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市場調查報告書
商品編碼
1677798

家庭/室內娛樂中心市場規模、佔有率及成長分析(按 FEC 類型、參與者人口統計、設施規模、每日出席人數、收益來源和地區)-2025 年至 2032 年產業預測

Family/Indoor Entertainment Centers Market Size, Share, and Growth Analysis, By FEC Type, By Visitors Demographics, By Facility Size, By Attendance Per Day, By Revenue Source, By Region - Industry Forecast 2025-2032

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

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簡介目錄

預計 2023 年全球家庭/室內娛樂中心 (FEC) 市場規模將達到 470 億美元,從 2024 年的 531.1 億美元成長到 2032 年的 1411.9 億美元,預測期內(2025-2032 年)的複合年成長率為 13.0%。

受不斷變化的消費者偏好和對城市家庭友善娛樂選擇的需求的推動,家庭和室內娛樂中心市場在全球範圍內蓬勃發展。這些中心提供各種活動,包括遊樂場遊戲、保齡球、彈跳床公園、迷你高爾夫和雷射槍戰遊戲,吸引尋求室內休閒的個人和團體。有限的戶外選擇進一步推動了該市場的成長。此外,先進的虛擬實境體驗的整合和可支配收入的增加是推動該行業向前發展的關鍵因素。此外,這些設施作為私人和公司活動的場所變得越來越受歡迎和重要。為您的家庭/室內娛樂中心提供多樣化的娛樂解決方案和服務對於其在當今充滿活力的休閒環境中取得持久成功至關重要。

目錄

介紹

  • 調查目的
  • 研究範圍
  • 定義

調查方法

  • 資訊採購
  • 二次資料和一次資料方法
  • 市場規模預測
  • 市場假設與限制

執行摘要

  • 全球市場展望
  • 供需趨勢分析
  • 細分機會分析

市場動態與展望

  • 市場概覽
  • 市場規模
  • 市場動態
    • 促進因素和機會
    • 限制與挑戰
  • 波特的分析

關鍵市場考察

  • 關鍵成功因素
  • 競爭程度
  • 主要投資機會
  • 市場生態系統
  • 市場吸引力指數(2024年)
  • PESTEL分析
  • 總體經濟指標
  • 價值鏈分析
  • 定價分析

家庭/室內娛樂中心市場規模(依 FEC 類型和複合年成長率) (2025-2032)

  • 市場概覽
  • 遊樂場工作室
  • VR遊戲區
  • 體育遊戲遊樂場
  • 其他

家庭/室內娛樂中心市場規模(按遊客人口統計和複合年成長率) (2025-2032)

  • 市場概覽
  • 有兒童(0-9歲)的家庭
  • 有孩子的家庭(9-12歲)
  • 青少年(12-18歲)
  • 年輕人(18-24歲)
  • 成人(24歲以上)

家庭/室內娛樂中心市場規模(按設施規模和複合年成長率)(2025-2032)

  • 市場概覽
  • 不到5000平方英尺
  • 5,001-10,000平方英尺
  • 10,001-20,000平方英尺
  • 20,001-40,000平方英尺
  • 超過 40,000 平方英尺

家庭/室內娛樂中心市場規模:每日人次及複合年成長率(2025-2032)

  • 市場概覽
  • 25,000 或更少
  • 25,001-50,000人
  • 5萬至10萬人
  • 10萬至25萬人
  • 超過25萬人

家庭/室內娛樂中心市場規模(依收益來源及複合年成長率)(2025-2032)

  • 市場概覽
  • 入場費和門票銷售
  • 食品和飲料
  • 產品銷售
  • 廣告
  • 其他

家庭/室內娛樂中心市場規模(按地區)及複合年成長率(2025-2032)

  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 德國
    • 西班牙
    • 法國
    • 英國
    • 義大利
    • 其他歐洲國家地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 其他亞太地區
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲
  • 中東和非洲
    • 海灣合作理事會國家
    • 南非
    • 其他中東和非洲地區

競爭資訊

  • 前五大公司對比
  • 主要企業市場定位(2024年)
  • 主要市場參與者所採取的策略
  • 近期市場趨勢
  • 公司市場佔有率分析(2024年)
  • 主要企業簡介
    • 公司詳情
    • 產品系列分析
    • 公司分部佔有率分析
    • 收益與前一年同期比較對比(2022-2024 年)

主要企業簡介

  • CEC Entertainment, LLC(USA)
  • KidZania(Mexico)
  • SEGA Entertainment Co., Ltd.(Japan)
  • Namco Funscape(Japan)
  • Brunswick Corporation(USA)
  • Hollywood Bowl Group(UK)
  • Merlin Entertainments plc(UK)
  • Scene75 Entertainment Centers(USA)
  • Round1 Entertainment, Inc.(Japan)
  • iPlay America(USA)
  • Kalahari Resorts & Conventions(USA)
  • Great Wolf Resorts(USA)
  • Urban Air Adventure Park(USA)
  • Altitude Trampoline Park(USA)
  • The Little Gym International, Inc.(USA)
  • FunCity(India)
  • Timezone Group(Singapore)

結論和建議

簡介目錄
Product Code: SQMIG25P2016

Global Family/Indoor Entertainment Centers Market size was valued at USD 47.0 billion in 2023 and is poised to grow from USD 53.11 billion in 2024 to USD 141.19 billion by 2032, growing at a CAGR of 13.0% during the forecast period (2025-2032).

The family and indoor entertainment center market is thriving globally, fueled by evolving consumer preferences and the demand for urban, family-friendly entertainment options. These centers offer a variety of activities such as arcade games, bowling, trampoline parks, mini-golf, and laser tag, appealing to individuals and groups seeking indoor leisure. The limited availability of outdoor options further drives this market's growth. Furthermore, the integration of advanced virtual reality experiences and rising disposable incomes are crucial factors propelling this sector forward. Additionally, these venues serve as popular sites for personal and corporate events, enhancing their relevance. The diverse entertainment solutions and services available at family/indoor entertainment centers are essential to their enduring success in today's dynamic leisure landscape.

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 Segments Analysis

Global Family/Indoor Entertainment Centers Market is segmented by FEC Type, Visitors Demographics, Facility Size, Attendance Per Day, Revenue Source and region. Based on FEC Type, the market is segmented into Arcade Studios, VR Gaming Zones, Sports Arcades and Others. Based on Visitors Demographics, the market is segmented into Families With Children (0-9), Families With Children (9-12), Teenagers (12-18), Young Adults (18-24) and Adults (24+). Based on Facility Size, the market is segmented into <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. and >40,000 Sq. ft. Based on Attendance Per Day, the market is segmented into <25,000, 25,001 to 50,000, 50,001 to 100,000, 100,001 to 250,000 and >250,000. Based on Revenue Source, the market is segmented into Entry Fees & Ticket Sales, Food & Beverages, Merchandising, Advertising and Others. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Family/Indoor Entertainment Centers Market

The growth of the global family and indoor entertainment centers market is anticipated to be fueled by the increasing disposable income of individuals worldwide, coupled with their eagerness to invest in recreational activities. As financial resources expand, families and friends are more inclined to seek out these entertainment venues, resulting in higher foot traffic and engagement in leisure experiences. This trend highlights a shift towards prioritizing quality time spent together in fun-filled environments, further driving demand for family and indoor entertainment options. Hence, the market is set to experience substantial growth as consumers embrace these leisure opportunities.

Restraints in the Global Family/Indoor Entertainment Centers Market

The Global Family/Indoor Entertainment Centers market is facing significant challenges due to increasing competition, driven by a surge in consumer visits to these venues. As businesses expand and establish more entertainment centers globally, the competitive landscape becomes increasingly crowded. This proliferation of options has led consumers to prioritize affordability, thereby putting downward pressure on pricing. Consequently, many companies may experience reduced profitability as they strive to attract more patrons while navigating the necessity to maintain competitive pricing. This competitive dynamic poses a restraint on market growth, as firms must continuously innovate and differentiate their offerings to sustain their financial health.

Market Trends of the Global Family/Indoor Entertainment Centers Market

The Global Family/Indoor Entertainment Centers market is witnessing a significant trend driven by the incorporation of Virtual Reality (VR) and Augmented Reality (AR) technologies. These innovative experiences are increasingly attracting families and individuals seeking immersive entertainment options that blend digital and physical realms. As the availability of AR and VR experiences expands, market players are poised to capitalize on the rising consumer willingness to invest in these cutting-edge attractions. This trend not only enhances customer engagement but also opens new revenue streams for operators, positioning VR and AR as pivotal components in the evolution of family entertainment experiences.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

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

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis

Global Family/Indoor Entertainment Centers Market Size by FEC Type & CAGR (2025-2032)

  • Market Overview
  • Arcade Studios
  • VR Gaming Zones
  • Sports Arcades
  • Others

Global Family/Indoor Entertainment Centers Market Size by Visitors Demographics & CAGR (2025-2032)

  • Market Overview
  • Families With Children (0-9)
  • Families With Children (9-12)
  • Teenagers (12-18)
  • Young Adults (18-24)
  • Adults (24+)

Global Family/Indoor Entertainment Centers Market Size by Facility Size & CAGR (2025-2032)

  • Market Overview
  • <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.
  • >40,000 Sq. ft

Global Family/Indoor Entertainment Centers Market Size by Attendance Per Day & CAGR (2025-2032)

  • Market Overview
  • <25,000
  • 25,001 to 50,000
  • 50,001 to 100,000
  • 100,001 to 250,000
  • >250,000

Global Family/Indoor Entertainment Centers Market Size by Revenue Source & CAGR (2025-2032)

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

Global Family/Indoor Entertainment Centers Market Size & CAGR (2025-2032)

  • North America (FEC Type, Visitors Demographics, Facility Size, Attendance Per Day, Revenue Source)
    • US
    • Canada
  • Europe (FEC Type, Visitors Demographics, Facility Size, Attendance Per Day, Revenue Source)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (FEC Type, Visitors Demographics, Facility Size, Attendance Per Day, Revenue Source)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (FEC Type, Visitors Demographics, Facility Size, Attendance Per Day, Revenue Source)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (FEC Type, Visitors Demographics, Facility Size, Attendance Per Day, Revenue Source)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • CEC Entertainment, LLC (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • KidZania (Mexico)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • SEGA Entertainment Co., Ltd. (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Namco Funscape (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Brunswick Corporation (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Hollywood Bowl Group (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Merlin Entertainments plc (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Scene75 Entertainment Centers (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Round1 Entertainment, Inc. (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • iPlay America (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Kalahari Resorts & Conventions (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Great Wolf Resorts (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Urban Air Adventure Park (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Altitude Trampoline Park (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • The Little Gym International, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • FunCity (India)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Timezone Group (Singapore)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations