Future Market Insights forecasts revenue from the Global Family/Indoor Entertainment Centres market to increase from about USD 17 Bn in 2017 to about USD 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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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.
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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 USD 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 USD 112.4 Billion by 2032.
Adoption of family indoor entertainment centres is likely to reach a valuation of USD 33.1 Billion in 2022.
North America is the key family indoor entertainment centres market contributor.
1. Executive Summary 2. Market Introduction 3. Market View Point 4. Global Market Analysis 2012 to 2016 and Forecast 2017 to 2027 5. North America Family/Indoor Entertainment Center Market Analysis 2012 to 2016 and Forecast 2017 to 2027 6. Western Europe Family/Indoor Entertainment Center Market Analysis 2012 to 2016 and Forecast 2017 to 2027 7. Eastern Europe Family/Indoor Entertainment Center Market Analysis 2012 to 2016 and Forecast 2017 to 2027 8. Latin America Family/Indoor Entertainment Center Market Analysis 2012 to 2016 and Forecast 2017 to 2027 9. Asia Pacific Excluding Japan (APEJ) Family/Indoor Entertainment Center Market Analysis 2012 to 2016 and Forecast 2017 to 2027 10. Japan Family/Indoor Entertainment Center Market Analysis 2012 to 2016 and Forecast 2017 to 2027 11. Middle East and Africa Family/Indoor Entertainment Center Market Analysis 2012 to 2016 and Forecast 2017 to 2027 12. Forecast Factors: Relevance and Impact 13. Competition Landscape 13.1. Dave & Buster’s Inc. 13.2. CEC Entertainment, Inc. 13.3. Main Event Entertainment 13.4. Legoland Discovery Center 13.5. Scene 75 Entertainment Centers 13.6. Gatti’s Pizza Corporation 13.7. Bowlmor AMF Corporation 13.8. Nickelodeon Universe 13.9. Lucky Strike 13.10. Smaash Entertainment Pvt. Ltd. 13.11. Amoeba Services 13.12. Funcity 13.13. Time Zone Entertainment Pvt. Ltd. 13.14. Tenpin 13.15. Kidzania 13.16. Bandai Namco Entertainment 13.17. Toy Town 13.18. The Walt Disney Company 14. Global Family/Indoor Entertainment Center Market Analysis 2012 to 2016 and Forecast 2017 to 2027 15. Global Family/Indoor Entertainment Center Market Analysis 2012 to 2015 and Forecast 2017 to 2027, By FEC Type 15.1. Arcade Studios 15.2. VR Gaming Zones 15.3. Sports Arcades 15.4. Others 16. Global Family/Indoor Entertainment Center Market Analysis 2012 to 2015 and Forecast 2016 to 2027, By Visitors Demographics 16.1. Families With Children (0 to 9) 16.2. Families With Children (9 to 12) 16.3. Teenagers (12 to 18) 16.4. Young Adults (18 to 24) 16.5. Adults (24+) 17. Global Family/Indoor Entertainment Center Market Analysis 2012 to 2015 and Forecast 2017 to 2027, By Facility Size 17.1. <5000 Sq Feet 17.2. 5,001 to 10,000 Sq Feet 17.3. 10,001 to 20,000 Sq Feet 17.4. 20,001 to 40,000 Sq Feet 17.5. >40,000 Sq Feet 18. Global Family/Indoor Entertainment Center Market Analysis 2012 to 2016 and Forecast 2017 to 2027, By Attendance per Day 18.1. <25,000 18.2. 25,001 to 50,000 18.3. 50,001 to 100,000 18.4. 100,001 to 250,000 18.5. >250,000 19. Global Family/Indoor Entertainment Center Market Analysis 2012 to 2016 and Forecast 2017 to 2027, By Revenue Source 19.1. Entry Fees & Ticket Sales 19.2. Food & Beverages 19.3. Merchandising 19.4. Advertising 19.5. Others 20. Research Methodology 21. Assumptions & Acronym
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