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Family-Indoor Entertainment Centres Market

Global Family-Indoor Entertainment Centres Market Size, Share: By Activity Area: Arcade Studios, Physical Play Activities, Skill/Competition Games, AR and VR Gaming Zones, Others; By Facility Size: Less than 5000 Sq. Ft., Others; By Type; By Revenue Source; By Visitor Demographics; Regional Analysis; Competitive Landscape; 2024-2032

Global Family-Indoor Entertainment Centres Market Outlook

The global family-indoor entertainment centres market size reached approximately USD 30.28 billion in 2023. The market is further projected to grow at a CAGR of 10.1% between 2024 and 2032, reaching a value of USD 71.98 billion by 2032.

 

Key Trends in the Market

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 rising urbanisation and increasing population are aiding the family-indoor entertainment centres market growth. Various individuals prefer family entertainment centres as they offer activities and unique experiences for all age groups while providing protection from the hash weather conditions of the outdoors including rainfall, sunlight, and air pollution, among others.
  • Availability of licenced merchandise is providing lucrative growth opportunities to the market as the unique shopping experience and availability of products for all age groups aids in enhancing the customer experience. Additionally, the provision of food and beverage options complimenting the themes of the centres is further bolstering their popularity.
  • The adoption of novel marketing and promotional activities is supporting the market expansion. The utilisation of social media campaigns and targeted marketing allows businesses to increase the visibility of their brands. Additionally, various key market players are also collaborating with content creators and offering discounts and loyalty programs to increase the footfall.

 

Global Family-Indoor Entertainment Centres Market Analysis

On the basis of activity area, the market is divided into arcade studios, physical play activities, skill/competition games, and AR and VR gaming zones, among others. Based on facility size, the market is classified into less than 5000 sq. ft., 5000 sq. ft. – 10000 sq. ft., 10001 sq. ft. – 20000 sq. ft., 20001 sq. ft. – 40000 sq. ft., and above 40000 sq. ft.

 

On the basis of type, the market is segregated into children’s entertainment centres (CECs), children’s edutainment centres (CEDCs), location-based VR entertainment centres (LCECs), and adult entertainment centres (AECs). Based on revenue source, the family-indoor entertainment centres market segmentation includes entry fees and ticket sales, food and beverages, advertisement, and merchandising, among others.

 

On the basis of visitor demographics, the market is categorised into families with children (0-9 years), families with children (9-12 years), teenagers (12-18 years), young adults (18-24 years), and adults (24+ years). Based on region, the market is divided into North America, Europe, the Asia Pacific, Latin America, and the Middle East and Africa.

 

The comprehensive EMR report provides an in-depth assessment of the market based on the Porter's five forces model along with giving a SWOT analysis. The report gives a detailed analysis of the following key players in the family-indoor entertainment centres, covering their competitive landscape and latest developments like mergers, acquisitions, investments, and expansion plans.

 

  • 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

 

Market Share by Activity Area

AR and VR gaming zones are anticipated to account for a significant family-indoor entertainment centres market share owing to their ability to enhance the imagination power among the players and stimulate senses. Augmented and virtual reality games aid in the fast development of new skills and support learning. The interactive elements offered by AR and VR games along with their ability to provide immersive game play is bolstering the popularity of AR and VR gaming zones.

 

Market Share by Region

The Asia Pacific is expected to witness significant growth in the coming years. This growth can be attributed to the ability of these centres to provide entertainment options for individuals of all age groups and availability of different engagement services such as virtual and augmented reality and edutainment games. The provision of a wide variety of food and beverages further enhances the experience for the families. The relatively inexpensive nature of the entertainment centres coupled with increasing population in the Asia Pacific is bolstering the family-indoor entertainment centres market demand.

 

Competitive Landscape

Cinergy Entertainment Group, headquartered in Texas, United States, is a regional operator and industry innovator, offering dine-in cinema experiences. Cinergy also hosts a unique selection of interactive games including laser tag, bowling, and escape rooms, among others.

 

CEC Entertainment Concepts, LP, headquartered in Texas, United States, operates as a franchise restaurant that is kid and family friendly and offers a wide selection of beverages, candy, pizzas, and yogurt, among others.

 

KidZania Operations S.A.R.L. is an educational and entertainment centre for kids that provides various products and services that mimic the inner workings of a city including shops, factories, stores, restaurants, safety entities, and theatres, among others.

 

Other family-indoor entertainment centres market key players include Scene75 Entertainment Centers, Dave and Buster’s, Inc., Bowlero Corp., Landmark Group, SMAAASH Entertainment Pvt. Ltd., and Timezone Global, among others.

 

Key Highlights of the Report

REPORT FEATURES DETAILS
Base Year 2023
Historical Period 2018-2023
Forecast Period 2024-2032
Scope of the Report

Historical and Forecast Trends, Industry Drivers and Constraints, Historical and Forecast Market Analysis by Segment:

  • Activity Area
  • Facility Size
  • Type
  • Revenue Source
  • Visitor Demographics
  • Region
Breakup by Activity Area
  • Arcade Studios
  • Physical Play Activities
  • Skill/Competition Games
  • AR and VR Gaming Zones
  • Others
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.
Breakup by Type
  • Children’s Entertainment Centres (CECs)
  • Children’s Edutainment Centres (CEDCs)
  • Location-based VR Entertainment Centres (LCECs)
  • Adult Entertainment Centres (AECs)
Breakup by Revenue Source
  • Entry Fees and Ticket Sales
  • Food and Beverages
  • Advertisement
  • Merchandising
  • Others
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)
Breakup by Region
  • North America
    • United States of America 
    • Canada
  • Europe
    • United Kingdom
    • Germany
    • France
    • Italy
    • Others
  • Asia Pacific
    • China
    • Japan
    • India
    • ASEAN
    • Australia
    • Others
  • Latin America
    • Brazil
    • Argentina
    • Mexico
    • Others
  • Middle East and Africa
    • Saudi Arabia
    • United Arab Emirates
    • Nigeria
    • South Africa
    • Others
Market Dynamics
  • SWOT Analysis
  • Porter's Five Forces Analysis
  • Key Indicators for Demand
  • Key Indicators for Price
Competitive Landscape
  • Market Structure
  • Company Profiles
    • Company Overview
    • Product Portfolio
    • Demographic Reach and Achievements
    • Certifications
Companies Covered
  • 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

 

*At Expert Market Research, we strive to always give you current and accurate information. The numbers depicted in the description are indicative and may differ from the actual numbers in the final EMR report.

1    Preface
2    Report Coverage – Key Segmentation and Scope
3    Report Description
  
    3.1    Market Definition and Outlook
    3.2    Properties and Applications
    3.3    Market Analysis
    3.4    Key Players
4    Key Assumptions
5    Executive Summary

    5.1    Overview
    5.2    Key Drivers
    5.3    Key Developments
    5.4    Competitive Structure
    5.5    Key Industrial Trends
6    Market Snapshot
    6.1    Global
    6.2    Regional
7    Opportunities and Challenges in the Market
8    Global Family-Indoor Entertainment Centres Market Analysis

    8.1    Key Industry Highlights
    8.2    Global Family-Indoor Entertainment Centres Historical Market (2018-2023) 
    8.3    Global Family-Indoor Entertainment Centres Market Forecast (2024-2032)
    8.4    Global Family-Indoor Entertainment Centres Market by Activity Area
        8.4.1    Arcade Studios
            8.4.1.1    Historical Trend (2018-2023)
            8.4.1.2    Forecast Trend (2024-2032)
        8.4.2    Physical Play Activities
            8.4.2.1    Historical Trend (2018-2023)
            8.4.2.2    Forecast Trend (2024-2032)
        8.4.3    Skill/Competition Games
            8.4.3.1    Historical Trend (2018-2023)
            8.4.3.2    Forecast Trend (2024-2032)
        8.4.4    AR and VR Gaming Zones
            8.4.4.1    Historical Trend (2018-2023)
            8.4.4.2    Forecast Trend (2024-2032)
        8.4.5    Others
    8.5    Global Family-Indoor Entertainment Centres Market by Facility Size
        8.5.1    Less than 5000 Sq. Ft.
            8.5.1.1    Historical Trend (2018-2023)
            8.5.1.2    Forecast Trend (2024-2032)
        8.5.2    5000 Sq. Ft. – 10000 Sq. Ft.
            8.5.2.1    Historical Trend (2018-2023)
            8.5.2.2    Forecast Trend (2024-2032)
        8.5.3    10001 Sq. Ft. – 20000 Sq. Ft.
            8.5.3.1    Historical Trend (2018-2023)
            8.5.3.2    Forecast Trend (2024-2032)
        8.5.4    20001 Sq. Ft. – 40000 Sq. Ft.
            8.5.4.1    Historical Trend (2018-2023) 
            8.5.4.2    Forecast Trend (2024-2032)
        8.5.5    Above 40000 Sq. Ft.
            8.5.5.1    Historical Trend (2018-2023)
            8.5.5.2    Forecast Trend (2024-2032)
    8.6    Global Family-Indoor Entertainment Centres Market by Type
        8.6.1    Children’s Entertainment Centres (CECs)
            8.6.1.1    Historical Trend (2018-2023)
            8.6.1.2    Forecast Trend (2024-2032)
        8.6.2    Children’s Edutainment Centres (CEDCs)
            8.6.2.1    Historical Trend (2018-2023)
            8.6.2.2    Forecast Trend (2024-2032)
        8.6.3    Location-based VR Entertainment Centres (LCECs)
            8.6.3.1    Historical Trend (2018-2023)
            8.6.3.2    Forecast Trend (2024-2032)
        8.6.4    Adult Entertainment Centres (AECs)
            8.6.4.1    Historical Trend (2018-2023)
            8.6.4.2    Forecast Trend (2024-2032)
    8.7    Global Family-Indoor Entertainment Centres Market by Revenue Source
        8.7.1    Entry Fees and Ticket Sales
            8.7.1.1    Historical Trend (2018-2023)
            8.7.1.2    Forecast Trend (2024-2032)
        8.7.2    Food and Beverages
            8.7.2.1    Historical Trend (2018-2023)
            8.7.2.2    Forecast Trend (2024-2032)
        8.7.3    Advertisement
            8.7.3.1    Historical Trend (2018-2023)
            8.7.3.2    Forecast Trend (2024-2032)
        8.7.4    Merchandising
            8.7.4.1    Historical Trend (2018-2023)
            8.7.4.2    Forecast Trend (2024-2032)
        8.7.5    Others
    8.8    Global Family-Indoor Entertainment Centres Market by Visitor Demographics
        8.8.1    Families with Children (0-9 Years)
            8.8.1.1    Historical Trend (2018-2023)
            8.8.1.2    Forecast Trend (2024-2032)
        8.8.2    Families with Children (9-12 Years)
            8.8.2.1    Historical Trend (2018-2023)
            8.8.2.2    Forecast Trend (2024-2032)
        8.8.3    Teenagers (12-18 Years)
            8.8.3.1    Historical Trend (2018-2023)
            8.8.3.2    Forecast Trend (2024-2032)
        8.8.4    Young Adults (18-24 Years)
            8.8.4.1    Historical Trend (2018-2023)
            8.8.4.2    Forecast Trend (2024-2032)
        8.8.5    Adults (24+ Years)
            8.8.5.1    Historical Trend (2018-2023)
            8.8.5.2    Forecast Trend (2024-2032)
    8.9    Global Family-Indoor Entertainment Centres Market by Region
        8.9.1    North America
            8.9.1.1    Historical Trend (2018-2023)
            8.9.1.2    Forecast Trend (2024-2032)
        8.9.2    Europe
            8.9.2.1    Historical Trend (2018-2023)
            8.9.2.2    Forecast Trend (2024-2032)
        8.9.3    Asia Pacific
            8.9.3.1    Historical Trend (2018-2023)
            8.9.3.2    Forecast Trend (2024-2032)
        8.9.4    Latin America
            8.9.4.1    Historical Trend (2018-2023)
            8.9.4.2    Forecast Trend (2024-2032)
        8.9.5    Middle East and Africa
            8.9.5.1    Historical Trend (2018-2023)
            8.9.5.2    Forecast Trend (2024-2032)
9    North America Family-Indoor Entertainment Centres Market Analysis
    9.1    United States of America 
        9.1.1    Historical Trend (2018-2023)
        9.1.2    Forecast Trend (2024-2032)
    9.2    Canada
        9.2.1    Historical Trend (2018-2023)
        9.2.2    Forecast Trend (2024-2032)
10    Europe Family-Indoor Entertainment Centres Market Analysis
    10.1    United Kingdom
        10.1.1    Historical Trend (2018-2023)
        10.1.2    Forecast Trend (2024-2032)
    10.2    Germany
        10.2.1    Historical Trend (2018-2023)
        10.2.2    Forecast Trend (2024-2032)
    10.3    France
        10.3.1    Historical Trend (2018-2023)
        10.3.2    Forecast Trend (2024-2032)
    10.4    Italy
        10.4.1    Historical Trend (2018-2023)
        10.4.2    Forecast Trend (2024-2032)
    10.5    Others
11    Asia Pacific Family-Indoor Entertainment Centres Market Analysis
    11.1    China
        11.1.1    Historical Trend (2018-2023)
        11.1.2    Forecast Trend (2024-2032)
    11.2    Japan
        11.2.1    Historical Trend (2018-2023)
        11.2.2    Forecast Trend (2024-2032)
    11.3    India
        11.3.1    Historical Trend (2018-2023)
        11.3.2    Forecast Trend (2024-2032)
    11.4    ASEAN
        11.4.1    Historical Trend (2018-2023)
        11.4.2    Forecast Trend (2024-2032)
    11.5    Australia
        11.5.1    Historical Trend (2018-2023)
        11.5.2    Forecast Trend (2024-2032)
    11.6    Others
12    Latin America Family-Indoor Entertainment Centres Market Analysis
    12.1    Brazil
        12.1.1    Historical Trend (2018-2023)
        12.1.2    Forecast Trend (2024-2032)
    12.2    Argentina
        12.2.1    Historical Trend (2018-2023)
        12.2.2    Forecast Trend (2024-2032)
    12.3    Mexico
        12.3.1    Historical Trend (2018-2023)
        12.3.2    Forecast Trend (2024-2032)
    12.4    Others
13    Middle East and Africa Family-Indoor Entertainment Centres Market Analysis
    13.1    Saudi Arabia
        13.1.1    Historical Trend (2018-2023)
        13.1.2    Forecast Trend (2024-2032)
    13.2    United Arab Emirates
        13.2.1    Historical Trend (2018-2023)
        13.2.2    Forecast Trend (2024-2032)
    13.3    Nigeria
        13.3.1    Historical Trend (2018-2023)
        13.3.2    Forecast Trend (2024-2032)
    13.4    South Africa
        13.4.1    Historical Trend (2018-2023)
        13.4.2    Forecast Trend (2024-2032)
    13.5    Others
14    Market Dynamics
    14.1    SWOT Analysis
        14.1.1    Strengths
        14.1.2    Weaknesses
        14.1.3    Opportunities
        14.1.4    Threats
    14.2    Porter’s Five Forces Analysis
        14.2.1    Supplier’s Power
        14.2.2    Buyer’s Power
        14.2.3    Threat of New Entrants
        14.2.4    Degree of Rivalry
        14.2.5    Threat of Substitutes
    14.3    Key Indicators for Demand
    14.4    Key Indicators for Price  
15    Competitive Landscape
    15.1    Market Structure
    15.2    Company Profiles
        15.2.1    Cinergy Entertainment Group
            15.2.1.1    Company Overview
            15.2.1.2    Product Portfolio
            15.2.1.3    Demographic Reach and Achievements
            15.2.1.4    Certifications
        15.2.2    CEC Entertainment Concepts, LP
            15.2.2.1    Company Overview
            15.2.2.2    Product Portfolio
            15.2.2.3    Demographic Reach and Achievements
            15.2.2.4    Certifications
        15.2.3    KidZania Operations S.A.R.L. 
            15.2.3.1    Company Overview
            15.2.3.2    Product Portfolio
            15.2.3.3    Demographic Reach and Achievements
            15.2.3.4    Certifications
        15.2.4    Scene75 Entertainment Centers
            15.2.4.1    Company Overview
            15.2.4.2    Product Portfolio
            15.2.4.3    Demographic Reach and Achievements
            15.2.4.4    Certifications
        15.2.5    Dave and Buster’s, Inc.
            15.2.5.1    Company Overview
            15.2.5.2    Product Portfolio
            15.2.5.3    Demographic Reach and Achievements
            15.2.5.4    Certifications
        15.2.6    Bowlero Corp.
            15.2.6.1    Company Overview
            15.2.6.2    Product Portfolio
            15.2.6.3    Demographic Reach and Achievements
            15.2.6.4    Certifications
        15.2.7    Landmark Group
            15.2.7.1    Company Overview
            15.2.7.2    Product Portfolio
            15.2.7.3    Demographic Reach and Achievements
            15.2.7.4    Certifications
        15.2.8    SMAAASH Entertainment Pvt. Ltd.
            15.2.8.1    Company Overview
            15.2.8.2    Product Portfolio
            15.2.8.3    Demographic Reach and Achievements
            15.2.8.4    Certifications
        15.2.9    Timezone Global 
            15.2.9.1    Company Overview
            15.2.9.2    Product Portfolio
            15.2.9.3    Demographic Reach and Achievements
            15.2.9.4    Certifications
        15.2.10    Others
16    Key Trends and Developments in the Market


List of Key Figures and Tables

1.    Global Family-Indoor Entertainment Centres Market: Key Industry Highlights, 2018 and 2032
2.    Global Family-Indoor Entertainment Centres Historical Market: Breakup by Activity Area (USD Billion), 2018-2023
3.    Global Family-Indoor Entertainment Centres Market Forecast: Breakup by Activity Area (USD Billion), 2024-2032
4.    Global Family-Indoor Entertainment Centres Historical Market: Breakup by Facility Size (USD Billion), 2018-2023
5.    Global Family-Indoor Entertainment Centres Market Forecast: Breakup by Facility Size (USD Billion), 2024-2032
6.    Global Family-Indoor Entertainment Centres Historical Market: Breakup by Market Type (USD Billion), 2018-2023
7.    Global Family-Indoor Entertainment Centres Market Forecast: Breakup by Market Type (USD Billion), 2024-2032
8.    Global Family-Indoor Entertainment Centres Historical Market: Breakup by Revenue Source (USD Billion), 2018-2023
9.    Global Family-Indoor Entertainment Centres Market Forecast: Breakup by Revenue Source (USD Billion), 2024-2032
10.    Global Family-Indoor Entertainment Centres Historical Market: Breakup by Visitor Demographics (USD Billion), 2018-2023
11.    Global Family-Indoor Entertainment Centres Market Forecast: Breakup by Visitor Demographics (USD Billion), 2024-2032
12.    Global Family-Indoor Entertainment Centres Historical Market: Breakup by Region (USD Billion), 2018-2023
13.    Global Family-Indoor Entertainment Centres Market Forecast: Breakup by Region (USD Billion), 2024-2032
14.    North America Family-Indoor Entertainment Centres Historical Market: Breakup by Country (USD Billion), 2018-2023
15.    North America Family-Indoor Entertainment Centres Market Forecast: Breakup by Country (USD Billion), 2024-2032
16.    Europe Family-Indoor Entertainment Centres Historical Market: Breakup by Country (USD Billion), 2018-2023
17.    Europe Family-Indoor Entertainment Centres Market Forecast: Breakup by Country (USD Billion), 2024-2032
18.    Asia Pacific Family-Indoor Entertainment Centres Historical Market: Breakup by Country (USD Billion), 2018-2023
19.    Asia Pacific Family-Indoor Entertainment Centres Market Forecast: Breakup by Country (USD Billion), 2024-2032
20.    Latin America Family-Indoor Entertainment Centres Historical Market: Breakup by Country (USD Billion), 2018-2023
21.    Latin America Family-Indoor Entertainment Centres Market Forecast: Breakup by Country (USD Billion), 2024-2032
22.    Middle East and Africa Family-Indoor Entertainment Centres Historical Market: Breakup by Country (USD Billion), 2018-2023
23.    Middle East and Africa Family-Indoor Entertainment Centres Market Forecast: Breakup by Country (USD Billion), 2024-2032
24.    Global Family-Indoor Entertainment Centres Market Structure

Key Questions Answered in the Report

The market reached a value of approximately USD 30.28 billion in 2023.

The market is projected to grow at a CAGR of 10.1% between 2024 and 2032.

The market is estimated to witness a healthy growth in the forecast period of 2024-2032 to reach USD 71.98 billion by 2032.

The major market drivers include rising urbanisation and increasing population and provision of discounts and loyalty programs to support brand loyalty.

The key trends fuelling the growth of the market include adoption of novel marketing and promotional activities and availability of licenced merchandise.

The major regions in the market are North America, Europe, the Asia Pacific, Latin America, and the Middle East and Africa.

The different activity areas include arcade studios, physical play activities, skill/competition games, and AR and VR gaming zones, among others.

The key players in the market are 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., and Timezone Global, among others.

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