Global Family/Indoor Entertainment Centers Market

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 News

  • 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.
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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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Global Family/Indoor Entertainment Centers Market

Report ID: SQMIG25P2016

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