Escape Room

An escape room is an adventure game in which the players get themselves enclosed in a themed room, and the main challenge is to find different puzzles and clues in order to get out of it before time is up. These rooms are well adorned, having props that create real-life environments like a detective room, a pirate ship, etc. Problem-solving skills, communications, and strategic planning are the key components as the players have to find clues and solve as many tasks as possible before the time runs out. It is an interactive activity based on solving tasks and searching for clues, which makes it exciting and stimulating for both mind and body. The escape room market is due to the constantly rising customer interest in enjoying diverse and engaging activities and the desire to find oneself in the company of friends while overcoming various tasks in confined spaces.

The Escape Room Market is expected to grow at a steady rate of around 14.9% owing to the rising company expansions. For instance, in July 2024, Activate Games Inc. (Activate Games), a Winnipeg-based company known for its immersive gaming experiences, expanded to the U.K. and Ireland. The company partnered with We Do Play to open 30 new locations and to bring its unique blend of physical activity and gaming to the other side of the pond. Moreover, technology in human advancement and involved creative storytelling in escape rooms has increased the level of challenge as well as the popularity of the escape rooms to the different groups of people with orientation to look for different experiences.

  • Based on the type, the market is segmented into small theme room, medium theme room, and big theme room. The big theme room is expected to dominate in the forecast period driven by consumers’ need for a more elaborate and engaging theme that can tell a better story. These large rooms which are usually designed with detailed sets, technologies, and multiple narratives are for the bigger crowds and for the more engaged hardcore customers. Due to the rise in expectations for consumers, who expect more new experiences during visitors, operators have been working, to invest more in operations, which offer more grand themes and more extensive designs, as well as provide more customer satisfaction, while gaining more brand attention and repeating consumers, and hence, grow this segment of the market.
  • Based on themes, the market is segmented into mystery, horror, and others. The mystery segment is expected to grow significantly in the forecast period as it continues to offer universally appealing content and as people have always had a fascination for solving puzzles and hunting for clues that are concealed in the movies. Due to the feature of assigning tasks based on narratives, this genre creates compelling stories for the participants in the form of crime solvers or detectives. These aspects have been inspiring players who want to get an intellectual and valuable experience from a game as well as casual players who just to enjoy a good mystery and the satisfaction from solving as many puzzles as possible. Thus, the mystery segment is expected to grow significantly in the forecast period among the themes.
  • Based on the end-user, the market is segmented into corporate groups, families, couples, and others. The corporate groups segment is expected to dominate in the upcoming years owing to the continuous widening popularity of such experiences as team building and corporate training. Escape rooms provide an active setting for building teamwork, communication, and problem-solving skills, which justifies businesses investing in them for the workers’ satisfaction and improved performance. The stimulating elements also contribute to the notion that such a break makes for a pleasant and memorable deviation from the established work agenda, which gives more organizations an incentive to use escape room experiences as part of corporate events and team-building plans. This has been helpful in the growth and popularity amongst the corporate clients of escape rooms. Thus, the corporate groups segment held a significant market share in 2023 among the end-user.
  • For a better understanding of the market adoption of escape rooms, the market is analyzed based on its worldwide presence in countries such as North America (U.S., Canada, and the Rest of North America), Europe (Germany, U.K., France, Spain, Italy, Rest of Europe), Asia-Pacific (China, Japan, India, Rest of Asia-Pacific), Rest of World. North America is expected to grow at a considerable rate in the forecast period as consumer interest in exceptional engaging and enticing entertainment is on the rise coupled with the emerging trend of incorporating engaging activities in corporate events. Further, the rise of popularity of group work and team efforts for creating and solving team-building problems, together with the improvements in technologies and innovative types of rooms, enhance the market growth. For instance, in November 2023, PanIQ had a soft opening of its escape room in New Downtown, U.S. aiding in the expansion of the franchise. Thus, amongst areas, North America is expected to grow at a significant rate in the forecast period.
  • Some of the major players operating in the market include PanIQ Escape Room Franchise; Texas Panic Room; Maze Rooms Corp.; THE GREAT ESCAPE ROOM; Breakout; All In Adventures; The Escape Game, LLC; ESCAPOLOGY; Amazing Escape Room, LLC; Epic Escape Game.


1 MARKET INTRODUCTION
1.1. Market Definitions
1.2. Main Objective
1.3. Stakeholders
1.4. Limitation
2 RESEARCH METHODOLOGY OR ASSUMPTION
2.1. Research Process of the Escape Room Market
2.2. Research Methodology of the Escape Room Market
2.3. Respondent Profile
3 EXECUTIVE SUMMARY
3.1. Industry Synopsis
3.2. Segmental Outlook
3.2.1. Market Growth Intensity
3.3. Regional Outlook
4 MARKET DYNAMICS
4.1. Drivers
4.2. Opportunity
4.3. Restraints
4.4. Trends
4.5. PESTEL Analysis
4.6. Demand Side Analysis
4.7. Supply Side Analysis
4.7.1. Merger & Acquisition
4.7.2. Investment Scenario
4.7.3. Industry Insights: Leading Startups and Their Unique Strategies
5 PRICING ANALYSIS
5.1. Regional Pricing Analysis
5.2. Price Influencing Factors
6 GLOBAL ESCAPE ROOM MARKET REVENUE (USD BN), 2022-2032F
7 MARKET INSIGHTS BY TYPE
7.1. Small Theme Room
7.2. Medium Theme Room
7.3. Big Theme Room
8 MARKET INSIGHTS BY THEMES
8.1. Mystery
8.2. Horror
8.3. Others
9 MARKET INSIGHTS BY BOOKING TYPE
9.1. Online Booking
9.2. Onsite Booking
10 MARKET INSIGHTS BY END-USER
10.1. Corporate Groups
10.2. Families
10.3. Couples
10.4. Others
11 MARKET INSIGHTS BY REGION
11.1. North America
11.1.1. U.S.
11.1.2. Canada
11.1.3. Rest of North America
11.2. Europe
11.2.1. Germany
11.2.2. U.K.
11.2.3. France
11.2.4. Italy
11.2.5. Spain
11.2.6. Rest of Europe
11.3. Asia-Pacific
11.3.1. China
11.3.2. Japan
11.3.3. India
11.3.4. Rest of Asia-Pacific
11.4. Rest of World
12 VALUE CHAIN ANALYSIS
12.1. Marginal Analysis
12.2. List of Market Participants
13 COMPETITIVE LANDSCAPE
13.1. Competition Dashboard
13.2. Competitor Market Positioning Analysis
13.3. Porter Five Forces Analysis
14 COMPANY PROFILES
14.1. PanIQ Escape Room Franchise
14.1.1. Company Overview
14.1.2. Key Financials
14.1.3. SWOT Analysis
14.1.4. Product Portfolio
14.1.5. Recent Developments
14.2. Texas Panic Room
14.3. Maze Rooms Corp.
14.4. THE GREAT ESCAPE ROOM
14.5. Breakout
14.6. All In Adventures
14.7. The Escape Game, LLC
14.8. ESCAPOLOGY
14.9. Amazing Escape Room, LLC
14.10. Epic Escape Game
15 ACRONYMS & ASSUMPTION
16 ANNEXURE

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