封面
市场调查报告书
商品编码
1478093

全球家庭/室内娱乐中心市场规模、份额、成长分析,按收入来源(入场费和门票销售、食品和饮料)、按应用(街机工作室、AR 和 VR 游戏区)- 2024-2031 年行业预测

Global Family/Indoor Entertainment Centers Market Size, Share, Growth Analysis, By Revenue Source(Entry Fees & Ticket Sales, Food & Beverages), By Application(Arcade studios, AR and VR gaming zones) - Industry Forecast 2024-2031

出版日期: | 出版商: SkyQuest | 英文 223 Pages | 商品交期: 3-5个工作天内

价格
简介目录

2022年全球家庭/室内娱乐中心市场规模为410亿美元,预计将从2023年的460亿美元成长到2031年的1,155.4亿美元,预测期间(2024-2031年)复合年增长率为12.2% 。

家庭/室内娱乐产业是规模更大、全球不断增长的休閒和娱乐产业的一个子集。家庭/室内娱乐中心满足单身人士、朋友团体和家庭寻求室内活动和娱乐的需求。这些选项包括雷射枪战、迷你高尔夫、弹跳床公园、街机游戏、保龄球馆等。此外,城市地区适合家庭活动的便利地点越来越受欢迎,消费者的偏好也增加。家庭/室内娱乐中心的市场扩张是由于缺乏户外娱乐选择而推动的。推动市场扩张的其他驱动因素包括整合先进的虚拟实境娱乐中心,以改善整体游客体验和增加个人可支配收入。

目录

执行摘要

  • 市场概况
  • 命运之轮

研究方法论

  • 资讯采购
  • 二手和主要资料来源
  • 市场规模估计
  • 市场假设与限制

母公司市场分析

  • 市场概况
  • 市场规模
  • 市场动态
    • 司机
    • 机会
    • 限制
    • 挑战

主要市场洞察

  • 技术分析
  • 定价分析
  • 供应链分析
  • 价值链分析
  • 市场生态系统
  • 智慧财产权分析
  • 贸易分析
  • 启动分析
  • 原料分析
  • 创新矩阵
  • 管道产品分析
  • 总体经济指标
  • 顶级投资分析
  • 成功的关键因素
  • 竞争程度

市场动态与展望

  • 市场动态
    • 司机
    • 机会
    • 限制
    • 挑战
  • 监管环境
  • 波特分析
  • 对未来颠覆的特别见解

按收入来源分類的全球家庭/室内娱乐中心市场

  • 市场概况
  • 入场费和门票销售
  • 食品和饮料
  • 商品推销
  • 广告
  • 其他的

全球家庭/室内娱乐中心市场(按应用)

  • 市场概况
  • 街机工作室
  • AR和VR游戏区
  • 体力游戏活动
  • 技能/竞赛游戏
  • 和别的

全球家庭/室内娱乐中心市场规模(按地区)

  • 市场概况
  • 北美洲
    • 美国
    • 加拿大
  • 欧洲
    • 德国
    • 西班牙
    • 法国
    • 英国
    • 欧洲其他地区
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 亚太其他地区
  • 拉丁美洲
    • 巴西
    • 拉丁美洲其他地区
  • 中东和非洲 (MEA)
    • 海湾合作委员会国家
    • 南非
    • MEA 的其余部分

竞争格局

  • 前 5 名玩家比较
  • 2023 年关键参与者的市场定位
  • 主要市场参与者所采取的策略
  • 最佳制胜策略
  • 近期市集活动
  • 主要公司市占率 (%), 2023

主要公司简介

  • Dave & Buster's Entertainment, Inc. (USA)
  • Universal Parks & Resorts (USA)
  • Timezone (Australia)
  • WhiteWater West Industries (Canada)
  • Merlin Entertainments (UK)
  • Wanda Group (China)
  • KidZania (Mexico)
  • The Walt Disney Company (USA)
  • Adventure Island (India)
  • SeaWorld Parks & Entertainment (USA)
  • iFLY Indoor Skydiving (USA)
  • Main Event Entertainment (USA)
  • Six Flags Entertainment Corporation (USA)
  • Indoor Skydiving Germany Group (Germany)
  • Legoland (Denmark)
  • Scene75 Entertainment Center (USA)
  • Round1 Corporation (Japan)
  • Kalahari Resorts (USA)
  • Fun City (UAE)
  • Namco Funscape (UK)
  • Chuck E. Cheese's (USA)
  • Cirque du Soleil Entertainment Group (Canada)
  • Cineworld Group plc (UK)
  • Smaaash Entertainment (India)
  • Hershey Entertainment and Resorts Company (USA)
简介目录
Product Code: SQMIG25P2016

Global Family/Indoor Entertainment Centers Market size was valued at USD 41 billion in 2022 and is poised to grow from USD 46 billion in 2023 to USD 115.54 billion by 2031, growing at a CAGR of 12.2% during the forecast period (2024-2031).

The family/indoor entertainment sector is a subset of the larger, globally growing leisure and entertainment industry. Family/indoor entertainment centers serve the needs of single people, groups of friends, and families seeking indoor activities and entertainment. These options include laser tag, mini-golf, trampoline parks, arcade games, bowling alleys, and more. Additionally, the popularity of convenient locations for family-friendly activities in urban areas is growing, as are consumer preferences. The market expansion of family/indoor entertainment centers is being driven by a lack of outdoor entertainment options. Additional drivers propelling market expansion include the integration of cutting-edge virtual reality entertainment centers to improve the overall visitor experience and the increasing disposable income of individuals.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Family/Indoor Entertainment Centers Market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the Market size includes the following details: The key players in the Market were identified through secondary research, and their Market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top Market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Family/Indoor Entertainment Centers Market Segmental Analysis

The global family/indoor entertainment centers market is segmented on the basis of Revenue Source, Application, Type, and region. In terms of revenue source, the market is segmented into Entry Fees & Ticket Sales, Food & Beverages, Merchandising, Advertisement, and Others. Based on application, the market is bifurcated into arcade studios, AR and VR gaming zones, physical play activities, skill/competition games, and others. On the basis of type, the 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). In terms of region, the market is segmented into North America, Europe, Asia Pacific, Middle East and Africa, and Latin America.

Drivers of the Global Family/Indoor Entertainment Centers Market

Over the next few years, it is anticipated that the expansion of the family and indoor entertainment centers market would be aided by rising global disposable income and consumers' propensity to spend on leisure activities. People who have more money to spend are more likely to take their friends and family to family/indoor entertainment centers.

Restraints in the Global Family/Indoor Entertainment Centers Market

The growing number of individuals visiting family/indoor entertainment centers has led to increased competition in the market for these types of establishments in recent years. As more and more entertainment venues come up throughout the globe, competition is fierce because customers prefer less expensive options, which damages some businesses' bottom lines.

Market Trends of the Global Family/Indoor Entertainment Centers Market

With AR and VR, two relatively new technologies, the boundaries between the physical and digital worlds have become even more hazy. Future market participants could expect new revenue streams due to the growing availability of AR and VR experiences in family-friendly indoor entertainment venues and the rising willingness of consumers to pay for them.

Table of Contents

Executive Summary

  • Market Overview
  • Wheel of Fortune

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Sources
  • Market Size Estimation
  • Market Assumptions & Limitations

Parent Market Analysis

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers
    • Opportunities
    • Restraints
    • Challenges

Key Market Insights

  • Technology Analysis
  • Pricing Analysis
  • Supply Chain Analysis
  • Value Chain Analysis
  • Ecosystem of the Market
  • IP Analysis
  • Trade Analysis
  • Startup Analysis
  • Raw Material Analysis
  • Innovation Matrix
  • Pipeline Product Analysis
  • Macroeconomic Indicators
  • Top Investment Analysis
  • Key Success Factor
  • Degree of Competition

Market Dynamics & Outlook

  • Market Dynamics
    • Drivers
    • Opportunities
    • Restraints
    • Challenges
  • Regulatory Landscape
  • Porters Analysis
    • Competitive rivalry
    • Threat of Substitute Products
    • Bargaining Power of Buyers
    • Threat of New Entrants
    • Bargaining Power of Suppliers
  • Skyquest Special Insights on Future Disruptions
    • Political Impact
    • Economic Impact
    • Social Impact
    • Technical Impact
    • Environmental Impact
    • Legal Impact

Global Family/Indoor Entertainment Centers Market by Revenue Source

  • Market Overview
  • Entry Fees & Ticket Sales
  • Food & Beverages
  • Merchandising
  • Advertisement
  • and Others

Global Family/Indoor Entertainment Centers Market by Application

  • Market Overview
  • Arcade studios
  • AR and VR gaming zones
  • physical play activities
  • skill/competition games
  • and others

Global Family/Indoor Entertainment Centers Market Size by Region

  • Market Overview
  • North America
    • USA
    • Canada
  • Europe
    • Germany
    • Spain
    • France
    • UK
    • Rest of Europe
  • Asia Pacific
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (MEA)
    • GCC Countries
    • South Africa
    • Rest of MEA

Competitive Landscape

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2023
  • Strategies Adopted by Key Market Players
  • Top Winning Strategies
    • By Development
    • By Company
    • By Year
  • Recent Activities in the Market
  • Key Companies Market Share (%), 2023

Key Company Profiles

  • Dave & Buster's Entertainment, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Universal Parks & Resorts (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Timezone (Australia)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • WhiteWater West Industries (Canada)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Merlin Entertainments (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Wanda Group (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • KidZania (Mexico)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • The Walt Disney Company (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Adventure Island (India)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • SeaWorld Parks & Entertainment (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • iFLY Indoor Skydiving (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Main Event Entertainment (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Six Flags Entertainment Corporation (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Indoor Skydiving Germany Group (Germany)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Legoland (Denmark)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Scene75 Entertainment Center (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Round1 Corporation (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Kalahari Resorts (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Fun City (UAE)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Namco Funscape (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Chuck E. Cheese's (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Cirque du Soleil Entertainment Group (Canada)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Cineworld Group plc (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Smaaash Entertainment (India)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Hershey Entertainment and Resorts Company (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments