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), Facility Size, Age, Application - Glob

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), Facility Size, Age, Application - Global Forecast 2024-2030


The Family Entertainment Center Market size was estimated at USD 46.36 billion in 2023 and expected to reach USD 52.35 billion in 2024, at a CAGR 13.27% to reach USD 110.97 billion by 2030.

A family entertainment center (FEC) is a type of venue that offers diverse entertainment and recreational activities suitable for individuals of all ages, focusing on family-friendly experiences. FECs are designed to provide a one-stop destination allowing families and groups to engage, socialize, and have fun in various forms of entertainment. These centers feature a mix of attractions and activities to cater to different interests. FECs serve as a leisure, amusement, and social interaction destination, focusing on family-oriented experiences. Improved economic conditions and higher family incomes increase spending on leisure activities, integrating virtual reality, augmented reality, and interactive gaming systems to attract a diverse audience and further market growth. Development in urban places results in a higher demand for accessible family leisure activities, and the popularity of family entertainment centers among teenagers and children fueled the market growth. However, the high initial investment to set up a family entertainment center, maintain safety standards, and adhere to regulatory requirements can be costly and complex, hampering adoption of market services. The rising introduction and development of new indoor amusement parks and investments in integrating new technologies contribute to market expansion. Technological advancements in gaming technologies and catering to modern families, including services for varying age groups and preferences, can attract a broader customer base, significantly creating an opportunity factor in the market.

Regional Insights

The Americas has a significant landscape in the family entertainment center (FMC) market with a strong presence of both chain and independent operators. These countries focus on expanding the experience economy, emphasizing unique and personalized entertainment options that drive the market landscape. Regional consumers have a heightened focus on entertaining experiences with educational value or fitness components. A significant emphasis on quality, safety, and preferences for comprehensive service offerings, including dining and shopping, drives the region's market penetration. The European market for family entertainment centers (FECs) displays a dynamic landscape as it navigates through evolving consumer preferences and technological advancements. The Middle East is witnessing an unprecedented boom in the entertainment sector with ambitious projects and foreign investments. The APAC region has been experiencing a significant rise in demand for family-oriented entertainment. The rising disposable incomes and urbanization have led to increased investments in theme parks and FECs. The countries in the region, known for their unique entertainment culture, continue innovating with technological advancements such as VR and AR into the FEC experience.

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Market Insights
  • Market Dynamics

    The market dynamics represent an ever-changing landscape of the Family Entertainment Center Market by providing actionable insights into factors, including supply and demand levels. Accounting for these factors helps design strategies, make investments, and formulate developments to capitalize on future opportunities. In addition, these factors assist in avoiding potential pitfalls related to political, geographical, technical, social, and economic conditions, highlighting consumer behaviors and influencing manufacturing costs and purchasing decisions.
    • Market Drivers
      • Increase in the popularity of FEC among teenagers and children
      • Shifting consumer trend toward indoor entertainment activities and large number of gaming options for entertainment
      • Market Restraints
        • High initial costs for a set up of family entertainment center
        • Market Opportunities
          • Development and investment of new indoor amusement parks
          • Adoption of loyalty schemes and advancements in gaming technology
          • Market Challenges
            • Issues relating to energy consumption and sustainability coupled with seasonality challenges
            • Market Segmentation Analysis
              • Revenue Source: Entry fees & ticket sales make up the primary source of revenue
              • Type: High adoption of children’s edutainment centers to provide interactive learning experiences for kids
              • Facility Size: 20,001 to 40,000 Sq. Ft. features a wider array of attractions
              • Age: The 6-12 age group seeks interactive learning combined with educational entertainment
              • Application: Potential demand for AR & VR gaming zones
              • Market Disruption Analysis
              • Porter’s Five Forces Analysis
              • Value Chain & Critical Path Analysis
              • Pricing Analysis
              • Technology Analysis
              • Patent Analysis
              • Trade Analysis
              • Regulatory Framework Analysis
              FPNV Positioning Matrix

              The FPNV positioning matrix is essential in evaluating the market positioning of the vendors in the Family Entertainment Center Market. This matrix offers a comprehensive assessment of vendors, examining critical metrics related to business strategy and product satisfaction. This in-depth assessment empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success, namely Forefront (F), Pathfinder (P), Niche (N), or Vital (V).

              Market Share Analysis

              The market share analysis is a comprehensive tool that provides an insightful and in-depth assessment of the current state of vendors in the Family Entertainment Center Market. By meticulously comparing and analyzing vendor contributions, companies are offered a greater understanding of their performance and the challenges they face when competing for market share. These contributions include overall revenue, customer base, and other vital metrics. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With these illustrative details, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.

              Recent Developments
              • CityScape Announces Expansion with Innovative Play Spaces for All Ages

                CityScape Family Entertainment in Cullman, Alabama, has announced an expansion of its operations, including the introduction of a state-of-the-art indoor play center set to open in the autumn of 2024. This expansion is designed to cater to a diverse age range, featuring two specialized areas, including a challenging ninja course for children aged six to twelve and a creative play space, including a fire station, café, and pet store for preschoolers.

                Upcoming New Family Entertainment Hub by Auric Group and Sky Jumper Sports

                Auric Group and Sky Jumper Sports collaborated to introduce a family entertainment zone in Greater Faridabad, India. Scheduled to launch in the second quarter of 2024, this venture is located at Auric's flagship commercial hub, Universal Square, in sector 79, spanning 16,000 sq ft. The project, endowed with an investment of INR 65 crores, aims to enrich community living by offering an array of entertainment options, including trampoline arenas, a technologically advanced bowling alley, an interactive playground for children, and a café offering delightful refreshments.

                VICI Properties Inc. Provides Construction Financing to Kalahari for Indoor Waterpark Resort Development in Virginia

                VICI Properties Inc., is providing crucial construction financing for the development of a new Kalahari indoor waterpark resort in Virginia. This support underscores VICI Properties Inc.'s dedication to fostering innovative leisure destinations that cater to families seeking unique experiences. Kalahari's envisioned facility is set to enhance the family entertainment landscape by offering an array of attractions that combine water-based recreation with accommodations, dining, and other amenities designed to create a comprehensive vacation experience.
              Strategy Analysis & Recommendation

              The strategic analysis is essential for organizations seeking a solid foothold in the global marketplace. Companies are better positioned to make informed decisions that align with their long-term aspirations by thoroughly evaluating their current standing in the Family Entertainment Center Market. This critical assessment involves a thorough analysis of the organization’s resources, capabilities, and overall performance to identify its core strengths and areas for improvement.

              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 Atech Group International, Bandai Namco Holdings Inc., Bowlero Corporation, Business and Marketing Improvement NV, CEC Entertainment, LLC, Cinergy Entertainment Group, Inc., Clip ‘n Climb by ABEO Company, Connect&GO Inc., Dave and Buster'S, Inc., Dynamite Disc Jockey's Inc., Five Star Parks & Attractions, Funco, Funriders Leisure & Amusement Pvt. Ltd., Gametime Lanes & Entertainment, Global Fun Sports, Go Play Systems, Guangzhou Wonka Playground Co., Ltd., Head Rush Technologies, Innovative Concepts in Entertainment, Inc., KidZania Operations S.A.R.L., Landmark Group, Launch Entertainment, Legoland Discovery Center by Merlin Entertainments Limited, Majid Al Futtaim Holding LLC, Pathfinder Software, LLC, Playlife-System GmbH, Scene75 Entertainment Centers, Semnox Solutions Pvt Ltd, Shaffer Distributing, Smaaash Entertainment Private Limited, Tenpin Limited by Ten Entertainment Group Plc, The Walt Disney Company, Timezone Global by The Entertainment and Education Group, Toy Town by Mantech Co. Ltd, Two Bit Circus, Inc., and Walltopia AD.

              Market Segmentation & Coverage

              This research report categorizes the Family Entertainment Center Market to forecast the revenues and analyze trends in each of the following sub-markets:
              • Revenue Source
                • Advertisement
                • Entry Fees & Ticket Sales
                • Food & Beverages
                • Merchandising
                • Type
                  • Adult Entertainment Centers
                  • Children’s Edutainment Centers
                  • Children’s Entertainment Centers
                  • Location-Based VR Entertainment Centers
                  • Facility Size
                    • 10,001 to 20,000 Sq. Ft.
                    • 20,001 to 40,000 Sq. Ft.
                    • 5,001 to 10,000 Sq. Ft.
                    • Over 40,000 Sq. Ft.
                    • Up to 5,000 Sq. Ft.
                    • Age
                      • 12-18 Years
                      • 18-25 Years
                      • 25+ Years
                      • 6-12 Years
                      • Group 0-6 Years
                      • Application
                        • AR & VR Gaming Zones
                        • Arcade Studios
                        • Physical Play Activities
                        • Skill/ & Competition Games
                        • Region
                          • Americas
                            • Argentina
                            • Brazil
                            • Canada
                            • Mexico
                            • United States
                              • California
                              • Florida
                              • Illinois
                              • New York
                              • Ohio
                              • Pennsylvania
                              • Texas
                              • Asia-Pacific
                                • Australia
                                • China
                                • India
                                • Indonesia
                                • Japan
                                • Malaysia
                                • Philippines
                                • Singapore
                                • South Korea
                                • Taiwan
                                • Thailand
                                • Vietnam
                                • Europe, Middle East & Africa
                                  • Denmark
                                  • Egypt
                                  • Finland
                                  • France
                                  • Germany
                                  • Israel
                                  • Italy
                                  • Netherlands
                                  • Nigeria
                                  • Norway
                                  • Poland
                                  • Qatar
                                  • Russia
                                  • Saudi Arabia
                                  • South Africa
                                  • Spain
                                  • Sweden
                                  • Switzerland
                                  • Turkey
                                  • United Arab Emirates
                                  • United Kingdom


                                  Please 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. 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
5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.1.1. Increase in the popularity of FEC among teenagers and children
5.1.1.2. Shifting consumer trend toward indoor entertainment activities and large number of gaming options for entertainment
5.1.2. Restraints
5.1.2.1. High initial costs for a set up of family entertainment center
5.1.3. Opportunities
5.1.3.1. Development and investment of new indoor amusement parks
5.1.3.2. Adoption of loyalty schemes and advancements in gaming technology
5.1.4. Challenges
5.1.4.1. Issues relating to energy consumption and sustainability coupled with seasonality challenges
5.2. Market Segmentation Analysis
5.2.1. Revenue Source: Entry fees & ticket sales make up the primary source of revenue
5.2.2. Type: High adoption of children’s edutainment centers to provide interactive learning experiences for kids
5.2.3. Facility Size: 20,001 to 40,000 Sq. Ft. features a wider array of attractions
5.2.4. Age: The 6-12 age group seeks interactive learning combined with educational entertainment
5.2.5. Application: Potential demand for AR & VR gaming zones
5.3. Market Trend Analysis
5.3.1. Growing consumer demand and expenditure on entertainment and leisure activities along with strong presence of chain and independent operators in the Americas
5.3.2. Ongoing urbanization and expansion of family entertainment centers in the Asia-Pacific
5.3.3. Significant growth in the tourism sector coupled with increasing investments in family entertainment centers in the EMEA region
5.4. Cumulative Impact of High Inflation
5.5. Porter’s Five Forces Analysis
5.5.1. Threat of New Entrants
5.5.2. Threat of Substitutes
5.5.3. Bargaining Power of Customers
5.5.4. Bargaining Power of Suppliers
5.5.5. Industry Rivalry
5.6. Value Chain & Critical Path Analysis
5.7. Regulatory Framework Analysis
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 Facility Size
8.1. Introduction
8.2. 10,001 to 20,000 Sq. Ft.
8.3. 20,001 to 40,000 Sq. Ft.
8.4. 5,001 to 10,000 Sq. Ft.
8.5. Over 40,000 Sq. Ft.
8.6. Up to 5,000 Sq. Ft.
9. Family Entertainment Center Market, by Age
9.1. Introduction
9.2. 12-18 Years
9.3. 18-25 Years
9.4. 25+ Years
9.5. 6-12 Years
9.6. Group 0-6 Years
10. Family Entertainment Center Market, by Application
10.1. Introduction
10.2. AR & VR Gaming Zones
10.3. Arcade Studios
10.4. Physical Play Activities
10.5. Skill/ & Competition Games
11. Americas Family Entertainment Center Market
11.1. Introduction
11.2. Argentina
11.3. Brazil
11.4. Canada
11.5. Mexico
11.6. United States
12. Asia-Pacific Family Entertainment Center Market
12.1. Introduction
12.2. Australia
12.3. China
12.4. India
12.5. Indonesia
12.6. Japan
12.7. Malaysia
12.8. Philippines
12.9. Singapore
12.10. South Korea
12.11. Taiwan
12.12. Thailand
12.13. Vietnam
13. Europe, Middle East & Africa Family Entertainment Center Market
13.1. Introduction
13.2. Denmark
13.3. Egypt
13.4. Finland
13.5. France
13.6. Germany
13.7. Israel
13.8. Italy
13.9. Netherlands
13.10. Nigeria
13.11. Norway
13.12. Poland
13.13. Qatar
13.14. Russia
13.15. Saudi Arabia
13.16. South Africa
13.17. Spain
13.18. Sweden
13.19. Switzerland
13.20. Turkey
13.21. United Arab Emirates
13.22. United Kingdom
14. Competitive Landscape
14.1. Market Share Analysis, 2023
14.2. FPNV Positioning Matrix, 2023
14.3. Competitive Scenario Analysis
14.3.1. CityScape Announces Expansion with Innovative Play Spaces for All Ages
14.3.2. Upcoming New Family Entertainment Hub by Auric Group and Sky Jumper Sports
14.3.3. VICI Properties Inc. Provides Construction Financing to Kalahari for Indoor Waterpark Resort Development in Virginia
14.3.4. Triple Play Family Fun Park partners with Connect&GO to redefine the future of family entertainment!
14.3.5. Stars and Strikes Family Entertainment Rolls Into Rock Hill, South Carolina
14.3.6. Launch Entertainment Debuts Colorado Presence Through New Development Deal
14.3.7. Crayola Announces with Max-Matching Entertainments First International Expansion Deal for Its Family Attraction Business
14.3.8. Toikido Partners with Chuck E Cheese On Expansive Piñata Smashlings Promotional Campaign
14.3.9. Dallas-Based Family Entertainment Innovators, Cinergy Entertainment Group Announces Acquisition of Two Formerly-Owned Regal Cinemas Located in Midland and Amarillo, Texas
14.3.10. Spectrum Metro Unveils Noida's One of The Largest Family Entertainment Center Redefining Entertainment and Fitness
14.3.11. Majid Al Futtaim Launches a New Family Entertainment Center, Snow Abu Dhabi
14.3.12. Five Star Parks & Attractions Acquires Award‐Winning Scene75 Entertainment
14.3.13. Timezone Announces 2nd India Amusement Center
14.3.14. QBIX Installed in a Family Entertainment Center – Hype Arena by Kiddo
15. Competitive Portfolio
15.1. Key Company Profiles
15.2. Key Product Portfolio

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