家庭室內娛樂中心市場-2019-2029年全球市場規模、佔有率、趨勢分析、機遇和預測報告
市場調查報告書
商品編碼
1319309

家庭室內娛樂中心市場-2019-2029年全球市場規模、佔有率、趨勢分析、機遇和預測報告

Family Indoor Entertainment Centers Market - Global Size, Share, Trend Analysis, Opportunity and Forecast Report, 2019-2029, Segmented By Type ; By Visitor Demographics ; By Activity Area ; By Revenue Source ; By Facility Size ; By Region

出版日期: | 出版商: Blueweave Consulting | 英文 400 Pages | 商品交期: 2-3個工作天內

價格
簡介目錄

到2029年,全球室內家庭娛樂中心市場將成長五倍以上,達到1300億美元。

由於消費者可支配收入和娛樂支出的增加以及對室內娛樂活動的高需求,全球家庭室內娛樂中心市場正在蓬勃發展。

領先的戰略諮詢和市場研究公司 BlueWeave Consulting 最近的一項研究估計,2022 年全球家庭室內娛樂中心市場價值將達到 251.3 億美元。 BlueWeave預測,在2023年至2029年的預測期內,全球家庭室內娛樂中心市場規模將以32%的年複合成長率穩步成長,到2029年將達到1300億美元。全球家庭室內娛樂中心市場的主要成長促進因素包括人均可支配收入的增加和技術進步,尤其是虛擬實境遊戲領域。迷你遊樂園等家庭娛樂中心是專門為全家人參與和娛樂而設計的。提供獎金、禮品卡和生日折扣等策略正在對市場產生積極影響。不斷推出新的家庭娛樂中心,優先考慮家庭友好型活動和互動遊戲,以及購物中心投資的增加,進一步促進了市場的成長。積分獎勵、商店訪問積分和會員卡等忠誠度計劃也在推動家庭娛樂中心市場的成長中發揮著重要作用。此外,3D 和虛擬實境遊戲等先進技術的採用為這些中心創造了令人興奮的成長機會。多樣化的娛樂和遊戲選擇以及對室內娛樂活動不斷變化的偏好進一步推動了預測期內的市場需求。然而,在分析期間,高昂的初始投資和營運成本以及來自其他娛樂選擇的激烈競爭預計將抑制整個市場的成長。

該報告的詳細分析提供了有關全球家庭室內娛樂中心市場的成長潛力、未來趨勢和統計數據的資訊。它還涵蓋了推動市場總規模預測的因素。該報告致力於提供全球家庭室內娛樂中心市場的最新技術趨勢以及行業見解,幫助決策者做出明智的戰略決策。它還分析了市場的成長促進因素、挑戰和競爭力。

目錄

第1章 研究框架

第2章 執行摘要

第3章 全球家庭室內娛樂中心市場洞察

  • 行業價值鏈分析
  • DROC分析
    • 成長促進因素
      • 室內休閒活動需求增加
      • 可支配收入和娛樂方面的消費者支出增加
    • 抑制因素
      • 初始投資和營運成本高
      • 與其他娛樂選擇的激烈競爭
    • 機會
      • 產品創新和多元化,服務更廣泛的客戶群
      • 擴展到新興市場和新興市場
    • 任務
      • 法律合規性和安全規定
      • 需要持續投資設備升級和維護
  • 技術進步/最新發展
  • 監管框架
  • 波特五力分析

第4章 全球家庭室內娛樂中心市場概況

  • 2019-2029 年市場規模和價值預測
    • 按金額
  • 市場佔有率及預測
    • 按類型
      • 兒童娛樂中心(CEC)
      • 兒童教育中心 (CEDC)
      • 成人娛樂中心 (AEC)
      • 基於位置的 VR 娛樂中心 (LBEC)
    • 按訪客人口統計
      • 有小孩(0-9歲)的家庭
      • 有孩子的家庭(9-12歲)
      • 青少年(12-18歲)
      • 青少年(18-24歲)
      • 成人(24 歲以上)
    • 按活動區域
      • 街機工作室
      • AR&VR遊戲區
      • 體力遊戲活動
      • 技能/競爭遊戲
      • 其他
    • 按收入來源
      • 入場及門票銷售
      • 飲食
      • 產品商業化
      • 廣告
      • 其他
    • 按設施規模
      • 高達5000平方米的堡壘
      • 5,001-10,000平方米堡壘
      • 10,001至20,000平方米堡壘
      • 20,001至40,000平方米堡壘
      • 其他(1-10英畝、10-30英畝、30+英畝)
    • 按地區
      • 北美
      • 歐洲
      • 亞太地區
      • 拉丁美洲
      • 中東和非洲

第5章 北美家庭室內娛樂中心市場

    • 2019-2029 年市場規模和價值預測
    • 按金額
  • 市場佔有率及預測
    • 按類型
    • 按訪客人口統計
    • 按活動區域
    • 按收入來源
    • 按設施規模
    • 按國家/地區
      • 美國
      • 加拿大

第6章 歐洲家庭室內娛樂中心市場

    • 2019-2029 年市場規模和價值預測
    • 按金額
  • 市場佔有率及預測
    • 按類型
    • 按訪客人口統計
    • 按活動區域
    • 按收入來源
    • 按設施規模
    • 按國家/地區
      • 德國
      • 英國
      • 義大利
      • 法國
      • 西班牙
      • 比利時
      • 俄羅斯
      • 荷蘭
      • 其他歐洲國家

第7章 亞太家庭室內娛樂中心市場

  • 2019-2029 年市場規模和價值預測
    • 按金額
  • 市場佔有率及預測
    • 按類型
    • 按訪客人口統計
    • 按活動區域
    • 按收入來源
    • 按設施規模
    • 按國家/地區
      • 中國
      • 印度
      • 日本
      • 韓國
      • 澳大利亞和紐西蘭
      • 印度尼西亞
      • 馬來西亞
      • 新加坡
      • 越南
      • 亞太地區其他地區

第8章 拉丁美洲家庭室內娛樂中心市場

  • 2019-2029 年市場規模和價值預測
    • 按金額
  • 市場佔有率及預測
    • 按類型
    • 按訪客人口統計
    • 按活動區域
    • 按收入來源
    • 按設施規模
    • 按國家/地區
      • 巴西
      • 阿根廷
      • 秘魯
      • 拉丁美洲其他地區

第9章 中東及非洲家庭室內娛樂中心市場

  • 2019-2029 年市場規模和價值預測
    • 按金額
  • 市場佔有率及預測
    • 按類型
    • 按訪客人口統計
    • 按活動區域
    • 按收入來源
    • 按設施規模
    • 按國家/地區
      • 沙烏地阿拉伯
      • 阿拉伯聯合大公國
      • 卡達
      • 科威特
      • 南非
      • 奈及利亞
      • 阿爾及利亞
      • MEA 的其餘部分

第10章 競爭格局

  • 主要公司及其產品列表
  • 2022年全球家庭室內娛樂中心企業市場佔有率分析
  • 通過運行參數進行競爭基準測試
  • 主要戰略發展(合併、收購、合作夥伴關係等)

第11章COVID-19 對全球家庭室內娛樂中心市場的影響

第12章公司簡介(公司簡介、財務矩陣、競爭格局、關鍵人才、主要競爭、聯繫地址、戰略展望、SWOT分析)

  • KidZania
  • CEC Entertainment Concepts, LP.
  • Dave and Buster's, Inc.
  • SMAAASH Entertainment Pvt. Ltd.
  • Landmark Leisure LLC
  • Lucky Strike Entertainment
  • Timezone Global
  • Scene75 Entertainment Centers
  • Cinergy Entertainment Group
  • Funriders
  • Other prominent players

第13章關鍵戰略建議

第14章調查方法

  • 定性研究
    • 初級和次級研究
  • 定量研究
  • 市場細分和數據三角測量
    • 二次調查
    • 初步調查
  • 主要調查受訪者的地區分佈
  • 假設和限制
簡介目錄
Product Code: BWC23613

Global Family Indoor Entertainment Centers Market Size Zooming More Than 5X to Touch USD 130 Billion by 2029.

Global family indoor entertainment centers market is flourishing because of increasing disposable income and consumer spending on entertainment and high demand for indoor recreational activities.

BlueWeave Consulting, a leading strategic consulting and market research firm, in its recent study, estimated global family indoor entertainment centers market size at USD 25.13 billion in 2022. During the forecast period between 2023 and 2029, BlueWeave expects global family indoor entertainment centers market size to grow at a robust CAGR of 32% reaching a value of USD 130 billion by 2029. Major growth drivers for the global family indoor entertainment centers market include an increasing per capita disposable income and advancements in technology, particularly with virtual reality games. These family entertainment centers, which resemble mini amusement parks, are specifically designed to engage and entertain the entire family. Strategies such as offering bonuses, gift cards, and birthday discounts have a positive impact on the market. The continuous introduction of new family entertainment centers that prioritize family activities and participatory play, as well as increased investments from malls, further contribute to market growth. Loyalty programs, such as reward points, visit points, and membership cards, also play a crucial role in driving the growth of the family entertainment center market. Furthermore, the adoption of advanced technologies like 3D and virtual reality gaming presents exciting growth opportunities for these centers. The availability of diverse entertainment and gaming options, coupled with a shifting preference towards indoor entertainment activities, further boosts the market's demand in the forecast period. However, high initial investment and operational costs and intense competition from other entertainment options are anticipated to restrain the overall market growth during the period in analysis.

Global Family Indoor Entertainment Centers Market - Overview:

Family entertainment centers (FECs), also known as fun centers, are indoor amusement parks catering to families with children and teenagers. These smaller-scale parks operate in sub-regional markets, serving local customers rather than targeting tourists. FECs encompass various entertainment options, such as arcade studios, AR and VR gaming zones, skill games, and physical play activities. Some FECs are owned independently, while others are part of chains or franchises. Non-profit organizations often focus on edutainment experiences, integrating arcade gaming and VR technology. FECs provide diverse entertainment for all ages, including bowling alleys, miniature golf courses, museums, water parks, and zoos. Thriving for over a decade, these centers offer enjoyable experiences to families and individuals alike.

Impact of COVID-19 on Global Family Indoor Entertainment Centers Market:

COVID-19 pandemic adversely affected the global family indoor entertainment centers market. Government-imposed lockdowns and restrictions on public gatherings resulted in the temporary closure of indoor entertainment centers, leading to a sharp decline in revenue. Indoor entertainment centers faced challenges in implementing strict health and safety protocols and adapting to social distancing measures. The fear of virus transmission and changes in consumer behavior further affected the market, with reduced footfall and cautious spending. However, as restrictions eased and vaccination rates increased, the market gradually recovered. Indoor entertainment centers adopted innovative solutions and emphasized cleanliness and safety to regain consumer trust and confidence during the post-COVID period.

Global Family Indoor Entertainment Centers Market - By Type:

By type, the global family indoor entertainment centers market is divided into Children's Entertainment Centers (CECs), Children's Edutainment Centers (CEDCs), Adult Entertainment Centers (AECs), and Location-based VR Entertainment Centers (LBECs) segments. The children's entertainment centers segment held the highest share in the global family indoor entertainment centers market in 2022. These centers primarily target children, offering a diverse range of age-appropriate activities and attractions that engage and entertain them. With a strong focus on creating a family-friendly environment, these centers ensure safety measures and amenities for parents. As parents increasingly prioritize spending on experiences that provide entertainment and quality family time, children's entertainment centers fulfill their expectations. Moreover, these centers foster socialization opportunities for children, enhancing their development. These factors collectively contribute to the segment's dominance and success within the global family indoor entertainment centers market. Meanwhile, the location-based VR entertainment centers (LBECs) segment is expected to witness the fastest growth rate during the forecast period due to its immersive and exclusive experiences. With all-age appeal, social interaction opportunities, and professional setups, these centers have become a dominant force in the market.

Competitive Landscape:

Major players operating in the global family indoor entertainment centers market include: KidZania, CEC Entertainment Concepts, LP., Dave and Buster's, Inc., SMAAASH Entertainment Pvt. Ltd., Landmark Leisure LLC, Lucky Strike Entertainment, Timezone Global, Scene75 Entertainment Centers, Cinergy Entertainment Group, and Funriders. To further enhance their market share, these companies employ various strategies, including mergers and acquisitions, partnerships, joint ventures, license agreements, and new product launches.

The in-depth analysis of the report provides information about growth potential, upcoming trends, and statistics of Global Family Indoor Entertainment Centers Market. It also highlights the factors driving forecasts of total market size. The report promises to provide recent technology trends in Global Family Indoor Entertainment Centers Market and industry insights to help decision-makers make sound strategic decisions. Furthermore, the report also analyzes the growth drivers, challenges, and competitive dynamics of the market.

Table of Contents

1. Research Framework

  • 1.1. Research Objective
  • 1.2. Product Overview
  • 1.3. Market Segmentation

2. Executive Summary

3. Global Family Indoor Entertainment Centers Market Insights

  • 3.1. Industry Value Chain Analysis
  • 3.2. DROC Analysis
    • 3.2.1. Growth Drivers
      • 3.2.1.1. Increasing demand for indoor recreational activities
      • 3.2.1.2. Growing disposable income and consumer spending on entertainment
    • 3.2.2. Restraints
      • 3.2.2.1. High initial investment and operational costs
      • 3.2.2.2. Intense competition from other entertainment options
    • 3.2.3. Opportunities
      • 3.2.3.1. Innovation and diversification of offerings to cater to a broader customer base
      • 3.2.3.2. Expansion into emerging markets and untapped regions
    • 3.2.4. Challenges
      • 3.2.4.1. Regulatory compliance and safety regulations
      • 3.2.4.2. Continuous need for investment in equipment upgrades and maintenance
  • 3.3. Technological Advancements/Recent Developments
  • 3.4. Regulatory Framework
  • 3.5. Porter's Five Forces Analysis
    • 3.5.1. Bargaining Power of Suppliers
    • 3.5.2. Bargaining Power of Buyers
    • 3.5.3. Threat of New Entrants
    • 3.5.4. Threat of Substitutes
    • 3.5.5. Intensity of Rivalry

4. Global Family Indoor Entertainment Centers Market Overview

  • 4.1. Market Size & Forecast by Value, 2019-2029
    • 4.1.1. By Value (USD Billion)
  • 4.2. Market Share & Forecast
    • 4.2.1. By Type
      • 4.2.1.1. Children's Entertainment Centers (CECs)
      • 4.2.1.2. Children's Edutainment Centers (CEDCs)
      • 4.2.1.3. Adult Entertainment Centers (AECs)
      • 4.2.1.4. Location-based VR Entertainment Centers (LBECs)
    • 4.2.2. By Visitor Demographics
      • 4.2.2.1. Families With Children (aged 0-9 years)
      • 4.2.2.2. Families With Children (aged 9-12 years)
      • 4.2.2.3. Teenagers (aged 12-18 years)
      • 4.2.2.4. Young Adults (aged 18-24 years)
      • 4.2.2.5. Adults (aged 24+ years)
    • 4.2.3. By Activity Area
      • 4.2.3.1. Arcade Studios
      • 4.2.3.2. AR & VR Gaming Zones
      • 4.2.3.3. Physical Play Activities
      • 4.2.3.4. Skill/Competition Games
      • 4.2.3.5. Others
    • 4.2.4. By Revenue Source
      • 4.2.4.1. Entry Fees & Ticket Sales
      • 4.2.4.2. Food & Beverages
      • 4.2.4.3. Merchandizing
      • 4.2.4.4. Advertisement
      • 4.2.4.5. Others
    • 4.2.5. By Facility Size
      • 4.2.5.1. Up to 5,000 Sq. Ft.
      • 4.2.5.2. 5,001 to 10,000 Sq. Ft.
      • 4.2.5.3. 10,001 to 20,000 Sq. Ft.
      • 4.2.5.4. 20,001 to 40,000 Sq. Ft.
      • 4.2.5.5. Others (1 to 10 Acres, 10 to 30 Acres, Over 30 Acres)
    • 4.2.6. By Region
      • 4.2.6.1. North America
      • 4.2.6.2. Europe
      • 4.2.6.3. Asia Pacific
      • 4.2.6.4. Latin America
      • 4.2.6.5. Middle East and Africa

5. North America Family Indoor Entertainment Centers Market

    • 5.1.1. Market Size & Forecast by Value, 2019-2029
    • 5.1.2. By Value (USD Billion)
  • 5.2. Market Share & Forecast
    • 5.2.1. By Type
    • 5.2.2. By Visitor Demographics
    • 5.2.3. By Activity Area
    • 5.2.4. By Revenue Source
    • 5.2.5. By Facility Size
    • 5.2.6. By Country
      • 5.2.6.1. United States
      • 5.2.6.1.1. By Type
      • 5.2.6.1.2. By Visitor Demographics
      • 5.2.6.1.3. By Activity Area
      • 5.2.6.1.4. By Revenue Source
      • 5.2.6.1.5. By Facility Size
      • 5.2.6.2. Canada
      • 5.2.6.2.1. By Type
      • 5.2.6.2.2. By Visitor Demographics
      • 5.2.6.2.3. By Activity Area
      • 5.2.6.2.4. By Revenue Source
      • 5.2.6.2.5. By Facility Size

6. Europe Family Indoor Entertainment Centers Market

    • 6.1.1. Market Size & Forecast by Value, 2019-2029
    • 6.1.2. By Value (USD Billion)
  • 6.2. Market Share & Forecast
    • 6.2.1. By Type
    • 6.2.2. By Visitor Demographics
    • 6.2.3. By Activity Area
    • 6.2.4. By Revenue Source
    • 6.2.5. By Facility Size
    • 6.2.6. By Country
      • 6.2.6.1. Germany
      • 6.2.6.1.1. By Type
      • 6.2.6.1.2. By Visitor Demographics
      • 6.2.6.1.3. By Activity Area
      • 6.2.6.1.4. By Revenue Source
      • 6.2.6.1.5. By Facility Size
      • 6.2.6.2. United Kingdom
      • 6.2.6.2.1. By Type
      • 6.2.6.2.2. By Visitor Demographics
      • 6.2.6.2.3. By Activity Area
      • 6.2.6.2.4. By Revenue Source
      • 6.2.6.2.5. By Facility Size
      • 6.2.6.3. Italy
      • 6.2.6.3.1. By Type
      • 6.2.6.3.2. By Visitor Demographics
      • 6.2.6.3.3. By Activity Area
      • 6.2.6.3.4. By Revenue Source
      • 6.2.6.3.5. By Facility Size
      • 6.2.6.4. France
      • 6.2.6.4.1. By Type
      • 6.2.6.4.2. By Visitor Demographics
      • 6.2.6.4.3. By Activity Area
      • 6.2.6.4.4. By Revenue Source
      • 6.2.6.4.5. By Facility Size
      • 6.2.6.5. Spain
      • 6.2.6.5.1. By Type
      • 6.2.6.5.2. By Visitor Demographics
      • 6.2.6.5.3. By Activity Area
      • 6.2.6.5.4. By Revenue Source
      • 6.2.6.5.5. By Facility Size
      • 6.2.6.6. Belgium
      • 6.2.6.6.1. By Type
      • 6.2.6.6.2. By Visitor Demographics
      • 6.2.6.6.3. By Activity Area
      • 6.2.6.6.4. By Revenue Source
      • 6.2.6.6.5. By Facility Size
      • 6.2.6.7. Russia
      • 6.2.6.7.1. By Type
      • 6.2.6.7.2. By Visitor Demographics
      • 6.2.6.7.3. By Activity Area
      • 6.2.6.7.4. By Revenue Source
      • 6.2.6.7.5. By Facility Size
      • 6.2.6.8. The Netherlands
      • 6.2.6.8.1. By Type
      • 6.2.6.8.2. By Visitor Demographics
      • 6.2.6.8.3. By Activity Area
      • 6.2.6.8.4. By Revenue Source
      • 6.2.6.8.5. By Facility Size
      • 6.2.6.9. Rest of Europe
      • 6.2.6.9.1. By Type
      • 6.2.6.9.2. By Visitor Demographics
      • 6.2.6.9.3. By Activity Area
      • 6.2.6.9.4. By Revenue Source
      • 6.2.6.9.5. By Facility Size
      • 6.2.6.9.6. By Event Type

7. Asia-Pacific Family Indoor Entertainment Centers Market

  • 7.1. Market Size & Forecast by Value, 2019-2029
    • 7.1.1. By Value (USD Billion)
  • 7.2. Market Share & Forecast
    • 7.2.1. By Type
    • 7.2.2. By Visitor Demographics
    • 7.2.3. By Activity Area
    • 7.2.4. By Revenue Source
    • 7.2.5. By Facility Size
    • 7.2.6. By Country
      • 7.2.6.1. China
      • 7.2.6.1.1. By Type
      • 7.2.6.1.2. By Visitor Demographics
      • 7.2.6.1.3. By Activity Area
      • 7.2.6.1.4. By Revenue Source
      • 7.2.6.1.5. By Facility Size
      • 7.2.6.2. India
      • 7.2.6.2.1. By Type
      • 7.2.6.2.2. By Visitor Demographics
      • 7.2.6.2.3. By Activity Area
      • 7.2.6.2.4. By Revenue Source
      • 7.2.6.2.5. By Facility Size
      • 7.2.6.3. Japan
      • 7.2.6.3.1. By Type
      • 7.2.6.3.2. By Visitor Demographics
      • 7.2.6.3.3. By Activity Area
      • 7.2.6.3.4. By Revenue Source
      • 7.2.6.3.5. By Facility Size
      • 7.2.6.4. South Korea
      • 7.2.6.4.1. By Type
      • 7.2.6.4.2. By Visitor Demographics
      • 7.2.6.4.3. By Activity Area
      • 7.2.6.4.4. By Revenue Source
      • 7.2.6.4.5. By Facility Size
      • 7.2.6.5. Australia & New Zealand
      • 7.2.6.5.1. By Type
      • 7.2.6.5.2. By Visitor Demographics
      • 7.2.6.5.3. By Activity Area
      • 7.2.6.5.4. By Revenue Source
      • 7.2.6.5.5. By Facility Size
      • 7.2.6.6. Indonesia
      • 7.2.6.6.1. By Type
      • 7.2.6.6.2. By Visitor Demographics
      • 7.2.6.6.3. By Activity Area
      • 7.2.6.6.4. By Revenue Source
      • 7.2.6.6.5. By Facility Size
      • 7.2.6.7. Malaysia
      • 7.2.6.7.1. By Type
      • 7.2.6.7.2. By Visitor Demographics
      • 7.2.6.7.3. By Activity Area
      • 7.2.6.7.4. By Revenue Source
      • 7.2.6.7.5. By Facility Size
      • 7.2.6.8. Singapore
      • 7.2.6.8.1. By Type
      • 7.2.6.8.2. By Visitor Demographics
      • 7.2.6.8.3. By Activity Area
      • 7.2.6.8.4. By Revenue Source
      • 7.2.6.8.5. By Facility Size
      • 7.2.6.9. Vietnam
      • 7.2.6.9.1. By Type
      • 7.2.6.9.2. By Visitor Demographics
      • 7.2.6.9.3. By Activity Area
      • 7.2.6.9.4. By Revenue Source
      • 7.2.6.9.5. By Facility Size
      • 7.2.6.10. Rest of Asia Pacific
      • 7.2.6.10.1. By Type
      • 7.2.6.10.2. By Visitor Demographics
      • 7.2.6.10.3. By Activity Area
      • 7.2.6.10.4. By Revenue Source
      • 7.2.6.10.5. By Facility Size

8. Latin America Family Indoor Entertainment Centers Market

  • 8.1. Market Size & Forecast by Value, 2019-2029
    • 8.1.1. By Value (USD Billion)
  • 8.2. Market Share & Forecast
    • 8.2.1. By Type
    • 8.2.2. By Visitor Demographics
    • 8.2.3. By Activity Area
    • 8.2.4. By Revenue Source
    • 8.2.5. By Facility Size
    • 8.2.6. By Country
      • 8.2.6.1. Brazil
      • 8.2.6.1.1. By Type
      • 8.2.6.1.2. By Visitor Demographics
      • 8.2.6.1.3. By Activity Area
      • 8.2.6.1.4. By Revenue Source
      • 8.2.6.1.5. By Facility Size
      • 8.2.6.2. Argentina
      • 8.2.6.2.1. By Type
      • 8.2.6.2.2. By Visitor Demographics
      • 8.2.6.2.3. By Activity Area
      • 8.2.6.2.4. By Revenue Source
      • 8.2.6.2.5. By Facility Size
      • 8.2.6.3. Peru
      • 8.2.6.3.1. By Type
      • 8.2.6.3.2. By Visitor Demographics
      • 8.2.6.3.3. By Activity Area
      • 8.2.6.3.4. By Revenue Source
      • 8.2.6.3.5. By Facility Size
      • 8.2.6.4. Rest of LATAM
      • 8.2.6.4.1. By Type
      • 8.2.6.4.2. By Visitor Demographics
      • 8.2.6.4.3. By Activity Area
      • 8.2.6.4.4. By Revenue Source
      • 8.2.6.4.5. By Facility Size

9. Middle East & Africa Family Indoor Entertainment Centers Market

  • 9.1. Market Size & Forecast by Value, 2019-2029
    • 9.1.1. By Value (USD Billion)
  • 9.2. Market Share & Forecast
    • 9.2.1. By Type
    • 9.2.2. By Visitor Demographics
    • 9.2.3. By Activity Area
    • 9.2.4. By Revenue Source
    • 9.2.5. By Facility Size
    • 9.2.6. By Country
      • 9.2.6.1. Saudi Arabia
      • 9.2.6.1.1. By Type
      • 9.2.6.1.2. By Visitor Demographics
      • 9.2.6.1.3. By Activity Area
      • 9.2.6.1.4. By Revenue Source
      • 9.2.6.1.5. By Facility Size
      • 9.2.6.2. UAE
      • 9.2.6.2.1. By Type
      • 9.2.6.2.2. By Visitor Demographics
      • 9.2.6.2.3. By Activity Area
      • 9.2.6.2.4. By Revenue Source
      • 9.2.6.2.5. By Facility Size
      • 9.2.6.3. Qatar
      • 9.2.6.3.1. By Type
      • 9.2.6.3.2. By Visitor Demographics
      • 9.2.6.3.3. By Activity Area
      • 9.2.6.3.4. By Revenue Source
      • 9.2.6.3.5. By Facility Size
      • 9.2.6.4. Kuwait
      • 9.2.6.4.1. By Type
      • 9.2.6.4.2. By Visitor Demographics
      • 9.2.6.4.3. By Activity Area
      • 9.2.6.4.4. By Revenue Source
      • 9.2.6.4.5. By Facility Size
      • 9.2.6.5. South Africa
      • 9.2.6.5.1. By Type
      • 9.2.6.5.2. By Visitor Demographics
      • 9.2.6.5.3. By Activity Area
      • 9.2.6.5.4. By Revenue Source
      • 9.2.6.5.5. By Facility Size
      • 9.2.6.6. Nigeria
      • 9.2.6.6.1. By Type
      • 9.2.6.6.2. By Visitor Demographics
      • 9.2.6.6.3. By Activity Area
      • 9.2.6.6.4. By Revenue Source
      • 9.2.6.6.5. By Facility Size
      • 9.2.6.7. Algeria
      • 9.2.6.7.1. By Type
      • 9.2.6.7.2. By Visitor Demographics
      • 9.2.6.7.3. By Activity Area
      • 9.2.6.7.4. By Revenue Source
      • 9.2.6.7.5. By Facility Size
      • 9.2.6.8. Rest of MEA
      • 9.2.6.8.1. By Type
      • 9.2.6.8.2. By Visitor Demographics
      • 9.2.6.8.3. By Activity Area
      • 9.2.6.8.4. By Revenue Source
      • 9.2.6.8.5. By Facility Size

10. Competitive Landscape

  • 10.1. List of Key Players and Their Offerings
  • 10.2. Global Family Indoor Entertainment Centers Company Market Share Analysis, 2022
  • 10.3. Competitive Benchmarking, By Operating Parameters
  • 10.4. Key Strategic Development (Mergers, Acquisitions, Partnerships, and others)

11. Impact of Covid-19 on Global Family Indoor Entertainment Centers Market

12. Company Profile (Company Overview, Financial Matrix, Competitive landscape, Key Personnel, Key Competitors, Contact Address, Strategic Outlook, and SWOT Analysis)

  • 12.1. KidZania
  • 12.2. CEC Entertainment Concepts, LP.
  • 12.3. Dave and Buster's, Inc.
  • 12.4. SMAAASH Entertainment Pvt. Ltd.
  • 12.5. Landmark Leisure LLC
  • 12.6. Lucky Strike Entertainment
  • 12.7. Timezone Global
  • 12.8. Scene75 Entertainment Centers
  • 12.9. Cinergy Entertainment Group
  • 12.10. Funriders
  • 12.11. Other prominent players

13. Key Strategic Recommendations

14. Research Methodology

  • 14.1. Qualitative Research
    • 14.1.1. Primary & Secondary Research
  • 14.2. Quantitative Research
  • 14.3. Market Breakdown & Data Triangulation
    • 14.3.1. Secondary Research
    • 14.3.2. Primary Research
  • 14.4. Breakdown of Primary Research Respondents, By Region
  • 14.5. Assumption & Limitation