The global family indoor entertainment market size reached USD 24.35 Billion in 2020 and is expected to register a revenue CAGR of 10.3%, during the forecast period, according to latest analysis by Emergen Research. Increasing disposable income among consumers in developing countries and an increase in the number of family entertainment centers to offer a variety of family entertainment and celebratory activities are among some key factors driving global family indoor entertainment market revenue growth. Increasing number of malls in rapidly expanding urban areas and settings is expected to continue to support deployment and opening of such centers and drive revenue growth of the market to a significant extent going ahead.
The report provides an in-depth analysis of the competitive landscape, along with company profiling of key players involved in the global Family Indoor Entertainment market drivers and restraints market. The authors of the report make sure to equip readers with a thorough evaluation of the vendor landscape and inform them of the current and future changes that can be expected. The competitive analysis offered in the report inspects the market share, gross margin, product portfolio, consumption, market status, and technologies of leading players controlling a significant portion of the global Family Indoor Entertainment market drivers and restraints market.
The major companies Covered in the report are:
Dave & Buster's Inc., Cinergy Entertainment Group, Inc., The Walt Disney Company, Legoland Discovery Centre, Smaaash Entertainment Pvt Ltd., Lucky Strike Entertainment, LLC, Scene75 Entertainment Center, CEC Entertainment Inc., Bandai Namco Entertainment Inc., and Main Event Entertainment, LP
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The market intelligence report on the Family Indoor Entertainment Industry also includes an extensive investigation of the competitive landscape. It assesses the business and marketing strategies expected to be present in the market through the forecast years. It also includes an investigation of the recent advancements and other factors driving the growth of the overall market to help comprehend the progress of the companies in the coming years.
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The report offers an accurate forecast estimation of the Family Indoor Entertainment industry based on the recent technological and research advancements. It also offers valuable data to assist the investors in formulating strategic business investment plans and capitalize on the emerging growth prospects in the Family Indoor Entertainment market.
Segments Covered in this report are:
- Families with Children (0-8)
- Families with Children (9-12)
- Teenagers (13-19)
- Young adults (20-25)
- Adults (25+)
- Entry Fees & Ticket Sales
- Merchandising
- Food & Beverages
- Advertisement
- Others
- Children’s Edutainment Centers (CEDCs)
- Children’s Entertainment Centers (CECs)
- Adult Entertainment Centers (AECs)
- Location-based VR Entertainment Centers (LBECs)
Regional Outlook (Revenue, USD Billion; 2018–2028)
- North America
- U.S.
- Canada
- Mexico
- Europe
- Germany
- France
- U.K.
- Italy
- Spain
- BENELUX
- Rest of Europe
- Asia Pacific
- China
- India
- Japan
- South Korea
- Rest of APAC
- Latin America
- Brazil
- Rest of LATAM
- Middle East & Africa
- Saudi Arabia
- UAE
- South Africa
- Turkey
- Rest of MEA
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Key highlights of this research report:
· Families with children (9-12) segment revenue is expected to expand at a significantly robust CAGR during the forecast period. High number of children-related birthday celebrations, events, rituals and ceremonies, as well as other celebration activities are conducted at family indoor entertainment centers for families with children (9-12).
· Entry fees & ticket sales segment is expected to lead in terms of revenue over the forecast period. Major source of income is ticket sales and entry fees in family indoor entertainment centers, which is expected to increase as the number of visitors increase and the competitive scenario continues to change going ahead.
· Arcade studios segment is expected to account for largest revenue share over the forecast period. Popularity of video games and arcade games is not restricted to children and young adults. More advanced and exciting games and technologies are steadily becoming popular with an increasing adult base.
· North America is expected to account for a significantly larger revenue share than other regional markets over the forecast period. Growth of the market in North America is expected to be fueled by high disposable income among consumers in countries such as the U.S., Canada, and Mexico, and trend of family outings on weekends and during holiday season to destinations and for activities that allow prebooking and high competitiveness among participants.
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