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.
Don't pay for what you don't need
Customize your report by selecting specific countries or regions and save 30%!
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.
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.
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.
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.
Get the data you need at a Fraction of the cost
Personalize your report by choosing insights you need
and save 40%!
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.
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.
Demand for family indoor entertainment centres is likely to grow at a CAGR of 13% through 2032.
Sales of family indoor entertainment centres is likely to exceed a valuation of US$ 112.4 Billion by 2032.
Adoption of family indoor entertainment centres is likely to reach a valuation of US$ 33.1 Billion in 2022.
North America is the key family indoor entertainment centres market contributor.
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
Explore Technology Insights
View Reports