家庭室内娱乐中心市场-2019-2029年全球市场规模、份额、趋势分析、机会和预测报告
市场调查报告书
商品编码
1319309

家庭室内娱乐中心市场-2019-2029年全球市场规模、份额、趋势分析、机会和预测报告

Family Indoor Entertainment Centers Market - Global Size, Share, Trend Analysis, Opportunity and Forecast Report, 2019-2029, Segmented By Type ; By Visitor Demographics ; By Activity Area ; By Revenue Source ; By Facility Size ; By Region

出版日期: | 出版商: Blueweave Consulting | 英文 400 Pages | 商品交期: 2-3个工作天内

价格
简介目录

到2029年,全球室内家庭娱乐中心市场将增长五倍以上,达到1300亿美元。

由于消费者可支配收入和娱乐支出的增加以及对室内娱乐活动的高需求,全球家庭室内娱乐中心市场正在蓬勃发展。

领先的战略咨询和市场研究公司 BlueWeave Consulting 最近的一项研究估计,2022 年全球家庭室内娱乐中心市场价值将达到 251.3 亿美元。 BlueWeave预测,在2023年至2029年的预测期内,全球家庭室内娱乐中心市场规模将以32%的年复合成长率稳步增长,到2029年将达到1300亿美元。全球家庭室内娱乐中心市场的主要增长促进因素包括人均可支配收入的增加和技术进步,尤其是虚拟现实游戏领域。迷你游乐园等家庭娱乐中心是专门为全家人参与和娱乐而设计的。提供奖金、礼品卡和生日折扣等策略正在对市场产生积极影响。不断推出新的家庭娱乐中心,优先考虑家庭友好型活动和互动游戏,以及购物中心投资的增加,进一步促进了市场的增长。积分奖励、商店访问积分和会员卡等忠诚度计划也在推动家庭娱乐中心市场的增长中发挥着重要作用。此外,3D 和虚拟现实游戏等先进技术的采用为这些中心创造了令人兴奋的增长机会。多样化的娱乐和游戏选择以及对室内娱乐活动不断变化的偏好进一步推动了预测期内的市场需求。然而,在分析期间,高昂的初始投资和运营成本以及来自其他娱乐选择的激烈竞争预计将抑制整个市场的增长。

该报告的详细分析提供了有关全球家庭室内娱乐中心市场的增长潜力、未来趋势和统计数据的信息。它还涵盖了推动市场总规模预测的因素。该报告致力于提供全球家庭室内娱乐中心市场的最新技术趋势以及行业见解,帮助决策者做出明智的战略决策。它还分析了市场的增长促进因素、挑战和竞争力。

目录

第1章研究框架

第2章执行摘要

第3章全球家庭室内娱乐中心市场洞察

  • 行业价值链分析
  • DROC分析
    • 增长促进因素
      • 室内休閒活动需求增加
      • 可支配收入和娱乐方面的消费者支出增加
    • 抑制因素
      • 初始投资和运营成本高
      • 与其他娱乐选择的激烈竞争
    • 机会
      • 产品创新和多元化,服务更广泛的客户群
      • 扩展到新兴市场和新兴市场
    • 任务
      • 法律合规性和安全规定
      • 需要持续投资设备升级和维护
  • 技术进步/最新发展
  • 监管框架
  • 波特五力分析

第4章全球家庭室内娱乐中心市场概况

  • 2019-2029 年市场规模和价值预测
    • 按金额
  • 市场份额及预测
    • 按类型
      • 儿童娱乐中心(CEC)
      • 儿童教育中心 (CEDC)
      • 成人娱乐中心 (AEC)
      • 基于位置的 VR 娱乐中心 (LBEC)
    • 按访客人口统计
      • 有小孩(0-9岁)的家庭
      • 有孩子的家庭(9-12岁)
      • 青少年(12-18岁)
      • 青少年(18-24岁)
      • 成人(24 岁以上)
    • 按活动区域
      • 街机工作室
      • AR&VR游戏区
      • 体力游戏活动
      • 技能/竞争游戏
      • 其他的
    • 按收入来源
      • 入场及门票销售
      • 饮食
      • 产品商业化
      • 广告
      • 其他的
    • 按设施规模
      • 高达5000平方米的堡垒
      • 5,001-10,000平方米堡垒
      • 10,001至20,000平方米堡垒
      • 20,001至40,000平方米堡垒
      • 其他(1-10英亩、10-30英亩、30+英亩)
    • 按地区
      • 北美
      • 欧洲
      • 亚太地区
      • 拉美
      • 中东和非洲

第5章北美家庭室内娱乐中心市场

    • 2019-2029 年市场规模和价值预测
    • 按金额
  • 市场份额及预测
    • 按类型
    • 按访客人口统计
    • 按活动区域
    • 按收入来源
    • 按设施规模
    • 按国家/地区
      • 我们
      • 加拿大

第6章欧洲家庭室内娱乐中心市场

    • 2019-2029 年市场规模和价值预测
    • 按金额
  • 市场份额及预测
    • 按类型
    • 按访客人口统计
    • 按活动区域
    • 按收入来源
    • 按设施规模
    • 按国家/地区
      • 德国
      • 英国
      • 意大利
      • 法国
      • 西班牙
      • 比利时
      • 俄罗斯
      • 荷兰
      • 其他欧洲国家

第7章亚太家庭室内娱乐中心市场

  • 2019-2029 年市场规模和价值预测
    • 按金额
  • 市场份额及预测
    • 按类型
    • 按访客人口统计
    • 按活动区域
    • 按收入来源
    • 按设施规模
    • 按国家/地区
      • 中国
      • 印度
      • 日本
      • 韩国
      • 澳大利亚和新西兰
      • 印尼
      • 马来西亚
      • 新加坡
      • 越南
      • 亚太地区其他地区

第8章拉丁美洲家庭室内娱乐中心市场

  • 2019-2029 年市场规模和价值预测
    • 按金额
  • 市场份额及预测
    • 按类型
    • 按访客人口统计
    • 按活动区域
    • 按收入来源
    • 按设施规模
    • 按国家/地区
      • 巴西
      • 阿根廷
      • 秘鲁
      • 拉丁美洲其他地区

第9章中东及非洲家庭室内娱乐中心市场

  • 2019-2029 年市场规模和价值预测
    • 按金额
  • 市场份额及预测
    • 按类型
    • 按访客人口统计
    • 按活动区域
    • 按收入来源
    • 按设施规模
    • 按国家/地区
      • 沙特阿拉伯
      • 阿拉伯联合酋长国
      • 卡塔尔
      • 科威特
      • 南非
      • 尼日利亚
      • 阿尔及利亚
      • MEA 的其余部分

第10章竞争格局

  • 主要公司及其产品列表
  • 2022年全球家庭室内娱乐中心企业市场份额分析
  • 通过运行参数进行竞争基准测试
  • 主要战略发展(合併、收购、合作伙伴关係等)

第11章COVID-19 对全球家庭室内娱乐中心市场的影响

第12章公司简介(公司简介、财务矩阵、竞争格局、关键人才、主要竞争、联繫地址、战略展望、SWOT分析)

  • KidZania
  • CEC Entertainment Concepts, LP.
  • Dave and Buster's, Inc.
  • SMAAASH Entertainment Pvt. Ltd.
  • Landmark Leisure LLC
  • Lucky Strike Entertainment
  • Timezone Global
  • Scene75 Entertainment Centers
  • Cinergy Entertainment Group
  • Funriders
  • Other prominent players

第13章关键战略建议

第14章调查方法

  • 定性研究
    • 初级和次级研究
  • 定量研究
  • 市场细分和数据三角测量
    • 二次调查
    • 初步调查
  • 主要调查受访者的地区分布
  • 假设和限制
简介目录
Product Code: BWC23613

Global Family Indoor Entertainment Centers Market Size Zooming More Than 5X to Touch USD 130 Billion by 2029.

Global family indoor entertainment centers market is flourishing because of increasing disposable income and consumer spending on entertainment and high demand for indoor recreational activities.

BlueWeave Consulting, a leading strategic consulting and market research firm, in its recent study, estimated global family indoor entertainment centers market size at USD 25.13 billion in 2022. During the forecast period between 2023 and 2029, BlueWeave expects global family indoor entertainment centers market size to grow at a robust CAGR of 32% reaching a value of USD 130 billion by 2029. Major growth drivers for the global family indoor entertainment centers market include an increasing per capita disposable income and advancements in technology, particularly with virtual reality games. These family entertainment centers, which resemble mini amusement parks, are specifically designed to engage and entertain the entire family. Strategies such as offering bonuses, gift cards, and birthday discounts have a positive impact on the market. The continuous introduction of new family entertainment centers that prioritize family activities and participatory play, as well as increased investments from malls, further contribute to market growth. Loyalty programs, such as reward points, visit points, and membership cards, also play a crucial role in driving the growth of the family entertainment center market. Furthermore, the adoption of advanced technologies like 3D and virtual reality gaming presents exciting growth opportunities for these centers. The availability of diverse entertainment and gaming options, coupled with a shifting preference towards indoor entertainment activities, further boosts the market's demand in the forecast period. However, high initial investment and operational costs and intense competition from other entertainment options are anticipated to restrain the overall market growth during the period in analysis.

Global Family Indoor Entertainment Centers Market - Overview:

Family entertainment centers (FECs), also known as fun centers, are indoor amusement parks catering to families with children and teenagers. These smaller-scale parks operate in sub-regional markets, serving local customers rather than targeting tourists. FECs encompass various entertainment options, such as arcade studios, AR and VR gaming zones, skill games, and physical play activities. Some FECs are owned independently, while others are part of chains or franchises. Non-profit organizations often focus on edutainment experiences, integrating arcade gaming and VR technology. FECs provide diverse entertainment for all ages, including bowling alleys, miniature golf courses, museums, water parks, and zoos. Thriving for over a decade, these centers offer enjoyable experiences to families and individuals alike.

Impact of COVID-19 on Global Family Indoor Entertainment Centers Market:

COVID-19 pandemic adversely affected the global family indoor entertainment centers market. Government-imposed lockdowns and restrictions on public gatherings resulted in the temporary closure of indoor entertainment centers, leading to a sharp decline in revenue. Indoor entertainment centers faced challenges in implementing strict health and safety protocols and adapting to social distancing measures. The fear of virus transmission and changes in consumer behavior further affected the market, with reduced footfall and cautious spending. However, as restrictions eased and vaccination rates increased, the market gradually recovered. Indoor entertainment centers adopted innovative solutions and emphasized cleanliness and safety to regain consumer trust and confidence during the post-COVID period.

Global Family Indoor Entertainment Centers Market - By Type:

By type, the global family indoor entertainment centers market is divided into Children's Entertainment Centers (CECs), Children's Edutainment Centers (CEDCs), Adult Entertainment Centers (AECs), and Location-based VR Entertainment Centers (LBECs) segments. The children's entertainment centers segment held the highest share in the global family indoor entertainment centers market in 2022. These centers primarily target children, offering a diverse range of age-appropriate activities and attractions that engage and entertain them. With a strong focus on creating a family-friendly environment, these centers ensure safety measures and amenities for parents. As parents increasingly prioritize spending on experiences that provide entertainment and quality family time, children's entertainment centers fulfill their expectations. Moreover, these centers foster socialization opportunities for children, enhancing their development. These factors collectively contribute to the segment's dominance and success within the global family indoor entertainment centers market. Meanwhile, the location-based VR entertainment centers (LBECs) segment is expected to witness the fastest growth rate during the forecast period due to its immersive and exclusive experiences. With all-age appeal, social interaction opportunities, and professional setups, these centers have become a dominant force in the market.

Competitive Landscape:

Major players operating in the global family indoor entertainment centers market include: KidZania, CEC Entertainment Concepts, LP., Dave and Buster's, Inc., SMAAASH Entertainment Pvt. Ltd., Landmark Leisure LLC, Lucky Strike Entertainment, Timezone Global, Scene75 Entertainment Centers, Cinergy Entertainment Group, and Funriders. To further enhance their market share, these companies employ various strategies, including mergers and acquisitions, partnerships, joint ventures, license agreements, and new product launches.

The in-depth analysis of the report provides information about growth potential, upcoming trends, and statistics of Global Family Indoor Entertainment Centers Market. It also highlights the factors driving forecasts of total market size. The report promises to provide recent technology trends in Global Family Indoor Entertainment Centers Market and industry insights to help decision-makers make sound strategic decisions. Furthermore, the report also analyzes the growth drivers, challenges, and competitive dynamics of the market.

Table of Contents

1. Research Framework

  • 1.1. Research Objective
  • 1.2. Product Overview
  • 1.3. Market Segmentation

2. Executive Summary

3. Global Family Indoor Entertainment Centers Market Insights

  • 3.1. Industry Value Chain Analysis
  • 3.2. DROC Analysis
    • 3.2.1. Growth Drivers
      • 3.2.1.1. Increasing demand for indoor recreational activities
      • 3.2.1.2. Growing disposable income and consumer spending on entertainment
    • 3.2.2. Restraints
      • 3.2.2.1. High initial investment and operational costs
      • 3.2.2.2. Intense competition from other entertainment options
    • 3.2.3. Opportunities
      • 3.2.3.1. Innovation and diversification of offerings to cater to a broader customer base
      • 3.2.3.2. Expansion into emerging markets and untapped regions
    • 3.2.4. Challenges
      • 3.2.4.1. Regulatory compliance and safety regulations
      • 3.2.4.2. Continuous need for investment in equipment upgrades and maintenance
  • 3.3. Technological Advancements/Recent Developments
  • 3.4. Regulatory Framework
  • 3.5. Porter's Five Forces Analysis
    • 3.5.1. Bargaining Power of Suppliers
    • 3.5.2. Bargaining Power of Buyers
    • 3.5.3. Threat of New Entrants
    • 3.5.4. Threat of Substitutes
    • 3.5.5. Intensity of Rivalry

4. Global Family Indoor Entertainment Centers Market Overview

  • 4.1. Market Size & Forecast by Value, 2019-2029
    • 4.1.1. By Value (USD Billion)
  • 4.2. Market Share & Forecast
    • 4.2.1. By Type
      • 4.2.1.1. Children's Entertainment Centers (CECs)
      • 4.2.1.2. Children's Edutainment Centers (CEDCs)
      • 4.2.1.3. Adult Entertainment Centers (AECs)
      • 4.2.1.4. Location-based VR Entertainment Centers (LBECs)
    • 4.2.2. By Visitor Demographics
      • 4.2.2.1. Families With Children (aged 0-9 years)
      • 4.2.2.2. Families With Children (aged 9-12 years)
      • 4.2.2.3. Teenagers (aged 12-18 years)
      • 4.2.2.4. Young Adults (aged 18-24 years)
      • 4.2.2.5. Adults (aged 24+ years)
    • 4.2.3. By Activity Area
      • 4.2.3.1. Arcade Studios
      • 4.2.3.2. AR & VR Gaming Zones
      • 4.2.3.3. Physical Play Activities
      • 4.2.3.4. Skill/Competition Games
      • 4.2.3.5. Others
    • 4.2.4. By Revenue Source
      • 4.2.4.1. Entry Fees & Ticket Sales
      • 4.2.4.2. Food & Beverages
      • 4.2.4.3. Merchandizing
      • 4.2.4.4. Advertisement
      • 4.2.4.5. Others
    • 4.2.5. By Facility Size
      • 4.2.5.1. Up to 5,000 Sq. Ft.
      • 4.2.5.2. 5,001 to 10,000 Sq. Ft.
      • 4.2.5.3. 10,001 to 20,000 Sq. Ft.
      • 4.2.5.4. 20,001 to 40,000 Sq. Ft.
      • 4.2.5.5. Others (1 to 10 Acres, 10 to 30 Acres, Over 30 Acres)
    • 4.2.6. By Region
      • 4.2.6.1. North America
      • 4.2.6.2. Europe
      • 4.2.6.3. Asia Pacific
      • 4.2.6.4. Latin America
      • 4.2.6.5. Middle East and Africa

5. North America Family Indoor Entertainment Centers Market

    • 5.1.1. Market Size & Forecast by Value, 2019-2029
    • 5.1.2. By Value (USD Billion)
  • 5.2. Market Share & Forecast
    • 5.2.1. By Type
    • 5.2.2. By Visitor Demographics
    • 5.2.3. By Activity Area
    • 5.2.4. By Revenue Source
    • 5.2.5. By Facility Size
    • 5.2.6. By Country
      • 5.2.6.1. United States
      • 5.2.6.1.1. By Type
      • 5.2.6.1.2. By Visitor Demographics
      • 5.2.6.1.3. By Activity Area
      • 5.2.6.1.4. By Revenue Source
      • 5.2.6.1.5. By Facility Size
      • 5.2.6.2. Canada
      • 5.2.6.2.1. By Type
      • 5.2.6.2.2. By Visitor Demographics
      • 5.2.6.2.3. By Activity Area
      • 5.2.6.2.4. By Revenue Source
      • 5.2.6.2.5. By Facility Size

6. Europe Family Indoor Entertainment Centers Market

    • 6.1.1. Market Size & Forecast by Value, 2019-2029
    • 6.1.2. By Value (USD Billion)
  • 6.2. Market Share & Forecast
    • 6.2.1. By Type
    • 6.2.2. By Visitor Demographics
    • 6.2.3. By Activity Area
    • 6.2.4. By Revenue Source
    • 6.2.5. By Facility Size
    • 6.2.6. By Country
      • 6.2.6.1. Germany
      • 6.2.6.1.1. By Type
      • 6.2.6.1.2. By Visitor Demographics
      • 6.2.6.1.3. By Activity Area
      • 6.2.6.1.4. By Revenue Source
      • 6.2.6.1.5. By Facility Size
      • 6.2.6.2. United Kingdom
      • 6.2.6.2.1. By Type
      • 6.2.6.2.2. By Visitor Demographics
      • 6.2.6.2.3. By Activity Area
      • 6.2.6.2.4. By Revenue Source
      • 6.2.6.2.5. By Facility Size
      • 6.2.6.3. Italy
      • 6.2.6.3.1. By Type
      • 6.2.6.3.2. By Visitor Demographics
      • 6.2.6.3.3. By Activity Area
      • 6.2.6.3.4. By Revenue Source
      • 6.2.6.3.5. By Facility Size
      • 6.2.6.4. France
      • 6.2.6.4.1. By Type
      • 6.2.6.4.2. By Visitor Demographics
      • 6.2.6.4.3. By Activity Area
      • 6.2.6.4.4. By Revenue Source
      • 6.2.6.4.5. By Facility Size
      • 6.2.6.5. Spain
      • 6.2.6.5.1. By Type
      • 6.2.6.5.2. By Visitor Demographics
      • 6.2.6.5.3. By Activity Area
      • 6.2.6.5.4. By Revenue Source
      • 6.2.6.5.5. By Facility Size
      • 6.2.6.6. Belgium
      • 6.2.6.6.1. By Type
      • 6.2.6.6.2. By Visitor Demographics
      • 6.2.6.6.3. By Activity Area
      • 6.2.6.6.4. By Revenue Source
      • 6.2.6.6.5. By Facility Size
      • 6.2.6.7. Russia
      • 6.2.6.7.1. By Type
      • 6.2.6.7.2. By Visitor Demographics
      • 6.2.6.7.3. By Activity Area
      • 6.2.6.7.4. By Revenue Source
      • 6.2.6.7.5. By Facility Size
      • 6.2.6.8. The Netherlands
      • 6.2.6.8.1. By Type
      • 6.2.6.8.2. By Visitor Demographics
      • 6.2.6.8.3. By Activity Area
      • 6.2.6.8.4. By Revenue Source
      • 6.2.6.8.5. By Facility Size
      • 6.2.6.9. Rest of Europe
      • 6.2.6.9.1. By Type
      • 6.2.6.9.2. By Visitor Demographics
      • 6.2.6.9.3. By Activity Area
      • 6.2.6.9.4. By Revenue Source
      • 6.2.6.9.5. By Facility Size
      • 6.2.6.9.6. By Event Type

7. Asia-Pacific Family Indoor Entertainment Centers Market

  • 7.1. Market Size & Forecast by Value, 2019-2029
    • 7.1.1. By Value (USD Billion)
  • 7.2. Market Share & Forecast
    • 7.2.1. By Type
    • 7.2.2. By Visitor Demographics
    • 7.2.3. By Activity Area
    • 7.2.4. By Revenue Source
    • 7.2.5. By Facility Size
    • 7.2.6. By Country
      • 7.2.6.1. China
      • 7.2.6.1.1. By Type
      • 7.2.6.1.2. By Visitor Demographics
      • 7.2.6.1.3. By Activity Area
      • 7.2.6.1.4. By Revenue Source
      • 7.2.6.1.5. By Facility Size
      • 7.2.6.2. India
      • 7.2.6.2.1. By Type
      • 7.2.6.2.2. By Visitor Demographics
      • 7.2.6.2.3. By Activity Area
      • 7.2.6.2.4. By Revenue Source
      • 7.2.6.2.5. By Facility Size
      • 7.2.6.3. Japan
      • 7.2.6.3.1. By Type
      • 7.2.6.3.2. By Visitor Demographics
      • 7.2.6.3.3. By Activity Area
      • 7.2.6.3.4. By Revenue Source
      • 7.2.6.3.5. By Facility Size
      • 7.2.6.4. South Korea
      • 7.2.6.4.1. By Type
      • 7.2.6.4.2. By Visitor Demographics
      • 7.2.6.4.3. By Activity Area
      • 7.2.6.4.4. By Revenue Source
      • 7.2.6.4.5. By Facility Size
      • 7.2.6.5. Australia & New Zealand
      • 7.2.6.5.1. By Type
      • 7.2.6.5.2. By Visitor Demographics
      • 7.2.6.5.3. By Activity Area
      • 7.2.6.5.4. By Revenue Source
      • 7.2.6.5.5. By Facility Size
      • 7.2.6.6. Indonesia
      • 7.2.6.6.1. By Type
      • 7.2.6.6.2. By Visitor Demographics
      • 7.2.6.6.3. By Activity Area
      • 7.2.6.6.4. By Revenue Source
      • 7.2.6.6.5. By Facility Size
      • 7.2.6.7. Malaysia
      • 7.2.6.7.1. By Type
      • 7.2.6.7.2. By Visitor Demographics
      • 7.2.6.7.3. By Activity Area
      • 7.2.6.7.4. By Revenue Source
      • 7.2.6.7.5. By Facility Size
      • 7.2.6.8. Singapore
      • 7.2.6.8.1. By Type
      • 7.2.6.8.2. By Visitor Demographics
      • 7.2.6.8.3. By Activity Area
      • 7.2.6.8.4. By Revenue Source
      • 7.2.6.8.5. By Facility Size
      • 7.2.6.9. Vietnam
      • 7.2.6.9.1. By Type
      • 7.2.6.9.2. By Visitor Demographics
      • 7.2.6.9.3. By Activity Area
      • 7.2.6.9.4. By Revenue Source
      • 7.2.6.9.5. By Facility Size
      • 7.2.6.10. Rest of Asia Pacific
      • 7.2.6.10.1. By Type
      • 7.2.6.10.2. By Visitor Demographics
      • 7.2.6.10.3. By Activity Area
      • 7.2.6.10.4. By Revenue Source
      • 7.2.6.10.5. By Facility Size

8. Latin America Family Indoor Entertainment Centers Market

  • 8.1. Market Size & Forecast by Value, 2019-2029
    • 8.1.1. By Value (USD Billion)
  • 8.2. Market Share & Forecast
    • 8.2.1. By Type
    • 8.2.2. By Visitor Demographics
    • 8.2.3. By Activity Area
    • 8.2.4. By Revenue Source
    • 8.2.5. By Facility Size
    • 8.2.6. By Country
      • 8.2.6.1. Brazil
      • 8.2.6.1.1. By Type
      • 8.2.6.1.2. By Visitor Demographics
      • 8.2.6.1.3. By Activity Area
      • 8.2.6.1.4. By Revenue Source
      • 8.2.6.1.5. By Facility Size
      • 8.2.6.2. Argentina
      • 8.2.6.2.1. By Type
      • 8.2.6.2.2. By Visitor Demographics
      • 8.2.6.2.3. By Activity Area
      • 8.2.6.2.4. By Revenue Source
      • 8.2.6.2.5. By Facility Size
      • 8.2.6.3. Peru
      • 8.2.6.3.1. By Type
      • 8.2.6.3.2. By Visitor Demographics
      • 8.2.6.3.3. By Activity Area
      • 8.2.6.3.4. By Revenue Source
      • 8.2.6.3.5. By Facility Size
      • 8.2.6.4. Rest of LATAM
      • 8.2.6.4.1. By Type
      • 8.2.6.4.2. By Visitor Demographics
      • 8.2.6.4.3. By Activity Area
      • 8.2.6.4.4. By Revenue Source
      • 8.2.6.4.5. By Facility Size

9. Middle East & Africa Family Indoor Entertainment Centers Market

  • 9.1. Market Size & Forecast by Value, 2019-2029
    • 9.1.1. By Value (USD Billion)
  • 9.2. Market Share & Forecast
    • 9.2.1. By Type
    • 9.2.2. By Visitor Demographics
    • 9.2.3. By Activity Area
    • 9.2.4. By Revenue Source
    • 9.2.5. By Facility Size
    • 9.2.6. By Country
      • 9.2.6.1. Saudi Arabia
      • 9.2.6.1.1. By Type
      • 9.2.6.1.2. By Visitor Demographics
      • 9.2.6.1.3. By Activity Area
      • 9.2.6.1.4. By Revenue Source
      • 9.2.6.1.5. By Facility Size
      • 9.2.6.2. UAE
      • 9.2.6.2.1. By Type
      • 9.2.6.2.2. By Visitor Demographics
      • 9.2.6.2.3. By Activity Area
      • 9.2.6.2.4. By Revenue Source
      • 9.2.6.2.5. By Facility Size
      • 9.2.6.3. Qatar
      • 9.2.6.3.1. By Type
      • 9.2.6.3.2. By Visitor Demographics
      • 9.2.6.3.3. By Activity Area
      • 9.2.6.3.4. By Revenue Source
      • 9.2.6.3.5. By Facility Size
      • 9.2.6.4. Kuwait
      • 9.2.6.4.1. By Type
      • 9.2.6.4.2. By Visitor Demographics
      • 9.2.6.4.3. By Activity Area
      • 9.2.6.4.4. By Revenue Source
      • 9.2.6.4.5. By Facility Size
      • 9.2.6.5. South Africa
      • 9.2.6.5.1. By Type
      • 9.2.6.5.2. By Visitor Demographics
      • 9.2.6.5.3. By Activity Area
      • 9.2.6.5.4. By Revenue Source
      • 9.2.6.5.5. By Facility Size
      • 9.2.6.6. Nigeria
      • 9.2.6.6.1. By Type
      • 9.2.6.6.2. By Visitor Demographics
      • 9.2.6.6.3. By Activity Area
      • 9.2.6.6.4. By Revenue Source
      • 9.2.6.6.5. By Facility Size
      • 9.2.6.7. Algeria
      • 9.2.6.7.1. By Type
      • 9.2.6.7.2. By Visitor Demographics
      • 9.2.6.7.3. By Activity Area
      • 9.2.6.7.4. By Revenue Source
      • 9.2.6.7.5. By Facility Size
      • 9.2.6.8. Rest of MEA
      • 9.2.6.8.1. By Type
      • 9.2.6.8.2. By Visitor Demographics
      • 9.2.6.8.3. By Activity Area
      • 9.2.6.8.4. By Revenue Source
      • 9.2.6.8.5. By Facility Size

10. Competitive Landscape

  • 10.1. List of Key Players and Their Offerings
  • 10.2. Global Family Indoor Entertainment Centers Company Market Share Analysis, 2022
  • 10.3. Competitive Benchmarking, By Operating Parameters
  • 10.4. Key Strategic Development (Mergers, Acquisitions, Partnerships, and others)

11. Impact of Covid-19 on Global Family Indoor Entertainment Centers Market

12. Company Profile (Company Overview, Financial Matrix, Competitive landscape, Key Personnel, Key Competitors, Contact Address, Strategic Outlook, and SWOT Analysis)

  • 12.1. KidZania
  • 12.2. CEC Entertainment Concepts, LP.
  • 12.3. Dave and Buster's, Inc.
  • 12.4. SMAAASH Entertainment Pvt. Ltd.
  • 12.5. Landmark Leisure LLC
  • 12.6. Lucky Strike Entertainment
  • 12.7. Timezone Global
  • 12.8. Scene75 Entertainment Centers
  • 12.9. Cinergy Entertainment Group
  • 12.10. Funriders
  • 12.11. Other prominent players

13. Key Strategic Recommendations

14. Research Methodology

  • 14.1. Qualitative Research
    • 14.1.1. Primary & Secondary Research
  • 14.2. Quantitative Research
  • 14.3. Market Breakdown & Data Triangulation
    • 14.3.1. Secondary Research
    • 14.3.2. Primary Research
  • 14.4. Breakdown of Primary Research Respondents, By Region
  • 14.5. Assumption & Limitation