Family Indoor Entertainment Centers Market

Global Market Study on Family/Indoor Entertainment Centers: VR Gaming Zone Segment to Hold Prominent Value Share

Introduction

The presence of activities to entertain all ages at an affordable cost is escalating the popularity of family indoor entertainment systems. Presence of a variety of games such as video games, mahine-based games, arcade games, and VR-based games are boosting the adoption rate of these gaming solutions. Advanced technologies such as virtual reality and 3D display are generating growth prospects for the market players.

The Augmented Reality and Virtual Reality games have become a mainstream trend, improvising the gaming experience of families. Ocassion-based games are highly popular amongst demographics, creating profitable prospects for the competitors in the market. Game centers offering different engaging services such as food & beverages and entertainment are gaining rapid traction in the market. With the presence of a large number of market players, North America is projected to dominate the global market in the coming years.

East Asia is forecasted to generate lucrative growth opportunities on the back of rising living standards of the middle-class population. Service providers in the market are offering loyalty programs such as reward points and membership cards to attract consumers. Prominent players profiled in the global market are Scene 75 Entertainment Centers, Nickelodeon Universe, Time Zone Entertainment, Walt Disney, Dave & Buster's, and Gatti's Pizza.

Family/indoor entertainment centers are indoor entertainment centers that provide a variety of entertainment to individuals of all ages. Family/indoor entertainment centers are designed to engage people of all ages at low prices.

These family/indoor entertainment centers offer a variety of games, arcade games, video games, gaming consoles, machine-based games, indoor sports, and VR-based games along with the hosting of private birthday parties, etc. Family/indoor entertainment centers follow strategies such as offering gift cards, incentives, and bonuses that expire a certain timeframe that is already mentioned to customers. This encourages customers to visit a specific family/indoor entertainment center.

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Companies

Company Profiles

  • CEC Entertainment
  • Dave & Buster's
  • Main Event Entertainment
  • Legoland Discovery Center
  • Scene 75 Entertainment Centers
  • Gatti's Pizza
  • Bowlmor AMF
  • Nickelodeon Universe
  • Lucky Strike
  • Smaash Entertainment
  • Amoeba Services
  • Funcity
  • Time Zone Entertainment
  • Tenpin
  • Kidzania
  • Bandai Namco Entertainment
  • Toy Town
  • Walt Disney
  • Others

Diversified gaming and entertainment options are expected to fuel growth of the family/indoor entertainment centers market

With continuous innovations in the technological aspects, family/indoor entertainment centers are offering a diversified range of gaming options for customers. New technologies, such as 3D technology, virtual reality gaming, etc., are trending and consumers are preferring modern modes of entertainment over traditional ones. Hence, the availability of a wide range of gaming options is driving the family/indoor entertainment centers market over the forecast period.

However, capital expenditure for establishing new setups for entertainment is high, which is a major challenge that is hampering the growth of the family/indoor entertainment centers market.

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Addition of new games and innovations in technologies are anticipated to propel the family/indoor entertainment centers market

At present, Augmented Reality (AR) and Virtual Reality (VR) games are highly trending, thus, players in the family/indoor entertainment centers market have started offering these games. Moreover, some gaming manufacturers are also focusing on developing various technologies for improvising the gaming experiences in the family/indoor entertainment centers.

Manufacturers are working on mixing the AR and VR technology with 3-D projection mapping and interactive digital surfaces to generate new technologically advanced games. The VR gaming zone segment is estimated to create an incremental opportunity of $ 14,569.0 Mn in the family/indoor entertainment centers market between 2018 and 2028.

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Changing preferences of customers for celebrating occasions is one of the major factors driving the family/indoor entertainment centers market

Various options in family/indoor entertainment centers for celebrations, such as birthday, parties, events, occasions, etc., is contributing to the growth of the family/indoor entertainment centers market. With the addition of these options, family/indoor entertainment centers are revolutionizing the manner in which social gatherings are being conducted.

Moreover, family/indoor entertainment centers offer food & beverages, gaming, entertainment, etc. under one roof, that too for the entire family, which reduces the efforts of customers for arranging the same. People also select the location of the parties that they wish to host based on the size of the family/indoor entertainment centers, as a larger number of guests requires a bigger facility. Hence, the >40,000 sq. ft. segment in is projected to grow at a CAGR of 15% over the forecast period.

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Various promotional strategies and offers such as loyalty programs are contributing to growth of the family/indoor entertainment centers market

The loyalty programs offered by family/indoor entertainment centers is a major factor driving the market. Loyalty programs are offered based on parameters such as reward points, visit points, loyalty cards, memberships, etc. Using these loyalty programs, family/indoor entertainment centers are able to retain customers as well as attract new customers with the help of advertising.

With improvements in gaming technology in past four to five years, family/indoor entertainment centers have started offering gaming options for young adults, which include indoor cricket, bowling, finger coaster, football, racing, and other simulation games. This it is another factor fuelling the growth of the family/indoor entertainment centers market.

family indoor entertainment centers market

The family/indoor entertainment centers market in the East Asia region is estimated to grow at a significant rate owing to the increasing disposable income of the middle class population in this region

The family/indoor entertainment centers market in North America is estimated to dominate the global family/indoor entertainment centers market due to the presence of a large number of players in this region.

Due to a consistent increase in the middle-class population and increasing disposable income, the family/indoor entertainment centers market in East Asia is estimated to grow at a significant rate over the forecast period, as the increasing GDP of the East Asia region is responsible for the increased spending capacity of individuals in this region. Thus, the market in East Asia is expected to grow at a CAGR of 14.3% during the forecast period.

Some of the key participants in the global family/indoor entertainment centers market report are CEC Entertainment, Dave & Buster's, Time Zone Entertainment, Scene 75 Entertainment Centers, Main Event Entertainment, Smaash Entertainment, Bowlmor AMF, Legoland Discovery Center, Nickelodeon Universe, Lucky Strike, Amoeba Services, Funcity, Tenpin, Bandai Namco Entertainment, Kidzania, Walt Disney and Toy Town.

Among all these centers, Dave and Buster’s is one of the prominent players in the family/indoor entertainment centers market. According to PMR analysis, Main Event Entertainment is focusing on improving its market share by launching new products in the family/indoor entertainment centers market.

Key Segments

by type
  • Family/indoor entertainment centers market, by type

    • Arcade Studios
    • VR Gaming Zones
    • Indoor Go-Kart Tracks
    • Sports Arcades
    • Trampoline
    • Indoor Adventure Parks
by end user
  • < 5,000 Sq. Feet
  • 5,001 to 10,000 Sq. Feet
  • 10,001 to 20,000 Sq. Feet
  • 20,001 to 40,000 Sq. Feet
  • > 40,000 Sq. Feet
Key Regions
  • North America family/indoor entertainment centers market
    • U.S.
    • Canada
  • Latin America family/indoor entertainment centers market
    • Brazil
    • Mexico
    • Rest of Latin America
  • Europe family/indoor entertainment centers market
    • Germany
    • Italy
    • France
    • U.K.
    • Spain
    • Russia
    • Rest of Europe
  • East Asia family/indoor entertainment centers market
    • China
    • Japan
    • South Korea
  • South Asia family/indoor entertainment centers market
    • India
    • Thailand
    • Malaysia
    • Indonesia
    • Philippines
    • Rest of South Asia
  • Oceania family/indoor entertainment centers market
    • Australia
    • New Zealand
  • MEA family/indoor entertainment centers market
    • GCC Countries
    • Israel
    • South Africa
    • Rest of MEA

Key Companies

  • CEC Entertainment
  • Dave & Buster's
  • Main Event Entertainment
  • Legoland Discovery Center
  • Scene 75 Entertainment Centers
  • Bowlmor AMF
  • Nickelodeon Universe
  • Time Zone Entertainment
  • Smaash Entertainment
  • Amoeba Services
  • Kidzania
  • Bandai Namco Entertainment
  • Walt Disney

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