Introduction

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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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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Sudip Saha

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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.

Family/Indoor Entertainment Centres Market

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.

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 USD 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 USD 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
	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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Family/Indoor Entertainment Centres Market

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