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市场调查报告书
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1535561

家庭娱乐中心 (FEC) 市场规模 - 按中心、收入来源、年龄层和预测,2024 年 - 2032 年

Family Entertainment Center (FEC) Market Size - By Center, By Revenue Stream, By Age Group & Forecast, 2024 - 2032

出版日期: | 出版商: Global Market Insights Inc. | 英文 240 Pages | 商品交期: 2-3个工作天内

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简介目录

家庭娱乐中心市场规模从 2024 年到 2032 年将增长 10.5% 以上,这主要是因为越来越多地融入强烈的主题和讲故事的元素,以创造独特和难忘的体验。基于流行电影、电视节目和原创故事的主题环境有助于家庭娱乐中心 (FEC) 脱颖而出,同时提高宾客参与度。

最近,这些中心也采用永续实践来吸引具有环保意识的消费者。其中包括使用环保材料、减少浪费、采用节能技术。人们越来越重视为家庭创造安全、清洁和温馨的环境,这是推动市场成长的另一个重要趋势。

FEC 产业分为中心、收入来源、年龄层和地区。

就中心而言,VR 公园领域的产业价值预计将在 2024 年至 2032 年间实现强劲成长。这种多功能性使他们能够满足不同兴趣和年龄层的需求。它们还提供惊险刺激的体验,而没有传统游乐园游乐设施带来的身体风险。

根据收入流,食品和饮料领域的 FEC 市场预计从 2024 年到 2032 年将大幅扩张。整体满意。透过有效管理和创新其餐饮产品,FEC 正在进一步改善整体宾客体验并显着增加其收入来源。

从地区来看,由于高度重视家庭友善环境以及迎合不同年龄层的活动,亚太地区家庭娱乐中心产业规模预计在 2024 年至 2032 年期间将大幅复合年增长率。家庭娱乐中心在该地区备受青睐,因为它们将当地文化元素和主题融入景点中,与当地民众产生更深入的共鸣,增强参与度。亚太地区许多地区持续的都市化也将影响市场的成长。

目录

第 1 章:方法与范围

第 2 章:执行摘要

第 3 章:产业洞察

  • 产业生态系统分析
  • 供应商格局
    • 设备供应商
    • FEC 运行
    • 技术提供者
    • 终端用户
  • 利润率分析
  • 平均消费者支出
  • 技术与创新格局
  • 专利分析
  • 重要新闻和倡议
  • 监管环境
  • 衝击力
    • 成长动力
      • 增加消费者在娱乐活动上的支出
      • FEC开发投资不断增加
      • 提高VR园区消费者参与度
      • 政府针对娱乐业的措施增多
    • 产业陷阱与挑战
      • 开发成本高
  • 成长潜力分析
  • 波特的分析
  • PESTEL分析

第 4 章:竞争格局

  • 介绍
  • 公司市占率分析
  • 竞争定位矩阵
  • 战略展望矩阵

第 5 章:市场估计与预测:按中心划分,2021 - 2032 年

  • 主要趋势
  • 拱廊
  • 儿童游乐区
  • VR公园
  • 其他的

第 6 章:市场估计与预测:依收入来源划分,2021 - 2032 年

  • 主要趋势
  • 食品饮料
  • 商品

第 7 章:市场估计与预测:依年龄层划分,2021 - 2032

  • 主要趋势
  • 长达 12 年
  • 13-19岁
  • 20-35岁
  • 36-65岁
  • 65岁以上

第 8 章:市场估计与预测:按地区,2021 - 2032

  • 主要趋势
  • 北美洲
    • 我们
    • 加拿大
  • 欧洲
    • 英国
    • 德国
    • 法国
    • 义大利
    • 西班牙
    • 荷兰
    • 欧洲其他地区
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 澳洲
    • 新加坡
    • 亚太地区其他地区
  • 拉丁美洲
    • 巴西
    • 墨西哥
    • 阿根廷
    • 拉丁美洲其他地区
  • MEA
    • 阿联酋
    • 南非
    • 沙乌地阿拉伯
    • MEA 的其余部分

第 9 章:公司简介

  • Adrenark Adventure
  • Al Hokair
  • Altitude Trampoline Park
  • Balubaid Group of Companies (BGC)
  • Barcade
  • Bowlero Corp.
  • CA Sega Joypolis Ltd.
  • Chuck E. Cheese's (CEC Entertainment Concepts, LP)
  • Cinergy Entertainment
  • Dave & Buster's
  • KidZania
  • Legoland Discovery Center (Merlin Entertainments)
  • Majid Al Futtaim Leisure and Entertainment
  • Nicckeloaden
  • Punch Bowl Social
  • Round1 Bowling & Amusement
  • Scene75 Entertainment Centers
  • Sky Zone, LLC
  • The Entertainment and Education Group (Timezone Global)
  • The VOID
简介目录
Product Code: 9715

Family Entertainment Center Market size will record more than 10.5% from 2024-2032, driven by increasing incorporation of strong themes and storytelling elements to create unique and memorable experiences. Themed environments based on popular movies, TV shows, and original stories are helping to differentiate family entertainment centers (FECs) while enhancing the guest engagement.

Lately, these centers are also adopting sustainable practices to appeal to the environmentally conscious consumers. Some of these include the usage of eco-friendly materials, reducing waste, and incorporating energy-efficient technologies. The growing emphasis on creating safe, clean, and welcoming environments for families is another important trend driving the market growth.

The FEC industry is segmented into center, revenue stream, age group, and region.

By center, the industry value from the VR parks segment is anticipated to record strong growth between 2024 and 2032. VR parks offer a wide range of experiences like action-packed adventures, simulations as well as educational and creative activities. This versatility is allowing them to cater to diverse interests and age groups. They also provide thrilling experiences without the physical risks associated with traditional amusement park rides.

Based on revenue stream, the FEC market from the food & beverage segment will foresee considerable expansion from 2024 to 2032. This can be attributed to the ease of mobile ordering of food and beverages options to enhance convenience for visitors while reducing wait times and increasing the overall satisfaction. By effectively managing and innovating their food & beverage offerings, FECs are further improving the overall guest experience and significantly boosting their revenue streams.

Regionally, the Asia Pacific family entertainment center industry size is projected to witness substantial CAGR between 2024 and 2032 due to strong emphasis on family-friendly environments with activities that cater to different age groups. FECs are highly favored in the region as they incorporate local cultural elements and themes into their attractions to resonate more deeply with the local population and enhance engagement. The ongoing urbanization in many parts of APAC will also influence the market growth.

Table of Contents

Chapter 1 Methodology & Scope

  • 1.1 Market scope & definition
  • 1.2 Research design
    • 1.2.1 Research approach
    • 1.2.2 Data collection methods
  • 1.3 Base estimates & calculations
    • 1.3.1 Base year calculation
    • 1.3.2 Key trends for market estimation
  • 1.4 Forecast model
  • 1.5 Primary research and validation
    • 1.5.1 Primary sources
    • 1.5.2 Data mining sources

Chapter 2 Executive Summary

  • 2.1 Industry 360° synopsis, 2021 - 2032

Chapter 3 Industry Insights

  • 3.1 Industry ecosystem analysis
  • 3.2 Supplier landscape
    • 3.2.1 Equipment suppliers
    • 3.2.2 FEC operates
    • 3.2.3 Technology providers
    • 3.2.4 End-user
  • 3.3 Profit margin analysis
  • 3.4 Average consumer spend
    • 3.4.1 North America
    • 3.4.2 Europe
    • 3.4.3 Asia Pacific
    • 3.4.4 Latin America
    • 3.4.5 MEA
  • 3.5 Technology & innovation landscape
  • 3.6 Patent analysis
  • 3.7 Key news & initiatives
  • 3.8 Regulatory landscape
  • 3.9 Impact forces
    • 3.9.1 Growth drivers
      • 3.9.1.1 Increasing consumer spending on recreational activities
      • 3.9.1.2 Growing investment in development of FEC
      • 3.9.1.3 Increasing consumer participation in VR park
      • 3.9.1.4 Rise in government initiatives for entertainment industry
    • 3.9.2 Industry pitfalls & challenges
      • 3.9.2.1 High development cost
  • 3.10 Growth potential analysis
  • 3.11 Porter's analysis
  • 3.12 PESTEL analysis

Chapter 4 Competitive Landscape, 2023

  • 4.1 Introduction
  • 4.2 Company market share analysis
  • 4.3 Competitive positioning matrix
  • 4.4 Strategic outlook matrix

Chapter 5 Market Estimates & Forecast, By Center, 2021 - 2032 ($Bn, Number of Visitors)

  • 5.1 Key trends
  • 5.2 Arcades
  • 5.3 Kids play areas
  • 5.4 VR parks
  • 5.5 Others

Chapter 6 Market Estimates & Forecast, By Revenue Stream, 2021 - 2032 ($Bn)

  • 6.1 Key trends
  • 6.2 Ticket
  • 6.3 Food & beverage
  • 6.4 Merchandise

Chapter 7 Market Estimates & Forecast, By Age Group, 2021 - 2032 ($Bn, Number of Visitors)

  • 7.1 Key trends
  • 7.2 Up to 12 years
  • 7.3 13-19 years
  • 7.4 20-35 years
  • 7.5 36-65 years
  • 7.6 Above 65 years

Chapter 8 Market Estimates & Forecast, By Region, 2021 - 2032 ($Bn, Number of Visitors)

  • 8.1 Key trends
  • 8.2 North America
    • 8.2.1 U.S.
    • 8.2.2 Canada
  • 8.3 Europe
    • 8.3.1 UK
    • 8.3.2 Germany
    • 8.3.3 France
    • 8.3.4 Italy
    • 8.3.5 Spain
    • 8.3.6 Netherlands
    • 8.3.7 Rest of Europe
  • 8.4 Asia Pacific
    • 8.4.1 China
    • 8.4.2 India
    • 8.4.3 Japan
    • 8.4.4 South Korea
    • 8.4.5 Australia
    • 8.4.6 Singapore
    • 8.4.7 Rest of Asia Pacific
  • 8.5 Latin America
    • 8.5.1 Brazil
    • 8.5.2 Mexico
    • 8.5.3 Argentina
    • 8.5.4 Rest of Latin America
  • 8.6 MEA
    • 8.6.1 UAE
    • 8.6.2 South Africa
    • 8.6.3 Saudi Arabia
    • 8.6.4 Rest of MEA

Chapter 9 Company Profiles

  • 9.1 Adrenark Adventure
  • 9.2 Al Hokair
  • 9.3 Altitude Trampoline Park
  • 9.4 Balubaid Group of Companies (BGC)
  • 9.5 Barcade
  • 9.6 Bowlero Corp.
  • 9.7 CA Sega Joypolis Ltd.
  • 9.8 Chuck E. Cheese's (CEC Entertainment Concepts, LP)
  • 9.9 Cinergy Entertainment
  • 9.10 Dave & Buster's
  • 9.11 KidZania
  • 9.12 Legoland Discovery Center (Merlin Entertainments)
  • 9.13 Majid Al Futtaim Leisure and Entertainment
  • 9.14 Nicckeloaden
  • 9.15 Punch Bowl Social
  • 9.16 Round1 Bowling & Amusement
  • 9.17 Scene75 Entertainment Centers
  • 9.18 Sky Zone, LLC
  • 9.19 The Entertainment and Education Group (Timezone Global)
  • 9.20 The VOID