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

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    Report

  • 72 Pages
  • December 2024
  • Region: Asia Pacific
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 6036088
The Asia Pacific Indoor Amusement Center Market is expected to witness market growth of 9.7% CAGR during the forecast period (2024-2031).

The China market dominated the Asia Pacific 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 $6.29 billion by 2031. The Japan market is exhibiting a CAGR of 9.2% during 2024-2031. Additionally, the India market is expected to experience a CAGR of 10.5% during 2024-2031.

The adoption of indoor amusement centers is closely tied to urbanization, the evolving tastes of consumers, and the growing focus on safe and accessible entertainment options. As cities continue to grow, urban populations increasingly seek entertainment venues close to home and offer year-round enjoyment. Indoor amusement centers are typically located in urban hubs, providing solutions for families and individuals seeking convenient entertainment. These centers also appeal to people who want to escape the challenges of extreme weather conditions, as they provide a comfortable indoor environment with activities suitable for all seasons.

Modern consumers are gravitating toward experiences rather than material goods, driving the demand for activities that offer entertainment, excitement, and social interaction. This trend has led to an increased preference for immersive experiences such as virtual reality, escape rooms, and interactive exhibits, all common offerings in indoor amusement centers. The rise of digital-native consumers, especially millennials and Gen Z, has accelerated the adoption of these centers as these generations seek novel experiences that blend technology with physical activities.

In India, the projected 17.4% growth in Gross National Disposable Income for 2021-2022 reflects an increasing ability of households to spend on discretionary items, including entertainment. As the middle class expands and more consumers have disposable income, the demand for leisure and entertainment options, such as those offered by indoor amusement centers, will likely rise. This boost in income opens opportunities for businesses to develop and upgrade existing facilities, incorporating both traditional entertainment options and innovative experiences like VR, which is also gaining traction in India. As consumers increasingly seek high-quality, immersive entertainment experiences, indoor amusement centers in India are well-positioned to cater to this growing demand. Therefore, the combination of rising disposable income and technological advancements in sectors like VR creates a favorable environment for the indoor amusement center market to thrive in China and India.

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
  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Australia
  • Rest of Asia Pacific

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 Asia Pacific Indoor Amusement Center Market, by Component
1.4.2 Asia Pacific 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. Asia Pacific Indoor Amusement Center Market by Component
4.1 Asia Pacific Arcade Games Market by Country
4.2 Asia Pacific Indoor Adventure Parks Market by Country
4.3 Asia Pacific Bowling Alleys Market by Country
4.4 Asia Pacific Indoor Go-Karts Market by Country
4.5 Asia Pacific AR-VR Games Market by Country
4.6 Asia Pacific Children's Entertainment & Education Area Market by Country
4.7 Asia Pacific Trampoline Park Market by Country
4.8 Asia Pacific Other Component Market by Country
Chapter 5. Asia Pacific Indoor Amusement Center Market by Country
5.1 China Indoor Amusement Center Market
5.1.1 China Indoor Amusement Center Market by Component
5.2 Japan Indoor Amusement Center Market
5.2.1 Japan Indoor Amusement Center Market by Component
5.3 India Indoor Amusement Center Market
5.3.1 India Indoor Amusement Center Market by Component
5.4 South Korea Indoor Amusement Center Market
5.4.1 South Korea Indoor Amusement Center Market by Component
5.5 Singapore Indoor Amusement Center Market
5.5.1 Singapore Indoor Amusement Center Market by Component
5.6 Australia Indoor Amusement Center Market
5.6.1 Australia Indoor Amusement Center Market by Component
5.7 Rest of Asia Pacific Indoor Amusement Center Market
5.7.1 Rest of Asia Pacific 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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