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 |
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。
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.