Children’s Entertainment Centers Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028

Children’s Entertainment Centers Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028


Market Overview:

The global children’s entertainment centers market size reached US$ 11.2 Billion in 2022. Looking forward, IMARC Group expects the market to reach US$ 18.1 Billion by 2028, exhibiting a growth rate (CAGR) of 7.95% during 2023-2028.

Children's entertainment centers are small amusement parks or entertainment zones that encompass various recreational facilities and games to serve multiple local communities. They are often associated with larger operational centers, including theme parks, and are marketed toward families and teenagers. Children's entertainment centers offer a wide range of activities, such as thrilling rides, classic fun centers, arcades, indoor playground systems, soft play areas, and skill-based machine games. These engaging activities develop the social skills of kids, provide them an opportunity to socialize, ensure active learning, encourage creativity by promoting imagination, and provide optimal safety and security to mitigate the risk of injuries. Owing to these properties, children's entertainment centers are used to engage families and host several private celebrations, such as birthday parties, corporate events, and personal accomplishment celebrations.

Children's Entertainment Centers Market Trends:
The continuous introduction of various family entertainment centers in metropolitan cities and the shifting inclination of younger demographics toward amusement parks for recreational purposes are primarily driving the market growth. This is further influenced by rapid urbanization, rising disposable incomes, and the availability of different gaming options for visitors. In line with this, the integration of entry fees merchandising and food and beverage (F&B) companies with children's entertainment centers to offer a diverse range of food products while acting as main revenue-generating sources is supplementing the market growth. Additionally, the advent of virtual/artificial reality (VR/AR) gaming options in amusement parks and the uptake of three-dimensional (3D) technologies and consoles to offer an immersive experience to players are supporting the market growth. Apart from this, the rising organization of personal events in children's entertainment centers and the widespread adoption of various marketing tactics, such as bonuses, gift cards, and birthday discounts, are creating a positive outlook for the market.

Key Market Segmentation:
IMARC Group provides an analysis of the key trends in each sub-segment of the global children’s entertainment centers market report, along with forecasts at the global, regional and country level from 2023-2028. Our report has categorized the market based on visitor demographics, facility size, revenue source and activity area.

Breakup by Visitor Demographics:

Families with Children (0-9)
Families with Children (9-12)
Teenagers (12-18)
Young Adults (18-24)
Adults (Ages 24+)

Breakup 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
11 to 30 Acres
Over 30 Acres

Breakup by Revenue Source:

Entry Fees and Ticket Sales
Food and Beverages
Merchandising
Advertisement
Others

Breakup by Activity Area:

Arcade Studios
AR and VR Gaming Zones
Physical Play Activities
Skill/Competition Games
Others

Breakup by Region:

North America
United States
Canada
Asia-Pacific
China
Japan
India
South Korea
Australia
Indonesia
Others
Europe
Germany
France
United Kingdom
Italy
Spain
Russia
Others
Latin America
Brazil
Mexico
Others
Middle East and Africa

Competitive Landscape:
The competitive landscape of the industry has also been examined along with the profiles of the key players being Cinergy Entertainment Group, Dave & Buster's Inc., Fun City India (Landmark Group), Funriders Leisure & Amusement Pvt. Ltd., KidZania S.A.P.I. de C.V., Lucky Strike Entertainment, Scene75 Entertainment Centers, Smaaash and The Walt Disney Company.

Key Questions Answered in This Report

1. How big is the children's entertainment market?
2. What is the demand for children's entertainment?
3. What is the expected growth rate of the global children’s entertainment centers market during 2023-2028?
4. What are the key factors driving the global children’s entertainment centers market?
5. What has been the impact of COVID-19 on the global children’s entertainment centers market?
6. What is the breakup of the global children’s entertainment centers market based on the visitor demographics?
7. What is the breakup of the global children’s entertainment centers market based on the facility size?
8. What is the breakup of the global children’s entertainment centers market based on revenue source?
9. What is the breakup of the global children’s entertainment centers market based on the activity area?
10. What are the key regions in the global children’s entertainment centers market?
11. Who are the key players/companies in the global children’s entertainment centers market?


1 Preface
2 Scope and Methodology
2.1 Objectives of the Study
2.2 Stakeholders
2.3 Data Sources
2.3.1 Primary Sources
2.3.2 Secondary Sources
2.4 Market Estimation
2.4.1 Bottom-Up Approach
2.4.2 Top-Down Approach
2.5 Forecasting Methodology
3 Executive Summary
4 Introduction
4.1 Overview
4.2 Key Industry Trends
5 Global Children's Entertainment Centers Market
5.1 Market Overview
5.2 Market Performance
5.3 Impact of COVID-19
5.4 Market Forecast
6 Market Breakup by Visitor Demographics
6.1 Families with Children (0-9)
6.1.1 Market Trends
6.1.2 Market Forecast
6.2 Families with Children (9-12)
6.2.1 Market Trends
6.2.2 Market Forecast
6.3 Teenagers (12-18)
6.3.1 Market Trends
6.3.2 Market Forecast
6.4 Young Adults (18-24)
6.4.1 Market Trends
6.4.2 Market Forecast
6.5 Adults (Ages 24+)
6.5.1 Market Trends
6.5.2 Market Forecast
7 Market Breakup by Facility Size
7.1 Up to 5,000 Sq. Ft.
7.1.1 Market Trends
7.1.2 Market Forecast
7.2 5,001 to 10,000 Sq. Ft.
7.2.1 Market Trends
7.2.2 Market Forecast
7.3 10,001 to 20,000 Sq. Ft.
7.3.1 Market Trends
7.3.2 Market Forecast
7.4 20,001 to 40,000 Sq. Ft.
7.4.1 Market Trends
7.4.2 Market Forecast
7.5 1 to 10 Acres
7.5.1 Market Trends
7.5.2 Market Forecast
7.6 11 to 30 Acres
7.6.1 Market Trends
7.6.2 Market Forecast
7.7 Over 30 Acres
7.7.1 Market Trends
7.7.2 Market Forecast
8 Market Breakup by Revenue Source
8.1 Entry Fees and Ticket Sales
8.1.1 Market Trends
8.1.2 Market Forecast
8.2 Food and Beverages
8.2.1 Market Trends
8.2.2 Market Forecast
8.3 Merchandising
8.3.1 Market Trends
8.3.2 Market Forecast
8.4 Advertisement
8.4.1 Market Trends
8.4.2 Market Forecast
8.5 Others
8.5.1 Market Trends
8.5.2 Market Forecast
9 Market Breakup by Activity Area
9.1 Arcade Studios
9.1.1 Market Trends
9.1.2 Market Forecast
9.2 AR and VR Gaming Zones
9.2.1 Market Trends
9.2.2 Market Forecast
9.3 Physical Play Activities
9.3.1 Market Trends
9.3.2 Market Forecast
9.4 Skill/Competition Games
9.4.1 Market Trends
9.4.2 Market Forecast
9.5 Others
9.5.1 Market Trends
9.5.2 Market Forecast
10 Market Breakup by Region
10.1 North America
10.1.1 United States
10.1.1.1 Market Trends
10.1.1.2 Market Forecast
10.1.2 Canada
10.1.2.1 Market Trends
10.1.2.2 Market Forecast
10.2 Asia-Pacific
10.2.1 China
10.2.1.1 Market Trends
10.2.1.2 Market Forecast
10.2.2 Japan
10.2.2.1 Market Trends
10.2.2.2 Market Forecast
10.2.3 India
10.2.3.1 Market Trends
10.2.3.2 Market Forecast
10.2.4 South Korea
10.2.4.1 Market Trends
10.2.4.2 Market Forecast
10.2.5 Australia
10.2.5.1 Market Trends
10.2.5.2 Market Forecast
10.2.6 Indonesia
10.2.6.1 Market Trends
10.2.6.2 Market Forecast
10.2.7 Others
10.2.7.1 Market Trends
10.2.7.2 Market Forecast
10.3 Europe
10.3.1 Germany
10.3.1.1 Market Trends
10.3.1.2 Market Forecast
10.3.2 France
10.3.2.1 Market Trends
10.3.2.2 Market Forecast
10.3.3 United Kingdom
10.3.3.1 Market Trends
10.3.3.2 Market Forecast
10.3.4 Italy
10.3.4.1 Market Trends
10.3.4.2 Market Forecast
10.3.5 Spain
10.3.5.1 Market Trends
10.3.5.2 Market Forecast
10.3.6 Russia
10.3.6.1 Market Trends
10.3.6.2 Market Forecast
10.3.7 Others
10.3.7.1 Market Trends
10.3.7.2 Market Forecast
10.4 Latin America
10.4.1 Brazil
10.4.1.1 Market Trends
10.4.1.2 Market Forecast
10.4.2 Mexico
10.4.2.1 Market Trends
10.4.2.2 Market Forecast
10.4.3 Others
10.4.3.1 Market Trends
10.4.3.2 Market Forecast
10.5 Middle East and Africa
10.5.1 Market Trends
10.5.2 Market Breakup by Country
10.5.3 Market Forecast
11 SWOT Analysis
11.1 Overview
11.2 Strengths
11.3 Weaknesses
11.4 Opportunities
11.5 Threats
12 Value Chain Analysis
13 Porters Five Forces Analysis
13.1 Overview
13.2 Bargaining Power of Buyers
13.3 Bargaining Power of Suppliers
13.4 Degree of Competition
13.5 Threat of New Entrants
13.6 Threat of Substitutes
14 Price Analysis
15 Competitive Landscape
15.1 Market Structure
15.2 Key Players
15.3 Profiles of Key Players
15.3.1 Cinergy Entertainment Group
15.3.1.1 Company Overview
15.3.1.2 Product Portfolio
15.3.2 Dave & Buster's Inc.
15.3.2.1 Company Overview
15.3.2.2 Product Portfolio
15.3.2.3 Financials
15.3.2.4 SWOT Analysis
15.3.3 Fun City India (Landmark Group)
15.3.3.1 Company Overview
15.3.3.2 Product Portfolio
15.3.4 Funriders Leisure & Amusement Pvt. Ltd.
15.3.4.1 Company Overview
15.3.4.2 Product Portfolio
15.3.5 KidZania S.A.P.I. de C.V.
15.3.5.1 Company Overview
15.3.5.2 Product Portfolio
15.3.6 Lucky Strike Entertainment
15.3.6.1 Company Overview
15.3.6.2 Product Portfolio
15.3.7 Scene75 Entertainment Centers
15.3.7.1 Company Overview
15.3.7.2 Product Portfolio
15.3.8 Smaaash
15.3.8.1 Company Overview
15.3.8.2 Product Portfolio
15.3.9 The Walt Disney Company
15.3.9.1 Company Overview
15.3.9.2 Product Portfolio
15.3.9.3 Financials
15.3.9.4 SWOT Analysis

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