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Family Entertainment Centers Market Expected to Reach $40,814 Million by 2025

 
 

quote The location-based entertainment centers (LBECs) segment is expected to grow at the highest CAGR during the forecast period as FEC operators are increasingly integrating virtual reality (VR) into location-based entertainment (LBE) centers to gain the competitive edge over the competitors and seek content and experiences which distinguish LBE VR from the growing adoption of in-home systems. quote

Rachita Rake
Research Analyst, ICT at Allied Market Research

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According to a recent report published by Allied Market Research, titled,"Family Entertainment Centers Market by Visitor Demographics, Facility Size, Attendance, Revenue Source, Applications, And Type: Global Opportunity Analysis and Industry Forecast, 2018 - 2025,"the global family/indoor entertainment centers market was valued at $18,907 million in 2017, and is projected to reach $40,814 million by 2025, growing at a CAGR of 10.2% from 2018 to 2025.

Growth in per capita disposable income, availability of diversified gaming and entertainment options, rise in preference for indoor entertainment, and favorable youth demographics in the Asia-Pacific region majorly supplement the growth of the market. However, home gaming and mobile devices, high initial cost, and increase in ticket prices are expected to hamper the market growth.

Based on application, the arcade studios segment dominated the global family/indoor entertainment centers market in 2017 and is expected to remain dominant during the forecast period. However, AR and VR gaming zones are expected to register highest growth rate throughout the forecast period owing to rise focus of family entertainment center owners on offering advanced entertainment experiences to increase the revenue generation of the FECs.

In 2017, the entry fees & ticket sales segment was the highest contributor to the global family/indoor entertainment centers market and is projected to remain dominant during the forecast period. However, the food & beverage segment is expected to witness highest growth, due to the increase in availability of different food options for kids as well as adults. Moreover, people are also preferring family entertainment centers as a location of choice for corporate parties and birthday parties for children as well as adults. This trend is increasing revenue generation from the food & beverage segment.

Key Findings of the Family Entertainment Centers Market:

  • By visitor demographics, the families with children (9-12) segment is expected to exhibit significant growth in the global family entertainment centers during the forecast period.
  • Based on facility size, the 1 to 10 acres segment accounted for the highest revenue in 2017.
  • Based on attendance, 50,001-100,000 segment generated the highest revenue in 2017.
  • Based on revenue source, the entry fees & ticket sales segment generated the highest revenue in 2017.
  • Based on application, the AR and VR gaming zones segment is expected to exhibit significant growth during the forecast period.
  • Based on type, the childrens entertainment centers (CECs) segment generated the highest revenue in 2017.
  • Based on region, Asia-Pacific is anticipated to exhibit substantial growth during the forecast period.

Some of the key market players profiled in the report include Dave & Busters, 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.

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quote Family/Indoor Entertainment Centers Market by Visitor Demographics (Families with Children (0-8), Families with Children (9-12), Teenagers (13-19), Young Adults (19-25), Adults (Ages 25+)), 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), Application (Arcade Studios, AR and VR gaming Zones, Physical Play Activities, Skill/Competition Games, and Others), Type (Childrens Entertainment Centers (CECs), Childrens Edutainment Centers (CEDCs), Adult Entertainment Centers (AECs), and Location-Based VR Entertainment Centers (LBECs)): Global Opportunity Analysis and Industry Forecast, 2018 - 2025 quote

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Published Date Apr 2019

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