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市場調查報告書
商品編碼
1522778

全球兒童娛樂中心市場規模研究(按收入來源、活動領域、遊客人口統計、設施規模和 2022-2032 年區域預測)

Global Children Entertainment Centers Market Size Study, by Revenue Source, by Activity Area, by Visitor Demographic, by Facility Size, 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年全球兒童娛樂中心市場價值約為127.5億美元,預計在2024-2032年預測期內將以超過10.87%的健康成長率成長。兒童娛樂中心,也稱為遊樂園,是針對有兒童和青少年的家庭的小型室外或室內遊樂公園。這些中心通常與主題樂園等較大的營運中心相關,提供適合不同年齡層的各種娛樂活動。主要景點包括驚險遊樂設施和經典家庭娛樂中心的現代裝飾,預計將推動市場的成長。

全球兒童娛樂中心市場的推動力是家庭對室內娛樂選擇的日益偏好,而戶外娛樂中心是市場的重要推動力。此外,由於支持家庭活動、餐飲(F&B)服務一體化以及參與性遊戲的新娛樂中心的持續推出,市場預計將出現顯著成長。購物中心數量的增加和有利的年輕人口統計進一步促進了市場擴張。此外,對新遊戲和景點的投資增加為市場成長提供了豐厚的機會。然而,智慧型手機和視訊遊戲等家庭遊戲選項的日益普及,以及建立這些中心所需的高額初始投資,將阻礙 2024-2032 年預測期內市場的整體需求。

全球兒童娛樂中心市場研究涵蓋的關鍵區域包括亞太地區、北美、歐洲、拉丁美洲和世界其他地區。 2023 年,由於娛樂中心內互動和主題體驗的擴張,北美佔據了最大的市場佔有率。該地區大力打造沉浸式環境,透過主題遊樂區、冒險區和講故事的景點將孩子帶​​入奇幻世界。此外,由於該地區購物中心數量眾多,預計亞太地區在預測期內將出現最快的成長。

目錄

第 1 章:全球兒童娛樂中心市場執行摘要

  • 全球兒童娛樂中心市場規模及預測(2022-2032)
  • 區域概要
  • 分部摘要
    • 按收入來源
    • 按活動區域
    • 按訪客人口統計
    • 按設施規模
  • 主要趨勢
  • 經濟衰退的影響
  • 分析師推薦與結論

第 2 章:全球兒童娛樂中心市場定義與研究假設

  • 研究目的
  • 市場定義
  • 研究假設
    • 包容與排除
    • 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:全球兒童娛樂中心市場動態

  • 市場促進因素
    • 對室內娛樂的偏好日益增加
    • 不斷推出新中心
    • 投資激增
  • 市場挑戰
    • 高初始投資
    • 來自家庭遊戲的競爭
  • 市場機會
    • 娛樂科技創新
    • 新興經濟體的成長
    • 互動和主題體驗的擴展

第 4 章:全球兒童娛樂中心市場產業分析

  • 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 年全球兒童娛樂中心市場規模及收入來源預測

  • 細分儀表板
  • 全球兒童娛樂中心市場:收入來源收入趨勢分析,2022 年和 2032 年
    • 入場費和門票銷售
    • 食品和飲料
    • 商品推銷
    • 廣告
    • 其他

第 6 章:2022-2032 年全球兒童娛樂中心市場規模及活動領域預測

  • 細分儀表板
  • 全球兒童娛樂中心市場:2022 年和 2032 年活動區域收入趨勢分析
    • 街機工作室
    • AR 和 VR 遊戲區
    • 體能遊戲活動
    • 技能/競賽遊戲
    • 其他

第 7 章:2022-2032 年全球兒童娛樂中心市場規模及按遊客人口統計預測

  • 細分儀表板
  • 全球兒童娛樂中心市場:2022 年和 2032 年遊客人口統計收入趨勢分析
    • 年輕人(18-24 歲)
    • 成人(24 歲以上)
    • 有兒童的家庭(0-9)
    • 有孩子的家庭(9-12 歲)
    • 青少年(12-18)

第 8 章:2022-2032 年全球兒童娛樂中心市場規模與設施規模預測

  • 細分儀表板
  • 全球兒童娛樂中心市場:2022 年和 2032 年設施規模收入趨勢分析
    • 面積達 5,000 平方英尺
    • 5,001 至 10,000 平方英尺
    • 10,001 至 20,000 平方英尺
    • 20,001 至 40,000 平方英尺
    • 1至10英畝
    • 11至30英畝
    • 超過30英畝

第 9 章:2022-2032 年全球兒童娛樂中心市場規模及地區預測

  • 北美兒童娛樂中心市場
    • 美國兒童娛樂中心市場
      • 2022-2032 年收入來源細分規模與預測
      • 2022-2032 年活動領域細分規模與預測
    • 加拿大兒童娛樂中心市場
  • 歐洲兒童娛樂中心市場
    • 英國兒童娛樂中心市場
    • 德國兒童娛樂中心市場
    • 法國兒童娛樂中心市場
    • 西班牙兒童娛樂中心市場
    • 義大利兒童娛樂中心市場
    • 歐洲其他地區兒童娛樂中心市場
  • 亞太兒童娛樂中心市場
    • 中國兒童遊樂中心市場
    • 印度兒童娛樂中心市場
    • 日本兒童娛樂中心市場
    • 澳洲兒童娛樂中心市場
    • 韓國兒童娛樂中心市場
    • 亞太地區其他兒童娛樂中心市場
  • 拉丁美洲兒童娛樂中心市場
    • 巴西兒童娛樂中心市場
    • 墨西哥兒童娛樂中心市場
    • 拉丁美洲其他地區兒童娛樂中心市場
  • 中東和非洲兒童娛樂中心市場
    • 沙烏地阿拉伯兒童娛樂中心市場
    • 南非兒童娛樂中心市場
    • 中東和非洲其他地區兒童娛樂中心市場

第 10 章:競爭情報

  • 重點企業SWOT分析
  • 頂級市場策略
  • 公司簡介
    • Funriders
      • 關鍵訊息
      • 概述
      • 財務(視數據可用性而定)
      • 產品概要
      • 市場策略
    • Cinergy Entertainment Group
    • Smaaash
    • The Walt Disney Company
    • LEGO System A/S
    • Landmark Group
    • KidZania
    • Dave and Buster's, Inc
    • CEC Entertainment Concepts, LP
    • Scene75 Entertainment Centers LLC

第 11 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 Children Entertainment Centers Market was valued at approximately USD 12.75 billion in 2023 and is anticipated to grow with a healthy growth rate of over 10.87% over the forecast period 2024-2032. Children entertainment centers, also known as amusement parks, are small outdoor or indoor enjoyment parks targeted towards families with children and teenagers. These centers, often associated with larger operational hubs such as theme parks, offer a variety of entertainment activities catering to different age groups. Major attractions include thrill rides and modern embellishments of classic family fun centers, which are projected to propel the market's growth.

The Global Children Entertainment Centers Market is driven by growing preference for indoor recreational and entertainment options among families over outdoor entertainment centers is a significant driver of the market. Moreover, the market is poised to experience notable growth due to the continuous launch of new entertainment centers that support family activities, the integration of food and beverage (F&B) services, and participatory play. The rise in the number of malls and favorable youth demographics further contribute to market expansion. Additionally, increased investments in new games and attractions present lucrative opportunities for market growth. However, the increasing penetration of smartphones and home gaming options, such as video games, alongside the high initial investments required for establishing these centers, are going to impede the overall demand for the market during the forecast period 2024-2032.

The key regions considered for the Global Children Entertainment Centers Market study includes Asia Pacific, North America, Europe, Latin America, and Rest of the World. In 2023, North America held the largest market share driven by the expansion of interactive and themed experiences within entertainment centers. The region sees a surge in creating immersive environments that transport children into fantastical worlds through themed play areas, adventure zones, and storytelling-driven attractions. Furthermore, Asia-Pacific is expected to witness the fastest growth during the forecast period, attributed to the high number of malls in the region.

Major market players included in this report are:

  • Funriders
  • Cinergy Entertainment Group
  • Smaaash
  • The Walt Disney Company
  • LEGO System A/S
  • Landmark Group
  • KidZania
  • Dave and Buster's, Inc
  • CEC Entertainment Concepts, LP
  • Scene75 Entertainment Centers LLC

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

By Revenue Source:

  • Entry Fees and Ticket Sales
  • Food and Beverages
  • Merchandising
  • Advertisement
  • Others

By Activity Area:

  • Arcade Studios
  • AR and VR Gaming Zones
  • Physical Play Activities
  • Skill/Competition Games
  • Others

By Visitor Demographic:

  • Young Adults (18-24)
  • Adults (Ages 24+)
  • Families with Children (0-9)
  • Families with Children (9-12)
  • Teenagers (12-18)

By Facility Size:

  • Up to 5,000 sq. ft.
  • 5,001 to 10,000 sq. ft.
  • 10,001 to 20,000 sq. ft.
  • 20,001 to 40,000 sq. ft.
  • 1 to 10 acres
  • 11 to 30 acres
  • Over 30 acres

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
  • 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 Children Entertainment Centers Market Executive Summary

  • 1.1. Global Children Entertainment Centers Market Size & Forecast (2022-2032)
  • 1.2. Regional Summary
  • 1.3. Segmental Summary
    • 1.3.1. By Revenue Source
    • 1.3.2. By Activity Area
    • 1.3.3. By Visitor Demographic
    • 1.3.4. By Facility Size
  • 1.4. Key Trends
  • 1.5. Recession Impact
  • 1.6. Analyst Recommendation & Conclusion

Chapter 2. Global Children Entertainment Centers 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 Children Entertainment Centers Market Dynamics

  • 3.1. Market Drivers
    • 3.1.1. Increasing Preference for Indoor Entertainment
    • 3.1.2. Continuous Launch of New Centers
    • 3.1.3. Surge in Investments
  • 3.2. Market Challenges
    • 3.2.1. High Initial Investments
    • 3.2.2. Competition from Home Gaming
  • 3.3. Market Opportunities
    • 3.3.1. Innovations in Entertainment Technology
    • 3.3.2. Growth in Emerging Economies
    • 3.3.3. Expansion of Interactive and Themed Experiences

Chapter 4. Global Children Entertainment Centers 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 Opportunities
  • 4.4. Top Winning Strategies
  • 4.5. Disruptive Trends
  • 4.6. Industry Expert Perspective
  • 4.7. Analyst Recommendation & Conclusion

Chapter 5. Global Children Entertainment Centers Market Size & Forecasts by Revenue Source 2022-2032

  • 5.1. Segment Dashboard
  • 5.2. Global Children Entertainment Centers Market: Revenue Source Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 5.2.1. Entry Fees and Ticket Sales
    • 5.2.2. Food and Beverages
    • 5.2.3. Merchandising
    • 5.2.4. Advertisement
    • 5.2.5. Others

Chapter 6. Global Children Entertainment Centers Market Size & Forecasts by Activity Area 2022-2032

  • 6.1. Segment Dashboard
  • 6.2. Global Children Entertainment Centers Market: Activity Area Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 6.2.1. Arcade Studios
    • 6.2.2. AR and VR Gaming Zones
    • 6.2.3. Physical Play Activities
    • 6.2.4. Skill/Competition Games
    • 6.2.5. Others

Chapter 7. Global Children Entertainment Centers Market Size & Forecasts by Visitor Demographic 2022-2032

  • 7.1. Segment Dashboard
  • 7.2. Global Children Entertainment Centers Market: Visitor Demographic Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 7.2.1. Young Adults (18-24)
    • 7.2.2. Adults (Ages 24+)
    • 7.2.3. Families with Children (0-9)
    • 7.2.4. Families with Children (9-12)
    • 7.2.5. Teenagers (12-18)

Chapter 8. Global Children Entertainment Centers Market Size & Forecasts by Facility Size 2022-2032

  • 8.1. Segment Dashboard
  • 8.2. Global Children Entertainment Centers Market: Facility Size Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 8.2.1. Up to 5,000 sq. ft.
    • 8.2.2. 5,001 to 10,000 sq. ft.
    • 8.2.3. 10,001 to 20,000 sq. ft.
    • 8.2.4. 20,001 to 40,000 sq. ft.
    • 8.2.5. 1 to 10 acres
    • 8.2.6. 11 to 30 acres
    • 8.2.7. Over 30 acres

Chapter 9. Global Children Entertainment Centers Market Size & Forecasts by Region 2022-2032

  • 9.1. North America Children Entertainment Centers Market
    • 9.1.1. U.S. Children Entertainment Centers Market
      • 9.1.1.1. Revenue Source breakdown size & forecasts, 2022-2032
      • 9.1.1.2. Activity Area breakdown size & forecasts, 2022-2032
    • 9.1.2. Canada Children Entertainment Centers Market
  • 9.2. Europe Children Entertainment Centers Market
    • 9.2.1. U.K. Children Entertainment Centers Market
    • 9.2.2. Germany Children Entertainment Centers Market
    • 9.2.3. France Children Entertainment Centers Market
    • 9.2.4. Spain Children Entertainment Centers Market
    • 9.2.5. Italy Children Entertainment Centers Market
    • 9.2.6. Rest of Europe Children Entertainment Centers Market
  • 9.3. Asia-Pacific Children Entertainment Centers Market
    • 9.3.1. China Children Entertainment Centers Market
    • 9.3.2. India Children Entertainment Centers Market
    • 9.3.3. Japan Children Entertainment Centers Market
    • 9.3.4. Australia Children Entertainment Centers Market
    • 9.3.5. South Korea Children Entertainment Centers Market
    • 9.3.6. Rest of Asia Pacific Children Entertainment Centers Market
  • 9.4. Latin America Children Entertainment Centers Market
    • 9.4.1. Brazil Children Entertainment Centers Market
    • 9.4.2. Mexico Children Entertainment Centers Market
    • 9.4.3. Rest of Latin America Children Entertainment Centers Market
  • 9.5. Middle East & Africa Children Entertainment Centers Market
    • 9.5.1. Saudi Arabia Children Entertainment Centers Market
    • 9.5.2. South Africa Children Entertainment Centers Market
    • 9.5.3. Rest of Middle East & Africa Children Entertainment Centers Market

Chapter 10. Competitive Intelligence

  • 10.1. Key Company SWOT Analysis
  • 10.2. Top Market Strategies
  • 10.3. Company Profiles
    • 10.3.1. Funriders
      • 10.3.1.1. Key Information
      • 10.3.1.2. Overview
      • 10.3.1.3. Financial (Subject to Data Availability)
      • 10.3.1.4. Product Summary
      • 10.3.1.5. Market Strategies
    • 10.3.2. Cinergy Entertainment Group
    • 10.3.3. Smaaash
    • 10.3.4. The Walt Disney Company
    • 10.3.5. LEGO System A/S
    • 10.3.6. Landmark Group
    • 10.3.7. KidZania
    • 10.3.8. Dave and Buster's, Inc
    • 10.3.9. CEC Entertainment Concepts, LP
    • 10.3.10. Scene75 Entertainment Centers LLC

Chapter 11. Research Process

  • 11.1. Research Process
    • 11.1.1. Data Mining
    • 11.1.2. Analysis
    • 11.1.3. Market Estimation
    • 11.1.4. Validation
    • 11.1.5. Publishing
  • 11.2. Research Attributes