Global Family or Indoor Entertainment Centers Market Research Report 2023-Competitive Analysis, Status and Outlook by Type, Downstream Industry, and Geography, Forecast to 2029

Global Family or Indoor Entertainment Centers Market Research Report 2023-Competitive Analysis, Status and Outlook by Type, Downstream Industry, and Geography, Forecast to 2029

Family or indoor entertainment centers (FECs) refers to the small amusement parks or entertainment zones that usually operate in local communities around big and small cities. The wide range of games and activities provide entertainment for all ages and leave every member of the family with a fun and thrilling experience.

FEC offer a variety of fun options such as physical play activities, gaming consoles, arcades, video games, indoor playground systems, playground areas, skill-oriented machine games and others. These centers also host private events such as corporate events and birthday parties in areas such as malls. The popularity of these centers is growing as it offers different engaging services like food & beverages, edutainment games, AR & VR based games and other entertainment options which are gaining rapid traction in the market.

Market Overview:

The latest research study on the global Family or Indoor Entertainment Centers market finds that the global Family or Indoor Entertainment Centers market reached a value of USD 22632.63 million in 2022. It’s expected that the market will achieve USD 46840.56 million by 2028, exhibiting a CAGR of 12.89% during the forecast period.

Serve the city's local community in the family or in indoor entertainment. Compared with conventional amusement parks, FEC aims to entertain the whole family at a lower per capita cost, providing sports competitions and various game venues. Due to its good location, it is located in commercial complexes such as shopping centers that people frequent, and is often used as a Venue for birthday parties and business events. Due to the constantly updated FEC supporting family activities, catering integration, and offering various types of participatory games, with the increasing number of shopping malls and large teenage population in emerging economies, the sustainable development of the industry is promoted.

Advantages for family or indoor entertainment center.

The increasing inclination towards indoor entertainment activities.

Diversified gaming and various entertainment options in family/indoor entertainment centers for celebrations, such as birthday, parties, events, occasions, etc., are contributing to the growth of the family/indoor entertainment centers market.

Brand marketing and various promotional strategies and offers to attract customers and increase user stickiness.

Family or indoor entertainment center companies drive traffic to their venues through marketing and sales programs, and the multifaceted customer experience helps them create a well-known brand. For example: Increase traffic from repeat visits and new customers through strategic advertising, new promotional campaign platforms and sales programs.

High initial costs for providers and increase in ticket prices.

Intense market competition and the threat of substitutes.

With the development of the economy and the improvement of people's living standards, families and individuals have more choices for entertainment activities. Family or indoor entertainment centers need to compete with diverse suppliers for customer discretionary entertainment revenue and entertainment choices, including localized attractions such as movie theaters, sporting events, bowling alleys, sports activity centers, malls and entertainment centers, restaurants and theme parks. At the same time, it also faces competition from increasingly sophisticated forms of home entertainment, such as the Internet and video games and home movie streaming.

Technological innovation and experience upgrading for Family or Indoor Entertainment Centers.

Family or indoor entertainment center companies create iconic, widely recognized brands that deliver unique and differentiated home entertainment experiences. Increasing omni-experience, reality (AR) and virtual reality gaming (VR) are important factors driving the growth of the home entertainment center market. A large number of operators are integrating new technologies such as 3D technology, virtual reality gaming, and they are launching FEC’s, which support family activities, F&B integration, and participatory play to differentiate themselves from their competitors.

Emerging Market Trends.

Emerging economies continue to develop economically, accelerate urbanization, increase per capita disposable income, and have a large youth population base. Family or indoor entertainment centers have great growth potential in emerging markets.

Region Overview:

China had the highest growth rate of all regions.

In 2021, the share of the Family or Indoor Entertainment Centers market in United States stood at 39.98%.

Company Overview:

Dave&Buster’s
Dave & Buster's is a place to Eat, Drink, Play & Watch Sports® all under one roof! Dave & Buster's is an American restaurant and entertainment business headquartered in Dallas. Each Dave & Buster's has a full-service restaurant and a video arcade. As of September 2020, the company has 136 locations in the United States and Canada.

Bowlmor AMF

Bowlmor AMF Corp. owns and operates bowling centers. The Company also focuses on acquiring bowling centers. Bowlero AMF delivers a rikingly unique experience to over 28 million guests at more than 300 ocations throughout the United States.

ROUND ONE Corporation

Round One Corporation, stylized as ROUND1, is a Japan-based amusement store chain. In Japan, the amusement centers offer bowling alleys, arcade games, karaoke, and billiards, they also have a larger variation of Round One known as SpoCha, abbreviated for Sports Challenge, that offers a variety of items and indoor/outdoor activities such as batting cages, basketball, volleyball, tennis, futsal, driving range, etc. Round One Entertainment Inc. is an American subsidiary of Round One Corporation, the amusement centers in the U.S. offer a variety of bowling, karaoke, video game arcade cabinets and redemption games, billiards, darts, and ping pong while serving a variety of food and beverages.

Dave&Buster’s is one of the major players operating in the Family or Indoor Entertainment Centers market, holding a share of 8.27% in 2022.

Dave&Buster’s, Bowlmor AMF, ROUND ONE Corporation, CEC Entertainment, Legoland Discovery Center are the five key players in the global Family or Indoor Entertainment Centers market. These companies have shown consistent growth in revenue, larger volumes of sales and a prominent presence in terms of share in the global market in the past 5 years.

Segmentation Overview:

Physical Play Activities

Physical play activities include trampoline and bounce, bowling, billiards, multi-level laser tag and a games gallery with many virtual and interactive games for players. Gravity ropes, rock climbing, mini golf, bocce ball, ninja course, adventure hub and karaoke are also available at select locations.

AR and VR Gaming

VR is the simulation of experiences that feel so real that the user experiences total immersion through their senses. AR takes a different tactic. AR places an overlay of virtual items over our usual senses through the use of projected images and cameras to sense where the user is in space. As the cameras detect motion, they change the projected image.

Arcade Studios

Arcade Games are typically games that appeal to older children, teenagers and young adults. They include a wide variety of genre's, from first-person shooters to race games, riding games, role-play games and even some sporting and virtual reality or simulation games. They are typically found in arcades and most multi-attraction family entertainment centers offer some variety of arcade games.

Among different product types, Physical Play Activities segment is anticipated to contribute the largest market share in 2027.

Application Overview:

Multi-attraction Indoor Centers
The main event venue of the multi-attraction indoor center is indoors, which combines traditional arcade machines and newer developments, including physical game activities, rides, augmented reality and virtual reality games and children's birthday parties and other facilities.

Outdoor Fun Centers

The main venue for outdoor entertainment centers is outdoors. Typical outdoor entertainment centers include go-karts, mini golf courses, batting cages, and bumper boats. There are also small clubhouse buildings that include food stalls, games, and birthday party areas.

By application, the Multi-attraction Indoor Centers segment occupied the biggest share from 2017 to 2022.

Key Companies in the global Family or Indoor Entertainment Centers market covered in Chapter 3:

Bowlmor AMF
TEN Entertainment Group plc
ROUND ONE Corporation
Scene75 Entertainment Centers
GameWorks
CEC Entertainment
Legoland Discovery Center
Gatti’s Pizza
Lucky Strike Entertainment
Dave&Buster’s
Al Hokair Group
TimeZone Entertainment

In Chapter 4 and Chapter 14.2, on the basis of types, the Family or Indoor Entertainment Centers market from 2018 to 2029 is primarily split into:

Physical Play Activities
AR and VR Gaming
Arcade Studios
Others

In Chapter 5 and Chapter 14.3, on the basis of Downstream Industry, the Family or Indoor Entertainment Centers market from 2018 to 2029 covers:

Multi-attraction Indoor Centers
Outdoor Fun Centers

Geographically, the detailed analysis of consumption, revenue, market share and growth rate, historic and forecast (2018-2029) of the following regions are covered in Chapter 8 to Chapter 14:

North America (United States, Canada)
Europe (Germany, UK, France, Italy, Spain, Russia, Netherlands, Turkey, Switzerland, Sweden)
Asia Pacific (China, Japan, South Korea, Australia, India, Indonesia, Philippines, Malaysia)
Latin America (Brazil, Mexico, Argentina)
Middle East & Africa (Saudi Arabia, UAE, Egypt, South Africa)


Chapter 1 Market Definition and Statistical Scope
Chapter 2 Research Findings and Conclusion
Chapter 3 Key Companies’ Profile
Chapter 4 Global Family or Indoor Entertainment Centers Market Segmented by Type
Chapter 5 Global Family or Indoor Entertainment Centers Market Segmented by Downstream Industry
Chapter 6 Family or Indoor Entertainment Centers Industry Chain Analysis
Chapter 7 The Development and Dynamics of Family or Indoor Entertainment Centers Market
Chapter 8 Global Family or Indoor Entertainment Centers Market Segmented by Geography
Chapter 9 North America
Chapter 10 Europe
Chapter 11 Asia Pacific
Chapter 12 Latin America
Chapter 13 Middle East & Africa
Chapter 14 Global Family or Indoor Entertainment Centers Market Forecast by Geography, Type, and Downstream Industry 2023-2029
Chapter 15 Appendix

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