Family/Indoor Entertainment Centers Market By Activity Area (Arcade Studios, AR and 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 and Ticket Sales, Food and 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+)): Global Opportunity Analysis and Industry Forecast, 2023-2032
Family/indoor entertainment center (FEC) is a compact indoor/outdoor amusement park for families with young children to teens and are 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 for customers 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. FECs often feature a diverse array of activities to cater to people of all ages and interests. These may include arcade games, laser tag, go-kart racing, mini-golf, bowling, virtual reality experiences, trampoline parks, climbing walls, bumper cars, indoor playgrounds, and even entertainment options like live shows or movie theaters. Some FECs also incorporate dining areas, cafes, or snack bars to provide food and refreshments for visitors.
Favorable youth demographics and continuous launch of new FECs supporting family activities, food & beverages (F&B) integration, and participatory play boost the growth of the global family/indoor entertainment centers market. In addition, the increase in number of malls positively impacts the growth of the market. However, increase in ticket prices and rise in popularity of home & mobile gaming hamper the market growth. On the contrary, surge in investments on new games and attractions is expected to offer remunerative opportunities for expansion of the market during the forecast period.
The family/indoor entertainment centers market is segmented on the basis of 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 fragmented 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). By visitor demographics, the market is segregated into families with children (0-9), families with children (9-12), teenagers (12-18), young adults (18-24), and adults (ages 24+). Region-wise, the market is analyzed across North America, Europe, Asia-Pacific, and LAMEA.
The global family/indoor entertainment centers market is dominated by CEC Entertainment Concepts, LP., Cinergy Entertainment Group, Landmark Leisure LLC (Fun City), Funriders, KidZania, Dave and Buster’s, Inc., Lucky Strike Entertainment, Scene75 Entertainment Centers, Smaaash, and Timezone Global. These players have adopted various strategies such as product launch, partnership, and acquisition to increase their market penetration and strengthen their position in the industry.
Key benefits for stakeholdersThe study provides in-depth analysis of the global family/indoor entertainment centers market along with the current & future trends to illustrate the imminent investment pockets.
Information about key drivers, restraints, & opportunities and their impact analysis on the global family/indoor entertainment centers market size are provided in the report.
Porter’s five forces analysis illustrates the potency of buyers and suppliers operating in the industry.
The quantitative analysis of the global family/indoor entertainment centers market from 2023 to 2032 is provided to determine the market potential.
Key Market SegmentsBy Activity AreaArcade Studios
AR and VR Gaming Zones
Physical Play Activities
Skill/Competition Games
Others
By Facility SizeUp 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 Visitor DemographicsFamilies With Children (0-9)
Families With Children (9-12)
Teenagers (12-18)
Young Adults (18-24)
Adults (Ages 24+)
By Revenue SourceEntry Fees and Ticket Sales
Food and Beverages
Merchandising
Advertisement
Others
By TypeChildren’s Entertainment Centers (CECs)
Children’s Edutainment Centers (CEDCs)
Adult Entertainment Centers (AECs)
Location-based VR Entertainment Centers (LBECs)
By RegionNorth America
U.S.
Canada
Europe
UK
Germany
France
Italy
Spain
Rest of Europe
Asia-Pacific
China
Japan
India
Australia
South Korea
Rest of Asia-Pacific
LAMEA
Latin America
Middle East
Africa
Key Market Players
Funriders
CEC Entertainment Concepts, LP.
Landmark Leisure LLC
Cinergy Entertainment Group
Dave and Buster’s, Inc.
Scene75 Entertainment Centers
Lucky Strike Entertainment
Timezone Global
SMAAASH Entertainment Pvt. Ltd.
KidZania
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