封面
市场调查报告书
商品编码
1522778

全球儿童娱乐中心市场规模研究(按收入来源、活动领域、游客人口统计、设施规模和 2022-2032 年区域预测)

Global Children Entertainment Centers Market Size Study, by Revenue Source, by Activity Area, by Visitor Demographic, by Facility Size, and Regional Forecasts 2022-2032

出版日期: | 出版商: Bizwit Research & Consulting LLP | 英文 200 Pages | 商品交期: 2-3个工作天内

价格
简介目录

2023年全球儿童娱乐中心市场价值约为127.5亿美元,预计在2024-2032年预测期内将以超过10.87%的健康成长率成长。儿童娱乐中心,也称为游乐园,是针对有儿童和青少年的家庭的小型室外或室内游乐公园。这些中心通常与主题乐园等较大的营运中心相关,提供适合不同年龄层的各种娱乐活动。主要景点包括惊险游乐设施和经典家庭娱乐中心的现代装饰,预计将推动市场的成长。

全球儿童娱乐中心市场的推动力是家庭对室内娱乐选择的日益偏好,而户外娱乐中心是市场的重要推动力。此外,由于支持家庭活动、餐饮(F&B)服务一体化以及参与性游戏的新娱乐中心的持续推出,市场预计将出现显着增长。购物中心数量的增加和有利的年轻人口统计进一步促进了市场扩张。此外,对新游戏和景点的投资增加为市场成长提供了丰厚的机会。然而,智慧型手机和视讯游戏等家庭游戏选项的日益普及,以及建立这些中心所需的高额初始投资,将阻碍 2024-2032 年预测期内市场的整体需求。

全球儿童娱乐中心市场研究考虑的关键区域包括亚太地区、北美、欧洲、拉丁美洲和世界其他地区。 2023 年,由于娱乐中心内互动和主题体验的扩张,北美占据了最大的市场份额。该地区大力打造沉浸式环境,透过主题游乐区、冒险区和讲故事的景点将孩子带​​入奇幻世界。此外,由于该地区购物中心数量众多,预计亚太地区在预测期内将出现最快的成长。

目录

第 1 章:全球儿童娱乐中心市场执行摘要

  • 全球儿童娱乐中心市场规模及预测(2022-2032)
  • 区域概要
  • 分部摘要
    • 按收入来源
    • 按活动区域
    • 按访客人口统计
    • 按设施规模
  • 主要趋势
  • 经济衰退的影响
  • 分析师推荐与结论

第 2 章:全球儿童娱乐中心市场定义与研究假设

  • 研究目的
  • 市场定义
  • 研究假设
    • 包容与排除
    • 限制
    • 供给侧分析
      • 可用性
      • 基础设施
      • 监管环境
      • 市场竞争
      • 经济可行性(消费者的角度)
    • 需求面分析
      • 监理框架
      • 技术进步
      • 环境考虑
      • 消费者意识和接受度
  • 估算方法
  • 研究考虑的年份
  • 货币兑换率

第 3 章:全球儿童娱乐中心市场动态

  • 市场驱动因素
    • 对室内娱乐的偏好日益增加
    • 不断推出新中心
    • 投资激增
  • 市场挑战
    • 高初始投资
    • 来自家庭游戏的竞争
  • 市场机会
    • 娱乐科技创新
    • 新兴经济体的成长
    • 互动和主题体验的扩展

第 4 章:全球儿童娱乐中心市场产业分析

  • 波特的五力模型
    • 供应商的议价能力
    • 买家的议价能力
    • 新进入者的威胁
    • 替代品的威胁
    • 竞争竞争
    • 波特五力模型的未来方法
    • 波特的五力影响分析
  • PESTEL分析
    • 政治的
    • 经济
    • 社会的
    • 技术性
    • 环境的
    • 合法的
  • 顶级投资机会
  • 最佳制胜策略
  • 颠覆性趋势
  • 产业专家视角
  • 分析师推荐与结论

第 5 章:2022-2032 年全球儿童娱乐中心市场规模及收入来源预测

  • 细分仪表板
  • 全球儿童娱乐中心市场:收入来源收入趋势分析,2022 年和 2032 年
    • 入场费和门票销售
    • 食品和饮料
    • 商品推销
    • 广告
    • 其他的

第 6 章:2022-2032 年全球儿童娱乐中心市场规模及活动领域预测

  • 细分仪表板
  • 全球儿童娱乐中心市场:2022 年和 2032 年活动区域收入趋势分析
    • 街机工作室
    • AR 和 VR 游戏区
    • 体能游戏活动
    • 技能/竞赛游戏
    • 其他的

第 7 章:2022-2032 年全球儿童娱乐中心市场规模及按游客人口统计预测

  • 细分仪表板
  • 全球儿童娱乐中心市场:2022 年和 2032 年游客人口统计收入趋势分析
    • 年轻人(18-24 岁)
    • 成人(24 岁以上)
    • 有儿童的家庭(0-9)
    • 有孩子的家庭(9-12 岁)
    • 青少年(12-18)

第 8 章:2022-2032 年全球儿童娱乐中心市场规模与设施规模预测

  • 细分仪表板
  • 全球儿童娱乐中心市场:2022 年和 2032 年设施规模收入趋势分析
    • 面积达 5,000 平方英尺
    • 5,001 至 10,000 平方英尺
    • 10,001 至 20,000 平方英尺
    • 20,001 至 40,000 平方英尺
    • 1至10英亩
    • 11至30英亩
    • 超过30英亩

第 9 章:2022-2032 年全球儿童娱乐中心市场规模及地区预测

  • 北美儿童娱乐中心市场
    • 美国儿童娱乐中心市场
      • 2022-2032 年收入来源细分规模与预测
      • 2022-2032 年活动领域细分规模与预测
    • 加拿大儿童娱乐中心市场
  • 欧洲儿童娱乐中心市场
    • 英国儿童娱乐中心市场
    • 德国儿童娱乐中心市场
    • 法国儿童娱乐中心市场
    • 西班牙儿童娱乐中心市场
    • 义大利儿童娱乐中心市场
    • 欧洲其他地区儿童娱乐中心市场
  • 亚太儿童娱乐中心市场
    • 中国儿童游乐中心市场
    • 印度儿童娱乐中心市场
    • 日本儿童娱乐中心市场
    • 澳洲儿童娱乐中心市场
    • 韩国儿童娱乐中心市场
    • 亚太地区其他儿童娱乐中心市场
  • 拉丁美洲儿童娱乐中心市场
    • 巴西儿童娱乐中心市场
    • 墨西哥儿童娱乐中心市场
    • 拉丁美洲其他地区儿童娱乐中心市场
  • 中东和非洲儿童娱乐中心市场
    • 沙乌地阿拉伯儿童娱乐中心市场
    • 南非儿童娱乐中心市场
    • 中东和非洲其他地区儿童娱乐中心市场

第 10 章:竞争情报

  • 重点企业SWOT分析
  • 顶级市场策略
  • 公司简介
    • Funriders
      • 关键讯息
      • 概述
      • 财务(视数据可用性而定)
      • 产品概要
      • 市场策略
    • Cinergy Entertainment Group
    • Smaaash
    • The Walt Disney Company
    • LEGO System A/S
    • Landmark Group
    • KidZania
    • Dave and Buster's, Inc
    • CEC Entertainment Concepts, LP
    • Scene75 Entertainment Centers LLC

第 11 章:研究过程

  • 研究过程
    • 资料探勘
    • 分析
    • 市场预测
    • 验证
    • 出版
  • 研究属性
简介目录

Global Children Entertainment Centers Market was valued at approximately USD 12.75 billion in 2023 and is anticipated to grow with a healthy growth rate of over 10.87% over the forecast period 2024-2032. Children entertainment centers, also known as amusement parks, are small outdoor or indoor enjoyment parks targeted towards families with children and teenagers. These centers, often associated with larger operational hubs such as theme parks, offer a variety of entertainment activities catering to different age groups. Major attractions include thrill rides and modern embellishments of classic family fun centers, which are projected to propel the market's growth.

The Global Children Entertainment Centers Market is driven by growing preference for indoor recreational and entertainment options among families over outdoor entertainment centers is a significant driver of the market. Moreover, the market is poised to experience notable growth due to the continuous launch of new entertainment centers that support family activities, the integration of food and beverage (F&B) services, and participatory play. The rise in the number of malls and favorable youth demographics further contribute to market expansion. Additionally, increased investments in new games and attractions present lucrative opportunities for market growth. However, the increasing penetration of smartphones and home gaming options, such as video games, alongside the high initial investments required for establishing these centers, are going to impede the overall demand for the market during the forecast period 2024-2032.

The key regions considered for the Global Children Entertainment Centers Market study includes Asia Pacific, North America, Europe, Latin America, and Rest of the World. In 2023, North America held the largest market share driven by the expansion of interactive and themed experiences within entertainment centers. The region sees a surge in creating immersive environments that transport children into fantastical worlds through themed play areas, adventure zones, and storytelling-driven attractions. Furthermore, Asia-Pacific is expected to witness the fastest growth during the forecast period, attributed to the high number of malls in the region.

Major market players included in this report are:

  • Funriders
  • Cinergy Entertainment Group
  • Smaaash
  • The Walt Disney Company
  • LEGO System A/S
  • Landmark Group
  • KidZania
  • Dave and Buster's, Inc
  • CEC Entertainment Concepts, LP
  • Scene75 Entertainment Centers LLC

The detailed segments and sub-segment of the market are explained below:

By Revenue Source:

  • Entry Fees and Ticket Sales
  • Food and Beverages
  • Merchandising
  • Advertisement
  • Others

By Activity Area:

  • Arcade Studios
  • AR and VR Gaming Zones
  • Physical Play Activities
  • Skill/Competition Games
  • Others

By Visitor Demographic:

  • Young Adults (18-24)
  • Adults (Ages 24+)
  • Families with Children (0-9)
  • Families with Children (9-12)
  • Teenagers (12-18)

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
  • 11 to 30 acres
  • Over 30 acres

By Region:

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Spain
  • Italy
  • ROE
  • Asia Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • RoAPAC
  • Latin America
  • Brazil
  • Mexico
  • Middle East & Africa
  • Saudi Arabia
  • South Africa
  • RoMEA

Years considered for the study are as follows:

  • Historical year - 2022
  • Base year - 2023
  • Forecast period - 2024 to 2032

Key Takeaways:

  • Market Estimates & Forecast for 10 years from 2022 to 2032.
  • Annualized revenues and regional level analysis for each market segment.
  • Detailed analysis of geographical landscape with Country level analysis of major regions.
  • Competitive landscape with information on major players in the market.
  • Analysis of key business strategies and recommendations on future market approach.
  • Analysis of competitive structure of the market.
  • Demand side and supply side analysis of the market

Table of Contents

Chapter 1. Global Children Entertainment Centers Market Executive Summary

  • 1.1. Global Children Entertainment Centers Market Size & Forecast (2022-2032)
  • 1.2. Regional Summary
  • 1.3. Segmental Summary
    • 1.3.1. By Revenue Source
    • 1.3.2. By Activity Area
    • 1.3.3. By Visitor Demographic
    • 1.3.4. By Facility Size
  • 1.4. Key Trends
  • 1.5. Recession Impact
  • 1.6. Analyst Recommendation & Conclusion

Chapter 2. Global Children Entertainment Centers Market Definition and Research Assumptions

  • 2.1. Research Objective
  • 2.2. Market Definition
  • 2.3. Research Assumptions
    • 2.3.1. Inclusion & Exclusion
    • 2.3.2. Limitations
    • 2.3.3. Supply Side Analysis
      • 2.3.3.1. Availability
      • 2.3.3.2. Infrastructure
      • 2.3.3.3. Regulatory Environment
      • 2.3.3.4. Market Competition
      • 2.3.3.5. Economic Viability (Consumer's Perspective)
    • 2.3.4. Demand Side Analysis
      • 2.3.4.1. Regulatory Frameworks
      • 2.3.4.2. Technological Advancements
      • 2.3.4.3. Environmental Considerations
      • 2.3.4.4. Consumer Awareness & Acceptance
  • 2.4. Estimation Methodology
  • 2.5. Years Considered for the Study
  • 2.6. Currency Conversion Rates

Chapter 3. Global Children Entertainment Centers Market Dynamics

  • 3.1. Market Drivers
    • 3.1.1. Increasing Preference for Indoor Entertainment
    • 3.1.2. Continuous Launch of New Centers
    • 3.1.3. Surge in Investments
  • 3.2. Market Challenges
    • 3.2.1. High Initial Investments
    • 3.2.2. Competition from Home Gaming
  • 3.3. Market Opportunities
    • 3.3.1. Innovations in Entertainment Technology
    • 3.3.2. Growth in Emerging Economies
    • 3.3.3. Expansion of Interactive and Themed Experiences

Chapter 4. Global Children Entertainment Centers Market Industry Analysis

  • 4.1. Porter's 5 Force Model
    • 4.1.1. Bargaining Power of Suppliers
    • 4.1.2. Bargaining Power of Buyers
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
    • 4.1.6. Futuristic Approach to Porter's 5 Force Model
    • 4.1.7. Porter's 5 Force Impact Analysis
  • 4.2. PESTEL Analysis
    • 4.2.1. Political
    • 4.2.2. Economical
    • 4.2.3. Social
    • 4.2.4. Technological
    • 4.2.5. Environmental
    • 4.2.6. Legal
  • 4.3. Top Investment Opportunities
  • 4.4. Top Winning Strategies
  • 4.5. Disruptive Trends
  • 4.6. Industry Expert Perspective
  • 4.7. Analyst Recommendation & Conclusion

Chapter 5. Global Children Entertainment Centers Market Size & Forecasts by Revenue Source 2022-2032

  • 5.1. Segment Dashboard
  • 5.2. Global Children Entertainment Centers Market: Revenue Source Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 5.2.1. Entry Fees and Ticket Sales
    • 5.2.2. Food and Beverages
    • 5.2.3. Merchandising
    • 5.2.4. Advertisement
    • 5.2.5. Others

Chapter 6. Global Children Entertainment Centers Market Size & Forecasts by Activity Area 2022-2032

  • 6.1. Segment Dashboard
  • 6.2. Global Children Entertainment Centers Market: Activity Area Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 6.2.1. Arcade Studios
    • 6.2.2. AR and VR Gaming Zones
    • 6.2.3. Physical Play Activities
    • 6.2.4. Skill/Competition Games
    • 6.2.5. Others

Chapter 7. Global Children Entertainment Centers Market Size & Forecasts by Visitor Demographic 2022-2032

  • 7.1. Segment Dashboard
  • 7.2. Global Children Entertainment Centers Market: Visitor Demographic Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 7.2.1. Young Adults (18-24)
    • 7.2.2. Adults (Ages 24+)
    • 7.2.3. Families with Children (0-9)
    • 7.2.4. Families with Children (9-12)
    • 7.2.5. Teenagers (12-18)

Chapter 8. Global Children Entertainment Centers Market Size & Forecasts by Facility Size 2022-2032

  • 8.1. Segment Dashboard
  • 8.2. Global Children Entertainment Centers Market: Facility Size Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 8.2.1. Up to 5,000 sq. ft.
    • 8.2.2. 5,001 to 10,000 sq. ft.
    • 8.2.3. 10,001 to 20,000 sq. ft.
    • 8.2.4. 20,001 to 40,000 sq. ft.
    • 8.2.5. 1 to 10 acres
    • 8.2.6. 11 to 30 acres
    • 8.2.7. Over 30 acres

Chapter 9. Global Children Entertainment Centers Market Size & Forecasts by Region 2022-2032

  • 9.1. North America Children Entertainment Centers Market
    • 9.1.1. U.S. Children Entertainment Centers Market
      • 9.1.1.1. Revenue Source breakdown size & forecasts, 2022-2032
      • 9.1.1.2. Activity Area breakdown size & forecasts, 2022-2032
    • 9.1.2. Canada Children Entertainment Centers Market
  • 9.2. Europe Children Entertainment Centers Market
    • 9.2.1. U.K. Children Entertainment Centers Market
    • 9.2.2. Germany Children Entertainment Centers Market
    • 9.2.3. France Children Entertainment Centers Market
    • 9.2.4. Spain Children Entertainment Centers Market
    • 9.2.5. Italy Children Entertainment Centers Market
    • 9.2.6. Rest of Europe Children Entertainment Centers Market
  • 9.3. Asia-Pacific Children Entertainment Centers Market
    • 9.3.1. China Children Entertainment Centers Market
    • 9.3.2. India Children Entertainment Centers Market
    • 9.3.3. Japan Children Entertainment Centers Market
    • 9.3.4. Australia Children Entertainment Centers Market
    • 9.3.5. South Korea Children Entertainment Centers Market
    • 9.3.6. Rest of Asia Pacific Children Entertainment Centers Market
  • 9.4. Latin America Children Entertainment Centers Market
    • 9.4.1. Brazil Children Entertainment Centers Market
    • 9.4.2. Mexico Children Entertainment Centers Market
    • 9.4.3. Rest of Latin America Children Entertainment Centers Market
  • 9.5. Middle East & Africa Children Entertainment Centers Market
    • 9.5.1. Saudi Arabia Children Entertainment Centers Market
    • 9.5.2. South Africa Children Entertainment Centers Market
    • 9.5.3. Rest of Middle East & Africa Children Entertainment Centers Market

Chapter 10. Competitive Intelligence

  • 10.1. Key Company SWOT Analysis
  • 10.2. Top Market Strategies
  • 10.3. Company Profiles
    • 10.3.1. Funriders
      • 10.3.1.1. Key Information
      • 10.3.1.2. Overview
      • 10.3.1.3. Financial (Subject to Data Availability)
      • 10.3.1.4. Product Summary
      • 10.3.1.5. Market Strategies
    • 10.3.2. Cinergy Entertainment Group
    • 10.3.3. Smaaash
    • 10.3.4. The Walt Disney Company
    • 10.3.5. LEGO System A/S
    • 10.3.6. Landmark Group
    • 10.3.7. KidZania
    • 10.3.8. Dave and Buster's, Inc
    • 10.3.9. CEC Entertainment Concepts, LP
    • 10.3.10. Scene75 Entertainment Centers LLC

Chapter 11. Research Process

  • 11.1. Research Process
    • 11.1.1. Data Mining
    • 11.1.2. Analysis
    • 11.1.3. Market Estimation
    • 11.1.4. Validation
    • 11.1.5. Publishing
  • 11.2. Research Attributes