Global Indoor Amusement Center Market Size, Share & Trends Analysis Report By Component (Arcade Games, Indoor Adventure Parks, Bowling Alleys, Indoor Go-Karts, AR-VR Games, Trampoline Park, and Other Component), By Regional Outlook and Forecast, 2024 - 20

Global Indoor Amusement Center Market Size, Share & Trends Analysis Report By Component (Arcade Games, Indoor Adventure Parks, Bowling Alleys, Indoor Go-Karts, AR-VR Games, Trampoline Park, and Other Component), By Regional Outlook and Forecast, 2024 - 2031


The Global Indoor Amusement Center Market size is expected to reach $85.05 billion by 2031, rising at a market growth of 9.1% CAGR during the forecast period.

Modernizing bowling alleys with enhanced facilities and themed environments and integrating food and beverage services have further boosted their market share. The ability to offer a fun and competitive activity that people of all ages can enjoy makes bowling alleys a key component of indoor amusement centers. Hence, in 2023, the bowling alleys segment witnessed 13% revenue share in the market. Bowling alleys are a popular entertainment option due to their social and recreational appeal. They attract a wide demographic, including casual bowlers, competitive leagues, and individuals attending parties or corporate events.

The increase in disposable income also drives the demand for premium experiences, such as high-tech games, advanced VR and AR setups, and luxurious amenities within the centers. Consumers are willing to pay more for high-quality entertainment that offers excitement and value. This trend benefits established amusement centers and encourages new entrants to the market, resulting in further competition and innovation. Additionally, Technological advancements also drive the rise of consumer preference for immersive and experience-based entertainment. Indoor amusement centers are increasingly incorporating new tech, such as augmented reality (AR), virtual reality (VR), and interactive gaming platforms, to meet the changing tastes of consumers. These innovations enhance the overall experience and attract younger, tech-savvy generations looking for novel and interactive entertainment options. As a result, consumer demand for these centers continues to grow. Thus, growing disposable income and rising consumer preference for entertainment and leisure activities drives the market's growth.

However, the high costs associated with running an indoor amusement center can limit operators' ability to experiment with new attractions or technologies, potentially stifling innovation. Centers that fail to differentiate themselves from competitors or keep up with consumer expectations may struggle to remain profitable. For businesses operating on thin margins, even small increases in maintenance or operational costs can significantly impact financial viability. In conclusion, high operational costs and maintenance expenses hamper the market's growth.

Component Outlook

Based on component, the market is divided into arcade games, AR-VR games, indoor go-karts, indoor adventure parks, bowling alleys, children's entertainment & education area, trampoline park, and others. In 2023, the arcade games segment garnered 24% revenue share in the market. Arcade games have a broad appeal across various age groups, attracting children and adults with their interactive and engaging nature. The continuous introduction of new and advanced arcade games and the nostalgic value of classic games significantly contribute to this segment's leading market position. The variety and excitement offered by arcade games make them a staple attraction in indoor amusement centers, driving high footfall and repeat visits, thereby boosting revenue.

Regional Outlook

Region-wise, the market is analyzed across North America, Europe, Asia Pacific, and LAMEA. The North America region witnessed 39% revenue share in the market in 2023. This dominance is attributed to the region's well-established entertainment infrastructure, high disposable incomes, and a strong culture of family and group recreational activities. The presence of numerous indoor amusement centers offering a variety of attractions, from arcades and bowling alleys to indoor adventure parks and go-kart tracks, also contributes to the region's leading position.

List of Key Companies Profiled
  • Bandai Namco Holdings Inc.
  • KidZania Operations, S.A.R.L.
  • Dave & Buster’s Entertainment, Inc.
  • Merlin Entertainments
  • CEC Entertainment Concepts, LP (Chuck E. Cheese)
  • Scene75 Entertainment Centers
  • Smaaash Entertainment Pvt. Ltd.
  • Funriders Leisure & Amusement Pvt Ltd
  • Bowlero Corporation
  • Cinergy Entertainment Group, Inc.
Global Indoor Amusement Center Market Report Segmentation

By Component
  • Arcade Games
  • Indoor Adventure Parks
  • Bowling Alleys
  • Indoor Go-Karts
  • AR-VR Games
  • Children's Entertainment & Education Area
  • Trampoline Park
  • Other Component
By Geography
  • North America
  • US
  • Canada
  • Mexico
  • Rest of North America
  • Europe
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe
  • Asia Pacific
  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Australia
  • Rest of Asia Pacific
  • LAMEA
  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA


Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Global Indoor Amusement Center Market, by Component
1.4.2 Global Indoor Amusement Center Market, by Geography
1.5 Methodology for the research
Chapter 2. Market at a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
3.2.3 Market Opportunities
3.2.4 Market Challenges
3.3 Porter Five Forces Analysis
Chapter 4. Global Indoor Amusement Center Market by Component
4.1 Global Arcade Games Market by Region
4.2 Global Indoor Adventure Parks Market by Region
4.3 Global Bowling Alleys Market by Region
4.4 Global Indoor Go-Karts Market by Region
4.5 Global AR-VR Games Market by Region
4.6 Global Children's Entertainment & Education Area Market by Region
4.7 Global Trampoline Park Market by Region
4.8 Global Other Component Market by Region
Chapter 5. Global Indoor Amusement Center Market by Region
5.1 North America Indoor Amusement Center Market
5.1.1 North America Indoor Amusement Center Market by Component
5.1.1.1 North America Arcade Games Market by Country
5.1.1.2 North America Indoor Adventure Parks Market by Country
5.1.1.3 North America Bowling Alleys Market by Country
5.1.1.4 North America Indoor Go-Karts Market by Country
5.1.1.5 North America AR-VR Games Market by Country
5.1.1.6 North America Children's Entertainment & Education Area Market by Country
5.1.1.7 North America Trampoline Park Market by Country
5.1.1.8 North America Other Component Market by Country
5.1.2 North America Indoor Amusement Center Market by Country
5.1.2.1 US Indoor Amusement Center Market
5.1.2.1.1 US Indoor Amusement Center Market by Component
5.1.2.2 Canada Indoor Amusement Center Market
5.1.2.2.1 Canada Indoor Amusement Center Market by Component
5.1.2.3 Mexico Indoor Amusement Center Market
5.1.2.3.1 Mexico Indoor Amusement Center Market by Component
5.1.2.4 Rest of North America Indoor Amusement Center Market
5.1.2.4.1 Rest of North America Indoor Amusement Center Market by Component
5.2 Europe Indoor Amusement Center Market
5.2.1 Europe Indoor Amusement Center Market by Component
5.2.1.1 Europe Arcade Games Market by Country
5.2.1.2 Europe Indoor Adventure Parks Market by Country
5.2.1.3 Europe Bowling Alleys Market by Country
5.2.1.4 Europe Indoor Go-Karts Market by Country
5.2.1.5 Europe AR-VR Games Market by Country
5.2.1.6 Europe Children's Entertainment & Education Area Market by Country
5.2.1.7 Europe Trampoline Park Market by Country
5.2.1.8 Europe Other Component Market by Country
5.2.2 Europe Indoor Amusement Center Market by Country
5.2.2.1 Germany Indoor Amusement Center Market
5.2.2.1.1 Germany Indoor Amusement Center Market by Component
5.2.2.2 UK Indoor Amusement Center Market
5.2.2.2.1 UK Indoor Amusement Center Market by Component
5.2.2.3 France Indoor Amusement Center Market
5.2.2.3.1 France Indoor Amusement Center Market by Component
5.2.2.4 Russia Indoor Amusement Center Market
5.2.2.4.1 Russia Indoor Amusement Center Market by Component
5.2.2.5 Spain Indoor Amusement Center Market
5.2.2.5.1 Spain Indoor Amusement Center Market by Component
5.2.2.6 Italy Indoor Amusement Center Market
5.2.2.6.1 Italy Indoor Amusement Center Market by Component
5.2.2.7 Rest of Europe Indoor Amusement Center Market
5.2.2.7.1 Rest of Europe Indoor Amusement Center Market by Component
5.3 Asia Pacific Indoor Amusement Center Market
5.3.1 Asia Pacific Indoor Amusement Center Market by Component
5.3.1.1 Asia Pacific Arcade Games Market by Country
5.3.1.2 Asia Pacific Indoor Adventure Parks Market by Country
5.3.1.3 Asia Pacific Bowling Alleys Market by Country
5.3.1.4 Asia Pacific Indoor Go-Karts Market by Country
5.3.1.5 Asia Pacific AR-VR Games Market by Country
5.3.1.6 Asia Pacific Children's Entertainment & Education Area Market by Country
5.3.1.7 Asia Pacific Trampoline Park Market by Country
5.3.1.8 Asia Pacific Other Component Market by Country
5.3.2 Asia Pacific Indoor Amusement Center Market by Country
5.3.2.1 China Indoor Amusement Center Market
5.3.2.1.1 China Indoor Amusement Center Market by Component
5.3.2.2 Japan Indoor Amusement Center Market
5.3.2.2.1 Japan Indoor Amusement Center Market by Component
5.3.2.3 India Indoor Amusement Center Market
5.3.2.3.1 India Indoor Amusement Center Market by Component
5.3.2.4 South Korea Indoor Amusement Center Market
5.3.2.4.1 South Korea Indoor Amusement Center Market by Component
5.3.2.5 Singapore Indoor Amusement Center Market
5.3.2.5.1 Singapore Indoor Amusement Center Market by Component
5.3.2.6 Australia Indoor Amusement Center Market
5.3.2.6.1 Australia Indoor Amusement Center Market by Component
5.3.2.7 Rest of Asia Pacific Indoor Amusement Center Market
5.3.2.7.1 Rest of Asia Pacific Indoor Amusement Center Market by Component
5.4 LAMEA Indoor Amusement Center Market
5.4.1 LAMEA Indoor Amusement Center Market by Component
5.4.1.1 LAMEA Arcade Games Market by Country
5.4.1.2 LAMEA Indoor Adventure Parks Market by Country
5.4.1.3 LAMEA Bowling Alleys Market by Country
5.4.1.4 LAMEA Indoor Go-Karts Market by Country
5.4.1.5 LAMEA AR-VR Games Market by Country
5.4.1.6 LAMEA Children's Entertainment & Education Area Market by Country
5.4.1.7 LAMEA Trampoline Park Market by Country
5.4.1.8 LAMEA Other Component Market by Country
5.4.2 LAMEA Indoor Amusement Center Market by Country
5.4.2.1 Brazil Indoor Amusement Center Market
5.4.2.1.1 Brazil Indoor Amusement Center Market by Component
5.4.2.2 Argentina Indoor Amusement Center Market
5.4.2.2.1 Argentina Indoor Amusement Center Market by Component
5.4.2.3 UAE Indoor Amusement Center Market
5.4.2.3.1 UAE Indoor Amusement Center Market by Component
5.4.2.4 Saudi Arabia Indoor Amusement Center Market
5.4.2.4.1 Saudi Arabia Indoor Amusement Center Market by Component
5.4.2.5 South Africa Indoor Amusement Center Market
5.4.2.5.1 South Africa Indoor Amusement Center Market by Component
5.4.2.6 Nigeria Indoor Amusement Center Market
5.4.2.6.1 Nigeria Indoor Amusement Center Market by Component
5.4.2.7 Rest of LAMEA Indoor Amusement Center Market
5.4.2.7.1 Rest of LAMEA Indoor Amusement Center Market by Component
Chapter 6. Company Profiles
6.1 Bandai Namco Holdings, Inc.
6.1.1 Company Overview
6.1.2 Financial Analysis
6.1.3 Segmental and Regional Analysis
6.2 KidZania S.A.P.I. de C.V.
6.2.1 Company Overview
6.3 Dave & Buster’s Entertainment, Inc.
6.3.1 Company Overview
6.3.2 Financial Analysis
6.4 Merlin Entertainments
6.4.1 Company Overview
6.4.2 Financial Analysis
6.4.3 Segmental and Regional Analysis
6.5 CEC Entertainment, LLC
6.5.1 Company Overview
6.6 Scene75 Entertainment Centers
6.6.1 Company Overview
6.7 Smaaash Entertainment Pvt. Ltd.
6.7.1 Company Overview
6.8 Funriders Leisure & Amusement Pvt. Ltd.
6.8.1 Company Overview
6.9 Bowlero Corporation
6.9.1 Company Overview
6.10. Cinergy Entertainment Group
6.10.1 Company Overview
Chapter 7. Winning Imperatives of Indoor Amusement Center Market

Download our eBook: How to Succeed Using Market Research

Learn how to effectively navigate the market research process to help guide your organization on the journey to success.

Download eBook
Cookie Settings