Family/Indoor Entertainment Centers Market by Activity Area (Arcade Studios, AR & VR Gaming Zones, Physical Play Activities, Skill/Competition Games, and Others), Facility Size (Up to 5,000 sq. ft., 5,001 to 10,000 sq. ft., 10,001 to 20,000 sq. ft., 20,001 to 40,000 sq. ft., 1 to 10 Acres, 10 to 30 Acres, and Over 30 Acres), Revenue Source (Entry Fees & Ticket Sales, Food & Beverages, Merchandising, Advertisement, and Others), Type (Children Entertainment Centers (CECs), Children Edutainment Centers (CEDCs), Adult Entertainment Centers (AECs), and Location-based VR Entertainment Centers (LBECs)), and Visitor Demographics (Families with Children (0-8), Families with Children (9-12), Teenagers (13-19), Young Adults (19-25), and Adults (Ages 25+)): Global Opportunity Analysis and Industry Forecast, 2021-2030
Family/indoor entertainment center (FEC) is a compact indoor/outdoor amusement parks marketed for families with young children to teens, and are frequently wholly indoors or linked to a bigger operation such as a theme park. It provides a wide range of recreational activities for people of all ages. FECs often serve sub-regional markets inside larger metropolitan areas and are smaller than full-scale amusement parks, having fewer attractions and a cheaper per-person per-hour cost to consumers than traditional amusement parks. Families prefer FECs over outdoor entertainment centers as a source of amusement and relaxation since external conditions and climatic change have no effect on the customers' enjoyment or experience.
Favorable youth demographics and continuous launch of new FECs supporting family activities, F&B integration, and participatory play boost the growth of the global family/indoor entertainment centers market. In addition, increase in number of malls positively impacts the growth of the market. However, increase in ticket prices and rise in popularity of home and mobile gaming hamper the market growth. On the contrary, surge in investments in new games and attractions is expected to offer remunerative opportunities for expansion of the market during the forecast period.
The global family/indoor entertainment centers market is segmented based on activity area, facility size, revenue source, type, visitor demographics, and region. In terms of activity area, the market is classified into arcade studios, AR & VR gaming zones, physical play activities, skill/competition games, and others. Depending on facility size, it is divided into up to 5,000 sq. ft., 5,001 to 10,000 sq. ft., 10,001 to 20,000 sq. ft., 20,001 to 40,000 sq. ft., 1 to 10 acres, 11 to 30 acres, and over 30 acres. Depending on revenue source, it is classified into entry fees & ticket sales, food & beverages, merchandising, advertisement, and others. On the basis of type, the market is categorized into children’s entertainment centers (CECs), children’s edutainment centers (CEDCs), adult entertainment centers (AECs), and Location-based VR Entertainment Centers (LBECs). In terms of visitor demographics, the market is categorized into families with children (0-8), families with children (9-12), teenagers (13-19), young adults (20-25), and adults (ages 25+). Region wise, the market is analyzed across North America, Europe, Asia-Pacific, and LAMEA.
The global family/indoor entertainment centers market is dominated by Cinergy Entertainment Group, CEC Entertainment, Inc., Dave & Buster’s, Inc., Disney, Fun City, Funriders, KidZania, Lucky Strike Entertainment, Scene75 Entertainment Centers, and SMAAASH. These players have adopted various strategies to increase their market penetration and strengthen their position in the industry.
KEY BENEFITS FOR STAKEHOLDERS
The study provides an in-depth analysis of the global family/indoor entertainment centers market forecast along with the current & future trends to explain the imminent investment pockets.
Information about key drivers, restraints, & opportunities and their impact analysis on global family/indoor entertainment centers market trends is provided in the report.
The Porter’s five forces analysis illustrates the potency of the buyers and suppliers operating in the industry.
The quantitative analysis of the market from 2021 to 2030 is provided to determine the market potential.
Key Market Segments
By Activity area
Arcade Studios
AR & VR Gaming Zones
Physical Play Activities
Skill/Competition Games
Others
By Facility Size
Up to 5,000 sq. ft.
5,001 to 10,000 sq. ft.
10,001 to 20,000 sq. ft.
20,001 to 40,000 sq. ft.
1 to 10 Acres
10 to 30 Acres
Over 30 Acres
By Revenue Source
Entry Fees & Ticket Sales
Food & Beverages
Merchandising
Advertisement
Others
By Type
Children’s Entertainment Centers (CECs)
Children’s Edutainment Centers (CEDCs)
Adult Entertainment Centers (AECs)
Location-based VR Entertainment Centers (LBECs)
By Visitor Demographics
Families with Children (0-9)
Families with Children (9-12)
Teenagers (12-18)
Young Adults (18-24)
Adults (Ages 24+)
By Region
North America
U.S.
Canada
Europe
UK
France
Germany
Denmark
Spain
Rest of Europe
Asia-Pacific
China
India
Japan
Singapore
South Korea
Rest of Asia-Pacific
LAMEA
Latin America
Middle East
Africa
KEY MARKET PLAYERS
Cinergy Entertainment Group
CEC Entertainment, Inc.
Dave & Buster’s, Inc.
Disney
Fun City
Funriders
KidZania
Lucky Strike Entertainment
Scene75 Entertainment Centers
SMAAASH
TABLE OF CONTENTS
CHAPTER 1: INTRODUCTION
1.1. Report Description
1.2. Key Market Segments
1.3. Key Benefits
1.4. Research Methodology
1.4.1. Primary Research
1.4.2. Secondary Research
1.4.3. Analyst Tools and Models
CHAPTER 2: EXECUTIVE SUMMARY
Learn how to effectively navigate the market research process to help guide your organization on the journey to success.
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