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North America Indoor Amusement Center Market Size, Share & Trends Analysis Report By Component, By Country and Growth Forecast, 2024 - 2031

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    Report

  • 67 Pages
  • December 2024
  • Region: North America
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 6036005
The North America Indoor Amusement Center Market is expected to witness market growth of 8.6% CAGR during the forecast period (2024-2031).

The US market dominated the North America Indoor Amusement Center Market by country in 2023, and is expected to continue to be a dominant market till 2031; thereby, achieving a market value of $23.03 billion by 2031. The Canada market is expected to witness a CAGR of 10.9% during 2024-2031. Additionally, the Mexico market would register a CAGR of 10% during 2024-2031.

The indoor amusement center market has witnessed significant growth over the past few years, driven by an increasing demand for entertainment options that cater to diverse age groups and provide safe, fun-filled experiences in controlled environments. These centers, which offer various attractions and activities such as arcade games, virtual reality experiences, bumper cars, laser tag, bowling alleys, and interactive play zones, are becoming increasingly popular. Indoor amusement centers provide a unique, high-energy experience for individuals, families, and groups looking for recreational activities.

Indoor amusement centers have a broad spectrum of applications that cater to different market segments, including families, school groups, tourists, corporate teams, and more. One of the most significant applications of indoor amusement centers is family entertainment. With activities suitable for various age groups, these centers provide families a safe and enjoyable environment to spend quality time together. Activities like laser tag, bowling, mini-golf, and arcade games appeal to children, while adults can enjoy more immersive experiences such as virtual reality simulations and escape rooms.

Indoor amusement centers in Canada are increasingly offering venues for corporate events, team-building activities, and birthday parties. This trend not only boosts the appeal of these centers but also contributes to their growth as venues for group entertainment. Indoor amusement centers in Canada increasingly focus on creating spaces for social interaction and community building. They offer venues for local events, charity fundraisers, and group gatherings, fostering a sense of connection and making them more than just entertainment spaces.

Some Canadian indoor amusement centers offer personalized experiences, such as customizable escape rooms or VR gaming experiences. These allow customers to choose their adventure and engage in a more tailored, interactive entertainment experience. In conclusion, the growth of the indoor amusement center market in Canada is driven by a combination of the above factors in the region.

List of Key Companies Profiled

  • Bandai Namco Holdings Inc.
  • KidZania Operations, S.A.R.L.
  • Dave & Buster’s Entertainment, Inc.
  • Merlin Entertainments
  • CEC Entertainment Concepts, LP (Chuck E. Cheese)
  • Scene75 Entertainment Centers
  • Smaaash Entertainment Pvt. Ltd.
  • Funriders Leisure & Amusement Pvt Ltd
  • Bowlero Corporation
  • Cinergy Entertainment Group, Inc.

Market Report Segmentation

By Component
  • Arcade Games
  • Indoor Adventure Parks
  • Bowling Alleys
  • Indoor Go-Karts
  • AR-VR Games
  • Children's Entertainment & Education Area
  • Trampoline Park
  • Other Component
By Country
  • US
  • Canada
  • Mexico
  • Rest of North America

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 North America Indoor Amusement Center Market, by Component
1.4.2 North America Indoor Amusement Center Market, by Country
1.5 Methodology for the Research
Chapter 2. Market at a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
3.2.3 Market Opportunities
3.2.4 Market Challenges
3.3 Porter Five Forces Analysis
Chapter 4. North America Indoor Amusement Center Market by Component
4.1 North America Arcade Games Market by Country
4.2 North America Indoor Adventure Parks Market by Country
4.3 North America Bowling Alleys Market by Country
4.4 North America Indoor Go-Karts Market by Country
4.5 North America AR-VR Games Market by Country
4.6 North America Children's Entertainment & Education Area Market by Country
4.7 North America Trampoline Park Market by Country
4.8 North America Other Component Market by Country
Chapter 5. North America Indoor Amusement Center Market by Country
5.1 US Indoor Amusement Center Market
5.1.1 US Indoor Amusement Center Market by Component
5.2 Canada Indoor Amusement Center Market
5.2.1 Canada Indoor Amusement Center Market by Component
5.3 Mexico Indoor Amusement Center Market
5.3.1 Mexico Indoor Amusement Center Market by Component
5.4 Rest of North America Indoor Amusement Center Market
5.4.1 Rest of North America Indoor Amusement Center Market by Component
Chapter 6. Company Profiles
6.1 Bandai Namco Holdings, Inc.
6.1.1 Company Overview
6.1.2 Financial Analysis
6.1.3 Segmental and Regional Analysis
6.2 KidZania S.A.P.I. de C.V.
6.2.1 Company Overview
6.3 Dave & Buster’s Entertainment, Inc.
6.3.1 Company Overview
6.3.2 Financial Analysis
6.4 Merlin Entertainments
6.4.1 Company Overview
6.4.2 Financial Analysis
6.4.3 Segmental and Regional Analysis
6.5 CEC Entertainment, LLC
6.5.1 Company Overview
6.6 Scene75 Entertainment Centers
6.6.1 Company Overview
6.7 Smaaash Entertainment Pvt. Ltd.
6.7.1 Company Overview
6.8 Funriders Leisure & Amusement Pvt. Ltd.
6.8.1 Company Overview
6.9 Bowlero Corporation
6.9.1 Company Overview
6.10. Cinergy Entertainment Group
6.10.1 Company Overview

Companies Mentioned

  • Bandai Namco Holdings Inc.
  • KidZania Operations, S.A.R.L.
  • Dave & Buster’s Entertainment, Inc.
  • Merlin Entertainments
  • CEC Entertainment Concepts, LP (Chuck E. Cheese)
  • Scene75 Entertainment Centers
  • Smaaash Entertainment Pvt. Ltd.
  • Funriders Leisure & Amusement Pvt Ltd
  • Bowlero Corporation
  • Cinergy Entertainment Group, Inc.

Methodology

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