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Global Indoor Entertainment Centres Market: By Type: Arcade Studios, VR Gaming Zones, Indoor Go-Kart Tracks, Sports Arcades, Trampoline, Indoor Adventure Parks; By Facility Size; By Revenue Source; Regional Analysis; Historical Market and Forecast (2016-2026); Market Dynamics; Competitive Landscape; Industry Events and Developments

Global Indoor Entertainment Centres Market Outlook

The global indoor entertainment centres market is expected to grow at a CAGR of about 11% in the forecast period of 2021-2026.

 

Global Indoor Entertainment Centres Market

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The indoor entertainment centres market growth is being driven by the rising technological advancements. North America leads the market. However, the industry is expected to grow at a faster rate in the Asia Pacific region.

 

Properties and Applications

An indoor entertainment centre is a small amusement park that is marketed for families with small children to teenagers and is often entirely indoor or associated with a larger operation, such as a theme park. They usually cater to sub-regional markets of larger metropolitan areas.

 

Global Indoor Entertainment Centres Market By Type

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Based on types, the market can be divided into the following:

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

The facility size can be segmented as follows:

  • <5000 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

The market can be broadly categorised based on its revenue source into:

  • Entry Fees and Ticket Sales
  • Food and Beverage
  • Merchandising
  • Advertisement
  • Others

The EMR report looks into the regional markets like North America, Latin America, Europe, the Middle East and Africa, and the Asia Pacific.

 

Global Indoor Entertainment Centres Market By Region

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Market Analysis

The rise in disposable incomes of the consumers, the availability of diversified gaming and entertainment options, and the favourable demographic trends among young people in the Asia-Pacific region are driving the growth of the demand for indoor entertainment centres.

The leading type of centres is the arcade studios, which are expected to continue to dominate the indoor entertainment centres market in the forecast period as well.

Due to various economic factors, ticket prices at entertainment centres continually increase. Ticket prices will also differ depending on the location of family entertainment centres, which also hinders the market’s growth in revenues during the projected period.

 

Competitive Landscape

The report presents a detailed analysis of the following key players in the global indoor entertainment centres market, looking into their capacity, market shares, and latest developments like capacity expansions, plant turnarounds, and mergers and acquisitions:

  • Dave & Buster’s Entertainment, Inc. (NASDAQ: PLAY)
  • CEC Entertainment, Inc.
  • Smaaash Entertainment Pvt. Ltd.
  • CAVU Designwerks Inc
  • Main Event Entertainment
  • Legoland Discovery Centre
  • Scene 75 Entertainment Centres
  • Gatti’s Pizza
  • Bowlmor AMF
  • Nickelodeon Universe
  • Lucky Strike
  • Others

The EMR report gives an in-depth insight into the market by providing a SWOT analysis as well as an analysis of Porter’s Five Forces model.

 

Key Questions Answered in the Report

  • How has the global indoor entertainment centres market performed in the previous years (2016-2020)?
  • What is the forecast assessment of the industry for 2021-2026?
  • What are the major drivers of the historical (2016-2020) and forecast (2021-2026) periods?
  • What are the major constraints of the historical (2016-2020) and forecast (2021-2026) periods?
  • What are the major price indicators of the global indoor entertainment centres market?
  • What are the major demand indicators of the global market?
  • What are the price trends in the global indoor entertainment centres market?
  • Who are the key players in the global market?
  • What is the degree of competition in the global market?
  • What are the significant events and developments taking place within the global industry?

*We at Expert Market Research always thrive to give you the latest information. The numbers in the article are only indicative and may be different from the actual report.

1    Preface
    1.1    Objectives of the Study
        1.1.1    Research Objective
        1.1.2    Key Findings of the Report
2    Research Methodology
    2.1    Data Extraction
    2.2    Data Corroboration
    2.3    Market Structure
    2.4    Assumptions
    2.5    Market Models
3    Introduction
    3.1    Market Outlook
    3.2    Market Scope and Segmentation
    3.3    Additional Insights
4    Executive Summary
    4.1    Key Market Developments
    4.2    Market Analysis
    4.3    Key Players
    4.4    Cost Structure
    4.5    Market Revenue and Growth
5    Market Dynamics
    5.1    Market Driver Analysis
    5.2    Market Restraint Analysis
    5.3    Industry Challenges
    5.4    Industry Opportunities
6    Global Indoor Entertainment Centres Market Analysis
    6.1    Global Indoor Entertainment Centres Historical Market (2016-2020) & Forecast (2021-2026)
    6.2    Global Indoor Entertainment Centres Market Breakup by Type
        6.2.1    Arcade Studios
        6.2.2    VR Gaming Zones
        6.2.3    Indoor Go-Kart Tracks
        6.2.4    Sports Arcades
        6.2.5    Trampoline
        6.2.6    Indoor Adventure Parks
    6.3    Global Indoor Entertainment Centres Market Breakup by Type: Historical Market (2016-2020) & Forecast (2021-2026)
        6.3.1    Arcade Studios
        6.3.2    VR Gaming Zones
        6.3.3    Indoor Go-Kart Tracks
        6.3.4    Sports Arcades
        6.3.5    Trampoline
        6.3.6    Indoor Adventure Parks
    6.4    Global Indoor Entertainment Centres Market Breakup by Facility Size
        6.4.1    <5000 Sq. Feet
        6.4.2    5,001 to 10,000 Sq. Feet
        6.4.3    10,001 to 20,000 Sq. Feet
        6.4.4    20,001 to 40,000 Sq. Feet
        6.4.5    >40,000 Sq. Feet
    6.5    Global Indoor Entertainment Centres Market Breakup by Facility Size: Historical Market (2016-2020) & Forecast (2021-2026)
        6.5.1    <5000 Sq. Feet
        6.5.2    5,001 to 10,000 Sq. Feet
        6.5.3    10,001 to 20,000 Sq. Feet
        6.5.4    20,001 to 40,000 Sq. Feet
        6.5.5    >40,000 Sq. Feet
    6.6    Global Indoor Entertainment Centres Market Breakup by Revenue Source
        6.6.1    Entry fees & Ticket Sales
        6.6.2    Food & Beverage
        6.6.3    Merchandising
        6.6.4    Advertisement
        6.6.5    Others
    6.7    Global Indoor Entertainment Centres Market Breakup by Revenue Source: Historical Market (2016-2020) & Forecast (2021-2026)
        6.7.1    Entry fees & Ticket Sales
        6.7.2    Food & Beverage
        6.7.3    Merchandising
        6.7.4    Advertisement
        6.7.5    Others
    6.8    Global Indoor Entertainment Centres Market Report Market Breakup by Region 
        6.8.1    North America 
            6.8.1.1    United States of America
            6.8.1.2     Canada
        6.8.2    Europe 
            6.8.2.1    Germany
            6.8.2.2    United Kingdom
            6.8.2.3    France
            6.8.2.4    Italy
            6.8.2.5    Others
        6.8.3    Asia Pacific
            6.8.3.1    China
            6.8.3.2    Japan
            6.8.3.3    India
            6.8.3.4    ASEAN
            6.8.3.5    Others
        6.8.4    Latin America 
            6.8.4.1    Brazil    
            6.8.4.2    Argentina
            6.8.4.3    Mexico
            6.8.4.4    Others
        6.8.5    Middle East & Africa 
            6.8.5.1    Saudi Arabia  
            6.8.5.2    United Arab Emirates
            6.8.5.3    Nigeria
            6.8.5.4    South Africa
            6.8.5.5    Others
    6.9    Global Indoor Entertainment Centres Market Breakup by Region: Historical Market (2016-2020) & Forecast (2021-2026) 
        6.9.1    North America 
            6.9.1.1    United States of America
            6.9.1.2     Canada
        6.9.2    Europe 
            6.9.2.1    Germany
            6.9.2.2    United Kingdom
            6.9.2.3    France
            6.9.2.4    Italy
            6.9.2.5    Others
        6.9.3    Asia Pacific
            6.9.3.1    China
            6.9.3.2    Japan
            6.9.3.3    India
            6.9.3.4    ASEAN
            6.9.3.5    Others
        6.9.4    Latin America 
            6.9.4.1    Brazil    
            6.9.4.2    Argentina
            6.9.4.3    Mexico
            6.9.4.4    Others
        6.9.5    Middle East & Africa 
            6.9.5.1    Saudi Arabia  
            6.9.5.2    United Arab Emirates
            6.9.5.3    Nigeria
            6.9.5.4    South Africa
            6.9.5.5    Others
7    SWOT Analysis
    7.1    Overview
    7.2    Strengths
    7.3    Weaknesses
    7.4    Opportunities
    7.5    Threats
8    Porter’s Five Forces Analysis
    8.1    Overview
    8.2    Buyer’s Power
    8.3    Supplier’s Power
    8.4    New Entrants
    8.5    Degree of Rivalry
    8.6    Substitutes
9    EMR’s Key indicators for Demand
10    EMR’s Key Indicator for Price

11    Competitive Landscape & Supplier Analysis
    11.1    Dave & Buster's Entertainment, Inc. [PLAY (NASDAQ)]
        11.1.1    Company Overview
        11.1.2    Financial Analysis
    11.2    CEC Entertainment, Inc.
        11.2.1    Company Overview
        11.2.2    Financial Analysis
    11.3    Smaaash Entertainment Pvt. Ltd.
        11.3.1    Company Overview
        11.3.2    Financial Analysis
    11.4    CAVU Designwerks Inc
        11.4.1    Company Overview
        11.4.2    Financial Analysis
    11.5    Main Event Entertainment
        11.5.1    Company Overview
        11.5.2    Financial Analysis
    11.6    Legoland Discovery Center
        11.6.1    Company Overview
        11.6.2    Financial Analysis
    11.7    Scene 75 Entertainment Centers
        11.7.1    Company Overview
        11.7.2    Financial Analysis
    11.8    Gatti's Pizza
        11.8.1    Company Overview
        11.8.2    Financial Analysis
    11.9    Bowlmor AMF
        11.9.1    Company Overview
        11.9.2    Financial Analysis
    11.10    Nickelodeon Universe
        11.10.1    Company Overview
        11.10.2    Financial Analysis
    11.11    Lucky Strike
        11.11.1    Company Overview
        11.11.2    Financial Analysis
    11.12    Others
12    Industry Events and Development

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