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Family/Indoor Entertainment Centers Market: Major Trends Reshaping the Future of the Industry
Use code ONLINE30 to get 30% off on global market reports and stay ahead of tariff changes, macro trends, and global economic shifts.What Is the Expected CAGR for the Family/Indoor Entertainment Centers Market Through 2025?
In recent times, the market size for family/indoor entertainment centers has experienced speedy growth. Expected to rise from $35.24 billion in 2024 to $40.26 billion in 2025, it portrays a compound annual growth rate (CAGR) of 14.2%. Factors such as shifting recreational preferences, activities unaffected by weather conditions, urban development, the emergence of nuclear families, a variety of entertainment options and hectic lifestyle schedules are responsible for the growth observed during the previous years.
What's the Projected Size of the Global Family/Indoor Entertainment Centers Market by 2029?
In the coming years, the market for family/indoor entertainment centers is projected to experience swift expansion. The market size is estimated to be $69.3 billion in 2029, with a compound annual growth rate (CAGR) of 14.5%. The predicted growth in this period can be linked to factors such as membership and loyalty schemes, cultural festivities and events, access and inclusivity, community involvement efforts, and family-oriented dining experiences. The forecast period is expected to see major trends such as virtual and augmented reality experiences, hybrid entertainment models, e-sports and gaming lounges, themed and customized birthday party packages, and digital reservation and ticketing systems.
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Top Growth Drivers in the Family/Indoor Entertainment Centers Industry: What's Accelerating the Market?
The increasing preference for mobile gaming among the younger demographic is anticipated to fuel the expansion of the family or indoor entertainment centers market. Mobile gaming involves engaging in games via a handheld device with convenient access. Indoor amusement centers provide the best mobile gaming options for younger users, leading to an escalated demand for these entertainment hubs due to the rising popularity of mobile gaming. For example, data from the UK-based Business of Apps, from August 2024, showed that there were 148.2 billion app and game downloads in 2023, a 3.9% surge from the previous year. This broke down to 55.6 billion game downloads and 92.6 billion app downloads. Thus, the burgeoning interest in mobile gaming among the young population is poised to stimulate the demand and further the development of the family or indoor entertainment centers market in the upcoming years.
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What Trends Will Shape the Family/Indoor Entertainment Centers Market Through 2029 and Beyond?
Leading companies in the market of family or indoor entertainment centers (FEC) are focusing on creating innovative products, such as family entertainment centers (FEC), to cater to a broader customer base, enhance sales, and boost income. A family entertainment center (FEC) is an establishment, located both indoors and outdoors, created to offer a plethora of recreation and entertainment options to individuals and families of different age groups. Notably, in September 2023, Spectrum Metro, a commercial venture based in India, unveiled a Family Entertainment Center encompassing an area of 71,000 sq. ft. Spectrum Metro's unique value consists of its pioneering addition as a center for family fun and relaxation, expertly blending an amusement park, fitness facilities, and sports experiences. This Family Entertainment Center is notable for its remarkable integration of entertainment and physical activities, making it an unmatched venue for various occasions such as birthday celebrations, school trips, and corporate events.
What Are the Main Segments in the Family/Indoor Entertainment Centers Market?
The family/indoor entertainment centers market covered in this report is segmented -
1) By Activity Area: Arcade Studios, AR And VR Gaming Zones, Physical Play Activities, Skill Or Competition Games, Other Activity Areas
2) 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 Acres, 10 To 30 Acres, Over 30 Acres
3) By Revenue Source: Entry Fees And Ticket Sales, Food And Beverages, Merchandising, Advertisement, Other Sources
4) By Visitor: Families With Children (0-8), Families With Children (9-12), Teenagers (13-19), Young Adults (20-25), Adults (Ages 25+)
Subsegments:
1) By Arcade Studios: Traditional Arcade Games, Redemption Games
2) By AR And VR Gaming Zones: Virtual Reality Experiences, Augmented Reality Games
3) By Physical Play Activities: Trampoline Parks, Obstacle Courses
4) By Skill Or Competition Games: Bowling Alleys, Laser Tag
5) By Other Activity Areas: Mini-golf, Escape Rooms, Indoor Playgrounds
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Which Top Companies are Driving Growth in the Family/Indoor Entertainment Centers Market?
Major companies operating in the family/indoor entertainment centers market include Bandai Namco Entertainment, Merlin Entertainments, Dave & Buster's Inc., Bowlmor AMF Corporation, Main Event Entertainment, KidZania, Scene75 Entertainment Centers, Gatti's Pizza Corporation, Round1 Entertainment, Cinergy Entertainment Group, Sky Zone, Fun Spot America Theme Parks, Tenpin, Timezone Global, Andretti Indoor Karting & Games, iPlay America, Billy Beez, Legoland Discovery Center, Lucky Strike Entertainment, Nickelodeon Universe, Fun City, Funriders Leisure & Amusement, Toy Town, Apex Entertainment, Urban Air Adventure Park, Smaash Entertainment Pvt. Ltd., Safari Nation, CEC Entertainment Inc.
Which Regions Will Dominate the Family/Indoor Entertainment Centers Market Through 2029?
North America was the largest region in the family or indoor entertainment centers market in 2024. The regions covered in the family/indoor entertainment centers market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.
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