The family/indoor entertainment centers market size is expected to see rapid growth in the next few years. It will grow to $76.68 billion in 2030 at a compound annual growth rate (CAGR) of 13.9%. The growth in the forecast period can be attributed to increasing adoption of immersive gaming technologies, rising investment in experiential entertainment concepts, expansion of entertainment centers in emerging cities, growing focus on personalized visitor engagement, increasing demand for sustainable entertainment operations. Major trends in the forecast period include increasing integration of ar and vr gaming experiences, growing demand for multi-activity indoor entertainment venues, rising use of data analytics for visitor experience optimization, expansion of family-oriented recreational concepts, enhanced focus on safety and hygiene standards.
The increasing preference of the younger population for mobile gaming is anticipated to drive the growth of the family or indoor entertainment centers market. Mobile gaming refers to games played on portable devices that are easily accessible. Family indoor entertainment centers provide mobile gaming options that appeal to younger audiences, thus elevating the demand for these centers. For example, in August 2024, Business of Apps, a UK-based media and information platform, reported that in 2023, a total of 148.2 billion apps and games were downloaded, reflecting a 3.9% rise from the previous year, with 55.6 billion downloads for games and 92.6 billion for apps. Consequently, the growing preference of the young population for mobile gaming is expected to significantly enhance the demand for family or indoor entertainment centers during the forecast period.
Major players in the family or indoor entertainment centers (FEC) market are actively developing innovative products, exemplified by the introduction of family entertainment centers (FEC). An FEC is a facility, whether indoor or outdoor, specifically designed to offer a diverse range of recreational activities and entertainment suitable for families and individuals across different age groups. As an illustration, in September 2023, Spectrum Metro, a commercial project based in India, unveiled its Family Entertainment Center spanning an impressive 71,000 sq. ft. This FEC distinguishes itself through its groundbreaking approach, serving as a hub for family entertainment and recreational activities. The center seamlessly integrates features such as an amusement park, fitness options, and sports experiences, providing a unique fusion of entertainment and physical activities. Positioned as an unparalleled destination, this Family Entertainment Center caters to various events, including birthday parties, school outings, and corporate gatherings.
In November 2025, GENDA Inc., a Japan-based provider of diversified entertainment services - including amusement arcades, karaoke, food and beverage, character merchandising, and content promotion - acquired Indigo NewCo Limited for an undisclosed amount. Through this acquisition, GENDA seeks to expand its global presence in the family and indoor entertainment center market by adding more than 100 amusement arcade and family-focused entertainment venues across the U.K. to its portfolio, strengthening its ability to deliver localized entertainment experiences and widen its customer base. Indigo NewCo Limited is a U.K.-based operator of over 100 amusement arcades and small entertainment locations situated within resorts and family entertainment centers.
Major companies operating in the family/indoor entertainment centers market are Dave And Buster’s Inc., Main Event Entertainment, Bowlmor AMF Corporation, Round1 Entertainment, Scene75 Entertainment Centers, Cinergy Entertainment Group, Sky Zone, Andretti Indoor Karting And Games, iPlay America, Billy Beez, Apex Entertainment, Urban Air Adventure Park, Smaash Entertainment Pvt Ltd, Safari Nation, CEC Entertainment Inc., KidZania, TimeZone Global, Tenpin, Gatti’s Pizza Corporation, Lucky Strike Entertainment.
North America was the largest region in the family or indoor entertainment centers market in 2025. The regions covered in the family/indoor entertainment centers market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the family/indoor entertainment centers market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The family or indoor entertainment centers market includes revenues earned by entities by providing services such as arcade games, competitive activities, thrill rides, gaming zones, and bowling alleys. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
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Table of Contents
Executive Summary
Family/Indoor Entertainment Centers Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses family/indoor entertainment centers market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Description
Where is the largest and fastest growing market for family/indoor entertainment centers? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The family/indoor entertainment centers market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market. This section also examines key products and services offered in the market, evaluates brand-level differentiation, compares product features, and highlights major innovation and product development trends.
- The supply chain analysis section provides an overview of the entire value chain, including key raw materials, resources, and supplier analysis. It also provides a list competitor at each level of the supply chain.
- The updated trends and strategies section analyses the shape of the market as it evolves and highlights emerging technology trends such as digital transformation, automation, sustainability initiatives, and AI-driven innovation. It suggests how companies can leverage these advancements to strengthen their market position and achieve competitive differentiation.
- The regulatory and investment landscape section provides an overview of the key regulatory frameworks, regularity bodies, associations, and government policies influencing the market. It also examines major investment flows, incentives, and funding trends shaping industry growth and innovation.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
- The total addressable market (TAM) analysis section defines and estimates the market potential compares it with the current market size, and provides strategic insights and growth opportunities based on this evaluation.
- The market attractiveness scoring section evaluates the market based on a quantitative scoring framework that considers growth potential, competitive dynamics, strategic fit, and risk profile. It also provides interpretive insights and strategic implications for decision-makers.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
- Expanded geographical coverage includes Taiwan and Southeast Asia, reflecting recent supply chain realignments and manufacturing shifts in the region. This section analyzes how these markets are becoming increasingly important hubs in the global value chain.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The company scoring matrix section evaluates and ranks leading companies based on a multi-parameter framework that includes market share or revenues, product innovation, and brand recognition.
Report Scope
Markets Covered:
1) By Activity Area: Arcade Studios; AR and VR Gaming Zones; Physical Play Activities; Skill or Competition Games; Other Activity Areas2) 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
3) By Revenue Source: Entry Fees and Ticket Sales; Food and Beverages; Merchandising; Advertisement; Other Sources
4) By Visitor: Families With Children (0-8); Families With Children (9-12); Teenagers (13-19); Young Adults (20-25); Adults (Ages 25+)
Subsegments:
1) By Arcade Studios: Traditional Arcade Games; Redemption Games2) By AR and VR Gaming Zones: Virtual Reality Experiences; Augmented Reality Games
3) By Physical Play Activities: Trampoline Parks; Obstacle Courses
4) By Skill or Competition Games: Bowling Alleys; Laser Tag
5) By Other Activity Areas: Mini-golf; Escape Rooms; Indoor Playgrounds
Companies Mentioned: Dave and Buster’s Inc.; Main Event Entertainment; Bowlmor AMF Corporation; Round1 Entertainment; Scene75 Entertainment Centers; Cinergy Entertainment Group; Sky Zone; Andretti Indoor Karting and Games; iPlay America; Billy Beez; Apex Entertainment; Urban Air Adventure Park; Smaash Entertainment Pvt Ltd; Safari Nation; CEC Entertainment Inc.; KidZania; TimeZone Global; Tenpin; Gatti’s Pizza Corporation; Lucky Strike Entertainment
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Taiwan; Russia; South Korea; UK; USA; Canada; Italy; Spain.
Regions: Asia-Pacific; South East Asia; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: Word, PDF or Interactive Report + Excel Dashboard
Added Benefits:
- Bi-Annual Data Update
- Customisation
- Expert Consultant Support
Companies Mentioned
The companies featured in this Family/Indoor Entertainment Centers market report include:- Dave And Buster’s Inc.
- Main Event Entertainment
- Bowlmor AMF Corporation
- Round1 Entertainment
- Scene75 Entertainment Centers
- Cinergy Entertainment Group
- Sky Zone
- Andretti Indoor Karting And Games
- iPlay America
- Billy Beez
- Apex Entertainment
- Urban Air Adventure Park
- Smaash Entertainment Pvt Ltd
- Safari Nation
- CEC Entertainment Inc.
- KidZania
- TimeZone Global
- Tenpin
- Gatti’s Pizza Corporation
- Lucky Strike Entertainment
Table Information
| Report Attribute | Details |
|---|---|
| No. of Pages | 250 |
| Published | January 2026 |
| Forecast Period | 2026 - 2030 |
| Estimated Market Value ( USD | $ 45.61 Billion |
| Forecasted Market Value ( USD | $ 76.68 Billion |
| Compound Annual Growth Rate | 13.9% |
| Regions Covered | Global |
| No. of Companies Mentioned | 21 |


