Introduction

Future Market Insights forecasts revenue from the Global Family/Indoor Entertainment Centres market to increase from about US$ 17 Bn in 2017 to about US$ 61 Bn by 2027 end, representing a CAGR of 13.3% from 2017 to 2027. This increasing revenue growth is attributed to the continuous launch of new FECs supporting sustained growth of this market.

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Diversified gaming and entertainment options available in FECs in North America supporting global market growth

With continuous innovations in technological aspects, family entertainment centres are offering a diversified range of gaming options for their customers. New technologies such as virtual reality gaming, 3D technology, etc. are trending and consumers are preferring modern ways of entertainment over traditional entertainment options. Hence, the availability of a number of options for gaming is driving the growth of the family entertainment centres market especially in the North America region over the forecast period.

Rising preference for indoor entertainment fuelling the market growth of FECs

Indoor entertainment centres are increasingly preferred as entertainment and leisure options by families over outdoor entertainment centres in the North America region, in order to ensure that environmental factors and weather changes do not affect any fun time or experience of customers.

Along with this, companies are offering food and other services at indoor entertainment centres under a single roof, which is another factor prompting customers to visit FECs and this factor is expected to drive growth of the FEC market in the North America region over the forecast period.

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Increasing ticket prices hampering the market for family/indoor entertainment centres in North America

The North America region is currently facing stagnation in terms of income of the middle class population. This is expected to affect consumer spending on family entertainment centres. Ticket prices of entertainment centres is increasing constantly owing to various economic factors. Ticket prices also vary based on the location of the family entertainment centres, which is another factor hampering revenue growth of the FEC market over the forecast period.

Customer retention is becoming a challenging task for family entertainment centres

Family entertainment centres are facing challenges in attracting visitors on a repeating basis. Entertainment centres face this problem because they cannot make changes in their offerings constantly and immediately. This is due to significant investment required in changing the offerings. Also, FECs are unable change or set up new rides because of land and cost constraints. This is a major challenge responsible for significantly limiting revenue growth of FECs in the long run.

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Global Family/Indoor Entertainment Centres Industry Analysis and Opportunity Assessment by FEC Type

In terms of value, the arcade studios segment is projected to be the most attractive segment in the global family/indoor entertainment centres market during the assessment period. VR gaming zones are expected to register moderate y-o-y growth rate throughout the forecast period. In terms of value, the VR gaming zones segment is expected to register a CAGR of 15.9% during the assessment period.

In 2017, the arcade studios segment is estimated to be valued at US$ 6,081.9 Mn and is expected to witness a steady growth in terms of revenue throughout the period of forecast.

Substantial investments by malls for entertainment is a growing trend in North America

With an increasing number of malls in various cities of North America, consumers visit these malls on weekends, usually for shopping and spending time at restaurants. The presence of entertainment centres at these malls allows customers to spend quality time with their family and friends, while playing games and other indoor sports.

Hence, entertainment centres are becoming favourite hangout places for families with a combination of shopping, eating, and play area. Family entertainment centres are attracting families in large numbers, which is expected to positively impact revenue growth of the market.

Market Taxonomy

By FEC Type:

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

By Visitors Demographics:

  • Families With Children (0–9)
  • Families With Children (9–12)
  • Teenagers (12–18)
  • Young Adults (18–24)
  • Adults (24+)

By Facility Size:

  • <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

By Attendance per day:

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

By Revenue Source:

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

By Region:

  • North America
  • Latin America
  • Western Europe
  • Eastern Europe
  • APEJ
  • Japan
  • Middle East and Africa

Frequently Asked Questions

What is the Demand Analysis for Family Indoor Entertainment Centres?

Demand for family indoor entertainment centres is likely to grow at a CAGR of 13% through 2032.

How much Sales of Family Indoor Entertainment Centres can be anticipated by 2032?

Sales of family indoor entertainment centres is likely to exceed a valuation of US$ 112.4 Billion by 2032.

What is the Adoption Potential of Family Indoor Entertainment Centres?

Adoption of family indoor entertainment centres is likely to reach a valuation of US$ 33.1 Billion in 2022.

Which Region is the Key Family Indoor Entertainment Centres Market Contributor?

North America is the key family indoor entertainment centres market contributor.

Table of Content

1. Executive Summary

1.1. Market Overview

1.2. Market Analysis

1.3. FMI Analysis and Recommendations

2. Market Introduction

2.1. Market Taxonomy

2.2. Market Definition

2.3. Technological Trends

3. Market View Point

3.1. Primary Verbatim

3.2. Macro-Economic Factors

3.3. Opportunity Analysis

3.4. Key Regulations

4. Global Market Analysis 2012–2016 and Forecast 2017–2027

4.1. Market Volume Projections

4.2. Market Size and Y-o-Y Growth

4.3. Absolute $ Opportunity

5. North America Family/Indoor Entertainment Center Market Analysis 2012–2016 and Forecast 2017–2027

5.1. Introduction

5.2. Regional Market Dynamics

5.2.1. Drivers

5.2.2. Restraints

5.2.3. Trends

5.3. Market Size Value (US$ Mn) By Country, 2012-2016

5.3.1. U.S.

5.3.2. Canada

5.4. Market Size Value (US$ Mn) and Forecast By Country, 2017-2027

5.4.1. U.S.

5.4.2. Canada

5.5. Market Size (US$ Mn) & Forecast By FEC Type

5.5.1. Arcade Studios

5.5.2. VR Gaming Zones

5.5.3. Sports Arcades

5.5.4 Others

5.6. Market Size (US$ Mn) & Forecast By Visitor Demographics

5.6.1. Families With Children (0-9)

5.6.2. Families With Children (9-12)

5.6.3. Teenagers (12-18)

5.6.4. Young Adults (18-24)

5.6.5. Adults (24+)

5.7. Market Size (US$ Mn) & Forecast By Facility Size

5.7.1. <5000 Sq Feet

5.7.2. 5,001 to 10,000 Sq Feet

5.7.3. 10,001 to 20,000 Sq Feet

5.7.4. 20,001 to 40,000 Sq Feet

5.7.5. >40,000 Sq Feet

5.8. Market Size (US$ Mn) & Forecast By Attendance Per Day

5.8.1. <25000

5.8.2. 25,001 to 50,000

5.8.3. 50,001 to 100,000

5.8.4. 100,001 to 250,000

5.8.5. >250,000

5.9. Market Size (US$ Mn) & Forecast By Revenue Source

5.9.1. Entry Fees & Ticket Sales

5.9.2. Food & Beverages

5.9.3. Merchandising

5.9.4. Advertising

5.9.5. Others

5.10. Market Attractiveness Analysis

5.10.1. By Country

5.10.2. By FEC Type

5.10.3. By Visitors Demographics

5.10.4. By Facility Size

5.10.5. By Attendance Per Day

5.10.6. By Revenue Source

6. Western Europe Family/Indoor Entertainment Center Market Analysis 2012–2016 and Forecast 2017–2027

6.1. Introduction

6.2. Regional Market Dynamics

6.2.1. Drivers

6.2.2. Restraints

6.2.3. Trends

6.3. Market Size Value (US$ Mn) By Country, 2012-2016

6.3.1. Germany

6.3.2. France

6.3.3. U.K.

6.3.4. Spain

6.3.5. Italy

6.3.6. BENELUX

6.3.7. Nordic

6.3.8. Rest of Western Europe

6.4. Market Size Value (US$ Mn) and Forecast By Country, 2017-2027

6.4.1. Germany

6.4.2. France

6.4.3. U.K.

6.4.4. Spain

6.4.5. Italy

6.4.6. BENELUX

6.4.7. Nordic

6.4.8. Rest of Western Europe

6.5. Market Size (US$ Mn) & Forecast By FEC Type

6.5.1. Arcade Studios

6.5.2. VR Gaming Zones

6.5.3. Sports Arcades

6.5.4. Others

6.6. Market Size (US$ Mn) & Forecast By Visitor Demographics

6.6.1. Families With Children (0-9)

6.6.2. Families With Children (9-12)

6.6.3. Teenagers (12-18)

6.6.4. Young Adults (18-24)

6.6.5. Adults (24+)

6.7. Market Size (US$ Mn) & Forecast By Facility Size

6.7.1. <5000 Sq Feet

6.7.2. 5,001 to 10,000 Sq Feet

6.7.3. 10,001 to 20,000 Sq Feet

6.7.4. 20,001 to 40,000 Sq Feet

6.7.5. >40,000 Sq Feet

6.8. Market Size (US$ Mn) & Forecast By Attendance Per Day

6.8.1. <25000

6.8.2. 25,001 to 50,000

6.8.3. 50,001 to 100,000

6.8.4. 100,001 to 250,000

6.8.5. >250,000

6.9. Market Size (US$ Mn) & Forecast By Revenue Source

6.9.1. Entry Fees & Ticket Sales

6.9.2. Food & Beverages

6.9.3. Merchandising

6.9.4. Advertising

6.9.5. Others

6.10. Market Attractiveness Analysis

6.10.1. By Country

6.10.2. By FEC Type

6.10.3. By Visitors Demographics

6.10.4. By Facility Size

6.10.5. By Attendance Per Day

6.10.6. By Revenue Source

7. Eastern Europe Family/Indoor Entertainment Center Market Analysis 2012–2016 and Forecast 2017–2027

7.1. Introduction

7.2. Regional Market Dynamics

7.2.1. Drivers

7.2.2. Restraints

7.2.3. Trends

7.3. Market Size Value (US$ Mn) By Country, 2012-2016

7.3.1. Russia

7.3.2. Poland

7.3.3. Rest of Eastern Europe

7.4. Market Size (US$ Mn) and Forecast By Country, 2017-2027

7.4.1. Russia

7.4.2. Poland

7.4.3. Rest of Eastern Europe

7.5. Market Size (US$ Mn) & Forecast By FEC Type

7.5.1. Arcade Studios

7.5.2. VR Gaming Zones

7.5.3. Sports Arcades

7.5.4. Others

7.6. Market Size (US$ Mn) & Forecast By Visitor Demographics

7.6.1. Families With Children (0-9)

7.6.2. Families With Children (9-12)

7.6.3. Teenagers (12-18)

7.6.4. Young Adults (18-24)

7.6.5. Adults (24+)

7.7. Market Size (US$ Mn) & Forecast By Facility Size

7.7.1. <5000 Sq Feet

7.7.2. 5,001 to 10,000 Sq Feet

7.7.3. 10,001 to 20,000 Sq Feet

7.7.4. 20,001 to 40,000 Sq Feet

7.7.5. >40,000 Sq Feet

7.8. Market Size (US$ Mn) & Forecast By Attendance Per Day

7.8.1. <25000

7.8.2. 25,001 to 50,000

7.8.3. 50,001 to 100,000

7.8.4. 100,001 to 250,000

7.8.5. >250,000

7.9. Market Size (US$ Mn) & Forecast By Revenue Source

7.9.1. Entry Fees & Ticket Sales

7.9.2. Food & Beverages

7.9.3. Merchandising

7.9.4. Advertising

7.9.5. Others

7.10. Market Attractiveness Analysis

7.10.1. By Country

7.10.2. By FEC Type

7.10.3. By Visitors Demographics

7.10.4. By Facility Size

7.10.5. By Attendance Per Day

7.10.6. By Revenue Source

8. Latin America Family/Indoor Entertainment Center Market Analysis 2012–2016 and Forecast 2017–2027

8.1. Introduction

8.2. Regional Market Dynamics

8.2.1. Drivers

8.2.2. Restraints

8.2.3. Trends

8.3. Market Size Value (US$ Mn) By Country, 2012-2016

8.3.1. Brazil

8.3.2. Mexico

8.3.3. Rest of Latin America

8.4. Market Size Value (US$ Mn) and Forecast By Country, 2017-2027

8.4.1. Brazil

8.4.2. Mexico

8.4.3. Rest of Latin America

8.4.4. Others

8.5. Market Size (US$ Mn) & Forecast By FEC Type

8.5.1. Arcade Studios

8.5.2. VR Gaming Zones

8.5.3. Sports Arcades

8.6. Market Size (US$ Mn) & Forecast By Visitor Demographics

8.6.1. Families With Children (0-9)

8.6.2. Families With Children (9-12)

8.6.3. Teenagers (12-18)

8.6.4. Young Adults (18-24)

8.6.5. Adults (24+)

8.7. Market Size (US$ Mn) & Forecast By Facility Size

8.7.1. <5000 Sq Feet

8.7.2. 5,001 to 10,000 Sq Feet

8.7.3. 10,001 to 20,000 Sq Feet

8.7.4. 20,001 to 40,000 Sq Feet

8.7.5. >40,000 Sq Feet

8.8. Market Size (US$ Mn) & Forecast By Attendance Per Day

8.8.1. <25000

8.8.2. 25,001 to 50,000

8.8.3. 50,001 to 100,000

8.8.4. 100,001 to 250,000

8.8.5. >250,000

8.9. Market Size (US$ Mn) & Forecast By Revenue Source

8.9.1. Entry Fees & Ticket Sales

8.9.2. Food & Beverages

8.9.3. Merchandising

8.9.4. Advertising

8.9.5. Others

8.10. Market Attractiveness Analysis

8.10.1. By Country

8.10.2. By FEC Type

8.10.3. By Visitors Demographics

8.10.4. By Facility Size

8.10.5. By Attendance Per Day

8.10.6. By Revenue Source

9. Asia Pacific Excluding Japan (APEJ) Family/Indoor Entertainment Center Market Analysis 2012–2016 and Forecast 2017–2027

9.1. Introduction

9.2. Regional Market Dynamics

9.2.1. Drivers

9.2.2. Restraints

9.2.3. Trends

9.3. Market Size Value (US$ Mn) By Country, 2012-2016

9.3.1. China

9.3.2. India

9.3.3. Australia and New Zealand

9.3.4. ASEAN

9.3.5. Rest of APEJ

9.4. Market Size Value (US$ Mn) and Forecast By Country, 2017-2027

9.4.1. China

9.4.2. India

9.4.3. Australia and New Zealand

9.4.4. ASEAN

9.4.5. Rest of APEJ

9.5. Market Size (US$ Mn) & Forecast By FEC Type

9.5.1. Arcade Studios

9.5.2. VR Gaming Zones

9.5.3. Sports Arcades

9.5.4. Others

9.6. Market Size (US$ Mn) & Forecast By Visitor Demographics

9.6.1. Families With Children (0-9)

9.6.2. Families With Children (9-12)

9.6.3. Teenagers (12-18)

9.6.4. Young Adults (18-24)

9.6.5. Adults (24+)

9.7. Market Size (US$ Mn) & Forecast By Facility Size

9.7.1. <5000 Sq Feet

9.7.2. 5,001 to 10,000 Sq Feet

9.7.3. 10,001 to 20,000 Sq Feet

9.7.4. 20,001 to 40,000 Sq Feet

9.7.5. >40,000 Sq Feet

9.8. Market Size (US$ Mn) & Forecast By Attendance Per Day

9.8.1. <25000

9.8.2. 25,001 to 50,000

9.8.3. 50,001 to 100,000

9.8.4. 100,001 to 250,000

9.8.5. >250,000

9.9. Market Size (US$ Mn) & Forecast By Revenue Source

9.9.1. Entry Fees & Ticket Sales

9.9.2. Food & Beverages

9.9.3. Merchandising

9.9.4. Advertising

9.9.5. Others

9.10. Market Attractiveness Analysis

9.10.1. By Country

9.10.2. By FEC Type

9.10.3. By Visitors Demographics

9.10.4. By Facility Size

9.10.5. By Attendance Per Day

9.10.6. By Revenue Source

10. Japan Family/Indoor Entertainment Center Market Analysis 2012–2016 and Forecast 2017–2027

10.1. Introduction

10.2. Regional Market Dynamics

10.2.1. Drivers

10.2.2. Restraints

10.2.3. Trends

10.3.Market Size (US$ Mn) & Forecast By FEC Type

10.3.1. Arcade Studios

10.3.2. VR Gaming Zones

10.3.3. Sports Arcades

10.3.4. Others

10.4.Market Size (US$ Mn) & Forecast By Visitor Demographics

10.4.1. Families With Children (0-9)

10.4.2. Families With Children (9-12)

10.4.3. Teenagers (12-18)

10.4.4. Young Adults (18-24)

10.4.5. Adults (24+)

10.5. Market Size (US$ Mn) & Forecast By Facility Size

10.5.1. <5000 Sq Feet

10.5.2. 5,001 to 10,000 Sq Feet

10.5.3. 10,001 to 20,000 Sq Feet

10.5.4. 20,001 to 40,000 Sq Feet

10.5.5. >40,000 Sq Feet

10.6. Market Size (US$ Mn) & Forecast By Attendance Per Day

10.6.1. <25000

10.6.2. 25,001 to 50,000

10.6.3. 50,001 to 100,000

10.6.4. 100,001 to 250,000

10.6.5. >250,000

10.7. Market Size (US$ Mn) & Forecast By Revenue Source

10.7.1. Entry Fees & Ticket Sales

10.7.2. Food & Beverages

10.7.3. Merchandising

10.7.4. Advertising

10.7.5. Others

10.8. Market Attractiveness Analysis

10.8.1. By Country

10.8.2. By FEC Type

10.8.3. By Visitors Demographics

10.8.4. By Facility Size

10.8.5. By Attendance Per Day

10.8.6. By Revenue Source

11. Middle East and Africa Family/Indoor Entertainment Center Market Analysis 2012–2016 and Forecast 2017–2027

11.1. Introduction

11.2. Regional Market Dynamics

11.2.1. Drivers

11.2.2. Restraints

11.2.3. Trends

11.3. Market Size Value (US$ Mn) By Country, 2012-2016

11.3.1. GCC Countries

11.3.2. Turkey

11.3.3. Northern Africa

11.3.4. South Africa

11.3.5. Rest of MEA

11.4. Market Size Value (US$ Mn) and Forecast By Country, 2017-2027

11.4.1. GCC Countries

11.4.2. Turkey

11.4.3. Northern Africa

11.4.4. South Africa

11.4.5. Rest of MEA

11.5. Market Size (US$ Mn) & Forecast By FEC Type

11.5.1. Arcade Studios

11.5.2. VR Gaming Zones

11.5.3. Sports Arcades

11.5.4. Others

11.6. Market Size (US$ Mn) & Forecast By Visitor Demographics

11.6.1. Families With Children (0-9)

11.6.2. Families With Children (9-12)

11.6.3. Teenagers (12-18)

11.6.4. Young Adults (18-24)

11.6.5. Adults (24+)

11.7. Market Size (US$ Mn) & Forecast By Facility Size

11.7.1. <5000 Sq Feet

11.7.2. 5,001 to 10,000 Sq Feet

11.7.3. 10,001 to 20,000 Sq Feet

11.7.4. 20,001 to 40,000 Sq Feet

11.7.5. >40,000 Sq Feet

11.8. Market Size (US$ Mn) & Forecast By Attendance Per Day

11.8.1. <25000

11.8.2. 25,001 to 50,000

11.8.3. 50,001 to 100,000

11.8.4. 100,001 to 250,000

11.8.5. >250,000

11.9. Market Size (US$ Mn) & Forecast By Revenue Source

11.9.1. Entry Fees & Ticket Sales

11.9.2. Food & Beverages

11.9.3. Merchandising

11.9.4. Advertising

11.9.5. Others

11.10. Market Attractiveness Analysis

11.10.1. By Country

11.10.2. By FEC Type

11.10.3. By Visitors Demographics

11.10.4. By Facility Size

11.10.5. By Attendance Per Day

11.10.6. By Revenue Source

12. Forecast Factors: Relevance and Impact

13. Competition Landscape

13.1. Market Structure

13.2. Market Share Analysis

13.3. Competition Intensity Mapping By Market Taxonomy

13.4. Competition Dashboard

13.5. Company Profiles (Details – Overview, Financials, Strategy, Recent Developments)

13.5.1. Dave & Buster’s Inc.

13.5.2. CEC Entertainment, Inc.

13.5.3. Main Event Entertainment

13.5.4. Legoland Discovery Center

13.5.5. Scene 75 Entertainment Centers

13.5.6. Gatti’s Pizza Corporation

13.5.7. Bowlmor AMF Corporation

13.5.8. Nickelodeon Universe

13.5.9. Lucky Strike

13.5.10. Smaash Entertainment Pvt. Ltd.

13.5.11. Amoeba Services

13.5.12. Funcity

13.5.13. Time Zone Entertainment Pvt. Ltd.

13.5.13. Tenpin

13.5.15. Kidzania

13.5.16. Bandai Namco Entertainment

13.5.17. Toy Town

13.5.18. The Walt Disney Company

14. Global Family/Indoor Entertainment Center Market Analysis 2012–2016 and Forecast 2017–2027

14.1. Introduction / Key Findings

14.2. Market Size Value (US$ Mn) and Forecast By Region

14.2.1. North America

14.2.2. Western Europe

14.2.3. Eastern Europe

14.2.4. Latin America

14.2.5. Asia Pacific Excluding Japan

14.2.6. Japan

14.2.7. Middle East and Africa

14.3. Market Attractiveness Analysis By Region

15. Global Family/Indoor Entertainment Center Market Analysis 2012–2015 and Forecast 2017–2027, By FEC Type

15.1. Introduction

15.1.Market Size Value & Volume (US$ Mn) Forecast By FEC Type

15.1.1. Arcade Studios

15.1.2. VR Gaming Zones

15.1.3. Sports Arcades

15.1.4. Others

15.2. Key Trends / Developments

15.3. Market Attractiveness Analysis By FEC Type

16. Global Family/Indoor Entertainment Center Market Analysis 2012–2015 and Forecast 2016–2027, By Visitors Demographics

16.1. Introduction / Key Findings

16.2. Market Size –Value (US$ Mn) and Forecast By Visitors Demographics

16.2.1. Families With Children (0-9)

16.2.2. Families With Children (9-12)

16.2.3. Teenagers (12-18)

16.2.4. Young Adults (18-24)

16.2.5. Adults (24+)

16.3. Key Trends / Developments

16.4. Market Attractiveness Analysis By Visitors Demographics

17. Global Family/Indoor Entertainment Center Market Analysis 2012–2015 and Forecast 2017–2027, By Facility Size

17.1. Introduction / Key Findings

17.2. Market Size –Value (US$ Mn) and Forecast By Facility Size

17.2.1. <5000 Sq Feet

17.2.2. 5,001 to 10,000 Sq Feet

17.2.3. 10,001 to 20,000 Sq Feet

17.2.4. 20,001 to 40,000 Sq Feet

17.2.5. >40,000 Sq Feet

17.3. Key Trends / Developments

17.4. Market Attractiveness Analysis By Facility Size

18. Global Family/Indoor Entertainment Center Market Analysis 2012–2016 and Forecast 2017–2027, By Attendance per Day

18.1. Introduction / Key Findings

18.2. Market Size –Value (US$ Mn) and Forecast By Attendance per Day

18.2.1. <25000

18.2.2. 25,001 to 50,000

18.2.3. 50,001 to 100,000

18.2.4. 100,001 to 250,000

18.2.5. >250,000

18.3. Key Trends / Developments

18.4. Market Attractiveness Analysis By Attendance per Day

19. Global Family/Indoor Entertainment Center Market Analysis 2012–2016 and Forecast 2017–2027, By Revenue Source 

19.1. Introduction / Key Findings

19.2. Market Size –Value (US$ Mn) and Forecast By Revenue Source

19.2.1. Entry Fees & Ticket Sales

19.2.2. Food & Beverages

19.2.3. Merchandising

19.2.4. Advertising

19.2.5. Others

19.3. Key Trends / Developments

19.4. Market Attractiveness Analysis By Revenue Source

20. Research Methodology

21. Assumptions & Acronym

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