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2022
Family-indoor Entertainment Centers Market

Family-Indoor Entertainment Centers Market

by Activity Area (Arcade Studios, AR & VR Gaming Zones, Physical Play Activities, Skill/Competition Games, and Others), Facility Size (Up to 5, 000 sq. ft., 5, 001 to 10, 000 sq. ft., 10, 001 to 20, 000 sq. ft., 20, 001 to 40, 000 sq. ft., 1 to 10 Acres, 10 to 30 Acres, and Over 30 Acres), Revenue Source (Entry Fees & Ticket Sales, Food & Beverages, Merchandising, Advertisement, and Others), Type (Children Entertainment Centers (CECs), Children Edutainment Centers (CEDCs), Adult Entertainment Centers (AECs), and Location-based VR Entertainment Centers (LBECs)), and Visitor Demographics (Families with Children (0-8), Families with Children (9-12), Teenagers (13-19), Young Adults (19-25), and Adults (Ages 25+)): Global Opportunity Analysis and Industry Forecast, 2021-2030

✷  Report Code: A04780
Pages: 302
Feb 2022 | 41560 Views
Author(s) : Beesetty Y, Shadaab K, Pramod B , Vineet K
Tables: 187
Charts: 76
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COVID-19

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Family/indoor Entertainment Centers Market Statistics: 2030

Small amusement park or entertainment zone, also known as family entertainment center (FEC), serves local communities in both major and small cities. In comparison to a regular amusement park, FECs are designed to keep the entire family entertained at a substantially lower cost per person. Arcades, gaming consoles, video games, soft play areas, indoor playground systems, redemption machines, children's rides, skill-based machine games, and virtual & augmented reality activities are all available. Furthermore, as they are located in locations such as malls where people frequent, they host private festivities such as birthday parties and business functions.

The COVID-19 outbreak had a negative impact on the growth of family indoor entertainment centres market owing to, shutdown of majority of the entertainment centres and decrease in travel by majority of the people across the globe to keep themselves safe. Moreover, this industry has been largely affected due to the outbreak of the COVID-19 pandemic, leading to economic instability and almost 90–92% of destinations such as amusement park, arcades and others are following complete ban on dining at their restaurants

Favorable youth demographics and continuous launch of new FECs supporting family activities, F&B integration, and participatory play boost the growth of the global family/indoor entertainment centers market. In addition, increase in number of malls positively impacts the growth of the market. However, increase in ticket prices and rise in popularity of home and mobile gaming hamper the market growth. On the contrary, surge in investments in new games and attractions is expected to offer remunerative opportunities for expansion of the family/indoor entertainment centers market during the forecast period.

Family-Indoor-Entertainment-Centers-Market

In terms of visitor demographic, teenagers (13-19) segment holds the largest share of the family/indoor entertainment centers market, owing to variety of game offerings provided by numerous family entertainment centers (FECs).

However, the families with children (9-12) segment is expected to grow at the highest rate during the forecast period, as the families with children of age between 9 and 12 years are more focused on shaping their children’s future through numerous activities, whether it is fun or education. 

Region wise, the family/indoor entertainment centers market size was dominated by North America in 2020, and is expected to retain its position during the forecast period, due to the presence of a large number of players and growing popularity of adventurous games and sports. However, Asia-Pacific is expected to witness significant growth during the forecast period, owing to rise in number of malls in countries such as India, China, and other developing countries.

The report focuses on growth prospects, restraints, and analysis of the global family/indoor entertainment centers market trend. The study provides Porter’s five forces analysis to understand the impact of various factors, such as bargaining power of suppliers, competitive intensity of competitors, threat of new entrants, threat of substitutes, and bargaining power of buyers, on the global family/indoor entertainment centers market share.

Segment Review

The global family/indoor entertainment centers market is segmented based on activity area, facility size, revenue source, type, visitor demographics, and region. In terms of activity area, the market is classified into arcade studios, AR & VR gaming zones, physical play activities, skill/competition games, and others. Depending on facility size, it is divided into up to 5,000 sq. ft., 5,001 to 10,000 sq. ft., 10,001 to 20,000 sq. ft., 20,001 to 40,000 sq. ft., 1 to 10 acres, 11 to 30 acres, and over 30 acres. By revenue source, it is segregated into entry fees & ticket sales, food & beverages, merchandising, advertisement, and others. On the basis of type, the market is categorized into children’s entertainment centers (CECs), children’s edutainment centers (CEDCs), adult entertainment centers (AECs), and location-based VR entertainment centers (LBECs). In terms of visitor demographics, the market is fragmented into families with children (0-8), families with children (9-12), teenagers (13-19), young adults (20-25), and adults (Ages 25+). Region wise, the market is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

Family-Indoor Entertainment Centers Market
By Activity Area

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Arcade studios segment is projected as one of the most lucrative segments.

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The global family/indoor entertainment centers market is dominated by Cinergy Entertainment Group, CEC Entertainment, Inc., Dave & Buster’s, Inc., Disney, Fun City, Funriders, KidZania, Lucky Strike Entertainment, Scene75 Entertainment Centers, and SMAAASH. These players have adopted various strategies to increase their market penetration and strengthen their position in the family/indoor entertainment centers industry.

Covid-19 Impact Analysis

The outbreak of COVID-19 is anticipated to have a negative impact on the growth of family/indoor entertainment centers industry. This is attributed to large scale lockdown by majority of the governments across the globe to prevent the spread of COVID-19. Moreover, this industry has been largely affected due to the outbreak of the COVID-19 pandemic, leading to economic instability. Almost 90–92% of destinations such as amusement park, arcades and others are following complete ban on dining at their restaurants. Furthermore, a study conducted by the World Travel and Tourism Council (WTTC) has warned that COVID-19 can lead to around 50 million job losses worldwide in the travel & tourism industry, and will take nearly 10 months or a year for the industry to start recovering. Thus, to overcome this, the government of each country is focusing on reducing the number as soon as possible and maintaining proper quarantine for foreign passengers enabling domestic indoor entertainment centers to work at normal pace.

Family-Indoor Entertainment Centers Market
By Revenue Source

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Entry fees & ticket sales segment is projected as one of the most lucrative segments.

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Top Impacting Factor

 Favorable Youth Demographics

FECs' major target clients are children aged 8 to 14 years old as well as their parents. Furthermore, the existence of a large young population under the age of 14 in many Asian nations fuels market development. Furthermore, as per capita disposable income rises in many emerging nations, parents' spending on their children continues to climb, which is predicted to fuel the expansion of the family/indoor entertainment centers industry. In addition, youth are the major customers of indoor entertainment centers, as they make up 26% of the global population and often spend time with their family and friends at their locality. Therefore, the demand family/indoor entertainment centers growing among countries with rich youth population.

Increase In Number Of Malls

The expansion of the market is being fueled by increase in the number of malls in developing economies, since FECs are conveniently positioned in malls where customers frequent. As the world's largest malls are largely in Asia-Pacific, and the area accounts for approximately 80% of retail space under construction globally, mall development in the region is intensive and well-known. Furthermore, the concept of putting huge FECs in malls has exploded in favor in recent years. As a result, numerous new malls have been built across the world with significant space dedicated to FECs. They significantly boost a mall's appeal, enhance consumer retention, and boost income for other tenants. For instance, according to ANAROCK research, approx. 4.5 Mn sq. ft. of new supply is planned for 2021. This new supply will be spread across tier I and tier II cities of India, with tier I cities accounting for around 90% of the space. Approximately 85% of the upcoming malls are likely to be added in tier I cities, and 15% in tier II & tier III cities.

Family-Indoor Entertainment Centers Market
By Region

2030
Asia-pacific 
North America
Europe
Lamea

Asia-Pacific would exhibit the highest CAGR of 12.1% during 2021-2030.

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Key Benefits For Stakeholders     

  •  The study provides an in-depth analysis of the global family/indoor entertainment centers market forecast along with current & future trends to explain the imminent investment pockets.
  •  Information about key drivers, restraints, & opportunities and their impact analysis on global deep learning market trend is provided in the report.
  •  The Porter’s five forces analysis illustrates the potency of the buyers and suppliers operating in the industry.
  •  The quantitative analysis of the market from 2021 to 2030 is provided to determine the market potential.

Family-Indoor Entertainment Centers Market Report Highlights

Aspects Details
By Activity area
  • Arcade Studios
  • AR and VR Gaming Zones
  • Physical Play Activities
  • Skill/Competition Games
  • Others
By Facility Size
  • Up to 5,000 sq. ft.
  • 5,001 to 10,000 sq. ft.
  • 10,001 to 20,000 sq. ft.
  • 20,001 to 40,000 sq. ft.
  • 1 to 10 Acres
  • 10 to 30 Acres
  • Over 30 Acres
By Revenue Source
  • Entry Fees & Ticket Sales
  • Food & Beverages
  • Merchandising
  • Advertisement
  • Others
By Type
  • Children’s Entertainment Centers (CECs)
  • Children’s Edutainment Centers (CEDCs)
  • Adult Entertainment Centers (AECs)
  • Location-based VR Entertainment Centers (LBECs)
By Visitor Demographics
  • Families with Children (0-9)
  • Families with Children (9-12)
  • Teenagers (12-18)
  • Young Adults (18-24)
  • Adults (Ages 24+)
By Region
  • North America  (U.S., Canada)
  • Europe   (UK, France, Germany, Denmark, Spain, Rest of Europe)
  • Asia-Pacific   (China, India, Japan, Singapore, South Korea, Rest of Asia-Pacific)
  • LAMEA  (Latin America, Middle East, Africa)
By Key Market Players
  • Cinergy Entertainment Group
  • CEC Entertainment, Inc.
Dave & Buster’s, Inc.!!Disney
  • Fun City
  • Funriders
  • KidZania
  • Lucky Strike Entertainment
  • Scene75 Entertainment Centers
  • SMAAASH
 

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According to the insights of the CXOs of leading companies, the popularity of family/indoor entertainment center (FEC) is predicted to skyrocket, due to increased number of malls in various cities around North America and Asia-Pacific. In addition, weekends are the most popular times for customers to visit these malls for shopping and dining. Moreover, customers are spending valuable time with their family and friends while playing games and other indoor sports in these malls, due to availability of entertainment centers. With a combination of dining, shopping, and a play area, entertainment centers have become a popular hangout spot for families.

Key providers of the market such as Disney, CEC Entertainment, Inc., and Dave & Buster’s, Inc. account for a significant share in the market. With the larger requirement from FEC, various companies are partnering to increase the FEC capabilities. For instance, January 2022, Cinergy Entertainment Group, a leader in family entertainment, announced a new location, Cinergy Dine-in Cinemas in Charlotte, NC. Charlotte will be the 8th Cinergy Entertainment location. Cinergy Charlotte will feature in-theater dining, luxury recliner chairs, and a full bar. This new location is scheduled to open Spring of 2022 in the Prosperity Village Shopping Center. In addition, Cinergy Charlotte will host 10 state-of-the-art movie theaters featuring luxury recliner heated seats with swivel tables. Guests will be served in the auditorium by wait staff with online ordering for ease of service. Cinergy offers a premium chef-inspired dining menu, which includes an extensive bar menu featuring draft beer and craft cocktails.

In addition, with increase in demand for FEC services, various companies are expanding their current services to continue with the rise in demand. For instance, in September 2021, Dave & Buster’s, the ultimate restaurant and entertainment destination, launched NFT Digital Collectibles Prize program to provide a unique first-of-its-kind experience to NFT collectors. Starting on September 27th, Dave & Buster’s NFT Digital Collectible coins and cards will be available in Dave & Buster’s locations nationwide and can be claimed as prizes in exchange for tickets won. To commemorate the launch, the first collector to own every city card and game coin from the NFT Digital Collectibles Prize program will receive a 1 of 1 Super Master NFT and a $10,000 Dave & Buster’s Power Card.

Moreover, market players are expanding their business operations and customers by increasing their partnership. For instance, in March 2021, Telecommunications company Vi has partnered with video streaming platform Disney+ Hotstar to provide a year of free content to its users. This will include live sports such as the IPL (Indian Premier League); Hindi and Tamil movies such as Ajay Devgan’s, Bhuj: The Pride of India, Abhishek Bachchan’s, the Big Bull, and Arya’s Teddy; international offerings; kids shows; and Hotstar Specials such as Special Ops 1.5, Aarya Season 2, and Criminal Justice: Behind Closed Doors.

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