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UK Family/Indoor Entertainment Centers Market Size Expansion to Drive Significant Revenues in the FutureThe Walt Disney Company, Kidzania, Legoland, Tenpin

03-23-2023 01:18 PM CET | IT, New Media & Software

Press release from: Report Ocean

Family/indoor entertainment center (FEC) is a miniature indoor amusement park, which is developed especially for families with children or teenagers-, and is often entirely indoors or associated with a larger operation such as a theme park. It offers a wide variety of entertainment activities for all age groups. FECs majorly serve larger metropolitan areas, and are small compared to full-scale amusement parks, with fewer attractions and a lower per-person, per-hour cost to consumers than a traditional amusement park. In addition, FECs are more preferred as an entertainment and leisure option by families over the outdoor entertainment centers, as the environmental factors and climate changes do not affect the merriment and experience of customers.

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Governmental organizations are boosting their maintenance budgets for system infrastructure while simultaneously funding initiatives for project development, modernization, and enhancement. As a result of the investments' success, ICT vendors now annually set aside funding for the growth of the online market. Global ICT exports are anticipated to increase 3.9% on average year from US$ 784.3 billion in 2021 to US$ 955.19 billion in 2030. Global supply has increased by 9.5% yearly since 2009. In terms of global ICT exports in 2021, Ireland came in first place with US$ 169. 32 billion. The rankings placed China at number 4, the United States at number 2, and India at number 3. Since 2009, Brunei has increased by 228.2% year over year, while Sierra Leone has decreased by 61.7% year over year.

By 2026, European ICT Revenue is likely to increase by 1.5% annually, from US$ 1,802,413 Million in 2021 to US$ 1,933,429 Million. The European market has increased by 3.1% annually since 2016. In terms of ICT Revenue in Europe in 2021, Germany came in first place with US$ 339,074 million. Positions 2, 3, and 4 in this ranking were held by the United Kingdom, France, and Ireland, respectively. Since 2016, Malta has increased by 16.5% year over year, while Italy has decreased by 0.2%.

Surge in per capita disposable income, availability of diversified gaming & entertainment options, and favorable youth demographics in the UK region are the key factors that drive the growth of the UK family indoor entertainment centers market. However, shift in preference of tech-savvy consumers toward home gaming & mobile devices, high initial cost of FECs, and increase in ticket prices majorly restrict the market growth. On the contrary, continuous launch of new FECs supporting family activities and integration of food & beverage and games such as participatory play, are anticipated to create significant opportunities for the growth of the UK family/indoor entertainment centers market. Moreover, substantial rise in investments by malls to attract consumers and integration of augmented reality (AR) & virtual reality (VR) gaming zones in FECs are anticipated to provide lucrative opportunities for the growth of the market.

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The UK family/indoor entertainment centers market is segmented into visitor demographics, facility size, revenue source, application, and type. In terms of visitor demographics, the market is categorized into families with children aging 0-8 years, families with children aging 9-12 years, teenagers (13-19), young adults (20-25), and adults (aged 25+). On the basis of facility size, it is divided into up to 5,000 sq. ft., 5,001 to 10,000 sq. ft., 10,001-20,000 sq. ft., 20,001-40,000 sq. ft., 1-10 acre, 11-30 acre, and over 30 acre. Depending on revenue source, it is segregated into entry fees & ticket sales, food & beverages, merchandising, advertisement, and others. The applications covered in the study include arcade studios, AR & VR gaming zones, physical play activities, skill/competition games, and others. On the basis of type, the market is differentiated into children's entertainment centers (CECs), children's edutainment centers (CEDCs), adult entertainment centers (AECs), and location-based VR entertainment centers (LBECs).

KEY BENEFITS FOR STAKEHOLDERS
- This study includes the UK family/indoor entertainment center market analysis, trends, and future estimations to determine the imminent investment pockets.
- The report presents information related to key drivers, restraints, and opportunities of the market.
- The UK family/indoor entertainment center market size is quantitatively analyzed from 2019 to 2027 to highlight the financial competency of the industry.
- Porter's five forces analysis illustrates the potency of buyers & suppliers in the UK family/indoor entertainment center market.

The key players operating in the UK family/indoor entertainment centers market include Richardson's Family Entertainment Centre, Fun Farm Lincoln Family Entertainment Centre, The Walt Disney Company, Kidzania, Legoland, Tenpin, Time Twisters, Genesis Centre, Hunstanton Pier, and Superbowl UK.

KEY MARKET PLAYERS
- Richardson's Family Entertainment Centre
- Fun Farm Lincoln Family Entertainment Centre
- The Walt Disney Company
- Kidzania
- Legoland
- Tenpin
- Time Twisters
- Genesis Centre
- Hunstanton Pier
- Superbowl UK

KEY MARKET SEGMENTS
BY VISITOR DEMOGRAPHICS
- Families with children (0-8)
- Families with children (9-12)
- Teenagers (13-19)
- Young Adults (20-25)
- Adults (Ages 25+)

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BY FACILITY SIZE
- Up to 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.
- 1 to 10 acre
- 11 to 30 acre
- Over 30 acre

BY REVENUE SOURCE

- Entry Fees & Ticket Sales
- Food & Beverages
- Merchandising
- Advertisement
- Others

BY APPLICATION
- Arcade Studios
- AR & VR gaming Zones
- Physical Play Activities
- Skill/Competition Games
- Others

BY TYPE
- Children's Entertainment Centers (CECs)
- Children's Edutainment Centers (CEDCs)
- Adult Entertainment Centers (AECs)
- Location-Based Entertainment Centers (LBECs)

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