According to the report, the global family-indoor entertainment centres market reached around USD 45 billion in 2023. The market is projected to grow at a CAGR of 11% between 2024 and 2032. Aided by the growing urbanisation and the integration of advanced technologies, the market is projected to reach around USD 116.15 billion by 2032.
Family-indoor entertainment centres refer to small-scale amusement parks offering various entertainment options for children, teenagers, and adults, including arcade studios and augmented and virtual reality gaming zones, among others. The recreational activities offered by the centres include bowling, gaming, and thrill rides.
The integration of advanced technologies such as virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) has revolutionised the indoor entertainment experience, making it more immersive and interactive. This has attracted a broader audience, extending beyond children to include teenagers and adults, thereby expanding the family-indoor entertainment centres market base.
There has been a noticeable shift towards family-oriented leisure activities, with parents looking for entertainment options that provide a shared experience for the entire family. This trend has led to the proliferation of indoor entertainment centers that cater to the interests and needs of all family members. Rapid urbanisation and changes in lifestyle have contributed to the family-indoor entertainment centres market growth. With more people living in urban areas, there is a growing demand for accessible and convenient leisure activities that do not require extensive travel.
To stand out in a competitive market, many family-indoor entertainment centres market players are now offering customised and theme-based experiences. From sports-themed zones to fantasy and adventure-themed areas, these centers are constantly innovating to provide unique and memorable experiences for visitors.
Family-indoor entertainment centres refer to small-scale amusement parks offering various entertainment options for children, teenagers, and adults, including arcade studios and augmented and virtual reality gaming zones, among others. The recreational activities offered by the centres include bowling, gaming, and thrill rides.
The integration of advanced technologies such as virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) has revolutionised the indoor entertainment experience, making it more immersive and interactive. This has attracted a broader audience, extending beyond children to include teenagers and adults, thereby expanding the family-indoor entertainment centres market base.
There has been a noticeable shift towards family-oriented leisure activities, with parents looking for entertainment options that provide a shared experience for the entire family. This trend has led to the proliferation of indoor entertainment centers that cater to the interests and needs of all family members. Rapid urbanisation and changes in lifestyle have contributed to the family-indoor entertainment centres market growth. With more people living in urban areas, there is a growing demand for accessible and convenient leisure activities that do not require extensive travel.
To stand out in a competitive market, many family-indoor entertainment centres market players are now offering customised and theme-based experiences. From sports-themed zones to fantasy and adventure-themed areas, these centers are constantly innovating to provide unique and memorable experiences for visitors.
Market Segmentation
The market can be divided based on activity area, facility size, type, revenue source, visitor demographics, and region.Market Breakup by Activity Area
- Arcade Studios
- Physical Play Activities
- Skill/Competition Games
- AR and VR Gaming Zones
- Others
Market Breakup by Facility Size
- Less than 5000 Sq. Ft.
- 5000 Sq. Ft. - 10000 Sq. Ft.
- 10001 Sq. Ft. - 20000 Sq. Ft.
- 20001 Sq. Ft. - 40000 Sq. Ft.
- Above 40000 Sq. Ft.
Market Breakup by Type
- Children’s Entertainment Centres (CECs)
- Children’s Edutainment Centres (CEDCs)
- Location-based VR Entertainment Centres (LCECs)
- Adult Entertainment Centres (AECs)
Market Breakup by Revenue Source
- Entry Fees and Ticket Sales
- Food and Beverages
- Advertisement
- Merchandising
- Others
Market Breakup by Visitor Demographics
- Families with Children (0-9 Years)
- Families with Children (9-12 Years)
- Teenagers (12-18 Years)
- Young Adults (18-24 Years)
- Adults (24+ Years)
Market Breakup by Region
- North America
- Europe
- Asia Pacific
- Latin America
- Middle East and Africa
Competitive Landscape
The report looks into the market shares, plant turnarounds, capacities, investments, and mergers and acquisitions, among other major developments, of the leading companies operating in the global family-indoor entertainment centres market. Some of the major players explored in the report are as follows:- Cinergy Entertainment Group
- CEC Entertainment Concepts, LP
- KidZania Operations S.A.R.L.
- Scene75 Entertainment Centers
- Dave and Buster’s, Inc.
- Bowlero Corp.
- Landmark Group
- SMAAASH Entertainment Pvt. Ltd.
- Timezone Global
- Others
Table of Contents
1 Preface2 Report Coverage - Key Segmentation and Scope4 Key Assumptions7 Opportunities and Challenges in the Market16 Key Trends and Developments in the Market
3 Report Description
5 Executive Summary
6 Market Snapshot
8 Global Family-Indoor Entertainment Centres Market Analysis
9 North America Family-Indoor Entertainment Centres Market Analysis
10 Europe Family-Indoor Entertainment Centres Market Analysis
11 Asia Pacific Family-Indoor Entertainment Centres Market Analysis
12 Latin America Family-Indoor Entertainment Centres Market Analysis
13 Middle East and Africa Family-Indoor Entertainment Centres Market Analysis
14 Market Dynamics
15 Competitive Landscape
List of Key Figures and Tables
Companies Mentioned
- Cinergy Entertainment Group
- CEC Entertainment Concepts, LP
- KidZania Operations S.A.R.L.
- Scene75 Entertainment Centers
- Dave and Buster’s, Inc.
- Bowlero Corp.
- Landmark Group
- SMAAASH Entertainment Pvt. Ltd.
- Timezone Global
Methodology
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Table Information
Report Attribute | Details |
---|---|
No. of Pages | 188 |
Published | May 2024 |
Forecast Period | 2024 - 2032 |
Estimated Market Value ( USD | $ 50.4 Billion |
Forecasted Market Value ( USD | $ 116.15 Billion |
Compound Annual Growth Rate | 11.0% |
Regions Covered | Global |
No. of Companies Mentioned | 9 |