Family/Indoor Entertainment Centers Market Size, Share, Growth Analysis, By Revenue Source(Entry Fees & Ticket Sales, Food & Beverages, Merchandising, Advertisement), By Application(Arcade studios, AR and VR gaming zones, physical play activities, skill/competition games), By Region - Industry Forecast 2024-2031


Report ID: SQMIG25P2016 | Region: Global | Published Date: April, 2024
Pages: 223 |Tables: 67 |Figures: 80

Family/Indoor Entertainment Centers Market Insights

Global Family/Indoor Entertainment Centers Market size was valued at USD 41 billion in 2022 and is poised to grow from USD 46 billion in 2023 to USD 115.54 billion by 2031, growing at a CAGR of 12.2% in the forecast period (2024-2031).

Family/indoor entertainment centers are part of the broader leisure and entertainment industry, which is thriving on a global level. Family/indoor entertainment centers cater to the needs of individuals, families, and friends looking for indoor entertainment and activity options such as arcade games, bowling alleys, trampoline parks, mini-golf, laser tag, and more and evolving consumer preferences and the high popularity of convenient spaces for family-friendly activities in an urban setting. Limited outdoor entertainment options are driving family/indoor entertainment centers market growth. The incorporation of advanced virtual reality entertainment centers to enhance the overall visitor experience and the growing disposable income of people are other factors that drive market growth. family/indoor entertainment centers are also used to host different types of personal and corporate events, which is also projected to favor family/indoor entertainment centers market growth in the future. The diverse variety of entertainment solutions and services offered by these establishments are key to their success.

Market Snapshot - 2024-2031

Global Market Size

USD 41 billion

Largest Segment

Arcade studios

Fastest Growth

Arcade studios

Growth Rate

12.2% CAGR

Global Family/Indoor Entertainment Centers Market ($ Bn)
Country Share North America for Region (%)

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Family/Indoor Entertainment Centers Market Segmental Analysis

The global family/indoor entertainment centers market is segmented on the basis of Revenue Source, Application, Type, and region. In terms of revenue source, the market is segmented into Entry Fees & Ticket Sales, Food & Beverages, Merchandising, Advertisement, and Others. Based on application, the market is bifurcated into arcade studios, AR and VR gaming zones, physical play activities, skill/competition games, and others. On the basis of type, the market is divided into Children’s Entertainment Centers (CECs), Children’s Edutainment Centers (CEDCs), Adult Entertainment Centers (AECs), and Location-based VR Entertainment Centers (LBECs). In terms of region, the market is segmented into North America, Europe, Asia Pacific, Middle East and Africa, and Latin America.

Analysis By Revenue Source

The majority of the global family/indoor entertainment centers market revenue comes from Entry Fees and ticket Sales. Entry fees and ticket sales is the first line of earning for family/indoor entertainment centers as access to enter and engage in different activities is completely dependent on the same.

Food & beverage sales are the fastest-growing revenue source for family/indoor entertainment centers all over the world. Entertainment centers are continually investing in the enhancement of their food and beverage quality to provide a completely enjoyable experience to their customers. Increasing availability of themed dining restaurants and snack stalls in entertainment centers is allowing food & beverages to become a key source of revenue generation for family/indoor entertainment center providers. The high availability of innovative food products to attract customers is also allowing this segment to flourish.

Analysis By Application

Arcade studios account for a prominent share of the global family/indoor entertainment centers market as they have been the cornerstone of these establishments for decades if not since their inception. High availability of a wide range of classic and modern arcade games allows arcade studios to contribute substantially to the global market growth. Nostalgic appeal for seniors and adults and novel appeal for children are what make the magic of arcade studios in any type of family/indoor entertainment center.

AR and VR gaming zones are projected to emerge as the fastest-growing segment in the global marketplace going forward. The novelty and immersive feel of augmented reality and virtual reality gaming is what makes this segment so attractive. High investments in family/indoor entertainment centers in the deployment of advanced AR and VR gaming systems allow this segment to attract a tech-savvy audience. Increasing number of people wanting to get the AR and VR experience to escape reality are visiting family/indoor entertainment centers to do so and driving market growth.

Global Family/Indoor Entertainment Centers Market By Application

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Family/Indoor Entertainment Centers Market Regional Insights

North America accounts for a dominant share of the global family/indoor entertainment centers marketplace. The United States is the leading market in this region. High disposable income of people in this region and the presence of a strong culture of family and leisure activities are key market drivers. The well-established entertainment industry also favors market growth in North America. The presence of key indoor entertainment center chains with the availability of popular entertainment experiences also helps market development in this region. Moreover, the presence of well-known theme parks and resorts in the United States is also estimated to benefit family/indoor entertainment centers market growth in the long run.

The fastest-growing region in the world for family/indoor entertainment centers is projected to be Asia Pacific. Rising disposable income and growing urbanization are key prospects that make this region a highly lucrative market for family/indoor entertainment center companies in the future. Growing middle-class population is also a key factor attracting family/indoor entertainment center companies to this region. India, China, Japan, and South Korea are some of the most lucrative markets in this region. Growing popularity of trampoline parks, mini golf, VR gaming, etc. is also slated to boost the number of visitors to family/indoor entertainment centers in this region. Growing consumer spending potential and the increasing influence of Western entertainment are also slated to favor market growth in Asia Pacific going forward.

Global Family/Indoor Entertainment Centers Market By Region
  • Largest
  • Fastest

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Family/Indoor Entertainment Centers Market Dynamics

Drivers

Rising Disposable Income and Consumer Spending:

  • Rising disposable income of people around the world and their willingness to spend on leisure activities is projected to boost family/indoor entertainment centers market growth over the coming years. With more spending power, people are more likely to visit family/indoor entertainment centers with their friends and families.

Growing Demand for Diverse and Innovative Entertainment Experiences:

  • People are always on the hunt for unique and innovative entertainment experiences and family/indoor entertainment centers are rife with such experiences, which is why they are gaining popularity around the world. VR gaming and interactive experiences in a safe environment are boosting market growth prospects. High investments in the adoption of advanced new technologies by companies operating entertainment centers will also provide new opportunities.

Restraints

Competition and Market Saturation:

  • The competition in the family/indoor entertainment centers marketplace has intensified in recent years owing to the rising number of people visiting family/indoor entertainment centers. Companies are opening more and more entertainment centers around the world and this is creating high competition as consumers tend to go for affordable options, which in turn, hurts the profitability of certain companies.

Regulatory and Safety Challenges:

  • Compliance with regulatory and safety guidelines is essential for any entertainment center to ensure the safety of visitors which include anyone from toddlers to seniors. Lapses in safety could result in mishaps and damage the reputation of the establishment, which eventually impedes market growth on a larger level.

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Family/Indoor Entertainment Centers Market Competitive Landscape

Offering diverse entertainment experiences is the key for family/indoor entertainment center companies to stay profitable over the coming years. family/indoor entertainment centers are focusing on improving their inclusivity by providing entertainment solutions for people of all age groups. Innovation is slated to be crucial to the success of any company operating in this marketplace. family/indoor entertainment center providers are projected to continually invest in the adoption of new entertainment solutions involving advanced technologies and new types of games. Creating a themed family/indoor entertainment center is also an approach that many market players are projected to opt for in the future. Acquisitions and collaborations are also slated to be popular strategies opted for by established as well as incoming family/indoor entertainment center companies in the marketplace. Market players are also slated to come up with innovative marketing strategies to expand their customer base. Partnering with established franchises could also be a popular strategy that market players can opt for in order to boost their market share. Rapid digitization is estimated to benefit family/indoor entertainment centers market growth as it will make it much more easier for people to book tickets for entertainment center visits.

Top Player’s Company Profile

  • Dave & Buster's Entertainment, Inc. (USA)
  • Universal Parks & Resorts (USA)
  • Timezone (Australia)
  • WhiteWater West Industries (Canada)
  • Merlin Entertainments (UK)
  • Wanda Group (China)
  • KidZania (Mexico)
  • The Walt Disney Company (USA)
  • Adventure Island (India)
  • SeaWorld Parks & Entertainment (USA)
  • iFLY Indoor Skydiving (USA)
  • Main Event Entertainment (USA)
  • Six Flags Entertainment Corporation (USA)
  • Indoor Skydiving Germany Group (Germany)
  • Legoland (Denmark)
  • Scene75 Entertainment Center (USA)
  • Round1 Corporation (Japan)
  • Kalahari Resorts (USA)
  • Fun City (UAE)
  • Namco Funscape (UK)
  • Chuck E. Cheese's (USA)
  • Cirque du Soleil Entertainment Group (Canada)
  • Cineworld Group plc (UK)
  • Smaaash Entertainment (India)
  • Hershey Entertainment and Resorts Company (USA)

Recent Developments

  • In March 2024, ace turtle, India’s leading technology-native retail company and Funky Monkeys, India’s premier indoor play center announced their partnership to launch Indoor Play Areas at Toys“R”Us stores across the country.  
  • In February 2024, Andretti Indoor Karting & Games, a 95,000-square-foot family entertainment center with a restaurant and bar, opened on the southwest corner of the Loop 202 and Cooper in south Chandler. 
  • In January 2024, Cineplex unveiled plans to inaugurate a new Playdium complex at CF Fairview Mall in Toronto, Ontario. Encompassing about 20,000 square feet, the complex will feature an array of tech-enhanced games and attractions, including advanced mini golf, bowling, and a diverse selection of innovative and classic games.

Family/Indoor Entertainment Centers Key Market Trends

  • Incorporation of Virtual Reality (VR) and Augmented Reality (AR): AR and VR are relatively new technologies that have further blurred the lines between the digital and real worlds. Growing availability of AR and VR experiences in family/indoor entertainment centers and the increasing willingness of people to spend on such experiences are projected to create new moneymaking opportunities for market players in the future.
  • Focus on Themed and Immersive Experiences: Themed family/indoor entertainment centers are gaining quick traction owing to the rapid proliferation of the entertainment industry all over the world. family/indoor entertainment center companies are investing heavily in the creation of themed environments by partnering with popular franchises to capitalize on their intellectual property. These types of establishments keep people engaged for a longer duration and also keep them coming back for more.

Family/Indoor Entertainment Centers Market SkyQuest Analysis

SkyQuest’s ABIRAW (Advanced Business Intelligence, Research & Analysis Wing) is our Business Information Component types team that Collects, Collates, Correlates, and Analyzes the Data collected by means of Primary Exploratory Research backed by robust Secondary Desk research.

As per our analysis, the family/indoor entertainment centers market is projected to be driven by changing consumer preferences and increasing spending on leisure and entertainment experiences. High demand for immersive and experiential entertainment around the world is boosting family/indoor entertainment centers market growth. Virtual reality (VR) experiences, trampoline parks, laser tag, escape rooms, and themed entertainment zones are some popular aspects of family/indoor entertainment centers. The digital revolution is boosting the popularity of interactive gaming, using RFID wristbands for seamless access, and mobile apps for ticketing and reservations, which has allowed family/indoor entertainment centers to operate in a much more user-friendly and efficient way. High market saturation with the presence of several family/indoor entertainment centers around the world is projected to be a major constraint for market players over the coming years. Asia Pacific is predicted to provide a highly opportune scenario for family/indoor entertainment center companies owing to the rising disposable income of people in this region. A strong consumer appetite for immersive leisure experiences and high availability of themed family/indoor entertainment centers are projected to create new growth scope for family/indoor entertainment centers market players in the long run.

Report Metric Details
Market size value in 2022 USD 41 billion
Market size value in 2031 USD 115.54 billion
Growth Rate 12.2%
Base year 2023
Forecast period 2024-2031
Forecast Unit (Value) USD Billion
Segments covered
  • Revenue Source
    • Entry Fees & Ticket Sales, Food & Beverages, Merchandising, Advertisement, and Others
  • Application
    • Arcade studios, AR and VR gaming zones, physical play activities, skill/competition games, and others
Regions covered North America (US, Canada), Europe (Germany, France, United Kingdom, Italy, Spain, Rest of Europe), Asia Pacific (China, India, Japan, Rest of Asia-Pacific), Latin America (Brazil, Rest of Latin America), Middle East & Africa (South Africa, GCC Countries, Rest of MEA)
Companies covered
  • Dave & Buster's Entertainment, Inc. (USA)
  • Universal Parks & Resorts (USA)
  • Timezone (Australia)
  • WhiteWater West Industries (Canada)
  • Merlin Entertainments (UK)
  • Wanda Group (China)
  • KidZania (Mexico)
  • The Walt Disney Company (USA)
  • Adventure Island (India)
  • SeaWorld Parks & Entertainment (USA)
  • iFLY Indoor Skydiving (USA)
  • Main Event Entertainment (USA)
  • Six Flags Entertainment Corporation (USA)
  • Indoor Skydiving Germany Group (Germany)
  • Legoland (Denmark)
  • Scene75 Entertainment Center (USA)
  • Round1 Corporation (Japan)
  • Kalahari Resorts (USA)
  • Fun City (UAE)
  • Namco Funscape (UK)
  • Chuck E. Cheese's (USA)
  • Cirque du Soleil Entertainment Group (Canada)
  • Cineworld Group plc (UK)
  • Smaaash Entertainment (India)
  • Hershey Entertainment and Resorts Company (USA)
Customization scope

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  • Segments by type, application, etc
  • Company profile
  • Market dynamics & outlook
  • Region

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Table Of Content

Executive Summary

Market overview

  • Exhibit: Executive Summary – Chart on Market Overview
  • Exhibit: Executive Summary – Data Table on Market Overview
  • Exhibit: Executive Summary – Chart on Family/Indoor Entertainment Centers Market Characteristics
  • Exhibit: Executive Summary – Chart on Market by Geography
  • Exhibit: Executive Summary – Chart on Market Segmentation
  • Exhibit: Executive Summary – Chart on Incremental Growth
  • Exhibit: Executive Summary – Data Table on Incremental Growth
  • Exhibit: Executive Summary – Chart on Vendor Market Positioning

Parent Market Analysis

Market overview

Market size

  • Market Dynamics
    • Exhibit: Impact analysis of DROC, 2021
      • Drivers
      • Opportunities
      • Restraints
      • Challenges
  • SWOT Analysis

KEY MARKET INSIGHTS

  • Technology Analysis
    • (Exhibit: Data Table: Name of technology and details)
  • Pricing Analysis
    • (Exhibit: Data Table: Name of technology and pricing details)
  • Supply Chain Analysis
    • (Exhibit: Detailed Supply Chain Presentation)
  • Value Chain Analysis
    • (Exhibit: Detailed Value Chain Presentation)
  • Ecosystem Of the Market
    • Exhibit: Parent Market Ecosystem Market Analysis
    • Exhibit: Market Characteristics of Parent Market
  • IP Analysis
    • (Exhibit: Data Table: Name of product/technology, patents filed, inventor/company name, acquiring firm)
  • Trade Analysis
    • (Exhibit: Data Table: Import and Export data details)
  • Startup Analysis
    • (Exhibit: Data Table: Emerging startups details)
  • Raw Material Analysis
    • (Exhibit: Data Table: Mapping of key raw materials)
  • Innovation Matrix
    • (Exhibit: Positioning Matrix: Mapping of new and existing technologies)
  • Pipeline product Analysis
    • (Exhibit: Data Table: Name of companies and pipeline products, regional mapping)
  • Macroeconomic Indicators

COVID IMPACT

  • Introduction
  • Impact On Economy—scenario Assessment
    • Exhibit: Data on GDP - Year-over-year growth 2016-2022 (%)
  • Revised Market Size
    • Exhibit: Data Table on Family/Indoor Entertainment Centers Market size and forecast 2021-2027 ($ million)
  • Impact Of COVID On Key Segments
    • Exhibit: Data Table on Segment Market size and forecast 2021-2027 ($ million)
  • COVID Strategies By Company
    • Exhibit: Analysis on key strategies adopted by companies

MARKET DYNAMICS & OUTLOOK

  • Market Dynamics
    • Exhibit: Impact analysis of DROC, 2021
      • Drivers
      • Opportunities
      • Restraints
      • Challenges
  • Regulatory Landscape
    • Exhibit: Data Table on regulation from different region
  • SWOT Analysis
  • Porters Analysis
    • Competitive rivalry
      • Exhibit: Competitive rivalry Impact of key factors, 2021
    • Threat of substitute products
      • Exhibit: Threat of Substitute Products Impact of key factors, 2021
    • Bargaining power of buyers
      • Exhibit: buyers bargaining power Impact of key factors, 2021
    • Threat of new entrants
      • Exhibit: Threat of new entrants Impact of key factors, 2021
    • Bargaining power of suppliers
      • Exhibit: Threat of suppliers bargaining power Impact of key factors, 2021
  • Skyquest special insights on future disruptions
    • Political Impact
    • Economic impact
    • Social Impact
    • Technical Impact
    • Environmental Impact
    • Legal Impact

Market Size by Region

  • Chart on Market share by geography 2021-2027 (%)
  • Data Table on Market share by geography 2021-2027(%)
  • North America
    • Chart on Market share by country 2021-2027 (%)
    • Data Table on Market share by country 2021-2027(%)
    • USA
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • Canada
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
  • Europe
    • Chart on Market share by country 2021-2027 (%)
    • Data Table on Market share by country 2021-2027(%)
    • Germany
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • Spain
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • France
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • UK
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • Rest of Europe
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
  • Asia Pacific
    • Chart on Market share by country 2021-2027 (%)
    • Data Table on Market share by country 2021-2027(%)
    • China
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • India
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • Japan
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • South Korea
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • Rest of Asia Pacific
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
  • Latin America
    • Chart on Market share by country 2021-2027 (%)
    • Data Table on Market share by country 2021-2027(%)
    • Brazil
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • Rest of South America
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
  • Middle East & Africa (MEA)
    • Chart on Market share by country 2021-2027 (%)
    • Data Table on Market share by country 2021-2027(%)
    • GCC Countries
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • South Africa
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • Rest of MEA
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)

KEY COMPANY PROFILES

  • Competitive Landscape
    • Total number of companies covered
      • Exhibit: companies covered in the report, 2021
    • Top companies market positioning
      • Exhibit: company positioning matrix, 2021
    • Top companies market Share
      • Exhibit: Pie chart analysis on company market share, 2021(%)

Methodology

For the Family/Indoor Entertainment Centers Market, our research methodology involved a mixture of primary and secondary data sources. Key steps involved in the research process are listed below:

1. Information Procurement: This stage involved the procurement of Market data or related information via primary and secondary sources. The various secondary sources used included various company websites, annual reports, trade databases, and paid databases such as Hoover's, Bloomberg Business, Factiva, and Avention. Our team did 45 primary interactions Globally which included several stakeholders such as manufacturers, customers, key opinion leaders, etc. Overall, information procurement was one of the most extensive stages in our research process.

2. Information Analysis: This step involved triangulation of data through bottom-up and top-down approaches to estimate and validate the total size and future estimate of the Family/Indoor Entertainment Centers Market.

3. Report Formulation: The final step entailed the placement of data points in appropriate Market spaces in an attempt to deduce viable conclusions.

4. Validation & Publishing: Validation is the most important step in the process. Validation & re-validation via an intricately designed process helped us finalize data points to be used for final calculations. The final Market estimates and forecasts were then aligned and sent to our panel of industry experts for validation of data. Once the validation was done the report was sent to our Quality Assurance team to ensure adherence to style guides, consistency & design.

Analyst Support

Customization Options

With the given market data, our dedicated team of analysts can offer you the following customization options are available for the Family/Indoor Entertainment Centers Market:

Product Analysis: Product matrix, which offers a detailed comparison of the product portfolio of companies.

Regional Analysis: Further analysis of the Family/Indoor Entertainment Centers Market for additional countries.

Competitive Analysis: Detailed analysis and profiling of additional Market players & comparative analysis of competitive products.

Go to Market Strategy: Find the high-growth channels to invest your marketing efforts and increase your customer base.

Innovation Mapping: Identify racial solutions and innovation, connected to deep ecosystems of innovators, start-ups, academics, and strategic partners.

Category Intelligence: Customized intelligence that is relevant to their supply Markets will enable them to make smarter sourcing decisions and improve their category management.

Public Company Transcript Analysis: To improve the investment performance by generating new alpha and making better-informed decisions.

Social Media Listening: To analyze the conversations and trends happening not just around your brand, but around your industry as a whole, and use those insights to make better Marketing decisions.

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FAQs

Family/Indoor Entertainment Centers Market size was valued at USD 41 billion in 2022 and is poised to grow from USD 46 billion in 2023 to USD 115.54 billion by 2031, growing at a CAGR of 12.2% in the forecast period (2024-2031).

Offering diverse entertainment experiences is the key for family/indoor entertainment center companies to stay profitable over the coming years. family/indoor entertainment centers are focusing on improving their inclusivity by providing entertainment solutions for people of all age groups. Innovation is slated to be crucial to the success of any company operating in this marketplace. family/indoor entertainment center providers are projected to continually invest in the adoption of new entertainment solutions involving advanced technologies and new types of games. Creating a themed family/indoor entertainment center is also an approach that many market players are projected to opt for in the future. Acquisitions and collaborations are also slated to be popular strategies opted for by established as well as incoming family/indoor entertainment center companies in the marketplace. Market players are also slated to come up with innovative marketing strategies to expand their customer base. Partnering with established franchises could also be a popular strategy that market players can opt for in order to boost their market share. Rapid digitization is estimated to benefit family/indoor entertainment centers market growth as it will make it much more easier for people to book tickets for entertainment center visits. 'Dave & Buster's Entertainment, Inc. (USA)', 'Universal Parks & Resorts (USA)', 'Timezone (Australia)', 'WhiteWater West Industries (Canada)', 'Merlin Entertainments (UK)', 'Wanda Group (China)', 'KidZania (Mexico)', 'The Walt Disney Company (USA)', 'Adventure Island (India)', 'SeaWorld Parks & Entertainment (USA)', 'iFLY Indoor Skydiving (USA)', 'Main Event Entertainment (USA)', 'Six Flags Entertainment Corporation (USA)', 'Indoor Skydiving Germany Group (Germany)', 'Legoland (Denmark)', 'Scene75 Entertainment Center (USA)', 'Round1 Corporation (Japan)', 'Kalahari Resorts (USA)', 'Fun City (UAE)', 'Namco Funscape (UK)', 'Chuck E. Cheese's (USA)', 'Cirque du Soleil Entertainment Group (Canada)', 'Cineworld Group plc (UK)', 'Smaaash Entertainment (India)', 'Hershey Entertainment and Resorts Company (USA)'

Rising disposable income of people around the world and their willingness to spend on leisure activities is projected to boost family/indoor entertainment centers market growth over the coming years. With more spending power, people are more likely to visit family/indoor entertainment centers with their friends and families.

Incorporation of Virtual Reality (VR) and Augmented Reality (AR): AR and VR are relatively new technologies that have further blurred the lines between the digital and real worlds. Growing availability of AR and VR experiences in family/indoor entertainment centers and the increasing willingness of people to spend on such experiences are projected to create new moneymaking opportunities for market players in the future.

North America accounts for a dominant share of the family/indoor entertainment centers marketplace. The United States is the leading market in this region. High disposable income of people in this region and the presence of a strong culture of family and leisure activities are key market drivers. The well-established entertainment industry also favors market growth in North America. The presence of key indoor entertainment center chains with the availability of popular entertainment experiences also helps market development in this region. Moreover, the presence of well-known theme parks and resorts in the United States is also estimated to benefit family/indoor entertainment centers market growth in the long run.

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Family/Indoor Entertainment Centers Market

Report ID: SQMIG25P2016

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