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The global indoor entertainment centres market is expected to grow at a CAGR of about 11% in the forecast period of 2022-2027.
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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.
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.
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Based on types, the market can be divided into the following:
The facility size can be segmented as follows:
The market can be broadly categorised based on its revenue source into:
The EMR report looks into the regional markets like North America, Latin America, Europe, the Middle East and Africa, and the Asia Pacific.
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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.
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:
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.
REPORT FEATURES | DETAILS |
---|---|
Base Year | 2020 |
Historical Period | 2017-2021 |
Forecast Period | 2022-2027 |
Scope of the Report | Historical and Forecast Trends, Industry Drivers and Constraints, Historical and Forecast Market Analysis by Segment- Type, Facility Size, Revenue Source, Region |
Breakup by Type | Arcade Studios, VR Gaming Zones, Indoor Go-Kart Tracks, Sports Arcades, Trampoline, Indoor Adventure Parks |
Breakup by Facility Size | <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 |
Breakup by Revenue Source | Entry Fees and Ticket Sales, Food and Beverages, Merchandising, Advertisement, Others |
Breakup by Region | North America, Europe, Asia Pacific, Latin America, Middle East and Africa |
Market Dynamics | SWOT, Porter's Five Forces, Key Indicators for Price and Demand |
Competitive Landscape | Market Structure, Company Profiles- Company Overview, Product Portfolio, Demographic Reach and Achievements, Certifications |
Companies Covered | CEC Entertainment, Inc., CAVU Designwerks Inc, Main Event Entertainment, Legoland Discovery Centers US LLC, Scene 75 Entertainment Centers, Others |
Report Price and Purchase Option | Explore our purchase options that are best suited to your resources and industry needs. |
Delivery Format | Delivered as an attached PDF and Excel through email, with an option of receiving an editable PPT, according to the purchase option. |
*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
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 Snapshot
6.1 Global
6.2 Regional
7 Industry Opportunities and Challenges
8 Global Indoor Entertainment Centres Market Analysis
8.1 Key Industry Highlights
8.2 Global Indoor Entertainment Centres Historical Market (2017-2021)
8.3 Global Indoor Entertainment Centres Market Forecast (2022-2027)
8.4 Global Indoor Entertainment Centres Market by Type
8.4.1 Arcade Studios
8.4.1.1 Market Share
8.4.1.2 Historical Trend (2017-2021)
8.4.1.3 Forecast Trend (2022-2027)
8.4.2 VR Gaming Zones
8.4.2.1 Market Share
8.4.2.2 Historical Trend (2017-2021)
8.4.2.3 Forecast Trend (2022-2027)
8.4.3 Indoor Go-Kart Tracks
8.4.3.1 Market Share
8.4.3.2 Historical Trend (2017-2021)
8.4.3.3 Forecast Trend (2022-2027)
8.4.4 Sports Arcades
8.4.4.1 Market Share
8.4.4.2 Historical Trend (2017-2021)
8.4.4.3 Forecast Trend (2022-2027)
8.4.5 Trampoline
8.4.5.1 Market Share
8.4.5.2 Historical Trend (2017-2021)
8.4.5.3 Forecast Trend (2022-2027)
8.4.6 Indoor Adventure Parks
8.4.6.1 Market Share
8.4.6.2 Historical Trend (2017-2021)
8.4.6.3 Forecast Trend (2022-2027)
8.5 Global Indoor Entertainment Centres Market by Facility Size
8.5.1 <5,000 Sq. Feet
8.5.1.1 Market Share
8.5.1.2 Historical Trend (2017-2021)
8.5.1.3 Forecast Trend (2022-2027)
8.5.2 5,001 to 10,000 Sq. Feet
8.5.2.1 Market Share
8.5.2.2 Historical Trend (2017-2021)
8.5.2.3 Forecast Trend (2022-2027)
8.5.3 10,001 to 20,000 Sq. Feet
8.5.3.1 Market Share
8.5.3.2 Historical Trend (2017-2021)
8.5.3.3 Forecast Trend (2022-2027)
8.5.4 20,001 to 40,000 Sq. Feet
8.5.4.1 Market Share
8.5.4.2 Historical Trend (2017-2021)
8.5.4.3 Forecast Trend (2022-2027)
8.5.5 >40,000 Sq. Feet
8.5.5.1 Market Share
8.5.5.2 Historical Trend (2017-2021)
8.5.5.3 Forecast Trend (2022-2027)
8.6 Global Indoor Entertainment Centres Market by Revenue Source
8.6.1 Entry Fees and Ticket Sales
8.6.1.1 Market Share
8.6.1.2 Historical Trend (2017-2021)
8.6.1.3 Forecast Trend (2022-2027)
8.6.2 Food and Beverages
8.6.2.1 Market Share
8.6.2.2 Historical Trend (2017-2021)
8.6.2.3 Forecast Trend (2022-2027)
8.6.3 Merchandising
8.6.3.1 Market Share
8.6.3.2 Historical Trend (2017-2021)
8.6.3.3 Forecast Trend (2022-2027)
8.6.4 Advertisement
8.6.4.1 Market Share
8.6.4.2 Historical Trend (2017-2021)
8.6.4.3 Forecast Trend (2022-2027)
8.6.5 Others
8.7 Global Indoor Entertainment Centres Market by Region
8.7.1 Market Share
8.7.1.1 North America
8.7.1.2 Europe
8.7.1.3 Asia Pacific
8.7.1.4 Latin America
8.7.1.5 Middle East and Africa
9 Regional Analysis
9.1 North America
9.1.1 Historical Trend (2017-2021)
9.1.2 Forecast Trend (2022-2027)
9.1.3 Breakup by Country
9.1.3.1 United States of America
9.1.3.2 Canada
9.2 Europe
9.2.1 Historical Trend (2017-2021)
9.2.2 Forecast Trend (2022-2027)
9.2.3 Breakup by Country
9.2.3.1 United Kingdom
9.2.3.2 Germany
9.2.3.3 France
9.2.3.4 Italy
9.2.3.5 Others
9.3 Asia Pacific
9.3.1 Historical Trend (2017-2021)
9.3.2 Forecast Trend (2022-2027)
9.3.3 Breakup by Country
9.3.3.1 China
9.3.3.2 Japan
9.3.3.3 India
9.3.3.4 ASEAN
9.3.3.5 Australia
9.3.3.6 Others
9.4 Latin America
9.4.1 Historical Trend (2017-2021)
9.4.2 Forecast Trend (2022-2027)
9.4.3 Breakup by Country
9.4.3.1 Brazil
9.4.3.2 Argentina
9.4.3.3 Mexico
9.4.3.4 Others
9.5 Middle East and Africa
9.5.1 Historical Trend (2017-2021)
9.5.2 Forecast Trend (2022-2027)
9.5.3 Breakup by Country
9.5.3.1 Saudi Arabia
9.5.3.2 United Arab Emirates
9.5.3.3 Nigeria
9.5.3.4 South Africa
9.5.3.5 Others
10 Market Dynamics
10.1 SWOT Analysis
10.1.1 Strengths
10.1.2 Weaknesses
10.1.3 Opportunities
10.1.4 Threats
10.2 Porter’s Five Forces Analysis
10.2.1 Supplier’s Power
10.2.2 Buyer’s Power
10.2.3 Threat of New Entrants
10.2.4 Degree of Rivalry
10.2.5 Threat of Substitutes
10.3 Key Indicators for Demand
10.4 Key Indicators for Price
11 Value Chain Analysis
12 Competitive Landscape
12.1 Market Structure
12.2 Company Profiles
12.2.1 CEC Entertainment, Inc.
12.2.1.1 Company Overview
12.2.1.2 Product Portfolio
12.2.1.3 Demographic Reach and Achievements
12.2.1.4 Certifications
12.2.2 CAVU Designwerks Inc
12.2.2.1 Company Overview
12.2.2.2 Product Portfolio
12.2.2.3 Demographic Reach and Achievements
12.2.2.4 Certifications
12.2.3 Main Event Entertainment
12.2.3.1 Company Overview
12.2.3.2 Product Portfolio
12.2.3.3 Demographic Reach and Achievements
12.2.3.4 Certifications
12.2.4 Legoland Discovery Centers US LLC
12.2.4.1 Company Overview
12.2.4.2 Product Portfolio
12.2.4.3 Demographic Reach and Achievements
12.2.4.4 Certifications
12.2.5 Scene 75 Entertainment Centers
12.2.5.1 Company Overview
12.2.5.2 Product Portfolio
12.2.5.3 Demographic Reach and Achievements
12.2.5.4 Certifications
12.2.6 Others
13 Industry Events and Development
List of Key Figures and Tables
1. Global Indoor Entertainment Centres Market: Key Industry Highlights, 2016 and 2026
2. Global Indoor Entertainment Centres Historical Market: Breakup by Type (USD Million), 2017-2021
3. Global Indoor Entertainment Centres Market Forecast: Breakup by Type (USD Million), 2022-2027
4. Global Indoor Entertainment Centres Historical Market: Breakup by Facility Size (USD Million), 2017-2021
5. Global Indoor Entertainment Centres Market Forecast: Breakup by Facility Size (USD Million), 2022-2027
6. Global Indoor Entertainment Centres Historical Market: Breakup by Revenue Source (USD Million), 2017-2021
7. Global Indoor Entertainment Centres Market Forecast: Breakup by Revenue Source (USD Million), 2022-2027
8. Global Indoor Entertainment Centres Historical Market: Breakup by Region (USD Million), 2017-2021
9. Global Indoor Entertainment Centres Market Forecast: Breakup by Region (USD Million), 2022-2027
10. North America Indoor Entertainment Centres Historical Market: Breakup by Country (USD Million), 2017-2021
11. North America Indoor Entertainment Centres Market Forecast: Breakup by Country (USD Million), 2022-2027
12. Europe Indoor Entertainment Centres Historical Market: Breakup by Country (USD Million), 2017-2021
13. Europe Indoor Entertainment Centres Market Forecast: Breakup by Country (USD Million), 2022-2027
14. Asia Pacific Indoor Entertainment Centres Historical Market: Breakup by Country (USD Million), 2017-2021
15. Asia Pacific Indoor Entertainment Centres Market Forecast: Breakup by Country (USD Million), 2022-2027
16. Latin America Indoor Entertainment Centres Historical Market: Breakup by Country (USD Million), 2017-2021
17. Latin America Indoor Entertainment Centres Market Forecast: Breakup by Country (USD Million), 2022-2027
18. Middle East and Africa Indoor Entertainment Centres Historical Market: Breakup by Country (USD Million), 2017-2021
19. Middle East and Africa Indoor Entertainment Centres Market Forecast: Breakup by Country (USD Million), 2022-2027
20. Global Indoor Entertainment Centres Market Structure
The market is estimated to witness a healthy growth at a CAGR of 11% in the forecast period of 2022-2027.
The major drivers of the market include the technological advancements and rising disposable incomes, growing popularity of arcade games and amusement parks, growing GDP, and rising middle-class population.
The increasing availability of diversified gaming and entertainment options and the favourable demographic trends among young people are the key trends guiding the growth of the industry.
The major regions in the industry are North America, Latin America, the Middle East and Africa, Europe, and the Asia Pacific, with North America accounting for the largest share in the market.
Arcade studios, VR gaming zones, indoor go-kart tracks, sports arcades, trampoline, and indoor adventure parks are the major types of the product in the market.
<5,000sq. feet, 5,001 to 10,000 sq. feet, 10,001 to 20,000 sq. feet, 20,001 to 40,000 sq. feet and >40,000 sq. feet are the different sizes of facility in the market.
Entry fees and ticket sales, food and beverage, merchandising, and advertisement, among others are the significant revenue sources of the product in the market.
The major players in the industry are CEC Entertainment, Inc., CAVU Designwerks Inc, Main Event Entertainment, Legoland Discovery Centers US LLC, and Scene 75 Entertainment Centers, among others.
The global indoor entertainment centres market has been driven by the increasing availability of diversified gaming and entertainment options in the historical period. Aided by the technological advancements and favourable demographic trends among young people, the market is anticipated to grow at a CAGR of 11% in the forecast period during 2022-2027.
EMR’s meticulous research methodology delves deep into the market, covering the macro and micro aspects of the industry. Based on types, the market is divided into Arcade studios, VR gaming zones, indoor go-kart tracks, sports arcades and trampoline, and indoor adventure parks. Based on facility sizes, the market is divided into <5,000sq. feet, 5,001 to 10,000 sq. feet, 10,001 to 20,000 sq. feet, 20,001 to 40,000 sq. feet and >40,000 sq. feet. Based on revenue source, the market is divided into entry fees and ticket sales, food and beverage, merchandising, and advertisement, among others. The major regional markets for indoor entertainment centres market are North America, Europe, the Asia Pacific, Latin America, and the Middle East and Africa, with North America accounting for the largest share in the market. The key players in the above market include CEC Entertainment, Inc., CAVU Designwerks Inc, Main Event Entertainment, Legoland Discovery Centers US LLC, and Scene 75 Entertainment Centers, among others.
EMR’s research methodology uses a combination of cutting-edge analytical tools and the expertise of their highly accomplished team, thus, providing their customers with market insights that are accurate, actionable, and help them remain ahead of their competition.
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