Indoor Amusement Center Market Size, Share, & Trends Analysis Report By Component (Arcade Games, AR-VR Games, Indoor Go-karts, Indoor Adventure Parks, Bowling Alleys), By Region, And Segment Forecasts, 2025 - 2030

Indoor Amusement Center Market Size, Share, & Trends Analysis Report By Component (Arcade Games, AR-VR Games, Indoor Go-karts, Indoor Adventure Parks, Bowling Alleys), By Region, And Segment Forecasts, 2025 - 2030


Indoor Amusement Center Market Trends

The global indoor amusement center market size was estimated at USD 51.29 billion in 2024 and is projected to grow at a CAGR of 9.0% from 2025 to 2030. The market growth can be attributed to several factors, including the rising levels of disposable income, advances in VR and AR technologies and the integration of these technologies into gaming, the expansion of family entertainment centers offering diverse activities, and the rising demand for educational and interactive experiences. At the same time, strict safety regulations have enhanced consumer confidence, contributing to the market growth.

Increased disposable income has become a significant factor in the market growth. Economic growth across various regions, especially in developing countries, has led to rising middle-class income levels, which are driving a shift toward lifestyle-based spending. This trend indicates that consumers, particularly families and young adults, have greater financial freedom to explore leisure options more frequently. In addition, the market also witnesses increasing demand for tailored experiences, such as team-building activities for corporate groups and themed attractions for tourists. Regulatory compliance regarding safety standards and data privacy laws influences operational practices, while marketing strategies target specific demographics through digital campaigns and partnerships. Overall, the market combines innovation, customer-centric offerings, and operational efficiency to remain a significant part of the entertainment landscape.

Technological advancements have transformed the indoor amusement center experience, integrating the latest innovations in Virtual Reality (VR), Augmented Reality (AR), Artificial Intelligence (AI)-driven interactivity, and motion-tracking technology to deliver highly immersive and personalized experiences. Unlike traditional amusement centers, these technologies allow flexibility and adaptability, enabling venues to update or expand their attractions easily. For example, VR-based attractions can introduce new experiences without physical modifications, keeping the experience fresh for returning visitors. This dynamic aspect of technology-driven attractions aligns well with shifting consumer interests, where novelty and variety are key to maintaining engagement. Indoor amusement centers, like Butlin's, are increasingly adopting the latest technologies, such as VR, AR, and interactive gaming systems, to enhance visitor engagement.

The rising demand for immersive entertainment experiences offers significant opportunities for indoor amusement centers by enhancing the overall customer experience. As consumers increasingly seek more engaging and interactive forms of entertainment, indoor amusement centers can incorporate advanced technologies, such as Virtual Reality (VR), Augmented Reality (AR), 3D projections, and motion-sensing games. These immersive technologies provide a deeper level of engagement than traditional forms of amusement, helping to create exciting, memorable experiences that attract a wider range of customers. By offering these next-generation entertainment options, amusement centers can cater to the growing desire for unique and cutting-edge activities, driving more foot traffic and increasing customer satisfaction.

Global Indoor Amusement Center Market Report Segmentation

This report forecasts revenue growth at global, regional, and country levels and provides an analysis of the latest industry trends in each of the sub-segments from 2018 to 2030. For this study, Grand View Research has segmented the global indoor amusement center market report based on component and region.
  • Component Outlook (Revenue, USD Billion, 2018 - 2030)
  • Arcade Games
  • AR-VR Games
  • Indoor Go-karts
  • Indoor Adventure Parks
  • Bowling Alleys
  • Children's Entertainment & Education Area
  • Trampoline Park
  • Others
  • Regional Outlook (Revenue, USD Billion, 2018 - 2030)
  • North America
o U.S.

Canada

Mexico
  • Europe
o Germany

UK

France
  • Asia Pacific
o China

South Korea

India

Australia

Indonesia

Thailand

New Zealand

Singapore

Philippines

Malaysia
  • Latin America
o Brazil
  • Middle East & Africa
o UAE

Saudi Arabia

South AfricaPlease note The report will be delivered in 2-3 business days upon order notification.


Chapter 1. Methodology and Scope
1.1. Market Segmentation and Scope
1.2. Research Methodology
1.2.1. Information Procurement
1.3. Information or Data Analysis
1.4. Methodology
1.5. Research Scope and Assumptions
1.6. Market Formulation & Validation
1.7. Country Based Segment Share Calculation
1.8. List of Data Sources
Chapter 2. Executive Summary
2.1. Market Outlook
2.2. Segment Outlook
2.3. Competitive Insights
Chapter 3. Indoor Amusement Center Market Variables, Trends, & Scope
3.1. Market Lineage Outlook
3.2. Market Dynamics
3.2.1. Market Driver Analysis
3.2.2. Market Restraint Analysis
3.2.3. Industry Challenge
3.3. Indoor Amusement Center Market Analysis Tools
3.3.1. Industry Analysis - Porter’s
3.3.1.1. Bargaining power of the suppliers
3.3.1.2. Bargaining power of the buyers
3.3.1.3. Threats of substitution
3.3.1.4. Threats from new entrants
3.3.1.5. Competitive rivalry
3.3.2. PESTEL Analysis
3.3.2.1. Political landscape
3.3.2.2. Economic and social landscape
3.3.2.3. Technological landscape
Chapter 4. Indoor Amusement Center Market: Component Estimates & Trend Analysis
4.1. Segment Dashboard
4.2. Indoor Amusement Center Market: Component Movement Analysis, USD Billion, 2024 & 2030
4.3. Arcade Games
4.3.1. Arcade Games Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Billion)
4.4. AR-VR Games
4.4.1. AR-VR Games Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Billion)
4.5. Indoor Go-Karts
4.5.1. Indoor Go-Karts Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Billion)
4.6. Indoor Adventure Parks
4.6.1. Indoor Adventure Parks Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Billion)
4.7. Bowling Alleys
4.7.1. Bowling Alleys Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Billion)
4.8. Children's Entertainment & Education Area
4.8.1. Children's Entertainment & Education Area Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Billion)
4.9. Trampoline Park
4.9.1. Trampoline Park Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Billion)
4.10. Others
4.10.1. Others Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Billion)
Chapter 5. Indoor Amusement Center Market: Regional Estimates & Trend Analysis
5.1. Indoor Amusement Center Market Share, By Region, 2024 & 2030, USD Billion
5.2. North America
5.2.1. North America Indoor Amusement Center Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
5.2.2. U.S.
5.2.2.1. U.S. Indoor Amusement Center Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
5.2.3. Canada
5.2.3.1. Canada Indoor Amusement Center Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
5.2.4. Mexico
5.2.4.1. Mexico Indoor Amusement Center Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
5.3. Europe
5.3.1. Europe Indoor Amusement Center Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
5.3.2. UK
5.3.2.1. UK Indoor Amusement Center Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
5.3.3. Germany
5.3.3.1. Germany Indoor Amusement Center Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
5.3.4. France
5.3.4.1. France Indoor Amusement Center Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
5.4. Asia Pacific
5.4.1. Asia Pacific Indoor Amusement Center Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
5.4.2. China
5.4.2.1. China Indoor Amusement Center Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
5.4.3. South Korea
5.4.3.1. South Korea Indoor Amusement Center Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
5.4.4. India
5.4.4.1. India Indoor Amusement Center Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
5.4.5. Australia
5.4.5.1. Australia Indoor Amusement Center Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
5.4.6. Indonesia
5.4.6.1. Indonesia Indoor Amusement Center Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
5.4.7. Thailand
5.4.7.1. Thailand Indoor Amusement Center Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
5.4.8. New Zealand
5.4.8.1. New Zealand Indoor Amusement Center Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
5.4.9. Singapore
5.4.9.1. Singapore Indoor Amusement Center Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
5.4.10. Philippines
5.4.10.1. Philippines Indoor Amusement Center Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
5.4.11. Malaysia
5.4.11.1. Malaysia Indoor Amusement Center Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
5.5. Latin America
5.5.1. Latin America Indoor Amusement Center Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
5.5.2. Brazil
5.5.2.1. Brazil Indoor Amusement Center Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
5.6. Middle East and Africa
5.6.1. Middle East and Africa Indoor Amusement Center Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
5.6.2. UAE
5.6.2.1. UAE Indoor Amusement Center Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
5.6.3. KSA
5.6.3.1. KSA Indoor Amusement Center Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
5.6.4. South Africa
5.6.4.1. South Africa Indoor Amusement Center Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
Chapter 6. Competitive Landscape
6.1. Company Categorization
6.2. Company Market Positioning
6.3. Company Heat Map Analysis
6.4. Company Profiles/Listing
6.4.1. Allego
6.4.1.1. Participant’s Overview
6.4.1.2. Financial Performance
6.4.1.3. Product Benchmarking
6.4.1.4. Strategic Initiatives
6.4.2. Bandai Namco Holdings Inc.
6.4.2.1. Participant’s Overview
6.4.2.2. Financial Performance
6.4.2.3. Product Benchmarking
6.4.2.4. Strategic Initiatives
6.4.3. Bowlero
6.4.3.1. Participant’s Overview
6.4.3.2. Financial Performance
6.4.3.3. Product Benchmarking
6.4.3.4. Strategic Initiatives
6.4.4. CEC Entertainment Concepts, LP
6.4.4.1. Participant’s Overview
6.4.4.2. Financial Performance
6.4.4.3. Product Benchmarking
6.4.4.4. Strategic Initiatives
6.4.5. Cinergy Entertainment Group
6.4.5.1. Participant’s Overview
6.4.5.2. Financial Performance
6.4.5.3. Product Benchmarking
6.4.5.4. Strategic Initiatives
6.4.6. Dave and Buster’s, Inc.
6.4.6.1. Participant’s Overview
6.4.6.2. Financial Performance
6.4.6.3. Product Benchmarking
6.4.6.4. Strategic Initiatives
6.4.7. Funriders
6.4.7.1. Participant’s Overview
6.4.7.2. Financial Performance
6.4.7.3. Product Benchmarking
6.4.7.4. Strategic Initiatives
6.4.8. Inflatable Solutions International Limited
6.4.8.1. Participant’s Overview
6.4.8.2. Financial Performance
6.4.8.3. Product Benchmarking
6.4.8.4. Strategic Initiatives
6.4.9. KidZania
6.4.9.1. Participant’s Overview
6.4.9.2. Financial Performance
6.4.9.3. Product Benchmarking
6.4.9.4. Strategic Initiatives
6.4.10. Landmark Group (Funcity)
6.4.10.1. Participant’s Overview
6.4.10.2. Financial Performance
6.4.10.3. Product Benchmarking
6.4.10.4. Strategic Initiatives
6.4.11. Main Event Entertainment
6.4.11.1. Participant’s Overview
6.4.11.2. Financial Performance
6.4.11.3. Product Benchmarking
6.4.11.4. Strategic Initiatives
6.4.12. Merlin Entertainments
6.4.12.1. Participant’s Overview
6.4.12.2. Financial Performance
6.4.12.3. Product Benchmarking
6.4.12.4. Strategic Initiatives
6.4.13. Scene75 Entertainment Centers
6.4.13.1. Participant’s Overview
6.4.13.2. Financial Performance
6.4.13.3. Product Benchmarking
6.4.13.4. Strategic Initiatives
6.4.14. Smaaash Entertainment Private Limited
6.4.14.1. Participant’s Overview
6.4.14.2. Financial Performance
6.4.14.3. Product Benchmarking
6.4.14.4. Strategic Initiatives
6.4.15. TEEG
6.4.15.1. Participant’s Overview
6.4.15.2. Financial Performance
6.4.15.3. Product Benchmarking
6.4.15.4. Strategic Initiatives
6.4.16. Urban Air
6.4.16.1. Participant’s Overview
6.4.16.2. Financial Performance
6.4.16.3. Product Benchmarking
6.4.16.4. Strategic Initiatives

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