The family/indoor entertainment centers market size has grown rapidly in recent years. It will grow from $35.24 billion in 2024 to $40.26 billion in 2025 at a compound annual growth rate (CAGR) of 14.2%. The growth in the historic period can be attributed to changing leisure preferences, weather-independent activities, urbanization, rise of nuclear families, diverse entertainment offerings, busy lifestyles.
The family/indoor entertainment centers market size is expected to see rapid growth in the next few years. It will grow to $69.3 billion in 2029 at a compound annual growth rate (CAGR) of 14.5%. The growth in the forecast period can be attributed to membership and loyalty programs, cultural events and festivals, accessibility and inclusivity, community engagement initiatives, family-centric dining experiences. Major trends in the forecast period include virtual and augmented reality experiences, hybrid entertainment concepts, e-sports and gaming lounges, customized and themed birthday party packages, digital ticketing and reservation systems.
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.
The family or indoor entertainment center market is anticipated to witness growth propelled by the increasing trend of urbanization. Urbanization involves the rising concentration of the population in urban areas, leading to the growth and expansion of cities and towns. The fast-paced and often stressful nature of urban life has created a demand for leisure activities that offer fun, engagement, and a temporary escape from daily routines. Family or indoor entertainment centers address this need by providing a variety of attractions and activities. For example, a report from the World Bank in 2022 indicated that over 50% of the world's population would reside in urban regions. The urban population is projected to reach 6 billion by 2045, representing a 1.5-fold increase. Additionally, urban land consumption is expected to expand at a rate up to 50% faster than population growth, leading to a projected increase of 1.2 million km2 in urban built-up area by 2030. Consequently, the growth of urbanization is a key driver for the expansion of the family or indoor entertainment center market.
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.
Major companies in the family/indoor entertainment center (FEC) market are forming strategic partnerships to improve entertainment options for families. Strategic partnerships involve companies leveraging each other's strengths and resources to achieve mutual benefits and success. For example, in March 2024, Hasbro, Inc., a U.S.-based toy company, teamed up with Max-Matching Entertainments, a China-based operator of location-based entertainment, to enhance family entertainment options based on popular Hasbro intellectual properties such as PEPPA PIG, TRANSFORMERS, MY LITTLE PONY, and NERF across China. This collaboration aims to improve family experiences by introducing additional PEPPA PIG outdoor theme parks in the region, addressing the growing demand for engaging entertainment options in China. Notable projects include upcoming PEPPA PIG-themed ice and snow parks in Beijing and MY LITTLE PONY-themed drink shops in Nanjing and Qingdao.
In April 2022, Dave & Buster's, a US-based family entertainment company, successfully acquired Main Event in a deal amounting to $835 million. This strategic move enhances Main Event's extensive chain of family entertainment centers, which are located in 50 different locations across the United States. The acquisition represents a significant boost for Main Event, further solidifying its presence and offerings in the family entertainment industry. Main Event, the acquired company, is also a US-based family entertainment company.
Major companies operating in the family/indoor entertainment centers market include Bandai Namco Entertainment, Merlin Entertainments, Dave & Buster’s Inc., Bowlmor AMF Corporation, Main Event Entertainment, KidZania, Scene75 Entertainment Centers, Gatti’s Pizza Corporation, Round1 Entertainment, Cinergy Entertainment Group, Sky Zone, Fun Spot America Theme Parks, Tenpin, Timezone Global, Andretti Indoor Karting & Games, iPlay America, Billy Beez, Legoland Discovery Center, Lucky Strike Entertainment, Nickelodeon Universe, Fun City, Funriders Leisure & Amusement, Toy Town, Apex Entertainment, Urban Air Adventure Park, Smaash Entertainment Pvt. Ltd., Safari Nation, CEC Entertainment Inc.
North America was the largest region in the family or indoor entertainment centers market in 2024. The regions covered in the family/indoor entertainment centers market report are Asia-Pacific, 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, Russia, South Korea, UK, USA, Canada, Italy, Spain.
Family or indoor entertainment centers are small-scale amusement parks designed for families with young children or teenagers. These centers provide various entertainment services to engage and amuse their visitors.
Family/indoor entertainment centers encompass various activity areas, including arcade studios, AR and VR gaming zones, physical play activities, skill/competition games, and other entertainment spaces. Arcade studios are venues where individuals can pay to play games on machines. These entertainment centers come in different sizes, ranging from up to 5,000 sq ft to over 30 acres, offering diverse spaces for recreational activities. The revenue sources for family/indoor entertainment centers include entry fees and ticket sales, food and beverages, merchandising, advertising, and other avenues. These centers cater to different demographics, such as families with children (0-8), families with children (9-12), teenagers (13-19), young adults (20-25), and adults (aged 25+).
The family or indoor entertainment centers market research report is one of a series of new reports that provides family or indoor entertainment centers market statistics, including family or indoor entertainment centers industry global market size, regional shares, competitors with an family or indoor entertainment centers market share, detailed family or indoor entertainment centers market segments, market trends and opportunities, and any further data you may need to thrive in the family or indoor entertainment centers industry. This family or indoor entertainment centers market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.
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.
This product will be delivered within 3-5 business days.
The family/indoor entertainment centers market size is expected to see rapid growth in the next few years. It will grow to $69.3 billion in 2029 at a compound annual growth rate (CAGR) of 14.5%. The growth in the forecast period can be attributed to membership and loyalty programs, cultural events and festivals, accessibility and inclusivity, community engagement initiatives, family-centric dining experiences. Major trends in the forecast period include virtual and augmented reality experiences, hybrid entertainment concepts, e-sports and gaming lounges, customized and themed birthday party packages, digital ticketing and reservation systems.
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.
The family or indoor entertainment center market is anticipated to witness growth propelled by the increasing trend of urbanization. Urbanization involves the rising concentration of the population in urban areas, leading to the growth and expansion of cities and towns. The fast-paced and often stressful nature of urban life has created a demand for leisure activities that offer fun, engagement, and a temporary escape from daily routines. Family or indoor entertainment centers address this need by providing a variety of attractions and activities. For example, a report from the World Bank in 2022 indicated that over 50% of the world's population would reside in urban regions. The urban population is projected to reach 6 billion by 2045, representing a 1.5-fold increase. Additionally, urban land consumption is expected to expand at a rate up to 50% faster than population growth, leading to a projected increase of 1.2 million km2 in urban built-up area by 2030. Consequently, the growth of urbanization is a key driver for the expansion of the family or indoor entertainment center market.
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.
Major companies in the family/indoor entertainment center (FEC) market are forming strategic partnerships to improve entertainment options for families. Strategic partnerships involve companies leveraging each other's strengths and resources to achieve mutual benefits and success. For example, in March 2024, Hasbro, Inc., a U.S.-based toy company, teamed up with Max-Matching Entertainments, a China-based operator of location-based entertainment, to enhance family entertainment options based on popular Hasbro intellectual properties such as PEPPA PIG, TRANSFORMERS, MY LITTLE PONY, and NERF across China. This collaboration aims to improve family experiences by introducing additional PEPPA PIG outdoor theme parks in the region, addressing the growing demand for engaging entertainment options in China. Notable projects include upcoming PEPPA PIG-themed ice and snow parks in Beijing and MY LITTLE PONY-themed drink shops in Nanjing and Qingdao.
In April 2022, Dave & Buster's, a US-based family entertainment company, successfully acquired Main Event in a deal amounting to $835 million. This strategic move enhances Main Event's extensive chain of family entertainment centers, which are located in 50 different locations across the United States. The acquisition represents a significant boost for Main Event, further solidifying its presence and offerings in the family entertainment industry. Main Event, the acquired company, is also a US-based family entertainment company.
Major companies operating in the family/indoor entertainment centers market include Bandai Namco Entertainment, Merlin Entertainments, Dave & Buster’s Inc., Bowlmor AMF Corporation, Main Event Entertainment, KidZania, Scene75 Entertainment Centers, Gatti’s Pizza Corporation, Round1 Entertainment, Cinergy Entertainment Group, Sky Zone, Fun Spot America Theme Parks, Tenpin, Timezone Global, Andretti Indoor Karting & Games, iPlay America, Billy Beez, Legoland Discovery Center, Lucky Strike Entertainment, Nickelodeon Universe, Fun City, Funriders Leisure & Amusement, Toy Town, Apex Entertainment, Urban Air Adventure Park, Smaash Entertainment Pvt. Ltd., Safari Nation, CEC Entertainment Inc.
North America was the largest region in the family or indoor entertainment centers market in 2024. The regions covered in the family/indoor entertainment centers market report are Asia-Pacific, 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, Russia, South Korea, UK, USA, Canada, Italy, Spain.
Family or indoor entertainment centers are small-scale amusement parks designed for families with young children or teenagers. These centers provide various entertainment services to engage and amuse their visitors.
Family/indoor entertainment centers encompass various activity areas, including arcade studios, AR and VR gaming zones, physical play activities, skill/competition games, and other entertainment spaces. Arcade studios are venues where individuals can pay to play games on machines. These entertainment centers come in different sizes, ranging from up to 5,000 sq ft to over 30 acres, offering diverse spaces for recreational activities. The revenue sources for family/indoor entertainment centers include entry fees and ticket sales, food and beverages, merchandising, advertising, and other avenues. These centers cater to different demographics, such as families with children (0-8), families with children (9-12), teenagers (13-19), young adults (20-25), and adults (aged 25+).
The family or indoor entertainment centers market research report is one of a series of new reports that provides family or indoor entertainment centers market statistics, including family or indoor entertainment centers industry global market size, regional shares, competitors with an family or indoor entertainment centers market share, detailed family or indoor entertainment centers market segments, market trends and opportunities, and any further data you may need to thrive in the family or indoor entertainment centers industry. This family or indoor entertainment centers market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.
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.
This product will be delivered within 3-5 business days.
Table of Contents
1. Executive Summary2. Family/Indoor Entertainment Centers Market Characteristics3. Family/Indoor Entertainment Centers Market Trends and Strategies4. Family/Indoor Entertainment Centers Market - Macro Economic Scenario Macro Economic Scenario Including the Impact of Interest Rates, Inflation, Geopolitics and Covid and Recovery on the Market1 To 10 Acres32. Global Family/Indoor Entertainment Centers Market Competitive Benchmarking and Dashboard33. Key Mergers and Acquisitions in the Family/Indoor Entertainment Centers Market34. Recent Developments in the Family/Indoor Entertainment Centers Market
5. Global Family/Indoor Entertainment Centers Growth Analysis and Strategic Analysis Framework
6. Family/Indoor Entertainment Centers Market Segmentation
10 To 30 Acres
7. Family/Indoor Entertainment Centers Market Regional and Country Analysis
8. Asia-Pacific Family/Indoor Entertainment Centers Market
9. China Family/Indoor Entertainment Centers Market
10. India Family/Indoor Entertainment Centers Market
11. Japan Family/Indoor Entertainment Centers Market
12. Australia Family/Indoor Entertainment Centers Market
13. Indonesia Family/Indoor Entertainment Centers Market
14. South Korea Family/Indoor Entertainment Centers Market
15. Western Europe Family/Indoor Entertainment Centers Market
16. UK Family/Indoor Entertainment Centers Market
17. Germany Family/Indoor Entertainment Centers Market
18. France Family/Indoor Entertainment Centers Market
19. Italy Family/Indoor Entertainment Centers Market
20. Spain Family/Indoor Entertainment Centers Market
21. Eastern Europe Family/Indoor Entertainment Centers Market
22. Russia Family/Indoor Entertainment Centers Market
23. North America Family/Indoor Entertainment Centers Market
24. USA Family/Indoor Entertainment Centers Market
25. Canada Family/Indoor Entertainment Centers Market
26. South America Family/Indoor Entertainment Centers Market
27. Brazil Family/Indoor Entertainment Centers Market
28. Middle East Family/Indoor Entertainment Centers Market
29. Africa Family/Indoor Entertainment Centers Market
30. Family/Indoor Entertainment Centers Market Competitive Landscape and Company Profiles
31. Family/Indoor Entertainment Centers Market Other Major and Innovative Companies
35. Family/Indoor Entertainment Centers Market High Potential Countries, Segments and Strategies
36. Appendix
Executive Summary
Family/Indoor Entertainment Centers Global Market Report 2025 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on 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? 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, competitive landscape, market shares, 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.
- 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 forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.
- 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. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
- 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 trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
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; 1 To 10 Acres; 10 To 30 Acres; Over 30 Acres
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
Key Companies Mentioned: Bandai Namco Entertainment; Merlin Entertainments; Dave & Buster’s Inc.; Bowlmor AMF Corporation; Main Event Entertainment
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
Regions: Asia-Pacific; 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: PDF, Word and Excel Data Dashboard.
Companies Mentioned
- Bandai Namco Entertainment
- Merlin Entertainments
- Dave & Buster’s Inc.
- Bowlmor AMF Corporation
- Main Event Entertainment
- KidZania
- Scene75 Entertainment Centers
- Gatti’s Pizza Corporation
- Round1 Entertainment
- Cinergy Entertainment Group
- Sky Zone
- Fun Spot America Theme Parks
- Tenpin
- Timezone Global
- Andretti Indoor Karting & Games
- iPlay America
- Billy Beez
- Legoland Discovery Center
- Lucky Strike Entertainment
- Nickelodeon Universe
- Fun City
- Funriders Leisure & Amusement
- Toy Town
- Apex Entertainment
- Urban Air Adventure Park
- Smaash Entertainment Pvt. Ltd.
- Safari Nation
- CEC Entertainment Inc.
Table Information
Report Attribute | Details |
---|---|
No. of Pages | 200 |
Published | March 2025 |
Forecast Period | 2025 - 2029 |
Estimated Market Value ( USD | $ 40.26 Billion |
Forecasted Market Value ( USD | $ 69.3 Billion |
Compound Annual Growth Rate | 14.5% |
Regions Covered | Global |
No. of Companies Mentioned | 28 |