Family Entertainment Center (FEC) Market Size - By Center (Arcades, Kids Play Areas, VR Parks), By Revenue Stream (Tickets, Food & Beverage, Merchandise), By Age Group (Up to 12 Years, 13-19 Years, 20-35 Years, 36-65 Years, Above 65 Years) & Forecast, 202

Family Entertainment Center (FEC) Market Size - By Center (Arcades, Kids Play Areas, VR Parks), By Revenue Stream (Tickets, Food & Beverage, Merchandise), By Age Group (Up to 12 Years, 13-19 Years, 20-35 Years, 36-65 Years, Above 65 Years) & Forecast, 2024 - 2032


Family Entertainment Center Market size will record more than 10.5% from 2024-2032, driven by increasing incorporation of strong themes and storytelling elements to create unique and memorable experiences. Themed environments based on popular movies, TV shows, and original stories are helping to differentiate family entertainment centers (FECs) while enhancing the guest engagement.

Lately, these centers are also adopting sustainable practices to appeal to the environmentally conscious consumers. Some of these include the usage of eco-friendly materials, reducing waste, and incorporating energy-efficient technologies. The growing emphasis on creating safe, clean, and welcoming environments for families is another important trend driving the market growth.

The FEC industry is segmented into center, revenue stream, age group, and region.

By center, the industry value from the VR parks segment is anticipated to record strong growth between 2024 and 2032. VR parks offer a wide range of experiences like action-packed adventures, simulations as well as educational and creative activities. This versatility is allowing them to cater to diverse interests and age groups. They also provide thrilling experiences without the physical risks associated with traditional amusement park rides.

Based on revenue stream, the FEC market from the food & beverage segment will foresee considerable expansion from 2024 to 2032. This can be attributed to the ease of mobile ordering of food and beverages options to enhance convenience for visitors while reducing wait times and increasing the overall satisfaction. By effectively managing and innovating their food & beverage offerings, FECs are further improving the overall guest experience and significantly boosting their revenue streams.

Regionally, the Asia Pacific family entertainment center industry size is projected to witness substantial CAGR between 2024 and 2032 due to strong emphasis on family-friendly environments with activities that cater to different age groups. FECs are highly favored in the region as they incorporate local cultural elements and themes into their attractions to resonate more deeply with the local population and enhance engagement. The ongoing urbanization in many parts of APAC will also influence the market growth.


Chapter 1 Methodology & Scope
1.1 Market scope & definition
1.2 Research design
1.2.1 Research approach
1.2.2 Data collection methods
1.3 Base estimates & calculations
1.3.1 Base year calculation
1.3.2 Key trends for market estimation
1.4 Forecast model
1.5 Primary research and validation
1.5.1 Primary sources
1.5.2 Data mining sources
Chapter 2 Executive Summary
2.1 Industry 360° synopsis, 2021 - 2032
Chapter 3 Industry Insights
3.1 Industry ecosystem analysis
3.2 Supplier landscape
3.2.1 Equipment suppliers
3.2.2 FEC operates
3.2.3 Technology providers
3.2.4 End-user
3.3 Profit margin analysis
3.4 Average consumer spend
3.4.1 North America
3.4.2 Europe
3.4.3 Asia Pacific
3.4.4 Latin America
3.4.5 MEA
3.5 Technology & innovation landscape
3.6 Patent analysis
3.7 Key news & initiatives
3.8 Regulatory landscape
3.9 Impact forces
3.9.1 Growth drivers
3.9.1.1 Increasing consumer spending on recreational activities
3.9.1.2 Growing investment in development of FEC
3.9.1.3 Increasing consumer participation in VR park
3.9.1.4 Rise in government initiatives for entertainment industry
3.9.2 Industry pitfalls & challenges
3.9.2.1 High development cost
3.10 Growth potential analysis
3.11 Porter’s analysis
3.12 PESTEL analysis
Chapter 4 Competitive Landscape, 2023
4.1 Introduction
4.2 Company market share analysis
4.3 Competitive positioning matrix
4.4 Strategic outlook matrix
Chapter 5 Market Estimates & Forecast, By Center, 2021 - 2032 ($Bn, Number of Visitors)
5.1 Key trends
5.2 Arcades
5.3 Kids play areas
5.4 VR parks
5.5 Others
Chapter 6 Market Estimates & Forecast, By Revenue Stream, 2021 - 2032 ($Bn)
6.1 Key trends
6.2 Ticket
6.3 Food & beverage
6.4 Merchandise
Chapter 7 Market Estimates & Forecast, By Age Group, 2021 - 2032 ($Bn, Number of Visitors)
7.1 Key trends
7.2 Up to 12 years
7.3 13-19 years
7.4 20-35 years
7.5 36-65 years
7.6 Above 65 years
Chapter 8 Market Estimates & Forecast, By Region, 2021 - 2032 ($Bn, Number of Visitors)
8.1 Key trends
8.2 North America
8.2.1 U.S.
8.2.2 Canada
8.3 Europe
8.3.1 UK
8.3.2 Germany
8.3.3 France
8.3.4 Italy
8.3.5 Spain
8.3.6 Netherlands
8.3.7 Rest of Europe
8.4 Asia Pacific
8.4.1 China
8.4.2 India
8.4.3 Japan
8.4.4 South Korea
8.4.5 Australia
8.4.6 Singapore
8.4.7 Rest of Asia Pacific
8.5 Latin America
8.5.1 Brazil
8.5.2 Mexico
8.5.3 Argentina
8.5.4 Rest of Latin America
8.6 MEA
8.6.1 UAE
8.6.2 South Africa
8.6.3 Saudi Arabia
8.6.4 Rest of MEA
Chapter 9 Company Profiles
9.1 Adrenark Adventure
9.2 Al Hokair
9.3 Altitude Trampoline Park
9.4 Balubaid Group of Companies (BGC)
9.5 Barcade
9.6 Bowlero Corp.
9.7 CA Sega Joypolis Ltd.
9.8 Chuck E. Cheese's (CEC Entertainment Concepts, LP)
9.9 Cinergy Entertainment
9.10 Dave & Buster's
9.11 KidZania
9.12 Legoland Discovery Center (Merlin Entertainments)
9.13 Majid Al Futtaim Leisure and Entertainment
9.14 Nicckeloaden
9.15 Punch Bowl Social
9.16 Round1 Bowling & Amusement
9.17 Scene75 Entertainment Centers
9.18 Sky Zone, LLC
9.19 The Entertainment and Education Group (Timezone Global)
9.20 The VOID

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