The Global Family Indoor Entertainment Centers Market size valued to USD 32.22 billion in 2021, is predicted to garner USD 82.13 billion by 2030, with a growing CAGR of 10.2% from 2022-2030.
Family indoor entertainment centers (FECs) are family-oriented entertainment zones based in interiors of the complex, specially designed for providing amusement to individuals of all age-groups. The FECs are majorly based in the city-hubs, for local communities, with far less per-person expense, than traditional amusement parks. The FECs can keep the entire family engaged with a variety of amusement options like arcades, video games, machine games, soft play areas, kid’s rides, games based on AR and VR technology as well as indoor playground arrangements. Besides family-oriented entertainment, FECs also organize group-events, such as celebration of birthday parties, or hosting corporate events.
The global family indoor entertainment centers market is proliferating due to its explicitly designed interior that entertains the whole family in all age groups, that too at reasonable ticket fares. Besides, factors supplementing the family indoor entertainment centers market growth are; increase in per-capita disposable income, technological evolution in the gaming sector, expansion of commercial infrastructures, diversified gaming, and entertainment options, as well as upsurge in the integration of food & beverages in the entertainment zones.
However, factors such as higher adoption of smart phones, smart gadgets and high-resolution gaming devices, high capital investments in establishing the FECs, as well as increasing rates of ticket fares are responsible for hampering the family indoor entertainment centers market growth during the forecast period.
Moreover, consistently increasing demand for new entertainment activities, development of new amusement parks with participatory play supporting family activities, as well as increasing investments by malls in family-oriented entertainment zones, are to provide avenues for growth of the global family indoor entertainment centers market in the coming future.
The global family indoor entertainment centers market share analysis is based on visitor, revenue source, application, type, and geography.
Based on visitor, the family indoor entertainment centers market is segmented into Families with Children (0-8), Families with Children (9-12), Teenagers (13-19), Young adults (20-25), and Adults (Ages 25+). Based on source of revenue, the market is fragmented into entry fees & ticket sales, food & beverages, merchandising, advertisement, and others. Based on application, the market is categorized into Arcade Studios, AR and VR Gaming Zones, Physical Play Activities, Skill/Competition Games and Others. Based on type the market is classified into Children’s Entertainment Centers (CECs), Children’s Edutainment Centers (CEDCs), Location-based VR Entertainment Centers (LBECs), and Adult Entertainment Centers (AECs). Geographic breakdown and analysis of each of the previously mentioned segments include regions comprising North America, Europe, Asia-Pacific, and RoW.
North America region is expected to dominate the global family indoor entertainment centers market throughout the forecast period, accounting for the highest market shares. This is attributable to factors such as higher adoption of AI & IoT technologies along with advanced gaming based on AR, VR, and 3D technologies. Besides, well-established infrastructure and presence of key market players are to boost-up the family indoor entertainment centers market growth throughout the forecast period.
Asia-Pacific region is expected to witness a substantial growth in the family indoor entertainment centers market, accounting for the highest CAGR value, owing to expansions of commercial malls, increasing investments in FECs as well as increase in per-capita disposable incomes. Moreover, family-oriented participatory play and appealing interiors for young population, are anticipated to propel the market growth in this region.
The highly competitive family indoor entertainment centers market, consists of various market players. Some of the major market players include, Dave & Buster’s, KidZania, FunCity, The Walt Disney Company, CEC Entertainment, Inc., Lucky Strike Entertainment, LEGOLAND Discovery Center, Cinergy Entertainment, Smaaash Entertainment Pvt. Ltd., Scene 75 Entertainment Centers, The Zone Entertainment, Bowlmor AMF, Main Event Entertainment, Time Zone Entertainment, Lucky Strike Entertainment, among others.
The key players are employing strategies such as joint ventures, technical collaboration, capacity expansion, mergers, and acquisition in-order to gain stronger position in the global family indoor entertainment centers market. For instance, in July 2019, Scene 75 bought the former Macy’s at Tuttle Crossing for $3 million, to open an indoor amusement park. The company has put in $15 million to transform the two floors (225,000-square-foot space) into a family entertainment center that shall be one of the largest in the United States.
Furthermore, the Walt Disney Company recently declared its 2021 amusing line-up for the Walt Disney Resort, based in the United States. Disney’s ‘Star Wars: Galactic Star-cruiser’ is to glide its way into the Walt Disney Resort in 2021, giving a two-night, all-immersive adventure trip for all age-groups. The star-cruiser accommodates the Launch pods, the Halcyon, the Atrium, the Bridge, passenger’s cabin, the Silver-C -Lounge and engineering room; giving the guests a spellbinding experience of Star Wars into Disney’s very-own Galaxy.
Key Benefits
The family indoor entertainment centers market report provides a quantitative analysis of the current market and estimations through 2022-2030 that assists in identifying the prevailing market opportunities to capitalize on.
The study comprises a deep dive analysis of the family indoor entertainment centers market trend including current and future trends for depicting the prevalent investment pockets in the market.
The report provides detailed information related to key drivers, restraints and opportunities and their impact on the family indoor entertainment centers market.
The report incorporates competitive analysis of the market players along with their market share in the global family indoor entertainment centers market.
The study elaborates SWOT analysis and Porters Five Forces model for the family indoor entertainment centers market.
Value chain analysis in the family indoor entertainment centers market study provides a clear picture of the stakeholders’ roles.
Families with Children (0-8)
Families with Children (9-12)
Teenagers (13-19)
Young Adults (20-25)
Adults (Ages 25+)
Upto 5000 Sq. Ft
5001 to 10000 Sq. Ft
10001 Sq. Ft and Above
By Revenue Source
Entry Fees & Ticket Sales
Food & Beverages
Merchandising
Advertisement
Others
Arcade Studios
AR and VR Gaming Zones
Physical Play Activities
Skill/Competition Games
Others
Children’s Entertainment Centers (CECs)
Children’s Edutainment Centers (CEDCs)
Adult Entertainment Centers (AECs)
Location-based VR Entertainment Centers (LBECs)
Upto 25,000
25,001 to 50,000
50,001 to 100,000
100,001 to 250,000
More than 250,000
North America
The U.S.
Canada
Mexico
Europe
The UK
Germany
France
Italy
Spain
Denmark
Netherlands
Finland
Sweden
Norway
Russia
Rest of Europe
Asia-Pacific
China
Japan
India
South Korea
Australia
Indonesia
Singapore
Taiwan
Thailand
Rest of Asia-Pacific
RoW
Latin America
Middle East
Africa
Key Players
Dave & Buster’s
KidZania
FunCity
The Walt Disney Company
CEC Entertainment, Inc.
Lucky Strike Entertainment
LEGOLAND Discovery Center
Cinergy Entertainment
Smaaash Entertainment Pvt. Ltd.
Scene 75 Entertainment Centers
The Zone Entertainment
Bowlmor AMF
Main Event Entertainment
Time Zone Entertainment
Lucky Strike Entertainment
REPORT SCOPE AND SEGMENTATION:
Parameters |
Details |
Analysis Period |
2021–2030 |
Base Year Considered |
2021 |
Forecast Period |
2022–2030 |
Market Size Estimation |
Billion (USD) |
Market Segmentation |
By Visitor (Families with Children (0-8), Families with Children (9-12), Teenagers (13-19), Young adults (20-25), and Adults (Ages 25+)), by Revenue Source (Entry Fees & Ticket Sales, Food & Beverages, Merchandising, Advertisement, and Others), by Applications (Arcade Studios, AR and VR Gaming Zones, Physical Play Activities, Skill/Competition Games, and Others), by Type (Children’s Entertainment Centers (CECs), Children’s Edutainment Centers (CEDCs), Adult Entertainment Centers (AECs), and Location-based VR Entertainment Centers (LBECs) |
Geographical Segmentation |
North America (U.S., Canada, Mexico) Europe (UK, Germany, Italy, France, Rest of Europe), Asia-Pacific (China, Japan, India, Australia, Rest of APAC), Rest of the World (UAE, Saudi Arabia, South Africa, Brazil, Remaining countries) |
Companies Profiled |
the Walt Disney Company, KidZania, Dave & Buster’s, Smaaash Entertainment Pvt. Ltd., FunCity, CEC Entertainment, Inc., Lucky Strike Entertainment, Cinergy Entertainment, LEGOLAND Discovery Center, and Scene 75 Entertainment Centers |