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 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.

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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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