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市場調查報告書
商品編碼
1520716

全球逃脫室市場規模研究,按類型(小型主題室、中型主題室、大型主題室)、最終用戶(朋友、公司團體、個人、家庭、情侶)和 2022-2032 年區域預測

Global Escape Room Market Size Study, by Type (Small Theme Room, Medium Theme Room, Big Theme Room), by End User (Friends, Corporate Groups, Individuals, Families, Couples), and Regional Forecasts 2022-2032

出版日期: | 出版商: Bizwit Research & Consulting LLP | 英文 200 Pages | 商品交期: 2-3個工作天內

價格
簡介目錄

2023年,全球逃脫室市場價值約為90.6億美元,預計在2024-2032年預測期內將以超過14.71%的健康成長率成長。密室逃脫是一種沉浸式冒險遊戲,參與者需要在規定時間內(通常為 60 分鐘)解決謎題和謎語,逃離主題房間。這些房間採用各種配件、燈光和音效來營造引人入勝且富有挑戰性的氛圍。逃脫室作為朋友、家人和公司團隊的娛樂活動的流行正在推動全球市場的成長。逃脫室還提供互動故事講述,吸引參與者進入受流行文化啟發的引人入勝且通常為主題的體驗。這種互動式觸覺體驗提供了脫離數位世界的突破,吸引了尋求新穎和社交娛樂形式的個人。因此,逃脫室的受歡迎程度預計將在整個預測期內繼續成長。

對真實和個人化冒險體驗的需求激增正在推動密室逃脫市場向前發展。城市化、可支配收入的增加、社交媒體的影響力和實惠的票價極大地促進了這一趨勢。主要行業參與者正在與行銷公司合作,透過網路廣告提高冒險休閒活動的吸引力,瞄準高價值客戶。各國政府機構也意識到探險旅遊在創造就業和社區發展方面的潛力,正在推動探險旅遊。這種支持進一步推動了密室逃脫在全球的流行。然而,COVID-19 大流行對旅遊業(包括逃生室)產生了重大影響。廣泛的旅行限制、邊境關閉和社交疏遠措施導致旅遊業下降,從而導致密室逃脫收入下降。儘管如此,逃脫室作為一種創新且引人入勝的社交活動逐漸受到歡迎。密室逃脫獨特的主題和挑戰吸引了參與者參與各種社交聚會、團隊建立活動和慶祝活動。

全球逃生室市場研究涵蓋的關鍵區域包括亞太地區、北美、歐洲、拉丁美洲以及中東和非洲。 2023年,亞太地區在收入方面主導全球逃生室市場,預計在2024-2032年預測期內將以最快的速度成長。這是由於該地區的城市化、西化以及對獨特娛樂體驗的高度興趣。該地區蓬勃發展的旅遊業,加上尋求新奇體驗的中產階級人口不斷增加,顯著提高了密室逃脫的受歡迎程度。中國、日本和韓國等國家已成為這些互動冒險遊戲的中心,提供多樣化的主題和尖端技術來吸引當地人和遊客。亞太地區快速的城市化和可支配收入的增加也促進了密室逃脫業務的擴張,因為越來越多的消費者願意花錢購買獨特的娛樂活動。此外,擴增實境(AR)和虛擬實境(VR)等先進技術在逃脫室中的整合增強了用戶體驗,進一步推動了市場成長。亞太地區充滿活力的市場格局預計將繼續呈上升趨勢,鞏固該地區在全球逃生室市場的領導地位。

目錄

第1章:全球逃生室市場執行摘要

  • 全球逃生室市場規模及預測(2022-2032)
  • 區域概要
  • 分部摘要
    • 按類型
    • 按最終用戶
  • 主要趨勢
  • 經濟衰退的影響
  • 分析師推薦與結論

第 2 章:全球逃生室市場定義與研究假設

  • 研究目的
  • 市場定義
  • 研究假設
    • 包含與排除
    • 限制
    • 供給側分析
      • 可用性
      • 基礎設施
      • 監管環境
      • 市場競爭
      • 經濟可行性(消費者的角度)
    • 需求面分析
      • 監理框架
      • 技術進步
      • 環境考慮
      • 消費者意識和接受度
  • 估算方法
  • 研究涵蓋的年份
  • 貨幣兌換率

第 3 章:全球密室逃脫市場動態

  • 市場促進因素
    • 冒險體驗的需求不斷增加
    • 社群媒體和行銷策略的影響
    • 政府對探險旅遊的支持
  • 市場挑戰
    • COVID-19 對旅遊和娛樂的影響
    • 數位和虛擬娛樂的競爭
  • 市場機會
    • 擴增實境技術在密室逃脫的應用
    • 擴展到企業團隊建立活動
    • 在新興市場越來越受歡迎

第 4 章:全球密室逃脫市場產業分析

  • 波特的五力模型
    • 供應商的議價能力
    • 買家的議價能力
    • 新進入者的威脅
    • 替代品的威脅
    • 競爭競爭
    • 波特五力模型的未來方法
    • 波特的五力影響分析
  • PESTEL分析
    • 政治的
    • 經濟
    • 社會的
    • 技術性
    • 環境的
    • 合法的
  • 頂級投資機會
  • 最佳制勝策略
  • 顛覆性趨勢
  • 產業專家視角
  • 分析師推薦與結論

第 5 章:2022-2032 年全球逃生室市場規模及類型預測

  • 細分儀表板
  • 全球密室逃脫市場:類型收入趨勢分析,2022 年和 2032 年
    • 小型主題房(2至4人)
    • 中型主題房(5至8人)
    • 大主題房(9至12人)

第 6 章:2022-2032 年全球逃生室市場規模及最終用戶預測

  • 細分儀表板
  • 全球逃生室市場:2022 年和 2032 年最終用戶收入趨勢分析
    • 朋友們
    • 企業集團
    • 個人
    • 家庭
    • 情侶

第 7 章:2022-2032 年全球逃生室市場規模及地區預測

  • 北美密室逃脫市場
    • 美國密室逃脫市場
      • 2022-2032 年型別細分規模與預測
      • 2022-2032 年最終用戶細分規模與預測
    • 加拿大密室逃脫市場
  • 歐洲密室逃脫市場
    • 英國密室逃脫市場
    • 德國密室逃脫市場
    • 法國密室逃脫市場
    • 西班牙密室逃脫市場
    • 義大利密室逃脫市場
    • 歐洲其他地區密室逃脫市場
  • 亞太密室逃脫市場
    • 中國密室逃脫市場
    • 印度密室逃脫市場
    • 日本密室逃脫市場
    • 澳洲密室逃脫市場
    • 韓國密室逃脫市場
    • 亞太其他地區密室逃出市場
  • 拉丁美洲密室逃脫市場
    • 巴西密室逃脫市場
    • 墨西哥密室逃脫市場
    • 拉丁美洲其他地區密室逃出市場
  • 中東和非洲密室逃脫市場
    • 沙烏地阿拉伯密室逃脫市場
    • 南非密室逃脫市場
    • 中東和非洲其他地區的逃生室市場

第 8 章:競爭情報

  • 重點企業SWOT分析
  • 頂級市場策略
  • 公司簡介
    • Breakout Operations, LLC
      • 關鍵訊息
      • 概述
      • 財務(視數據可用性而定)
      • 產品概要
      • 市場策略
    • All In Adventures, LLC
    • Escape The Room
    • The Great Escape Room
    • Paniq Entertainment LLC
    • Epic Escape Game
    • Great Room Escape
    • Maze Rooms Corp.
    • The Escape Game, LLC
    • 60 Out Escape Rooms
    • Texas Panic Room
    • Puzzle Effect
    • Escapology LLC
    • XP Factory Plc

第 9 章:研究過程

  • 研究過程
    • 資料探勘
    • 分析
    • 市場預測
    • 驗證
    • 出版
  • 研究屬性
簡介目錄

Global Escape Room Market is valued approximately at USD 9.06 billion in 2023 and is anticipated to grow with a healthy growth rate of more than 14.71% over the forecast period 2024-2032. An escape room is an immersive adventure game where participants solve puzzles and riddles to escape a themed room within a set time, usually 60 minutes. These rooms employ various accessories, lighting, and sound effects to create an engaging and challenging atmosphere. The popularity of escape rooms as entertainment for friends, families, and corporate teams is driving market growth globally. Escape rooms also offer interactive storytelling, drawing participants into engaging and often themed experiences inspired by popular culture. This interactive, tactile experience provides a break from the digital world, appealing to individuals seeking novel and social forms of entertainment. As a result, the popularity of escape rooms is expected to continue growing throughout the forecast period.

The surge in demand for authentic and personalized adventure experiences is propelling the escape room market forward. Urbanization, rising disposable incomes, social media influence, and affordable ticket prices significantly contribute to this trend. Key industry players are collaborating with marketing firms to enhance the appeal of adventure leisure activities through internet advertising, targeting high-value customers. Government bodies in various countries are also promoting adventure tourism, recognizing its potential for job creation and community development. This support further bolsters the global popularity of escape rooms. However, the COVID-19 pandemic had a significant impact on the tourism sector, including escape rooms. Widespread travel restrictions, border closures, and social distancing measures led to a decline in tourism and, consequently, escape room revenues. Despite this, escape rooms have steadily gained popularity as an innovative and engaging social activity. The distinctive themes and challenges of escape rooms attract participants for various social gatherings, team-building events, and celebrations.

The key regions considered for the Global Escape Room Market study include Asia Pacific, North America, Europe, Latin America, and the Middle East & Africa. In 2023, Asia-Pacific dominated the Global Escape Room Market in terms of revenue and is expected to grow at the fastest rate during the forecast period 2024-2032. This is due to the region urbanization, westernization, and a high interest in unique entertainment experiences. The region's vibrant tourism industry, coupled with a rising middle-class population seeking novel experiences, has significantly boosted the popularity of escape rooms. Countries like China, Japan, and South Korea have become hubs for these interactive adventure games, offering diverse themes and cutting-edge technology to attract both locals and tourists. The rapid urbanization and increasing disposable incomes in Asia-Pacific have also contributed to the expansion of escape room businesses, as more consumers are willing to spend on unique recreational activities. Additionally, the integration of advanced technologies such as augmented reality (AR) and virtual reality (VR) in escape rooms has enhanced the user experience, further driving market growth. This dynamic market landscape in Asia-Pacific is expected to continue its upward trajectory, cementing the region's leadership in the global escape room market.

Major market players included in this report are:

  • Breakout Operations, LLC
  • All In Adventures, LLC
  • Escape The Room
  • The Great Escape Room
  • Paniq Entertainment LLC
  • Epic Escape Game
  • Great Room Escape
  • Maze Rooms Corp.
  • The Escape Game, LLC
  • 60 Out Escape Rooms
  • Texas Panic Room
  • Puzzle Effect
  • Escapology LLC
  • XP Factory Plc

The detailed segments and sub-segment of the market are explained below:

By Type:

  • Small Theme Room (2 to 4 persons)
  • Medium Theme Room (5 to 8 persons)
  • Big Theme Room (9 to 12 persons)

By End User:

  • Friends
  • Corporate Groups
  • Individuals
  • Families
  • Couples

By Region:

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Spain
  • Italy
  • ROE
  • Asia Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • RoAPAC
  • Latin America
  • Brazil
  • Mexico
  • Rest of Latin America
  • Middle East & Africa
  • Saudi Arabia
  • South Africa
  • RoMEA

Years considered for the study are as follows:

  • Historical year - 2022
  • Base year - 2023
  • Forecast period - 2024 to 2032

Key Takeaways:

  • Market Estimates & Forecast for 10 years from 2022 to 2032.
  • Annualized revenues and regional level analysis for each market segment.
  • Detailed analysis of geographical landscape with country-level analysis of major regions.
  • Competitive landscape with information on major players in the market.
  • Analysis of key business strategies and recommendations on future market approach.
  • Analysis of competitive structure of the market.
  • Demand side and supply side analysis of the market.

Table of Contents

Chapter 1. Global Escape Room Market Executive Summary

  • 1.1. Global Escape Room Market Size & Forecast (2022-2032)
  • 1.2. Regional Summary
  • 1.3. Segmental Summary
    • 1.3.1. By Type
    • 1.3.2. By End User
  • 1.4. Key Trends
  • 1.5. Recession Impact
  • 1.6. Analyst Recommendation & Conclusion

Chapter 2. Global Escape Room Market Definition and Research Assumptions

  • 2.1. Research Objective
  • 2.2. Market Definition
  • 2.3. Research Assumptions
    • 2.3.1. Inclusion & Exclusion
    • 2.3.2. Limitations
    • 2.3.3. Supply Side Analysis
      • 2.3.3.1. Availability
      • 2.3.3.2. Infrastructure
      • 2.3.3.3. Regulatory Environment
      • 2.3.3.4. Market Competition
      • 2.3.3.5. Economic Viability (Consumer's Perspective)
    • 2.3.4. Demand Side Analysis
      • 2.3.4.1. Regulatory Frameworks
      • 2.3.4.2. Technological Advancements
      • 2.3.4.3. Environmental Considerations
      • 2.3.4.4. Consumer Awareness & Acceptance
  • 2.4. Estimation Methodology
  • 2.5. Years Considered for the Study
  • 2.6. Currency Conversion Rates

Chapter 3. Global Escape Room Market Dynamics

  • 3.1. Market Drivers
    • 3.1.1. Increasing Demand for Adventure Experiences
    • 3.1.2. Influence of Social Media and Marketing Strategies
    • 3.1.3. Government Support for Adventure Tourism
  • 3.2. Market Challenges
    • 3.2.1. Impact of COVID-19 on Tourism and Entertainment
    • 3.2.2. Competition from Digital and Virtual Entertainment
  • 3.3. Market Opportunities
    • 3.3.1. Integration of Augmented Reality in Escape Rooms
    • 3.3.2. Expansion into Corporate Team-Building Events
    • 3.3.3. Growing Popularity in Emerging Markets

Chapter 4. Global Escape Room Market Industry Analysis

  • 4.1. Porter's 5 Force Model
    • 4.1.1. Bargaining Power of Suppliers
    • 4.1.2. Bargaining Power of Buyers
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
    • 4.1.6. Futuristic Approach to Porter's 5 Force Model
    • 4.1.7. Porter's 5 Force Impact Analysis
  • 4.2. PESTEL Analysis
    • 4.2.1. Political
    • 4.2.2. Economical
    • 4.2.3. Social
    • 4.2.4. Technological
    • 4.2.5. Environmental
    • 4.2.6. Legal
  • 4.3. Top Investment Opportunity
  • 4.4. Top Winning Strategies
  • 4.5. Disruptive Trends
  • 4.6. Industry Expert Perspective
  • 4.7. Analyst Recommendation & Conclusion

Chapter 5. Global Escape Room Market Size & Forecasts by Type 2022-2032

  • 5.1. Segment Dashboard
  • 5.2. Global Escape Room Market: Type Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 5.2.1. Small Theme Room (2 to 4 persons)
    • 5.2.2. Medium Theme Room (5 to 8 persons)
    • 5.2.3. Big Theme Room (9 to 12 persons)

Chapter 6. Global Escape Room Market Size & Forecasts by End User 2022-2032

  • 6.1. Segment Dashboard
  • 6.2. Global Escape Room Market: End User Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 6.2.1. Friends
    • 6.2.2. Corporate Groups
    • 6.2.3. Individuals
    • 6.2.4. Families
    • 6.2.5. Couples

Chapter 7. Global Escape Room Market Size & Forecasts by Region 2022-2032

  • 7.1. North America Escape Room Market
    • 7.1.1. U.S. Escape Room Market
      • 7.1.1.1. Type breakdown size & forecasts, 2022-2032
      • 7.1.1.2. End User breakdown size & forecasts, 2022-2032
    • 7.1.2. Canada Escape Room Market
  • 7.2. Europe Escape Room Market
    • 7.2.1. U.K. Escape Room Market
    • 7.2.2. Germany Escape Room Market
    • 7.2.3. France Escape Room Market
    • 7.2.4. Spain Escape Room Market
    • 7.2.5. Italy Escape Room Market
    • 7.2.6. Rest of Europe Escape Room Market
  • 7.3. Asia-Pacific Escape Room Market
    • 7.3.1. China Escape Room Market
    • 7.3.2. India Escape Room Market
    • 7.3.3. Japan Escape Room Market
    • 7.3.4. Australia Escape Room Market
    • 7.3.5. South Korea Escape Room Market
    • 7.3.6. Rest of Asia Pacific Escape Room Market
  • 7.4. Latin America Escape Room Market
    • 7.4.1. Brazil Escape Room Market
    • 7.4.2. Mexico Escape Room Market
    • 7.4.3. Rest of Latin America Escape Room Market
  • 7.5. Middle East & Africa Escape Room Market
    • 7.5.1. Saudi Arabia Escape Room Market
    • 7.5.2. South Africa Escape Room Market
    • 7.5.3. Rest of Middle East & Africa Escape Room Market

Chapter 8. Competitive Intelligence

  • 8.1. Key Company SWOT Analysis
  • 8.2. Top Market Strategies
  • 8.3. Company Profiles
    • 8.3.1. Breakout Operations, LLC
      • 8.3.1.1. Key Information
      • 8.3.1.2. Overview
      • 8.3.1.3. Financial (Subject to Data Availability)
      • 8.3.1.4. Product Summary
      • 8.3.1.5. Market Strategies
    • 8.3.2. All In Adventures, LLC
    • 8.3.3. Escape The Room
    • 8.3.4. The Great Escape Room
    • 8.3.5. Paniq Entertainment LLC
    • 8.3.6. Epic Escape Game
    • 8.3.7. Great Room Escape
    • 8.3.8. Maze Rooms Corp.
    • 8.3.9. The Escape Game, LLC
    • 8.3.10. 60 Out Escape Rooms
    • 8.3.11. Texas Panic Room
    • 8.3.12. Puzzle Effect
    • 8.3.13. Escapology LLC
    • 8.3.14. XP Factory Plc

Chapter 9. Research Process

  • 9.1. Research Process
    • 9.1.1. Data Mining
    • 9.1.2. Analysis
    • 9.1.3. Market Estimation
    • 9.1.4. Validation
    • 9.1.5. Publishing
  • 9.2. Research Attributes