
Allied Market Research has released a new report titled, “The Family/Indoor Entertainment Center Market to Reach $88.7 Billion by 2032 and Growing at a CAGR of 11.5%.” The report provides a comprehensive analysis of key growth strategies, drivers, opportunities, key segment, Porter’s Five Forces analysis and competitive landscape. This study is a useful source of information for market players, investors, VPs, stakeholders and new entrants to gain a thorough understanding of the industry and determine the steps to be taken to gain competitive advantage.
Favorable youth demographics and continued launch of new FECs that support family activities, food and beverage (F&B) integration and participatory play are driving the growth of the global family/indoor entertainment centers market. Moreover, the increase in the number of shopping centers has a positive impact on the growth of the market. A surge in investments in new games and attractions is expected to provide rewarding opportunities for market expansion during the forecast period.
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The global family/indoor entertainment center market was valued at USD 30.9 billion in 2022 and is expected to reach USD 88.7 billion by 2032, with a CAGR of 11.5% between 2023 and 2032.
The family/indoor entertainment center market is segmented based on area of activity, facility size, revenue source, type, visitor demographics and region. In terms of activity area, the market is classified into arcade studios, AR and VR gaming zones, physical play activities, skill/competition games, and others. Depending on the size of the facility, it is divided into up to 5,000 square meters, 5,001 to 10,000 square meters, 10,001 to 20,000 square meters, 20,001 to 40,000 square meters, 1 to 10 hectares, 11 to 30 hectares and over 30 hectares. Depending on the source of income, it is classified into entrance fees and ticket sales, food and beverages, merchandising, advertising and others. Based on type, the market is segmented into children’s entertainment centers (CECs), children’s edutainment centers (CEDCs), adult entertainment centers (AECs) and location-based VR entertainment centers (LBECs). In terms of visitor demographics, the market is divided into families with children (0-9), families with children (9-12), teenagers (12-18), young adults (18-24) and adults (age 24+). ). Regionally, the market is analyzed across North America, Europe, Asia Pacific and LAMEA.
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Based on visitor demographics, the teenage (12-18 years) segment accounted for the largest share in 2022, contributing more than a third of the global family/indoor entertainment center market revenues, thanks to the innovative and varied games offered are offered by numerous Family Entertainment Centers (FECs). However, the families with children (9-12 years) segment is expected to exhibit the largest CAGR of 13.9% between 2023 and 2032 and is expected to maintain its leading position during the forecast period as most parents prefer fun learning and adventure-oriented education. games.
Based on type, the children’s entertainment centers (CECs) segment held the highest market share in 2022, accounting for nearly two-fifths of the global indoor family entertainment center market revenue, and is expected to maintain its leadership status throughout the forecast period, driven by increasing attention for child-parent interaction and the primary focus on children’s play activities and entertainment for younger children. However, the location-based VR entertainment centers (LBECs) segment is expected to exhibit the highest CAGR of 14.4% between 2023 and 2032, driven by the introduction of interactive multiplayer games in many FECs.
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Based on region, North America had the highest market share in terms of revenue in 2022, accounting for more than a third of the global family/indoor entertainment center market revenue, thanks to the integration of new technologies, such as 3D technology, virtual reality gaming and others, which are trending, and consumers prefer modern forms of entertainment over traditional entertainment options. However, the Asia Pacific region is expected to experience the fastest CAGR of 13.6% between 2023 and 2032, and is likely to dominate the market during the forecast period, due to an increase in the number of shopping malls in this region.
Some key players operating in the family/indoor entertainment center market 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.
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Covid-19 scenario
● Due to the COVID-19 pandemic and subsequent global lockdowns, the indoor family entertainment center market faced a downturn.
● However, as the global situation begins to improve, with fewer customers and higher prices, theme parks are expected to add value to their experiences and make them more immersive. This, in turn, presented several growth opportunities for companies operating in the indoor family entertainment center market.
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