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市場調查報告書
商品編碼
1478093

全球家庭/室內娛樂中心市場規模、佔有率、成長分析,依收入來源(入場費和門票銷售、食品和飲料)、依應用(街機工作室、AR 和 VR 遊戲區)- 2024-2031 年行業預測

Global Family/Indoor Entertainment Centers Market Size, Share, Growth Analysis, By Revenue Source(Entry Fees & Ticket Sales, Food & Beverages), By Application(Arcade studios, AR and VR gaming zones) - Industry Forecast 2024-2031

出版日期: | 出版商: SkyQuest | 英文 223 Pages | 商品交期: 3-5個工作天內

價格
簡介目錄

2022年全球家庭/室內娛樂中心市場規模為410億美元,預計將從2023年的460億美元成長到2031年的1,155.4億美元,預測期間(2024-2031年)複合年成長率為12.2% 。

家庭/室內娛樂產業是規模更大、全球不斷成長的休閒和娛樂產業的一個子集。家庭/室內娛樂中心滿足單身人士、朋友團體和家庭尋求室內活動和娛樂的需求。這些選項包括雷射槍戰、迷你高爾夫、彈跳床公園、街機遊戲、保齡球館等。此外,城市地區適合家庭活動的便利地點越來越受歡迎,消費者的偏好也增加。家庭/室內娛樂中心的市場擴張是由於缺乏戶外娛樂選擇而推動的。推動市場擴張的其他促進因素包括整合先進的虛擬實境娛樂中心,以改善整體遊客體驗和增加個人可支配收入。

目錄

執行摘要

  • 市場概況
  • 命運之輪

研究方法論

  • 資訊採購
  • 二手和主要資料來源
  • 市場規模估計
  • 市場假設與限制

母公司市場分析

  • 市場概況
  • 市場規模
  • 市場動態
    • 促進要素
    • 機會
    • 限制
    • 課題

主要市場洞察

  • 技術分析
  • 定價分析
  • 供應鏈分析
  • 價值鏈分析
  • 市場生態系統
  • 智慧財產權分析
  • 貿易分析
  • 啟動分析
  • 原料分析
  • 創新矩陣
  • 管道產品分析
  • 總體經濟指標
  • 頂級投資分析
  • 成功的關鍵因素
  • 競爭程度

市場動態與展望

  • 市場動態
    • 促進要素
    • 機會
    • 限制
    • 課題
  • 監管環境
  • 波特分析
  • 對未來顛覆的特別見解

依收入來源分類的全球家庭/室內娛樂中心市場

  • 市場概況
  • 入場費和門票銷售
  • 食品和飲料
  • 商品推銷
  • 廣告
  • 其他

全球家庭/室內娛樂中心市場(依應用)

  • 市場概況
  • 街機工作室
  • AR和VR遊戲區
  • 體力遊戲活動
  • 技能/競賽遊戲
  • 和別的

全球家庭/室內娛樂中心市場規模(依地區)

  • 市場概況
  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 德國
    • 西班牙
    • 法國
    • 英國
    • 歐洲其他地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 亞太其他地區
  • 拉丁美洲
    • 巴西
    • 拉丁美洲其他地區
  • 中東和非洲 (MEA)
    • 海灣合作理事會國家
    • 南非
    • MEA 的其餘部分

競爭格局

  • 前 5 名企業比較
  • 2023 年關鍵參與者的市場定位
  • 主要市場參與者所採取的策略
  • 最佳制勝策略
  • 近期市集活動
  • 主要公司市佔率 (%), 2023

主要公司簡介

  • Dave & Buster's Entertainment, Inc. (USA)
  • Universal Parks & Resorts (USA)
  • Timezone (Australia)
  • WhiteWater West Industries (Canada)
  • Merlin Entertainments (UK)
  • Wanda Group (China)
  • KidZania (Mexico)
  • The Walt Disney Company (USA)
  • Adventure Island (India)
  • SeaWorld Parks & Entertainment (USA)
  • iFLY Indoor Skydiving (USA)
  • Main Event Entertainment (USA)
  • Six Flags Entertainment Corporation (USA)
  • Indoor Skydiving Germany Group (Germany)
  • Legoland (Denmark)
  • Scene75 Entertainment Center (USA)
  • Round1 Corporation (Japan)
  • Kalahari Resorts (USA)
  • Fun City (UAE)
  • Namco Funscape (UK)
  • Chuck E. Cheese's (USA)
  • Cirque du Soleil Entertainment Group (Canada)
  • Cineworld Group plc (UK)
  • Smaaash Entertainment (India)
  • Hershey Entertainment and Resorts Company (USA)
簡介目錄
Product Code: SQMIG25P2016

Global Family/Indoor Entertainment Centers Market size was valued at USD 41 billion in 2022 and is poised to grow from USD 46 billion in 2023 to USD 115.54 billion by 2031, growing at a CAGR of 12.2% during the forecast period (2024-2031).

The family/indoor entertainment sector is a subset of the larger, globally growing leisure and entertainment industry. Family/indoor entertainment centers serve the needs of single people, groups of friends, and families seeking indoor activities and entertainment. These options include laser tag, mini-golf, trampoline parks, arcade games, bowling alleys, and more. Additionally, the popularity of convenient locations for family-friendly activities in urban areas is growing, as are consumer preferences. The market expansion of family/indoor entertainment centers is being driven by a lack of outdoor entertainment options. Additional drivers propelling market expansion include the integration of cutting-edge virtual reality entertainment centers to improve the overall visitor experience and the increasing disposable income of individuals.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Family/Indoor Entertainment Centers Market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the Market size includes the following details: The key players in the Market were identified through secondary research, and their Market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top Market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Family/Indoor Entertainment Centers Market Segmental Analysis

The global family/indoor entertainment centers market is segmented on the basis of Revenue Source, Application, Type, and region. In terms of revenue source, the market is segmented into Entry Fees & Ticket Sales, Food & Beverages, Merchandising, Advertisement, and Others. Based on application, the market is bifurcated into arcade studios, AR and VR gaming zones, physical play activities, skill/competition games, and others. On the basis of type, the 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). In terms of region, the market is segmented into North America, Europe, Asia Pacific, Middle East and Africa, and Latin America.

Drivers of the Global Family/Indoor Entertainment Centers Market

Over the next few years, it is anticipated that the expansion of the family and indoor entertainment centers market would be aided by rising global disposable income and consumers' propensity to spend on leisure activities. People who have more money to spend are more likely to take their friends and family to family/indoor entertainment centers.

Restraints in the Global Family/Indoor Entertainment Centers Market

The growing number of individuals visiting family/indoor entertainment centers has led to increased competition in the market for these types of establishments in recent years. As more and more entertainment venues come up throughout the globe, competition is fierce because customers prefer less expensive options, which damages some businesses' bottom lines.

Market Trends of the Global Family/Indoor Entertainment Centers Market

With AR and VR, two relatively new technologies, the boundaries between the physical and digital worlds have become even more hazy. Future market participants could expect new revenue streams due to the growing availability of AR and VR experiences in family-friendly indoor entertainment venues and the rising willingness of consumers to pay for them.

Table of Contents

Executive Summary

  • Market Overview
  • Wheel of Fortune

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Sources
  • Market Size Estimation
  • Market Assumptions & Limitations

Parent Market Analysis

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers
    • Opportunities
    • Restraints
    • Challenges

Key Market Insights

  • Technology Analysis
  • Pricing Analysis
  • Supply Chain Analysis
  • Value Chain Analysis
  • Ecosystem of the Market
  • IP Analysis
  • Trade Analysis
  • Startup Analysis
  • Raw Material Analysis
  • Innovation Matrix
  • Pipeline Product Analysis
  • Macroeconomic Indicators
  • Top Investment Analysis
  • Key Success Factor
  • Degree of Competition

Market Dynamics & Outlook

  • Market Dynamics
    • Drivers
    • Opportunities
    • Restraints
    • Challenges
  • Regulatory Landscape
  • Porters Analysis
    • Competitive rivalry
    • Threat of Substitute Products
    • Bargaining Power of Buyers
    • Threat of New Entrants
    • Bargaining Power of Suppliers
  • Skyquest Special Insights on Future Disruptions
    • Political Impact
    • Economic Impact
    • Social Impact
    • Technical Impact
    • Environmental Impact
    • Legal Impact

Global Family/Indoor Entertainment Centers Market by Revenue Source

  • Market Overview
  • Entry Fees & Ticket Sales
  • Food & Beverages
  • Merchandising
  • Advertisement
  • and Others

Global Family/Indoor Entertainment Centers Market by Application

  • Market Overview
  • Arcade studios
  • AR and VR gaming zones
  • physical play activities
  • skill/competition games
  • and others

Global Family/Indoor Entertainment Centers Market Size by Region

  • Market Overview
  • North America
    • USA
    • Canada
  • Europe
    • Germany
    • Spain
    • France
    • UK
    • Rest of Europe
  • Asia Pacific
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (MEA)
    • GCC Countries
    • South Africa
    • Rest of MEA

Competitive Landscape

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2023
  • Strategies Adopted by Key Market Players
  • Top Winning Strategies
    • By Development
    • By Company
    • By Year
  • Recent Activities in the Market
  • Key Companies Market Share (%), 2023

Key Company Profiles

  • Dave & Buster's Entertainment, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Universal Parks & Resorts (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Timezone (Australia)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • WhiteWater West Industries (Canada)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Merlin Entertainments (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Wanda Group (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • KidZania (Mexico)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • The Walt Disney Company (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Adventure Island (India)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • SeaWorld Parks & Entertainment (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • iFLY Indoor Skydiving (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Main Event Entertainment (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Six Flags Entertainment Corporation (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Indoor Skydiving Germany Group (Germany)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Legoland (Denmark)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Scene75 Entertainment Center (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Round1 Corporation (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Kalahari Resorts (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Fun City (UAE)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Namco Funscape (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Chuck E. Cheese's (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Cirque du Soleil Entertainment Group (Canada)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Cineworld Group plc (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Smaaash Entertainment (India)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Hershey Entertainment and Resorts Company (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments