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Family/indoor Entertainment Centers Market

Family/Indoor Entertainment Centers Market

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 and Ticket Sales, Food and 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+)): Global Opportunity Analysis and Industry Forecast, 2023-2032

✷  Report Code: A04780
May 2023 | Pages: 350
Tables: 186
Charts: 66
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Family/Indoor Entertainment Centers Market Research, 2032

The global family/indoor entertainment centers market was valued at $30.9 billion in 2022, and is projected to reach $88.7 billion by 2032, growing at a CAGR of 11.5% from 2023 to 2032.

The outbreak of COVID-19 had a negative impact on the growth of family/indoor entertainment centers market. 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.

A family indoor entertainment center, or FEC, is a type of indoor venue that provides a range of activities and attractions for families and individuals of all ages. These centers typically offer a variety of activities such as arcade games, mini-golf, laser tag, trampoline parks, bowling, and virtual reality experiences. FECs are designed to provide safe and fun environments for families to spend time together and create lasting memories. FECs often incorporate a range of interactive and immersive experiences, using technology such as augmented and virtual reality to create engaging and exciting experiences. Many FECs offer food and beverage options, from snack stands to full-service restaurants and bars, providing a complete entertainment experience. Furthermore, FECs cater to a wide range of ages and interests, making them a popular destination for families, birthday parties, corporate events, and social outings. They provide an opportunity for families to spend quality time together while engaging in activities that are both fun and challenging. Moreover, the FEC industry is constantly evolving, with new attractions and experiences being developed to keep up with changing consumer preferences. FECs often incorporate new technologies and interactive experiences to stay ahead of the curve and provide a unique and exciting experience for visitors. Thus, family indoor entertainment centers provide a safe and enjoyable way for families to spend time together while engaging in a range of fun activities. With their variety of attractions, food & beverage offerings, and focus on immersive experiences, FECs are a popular destination for families and individuals looking for fun and engaging indoor entertainment.

One of the major drivers of the family indoor entertainment center market is the favorable youth demographics. The younger generation tends to prioritize experiences over material possessions, which has led to surge in demand for indoor entertainment centers that offer a range of fun and engaging activities. This trend is expected to continue as younger generations grow up and continue to seek out new and exciting entertainment options. Furthermore, increase in number of malls and continuous launch of new FECs supporting family activities, F&B integration, and participatory play are the major driving factors for the market. However, surge in ticket prices is a major hampering factor for the market. As FECs continue to invest in new technologies and attractions, the cost of visiting these centers has increased. This could lead to a decrease in demand, particularly for families with limited budgets. In addition, rise in popularity of home and mobile gaming is a major restraining factor for the market. On the contrary, the surge in investments in new games and attractions is one of the opportunities for the family indoor entertainment center market. FECs that invest in new and exciting attractions are likely to attract more visitors and retain existing customers. This investment could help FECs differentiate themselves from competitors and provide a unique and memorable experience for visitors, thus providing major lucrative opportunities for the market in the upcoming years.

The report focuses on growth prospects, restraints, and trends of the family/indoor entertainment centers market analysis. 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 family/indoor entertainment centers market.

Family/Indoor Entertainment Centers Market

The family/indoor entertainment centers market is segmented into Facility Size, Revenue Source, Activity Area, Type and Visitor Demographics.

Segment review

The 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. Depending on revenue source, it is classified 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 centres (AECs), and location-based VR entertainment centers (LBECs). In terms of visitor demographics, the market is categorized into families with children (0-9), families with children (9-12), teenagers (12-18), young adults (18-24), and adults (ages 24+). Region-wise, the market is analyzed across North America, Europe, Asia-Pacific, and LAMEA. 

Family/Indoor Entertainment Centers Market

In terms of visitor demographic, teenagers (12-18) segment holds the largest family/indoor entertainment centers market share, owing to variety of game offerings provided by numerous family entertainment centers (FECs). However, 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.

Family/Indoor Entertainment Centers Market

Region-wise, the family/indoor entertainment centers market size was dominated by North America in 2022 and is expected to retain its position during the forecast period due to the presence of a large number of players and surge in 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 trends of the family/indoor entertainment centers market analysis. 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 family/indoor entertainment centers market.

The report analyzes the profiles of key players operating in the family/indoor entertainment centers market such as CEC Entertainment Concepts, LP., Cinergy Entertainment Group, Landmark Leisure LLC (Fun City), Funriders, KidZania, Dave and Buster’s, Inc., Lucky Strike Entertainment, Scene75 Entertainment Centers, Smaaash, and Timezone Global. These players have adopted various strategies to increase their market penetration and strengthen their position in the family/indoor entertainment centers market.

Market Landscape and Trends

The family indoor entertainment centre (FEC) market is a rapidly growing industry that provides a variety of indoor activities for families and individuals of all ages. These centers typically offer a range of activities such as arcade games, mini-golf, laser tag, trampoline parks, bowling, and virtual reality experiences. In recent years, the FEC industry has seen a significant increase in demand due to the growing popularity of indoor activities and the need for family-friendly entertainment options. This growth has been driven by the increase in disposable income and changing consumer preferences, which prioritize experiences over material possessions. The FEC market has also evolved to cater to changing consumer preferences. Many FECs are now incorporating new technologies and interactive experiences such as augmented reality and virtual reality. This trend is expected to continue as consumers seek more immersive and engaging experiences. Furthermore, many FECs now offer full-service restaurants and bars, allowing families to enjoy a meal or snack while participating in activities. This has become a significant revenue driver for FECs. Moreover, the COVID-19 pandemic has had a significant impact on the FEC industry. Many FECs were forced to close temporarily, leading to a decrease in revenue. However, as restrictions have eased, FECs have seen a surge in demand as families seek safe and enjoyable indoor activities.

Top Impacting factors

Favorable youth demographics

Family entertainment centers (FECs) major targeted clients are children aged 8 to 14 years and their parents. The existence of a large young population under the age of 14 in many Asian nations fuels the market growth. Further, 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 market. In addition, youth is the major customer for indoor entertainment centers, as it makes up to 26% of the global population and often spend time with family and friends at their locality. Furthermore, as younger generations, such as millennials and Gen Z, become a larger part of the population, they are more likely to prioritize experiences over material possessions. This trend is driving demand for entertainment venues, including indoor entertainment centers. Therefore, the demand for family/indoor entertainment centers market size grows in countries with rich youth population.

Increase in number of malls

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 visit frequently. 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 increased in recent years which in turn is driving the market growth. As a result, numerous new malls have been built globally 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 the ANAROCK research, approximately 4.5 Mn sq. ft. of new supply of FECs was planned for 2021. This new supply is expected to 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. Thus, the increase in number of malls is fueling the growth of family/indoor entertainment centers industry.

Growing demand for unique experiences

Consumers are increasingly seeking unique and memorable experiences, and indoor entertainment centers provide a wide range of activities and attractions that can cater to this demand. In addition, as disposable income continues to rise in many countries, more families are able to spend money on entertainment activities, including visiting indoor entertainment centers. Further, the integration of technology, such as virtual reality and augmented reality, into indoor entertainment centers is attracting more customers and providing new and exciting experiences. Furthermore, with busy schedules and limited leisure time, many people are seeking out convenient and accessible entertainment options that can be enjoyed with family and friends. Indoor entertainment centers can provide a one-stop-shop for a variety of activities, making them an attractive option for busy consumers. Thus, the growing demand for unique experiences is boosting the family/indoor entertainment centers market growth market.

Key benefits for stakeholders

  • This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the family/indoor entertainment centers market forecast from 2023 to 2032 to identify the prevailing family/indoor entertainment centers market opportunities.
  • The market research is offered along with information related to key drivers, restraints, and opportunities.
  • Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
  • In-depth analysis of the family/indoor entertainment centers market segmentation assists to determine the prevailing market opportunities.
  • Major countries in each region are mapped according to their revenue contribution to the global market.
  • Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
  • The report includes the analysis of the regional as well as global family/indoor entertainment centers market trends, key players, market segments, application areas, and market growth strategies.

Family/Indoor Entertainment Centers Market Report Highlights

Aspects Details
Market Size By 2032 USD 88.7 billion
Growth Rate CAGR of 11.5%
Forecast period 2022 - 2032
Report Pages 350
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 Visitor Demographics
  • Families With Children (0-9)
  • Families With Children (9-12)
  • Teenagers (12-18)
  • Young Adults (18-24)
  • Adults (Ages 24+)
By Revenue Source
  • Entry Fees and Ticket Sales
  • Food and 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 Region
  • North America  (U.S., Canada)
  • Europe  (UK, Germany, France, Italy, Spain, Rest of Europe)
  • Asia-Pacific  (China, Japan, India, Australia, South Korea, Rest of Asia-Pacific)
  • LAMEA  (Latin America, Middle East, Africa)
Key Market Players Dave and Buster’s, Inc., SMAAASH Entertainment Pvt. Ltd., Landmark Leisure LLC, Funriders, Cinergy Entertainment Group, Lucky Strike Entertainment, CEC Entertainment Concepts, LP., Scene75 Entertainment Centers, Timezone Global, KidZania

Analyst Review

The family indoor entertainment center market has undergone significant changes in recent years, with several key trends emerging. One major trend is the increase in focus on providing unique and immersive experiences. Indoor entertainment centers have incorporated more interactive and high-tech attractions, such as virtual reality experiences, augmented reality games, and immersive escape rooms, to create an engaging and memorable experience for customers. Furthermore, there is a growth in emphasis on health and wellness. Many indoor entertainment centers have introduced fitness-oriented attractions, such as trampolines, climbing walls, and obstacle courses, to cater to health-conscious customers. In addition, facilities are increasingly offering healthier food options and incorporating sustainability initiatives to promote a healthier lifestyle and reduce their environmental impact.

Moreover, the COVID-19 pandemic has accelerated the adoption of digital technology in the indoor entertainment center market. Many businesses have implemented online booking systems, contactless payments, and virtual queuing to enhance the customer experience while adhering to social distancing measures. The pandemic has spurred innovation in hygiene and sanitation, with indoor entertainment centers adopting advanced cleaning technologies, such as UV sterilization and electrostatic spraying.

Furthermore, the demand for experiential retail has led to a surge in trend of indoor entertainment centers partnering with retailers and brands to create unique shopping experiences. By combining entertainment and retail, businesses are able to attract a wider range of customers and provide a more engaging and dynamic shopping environment. Therefore, the family indoor entertainment center market has evolved rapidly, and businesses that embrace these trends and adapt to changing customer preferences are likely to thrive in the coming years.

Furthermore, market players have adopted various strategies for enhancing their services in the market and improved customer satisfaction. For instance, Cinergy Entertainment Group expanded its presence in the market through new location openings. In April 2021, the company announced the opening of its eighth location in the U.S., in Amarillo, Texas. The new location features several attractions, including a ropes course, laser tag, and a virtual reality gaming area. Furthermore, KidZania has been expanding its global footprint through partnerships and franchise agreements. In February 2021, the company announced partnership with Grupo Sambil, a shopping mall developer in Venezuela, to open a new location in Caracas. In addition, the company has signed agreements to open new locations in countries such as Japan, Thailand, and Saudi Arabia. Moreover, Dave and Buster's, Inc. has focused on digital initiatives to enhance the customer experience. In March 2021, the company launched a new mobile app that allows customers to view menus, place orders, and pay for their meals and games from their smartphones. The app also offers rewards and promotions to incentivize repeat business. Thus, these major market players in the family indoor entertainment center market have implemented various strategies to adapt to the changing market conditions and attract customers. These strategies range from digital initiatives to global expansion and innovative attraction offerings.

Moreover, some of the key players profiled in the report include CEC Entertainment Concepts, LP., Cinergy Entertainment Group, Landmark Leisure LLC (Fun City), Funriders, KidZania, Dave and Buster’s, Inc., Lucky Strike Entertainment, Scene75 Entertainment Centers, Smaaash, and Timezone Global. These players have adopted various strategies to increase their market penetration and strengthen their position in the industry.

 
  • CHAPTER 1: INTRODUCTION

    • 1.1. Report description

    • 1.2. Key market segments

    • 1.3. Key benefits to the stakeholders

    • 1.4. Research Methodology

      • 1.4.1. Primary research

      • 1.4.2. Secondary research

      • 1.4.3. Analyst tools and models

  • CHAPTER 2: EXECUTIVE SUMMARY

    • 2.1. CXO Perspective

  • CHAPTER 3: MARKET OVERVIEW

    • 3.1. Market definition and scope

    • 3.2. Key findings

      • 3.2.1. Top impacting factors

      • 3.2.2. Top investment pockets

    • 3.3. Porter’s five forces analysis

      • 3.3.1. Bargaining power of suppliers

      • 3.3.2. Bargaining power of buyers

      • 3.3.3. Threat of substitutes

      • 3.3.4. Threat of new entrants

      • 3.3.5. Intensity of rivalry

    • 3.4. Market dynamics

      • 3.4.1. Drivers

        • 3.4.1.1. Increase in number of malls
        • 3.4.1.2. Surge in demand for unique experiences
        • 3.4.1.3. Favorable youth demographics

      • 3.4.2. Restraints

        • 3.4.2.1. Increase in ticket prices
        • 3.4.2.2. Rise in popularity of home and mobile gaming

      • 3.4.3. Opportunities

        • 3.4.3.1. Surge in investments in new games and attractions

    • 3.5. COVID-19 Impact Analysis on the market

  • CHAPTER 4: FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY ACTIVITY AREA

    • 4.1. Overview

      • 4.1.1. Market size and forecast

    • 4.2. Arcade Studios

      • 4.2.1. Key market trends, growth factors and opportunities

      • 4.2.2. Market size and forecast, by region

      • 4.2.3. Market share analysis by country

    • 4.3. AR and VR Gaming Zones

      • 4.3.1. Key market trends, growth factors and opportunities

      • 4.3.2. Market size and forecast, by region

      • 4.3.3. Market share analysis by country

    • 4.4. Physical Play Activities

      • 4.4.1. Key market trends, growth factors and opportunities

      • 4.4.2. Market size and forecast, by region

      • 4.4.3. Market share analysis by country

    • 4.5. Skill/Competition Games

      • 4.5.1. Key market trends, growth factors and opportunities

      • 4.5.2. Market size and forecast, by region

      • 4.5.3. Market share analysis by country

    • 4.6. Others

      • 4.6.1. Key market trends, growth factors and opportunities

      • 4.6.2. Market size and forecast, by region

      • 4.6.3. Market share analysis by country

  • CHAPTER 5: FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY FACILITY SIZE

    • 5.1. Overview

      • 5.1.1. Market size and forecast

    • 5.2. Up to 5,000 Sq. Ft.

      • 5.2.1. Key market trends, growth factors and opportunities

      • 5.2.2. Market size and forecast, by region

      • 5.2.3. Market share analysis by country

    • 5.3. 5,001 to 10,000 Sq. Ft.

      • 5.3.1. Key market trends, growth factors and opportunities

      • 5.3.2. Market size and forecast, by region

      • 5.3.3. Market share analysis by country

    • 5.4. 10,001 to 20,000 Sq. Ft.

      • 5.4.1. Key market trends, growth factors and opportunities

      • 5.4.2. Market size and forecast, by region

      • 5.4.3. Market share analysis by country

    • 5.5. 20,001 to 40,000 Sq. Ft.

      • 5.5.1. Key market trends, growth factors and opportunities

      • 5.5.2. Market size and forecast, by region

      • 5.5.3. Market share analysis by country

    • 5.6. 1 to 10 Acres

      • 5.6.1. Key market trends, growth factors and opportunities

      • 5.6.2. Market size and forecast, by region

      • 5.6.3. Market share analysis by country

    • 5.7. 10 to 30 Acres

      • 5.7.1. Key market trends, growth factors and opportunities

      • 5.7.2. Market size and forecast, by region

      • 5.7.3. Market share analysis by country

    • 5.8. Over 30 Acres

      • 5.8.1. Key market trends, growth factors and opportunities

      • 5.8.2. Market size and forecast, by region

      • 5.8.3. Market share analysis by country

  • CHAPTER 6: FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY REVENUE SOURCE

    • 6.1. Overview

      • 6.1.1. Market size and forecast

    • 6.2. Entry Fees and Ticket Sales

      • 6.2.1. Key market trends, growth factors and opportunities

      • 6.2.2. Market size and forecast, by region

      • 6.2.3. Market share analysis by country

    • 6.3. Food and Beverages

      • 6.3.1. Key market trends, growth factors and opportunities

      • 6.3.2. Market size and forecast, by region

      • 6.3.3. Market share analysis by country

    • 6.4. Merchandising

      • 6.4.1. Key market trends, growth factors and opportunities

      • 6.4.2. Market size and forecast, by region

      • 6.4.3. Market share analysis by country

    • 6.5. Advertisement

      • 6.5.1. Key market trends, growth factors and opportunities

      • 6.5.2. Market size and forecast, by region

      • 6.5.3. Market share analysis by country

    • 6.6. Others

      • 6.6.1. Key market trends, growth factors and opportunities

      • 6.6.2. Market size and forecast, by region

      • 6.6.3. Market share analysis by country

  • CHAPTER 7: FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY TYPE

    • 7.1. Overview

      • 7.1.1. Market size and forecast

    • 7.2. Children’s Entertainment Centers (CECs)

      • 7.2.1. Key market trends, growth factors and opportunities

      • 7.2.2. Market size and forecast, by region

      • 7.2.3. Market share analysis by country

    • 7.3. Children’s Edutainment Centers (CEDCs)

      • 7.3.1. Key market trends, growth factors and opportunities

      • 7.3.2. Market size and forecast, by region

      • 7.3.3. Market share analysis by country

    • 7.4. Adult Entertainment Centers (AECs)

      • 7.4.1. Key market trends, growth factors and opportunities

      • 7.4.2. Market size and forecast, by region

      • 7.4.3. Market share analysis by country

    • 7.5. Location-based VR Entertainment Centers (LBECs)

      • 7.5.1. Key market trends, growth factors and opportunities

      • 7.5.2. Market size and forecast, by region

      • 7.5.3. Market share analysis by country

  • CHAPTER 8: FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY VISITOR DEMOGRAPHICS

    • 8.1. Overview

      • 8.1.1. Market size and forecast

    • 8.2. Families With Children (0-9)

      • 8.2.1. Key market trends, growth factors and opportunities

      • 8.2.2. Market size and forecast, by region

      • 8.2.3. Market share analysis by country

    • 8.3. Families With Children (9-12)

      • 8.3.1. Key market trends, growth factors and opportunities

      • 8.3.2. Market size and forecast, by region

      • 8.3.3. Market share analysis by country

    • 8.4. Teenagers (12-18)

      • 8.4.1. Key market trends, growth factors and opportunities

      • 8.4.2. Market size and forecast, by region

      • 8.4.3. Market share analysis by country

    • 8.5. Young Adults (18-24)

      • 8.5.1. Key market trends, growth factors and opportunities

      • 8.5.2. Market size and forecast, by region

      • 8.5.3. Market share analysis by country

    • 8.6. Adults (Ages 24+)

      • 8.6.1. Key market trends, growth factors and opportunities

      • 8.6.2. Market size and forecast, by region

      • 8.6.3. Market share analysis by country

  • CHAPTER 9: FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY REGION

    • 9.1. Overview

      • 9.1.1. Market size and forecast By Region

    • 9.2. North America

      • 9.2.1. Key trends and opportunities

      • 9.2.2. Market size and forecast, by Activity Area

      • 9.2.3. Market size and forecast, by Facility Size

      • 9.2.4. Market size and forecast, by Revenue Source

      • 9.2.5. Market size and forecast, by Type

      • 9.2.6. Market size and forecast, by Visitor Demographics

      • 9.2.7. Market size and forecast, by country

        • 9.2.7.1. U.S.
          • 9.2.7.1.1. Key market trends, growth factors and opportunities
          • 9.2.7.1.2. Market size and forecast, by Activity Area
          • 9.2.7.1.3. Market size and forecast, by Facility Size
          • 9.2.7.1.4. Market size and forecast, by Revenue Source
          • 9.2.7.1.5. Market size and forecast, by Type
          • 9.2.7.1.6. Market size and forecast, by Visitor Demographics
        • 9.2.7.2. Canada
          • 9.2.7.2.1. Key market trends, growth factors and opportunities
          • 9.2.7.2.2. Market size and forecast, by Activity Area
          • 9.2.7.2.3. Market size and forecast, by Facility Size
          • 9.2.7.2.4. Market size and forecast, by Revenue Source
          • 9.2.7.2.5. Market size and forecast, by Type
          • 9.2.7.2.6. Market size and forecast, by Visitor Demographics
    • 9.3. Europe

      • 9.3.1. Key trends and opportunities

      • 9.3.2. Market size and forecast, by Activity Area

      • 9.3.3. Market size and forecast, by Facility Size

      • 9.3.4. Market size and forecast, by Revenue Source

      • 9.3.5. Market size and forecast, by Type

      • 9.3.6. Market size and forecast, by Visitor Demographics

      • 9.3.7. Market size and forecast, by country

        • 9.3.7.1. UK
          • 9.3.7.1.1. Key market trends, growth factors and opportunities
          • 9.3.7.1.2. Market size and forecast, by Activity Area
          • 9.3.7.1.3. Market size and forecast, by Facility Size
          • 9.3.7.1.4. Market size and forecast, by Revenue Source
          • 9.3.7.1.5. Market size and forecast, by Type
          • 9.3.7.1.6. Market size and forecast, by Visitor Demographics
        • 9.3.7.2. Germany
          • 9.3.7.2.1. Key market trends, growth factors and opportunities
          • 9.3.7.2.2. Market size and forecast, by Activity Area
          • 9.3.7.2.3. Market size and forecast, by Facility Size
          • 9.3.7.2.4. Market size and forecast, by Revenue Source
          • 9.3.7.2.5. Market size and forecast, by Type
          • 9.3.7.2.6. Market size and forecast, by Visitor Demographics
        • 9.3.7.3. France
          • 9.3.7.3.1. Key market trends, growth factors and opportunities
          • 9.3.7.3.2. Market size and forecast, by Activity Area
          • 9.3.7.3.3. Market size and forecast, by Facility Size
          • 9.3.7.3.4. Market size and forecast, by Revenue Source
          • 9.3.7.3.5. Market size and forecast, by Type
          • 9.3.7.3.6. Market size and forecast, by Visitor Demographics
        • 9.3.7.4. Italy
          • 9.3.7.4.1. Key market trends, growth factors and opportunities
          • 9.3.7.4.2. Market size and forecast, by Activity Area
          • 9.3.7.4.3. Market size and forecast, by Facility Size
          • 9.3.7.4.4. Market size and forecast, by Revenue Source
          • 9.3.7.4.5. Market size and forecast, by Type
          • 9.3.7.4.6. Market size and forecast, by Visitor Demographics
        • 9.3.7.5. Spain
          • 9.3.7.5.1. Key market trends, growth factors and opportunities
          • 9.3.7.5.2. Market size and forecast, by Activity Area
          • 9.3.7.5.3. Market size and forecast, by Facility Size
          • 9.3.7.5.4. Market size and forecast, by Revenue Source
          • 9.3.7.5.5. Market size and forecast, by Type
          • 9.3.7.5.6. Market size and forecast, by Visitor Demographics
        • 9.3.7.6. Rest of Europe
          • 9.3.7.6.1. Key market trends, growth factors and opportunities
          • 9.3.7.6.2. Market size and forecast, by Activity Area
          • 9.3.7.6.3. Market size and forecast, by Facility Size
          • 9.3.7.6.4. Market size and forecast, by Revenue Source
          • 9.3.7.6.5. Market size and forecast, by Type
          • 9.3.7.6.6. Market size and forecast, by Visitor Demographics
    • 9.4. Asia-Pacific

      • 9.4.1. Key trends and opportunities

      • 9.4.2. Market size and forecast, by Activity Area

      • 9.4.3. Market size and forecast, by Facility Size

      • 9.4.4. Market size and forecast, by Revenue Source

      • 9.4.5. Market size and forecast, by Type

      • 9.4.6. Market size and forecast, by Visitor Demographics

      • 9.4.7. Market size and forecast, by country

        • 9.4.7.1. China
          • 9.4.7.1.1. Key market trends, growth factors and opportunities
          • 9.4.7.1.2. Market size and forecast, by Activity Area
          • 9.4.7.1.3. Market size and forecast, by Facility Size
          • 9.4.7.1.4. Market size and forecast, by Revenue Source
          • 9.4.7.1.5. Market size and forecast, by Type
          • 9.4.7.1.6. Market size and forecast, by Visitor Demographics
        • 9.4.7.2. Japan
          • 9.4.7.2.1. Key market trends, growth factors and opportunities
          • 9.4.7.2.2. Market size and forecast, by Activity Area
          • 9.4.7.2.3. Market size and forecast, by Facility Size
          • 9.4.7.2.4. Market size and forecast, by Revenue Source
          • 9.4.7.2.5. Market size and forecast, by Type
          • 9.4.7.2.6. Market size and forecast, by Visitor Demographics
        • 9.4.7.3. India
          • 9.4.7.3.1. Key market trends, growth factors and opportunities
          • 9.4.7.3.2. Market size and forecast, by Activity Area
          • 9.4.7.3.3. Market size and forecast, by Facility Size
          • 9.4.7.3.4. Market size and forecast, by Revenue Source
          • 9.4.7.3.5. Market size and forecast, by Type
          • 9.4.7.3.6. Market size and forecast, by Visitor Demographics
        • 9.4.7.4. Australia
          • 9.4.7.4.1. Key market trends, growth factors and opportunities
          • 9.4.7.4.2. Market size and forecast, by Activity Area
          • 9.4.7.4.3. Market size and forecast, by Facility Size
          • 9.4.7.4.4. Market size and forecast, by Revenue Source
          • 9.4.7.4.5. Market size and forecast, by Type
          • 9.4.7.4.6. Market size and forecast, by Visitor Demographics
        • 9.4.7.5. South Korea
          • 9.4.7.5.1. Key market trends, growth factors and opportunities
          • 9.4.7.5.2. Market size and forecast, by Activity Area
          • 9.4.7.5.3. Market size and forecast, by Facility Size
          • 9.4.7.5.4. Market size and forecast, by Revenue Source
          • 9.4.7.5.5. Market size and forecast, by Type
          • 9.4.7.5.6. Market size and forecast, by Visitor Demographics
        • 9.4.7.6. Rest of Asia-Pacific
          • 9.4.7.6.1. Key market trends, growth factors and opportunities
          • 9.4.7.6.2. Market size and forecast, by Activity Area
          • 9.4.7.6.3. Market size and forecast, by Facility Size
          • 9.4.7.6.4. Market size and forecast, by Revenue Source
          • 9.4.7.6.5. Market size and forecast, by Type
          • 9.4.7.6.6. Market size and forecast, by Visitor Demographics
    • 9.5. LAMEA

      • 9.5.1. Key trends and opportunities

      • 9.5.2. Market size and forecast, by Activity Area

      • 9.5.3. Market size and forecast, by Facility Size

      • 9.5.4. Market size and forecast, by Revenue Source

      • 9.5.5. Market size and forecast, by Type

      • 9.5.6. Market size and forecast, by Visitor Demographics

      • 9.5.7. Market size and forecast, by country

        • 9.5.7.1. Latin America
          • 9.5.7.1.1. Key market trends, growth factors and opportunities
          • 9.5.7.1.2. Market size and forecast, by Activity Area
          • 9.5.7.1.3. Market size and forecast, by Facility Size
          • 9.5.7.1.4. Market size and forecast, by Revenue Source
          • 9.5.7.1.5. Market size and forecast, by Type
          • 9.5.7.1.6. Market size and forecast, by Visitor Demographics
        • 9.5.7.2. Middle East
          • 9.5.7.2.1. Key market trends, growth factors and opportunities
          • 9.5.7.2.2. Market size and forecast, by Activity Area
          • 9.5.7.2.3. Market size and forecast, by Facility Size
          • 9.5.7.2.4. Market size and forecast, by Revenue Source
          • 9.5.7.2.5. Market size and forecast, by Type
          • 9.5.7.2.6. Market size and forecast, by Visitor Demographics
        • 9.5.7.3. Africa
          • 9.5.7.3.1. Key market trends, growth factors and opportunities
          • 9.5.7.3.2. Market size and forecast, by Activity Area
          • 9.5.7.3.3. Market size and forecast, by Facility Size
          • 9.5.7.3.4. Market size and forecast, by Revenue Source
          • 9.5.7.3.5. Market size and forecast, by Type
          • 9.5.7.3.6. Market size and forecast, by Visitor Demographics
  • CHAPTER 10: COMPETITIVE LANDSCAPE

    • 10.1. Introduction

    • 10.2. Top winning strategies

    • 10.3. Product Mapping of Top 10 Player

    • 10.4. Competitive Dashboard

    • 10.5. Competitive Heatmap

    • 10.6. Top player positioning, 2022

  • CHAPTER 11: COMPANY PROFILES

    • 11.1. CEC Entertainment Concepts, LP.

      • 11.1.1. Company overview

      • 11.1.2. Key Executives

      • 11.1.3. Company snapshot

      • 11.1.4. Operating business segments

      • 11.1.5. Product portfolio

      • 11.1.6. Key strategic moves and developments

    • 11.2. Cinergy Entertainment Group

      • 11.2.1. Company overview

      • 11.2.2. Key Executives

      • 11.2.3. Company snapshot

      • 11.2.4. Operating business segments

      • 11.2.5. Product portfolio

      • 11.2.6. Key strategic moves and developments

    • 11.3. Funriders

      • 11.3.1. Company overview

      • 11.3.2. Key Executives

      • 11.3.3. Company snapshot

      • 11.3.4. Operating business segments

      • 11.3.5. Product portfolio

    • 11.4. KidZania

      • 11.4.1. Company overview

      • 11.4.2. Key Executives

      • 11.4.3. Company snapshot

      • 11.4.4. Operating business segments

      • 11.4.5. Product portfolio

    • 11.5. Landmark Leisure LLC

      • 11.5.1. Company overview

      • 11.5.2. Key Executives

      • 11.5.3. Company snapshot

      • 11.5.4. Operating business segments

      • 11.5.5. Product portfolio

    • 11.6. Dave and Buster’s, Inc.

      • 11.6.1. Company overview

      • 11.6.2. Key Executives

      • 11.6.3. Company snapshot

      • 11.6.4. Operating business segments

      • 11.6.5. Product portfolio

      • 11.6.6. Business performance

      • 11.6.7. Key strategic moves and developments

    • 11.7. Lucky Strike Entertainment

      • 11.7.1. Company overview

      • 11.7.2. Key Executives

      • 11.7.3. Company snapshot

      • 11.7.4. Operating business segments

      • 11.7.5. Product portfolio

    • 11.8. Scene75 Entertainment Centers

      • 11.8.1. Company overview

      • 11.8.2. Key Executives

      • 11.8.3. Company snapshot

      • 11.8.4. Operating business segments

      • 11.8.5. Product portfolio

    • 11.9. SMAAASH Entertainment Pvt. Ltd.

      • 11.9.1. Company overview

      • 11.9.2. Key Executives

      • 11.9.3. Company snapshot

      • 11.9.4. Operating business segments

      • 11.9.5. Product portfolio

      • 11.9.6. Key strategic moves and developments

    • 11.10. Timezone Global

      • 11.10.1. Company overview

      • 11.10.2. Key Executives

      • 11.10.3. Company snapshot

      • 11.10.4. Operating business segments

      • 11.10.5. Product portfolio

      • 11.10.6. Key strategic moves and developments

  • LIST OF TABLES

  • TABLE 01. GLOBAL FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY ACTIVITY AREA, 2022-2032 ($MILLION)
    TABLE 02. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR ARCADE STUDIOS, BY REGION, 2022-2032 ($MILLION)
    TABLE 03. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR AR AND VR GAMING ZONES, BY REGION, 2022-2032 ($MILLION)
    TABLE 04. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR PHYSICAL PLAY ACTIVITIES, BY REGION, 2022-2032 ($MILLION)
    TABLE 05. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR SKILL/COMPETITION GAMES, BY REGION, 2022-2032 ($MILLION)
    TABLE 06. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR OTHERS, BY REGION, 2022-2032 ($MILLION)
    TABLE 07. GLOBAL FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY FACILITY SIZE, 2022-2032 ($MILLION)
    TABLE 08. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR UP TO 5,000 SQ. FT., BY REGION, 2022-2032 ($MILLION)
    TABLE 09. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR 5,001 TO 10,000 SQ. FT., BY REGION, 2022-2032 ($MILLION)
    TABLE 10. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR 10,001 TO 20,000 SQ. FT., BY REGION, 2022-2032 ($MILLION)
    TABLE 11. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR 20,001 TO 40,000 SQ. FT., BY REGION, 2022-2032 ($MILLION)
    TABLE 12. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR 1 TO 10 ACRES, BY REGION, 2022-2032 ($MILLION)
    TABLE 13. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR 10 TO 30 ACRES, BY REGION, 2022-2032 ($MILLION)
    TABLE 14. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR OVER 30 ACRES, BY REGION, 2022-2032 ($MILLION)
    TABLE 15. GLOBAL FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY REVENUE SOURCE, 2022-2032 ($MILLION)
    TABLE 16. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR ENTRY FEES AND TICKET SALES, BY REGION, 2022-2032 ($MILLION)
    TABLE 17. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR FOOD AND BEVERAGES, BY REGION, 2022-2032 ($MILLION)
    TABLE 18. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR MERCHANDISING, BY REGION, 2022-2032 ($MILLION)
    TABLE 19. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR ADVERTISEMENT, BY REGION, 2022-2032 ($MILLION)
    TABLE 20. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR OTHERS, BY REGION, 2022-2032 ($MILLION)
    TABLE 21. GLOBAL FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY TYPE, 2022-2032 ($MILLION)
    TABLE 22. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR CHILDREN’S ENTERTAINMENT CENTERS (CECS), BY REGION, 2022-2032 ($MILLION)
    TABLE 23. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR CHILDREN’S EDUTAINMENT CENTERS (CEDCS), BY REGION, 2022-2032 ($MILLION)
    TABLE 24. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR ADULT ENTERTAINMENT CENTERS (AECS), BY REGION, 2022-2032 ($MILLION)
    TABLE 25. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR LOCATION-BASED VR ENTERTAINMENT CENTERS (LBECS), BY REGION, 2022-2032 ($MILLION)
    TABLE 26. GLOBAL FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY VISITOR DEMOGRAPHICS, 2022-2032 ($MILLION)
    TABLE 27. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR FAMILIES WITH CHILDREN (0-9), BY REGION, 2022-2032 ($MILLION)
    TABLE 28. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR FAMILIES WITH CHILDREN (9-12), BY REGION, 2022-2032 ($MILLION)
    TABLE 29. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR TEENAGERS (12-18), BY REGION, 2022-2032 ($MILLION)
    TABLE 30. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR YOUNG ADULTS (18-24), BY REGION, 2022-2032 ($MILLION)
    TABLE 31. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR ADULTS (AGES 24+), BY REGION, 2022-2032 ($MILLION)
    TABLE 32. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY REGION, 2022-2032 ($MILLION)
    TABLE 33. NORTH AMERICA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY ACTIVITY AREA, 2022-2032 ($MILLION)
    TABLE 34. NORTH AMERICA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY FACILITY SIZE, 2022-2032 ($MILLION)
    TABLE 35. NORTH AMERICA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY REVENUE SOURCE, 2022-2032 ($MILLION)
    TABLE 36. NORTH AMERICA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY TYPE, 2022-2032 ($MILLION)
    TABLE 37. NORTH AMERICA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY VISITOR DEMOGRAPHICS, 2022-2032 ($MILLION)
    TABLE 38. NORTH AMERICA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY COUNTRY, 2022-2032 ($MILLION)
    TABLE 39. U.S. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY ACTIVITY AREA, 2022-2032 ($MILLION)
    TABLE 40. U.S. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY FACILITY SIZE, 2022-2032 ($MILLION)
    TABLE 41. U.S. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY REVENUE SOURCE, 2022-2032 ($MILLION)
    TABLE 42. U.S. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY TYPE, 2022-2032 ($MILLION)
    TABLE 43. U.S. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY VISITOR DEMOGRAPHICS, 2022-2032 ($MILLION)
    TABLE 44. CANADA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY ACTIVITY AREA, 2022-2032 ($MILLION)
    TABLE 45. CANADA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY FACILITY SIZE, 2022-2032 ($MILLION)
    TABLE 46. CANADA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY REVENUE SOURCE, 2022-2032 ($MILLION)
    TABLE 47. CANADA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY TYPE, 2022-2032 ($MILLION)
    TABLE 48. CANADA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY VISITOR DEMOGRAPHICS, 2022-2032 ($MILLION)
    TABLE 49. EUROPE FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY ACTIVITY AREA, 2022-2032 ($MILLION)
    TABLE 50. EUROPE FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY FACILITY SIZE, 2022-2032 ($MILLION)
    TABLE 51. EUROPE FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY REVENUE SOURCE, 2022-2032 ($MILLION)
    TABLE 52. EUROPE FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY TYPE, 2022-2032 ($MILLION)
    TABLE 53. EUROPE FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY VISITOR DEMOGRAPHICS, 2022-2032 ($MILLION)
    TABLE 54. EUROPE FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY COUNTRY, 2022-2032 ($MILLION)
    TABLE 55. UK FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY ACTIVITY AREA, 2022-2032 ($MILLION)
    TABLE 56. UK FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY FACILITY SIZE, 2022-2032 ($MILLION)
    TABLE 57. UK FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY REVENUE SOURCE, 2022-2032 ($MILLION)
    TABLE 58. UK FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY TYPE, 2022-2032 ($MILLION)
    TABLE 59. UK FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY VISITOR DEMOGRAPHICS, 2022-2032 ($MILLION)
    TABLE 60. GERMANY FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY ACTIVITY AREA, 2022-2032 ($MILLION)
    TABLE 61. GERMANY FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY FACILITY SIZE, 2022-2032 ($MILLION)
    TABLE 62. GERMANY FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY REVENUE SOURCE, 2022-2032 ($MILLION)
    TABLE 63. GERMANY FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY TYPE, 2022-2032 ($MILLION)
    TABLE 64. GERMANY FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY VISITOR DEMOGRAPHICS, 2022-2032 ($MILLION)
    TABLE 65. FRANCE FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY ACTIVITY AREA, 2022-2032 ($MILLION)
    TABLE 66. FRANCE FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY FACILITY SIZE, 2022-2032 ($MILLION)
    TABLE 67. FRANCE FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY REVENUE SOURCE, 2022-2032 ($MILLION)
    TABLE 68. FRANCE FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY TYPE, 2022-2032 ($MILLION)
    TABLE 69. FRANCE FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY VISITOR DEMOGRAPHICS, 2022-2032 ($MILLION)
    TABLE 70. ITALY FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY ACTIVITY AREA, 2022-2032 ($MILLION)
    TABLE 71. ITALY FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY FACILITY SIZE, 2022-2032 ($MILLION)
    TABLE 72. ITALY FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY REVENUE SOURCE, 2022-2032 ($MILLION)
    TABLE 73. ITALY FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY TYPE, 2022-2032 ($MILLION)
    TABLE 74. ITALY FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY VISITOR DEMOGRAPHICS, 2022-2032 ($MILLION)
    TABLE 75. SPAIN FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY ACTIVITY AREA, 2022-2032 ($MILLION)
    TABLE 76. SPAIN FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY FACILITY SIZE, 2022-2032 ($MILLION)
    TABLE 77. SPAIN FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY REVENUE SOURCE, 2022-2032 ($MILLION)
    TABLE 78. SPAIN FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY TYPE, 2022-2032 ($MILLION)
    TABLE 79. SPAIN FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY VISITOR DEMOGRAPHICS, 2022-2032 ($MILLION)
    TABLE 80. REST OF EUROPE FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY ACTIVITY AREA, 2022-2032 ($MILLION)
    TABLE 81. REST OF EUROPE FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY FACILITY SIZE, 2022-2032 ($MILLION)
    TABLE 82. REST OF EUROPE FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY REVENUE SOURCE, 2022-2032 ($MILLION)
    TABLE 83. REST OF EUROPE FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY TYPE, 2022-2032 ($MILLION)
    TABLE 84. REST OF EUROPE FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY VISITOR DEMOGRAPHICS, 2022-2032 ($MILLION)
    TABLE 85. ASIA-PACIFIC FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY ACTIVITY AREA, 2022-2032 ($MILLION)
    TABLE 86. ASIA-PACIFIC FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY FACILITY SIZE, 2022-2032 ($MILLION)
    TABLE 87. ASIA-PACIFIC FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY REVENUE SOURCE, 2022-2032 ($MILLION)
    TABLE 88. ASIA-PACIFIC FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY TYPE, 2022-2032 ($MILLION)
    TABLE 89. ASIA-PACIFIC FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY VISITOR DEMOGRAPHICS, 2022-2032 ($MILLION)
    TABLE 90. ASIA-PACIFIC FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY COUNTRY, 2022-2032 ($MILLION)
    TABLE 91. CHINA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY ACTIVITY AREA, 2022-2032 ($MILLION)
    TABLE 92. CHINA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY FACILITY SIZE, 2022-2032 ($MILLION)
    TABLE 93. CHINA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY REVENUE SOURCE, 2022-2032 ($MILLION)
    TABLE 94. CHINA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY TYPE, 2022-2032 ($MILLION)
    TABLE 95. CHINA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY VISITOR DEMOGRAPHICS, 2022-2032 ($MILLION)
    TABLE 96. JAPAN FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY ACTIVITY AREA, 2022-2032 ($MILLION)
    TABLE 97. JAPAN FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY FACILITY SIZE, 2022-2032 ($MILLION)
    TABLE 98. JAPAN FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY REVENUE SOURCE, 2022-2032 ($MILLION)
    TABLE 99. JAPAN FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY TYPE, 2022-2032 ($MILLION)
    TABLE 100. JAPAN FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY VISITOR DEMOGRAPHICS, 2022-2032 ($MILLION)
    TABLE 101. INDIA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY ACTIVITY AREA, 2022-2032 ($MILLION)
    TABLE 102. INDIA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY FACILITY SIZE, 2022-2032 ($MILLION)
    TABLE 103. INDIA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY REVENUE SOURCE, 2022-2032 ($MILLION)
    TABLE 104. INDIA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY TYPE, 2022-2032 ($MILLION)
    TABLE 105. INDIA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY VISITOR DEMOGRAPHICS, 2022-2032 ($MILLION)
    TABLE 106. AUSTRALIA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY ACTIVITY AREA, 2022-2032 ($MILLION)
    TABLE 107. AUSTRALIA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY FACILITY SIZE, 2022-2032 ($MILLION)
    TABLE 108. AUSTRALIA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY REVENUE SOURCE, 2022-2032 ($MILLION)
    TABLE 109. AUSTRALIA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY TYPE, 2022-2032 ($MILLION)
    TABLE 110. AUSTRALIA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY VISITOR DEMOGRAPHICS, 2022-2032 ($MILLION)
    TABLE 111. SOUTH KOREA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY ACTIVITY AREA, 2022-2032 ($MILLION)
    TABLE 112. SOUTH KOREA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY FACILITY SIZE, 2022-2032 ($MILLION)
    TABLE 113. SOUTH KOREA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY REVENUE SOURCE, 2022-2032 ($MILLION)
    TABLE 114. SOUTH KOREA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY TYPE, 2022-2032 ($MILLION)
    TABLE 115. SOUTH KOREA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY VISITOR DEMOGRAPHICS, 2022-2032 ($MILLION)
    TABLE 116. REST OF ASIA-PACIFIC FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY ACTIVITY AREA, 2022-2032 ($MILLION)
    TABLE 117. REST OF ASIA-PACIFIC FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY FACILITY SIZE, 2022-2032 ($MILLION)
    TABLE 118. REST OF ASIA-PACIFIC FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY REVENUE SOURCE, 2022-2032 ($MILLION)
    TABLE 119. REST OF ASIA-PACIFIC FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY TYPE, 2022-2032 ($MILLION)
    TABLE 120. REST OF ASIA-PACIFIC FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY VISITOR DEMOGRAPHICS, 2022-2032 ($MILLION)
    TABLE 121. LAMEA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY ACTIVITY AREA, 2022-2032 ($MILLION)
    TABLE 122. LAMEA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY FACILITY SIZE, 2022-2032 ($MILLION)
    TABLE 123. LAMEA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY REVENUE SOURCE, 2022-2032 ($MILLION)
    TABLE 124. LAMEA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY TYPE, 2022-2032 ($MILLION)
    TABLE 125. LAMEA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY VISITOR DEMOGRAPHICS, 2022-2032 ($MILLION)
    TABLE 126. LAMEA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY COUNTRY, 2022-2032 ($MILLION)
    TABLE 127. LATIN AMERICA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY ACTIVITY AREA, 2022-2032 ($MILLION)
    TABLE 128. LATIN AMERICA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY FACILITY SIZE, 2022-2032 ($MILLION)
    TABLE 129. LATIN AMERICA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY REVENUE SOURCE, 2022-2032 ($MILLION)
    TABLE 130. LATIN AMERICA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY TYPE, 2022-2032 ($MILLION)
    TABLE 131. LATIN AMERICA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY VISITOR DEMOGRAPHICS, 2022-2032 ($MILLION)
    TABLE 132. MIDDLE EAST FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY ACTIVITY AREA, 2022-2032 ($MILLION)
    TABLE 133. MIDDLE EAST FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY FACILITY SIZE, 2022-2032 ($MILLION)
    TABLE 134. MIDDLE EAST FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY REVENUE SOURCE, 2022-2032 ($MILLION)
    TABLE 135. MIDDLE EAST FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY TYPE, 2022-2032 ($MILLION)
    TABLE 136. MIDDLE EAST FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY VISITOR DEMOGRAPHICS, 2022-2032 ($MILLION)
    TABLE 137. AFRICA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY ACTIVITY AREA, 2022-2032 ($MILLION)
    TABLE 138. AFRICA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY FACILITY SIZE, 2022-2032 ($MILLION)
    TABLE 139. AFRICA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY REVENUE SOURCE, 2022-2032 ($MILLION)
    TABLE 140. AFRICA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY TYPE, 2022-2032 ($MILLION)
    TABLE 141. AFRICA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY VISITOR DEMOGRAPHICS, 2022-2032 ($MILLION)
    TABLE 142. CEC ENTERTAINMENT CONCEPTS, LP.: KEY EXECUTIVES
    TABLE 143. CEC ENTERTAINMENT CONCEPTS, LP.: COMPANY SNAPSHOT
    TABLE 144. CEC ENTERTAINMENT CONCEPTS, LP.: SERVICE SEGMENTS
    TABLE 145. CEC ENTERTAINMENT CONCEPTS, LP.: PRODUCT PORTFOLIO
    TABLE 146. CEC ENTERTAINMENT CONCEPTS, LP.: KEY STRATERGIES
    TABLE 147. CINERGY ENTERTAINMENT GROUP: KEY EXECUTIVES
    TABLE 148. CINERGY ENTERTAINMENT GROUP: COMPANY SNAPSHOT
    TABLE 149. CINERGY ENTERTAINMENT GROUP: SERVICE SEGMENTS
    TABLE 150. CINERGY ENTERTAINMENT GROUP: PRODUCT PORTFOLIO
    TABLE 151. CINERGY ENTERTAINMENT GROUP: KEY STRATERGIES
    TABLE 152. FUNRIDERS: KEY EXECUTIVES
    TABLE 153. FUNRIDERS: COMPANY SNAPSHOT
    TABLE 154. FUNRIDERS: SERVICE SEGMENTS
    TABLE 155. FUNRIDERS: PRODUCT PORTFOLIO
    TABLE 156. KIDZANIA: KEY EXECUTIVES
    TABLE 157. KIDZANIA: COMPANY SNAPSHOT
    TABLE 158. KIDZANIA: SERVICE SEGMENTS
    TABLE 159. KIDZANIA: PRODUCT PORTFOLIO
    TABLE 160. LANDMARK LEISURE LLC: KEY EXECUTIVES
    TABLE 161. LANDMARK LEISURE LLC: COMPANY SNAPSHOT
    TABLE 162. LANDMARK LEISURE LLC: SERVICE SEGMENTS
    TABLE 163. LANDMARK LEISURE LLC: PRODUCT PORTFOLIO
    TABLE 164. DAVE AND BUSTER’S, INC.: KEY EXECUTIVES
    TABLE 165. DAVE AND BUSTER’S, INC.: COMPANY SNAPSHOT
    TABLE 166. DAVE AND BUSTER’S, INC.: SERVICE SEGMENTS
    TABLE 167. DAVE AND BUSTER’S, INC.: PRODUCT PORTFOLIO
    TABLE 168. DAVE AND BUSTER’S, INC.: KEY STRATERGIES
    TABLE 169. LUCKY STRIKE ENTERTAINMENT: KEY EXECUTIVES
    TABLE 170. LUCKY STRIKE ENTERTAINMENT: COMPANY SNAPSHOT
    TABLE 171. LUCKY STRIKE ENTERTAINMENT: SERVICE SEGMENTS
    TABLE 172. LUCKY STRIKE ENTERTAINMENT: PRODUCT PORTFOLIO
    TABLE 173. SCENE75 ENTERTAINMENT CENTERS: KEY EXECUTIVES
    TABLE 174. SCENE75 ENTERTAINMENT CENTERS: COMPANY SNAPSHOT
    TABLE 175. SCENE75 ENTERTAINMENT CENTERS: SERVICE SEGMENTS
    TABLE 176. SCENE75 ENTERTAINMENT CENTERS: PRODUCT PORTFOLIO
    TABLE 177. SMAAASH ENTERTAINMENT PVT. LTD.: KEY EXECUTIVES
    TABLE 178. SMAAASH ENTERTAINMENT PVT. LTD.: COMPANY SNAPSHOT
    TABLE 179. SMAAASH ENTERTAINMENT PVT. LTD.: SERVICE SEGMENTS
    TABLE 180. SMAAASH ENTERTAINMENT PVT. LTD.: PRODUCT PORTFOLIO
    TABLE 181. SMAAASH ENTERTAINMENT PVT. LTD.: KEY STRATERGIES
    TABLE 182. TIMEZONE GLOBAL: KEY EXECUTIVES
    TABLE 183. TIMEZONE GLOBAL: COMPANY SNAPSHOT
    TABLE 184. TIMEZONE GLOBAL: SERVICE SEGMENTS
    TABLE 185. TIMEZONE GLOBAL: PRODUCT PORTFOLIO
    TABLE 186. TIMEZONE GLOBAL: KEY STRATERGIES
  • LIST OF FIGURES

  • FIGURE 01. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, 2022-2032
    FIGURE 02. SEGMENTATION OF FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, 2022-2032
    FIGURE 03. TOP INVESTMENT POCKETS IN FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET (2023-2032)
    FIGURE 04. HIGH TO MODERATE BARGAINING POWER OF SUPPLIERS
    FIGURE 05. HIGH TO LOW BARGAINING POWER OF BUYERS
    FIGURE 06. MODERATE TO HIGH THREAT OF SUBSTITUTES
    FIGURE 07. HIGH THREAT OF NEW ENTRANTS
    FIGURE 08. MODERATE TO LOW INTENSITY OF RIVALRY
    FIGURE 09. DRIVERS, RESTRAINTS AND OPPORTUNITIES: GLOBALFAMILY/INDOOR ENTERTAINMENT CENTERS MARKET
    FIGURE 10. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY ACTIVITY AREA, 2022(%)
    FIGURE 11. COMPARATIVE SHARE ANALYSIS OF FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR ARCADE STUDIOS, BY COUNTRY 2022 AND 2032(%)
    FIGURE 12. COMPARATIVE SHARE ANALYSIS OF FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR AR AND VR GAMING ZONES, BY COUNTRY 2022 AND 2032(%)
    FIGURE 13. COMPARATIVE SHARE ANALYSIS OF FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR PHYSICAL PLAY ACTIVITIES, BY COUNTRY 2022 AND 2032(%)
    FIGURE 14. COMPARATIVE SHARE ANALYSIS OF FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR SKILL/COMPETITION GAMES, BY COUNTRY 2022 AND 2032(%)
    FIGURE 15. COMPARATIVE SHARE ANALYSIS OF FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR OTHERS, BY COUNTRY 2022 AND 2032(%)
    FIGURE 16. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY FACILITY SIZE, 2022(%)
    FIGURE 17. COMPARATIVE SHARE ANALYSIS OF FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR UP TO 5,000 SQ. FT., BY COUNTRY 2022 AND 2032(%)
    FIGURE 18. COMPARATIVE SHARE ANALYSIS OF FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR 5,001 TO 10,000 SQ. FT., BY COUNTRY 2022 AND 2032(%)
    FIGURE 19. COMPARATIVE SHARE ANALYSIS OF FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR 10,001 TO 20,000 SQ. FT., BY COUNTRY 2022 AND 2032(%)
    FIGURE 20. COMPARATIVE SHARE ANALYSIS OF FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR 20,001 TO 40,000 SQ. FT., BY COUNTRY 2022 AND 2032(%)
    FIGURE 21. COMPARATIVE SHARE ANALYSIS OF FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR 1 TO 10 ACRES, BY COUNTRY 2022 AND 2032(%)
    FIGURE 22. COMPARATIVE SHARE ANALYSIS OF FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR 10 TO 30 ACRES, BY COUNTRY 2022 AND 2032(%)
    FIGURE 23. COMPARATIVE SHARE ANALYSIS OF FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR OVER 30 ACRES, BY COUNTRY 2022 AND 2032(%)
    FIGURE 24. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY REVENUE SOURCE, 2022(%)
    FIGURE 25. COMPARATIVE SHARE ANALYSIS OF FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR ENTRY FEES AND TICKET SALES, BY COUNTRY 2022 AND 2032(%)
    FIGURE 26. COMPARATIVE SHARE ANALYSIS OF FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR FOOD AND BEVERAGES, BY COUNTRY 2022 AND 2032(%)
    FIGURE 27. COMPARATIVE SHARE ANALYSIS OF FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR MERCHANDISING, BY COUNTRY 2022 AND 2032(%)
    FIGURE 28. COMPARATIVE SHARE ANALYSIS OF FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR ADVERTISEMENT, BY COUNTRY 2022 AND 2032(%)
    FIGURE 29. COMPARATIVE SHARE ANALYSIS OF FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR OTHERS, BY COUNTRY 2022 AND 2032(%)
    FIGURE 30. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY TYPE, 2022(%)
    FIGURE 31. COMPARATIVE SHARE ANALYSIS OF FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR CHILDREN’S ENTERTAINMENT CENTERS (CECS), BY COUNTRY 2022 AND 2032(%)
    FIGURE 32. COMPARATIVE SHARE ANALYSIS OF FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR CHILDREN’S EDUTAINMENT CENTERS (CEDCS), BY COUNTRY 2022 AND 2032(%)
    FIGURE 33. COMPARATIVE SHARE ANALYSIS OF FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR ADULT ENTERTAINMENT CENTERS (AECS), BY COUNTRY 2022 AND 2032(%)
    FIGURE 34. COMPARATIVE SHARE ANALYSIS OF FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR LOCATION-BASED VR ENTERTAINMENT CENTERS (LBECS), BY COUNTRY 2022 AND 2032(%)
    FIGURE 35. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY VISITOR DEMOGRAPHICS, 2022(%)
    FIGURE 36. COMPARATIVE SHARE ANALYSIS OF FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR FAMILIES WITH CHILDREN (0-9), BY COUNTRY 2022 AND 2032(%)
    FIGURE 37. COMPARATIVE SHARE ANALYSIS OF FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR FAMILIES WITH CHILDREN (9-12), BY COUNTRY 2022 AND 2032(%)
    FIGURE 38. COMPARATIVE SHARE ANALYSIS OF FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR TEENAGERS (12-18), BY COUNTRY 2022 AND 2032(%)
    FIGURE 39. COMPARATIVE SHARE ANALYSIS OF FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR YOUNG ADULTS (18-24), BY COUNTRY 2022 AND 2032(%)
    FIGURE 40. COMPARATIVE SHARE ANALYSIS OF FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET FOR ADULTS (AGES 24+), BY COUNTRY 2022 AND 2032(%)
    FIGURE 41. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET BY REGION, 2022
    FIGURE 42. U.S. FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, 2022-2032 ($MILLION)
    FIGURE 43. CANADA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, 2022-2032 ($MILLION)
    FIGURE 44. UK FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, 2022-2032 ($MILLION)
    FIGURE 45. GERMANY FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, 2022-2032 ($MILLION)
    FIGURE 46. FRANCE FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, 2022-2032 ($MILLION)
    FIGURE 47. ITALY FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, 2022-2032 ($MILLION)
    FIGURE 48. SPAIN FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, 2022-2032 ($MILLION)
    FIGURE 49. REST OF EUROPE FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, 2022-2032 ($MILLION)
    FIGURE 50. CHINA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, 2022-2032 ($MILLION)
    FIGURE 51. JAPAN FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, 2022-2032 ($MILLION)
    FIGURE 52. INDIA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, 2022-2032 ($MILLION)
    FIGURE 53. AUSTRALIA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, 2022-2032 ($MILLION)
    FIGURE 54. SOUTH KOREA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, 2022-2032 ($MILLION)
    FIGURE 55. REST OF ASIA-PACIFIC FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, 2022-2032 ($MILLION)
    FIGURE 56. LATIN AMERICA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, 2022-2032 ($MILLION)
    FIGURE 57. MIDDLE EAST FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, 2022-2032 ($MILLION)
    FIGURE 58. AFRICA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, 2022-2032 ($MILLION)
    FIGURE 59. TOP WINNING STRATEGIES, BY YEAR
    FIGURE 60. TOP WINNING STRATEGIES, BY DEVELOPMENT
    FIGURE 61. TOP WINNING STRATEGIES, BY COMPANY
    FIGURE 62. PRODUCT MAPPING OF TOP 10 PLAYERS
    FIGURE 63. COMPETITIVE DASHBOARD
    FIGURE 64. COMPETITIVE HEATMAP: FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET
    FIGURE 65. TOP PLAYER POSITIONING, 2022
    FIGURE 66. DAVE AND BUSTER’S, INC.: NET REVENUE, 2020-2022 ($MILLION)

 
 

The popularity of family/indoor entertainment centers is expected to increase primarily due to growth in number of malls in various cities of North America and the Asia-Pacific region. Consumers visit these malls on weekends, usually for shopping and spending time at restaurants. The presence of entertainment centers at these malls allows customers to spend quality time with their family & friends, while playing games and other indoor sports. This makes entertainment centers a favorite hangout place for families with a combination of eating, shopping, and play area. FEC’s are attracting families in large numbers, which is expected to positively impact revenue growth of the market.

The global family/indoor entertainment centers market is highly fragmented due to presence of several international as well as regional vendors. There is intense competition among family/indoor entertainment centers in terms of pricing, value-added benefits, and service portfolio. The focus of the players to offer diversified gaming and entertainment options is expected to further intensify the level of competition among the players in the family/indoor entertainment centers industry. Some of the major key players profiled in the report include Dave & Buster’s, CEC Entertainment, Inc., Cinergy Entertainment, KidZania, Scene 75 Entertainment Centers, The Walt Disney Company, Lucky Strike Entertainment, FunCity, Smaaash Entertainment Pvt. Ltd., and LEGOLAND Discovery Center. These players have adopted various strategies to enhance their offerings and increase their market penetration.

Furthermore, there is an increase in the investment in this market owing to presence of major brands and independent operators. For instance, Village Roadshow, which is an Australian mass media and entertainment company has publicly stated that it is developing “Village Cubes”, which are indoor location-based entertainment concepts of between $15 and $30 million, ranging in size from 2,500 to 20,000 square meters. Also, Turner’s Cartoon Network and its associated brands have embarked on a location-based entertainment strategy, with FEC concepts integrating F&B, participatory play, entertainment, and merchandising in between 3,000 and 5,000 square meters of space.

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FREQUENTLY ASKED QUESTIONS?

A. The family/indoor entertainment centers market is estimated to grow at a CAGR of 11.5% from 2023 to 2032.

A. The family/indoor entertainment centers market is projected to reach $88.70 billion by 2032.

A. Favorable youth demographics, increase in number of malls and growing demand for unique experiences majorly contribute toward the growth of the market.

A. The key players profiled in the report include family/indoor entertainment centers market analysis includes top companies operating in the market such as CEC Entertainment Concepts, LP., Cinergy Entertainment Group, Landmark Leisure LLC (Fun City), Funriders, KidZania, Dave and Buster’s, Inc., Lucky Strike Entertainment, Scene75 Entertainment Centers, Smaaash, and Timezone Global.

A. The key growth strategies of family/indoor entertainment centers players include product portfolio expansion, mergers & acquisitions, agreements, geographical expansion, and collaborations.

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