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Family/Indoor Entertainment Centers Market - Global Industry Analysis, Size, Share, Growth, Trends, and Forecast 2031 - By Product, Technology, Grade, Application, End-user, Region: (North America, Europe, Asia Pacific, Latin America and Middle East and Africa)

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    Report

  • 245 Pages
  • August 2024
  • Region: Global
  • Fairfield Market Research
  • ID: 5997235
Family and indoor entertainment centers, central to modern family recreation, are undergoing a significant transformation. Valued at $41.98 billion in 2024, the market is set to surge to $119 billion by 2031, driven by a robust CAGR of 16%. These centers, designed to cater to families with young children and teenagers, offer a diverse range of activities under one roof. As the market continues to grow, driven by technological advancements and changing consumer preferences, family/indoor entertainment centers are becoming indispensable destinations for indoor recreation. This report delves into the factors driving the expansion of this market, the challenges it faces, and the innovative trends shaping its future.

Rising Popularity of Mobile Gaming: A Key Market Driver

The surge in mobile gaming among younger demographics is a significant factor contributing to the growth of family/indoor entertainment centers. Mobile gaming, characterized by quick access and immersive experiences, has become a popular pastime for young audiences. Family/indoor entertainment centers have capitalized on this trend by integrating mobile gaming options that appeal specifically to this demographic. The increasing inclination towards mobile gaming is driving both footfall and revenue, establishing these centers as crucial hubs for digital entertainment. As mobile gaming continues to gain popularity, it is expected to play a pivotal role in the sustained growth of the family/indoor entertainment centers market.

Innovative Development of Indoor Amusement Parks

Innovation in the development of indoor amusement parks is a key trend gaining momentum in the market. Companies are actively investing in the creation of unique and distinctive indoor amusement parks to enhance their market presence. For instance, leading players have launched expansive indoor amusement parks that cater to both families and children, offering a wide variety of attractions within a single location. These new developments are not only boosting market growth but also redefining the indoor entertainment experience by providing more diverse and engaging activities for visitors. The continuous innovation in this sector is expected to drive further expansion in the coming years.

Technological Advancements: Expanding Gaming Options

Technological advancements are at the forefront of the evolution of family/indoor entertainment centers. The introduction of cutting-edge technologies such as 3D gaming, virtual reality (VR), and augmented reality (AR) has revolutionized the entertainment options available at these centers. As consumers increasingly seek more interactive and immersive experiences, the demand for these advanced gaming options is on the rise. Family/indoor entertainment centers are continuously upgrading their offerings to stay competitive and meet the evolving expectations of their customers. The integration of these advanced technologies is expected to significantly contribute to the growth of the global market over the forecast period.

Adoption of Loyalty Schemes: A Strategic Move

Loyalty schemes have become a strategic tool for family/indoor entertainment centers to retain and attract customers. These schemes, which include visiting points, reward points, subscriptions, and special offers, are tailored to meet the diverse needs of customers. By adopting such loyalty programs, entertainment centers can enhance customer engagement and foster long-term relationships. This approach not only increases customer retention but also attracts new customers through targeted promotions and offers. The strategic implementation of loyalty schemes is anticipated to play a crucial role in driving market growth in the years ahead.

Family Events: A Growing Trend in Entertainment Centers

The increasing use of family/indoor entertainment centers as venues for hosting family events and celebrations is another factor driving their popularity. These centers offer a wide range of entertainment and celebration options, making them ideal venues for events such as birthdays, parties, and casual gatherings. The convenience of having all entertainment and celebration needs met under one roof is a significant draw for families. Additionally, the ability to customize the event size and experience based on the needs of the family or group adds to their appeal. As this trend continues to grow, family/indoor entertainment centers are expected to become even more integral to the way families celebrate special occasions.

Challenges: High Initial Investment and Limited Scope for Transformation

Despite the promising growth prospects, family/indoor entertainment centers face several challenges that could impede their expansion. One of the major challenges is the high initial investment required to establish these centers. This often results in higher ticket prices, which can deter potential customers and limit market penetration. Additionally, the limited scope for regular updates and transformations poses a challenge. Due to space and financial constraints, these centers may struggle to continuously offer new and exciting attractions, which can impact their ability to attract repeat visitors. Addressing these challenges will be critical for the sustained growth of the market.

United States: A Leading Market for Family/Indoor Entertainment Centers

The United States remains a dominant player in the family/indoor entertainment centers market, driven by the adoption of advanced technologies and the presence of prominent market players. The integration of IoT, AI, VR, AR, and 3D technologies has elevated the entertainment experience, attracting a broad range of consumers. With well-established infrastructure and a strong customer base, the U.S. market continues to thrive and lead the global family/indoor entertainment centers industry. The ongoing advancements in technology and consumer demand for innovative experiences are expected to further solidify the United States' position as a key market in this sector.

Arcade Studios: Leading the Charge in Market Growth

Arcade studios, a key segment within family/indoor entertainment centers, are witnessing significant growth. The popularity of arcade games, coupled with advancements in technology, has transformed this segment into a major contributor to the overall market. As disposable incomes rise, consumers are increasingly willing to spend on new and exciting arcade games, driving demand in this segment. The growing awareness of technologically advanced products and the rise of virtual reality gaming are also expected to fuel the expansion of arcade studios, further contributing to the growth of the family/indoor entertainment centers market.

Competitive Analysis

  • CEC Entertainment
  • Dave & Buster's
  • Main Event Entertainment
  • Legoland Discovery Center
  • Scene 75 Entertainment Centers
  • Gatti's Pizza
  • Bowlmor AMF
  • Nickelodeon Universe
  • Lucky Strike
  • Smaash Entertainment
  • Amoeba Services
  • Funcity
  • Time Zone Entertainment
  • Tenpin
  • Kidzania
  • Bandai Namco Entertainment
  • Toy Town
  • Walt Disney

Family/Indoor Entertainment Centers Industry Research Segmentation

By Type:

  • Arcade Studios
  • VR Gaming Zones
  • Indoor Go-Kart Tracks
  • Sports Arcades
  • Trampoline
  • Indoor Adventure Parks

By End User:

  • < 5,000 Sq. Feet
  • 5,001 to 10,000 Sq. Feet
  • 10,001 to 20,000 Sq. Feet
  • 20,001 to 40,000 Sq. Feet
  • > 40,000 Sq. Feet

By Region:

  • North America
  • Latin America
  • Europe
  • South Asia
  • East Asia
  • Oceania
  • Middle East & Africa


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Table of Contents

1. Executive Summary
1.1. Global Family/Indoor Entertainment Centers Market Snapshot
1.2. Future Projections
1.3. Key Market Trends
1.4. Regional Snapshot, by Value and Volume, 2023
1.5. Analyst Recommendations
2. Market Overview
2.1. Market Definitions and Segmentations
2.2. Market Dynamics
2.2.1. Drivers
2.2.2. Restraints
2.2.3. Market Opportunities
2.3. Value Chain Analysis
2.4. Porter’s Five Forces Analysis
2.5. COVID-19 Impact Analysis
2.5.1. Supply
2.5.2. Demand
2.6. Impact of Ukraine-Russia Conflict
2.7. Economic Overview
2.7.1. World Economic Projections
2.8. PESTLE Analysis
3. Price Analysis, 2019 - 2023
3.1. Global Average Price Analysis, by Type, US$ Per Tons, 2019 - 2023
3.2. Prominent Factor Affecting Family/Indoor Entertainment Centers Prices
3.3. Global Average Price Analysis, by Region, US$ Per Ton
4. Global Family/Indoor Entertainment Centers Market Outlook, 2019 - 2031
4.1. Global Family/Indoor Entertainment Centers Market Outlook, by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
4.1.1. Key Highlights
4.1.1.1. Arcade Studios
4.1.1.2. VR Gaming Zones
4.1.1.3. Indoor Go-Kart Tracks
4.1.1.4. Sports Arcades
4.1.1.5. Trampoline
4.1.1.6. Indoor Adventure Parks
4.2. Global Family/Indoor Entertainment Centers Market Outlook, by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
4.2.1. Key Highlights
4.2.1.1. < 5,000 Sq. Feet
4.2.1.2. 5,001 to 10,000 Sq. Feet
4.2.1.3. 10,001 to 20,000 Sq. Feet
4.2.1.4. 20,001 to 40,000 Sq. Feet
4.2.1.5. > 40,000 Sq. Feet
4.3. Global Family/Indoor Entertainment Centers Market Outlook, by Region, Value (US$ Bn) and Volume (Tons), 2019 - 2031
4.3.1. Key Highlights
4.3.1.1. North America
4.3.1.2. Europe
4.3.1.3. Asia Pacific
4.3.1.4. Latin America
4.3.1.5. Middle East & Africa
5. North America Family/Indoor Entertainment Centers Market Outlook, 2019 - 2031
5.1. North America Family/Indoor Entertainment Centers Market Outlook, by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
5.1.1. Key Highlights
5.1.1.1. Arcade Studios
5.1.1.2. VR Gaming Zones
5.1.1.3. Indoor Go-Kart Tracks
5.1.1.4. Sports Arcades
5.1.1.5. Trampoline
5.1.1.6. Indoor Adventure Parks
5.2. Global Family/Indoor Entertainment Centers Market Outlook, by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
5.2.1. Key Highlights
5.2.1.1. < 5,000 Sq. Feet
5.2.1.2. 5,001 to 10,000 Sq. Feet
5.2.1.3. 10,001 to 20,000 Sq. Feet
5.2.1.4. 20,001 to 40,000 Sq. Feet
5.2.1.5. > 40,000 Sq. Feet
5.3. North America Family/Indoor Entertainment Centers Market Outlook, by Country, Value (US$ Bn) and Volume (Tons), 2019 - 2031
5.3.1. Key Highlights
5.3.1.1. U.S. Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
5.3.1.2. U.S. Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
5.3.1.3. Canada Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
5.3.1.4. Canada Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
5.3.2. BPS Analysis/Market Attractiveness Analysis
6. Europe Family/Indoor Entertainment Centers Market Outlook, 2019 - 2031
6.1. Europe Family/Indoor Entertainment Centers Market Outlook, by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
6.1.1. Key Highlights
6.1.1.1. Arcade Studios
6.1.1.2. VR Gaming Zones
6.1.1.3. Indoor Go-Kart Tracks
6.1.1.4. Sports Arcades
6.1.1.5. Trampoline
6.1.1.6. Indoor Adventure Parks
6.2. Global Family/Indoor Entertainment Centers Market Outlook, by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
6.2.1. Key Highlights
6.2.1.1. < 5,000 Sq. Feet
6.2.1.2. 5,001 to 10,000 Sq. Feet
6.2.1.3. 10,001 to 20,000 Sq. Feet
6.2.1.4. 20,001 to 40,000 Sq. Feet
6.2.1.5. > 40,000 Sq. Feet
6.3. Europe Family/Indoor Entertainment Centers Market Outlook, by Country, Value (US$ Bn) and Volume (Tons), 2019 - 2031
6.3.1. Key Highlights
6.3.1.1. Germany Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
6.3.1.2. Germany Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
6.3.1.3. U.K. Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
6.3.1.4. U.K. Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
6.3.1.5. France Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
6.3.1.6. France Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
6.3.1.7. Italy Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
6.3.1.8. Italy Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
6.3.1.9. Turkey Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
6.3.1.10. Turkey Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
6.3.1.11. Russia Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
6.3.1.12. Russia Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
6.3.1.13. Rest of Europe Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
6.3.1.14. Rest of Europe Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
6.3.2. BPS Analysis/Market Attractiveness Analysis
7. Asia Pacific Family/Indoor Entertainment Centers Market Outlook, 2019 - 2031
7.1. Asia Pacific Family/Indoor Entertainment Centers Market Outlook, by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
7.1.1. Key Highlights
7.1.1.1. Arcade Studios
7.1.1.2. VR Gaming Zones
7.1.1.3. Indoor Go-Kart Tracks
7.1.1.4. Sports Arcades
7.1.1.5. Trampoline
7.1.1.6. Indoor Adventure Parks
7.2. Global Family/Indoor Entertainment Centers Market Outlook, by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
7.2.1. Key Highlights
7.2.1.1. < 5,000 Sq. Feet
7.2.1.2. 5,001 to 10,000 Sq. Feet
7.2.1.3. 10,001 to 20,000 Sq. Feet
7.2.1.4. 20,001 to 40,000 Sq. Feet
7.2.1.5. > 40,000 Sq. Feet
7.3. Asia Pacific Family/Indoor Entertainment Centers Market Outlook, by Country, Value (US$ Bn) and Volume (Tons), 2019 - 2031
7.3.1. Key Highlights
7.3.1.1. China Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
7.3.1.2. China Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
7.3.1.3. Japan Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
7.3.1.4. Japan Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
7.3.1.5. South Korea Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
7.3.1.6. South Korea Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
7.3.1.7. India Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
7.3.1.8. India Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
7.3.1.9. Southeast Asia Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
7.3.1.10. Southeast Asia Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
7.3.1.11. Rest of Asia Pacific Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
7.3.1.12. Rest of Asia Pacific Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
7.3.2. BPS Analysis/Market Attractiveness Analysis
8. Latin America Family/Indoor Entertainment Centers Market Outlook, 2019 - 2031
8.1. Latin America Family/Indoor Entertainment Centers Market Outlook, by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
8.1.1. Key Highlights
8.1.1.1. Arcade Studios
8.1.1.2. VR Gaming Zones
8.1.1.3. Indoor Go-Kart Tracks
8.1.1.4. Sports Arcades
8.1.1.5. Trampoline
8.1.1.6. Indoor Adventure Parks
8.2. Global Family/Indoor Entertainment Centers Market Outlook, by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
8.2.1. Key Highlights
8.2.1.1. < 5,000 Sq. Feet
8.2.1.2. 5,001 to 10,000 Sq. Feet
8.2.1.3. 10,001 to 20,000 Sq. Feet
8.2.1.4. 20,001 to 40,000 Sq. Feet
8.2.1.5. > 40,000 Sq. Feet
8.3. Latin America Family/Indoor Entertainment Centers Market Outlook, by Country, Value (US$ Bn) and Volume (Tons), 2019 - 2031
8.3.1. Key Highlights
8.3.1.1. Brazil Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
8.3.1.2. Brazil Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
8.3.1.3. Mexico Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
8.3.1.4. Mexico Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
8.3.1.5. Argentina Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
8.3.1.6. Argentina Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
8.3.1.7. Rest of Latin America Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
8.3.1.8. Rest of Latin America Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
8.3.2. BPS Analysis/Market Attractiveness Analysis
9. Middle East & Africa Family/Indoor Entertainment Centers Market Outlook, 2019 - 2031
9.1. Middle East & Africa Family/Indoor Entertainment Centers Market Outlook, by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
9.1.1. Key Highlights
9.1.1.1. Arcade Studios
9.1.1.2. VR Gaming Zones
9.1.1.3. Indoor Go-Kart Tracks
9.1.1.4. Sports Arcades
9.1.1.5. Trampoline
9.1.1.6. Indoor Adventure Parks
9.2. Global Family/Indoor Entertainment Centers Market Outlook, by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
9.2.1. Key Highlights
9.2.1.1. < 5,000 Sq. Feet
9.2.1.2. 5,001 to 10,000 Sq. Feet
9.2.1.3. 10,001 to 20,000 Sq. Feet
9.2.1.4. 20,001 to 40,000 Sq. Feet
9.2.1.5. > 40,000 Sq. Feet
9.3. Middle East & Africa Family/Indoor Entertainment Centers Market Outlook, by Country, Value (US$ Bn) and Volume (Tons), 2019 - 2031
9.3.1. Key Highlights
9.3.1.1. GCC Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
9.3.1.2. GCC Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
9.3.1.3. South Africa Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
9.3.1.4. South Africa Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
9.3.1.5. Egypt Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
9.3.1.6. Egypt Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
9.3.1.7. Nigeria Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
9.3.1.8. Nigeria Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
9.3.1.9. Rest of Middle East & Africa Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
9.3.1.10. Rest of Middle East & Africa Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
9.3.2. BPS Analysis/Market Attractiveness Analysis
10. Competitive Landscape
10.1. Product vs Indication Heatmap
10.2. Company Market Share Analysis, 2024
10.3. Competitive Dashboard
10.4. Company Profiles
10.4.1. CEC Entertainment
10.4.1.1. Company Overview
10.4.1.2. Product Portfolio
10.4.1.3. Financial Overview
10.4.1.4. Business Strategies and Development
10.4.2. Dave & Buster's
10.4.2.1. Company Overview
10.4.2.2. Product Portfolio
10.4.2.3. Financial Overview
10.4.2.4. Business Strategies and Development
10.4.3. Main Event Entertainment
10.4.3.1. Company Overview
10.4.3.2. Product Portfolio
10.4.3.3. Financial Overview
10.4.3.4. Business Strategies and Development
10.4.4. Legoland Discovery Center
10.4.4.1. Company Overview
10.4.4.2. Product Portfolio
10.4.4.3. Financial Overview
10.4.4.4. Business Strategies and Development
10.4.5. Scene 75 Entertainment Centers
10.4.5.1. Company Overview
10.4.5.2. Product Portfolio
10.4.5.3. Financial Overview
10.4.5.4. Business Strategies and Development
10.4.6. Gatti's Pizza
10.4.6.1. Company Overview
10.4.6.2. Product Portfolio
10.4.6.3. Financial Overview
10.4.6.4. Business Strategies and Development
10.4.7. Bowlmor AMF
10.4.7.1. Company Overview
10.4.7.2. Product Portfolio
10.4.7.3. Financial Overview
10.4.7.4. Business Strategies and Development
10.4.8. Nickelodeon Universe
10.4.8.1. Company Overview
10.4.8.2. Product Portfolio
10.4.8.3. Financial Overview
10.4.8.4. Business Strategies and Development
10.4.9. Lucky Strike
10.4.9.1. Company Overview
10.4.9.2. Product Portfolio
10.4.9.3. Financial Overview
10.4.9.4. Business Strategies and Development
10.4.10. Smaash Entertainment
10.4.10.1. Company Overview
10.4.10.2. Product Portfolio
10.4.10.3. Financial Overview
10.4.10.4. Business Strategies and Development
10.4.11. Amoeba Services
10.4.11.1. Company Overview
10.4.11.2. Product Portfolio
10.4.11.3. Financial Overview
10.4.11.4. Business Strategies and Development
10.4.12. Funcity
10.4.12.1. Company Overview
10.4.12.2. Product Portfolio
10.4.12.3. Financial Overview
10.4.12.4. Business Strategies and Development
10.4.13. Time Zone Entertainment
10.4.13.1. Company Overview
10.4.13.2. Product Portfolio
10.4.13.3. Financial Overview
10.4.13.4. Business Strategies and Development
10.4.14. Tenpin
10.4.14.1. Company Overview
10.4.14.2. Product Portfolio
10.4.14.3. Financial Overview
10.4.14.4. Business Strategies and Development
10.4.15. Kidzania
10.4.15.1. Company Overview
10.4.15.2. Product Portfolio
10.4.15.3. Financial Overview
10.4.15.4. Business Strategies and Development
10.4.16. Bandai Namco Entertainment
10.4.16.1. Company Overview
10.4.16.2. Product Portfolio
10.4.16.3. Financial Overview
10.4.16.4. Business Strategies and Development
10.4.17. Toy Town
10.4.17.1. Company Overview
10.4.17.2. Product Portfolio
10.4.17.3. Financial Overview
10.4.17.4. Business Strategies and Development
10.4.18. Walt Disney
10.4.18.1. Company Overview
10.4.18.2. Product Portfolio
10.4.18.3. Financial Overview
10.4.18.4. Business Strategies and Development
11. Appendix
11.1. Research Methodology
11.2. Report Assumptions
11.3. Acronyms and Abbreviations

Companies Mentioned (Partial List)

A selection of companies mentioned in this report includes, but is not limited to:

  • CEC Entertainment
  • Dave & Buster's
  • Main Event Entertainment
  • Legoland Discovery Center
  • Scene 75 Entertainment Centers
  • Gatti's Pizza
  • Bowlmor AMF
  • Nickelodeon Universe
  • Lucky Strike
  • Smaash Entertainment
  • Amoeba Services
  • Funcity
  • Time Zone Entertainment
  • Tenpin
  • Kidzania
  • Bandai Namco Entertainment
  • Toy Town
  • Walt Disney

Methodology

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