Family Or Indoor Entertainment Centers Global Market Opportunities And Strategies To 2032Including: 1) By Activity Area: Arcade Studios; AR And VR Gaming Zones; Physical Play Activities; Skill/Competition Games2) By Facility Size: 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; > 40,000 sq ft 3) By Revenue Source: Entry Fees And Ticket Sales; Food And Beverages; Merchandising; Advertisement4) By Visitor: Families With Children Aged (0-8); Families With Children (9-12); Teenagers (13-19); Young Adults (20-25); Adults (Ages 25+)Covering: Dave & Buster’s Inc.; The Walt Disney Company; KidZania; Bowlero Corporation; Legoland Discovery Centre (Merlin Entertainments)
Family Or Indoor Entertainment Centers Global Market Opportunities And Strategies To 2032 from The Business Research Company provides the strategists; marketers and senior management with the critical information they need to assess the global family or indoor entertainment centers market as it emerges from the COVID-19 shut down.
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Description:
Where is the largest and fastest growing market for family or indoor entertainment centers? How does the market relate to the overall economy, demography, and other similar markets? What forces will shape the market going forward? The family or indoor entertainment centers market global report from The Business Research Company answers all these questions and many more.
The report covers market characteristics; size and growth; segmentation; regional and country breakdowns; competitive landscape; market shares; trends and strategies for this market. It traces the market’s historic and forecast market growth by geography. It places the market within the context of the wider family or indoor entertainment centers market; and compares it with other markets.
The report covers the following chapters.
- Introduction And Market Characteristics
Brief introduction to the segmentations covered in the market, definitions and explanations about the family or indoor entertainment centers market.
Highlights the major trends shaping the global family or indoor entertainment centers market. This section also highlights likely future developments in the market.
The report provides an analysis of the impact of the COVID-19 pandemic, the key effects of the Russia-Ukraine war in the region and worldwide and the impact of rising inflation on global and regional markets, providing strategic insights for businesses in the family or indoor entertainment centers market.
- Global Market Size And Growth
Global historic (2017-2022) and forecast (2022-2027, 2032F) market values and drivers and restraints that support and control the growth of the market in the historic and forecast periods.
Historic (2017-2022) and forecast (2022-2027, 2032F) market values and growth and market share comparison by region.
Contains the market values (2017-2032) and analysis for each segment by activity area, by facility size, by revenue source and by visitor in the market.
- Regional Market Size And Growth
Regional market size (2022), historic (2017-2022) and forecast (2022-2027, 2032F) market values and growth and market share comparison of countries within the region. This report includes information on all the regions Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa, together with major countries within each region.
Details on the competitive landscape of the market, estimated market share and company profiles of the leading players.
- Key Mergers And Acquisitions
Information on recent mergers and acquisitions in the market covered by the report. This section gives key financial details of mergers and acquisitions, which have shaped the market in recent years.
- Market Opportunities And Strategies
Describes market opportunities and strategies based on findings of the research, with information on growth opportunities across countries, segments and strategies to be followed in those markets.
- Conclusions And Recommendations
This section Includes recommendations for family or indoor entertainment centers providers in terms of product/service offerings geographic expansion, marketing strategies and target groups.
This section includes details on the NAICS codes covered, abbreviations and currency codes used in this report.
Scope
Markets Covered:
1) By Activity Area: Arcade Studios; AR And VR Gaming Zones; Physical Play Activities; Skill/Competition Games; Other Activity Areas
2) By Facility Size: 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; > 40,000 sq ft
3) By Revenue Source: Entry Fees And Ticket Sales; Food And Beverages; Merchandising; Advertisement; Other Revenue Sources
4) By Visitor: Families With Children Aged (0-8); Families With Children (9-12); Teenagers (13-19); Young Adults (20-25); Adults (Ages 25+)
Companies Mentioned: Dave & Buster’s Inc.; The Walt Disney Company; KidZania; Bowlero Corporation; Legoland Discovery Centre (Merlin Entertainments)
Countries: China; Australia; India; Indonesia; Japan; South Korea; USA; Brazil; France; Germany; UK; Russia
Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets; GDP proportions; expenditure per capita; family or indoor entertainment centers indicators comparison.
Data segmentations: country and regional historic and forecast data; market share of competitors; market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.