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UK Family/Indoor Entertainment Centers Market by Visitor Demographic (Families with Children [0–8], Families with Children [9–12], Teenagers [13–19], Young Adults [20–25], and Adults [Ages 25+]), Facility Size (Up to 5,000 sq. ft., 5,001–10,000 sq. ft., 10,001–20,000 sq. ft., 20,001–40,000 sq. ft., 1–10 Acre, 11–30 Acre, Over 30 Acre), Revenue Source (Entry Fees & Ticket Sales, Food & Beverages, Merchandising, Advertisement, and Others), Application (Arcade Studios, AR & VR gaming Zones, Physical Play Activities, Skill/Competition Games, Others), and Type (Children's Entertainment Centers [CECs], Children’s Edutainment Centers [CEDCs], Adult Entertainment Centers [AECs], and Location-based Entertainment Centers [LBECs]): Opportunity Analysis and Industry Forecast, 2020–2027

A06725
Pages: 165
Aug 2020 | 793 Views
 
Author(s) : Rachita Rake
Tables: 68
Charts: 29
 

COVID-19

Pandemic disrupted the entire world and affected many industries.

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Family/Indoor Entertainment Centers Market in UK Insights – 2027

Family/indoor entertainment centers market in UK was valued at $715.14 million in 2019, and is projected to reach $1,755.06 million by 2027, growing at a CAGR of 12.8% from 2020 to 2027. Family/indoor entertainment center (FEC) is a small amusement park or entertainment zone, which serves local communities in large and small cities. FECs are designed to keep the entire family engaged at a significantly less per person cost as compared to traditional amusement parks. In addition, they offer varied amusement options such as arcades, gaming consoles, video games, soft play areas, indoor playground systems, redemption machines, children’s rides, skill-based machine games, and games based on virtual and augmented reality. Moreover, they host private celebrations such as birthday parties and corporate events, as they are located in malls, where the footfall is considerably high. 

“Due to COVID-19 outbreak, the family/indoor entertainment center market in UK is projected to witness a sudden downfall in 2020 which is attributed to implementation of lockdown by governments in majority of the cities and shutdown of travel across the world to prevent the transmission of virus.”

UK-Family-Indoor-Entertainment-Centers-Market-2020-2027

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The teenagers (13-19) segment dominated the UK family/indoor entertainment centers market share in 2019, and is expected to continue this trend during the forecast period. This growth is majorly attributed to introduction of innovative as well as variety of game offerings provided by numerous FECs. In FECs, kids of these age group are the major spenders, and enjoy spending leisure time with friends. Thus, upsurge in popularity of arcade games and amusement parks among teenagers further fuels the growth of the market. However, the families with children (9-12) segment is expected to witness highest CAGR during the UK indoor entertainment centers market forecast period, as the families with children of age between 9 and 12 years are more focused on shaping their children’s future through fun, entertainment, and education. Thus, most of the parents prefer fun learning and adventure-focused games, which is the major factor that drives the UK family/indoor entertainment centers market growth.

UK Family/Indoor Entertainment Centers Market
By Type

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Location-Based Entertainment Centers (LBECs) is projected as one of the most lucrative segments.

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The children’s entertainment centers (CECs) segment dominated the UK family/indoor entertainment centers market in 2019, and is expected to continue this trend during the UK family/indoor entertainment centers market forecast period, as majority of games in FECs are targeted to attract small and teenage group children, which drives the market growth. Increase in focus toward child–parent interaction along with the primary focus on child play activities and entertainment for younger children is the major factor fueling the growth of this market. However, location-based VR entertainment centers (LBECs) segment is expected to witness highest growth rate in the upcoming years owing to introduction of interactive multiplayer games in many FECs is driving the growth of the market. Also, numbers of malls in the UK region are integrating virtual reality parks in their FECs, which is further opportunistic for the market.

UK Family/Indoor Entertainment Centers Market
By Revenue Source

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Food & Beverages is projected as one of the most significant segments.

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The report focuses on the growth prospects, restraints, and UK family/indoor entertainment centers market opportunity. The study provides Porter’s five forces analysis of the UK family/indoor entertainment centers industry 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 UK family entertainment centers market trends.

UK Family/Indoor Entertainment Centers Market
By Applications

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AR and VR gaming Zones is projected as one of the most significant segments.

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Segment review

The family entertainment centers market in UK is segmented into visitor demographics, facility size, revenue source, application, type, and country. In terms of visitor demographics, the market is categorized into families with children aging 0–8 years, families with children aging 9–12 years, teenagers (13–19), young adults (20–25), and adults (aged 25+). On the basis of facility size, the UK family/indoor entertainment centers market is divided into up to 5,000 sq. ft., 5,001 to 10,000 sq. ft., 10,001–20,000 sq. ft., 20,001–40,000 sq. ft., 1–10 acre, 11–30 acre, and over 30 acre. Depending on revenue source, it is segregated into entry fees & ticket sales, food & beverages, merchandising, advertisement, and others. The applications covered in the study include arcade studios, AR & VR gaming zones, physical play activities, skill/competition games, and others. On the basis of type, the market is differentiated into children’s entertainment centers (CECs), children’s edutainment centers (CEDCs), adult entertainment centers (AECs), and location-based VR entertainment centers (LBECs). 

The key players operating in the UK family/indoor entertainment centers industry include Richardson's Family Entertainment Centre, Fun Farm Lincoln Family Entertainment Centre, The Walt Disney Company, Kidzania, Legoland, Tenpin, Time Twisters, Genesis Centre, Hunstanton Pier, and Superbowl UK.

Top impacting factors    

The growth of the family entertainment centers market in the UK is impacted by a number of factors such as continuous launch of new FECs supporting family activities and integration food & beverages and games such as participatory play, increase in number of malls, presence of significant consumer base, surge in per capita income, and rise in use of various promotional strategies & offers such as loyalty programs. In addition, incorporation of new and technologically advanced gaming areas within FECs along with increase in preference of customers to celebrate occasions in FECs are expected to positively impact the growth of the market. However, increase in ticket prices and rise in popularity of home & mobile gaming are expected to hinder the UK family/indoor entertainment centers market growth during the forecast period. However, each factor is anticipated to have its definite impact on the market.

Presence of significant target population and rise in per capita disposable income

The primary target customers of FECs are kids & adults ranging between age group of 0 to 23 years and their parents. Thus, the presence of significant youth population in the UK drives the growth of the market. Furthermore, owing to rise in per capita disposable income of individuals in the UK, the spending on children by their parents is continuously increasing, which is expected to drive the growth of the family/indoor entertainment centers market. For instance, children and young individuals aged between 0 and 24 years in the UK currently account for approximately half of the region’s population. For instance, around 18.9% population in the UK were aged under 16 years in 2017 and the number of young people is expected to grow in the upcoming years.

Rise in popularity of home and mobile gaming

Increase in popularity of home and mobile gaming among youth is a key challenge for the growth of the family entertainment centers market in UK. The country is the  sixth largest video game market at the global level with a revenue of more than $3.94 billion and is expected to reach $12.95 billion in 2023. Also, COVID-19 pandemic has forced people to stay indoors, which will contribute to the growth of the mobile and video gaming market and will impact negatively on the UK FEC market. The gaming industry in the UK forms an important part of the country's cultural landscape and is creating innovative, new, and exciting content, which consumers want to experience. This helps to drive the game industry forward year-on-year, which will restrain the growth of the market.

Covid-19 Impact Analysis

The key players operating in the market are facing the negative impact of the COVID-19 outbreak, and are experiencing severe fall in their revenue. However, number of FEC operators in the country are planning to reopen their FEC facilities by taking several safety measures to minimize the impact of this pandemic. For instance, Legoland, which is a major player of the UK FEC market is planning to open in August and has announced that it is taking several measures and is following strict rules to stop the spread of coronavirus such as leaving empty rows on rides and conducting temperature checks. Also, families who are visiting to the FEC’s or parks are being told to book online tickets in advance, and they will be subjected to temperature checks when they arrive. 

Key Benefits For Stakeholders

  • This study includes the UK family/indoor entertainment centers market analysis, UK family/indoor entertainment centers market trends, and future estimations to determine the imminent investment pockets.
  • The report presents information related to key drivers, restraints, and opportunities.
  • The UK family/indoor entertainment centers market size is quantitatively analyzed from 2019 to 2027 to highlight the financial competency of the industry.
  • Porter’s five forces analysis illustrates the potency of buyers & suppliers in the UK family/indoor entertainment centers market.

Key Market Segments

By Visitor Demographics

  • Families with Children (0-8) 
  • Families with Children (9-12)
  • Teenagers (13-19)
  • Young Adults (20-25)
  • Adults (Ages 25+)

By Facility Size

  • Up to 5,000 sq. ft.
  • 5,001–10,000 sq. ft.
  • 10,001–20,000 sq. ft.
  • 20,001–40,000 sq. ft.
  • 1–10 Acre
  • 11–30 Acre
  • Over 30 Acre

By Revenue Source

  • Entry Fees & Ticket Sales
  • Food & Beverages
  • Merchandising
  • Advertisement
  • Others

By Application

  • Arcade Studios
  • AR & VR gaming Zones
  • Physical Play Activities
  • Skill/Competition Games
  • Others

By Type

  • Children’s Entertainment Centers (CECs)
  • Children’s Edutainment Centers (CEDCs)
  • Adult Entertainment Centers (AECs)
  • Location-Based Entertainment Centers (LBECs)

Key Market Players

  • Richardson's Family Entertainment Centre
  • Fun Farm Lincoln Family Entertainment Centre
  • The Walt Disney Company
  • Kidzania
  • Legoland
  • Tenpin
  • Time Twisters
  • Genesis Centre
  • Hunstanton Pier
  • Superbowl UK
 

CHAPTER 1:INTRODUCTION

1.1.Report description
1.2.Key benefits for stakeholders
1.3.Key market segments
1.4.Research methodology

1.4.1.Secondary research
1.4.2.Primary research
1.4.3.Analyst tools & 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
3.4.Market dynamics

3.4.1.Drivers

3.4.1.1.Continuous launch of new FECs supporting family activities, F&B integration, and participatory play
3.4.1.2.Increase in number of malls
3.4.1.3.Presence of significant target population and rise in per capita disposable income
3.4.1.4.Rise in use of various promotional strategies and offers such as loyalty programs

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.Addition of new games and ongoing innovation in technology
3.4.3.2.Changing preferences of customers for celebrating occasions

3.5.COVID-19 impact analysis on UK family/indoor entertainment centers market

3.5.1.Impact on market size
3.5.2.Consumer trends, preferences, and budget impact
3.5.3.Economic impact
3.5.4.Key player strategies to tackle negative impact
3.5.5.Opportunity window

CHAPTER 4:FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY VISITOR DEMOGRAPHICS

4.1.Overview
4.2.Families with children (0–8)

4.2.1.Key market trends, growth factors, and opportunities
4.2.2.Market size and forecast

4.3.Families with children (9–12)

4.3.1.Key market trends, growth factors, and opportunities
4.3.2.Market size and forecast

4.4.Teenagers (13-19)

4.4.1.Key market trends, growth factors, and opportunities
4.4.2.Market size and forecast

4.5.Young adults (20-25)

4.5.1.Key market trends, growth factors, and opportunities
4.5.2.Market size and forecast

4.6.Adults (25+)

4.6.1.Key market trends, growth factors, and opportunities
4.6.2.Market size and forecast

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

5.1.Overview
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

5.3.5,001–10,000 sq. ft.

5.3.1.Key market trends, growth factors, and opportunities
5.3.2.Market size and forecast, by region

5.4.10,001–20,000 sq. ft.

5.4.1.Key market trends, growth factors, and opportunities
5.4.2.Market size and forecast

5.5.20,001–40,000 sq. ft.

5.5.1.Key market trends, growth factors, and opportunities
5.5.2.Market size and forecast

5.6.1–10 acre

5.6.1.Key market trends, growth factors, and opportunities
5.6.2.Market size and forecast

5.7.11–30 acre

5.7.1.Key market trends, growth factors, and opportunities
5.7.2.Market size and forecast

5.8.Over 30 acre

5.8.1.Key market trends, growth factors, and opportunities
5.8.2.Market size and forecast

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

6.1.Overview
6.2.Entry fees & ticket sales

6.2.1.Key market trends, growth factors, and opportunities
6.2.2.Market size and forecast

6.3.Food & beverages

6.3.1.Key market trends, growth factors, and opportunities
6.3.2.Market size and forecast

6.4.Merchandising

6.4.1.Key market trends, growth factors, and opportunities
6.4.2.Market size and forecast

6.5.Advertisement

6.5.1.Key market trends, growth factors, and opportunities
6.5.2.Market size and forecast

6.6.Others

6.6.1.Key market trends, growth factors, and opportunities
6.6.2.Market size and forecast

CHAPTER 7:FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY APPLICATION

7.1.Overview
7.2.Arcade studios

7.2.1.Key market trends, growth factors, and opportunities
7.2.2.Market size and forecast

7.3.AR & VR gaming zones

7.3.1.Key market trends, growth factors, and opportunities
7.3.2.Market size and forecast

7.4.Physical play activities

7.4.1.Key market trends, growth factors, and opportunities
7.4.2.Market size and forecast

7.5.Skill/competition games

7.5.1.Key market trends, growth factors, and opportunities
7.5.2.Market size and forecast

7.6.Others

7.6.1.Key market trends, growth factors, and opportunities
7.6.2.Market size and forecast

CHAPTER 8:FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY TYPE

8.1.Overview
8.2.Children’s entertainment centers (CECs)

8.2.1.Key market trends, growth factors, and opportunities
8.2.2.Market size and forecast

8.3.Children’s edutainment centers (CEDCs)

8.3.1.Key market trends, growth factors, and opportunities
8.3.2.Market size and forecast

8.4.Adult entertainment centers (AECs)

8.4.1.Key market trends, growth factors, and opportunities
8.4.2.Market size and forecast

8.5.Location-based entertainment centers (LBECs)

8.5.1.Key market trends, growth factors, and opportunities
8.5.2.Market size and forecast

CHAPTER 9:COMPETITIVE LANDSCAPE

9.1.Key player positioning
9.2.Top winning strategies
9.3.Competitive dashboard
9.4.Key developments

9.4.1.Partnership
9.4.2.Product development

CHAPTER 10:COMPANY PROFILES

10.1.FUN FARM LINCOLN FAMILY ENTERTAINMENT CENTRE

10.1.1.Company overview
10.1.2.Key executives
10.1.3.Company snapshot
10.1.4.Product portfolio

10.2.GENESIS CENTRE

10.2.1.Company overview
10.2.2.Key executives
10.2.3.Company snapshot
10.2.4.Product portfolio

10.3.HUNSTANTON PIER

10.3.1.Company overview
10.3.2.Company snapshot
10.3.3.Product portfolio

10.4.KIDZANIA

10.4.1.Company overview
10.4.2.Key executives
10.4.3.Company snapshot
10.4.4.Product portfolio
10.4.5.Key strategic moves and developments

10.5.LEGOLAND

10.5.1.Company overview
10.5.2.Key executives
10.5.3.Company snapshot
10.5.4.Product portfolio
10.5.5.Key strategic moves and developments

10.6.RICHARDSON’S FAMILY ENTERTAINMENT CENTRE

10.6.1.Company overview
10.6.2.Key executives
10.6.3.Company snapshot
10.6.4.Product portfolio
10.6.5.Key strategic moves and developments

10.7.SUPERBOWL UK

10.7.1.Company overview
10.7.2.Key executives
10.7.3.Company snapshot
10.7.4.Product portfolio

10.8.TENPIN

10.8.1.Company overview
10.8.2.Key executives
10.8.3.Company snapshot
10.8.4.Operating business segments
10.8.5.Product portfolio
10.8.6.Business performance
10.8.7.Key strategic moves and developments

10.9.THE WALT DISNEY COMPANY

10.9.1.Company overview
10.9.2.Key executives
10.9.3.Company snapshot
10.9.4.Operating business segments
10.9.5.Product portfolio
10.9.6.Business performance

10.10.TIME TWISTERS

10.10.1.Company overview
10.10.2.Key executives
10.10.3.Company snapshot
10.10.4.Product portfolio

LIST OF TABLES

TABLE 01.UK FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET REVENUE, BY VISITOR DEMOGRAPHICS, 2019-2027 ($MILLION)
TABLE 02.UK FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET REVENUE FOR FAMILIES WITH CHILDREN (0–8), 2019–2027 ($MILLION)
TABLE 03.UK FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET REVENUE FOR FAMILIES WITH CHILDREN (9-12), 2019-2027 ($MILLION)
TABLE 04.UK FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET REVENUE FOR TEENAGERS (13-19), 2019-2027 ($MILLION)
TABLE 05.UK FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET REVENUE FOR YOUNG ADULTS (20-25), 2019-2027 ($MILLION)
TABLE 06.UK FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET REVENUE FOR ADULTS (25+), 2019-2027 ($MILLION)
TABLE 07.UK FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET REVENUE, BY FACILITY SIZE, 2019-2027 ($MILLION)
TABLE 08.UPTO 5,000 SQ. FT UK FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET REVENUE, 2019-2027 ($MILLION)
TABLE 09.5,001–10,000 SQ. FT. UK FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET REVENUE, 2019-2027 ($MILLION)
TABLE 10.10,001 TO 20,000 SQ. FT. UK FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET REVENUE, 2019–2027 ($MILLION)
TABLE 11.20,001 TO 40,000 SQ. FT. UK FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET REVENUE, 2019–2027 ($MILLION)
TABLE 12.1-10 ACRE UK FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET REVENUE, 2019–2027 ($MILLION)
TABLE 13.11- 30 ACRE UK FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET REVENUE, 2019–2027 ($MILLION)
TABLE 14.OVER 30 ACRE UK FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET REVENUE, 2019–2027 ($MILLION)
TABLE 15.UK FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET REVENUE, BY REVENUE SOURCE, 2019-2027 ($MILLION)
TABLE 16.UK FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET REVENUE FOR ENTRY FEES & TICKET SALES, 2019-2027 ($MILLION)
TABLE 17.UK FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET REVENUE FOR FOOD & BEVERAGES, 2019-2027 ($MILLION)
TABLE 18.UK FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET REVENUE FOR MERCHANDISING, 2019-2027 ($MILLION)
TABLE 19.UK FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET REVENUE FOR ADVERTISEMENT, 2019-2027 ($MILLION)
TABLE 20.UK FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET REVENUE FOR OTHERS, 2019-2027 ($MILLION)
TABLE 21.UK FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET REVENUE, BY APPLICATION,  2019-2027 ($MILLION)
TABLE 22.UK FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET REVENUE FOR ARCADE STUDIOS, 2019-2027 ($MILLION)
TABLE 23.FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET REVENUE FOR AR & VR GAMING ZONES, 2019-2027 ($MILLION)
TABLE 24.FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET REVENUE FOR PHYSICAL PLAY ACTIVITIES, 2019-2027 ($MILLION)
TABLE 25.FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET REVENUE FOR SKILL/COMPETITION GAMES, 2019-2027 ($MILLION)
TABLE 26.FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET REVENUE FOR OTHERS, 2019-2027 ($MILLION)
TABLE 27.UK FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET REVENUE, BY TYPE, 2019-2027 ($MILLION)
TABLE 28.CHILDREN’S ENTERTAINMENT CENTERS (CECS) MARKET REVENUE, 2020–2027 ($MILLION)
TABLE 29.CHILDREN’S EDUTAINMENT CENTERS (CEDCS) MARKET REVENUE, 2020–2027 ($MILLION)
TABLE 30.ADULT ENTERTAINMENT CENTERS (AECS) MARKET REVENUE, 2020–2027 ($MILLION)
TABLE 31.LOCATION-BASED ENTERTAINMENT CENTERS (LBECS) MARKET REVENUE, 2020–2027 ($MILLION)
TABLE 32.KEY NEW PRODUCT LAUNCHES (2017-2019)
TABLE 33.PARTNERSHIP (2017-2019)
TABLE 34.PRODUCT DEVELOPMENT (2017-2019)
TABLE 38.GENESIS CENTRE: KEY EXECUTIVES
TABLE 39.GENESIS CENTRE: COMPANY SNAPSHOT
TABLE 40.GENESIS CENTRE: PRODUCT PORTFOLIO
TABLE 41.HUNSTANTON PIER: COMPANY SNAPSHOT
TABLE 42.HUNSTANTON PIER: PRODUCT PORTFOLIO
TABLE 43.KIDZANIA: KEY EXECUTIVES
TABLE 44.KIDZANIA: COMPANY SNAPSHOT
TABLE 45.KIDZANIA: PRODUCT PORTFOLIO
TABLE 46.KIDZANIA: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 47.THE LEGO GROUP: KEY EXECUTIVES
TABLE 48.LEGOLAND: COMPANY SNAPSHOT
TABLE 49.LEGOLAND: PRODUCT PORTFOLIO
TABLE 50.LEGOLAND: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 51.RICHARDSON’S FAMILY ENTERTAINMENT CENTRE: KEY EXECUTIVES
TABLE 52.RICHARDSON’S FAMILY ENTERTAINMENT CENTRE: COMPANY SNAPSHOT
TABLE 53.RICHARDSON’S FAMILY ENTERTAINMENT CENTRE: PRODUCT PORTFOLIO
TABLE 54.SUPERBOWL UK : KEY EXECUTIVES
TABLE 55.SUPERBOWL UK : COMPANY SNAPSHOT
TABLE 56.SUPERBOWL UK : PRODUCT PORTFOLIO
TABLE 57.TENPIN: KEY EXECUTIVES
TABLE 58.TENPIN: COMPANY SNAPSHOT
TABLE 59.TENPIN: OPERATING SEGMENTS
TABLE 60.TENPIN: PRODUCT PORTFOLIO
TABLE 61.TENPIN: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 62.THE WALT DISNEY COMPANY: KEY EXECUTIVES
TABLE 63.THE WALT DISNEY COMPANY: COMPANY SNAPSHOT
TABLE 64.THE WALT DISNEY COMPANY: OPERATING SEGMENTS
TABLE 65.THE WALT DISNEY COMPANY: PRODUCT PORTFOLIO
TABLE 66.TIME TWISTERS: KEY EXECUTIVES
TABLE 67.TIME TWISTERS: COMPANY SNAPSHOT
TABLE 68.TIME TWISTERS: PRODUCT PORTFOLIO

LIST OF FIGURES

FIGURE 01.KEY MARKET SEGMENTS
FIGURE 02.UK FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, 2019-2027
FIGURE 03.UK FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, 2019-2027
FIGURE 04.UK FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET: KEY PLAYERS
FIGURE 05.TOP IMPACTING FACTORS
FIGURE 06.TOP INVESTMENT POCKETS
FIGURE 07.MODERATE-TO-HIGH BARGAINING POWER OF SUPPLIERS
FIGURE 08.MODERATE-TO-HIGH BARGAINING POWER OF BUYERS
FIGURE 09.HIGH THREAT OF SUBSTITUTES
FIGURE 10.MODERATE THREAT OF NEW ENTRANTS
FIGURE 11.MODERATE-TO-HIGH COMPETITIVE RIVALRY
FIGURE 12.DRIVERS, RESTRAINTS, AND OPPORTUNITIES
FIGURE 13.UK FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET REVENUE, BY VISITOR DEMOGRAPHIC, 2019-2027($MILLION)
FIGURE 14.UK FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET REVENUE, BY FACILITY SIZE,  2019-2027 ($MILLION)
FIGURE 15.UK FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET REVENUE, BY REVENUE SOURCE, 2019-2027($MILLION)
FIGURE 16.UK FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET REVENUE, BY APPLICATION, 2019-2027 ($MILLION)
FIGURE 17.UK FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET REVENUE, BY TYPE, 2019-2027 ($MILLION)
FIGURE 18.UK FAMILY ENTERTAINMENT MARKET: KEY PLAYER POSITIONING, 2019
FIGURE 19.TOP WINNING STRATEGIES, BY YEAR, 2017-2020
FIGURE 20.TOP WINNING STRATEGIES, BY DEVELOPMENT, 2017-2020
FIGURE 21.TOP WINNING STRATEGIES, BY COMPANY, 2017-2020
FIGURE 22.COMPETITIVE DASHBOARD
FIGURE 23.COMPETITIVE DASHBOARD
FIGURE 24.COMPETITIVE HEATMAP OF KEY PLAYERS
FIGURE 25.TENPIN: REVENUE, 2017–2019 ($MILLION)
FIGURE 26.TENPIN: REVENUE SHARE BY SEGMENT, 2019 (%)
FIGURE 27.THE WALT DISNEY COMPANY: REVENUE, 2017–2019 ($MILLION)
FIGURE 28.THE WALT DISNEY COMPANY: REVENUE SHARE BY SEGMENT, 2019 (%)
FIGURE 29.THE WALT DISNEY COMPANY: REVENUE SHARE BY REGION, 2019 (%)

 
 

The popularity of family/indoor entertainment centers (FECs) is expected to increase considerably, due to increase in number of malls in various cities of the UK region. Large-scale shopping centers are growing at a rapid growth rate than bricks-and-mortar retail formats in the UK, as their food and leisure entertainment options and offers provided by them, continues to attract millennial shoppers in the region. Consumers visit these malls majorly on weekends for shopping and spending leisure 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. Thus, rise in number of families visiting FECs is expected to positively impact the revenue growth of the market. The UK family/indoor entertainment centers market is fragmented due to the presence of several international as well as regional vendors. Intense competition has been witnessed among family/indoor entertainment centers in terms of pricing, value-added benefits, and service portfolio. Thus, increase in focus of the players to offer diversified gaming and entertainment options is expected to further intensify the level of competition in the industry. 

Further, increase in investment in the FEC market owing to presence of major brands and independent operators has significantly contributed toward the market growth. For instance, according to “The British Association of Leisure Parks, Piers and Attractions” the UK attraction industry has seen a rise in staycations, significant investment, and the continued growth in inbound tourism, which has provided a major boost for UK attractions. In addition to this, launch of new rides along with innovative features & exciting events as well as loyalty offers, is expected to encourage international visits. Also, in the UK shared experiences with family and friends are becoming more important in today’s busy world, which is attracting the consumer’s attention toward the family entertainment centers. Also, according to “VisitBritain” the inbound tourism has increased in year 2018 & 2019 at a modest rate. As a result, the investment in this type of entertainment options has increased to almost £50 million ($64.91) due to which the UK will be able to offer family entertainment centers, theme parks, zoos, local attractions to international visitors and domestic tourists.

 
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