Global Family-Indoor Entertainment Centres Market Report and Forecast 2024-2032
Global Family-Indoor Entertainment Centres Market Report and Forecast 2024-2032
Market Outlook
According to the report by Expert Market Research (EMR), the global family-indoor entertainment centres market reached around USD 45 billion in 2023. The market is projected to grow at a CAGR of 11% between 2024 and 2032. Aided by the growing urbanisation and the integration of advanced technologies, the market is projected to reach around USD 116.15 billion by 2032.
Family-indoor entertainment centres refer to small-scale amusement parks offering various entertainment options for children, teenagers, and adults, including arcade studios and augmented and virtual reality gaming zones, among others. The recreational activities offered by the centres include bowling, gaming, and thrill rides.
The integration of advanced technologies such as virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) has revolutionised the indoor entertainment experience, making it more immersive and interactive. This has attracted a broader audience, extending beyond children to include teenagers and adults, thereby expanding the family-indoor entertainment centres market base.
There has been a noticeable shift towards family-oriented leisure activities, with parents looking for entertainment options that provide a shared experience for the entire family. This trend has led to the proliferation of indoor entertainment centers that cater to the interests and needs of all family members. Rapid urbanisation and changes in lifestyle have contributed to the family-indoor entertainment centres market growth. With more people living in urban areas, there is a growing demand for accessible and convenient leisure activities that do not require extensive travel.
To stand out in a competitive market, many family-indoor entertainment centres market players are now offering customised and theme-based experiences. From sports-themed zones to fantasy and adventure-themed areas, these centers are constantly innovating to provide unique and memorable experiences for visitors.
Market Segmentation
The market can be divided based on activity area, facility size, type, revenue source, visitor demographics, and region.
Market Breakup by Activity Area
- Arcade Studios
- Physical Play Activities
- Skill/Competition Games
- AR and VR Gaming Zones
- Others
Market Breakup by Facility Size
- Less than 5000 Sq. Ft.
- 5000 Sq. Ft. – 10000 Sq. Ft.
- 10001 Sq. Ft. – 20000 Sq. Ft.
- 20001 Sq. Ft. – 40000 Sq. Ft.
- Above 40000 Sq. Ft.
Market Breakup by Type
- Children’s Entertainment Centres (CECs)
- Children’s Edutainment Centres (CEDCs)
- Location-based VR Entertainment Centres (LCECs)
- Adult Entertainment Centres (AECs)
Market Breakup by Revenue Source
- Entry Fees and Ticket Sales
- Food and Beverages
- Advertisement
- Merchandising
- Others
Market Breakup by Visitor Demographics
- Families with Children (0-9 Years)
- Families with Children (9-12 Years)
- Teenagers (12-18 Years)
- Young Adults (18-24 Years)
- Adults (24+ Years)
Market Breakup by Region
- North America
- Europe
- Asia Pacific
- Latin America
- Middle East and Africa
Competitive Landscape
The EMR report looks into the market shares, plant turnarounds, capacities, investments, and mergers and acquisitions, among other major developments, of the leading companies operating in the global family-indoor entertainment centres market. Some of the major players explored in the report by Expert Market Research are as follows:
- Cinergy Entertainment Group
- CEC Entertainment Concepts, LP
- KidZania Operations S.A.R.L.
- Scene75 Entertainment Centers
- Dave and Buster’s, Inc.
- Bowlero Corp.
- Landmark Group
- SMAAASH Entertainment Pvt. Ltd.
- Timezone Global
- Others
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*We at Expert Market Research always strive to provide you with the latest information. The numbers in the article are only indicative and may be different from the actual report.