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市场调查报告书
商品编码
1475876

家庭/室内娱乐中心市场:依地区(北美、欧洲、亚太地区、拉丁美洲、中东非洲):2024-2032 年全球产业分析、规模、占有率、成长、趋势、预测

Family/Indoor Entertainment Centers Market by Geography (North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa): Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2024-2032

出版日期: | 出版商: Persistence Market Research | 英文 245 Pages | 商品交期: 2-5个工作天内

价格
简介目录

Persistence Market Research 的家庭/室内娱乐中心市场研究报告对 2024 年至 2032 年的市场动态、成长因素、课题和新兴趋势进行了全面分析。 深入瞭解家庭/室内娱乐中心市场的现况和未来前景。

全球家庭/室内娱乐中心市场预计将从2024年的520亿美元成长到2032年的1,300亿美元,复合年增长率为12.2%。

关键见解

  • 预估市场规模(2024 年):520 亿美元
  • 预估市场规模(2032 年):1,300 亿美元
  • 全球市场成长率(2024-2032 年复合年增长率):12.2%

家庭/室内娱乐中心市场 - 研究范围:日本

家庭/室内娱乐中心 (FEC) 为个人和家庭提供各种娱乐和休閒活动,包括街机游戏、保龄球、雷射枪战、弹跳床公园和室内游乐场。 本报告概述了支持 FEC 需求不断增长的关键因素,包括消费者生活方式的变化、城市化以及对沉浸式娱乐体验的渴望。

推动市场成长的因素:

市场成长由多种因素推动。 首先,可支配收入的增加、双收入家庭的增加以及休閒支出的增加正在推动对满足不同年龄和兴趣的户外娱乐选择和体验的需求。 此外,消费者偏好的变化,尤其是千禧世代和 Z 世代,更注重体验而非物质财富,而作为团体郊游、庆祝活动和特殊活动的社交目的地,也推动了 FEC 的流行。 此外,互动景点、虚拟实境 (VR) 体验和游戏化元素等技术进步正在提高 FEC 在休閒和酒店业的娱乐价值和竞争力。

市场限制因素:

儘管前景乐观,但家庭/室内娱乐中心市场仍面临一定的课题。 监管合规性、安全标准和分区法规等因素可能会影响家庭娱乐中心的规划、开发和运营,尤其是在人口稠密的城市地区和旅游目的地。 此外,人员配备、维护和供应链管理等营运课题可能会影响客户服务品质和整体客户体验,从而影响重复访问和收入产生。 此外,经济衰退、自然灾害和公共卫生危机(例如COVID-19 大流行)可能会扰乱FEC 的营运、出席率和盈利能力,从而降低休閒和娱乐行业的弹性和紧急情况,这凸显了製定应对计划的必要性。

市场机会:

家庭/室内娱乐中心市场存在巨大的创新和多元化机会。 FEC 营运商开发了混合娱乐概念,将实体景点与数位元素、社交媒体整合和个人化体验相结合,吸引精通技术的消费者并创造令人难忘的时刻。 此外,透过与流行品牌、智慧财产权 (IP) 和媒体特许经营权建立策略合作伙伴关係、联盟和授权协议,FEC 可以使其产品脱颖而出,吸引新受众,并扩展到活动等邻近市场。 此外,对定位娱乐(LBE)、主题娱乐和沈浸式故事讲述的投资将增强远东发展在体验经济中的竞争地位和市场差异化。

本报告涵盖的主要问题

  • 2024 年至 2032 年家庭/室内娱乐中心市场的预期复合年增长率为何?
  • 推动家庭/室内娱乐中心市场成长的关键因素是什么?
  • 哪个娱乐领域在家庭/室内娱乐中心市场中占据最大的市场占有率?
  • 谁是全球家庭/室内娱乐中心市场的主要参与者?
  • 主要参与者正在采取哪些策略来维持家庭/室内娱乐中心市场的竞争力?

目录

第 1 章执行摘要

第二章市场概述

  • 市场范围/分类
  • 市场定义/范围/限制
  • 包含和排除

第三章主要市场趋势

  • 影响市场的主要趋势
  • 产品创新/发展趋势

第 4 章关键成功因素

  • 产品采用/使用分析
  • 价值链分析
  • 製造商的主要促销策略
  • 监管场景
  • 波特的分析
  • 杵分析

第五章市场背景

  • 宏观经济因素
  • 预测因子 - 相关性和影响
  • 市场动态

第 6 章 COVID-19 危机分析

  • 新冠肺炎 (COVID-19) 与影响分析
    • 依类型划分的收入
    • 最终用户收入
    • 依地区划分的收入
  • 2023 年市场情景

第七章全球家庭/室内娱乐中心市场需求(数量)分析

  • 过去的市场(销售)分析,2019-2023 年
  • 2024-2032 年当前及未来市场(销售)预测
    • 年成长趋势分析

第 8 章全球家庭/室内娱乐中心市场 - 价格分析

  • 以产品划分的区域价格分析
  • 价格明细
    • 製造商等级定价
    • 经销商级定价
  • 世界平均价格分析基准
  • 定价假设

第九章全球家庭/室内娱乐中心市场需求(数量与规模)分析

  • 过去的市场(金额)分析,2019-2023 年
  • 2024-2032 年当前和未来市场(金额)预测
    • 年成长分析
    • 绝对报酬机会分析

第 10 章全球家庭/室内娱乐中心市场类型分析

  • 简介/主要发现
  • 过去的市场规模(金额/数量)分析,2019-2023 年
  • 2024-2032 年当前和未来市场规模(金额/数量)分析和预测(依类型)
    • 街机工作室
    • VR游戏区
    • 室内卡丁车赛道
    • 运动场馆
    • 弹跳床
    • 室内冒险乐园
  • 依类型划分的市场吸引力分析

第 11 章最终使用者的全球家庭/室内娱乐中心市场分析

  • 简介/主要发现
  • 过去的市场规模(金额/数量)分析,2019-2023 年
  • 2024-2032 年当前和未来市场规模(金额/数量)分析和预测(依类型)
    • <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
    • >40,000平方英尺
  • 最终用户的市场吸引力分析

第十二章依地区划分的全球家庭/室内娱乐中心市场分析

  • 简介
  • 价格分析
  • 过去的市场规模(金额/数量)分析,2019-2023 年
  • 2024-2032 年当前和未来市场规模(金额/数量)分析和预测(依类型)
    • 北美
    • 拉丁美洲
    • 欧洲
    • 东亚
    • 南亚
    • 大洋洲
    • 中东和非洲 (MEA)
  • 依地区划分的市场吸引力分析

第十三章北美家庭/室内娱乐中心市场分析

第 14 章拉丁美洲家庭/室内娱乐中心市场分析

第十五章欧洲家庭/室内娱乐中心市场分析

第十六章东亚家庭/室内娱乐中心市场分析

第十七章南亚家庭/室内娱乐中心市场分析

第十八章大洋洲家庭/室内娱乐中心市场

第 19 章中东与非洲 (MEA) 家庭/室内娱乐中心市场分析

第20章市场结构分析

  • 依公司层级进行市场分析
  • 主要公司市占率分析
  • 市场现况分析

第21章竞争分析

  • 竞争对手仪表板
  • 竞争基准
  • 衝突详细资料(暂定清单)
    • CEC娱乐
    • CEC Entertainment
    • Dave &Buster's
    • Main Event Entertainment
    • Legoland Discovery Center
    • Scene 75 Entertainment Centers
    • Gatti's Pizza
    • Bowlmor AMF
    • Nickelodeon Universe
    • Lucky Strike
    • Smaash Entertainment
    • Amoeba Services
    • Funcity
    • Time Zone Entertainment
    • Tenpin
    • Kidzania
    • Bandai Namco Entertainment
    • Toy Town
    • Walt Disney

第 22 章先决条件与使用的缩写

第23章研究方法

简介目录
Product Code: PMRREP16936

The Family/Indoor Entertainment Centers Market report by Persistence Market Research provides a comprehensive analysis of market dynamics, growth factors, challenges, and emerging trends from the period 2024 to 2032. It offers insights into the current state and future outlook of the Family/Indoor Entertainment Centers Market.

The global family/indoor entertainment centers market is projected to grow at a compound annual growth rate (CAGR) of 12.2% from USD 52 billion in 2024 to USD 130 billion by 2032.

Key Insights:

  • Estimated Market Size (2024): USD 52 Billion
  • Projected Market Size (2032): USD 130 Billion
  • Global Market Growth Rate (CAGR 2024 to 2032): 12.2%

Family/Indoor Entertainment Centers Market - Report Scope:

Family/indoor entertainment centers (FECs) offer a diverse range of entertainment and recreational activities for individuals and families, including arcade games, bowling, laser tag, trampoline parks, and indoor playgrounds. The report outlines key drivers behind the growing demand for FECs, including changing consumer lifestyles, urbanization, and the desire for immersive entertainment experiences.

Market Growth Drivers:

The market's growth is propelled by several factors. Firstly, increasing disposable incomes, dual-income households, and leisure spending drive demand for out-of-home entertainment options and experiences that cater to diverse age groups and interests. Additionally, changing consumer preferences, especially among millennials and Generation Z, favor experiences over material possessions, driving the popularity of FECs as social destinations for group outings, celebrations, and special events. Moreover, technological advancements in interactive attractions, virtual reality (VR) experiences, and gamification elements enhance the entertainment value and competitiveness of FECs in the leisure and hospitality industry.

Market Restraints:

Despite the positive outlook, the Family/Indoor Entertainment Centers Market faces certain challenges. Factors such as regulatory compliance, safety standards, and zoning regulations may impact the planning, development, and operation of FECs, particularly in densely populated urban areas and tourist destinations. Moreover, operational challenges such as staffing, maintenance, and supply chain management may affect the quality of customer service and overall guest experience, influencing repeat visitation and revenue generation. Additionally, economic downturns, natural disasters, and public health crises such as the COVID-19 pandemic may disrupt FEC operations, attendance, and profitability, highlighting the need for resilience and contingency planning in the leisure and entertainment sector.

Market Opportunities:

The Family/Indoor Entertainment Centers Market offers significant opportunities for innovation and diversification. FEC operators can focus on developing hybrid entertainment concepts that combine physical attractions with digital elements, social media integration, and personalized experiences to engage tech-savvy consumers and create memorable moments. Moreover, strategic partnerships, collaborations, and licensing agreements with popular brands, intellectual properties (IPs), and media franchises enable FECs to differentiate their offerings, attract new audiences, and extend their reach into adjacent markets such as retail, dining, and events. Furthermore, investments in location-based entertainment (LBE), themed entertainment, and immersive storytelling enhance the competitive positioning and market differentiation of FECs in the experience economy.

Key Questions Addressed in the Report:

  • What is the Expected CAGR of the Family/Indoor Entertainment Centers Market from 2024 to 2032?
  • What are the Key Factors Driving the Growth of the Family/Indoor Entertainment Centers Market?
  • Which Entertainment Segments Hold the Largest Market Share in the Family/Indoor Entertainment Centers Market?
  • Who are the Key Players in the Global Family/Indoor Entertainment Centers Market?
  • What Strategies are Adopted by Leading Companies to Stay Competitive in the Family/Indoor Entertainment Centers Market?

Competitive Landscape and Business Strategies:

Key players in the Family/Indoor Entertainment Centers Market include Dave & Buster's Entertainment, Inc., Chuck E. Cheese's (CEC Entertainment, Inc.), Merlin Entertainments Group Ltd., Main Event Entertainment, and KidZania, among others. These companies focus on providing a diverse mix of attractions, food and beverage options, and special events to drive foot traffic, increase dwell time, and enhance guest satisfaction. For instance, Dave & Buster's Entertainment, Inc. offers a combination of arcade games, sports viewing, and casual dining experiences, while Chuck E. Cheese's specializes in family-friendly entertainment with arcade games, rides, and live entertainment. Market players also invest in customer engagement, loyalty programs, and digital marketing initiatives to strengthen brand awareness, drive repeat visitation, and foster community engagement in the competitive FEC landscape.

Key Companies Profiled:

  • CEC Entertainment
  • Dave & Buster's
  • Main Event Entertainment
  • Legoland Discovery Center
  • Scene 75 Entertainment Centers
  • Gatti's Pizza
  • Bowlmor AMF
  • Nickelodeon Universe
  • Lucky Strike
  • Smaash Entertainment
  • Amoeba Services
  • Funcity
  • Time Zone Entertainment
  • Tenpin
  • Kidzania
  • Bandai Namco Entertainment
  • Toy Town
  • Walt Disney

Family/Indoor Entertainment Centers Market Segmentation:

By Type:

  • Arcade Studios
  • VR Gaming Zones
  • Indoor Go-Kart Tracks
  • Sports Arcades
  • Trampoline
  • Indoor Adventure Parks

By End User:

  • < 5,000 Sq. Feet
  • 5,001 to 10,000 Sq. Feet
  • 10,001 to 20,000 Sq. Feet
  • 20,001 to 40,000 Sq. Feet
  • 40,000 Sq. Feet

By Region:

  • North America
  • Latin America
  • Europe
  • South Asia
  • East Asia
  • Oceania
  • Middle East & Africa

Table of Contents

1. Executive Summary

  • 1.1. Global Market Outlook
  • 1.2. Demand Side Trends
  • 1.3. Supply Side Trends
  • 1.4. Analysis and Recommendations

2. Market Overview

  • 2.1. Market Coverage / Taxonomy
  • 2.2. Market Definition / Scope / Limitations
  • 2.3. Inclusions and Exclusions

3. Key Market Trends

  • 3.1. Key Trends Impacting the Market
  • 3.2. Product Innovation / Development Trends

4. Key Success Factors

  • 4.1. Product Adoption /Usage Analysis
  • 4.2. Value Chain Analysis
  • 4.3. Key Promotional Strategies, By Manufacturers
  • 4.4. Regulatory Scenario
  • 4.5. Porter's Analysis
  • 4.6. PESTLE Analysis

5. Market Background

  • 5.1. Macro-Economic Factors
    • 5.1.1. Global GDP Growth Outlook
    • 5.1.2. Global Healthcare GDP Growth Outlook
  • 5.2. Forecast Factors - Relevance & Impact
    • 5.2.1. Historical Growth of Key Players
    • 5.2.2. Cost of Family/Indoor Entertainment Centers
    • 5.2.3. Product Launches
    • 5.2.4. R&D Expenditure by Key Players
    • 5.2.5. Technological Advancements
    • 5.2.6. Adoption Rate
  • 5.3. Market Dynamics
    • 5.3.1. Drivers
    • 5.3.2. Restraints
    • 5.3.3. Opportunity Analysis

6. COVID-19 Crisis Analysis

  • 6.1. COVID-19 and Impact Analysis
    • 6.1.1. Revenue By Type
    • 6.1.2. Revenue By End User
    • 6.1.3. Revenue By Region
  • 6.2. 2023 Market Scenario

7. Global Family/Indoor Entertainment Centers Market Demand (Units) Analysis 2019-2023 and Forecast, 2024-2032

  • 7.1. Historical Market Volume (Units) Analysis, 2019-2023
  • 7.2. Current and Future Market Volume (Units) Projections, 2024-2032
    • 7.2.1. Y-o-Y Growth Trend Analysis

8. Global Family/Indoor Entertainment Centers Market- Pricing Analysis

  • 8.1. Regional Pricing Analysis By Product
  • 8.2. Pricing Break-up
    • 8.2.1. Manufacturer Level Pricing
    • 8.2.2. Distributor Level Pricing
  • 8.3. Global Average Pricing Analysis Benchmark
  • 8.4. Pricing Assumptions

9. Global Family/Indoor Entertainment Centers Market Demand (in Value or Size in US$ Mn) Analysis 2019 - 2023 and Forecast, 2024-2032

  • 9.1. Historical Market Value (US$ Mn) Analysis, 2019-2023
  • 9.2. Current and Future Market Value (US$ Mn) Projections, 2024-2032
    • 9.2.1. Y-o-Y Growth Analysis
    • 9.2.2. Absolute $ Opportunity Analysis

10. Global Family/Indoor Entertainment Centers Market Analysis 2019 - 2023 and Forecast 2024-2032, by Type

  • 10.1. Introduction / Key Findings
  • 10.2. Historical Market Size (US$ Mn) and Volume (Units) Analysis By Type, 2019-2023
  • 10.3. Current and Future Market Size (US$ Mn) and Volume (Units) Analysis and Forecast By Type, 2024-2032
    • 10.3.1. Arcade Studios
    • 10.3.2. VR Gaming Zones
    • 10.3.3. Indoor Go-Kart Tracks
    • 10.3.4. Sports Arcades
    • 10.3.5. Trampoline
    • 10.3.6. Indoor Adventure Parks
  • 10.4. Market Attractiveness Analysis By Type

11. Global Family/Indoor Entertainment Centers Market Analysis 2019 - 2023 and Forecast 2024-2032, By End User

  • 11.1. Introduction / Key Findings
  • 11.2. Historical Market Size (US$ Mn) Analysis, By End User, 2019-2023
  • 11.3. Current and Future Market Size (US$ Mn) Analysis and Forecast By End User, 2024-2032
    • 11.3.1. < 5,000 Sq. Feet
    • 11.3.2. 5,001 to 10,000 Sq. Feet
    • 11.3.3. 10,001 to 20,000 Sq. Feet
    • 11.3.4. 20,001 to 40,000 Sq. Feet
    • 11.3.5. > 40,000 Sq. Feet
  • 11.4. Market Attractiveness Analysis By End User

12. Global Family/Indoor Entertainment Centers Market Analysis 2019 - 2023 and Forecast 2024-2032, by Region

  • 12.1. Introduction
  • 12.2. Pricing Analysis
  • 12.3. Historical Market Size (US$ Mn) and Volume (Units) Analysis By Region, 2019-2023
  • 12.4. Current and Future Market Size (US$ Mn) and Volume (Units) Analysis and Forecast By Region, 2024-2032
    • 12.4.1. North America
    • 12.4.2. Latin America
    • 12.4.3. Europe
    • 12.4.4. East Asia
    • 12.4.5. South Asia
    • 12.4.6. Oceania
    • 12.4.7. Middle East and Africa (MEA)
  • 12.5. Market Attractiveness Analysis By Region

13. North America Family/Indoor Entertainment Centers Market Analysis 2019 - 2023 and Forecast 2024-2032

  • 13.1. Introduction
  • 13.2. Pricing Analysis
  • 13.3. Historical Market Size (US$ Mn) and Volume (Units) Analysis By Market Taxonomy, 2019-2023
  • 13.4. Current and Future Market Size (US$ Mn) and Volume (Units) Analysis and Forecast By Market Taxonomy, 2024-2032
    • 13.4.1. By Country
      • 13.4.1.1. U.S.
      • 13.4.1.2. Canada
    • 13.4.2. By Type
    • 13.4.3. By End User
  • 13.5. Market Attractiveness Analysis
    • 13.5.1. By Country
    • 13.5.2. By Type
    • 13.5.3. By End User
  • 13.6. Market Trends
  • 13.7. Key Market Participants - Intensity Mapping
  • 13.8. Drivers and Restraints - Impact Analysis
  • 13.9. Country Level Analysis & Forecast
    • 13.9.1. U.S. Family/Indoor Entertainment Centers Market Analysis
      • 13.9.1.1. Introduction
      • 13.9.1.2. Market Analysis and Forecast by Market Taxonomy
        • 13.9.1.2.1. By Type
        • 13.9.1.2.2. By End User
    • 13.9.2. Canada Family/Indoor Entertainment Centers Market Analysis
      • 13.9.2.1. Introduction
      • 13.9.2.2. Market Analysis and Forecast by Market Taxonomy
        • 13.9.2.2.1. By Type
        • 13.9.2.2.2. By End User

14. Latin America Family/Indoor Entertainment Centers Market Analysis 2019 - 2023 and Forecast 2024-2032

  • 14.1. Introduction
  • 14.2. Pricing Analysis
  • 14.3. Historical Market Size (US$ Mn) and Volume (Units) Analysis By Market Taxonomy, 2019-2023
  • 14.4. Current and Future Market Size (US$ Mn) and Volume (Units) Analysis and Forecast By Market Taxonomy, 2024-2032
    • 14.4.1. By Country
      • 14.4.1.1. Mexico
      • 14.4.1.2. Brazil
      • 14.4.1.3. Argentina
      • 14.4.1.4. Rest of Latin America
    • 14.4.2. By Type
    • 14.4.3. By End User
  • 14.5. Market Attractiveness Analysis
    • 14.5.1. By Country
    • 14.5.2. By Type
    • 14.5.3. By End User
  • 14.6. Market Trends
  • 14.7. Key Market Participants - Intensity Mapping
  • 14.8. Drivers and Restraints - Impact Analysis
  • 14.9. Country Level Analysis & Forecast
    • 14.9.1. Mexico Family/Indoor Entertainment Centers Market Analysis
      • 14.9.1.1. Introduction
      • 14.9.1.2. Market Analysis and Forecast by Market Taxonomy
        • 14.9.1.2.1. By Type
        • 14.9.1.2.2. By End User
    • 14.9.2. Brazil Family/Indoor Entertainment Centers Market Analysis
      • 14.9.2.1. Introduction
      • 14.9.2.2. Market Analysis and Forecast by Market Taxonomy
        • 14.9.2.2.1. By Type
        • 14.9.2.2.2. By End User
    • 14.9.3. Argentina Family/Indoor Entertainment Centers Market Analysis
      • 14.9.3.1. Introduction
      • 14.9.3.2. Market Analysis and Forecast by Market Taxonomy
        • 14.9.3.2.1. By Type
        • 14.9.3.2.2. By End User

15. Europe Family/Indoor Entertainment Centers Market Analysis 2019 - 2023 and Forecast 2024-2032

  • 15.1. Introduction
  • 15.2. Pricing Analysis
  • 15.3. Historical Market Size (US$ Mn) and Volume (Units) Analysis By Market Taxonomy, 2019-2023
  • 15.4. Current and Future Market Size (US$ Mn) and Volume (Units) Analysis and Forecast By Market Taxonomy, 2024-2032
    • 15.4.1. By Country
      • 15.4.1.1. Germany
      • 15.4.1.2. Italy
      • 15.4.1.3. France
      • 15.4.1.4. U.K.
      • 15.4.1.5. Spain
      • 15.4.1.6. BENELUX
      • 15.4.1.7. Nordic Countries
      • 15.4.1.8. Russia
      • 15.4.1.9. Rest of Europe
    • 15.4.2. By Type
    • 15.4.3. By End User
  • 15.5. Market Attractiveness Analysis
    • 15.5.1. By Country
    • 15.5.2. By Type
    • 15.5.3. By End User
  • 15.6. Market Trends
  • 15.7. Key Market Participants - Intensity Mapping
  • 15.8. Drivers and Restraints - Impact Analysis
  • 15.9. Country Level Analysis & Forecast
    • 15.9.1. Germany Family/Indoor Entertainment Centers Market Analysis
      • 15.9.1.1. Introduction
      • 15.9.1.2. Market Analysis and Forecast by Market Taxonomy
        • 15.9.1.2.1. By Type
        • 15.9.1.2.2. By End User
    • 15.9.2. Italy Family/Indoor Entertainment Centers Market Analysis
      • 15.9.2.1. Introduction
      • 15.9.2.2. Market Analysis and Forecast by Market Taxonomy
        • 15.9.2.2.1. By Type
        • 15.9.2.2.2. By End User
    • 15.9.3. France Family/Indoor Entertainment Centers Market Analysis
      • 15.9.3.1. Introduction
      • 15.9.3.2. Market Analysis and Forecast by Market Taxonomy
        • 15.9.3.2.1. By Type
        • 15.9.3.2.2. By End User
    • 15.9.4. U.K. Family/Indoor Entertainment Centers Market Analysis
      • 15.9.4.1. Introduction
      • 15.9.4.2. Market Analysis and Forecast by Market Taxonomy
        • 15.9.4.2.1. By Type
        • 15.9.4.2.2. By End User
    • 15.9.5. Spain Family/Indoor Entertainment Centers Market Analysis
      • 15.9.5.1. Introduction
      • 15.9.5.2. Market Analysis and Forecast by Market Taxonomy
        • 15.9.5.2.1. By Type
        • 15.9.5.2.2. By End User
    • 15.9.6. BENELUX Family/Indoor Entertainment Centers Market Analysis
      • 15.9.6.1. Introduction
      • 15.9.6.2. Market Analysis and Forecast by Market Taxonomy
        • 15.9.6.2.1. By Type
        • 15.9.6.2.2. By End User
    • 15.9.7. Nordic Countries Family/Indoor Entertainment Centers Market Analysis
      • 15.9.7.1. Introduction
      • 15.9.7.2. Market Analysis and Forecast by Market Taxonomy
        • 15.9.7.2.1. By Type
        • 15.9.7.2.2. By End User
    • 15.9.8. Russia Family/Indoor Entertainment Centers Market Analysis
      • 15.9.8.1. Introduction
      • 15.9.8.2. Market Analysis and Forecast by Market Taxonomy
        • 15.9.8.2.1. By Type
        • 15.9.8.2.2. By End User

16. East Asia Family/Indoor Entertainment Centers Market Analysis 2019 - 2023 and Forecast 2024-2032

  • 16.1. Introduction
  • 16.2. Pricing Analysis
  • 16.3. Historical Market Size (US$ Mn) and Volume (Units) Analysis By Market Taxonomy, 2019-2023
  • 16.4. Current and Future Market Size (US$ Mn) and Volume (Units) Analysis and Forecast By Market Taxonomy, 2024-2032
    • 16.4.1. By Country
      • 16.4.1.1. China
      • 16.4.1.2. Japan
      • 16.4.1.3. South Korea
    • 16.4.2. By Type
    • 16.4.3. By End User
  • 16.5. Market Attractiveness Analysis
    • 16.5.1. By Country
    • 16.5.2. By Type
    • 16.5.3. By End User
  • 16.6. Market Trends
  • 16.7. Key Market Participants - Intensity Mapping
  • 16.8. Drivers and Restraints - Impact Analysis
  • 16.9. Country Level Analysis & Forecast
    • 16.9.1. China Family/Indoor Entertainment Centers Market Analysis
      • 16.9.1.1. Introduction
      • 16.9.1.2. Market Analysis and Forecast by Market Taxonomy
        • 16.9.1.2.1. By Type
        • 16.9.1.2.2. By End User
    • 16.9.2. Japan Family/Indoor Entertainment Centers Market Analysis
      • 16.9.2.1. Introduction
      • 16.9.2.2. Market Analysis and Forecast by Market Taxonomy
        • 16.9.2.2.1. By Type
        • 16.9.2.2.2. By End User
    • 16.9.3. South Korea Family/Indoor Entertainment Centers Market Analysis
      • 16.9.3.1. Introduction
      • 16.9.3.2. Market Analysis and Forecast by Market Taxonomy
        • 16.9.3.2.1. By Type
        • 16.9.3.2.2. By End User

17. South Asia Family/Indoor Entertainment Centers Market Analysis 2019 - 2023 and Forecast 2024-2032

  • 17.1. Introduction
  • 17.2. Pricing Analysis
  • 17.3. Historical Market Size (US$ Mn) and Volume (Units) Analysis By Market Taxonomy, 2019-2023
  • 17.4. Current and Future Market Size (US$ Mn) and Volume (Units) Analysis and Forecast By Market Taxonomy, 2024-2032
    • 17.4.1. By Country
      • 17.4.1.1. India
      • 17.4.1.2. Indonesia
      • 17.4.1.3. Malaysia
      • 17.4.1.4. Thailand
      • 17.4.1.5. Philippines
      • 17.4.1.6. Vietnam
      • 17.4.1.7. Rest of South Asia
    • 17.4.2. By Type
    • 17.4.3. By End User
  • 17.5. Market Attractiveness Analysis
    • 17.5.1. By Country
    • 17.5.2. By Type
    • 17.5.3. By End User
  • 17.6. Market Trends
  • 17.7. Key Market Participants - Intensity Mapping
  • 17.8. Drivers and Restraints - Impact Analysis
  • 17.9. Country Level Analysis & Forecast
    • 17.9.1. India Family/Indoor Entertainment Centers Market Analysis
      • 17.9.1.1. Introduction
      • 17.9.1.2. Market Analysis and Forecast by Market Taxonomy
        • 17.9.1.2.1. By Type
        • 17.9.1.2.2. By End User
    • 17.9.2. Indonesia Family/Indoor Entertainment Centers Market Analysis
      • 17.9.2.1. Introduction
      • 17.9.2.2. Market Analysis and Forecast by Market Taxonomy
        • 17.9.2.2.1. By Type
        • 17.9.2.2.2. By End User
    • 17.9.3. Malaysia Family/Indoor Entertainment Centers Market Analysis
      • 17.9.3.1. Introduction
      • 17.9.3.2. Market Analysis and Forecast by Market Taxonomy
        • 17.9.3.2.1. By Type
        • 17.9.3.2.2. By End User
    • 17.9.4. Thailand Family/Indoor Entertainment Centers Market Analysis
      • 17.9.4.1. Introduction
      • 17.9.4.2. Market Analysis and Forecast by Market Taxonomy
        • 17.9.4.2.1. By Type
        • 17.9.4.2.2. By End User
    • 17.9.5. Philippines Family/Indoor Entertainment Centers Market Analysis
      • 17.9.5.1. Introduction
      • 17.9.5.2. Market Analysis and Forecast by Market Taxonomy
        • 17.9.5.2.1. By Type
        • 17.9.5.2.2. By End User
    • 17.9.6. Vietnam Family/Indoor Entertainment Centers Market Analysis
      • 17.9.6.1. Introduction
      • 17.9.6.2. Market Analysis and Forecast by Market Taxonomy
        • 17.9.6.2.1. By Type
        • 17.9.6.2.2. By End User

18. Oceania Family/Indoor Entertainment Centers Market 2019-2023 and Forecast 2024-2032

  • 18.1. Introduction
  • 18.2. Pricing Analysis
  • 18.3. Historical Market Size (US$ Mn) and Volume (Units) Analysis By Market Taxonomy, 2019-2023
  • 18.4. Current and Future Market Size (US$ Mn) and Volume (Units) Analysis and Forecast By Market Taxonomy, 2024-2032
    • 18.4.1. By Country
      • 18.4.1.1. Australia
      • 18.4.1.2. New Zealand
    • 18.4.2. By Type
    • 18.4.3. By End User
  • 18.5. Market Attractiveness Analysis
    • 18.5.1. By Country
    • 18.5.2. By Type
    • 18.5.3. By End User
  • 18.6. Key Market Participants - Intensity Mapping
  • 18.7. Drivers and Restraints - Impact Analysis
  • 18.8. Country Level Analysis & Forecast
    • 18.8.1. Australia Family/Indoor Entertainment Centers Market Analysis
      • 18.8.1.1. Introduction
      • 18.8.1.2. Market Analysis and Forecast by Market Taxonomy
        • 18.8.1.2.1. By Type
        • 18.8.1.2.2. By End User
    • 18.8.2. New Zealand Family/Indoor Entertainment Centers Market Analysis
      • 18.8.2.1. Introduction
      • 18.8.2.2. Market Analysis and Forecast by Market Taxonomy
        • 18.8.2.2.1. By Type
        • 18.8.2.2.2. By End User

19. Middle East and Africa (MEA) Family/Indoor Entertainment Centers Market Analysis 2019 - 2023 and Forecast 2024-2032

  • 19.1. Introduction
  • 19.2. Pricing Analysis
  • 19.3. Historical Market Size (US$ Mn) and Volume (Units) Analysis By Market Taxonomy, 2019-2023
  • 19.4. Current and Future Market Size (US$ Mn) and Volume (Units) Analysis and Forecast By Market Taxonomy, 2024-2032
    • 19.4.1. By Country
      • 19.4.1.1. GCC Countries
      • 19.4.1.2. Turkey
      • 19.4.1.3. Israel
      • 19.4.1.4. South Africa
      • 19.4.1.5. North Africa
      • 19.4.1.6. Rest of Middle East and Africa
    • 19.4.2. By Type
    • 19.4.3. By End User
  • 19.5. Market Attractiveness Analysis
    • 19.5.1. By Country
    • 19.5.2. By Type
    • 19.5.3. By End User
  • 19.6. Market Trends
  • 19.7. Key Market Participants - Intensity Mapping
  • 19.8. Drivers and Restraints - Impact Analysis
  • 19.9. Country Level Analysis & Forecast
    • 19.9.1. GCC Countries Family/Indoor Entertainment Centers Market Analysis
      • 19.9.1.1. Introduction
      • 19.9.1.2. Market Analysis and Forecast by Market Taxonomy
        • 19.9.1.2.1. By Type
        • 19.9.1.2.2. By End User
    • 19.9.2. Turkey Family/Indoor Entertainment Centers Market Analysis
      • 19.9.2.1. Introduction
      • 19.9.2.2. Market Analysis and Forecast by Market Taxonomy
        • 19.9.2.2.1. By Type
        • 19.9.2.2.2. By End User
    • 19.9.3. Israel Family/Indoor Entertainment Centers Market Analysis
      • 19.9.3.1. Introduction
      • 19.9.3.2. Market Analysis and Forecast by Market Taxonomy
        • 19.9.3.2.1. By Type
        • 19.9.3.2.2. By End User
    • 19.9.4. South Africa Family/Indoor Entertainment Centers Market Analysis
      • 19.9.4.1. Introduction
      • 19.9.4.2. Market Analysis and Forecast by Market Taxonomy
        • 19.9.4.2.1. By Type
        • 19.9.4.2.2. By End User
    • 19.9.5. North Africa Family/Indoor Entertainment Centers Market Analysis
      • 19.9.5.1. Introduction
      • 19.9.5.2. Market Analysis and Forecast by Market Taxonomy
        • 19.9.5.2.1. By Type
        • 19.9.5.2.2. By End User

20. Market Structure Analysis

  • 20.1. Market Analysis by Tier of Companies
  • 20.2. Market Share Analysis of Top Players
  • 20.3. Market Presence Analysis
    • 20.3.1. By Regional Footprint of Players
    • 20.3.2. Product Footprint of Players
    • 20.3.3. Channel Footprint of Players

21. Competition Analysis

  • 21.1. Competition Dashboard
  • 21.2. Competition Benchmarking
  • 21.3. Competition Deep Dive (Tentative List)
    • 21.3.1. CEC Entertainment
      • 21.3.1.1. Overview
      • 21.3.1.2. Product Portfolio
      • 21.3.1.3. Key Financials
      • 21.3.1.4. Sales Footprint
      • 21.3.1.5. SWOT Analysis
      • 21.3.1.6. Strategy Overview
    • 21.3.2. Dave & Buster's
      • 21.3.2.1. Overview
      • 21.3.2.2. Product Portfolio
      • 21.3.2.3. Key Financials
      • 21.3.2.4. Sales Footprint
      • 21.3.2.5. SWOT Analysis
      • 21.3.2.6. Strategy Overview
    • 21.3.3. Main Event Entertainment
      • 21.3.3.1. Overview
      • 21.3.3.2. Product Portfolio
      • 21.3.3.3. Key Financials
      • 21.3.3.4. Sales Footprint
      • 21.3.3.5. SWOT Analysis
      • 21.3.3.6. Strategy Overview
    • 21.3.4. Legoland Discovery Center
      • 21.3.4.1. Overview
      • 21.3.4.2. Product Portfolio
      • 21.3.4.3. Key Financials
      • 21.3.4.4. Sales Footprint
      • 21.3.4.5. SWOT Analysis
      • 21.3.4.6. Strategy Overview
    • 21.3.5. Scene 75 Entertainment Centers
      • 21.3.5.1. Overview
      • 21.3.5.2. Product Portfolio
      • 21.3.5.3. Key Financials
      • 21.3.5.4. Sales Footprint
      • 21.3.5.5. SWOT Analysis
      • 21.3.5.6. Strategy Overview
    • 21.3.6. Gatti's Pizza
      • 21.3.6.1. Overview
      • 21.3.6.2. Product Portfolio
      • 21.3.6.3. Key Financials
      • 21.3.6.4. Sales Footprint
      • 21.3.6.5. SWOT Analysis
      • 21.3.6.6. Strategy Overview
    • 21.3.7. Bowlmor AMF
      • 21.3.7.1. Overview
      • 21.3.7.2. Product Portfolio
      • 21.3.7.3. Key Financials
      • 21.3.7.4. Sales Footprint
      • 21.3.7.5. SWOT Analysis
      • 21.3.7.6. Strategy Overview
    • 21.3.8. Nickelodeon Universe
      • 21.3.8.1. Overview
      • 21.3.8.2. Product Portfolio
      • 21.3.8.3. Key Financials
      • 21.3.8.4. Sales Footprint
      • 21.3.8.5. SWOT Analysis
      • 21.3.8.6. Strategy Overview
    • 21.3.9. Lucky Strike
      • 21.3.9.1. Overview
      • 21.3.9.2. Product Portfolio
      • 21.3.9.3. Key Financials
      • 21.3.9.4. Sales Footprint
      • 21.3.9.5. SWOT Analysis
      • 21.3.9.6. Strategy Overview
    • 21.3.10. Smaash Entertainment
      • 21.3.10.1. Overview
      • 21.3.10.2. Product Portfolio
      • 21.3.10.3. Key Financials
      • 21.3.10.4. Sales Footprint
      • 21.3.10.5. SWOT Analysis
      • 21.3.10.6. Strategy Overview
    • 21.3.11. Amoeba Services
      • 21.3.11.1. Overview
      • 21.3.11.2. Product Portfolio
      • 21.3.11.3. Key Financials
      • 21.3.11.4. Sales Footprint
      • 21.3.11.5. SWOT Analysis
      • 21.3.11.6. Strategy Overview
    • 21.3.12. Funcity
      • 21.3.12.1. Overview
      • 21.3.12.2. Product Portfolio
      • 21.3.12.3. Key Financials
      • 21.3.12.4. Sales Footprint
      • 21.3.12.5. SWOT Analysis
      • 21.3.12.6. Strategy Overview
    • 21.3.13. Time Zone Entertainment
      • 21.3.13.1. Overview
      • 21.3.13.2. Product Portfolio
      • 21.3.13.3. Key Financials
      • 21.3.13.4. Sales Footprint
      • 21.3.13.5. SWOT Analysis
      • 21.3.13.6. Strategy Overview
    • 21.3.14. Tenpin
      • 21.3.14.1. Overview
      • 21.3.14.2. Product Portfolio
      • 21.3.14.3. Key Financials
      • 21.3.14.4. Sales Footprint
      • 21.3.14.5. SWOT Analysis
      • 21.3.14.6. Strategy Overview
    • 21.3.15. Kidzania
      • 21.3.15.1. Overview
      • 21.3.15.2. Product Portfolio
      • 21.3.15.3. Key Financials
      • 21.3.15.4. Sales Footprint
      • 21.3.15.5. SWOT Analysis
      • 21.3.15.6. Strategy Overview
    • 21.3.16. Bandai Namco Entertainment
      • 21.3.16.1. Overview
      • 21.3.16.2. Product Portfolio
      • 21.3.16.3. Key Financials
      • 21.3.16.4. Sales Footprint
      • 21.3.16.5. SWOT Analysis
      • 21.3.16.6. Strategy Overview
    • 21.3.17. Toy Town
      • 21.3.17.1. Overview
      • 21.3.17.2. Product Portfolio
      • 21.3.17.3. Key Financials
      • 21.3.17.4. Sales Footprint
      • 21.3.17.5. SWOT Analysis
      • 21.3.17.6. Strategy Overview
    • 21.3.18. Walt Disney
      • 21.3.18.1. Overview
      • 21.3.18.2. Product Portfolio
      • 21.3.18.3. Key Financials
      • 21.3.18.4. Sales Footprint
      • 21.3.18.5. SWOT Analysis
      • 21.3.18.6. Strategy Overview

22. Assumptions and Acronyms Used

23. Research Methodology