封面
市場調查報告書
商品編碼
1535561

家庭娛樂中心 (FEC) 市場規模 - 按中心、收入來源、年齡層和預測,2024 年 - 2032 年

Family Entertainment Center (FEC) Market Size - By Center, By Revenue Stream, By Age Group & Forecast, 2024 - 2032

出版日期: | 出版商: Global Market Insights Inc. | 英文 240 Pages | 商品交期: 2-3個工作天內

價格
簡介目錄

家庭娛樂中心市場規模從 2024 年到 2032 年將成長 10.5% 以上,這主要是因為擴大融入強烈的主題和講故事的元素,以創造獨特和難忘的體驗。基於流行電影、電視節目和原創故事的主題環境有助於家庭娛樂中心 (FEC) 脫穎而出,同時提高賓客參與度。

最近,這些中心也採用永續實踐來吸引具有環保意識的消費者。其中包括使用環保材料、減少浪費、採用節能技術。人們越來越重視為家庭創造安全、清潔和溫馨的環境,這是推動市場成長的另一個重要趨勢。

FEC 產業分為中心、收入來源、年齡層和地區。

就中心而言,VR 公園領域的產業價值預計將在 2024 年至 2032 年間實現強勁成長。這種多功能性使他們能夠滿足不同興趣和年齡層的需求。它們還提供驚險刺激的體驗,而沒有傳統遊樂園遊樂設施帶來的身體風險。

根據收入流,食品和飲料領域的 FEC 市場預計從 2024 年到 2032 年將大幅擴張。整體滿意。透過有效管理和創新其餐飲產品,FEC 正在進一步改善整體賓客體驗並顯著增加其收入來源。

從地區來看,由於高度重視家庭友善環境以及迎合不同年齡層的活動,亞太地區家庭娛樂中心產業規模預計在 2024 年至 2032 年期間將大幅複合年成長率。家庭娛樂中心在該地區備受青睞,因為它們將當地文化元素和主題融入景點中,與當地民眾產生更深入的共鳴,增強參與度。亞太地區許多地區持續的都市化也將影響市場的成長。

目錄

第 1 章:方法與範圍

第 2 章:執行摘要

第 3 章:產業洞察

  • 產業生態系統分析
  • 供應商格局
    • 設備供應商
    • FEC 運行
    • 技術提供者
    • 終端用戶
  • 利潤率分析
  • 平均消費者支出
  • 技術與創新格局
  • 專利分析
  • 重要新聞和舉措
  • 監管環境
  • 衝擊力
    • 成長動力
      • 增加消費者在娛樂活動上的支出
      • FEC開發投資不斷增加
      • 提高VR園區消費者參與度
      • 政府針對娛樂業的措施增多
    • 產業陷阱與挑戰
      • 開發成本高
  • 成長潛力分析
  • 波特的分析
  • PESTEL分析

第 4 章:競爭格局

  • 介紹
  • 公司市佔率分析
  • 競爭定位矩陣
  • 戰略展望矩陣

第 5 章:市場估計與預測:按中心分類,2021 - 2032 年

  • 主要趨勢
  • 拱廊
  • 兒童遊樂區
  • VR公園
  • 其他

第 6 章:市場估計與預測:依收入來源分類,2021 - 2032 年

  • 主要趨勢
  • 食品飲料
  • 商品

第 7 章:市場估計與預測:依年齡層分類,2021 - 2032

  • 主要趨勢
  • 長達 12 年
  • 13-19歲
  • 20-35歲
  • 36-65歲
  • 65歲以上

第 8 章:市場估計與預測:按地區,2021 - 2032

  • 主要趨勢
  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 英國
    • 德國
    • 法國
    • 義大利
    • 西班牙
    • 荷蘭
    • 歐洲其他地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 澳洲
    • 新加坡
    • 亞太地區其他地區
  • 拉丁美洲
    • 巴西
    • 墨西哥
    • 阿根廷
    • 拉丁美洲其他地區
  • MEA
    • 阿拉伯聯合大公國
    • 南非
    • 沙烏地阿拉伯
    • MEA 的其餘部分

第 9 章:公司簡介

  • Adrenark Adventure
  • Al Hokair
  • Altitude Trampoline Park
  • Balubaid Group of Companies (BGC)
  • Barcade
  • Bowlero Corp.
  • CA Sega Joypolis Ltd.
  • Chuck E. Cheese's (CEC Entertainment Concepts, LP)
  • Cinergy Entertainment
  • Dave & Buster's
  • KidZania
  • Legoland Discovery Center (Merlin Entertainments)
  • Majid Al Futtaim Leisure and Entertainment
  • Nicckeloaden
  • Punch Bowl Social
  • Round1 Bowling & Amusement
  • Scene75 Entertainment Centers
  • Sky Zone, LLC
  • The Entertainment and Education Group (Timezone Global)
  • The VOID
簡介目錄
Product Code: 9715

Family Entertainment Center Market size will record more than 10.5% from 2024-2032, driven by increasing incorporation of strong themes and storytelling elements to create unique and memorable experiences. Themed environments based on popular movies, TV shows, and original stories are helping to differentiate family entertainment centers (FECs) while enhancing the guest engagement.

Lately, these centers are also adopting sustainable practices to appeal to the environmentally conscious consumers. Some of these include the usage of eco-friendly materials, reducing waste, and incorporating energy-efficient technologies. The growing emphasis on creating safe, clean, and welcoming environments for families is another important trend driving the market growth.

The FEC industry is segmented into center, revenue stream, age group, and region.

By center, the industry value from the VR parks segment is anticipated to record strong growth between 2024 and 2032. VR parks offer a wide range of experiences like action-packed adventures, simulations as well as educational and creative activities. This versatility is allowing them to cater to diverse interests and age groups. They also provide thrilling experiences without the physical risks associated with traditional amusement park rides.

Based on revenue stream, the FEC market from the food & beverage segment will foresee considerable expansion from 2024 to 2032. This can be attributed to the ease of mobile ordering of food and beverages options to enhance convenience for visitors while reducing wait times and increasing the overall satisfaction. By effectively managing and innovating their food & beverage offerings, FECs are further improving the overall guest experience and significantly boosting their revenue streams.

Regionally, the Asia Pacific family entertainment center industry size is projected to witness substantial CAGR between 2024 and 2032 due to strong emphasis on family-friendly environments with activities that cater to different age groups. FECs are highly favored in the region as they incorporate local cultural elements and themes into their attractions to resonate more deeply with the local population and enhance engagement. The ongoing urbanization in many parts of APAC will also influence the market growth.

Table of Contents

Chapter 1 Methodology & Scope

  • 1.1 Market scope & definition
  • 1.2 Research design
    • 1.2.1 Research approach
    • 1.2.2 Data collection methods
  • 1.3 Base estimates & calculations
    • 1.3.1 Base year calculation
    • 1.3.2 Key trends for market estimation
  • 1.4 Forecast model
  • 1.5 Primary research and validation
    • 1.5.1 Primary sources
    • 1.5.2 Data mining sources

Chapter 2 Executive Summary

  • 2.1 Industry 360° synopsis, 2021 - 2032

Chapter 3 Industry Insights

  • 3.1 Industry ecosystem analysis
  • 3.2 Supplier landscape
    • 3.2.1 Equipment suppliers
    • 3.2.2 FEC operates
    • 3.2.3 Technology providers
    • 3.2.4 End-user
  • 3.3 Profit margin analysis
  • 3.4 Average consumer spend
    • 3.4.1 North America
    • 3.4.2 Europe
    • 3.4.3 Asia Pacific
    • 3.4.4 Latin America
    • 3.4.5 MEA
  • 3.5 Technology & innovation landscape
  • 3.6 Patent analysis
  • 3.7 Key news & initiatives
  • 3.8 Regulatory landscape
  • 3.9 Impact forces
    • 3.9.1 Growth drivers
      • 3.9.1.1 Increasing consumer spending on recreational activities
      • 3.9.1.2 Growing investment in development of FEC
      • 3.9.1.3 Increasing consumer participation in VR park
      • 3.9.1.4 Rise in government initiatives for entertainment industry
    • 3.9.2 Industry pitfalls & challenges
      • 3.9.2.1 High development cost
  • 3.10 Growth potential analysis
  • 3.11 Porter's analysis
  • 3.12 PESTEL analysis

Chapter 4 Competitive Landscape, 2023

  • 4.1 Introduction
  • 4.2 Company market share analysis
  • 4.3 Competitive positioning matrix
  • 4.4 Strategic outlook matrix

Chapter 5 Market Estimates & Forecast, By Center, 2021 - 2032 ($Bn, Number of Visitors)

  • 5.1 Key trends
  • 5.2 Arcades
  • 5.3 Kids play areas
  • 5.4 VR parks
  • 5.5 Others

Chapter 6 Market Estimates & Forecast, By Revenue Stream, 2021 - 2032 ($Bn)

  • 6.1 Key trends
  • 6.2 Ticket
  • 6.3 Food & beverage
  • 6.4 Merchandise

Chapter 7 Market Estimates & Forecast, By Age Group, 2021 - 2032 ($Bn, Number of Visitors)

  • 7.1 Key trends
  • 7.2 Up to 12 years
  • 7.3 13-19 years
  • 7.4 20-35 years
  • 7.5 36-65 years
  • 7.6 Above 65 years

Chapter 8 Market Estimates & Forecast, By Region, 2021 - 2032 ($Bn, Number of Visitors)

  • 8.1 Key trends
  • 8.2 North America
    • 8.2.1 U.S.
    • 8.2.2 Canada
  • 8.3 Europe
    • 8.3.1 UK
    • 8.3.2 Germany
    • 8.3.3 France
    • 8.3.4 Italy
    • 8.3.5 Spain
    • 8.3.6 Netherlands
    • 8.3.7 Rest of Europe
  • 8.4 Asia Pacific
    • 8.4.1 China
    • 8.4.2 India
    • 8.4.3 Japan
    • 8.4.4 South Korea
    • 8.4.5 Australia
    • 8.4.6 Singapore
    • 8.4.7 Rest of Asia Pacific
  • 8.5 Latin America
    • 8.5.1 Brazil
    • 8.5.2 Mexico
    • 8.5.3 Argentina
    • 8.5.4 Rest of Latin America
  • 8.6 MEA
    • 8.6.1 UAE
    • 8.6.2 South Africa
    • 8.6.3 Saudi Arabia
    • 8.6.4 Rest of MEA

Chapter 9 Company Profiles

  • 9.1 Adrenark Adventure
  • 9.2 Al Hokair
  • 9.3 Altitude Trampoline Park
  • 9.4 Balubaid Group of Companies (BGC)
  • 9.5 Barcade
  • 9.6 Bowlero Corp.
  • 9.7 CA Sega Joypolis Ltd.
  • 9.8 Chuck E. Cheese's (CEC Entertainment Concepts, LP)
  • 9.9 Cinergy Entertainment
  • 9.10 Dave & Buster's
  • 9.11 KidZania
  • 9.12 Legoland Discovery Center (Merlin Entertainments)
  • 9.13 Majid Al Futtaim Leisure and Entertainment
  • 9.14 Nicckeloaden
  • 9.15 Punch Bowl Social
  • 9.16 Round1 Bowling & Amusement
  • 9.17 Scene75 Entertainment Centers
  • 9.18 Sky Zone, LLC
  • 9.19 The Entertainment and Education Group (Timezone Global)
  • 9.20 The VOID