining Power of Customers
5.7.4. Bargaining Power of Suppliers
5.7.5. Industry Rivalry
5.8. Value Chain & Critical Path Analysis
5.9. Regulatory Framework
5.10. Client Customization
6. Family Entertainment Center Market, by Revenue Source
6.1. Introduction
6.2. Advertisement
6.3. Entry Fees & Ticket Sales
6.4. Food & Beverages
6.5. Merchandising
7. Family Entertainment Center Market, by Type
7.1. Introduction
7.2. Adult Entertainment Centers
7.3. Children’s Edutainment Centers
7.4. Children’s Entertainment Centers
7.5. Location-Based VR Entertainment Centers
8. Family Entertainment Center Market, by Application
8.1. Introduction
8.2. AR & VR Gaming Zones
8.3. Arcade Studios
8.4. Physical Play Activities
8.5. Skill/ & Competition Games
9. Americas Family Entertainment Center Market
9.1. Introduction
9.2. Argentina
9.3. Brazil
9.4. Canada
9.5. Mexico
9.6. United States
10. Asia-Pacific Family Entertainment Center Market
10.1. Introduction
10.2. Australia
10.3. China
10.4. India
10.5. Indonesia
10.6. Japan
10.7. Malaysia
10.8. Philippines
10.9. Singapore
10.10. South Korea
10.11. Taiwan
10.12. Thailand
10.13. Vietnam
11. Europe, Middle East & Africa Family Entertainment Center Market
11.1. Introduction
11.2. Denmark
11.3. Egypt
11.4. Finland
11.5. France
11.6. Germany
11.7. Israel
11.8. Italy
11.9. Netherlands
11.10. Nigeria
11.11. Norway
11.12. Poland
11.13. Qatar
11.14. Russia
11.15. Saudi Arabia
11.16. South Africa
11.17. Spain
11.18. Sweden
11.19. Switzerland
11.20. Turkey
11.21. United Arab Emirates
11.22. United Kingdom
12. Competitive Landscape
12.1. FPNV Positioning Matrix
12.2. Market Share Analysis, By Key Player
12.3. Competitive Scenario Analysis, By Key Player
13. Competitive Portfolio
13.1. Key Company Profiles
13.1.1. BANDAI NAMCO
13.1.2. Bowlero Corp, AMF Bowling Centers Inc.
13.1.3. CEC Entertainment, LLC
13.1.4. Cinergy Entertainment Group, Inc.
13.1.5. Dave and Buster'S, Inc.
13.1.6. Funcity by Citymax Hotels (India) Private Limited
13.1.7. KidZania Operations S.A.R.L.
13.1.8. Legoland Discovery Center
13.1.9. Lucky Strike Entertainment
13.1.10. Scene 75 Entertainment Centers
13.1.11. Smaaash Entertainment Private Limited
13.1.12. Tenpin Ltd.
13.1.13. The Walt Disney Company
13.1.14. Timezone Global
13.1.15. Toy Town
13.2. Key Product Portfolio
14. Appendix
14.1. Discussion Guide
14.2. License & Pricing

Download our eBook: How to Succeed Using Market Research

Learn how to effectively navigate the market research process to help guide your organization on the journey to success.

Download eBook
Cookie Settings