Families prefer FECs over outdoor entertainment centers as a source of amusement and relaxation since external conditions and climatic change have no effect on the customers' enjoyment or experience. FECs often feature a diverse array of activities to cater to people of all ages and interests. These may include arcade games, laser tag, go-kart racing, mini-golf, bowling, virtual reality experiences, trampoline parks, climbing walls, bumper cars, indoor playgrounds, and even entertainment options like live shows or movie theaters. Some FECs also incorporate dining areas, cafes, or snack bars to provide food and refreshments for visitors.
Favorable youth demographics and continuous launch of new FECs supporting family activities, food & beverages (F&B) integration, and participatory play boost the growth of the global family/indoor entertainment centers market. In addition, the increase in number of malls positively impacts the growth of the market. However, increase in ticket prices and rise in popularity of home & mobile gaming hamper the market growth. On the contrary, surge in investments on new games and attractions is expected to offer remunerative opportunities for expansion of the market during the forecast period.
The family/indoor entertainment centers market is segmented on the basis of activity area, facility size, revenue source, type, visitor demographics, and region. In terms of activity area, the market is classified into arcade studios, AR & VR gaming zones, physical play activities, skill/competition games, and others. Depending on facility size, it is divided into up to 5,000 sq. ft., 5,001 to 10,000 sq. ft., 10,001 to 20,000 sq. ft., 20,001 to 40,000 sq. ft., 1 to 10 acres, 11 to 30 acres, and over 30 acres. Depending on revenue source, it is fragmented into entry fees & ticket sales, food & beverages, merchandising, advertisement, and others.
On the basis of type, the market is categorized into children’s entertainment centers (CECs), children’s edutainment centers (CEDCs), adult entertainment centers (AECs), and location-based VR entertainment centers (LBECs). By visitor demographics, the market is segregated into families with children (0-9), families with children (9-12), teenagers (12-18), young adults (18-24), and adults (ages 24+). Region-wise, the market is analyzed across North America, Europe, Asia-Pacific, and LAMEA.
The global family/indoor entertainment centers market is dominated by CEC Entertainment Concepts, LP., Cinergy Entertainment Group, Landmark Leisure LLC (Fun City), Funriders, KidZania, Dave and Buster’s, Inc., Lucky Strike Entertainment, Scene75 Entertainment Centers, Smaaash, and Timezone Global. These players have adopted various strategies such as product launch, partnership, and acquisition to increase their market penetration and strengthen their position in the industry.
Key Benefits For Stakeholders
- This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the family/indoor entertainment centers market analysis from 2022 to 2033 to identify the prevailing family/indoor entertainment centers market opportunities.
- The market research is offered along with information related to key drivers, restraints, and opportunities.
- Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
- In-depth analysis of the family/indoor entertainment centers market segmentation assists to determine the prevailing market opportunities.
- Major countries in each region are mapped according to their revenue contribution to the global market.
- Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
- The report includes the analysis of the regional as well as global family/indoor entertainment centers market trends, key players, market segments, application areas, and market growth strategies.
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Key Market Segments
By Activity Area
- Arcade Studios
- AR and VR Gaming Zones
- Physical Play Activities
- Skill or Competition Games
- Others
By Facility Size
- Up to 5,000 Sq. Ft.
- 5,001 to 10,000 Sq. Ft.
- 10,001 to 20,000 Sq. Ft.
- 20,001 to 40,000 Sq. Ft.
- 1 to 10 Acres
- 10 to 30 Acres
- Over 30 Acres
By Visitor Demographics
- Young Adults (18-24)
- Adults (Ages 24 and above)
- Families With Children (0-9)
- Families With Children (9-12)
- Teenagers (12-18)
By Revenue Source
- Entry Fees and Ticket Sales
- Food and Beverages
- Merchandising
- Advertisement
- Others
By Type
- Childrens Entertainment Centers (CECs)
- Childrens Edutainment Centers (CEDCs)
- Adult Entertainment Centers (AECs)
- Location-based VR Entertainment Centers (LBECs)
By Region
- North America
- U.S.
- Canada
- Europe
- UK
- Germany
- France
- Italy
- Spain
- Rest of Europe
- Asia-Pacific
- China
- Japan
- India
- Australia
- South Korea
- Rest of Asia-Pacific
- LAMEA
- Latin America
- Middle East
- Africa
Key Market Players
- CEC Entertainment Concepts, LP.
- Cinergy Entertainment Group
- Dave and Buster's, Inc.
- Funriders
- KidZania
- Landmark Leisure LLC.
- Lucky Strike Entertainment, LLC
- SCENE75 ENTERTAINMENT CENTERS LLC
- SMAAASH
- Timezone Entertainment Pvt Ltd.
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Table of Contents
Executive Summary
According to a new report, titled, 'Family/Indoor Entertainment Centers Market,' The family/indoor entertainment centers market was valued at $30.9 billion in 2022, and is estimated to reach $88.7 billion by 2032, growing at a CAGR of 11.5% from 2023 to 2032.The Family/Indoor Entertainment Centers Market is likely to experience a significant growth rate of 11.5% from 2022-2032 owing to the favorable youth demographics.
Family/indoor entertainment center (FEC) is a compact indoor/outdoor amusement park for families with young children to teens and are linked to a bigger operation such as a theme park. It provides a wide range of recreational activities for people of all ages. FECs often serve sub-regional markets inside larger metropolitan areas and are smaller than full-scale amusement parks, having fewer attractions and a cheaper per-person per-hour cost for customers than traditional amusement parks. Families prefer FECs over outdoor entertainment centers as a source of amusement and relaxation since external conditions and climatic change have no effect on the customers' enjoyment or experience.
Favorable youth demographics and continuous launch of new FECs supporting family activities, food & beverages (F&B) integration, and participatory play boost the growth of the global family/indoor entertainment centers market. In addition, the increase in number of malls positively impacts the growth of the market. However, increase in ticket prices and rise in popularity of home & mobile gaming hamper the market growth. On the contrary, surge in investments on new games and attractions is expected to offer remunerative opportunities for expansion of the market during the forecast period.
The market also offers growth opportunities to the key players in the market. Market players in the family indoor entertainment center (FEC) industry have adopted various strategies to stay ahead of the competition and provide a unique and engaging experience for visitors. FECs incorporate food and beverage offerings into the experience, with many offerings of full-service restaurants and bars. This has become a significant revenue driver for FECs, as families are often willing to spend more money on food and beverage offerings while participating in activities. For instance, in May 2021, Dave & Buster's, a popular FEC chain, announced the launch of a new menu featuring a range of plant-based options, reflecting the growing trend toward healthier and more sustainable food choices. Moreover, market players have invested in new games and attractions to provide a unique and memorable experience for visitors. This includes the development of new and exciting rides, games, and interactive experiences. In August 2020, Main Event Entertainment, a chain of FECs, launched a new bowling game called HyperBowling, which combines traditional bowling with interactive games and targets.
The family/indoor entertainment centers market is segmented on the basis of activity area, facility size, revenue source, type, visitor demographics, and region. In terms of activity area, the market is classified into arcade studios, AR and VR gaming zones, physical play activities, skill/competition games, and others. Depending on facility size, it is divided into up to 5,000 sq. ft., 5,001 to 10,000 sq. ft., 10,001 to 20,000 sq. ft., 20,001 to 40,000 sq. ft., 1 to 10 acres, 11 to 30 acres, and over 30 acres. Depending on revenue source, it is fragmented into entry fees & ticket sales, food & beverages, merchandising, advertisement, and others. On the basis of type, the market is categorized into children’s entertainment centers (CECs), children’s edutainment centers (CEDCs), adult entertainment centers (AECs), and location-based VR entertainment centers (LBECs). By visitor demographics, the market is segregated into families with children (0-9), families with children (9-12), teenagers (12-18), young adults (18-24), and adults (ages 24+). Region wise, it is analyzed across North America (the U.S., and Canada), Europe (UK, Germany, France, Italy, Spain, Netherlands and rest of Europe), Asia-Pacific (China, Japan, India, South Korea, Australia, Singapore and rest of Asia-Pacific), and LAMEA (Latin America, Middle East, and Africa).
The key players profiled in the study are CEC Entertainment Concepts, LP., Cinergy Entertainment Group, Landmark Leisure LLC (Fun City), Funriders, KidZania, Dave and Buster’s, Inc., Lucky Strike Entertainment, Scene75 Entertainment Centers, Smaaash, and Timezone Global. The players in the market have been actively engaged in the adoption of various strategies such as business expansion, product launch, collaboration, and partnership to remain competitive and gain advantage over the competitors in the market. For instance, in March 2021, Merlin Entertainments, a leading FEC operator, announced the opening of a new Legoland Discovery Center in New Jersey, offering a range of interactive experiences, rides, and attractions. Another strategy adopted by market players is the integration of new technologies and immersive experiences. Many FECs have incorporated augmented and virtual reality experiences, as well as interactive attractions such as escape rooms and interactive climbing walls.
Key Market Insights
- By activity area, the physical play activities segment was the highest revenue contributor to the market, and is estimated to reach $22,817.85 million by 2032, with a CAGR of 10.6%. However, the AR and VR gaming zones segment is estimated to be the fastest-growing segment with a CAGR of 14.6% during the forecast period.
- By facility size, the 1-10 acres segment dominated the global market, and is estimated to reach $20,603.10 million by 2032, with a CAGR of 9.4%. However, the 10,001 to 20,000 Sq. Ft. segment is expected to be the fastest-growing segment with a CAGR of 15.5% during the forecast period.
- By revenue source, the entry fees and ticket sales segment was the highest revenue contributor to the market, and is estimated to reach $23,704.43 million by 2032, with a CAGR of 8.6%. However, the food and beverages segment is estimated to be the fastest-growing segment with a CAGR of 14.2% during the forecast period.
- By type, the children’s entertainment centers (CECs) segment was the highest revenue contributor to the market, and is estimated to reach $27,475.88 million by 2032, with a CAGR of 9.3%. However, the location-based VR entertainment centers (LBECs) segment is estimated to be the fastest-growing segment with the CAGR of 14.4% during the forecast period.
- By visitor demographics, the teenagers (12-18) segment was the highest revenue contributor to the market, and is estimated to reach $26,339.58 million by 2032, with a CAGR of 9.4%. However, the families with children (9-12) segment is estimated to be the fastest-growing segment with the CAGR of 13.9% during the forecast period.
- Based on region, North America was the highest revenue contributor, accounting for $11,279.82 million in 2022, and is estimated to reach $25,608.96 million by 2032, with a CAGR of 8.8%.
Companies Mentioned
- CEC Entertainment Concepts, LP.
- Cinergy Entertainment Group
- Dave and Buster's, Inc.
- Funriders
- KidZania
- Landmark Leisure LLC.
- Lucky Strike Entertainment, LLC
- SCENE75 ENTERTAINMENT CENTERS LLC
- SMAAASH
- Timezone Entertainment Pvt Ltd.
Methodology
The analyst offers exhaustive research and analysis based on a wide variety of factual inputs, which largely include interviews with industry participants, reliable statistics, and regional intelligence. The in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. The primary research efforts include reaching out participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions.
They are also in professional corporate relations with various companies that allow them greater flexibility for reaching out to industry participants and commentators for interviews and discussions.
They also refer to a broad array of industry sources for their secondary research, which typically include; however, not limited to:
- Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
- Scientific and technical writings for product information and related preemptions
- Regional government and statistical databases for macro analysis
- Authentic news articles and other related releases for market evaluation
- Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecast
Furthermore, the accuracy of the data will be analyzed and validated by conducting additional primaries with various industry experts and KOLs. They also provide robust post-sales support to clients.
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