Global Indoor Entertainment Center Market Size, Share, and COVID-19 Impact Analysis, by Processor (ARM, x86, PowerPC), By Application (Industrial Automation, Consumer Electronics, Aerospace & Defense, Automotive & Transportation, Healthcare & Medical Devices, Entertainment, Education, Agriculture), by Region (North America, Europe, Asia-Pacific, Latin America, Middle East, and Africa), Analysis and Forecast 2021 – 2030)

Industry: Electronics, ICT & Media

RELEASE DATE Dec 2022
REPORT ID SI1433
PAGES 245
REPORT FORMAT PathSoft

 

Global Indoor Entertainment Center Market Insights Forecasts to 2030

 

  • The Indoor Entertainment Center market was valued at USD 22.17 billion in 2021.
  • The market is growing at a CAGR of 9.79% from 2022 to 2030
  • The global Indoor Entertainment Center market is expected to reach USD 42.64 billion by 2030
  • Asia Pacific is expected to grow the fastest during the forecast period

 

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The global Indoor Entertainment Center market is expected to reach USD 42.64 billion by 2030, at a CAGR of 9.79% during the forecast period 2022 to 2030. The market may be driven by an increase in per capita disposable income, the availability of a variety of gaming and entertainment options, as well as a surge in the popularity of family entertainment centres among teenagers and young children. Additionally, a variety of gaming possibilities for amusement allow for easy observation of huge crowds, which in turn fuels the market expansion of family entertainment centres.

 

Market Overview

A small amusement park targeted at families with young children to adolescents that is frequently totally indoors is known as an indoor entertainment centre, also referred to as an indoor amusement park, family amusement centre, family fun centre, or simply fun centre in the entertainment industry. They typically serve smaller metropolitan regions' sub-regional markets. FECs are often smaller than full-scale amusement parks, have fewer activities, cost consumers less per person per hour than traditional amusement parks, and are supported by a local customer base rather than being big tourist attractions. Despite the fact that there are numerous chains and franchises in the industry, the majority are locally owned and run. Some, run by non-profit groups, have a tendency to focus more on edutainment activities, arcade studios, AR and VR gaming zones, physical play activities, skill/competition games, and other things than just amusement. Examples of these include children's museums or scientific museums. Indoor entertainment centres, or FECs, are scaled-down indoor or outdoor amusement parks that provide a wide range of family-friendly entertainment. Bowling alleys, zoos, museums, water parks, and miniature golf courses are just a few of the numerous FECs that have lasted for ten years.

 

Global Indoor Entertainment Center Market Report Coverage

Report CoverageDetails
Base Year:2021
Market Size in 2021:USD 22.17 Billion
Forecast Period:2022-2030
Forecast Period CAGR 2022-2030 :9.79 %
2030 Value Projection:USD 42.64 Billion
Historical Data for:2019-2020
No. of Pages:245
Tables, Charts & Figures:122
Segments covered:By Processor, By Application, By Region
Companies covered::CEC Entertainment, Inc., Bandai Namco Holdings Inc., Dave and Buster’s Inc, Fun City, Ferrari World, Scene75 Entertainment Centers, The Walt Disney Company, Triotech
Growth Drivers:The industry may be driven by elements like rising per capita disposable income and technical advancements like virtual reality gaming.
Pitfalls & Challenges:Mobile devices, home gaming, and hefty start-up expenses can all limit industry expansion.

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Report Coverage

This research report categorizes the market for indoor entertainment center market based on various segments and regions and forecasts revenue growth and analyzes trends in each submarket. The report analyses the key growth drivers, opportunities, and challenges influencing the indoor entertainment center market. Recent market developments and competitive strategies such as expansion, product launch and development, partnership, merger, and acquisition have been included to draw the competitive landscape in the market. The report strategically identifies and profiles the key market players and analyses their core competencies in each sub-segments of the indoor entertainment center market.

 

Driving Factors

During the projection period, the global indoor entertainment centre market is anticipated to experience significant growth. The industry may be driven by elements like rising per capita disposable income and technical advancements like virtual reality gaming. Family entertainment centres are tiny amusement parks made to keep the whole family entertained. By employing techniques like bonuses, gift cards, and birthday discounts, these centres have a beneficial impact on the market. Market expansion may be aided by the ongoing introduction of indoor entertainment centers that encourage intergenerational play and family activity.

 

Restraining Factors

Mobile devices, home gaming, and hefty start-up expenses can all limit industry expansion. Additionally, the market's expansion is hampered by rising ticket prices.

 

Market Segmentation

  • In 2021, AR & VR gaming zones to witness the overall growth rate of 12%.

On the basis of activity, the global indoor entertainment center market is segmented into AR & VR Gaming Zones, Bowling Alleys, Video Game Arcades, Children's Entertainment & Edutainment Area, Trampoline Parks, Indoor Physical Sports Activities, Adventure Activities, Restaurants & Movie Theaters. Among these, AR & VR gaming zones segment is anticipated to witness the growth rate of 12%  owing to the increasing initiatives taken by the government which aims to offer funds and tax incentives to the AR & VR projects.

 

  • In 2021, 21 to 25 years age group segment to expand with over 10% CAGR.

On the basis of age group, the global indoor entertainment center market is segmented into Below 12, 13 - 20, 21 - 25, Over 25. Among these, 21 to 25 years age group segment is anticipated to expand with a CAGR of more than 10% over the forecast period. The participation of young people having high disposable income in different leisure activities provided by the indoor entertainment centers  will boost the market growth. Various indoor entertainment center companies are offering group activities  like team combat ina high capacity multi sensory arena with an aim to provide group experience.

 

  • In 2021, above 10 acres area size is witnessing the surge in demand.

Based on area size, the global indoor entertainment center market is segmented into Upto 5,000 Sq. Ft, 5001 - 40000 Sq. Ft, 40000 - 100000 Sq. Ft, 100001 Sq. Ft - 10 Acres, Above 10 Acres. Among these, the area size of more than 10 acres is going to witness the surge in demand as the dedicated game zones for various age  groups help families in participating in various activities. These indoor entertainment centers comprise adventure rides, game zones, restaurants, and movie theatres which offer various services to its customers. In fact, the floor space need to install the machines and devices to continue such activities which are propelling the market growth.

 

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North America emerged as the largest market for the global indoor entertainment center market in 2021.

In 2021, North America holds the largest market share with a CAGR of 20% over the forecast period owing to the growing inclination of people towards sports activities during holidays and weekends. Many key market players are providing games which create high competitiveness among the individuals by taking part in activities like racing, rafting, and mini golf. The owners of the indoor entertainment centers keep track of each team's performance and award victors with a variety of rewards. A 360-degree VR immersive experience is provided by the river rafting rides, which provide clients a waterproof, dynamic, and virtual experience. Riders experience a real-time river rafting ride while travelling down a class 4 mountain in a VR raft. To improve the gaming experience for clients, providers offer such competitive, daring, and virtual activities.

 

List of Key Market Players

  • CEC Entertainment, Inc.
  • Bandai Namco Holdings Inc.
  • Dave and Buster’s Inc
  • Fun City
  • Ferrari World
  • Scene75 Entertainment Centers
  • The Walt Disney Company
  • Triotech

Key Target Audience

  • Market Players
  • Investors
  • End-users
  • Government Authorities 
  • Consulting And Research Firm
  • Venture capitalists
  • Value-Added Resellers (VARs)

 

Market Segmentation

Indoor Entertainment Center Market, By Activity

  • AR & VR Gaming Zones
  • Bowling Alleys
  • Video Game Arcades
  • Children's Entertainment & Edutainment Area
  • Trampoline Parks
  • Indoor Physical Sports Activities
  • Adventure Activities
  • Restaurants & Movie Theaters

Indoor Entertainment Center Market, By Age Group

  • Below 12
  • 13 – 20
  • 21 – 25
  • Over 25

Indoor Entertainment Center Market, By Area Size

  • Upto 5,000 Sq. Ft
  • 5001 - 40000 Sq. Ft
  • 40000 - 100000 Sq. Ft
  • 100001 Sq. Ft - 10 Acres
  • Above 10 Acres

Indoor Entertainment Center Market, By Region

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • Uk
    • France
    • Italy
    • Spain
    • Russia
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Rest of Asia Pacific
  • South America
    • Brazil
    • Argentina
    • Rest of South America
  • Middle East & Africa
    • UAE
    • Saudi Arabia
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

 

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