家庭/室内娱乐中心市场规模、份额和成长分析(按家庭/室内娱乐中心类型、顾客群、设施规模、日均客流量、收入来源和地区划分)—产业预测(2026-2033 年)
市场调查报告书
商品编码
1900546

家庭/室内娱乐中心市场规模、份额和成长分析(按家庭/室内娱乐中心类型、顾客群、设施规模、日均客流量、收入来源和地区划分)—产业预测(2026-2033 年)

Family/Indoor Entertainment Centers Market Size, Share, and Growth Analysis, By FEC Type, By Visitors Demographics, By Facility Size, By Attendance Per Day, By Revenue Source, By Region - Industry Forecast 2026-2033

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

预计到 2024 年,全球家庭和室内娱乐中心市场规模将达到 531.1 亿美元,到 2025 年将成长至 600.1 亿美元,到 2033 年将成长至 1595.4 亿美元,在预测期(2026-2033 年)内复合成长率为 13%。

全球家庭室内娱乐中心市场在休閒产业中持续成长,其成长动力主要来自人们对室内娱乐活动(如游乐场游戏、保龄球、弹跳床公园、迷你高尔夫和雷射枪战)日益增长的需求。由于都市区户外休閒选择有限,消费者对多样化且便利的家庭友善设施的偏好不断变化,显着推动了市场成长。此外,尖端虚拟实境体验的引入也提升了游客的满意度和参与度。可支配所得的增加也促进了人们在这些娱乐场所的消费。同时,举办各类个人和企业活动的能力也扩大了这些场所的吸引力,凸显了多元化娱乐解决方案对于确保全球家庭室内娱乐中心持续成功的重要性。

全球家庭/室内娱乐中心市场按娱乐中心类型、访客群、设施规模、日均访客量、收入来源和地区进行细分。依娱乐中心类型划分,市场可分为游乐场游戏厅、VR游戏区、运动游乐场及其他类型。依访客群体划分,市场可分为0-9岁儿童家庭、9-12岁儿童家庭、12-18岁青少年、18-24岁青年及24岁以上成年人。依设施规模划分,市场可分为小于5,000平方英尺、5,001-10,000平方英尺、10,001-20,000平方英尺、20,001-40,000平方英尺和大于40,000平方英尺。根据每日游客数量,市场细分为以下几类:少于25,000人、25,001-50,000人、50,001-100,000人、100,001-250,000人以及超过250,000人。根据收入来源,市场细分为门票/入场费、餐饮、商品销售、广告和其他收入。根据地区,市场细分为北美、欧洲、亚太、拉丁美洲以及中东和非洲。

全球家庭/室内娱乐中心市场成长要素

全球可支配收入的成长,以及人们参与休閒活动的意愿日益增强,预计将推动家庭和室内娱乐中心的发展。随着人们经济资源的增加,他们更愿意与亲朋好友一同前往此类娱乐场所,寻求愉悦的体验。这一趋势反映了一种文化转变,即人们更加重视高品质的休閒时光,并凸显了家庭和社交互动在现代社会中的重要性。因此,家庭和室内娱乐中心市场预计将显着扩张。

全球家庭与室内娱乐中心市场的限制因素

随着家庭和室内娱乐中心越来越受欢迎,全球市场竞争日益激烈。越来越多的公司在全球各地开设娱乐中心,竞争格局也愈发白热化。消费者倾向于选择价格更实惠的产品,这给企业带来了降价压力。这种价格偏好可能会对部分企业的盈利产生负面影响,这些企业在努力维持利润率的同时,也要满足消费者不断变化的偏好。因此,企业必须不断创新,打造差异化产品,才能在这个充满挑战的环境中生存。

全球家庭/室内娱乐中心市场趋势

虚拟实境(VR)和扩增实境(AR)的融合是全球家庭和室内娱乐中心市场的一大趋势。这些技术正在重新定义家庭的身临其境型体验,而人们对互动式娱乐选择日益增长的需求,正推动着场所采用先进的VR和AR服务,从而提升顾客体验并鼓励顾客再次光顾。消费者越来越愿意为这些前沿体验买单,这为营运商创造了盈利机会。数位和实体游乐环境的整合不仅吸引了多元化的消费群体,也激发了娱乐产业的创新,从而推动了该产业的显着成长和转型。

目录

介绍

  • 调查目标
  • 调查范围
  • 定义

调查方法

  • 资讯收集
  • 二手资料和一手资料方法
  • 市场规模预测
  • 市场假设与限制

执行摘要

  • 全球市场展望
  • 供需趋势分析
  • 细分市场机会分析

市场动态与展望

  • 市场规模
  • 市场动态
    • 驱动因素和机会
    • 限制与挑战
  • 波特分析

关键市场考察

  • 关键成功因素
  • 竞争程度
  • 关键投资机会
  • 市场生态系统
  • 市场吸引力指数(2025)
  • PESTEL 分析
  • 总体经济指标
  • 价值链分析
  • 定价分析

全球家庭/室内娱乐中心市场规模(依家庭娱乐中心类型划分)及复合年增长率(2026-2033 年)

  • 游乐场工作室
  • VR游戏区
  • 体育游乐场
  • 其他的

全球家庭/室内娱乐中心市场规模(按访客属性和复合年增长率划分)(2026-2033 年)

  • 有0-9岁儿童的家庭
  • 有9-12岁儿童的家庭
  • 青少年(12-18岁)
  • 青年(18-24岁)
  • 成年人(24岁以上)

全球家庭/室内娱乐中心市场规模(按设施规模和复合年增长率划分)(2026-2033 年)

  • 面积不足5000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
  • 超过40,000平方英尺

全球家庭/室内娱乐中心市场规模(以日均客流量和复合年增长率计算)(2026-2033 年)

  • 不到25000人
  • 25,001-50,000人
  • 50,001-100,000人
  • 100,001-250,000人
  • 超过25万人

全球家庭/室内娱乐中心市场规模(按收入来源和复合年增长率划分)(2026-2033 年)

  • 入场费和门票销售
  • 饮食
  • 产品销售
  • 广告
  • 其他的

全球家庭/室内娱乐中心市场规模及复合年增长率(2026-2033)

  • 北美洲
    • 美国
    • 加拿大
  • 欧洲
    • 德国
    • 西班牙
    • 法国
    • 英国
    • 义大利
    • 其他欧洲地区
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 亚太其他地区
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲地区
  • 中东和非洲
    • 海湾合作委员会国家
    • 南非
    • 其他中东和非洲地区

竞争资讯

  • 前五大公司对比
  • 主要企业的市场定位(2025 年)
  • 主要市场参与者所采取的策略
  • 近期市场趋势
  • 公司市占率分析(2025 年)
  • 主要企业公司简介
    • 公司详情
    • 产品系列分析
    • 依业务板块进行公司股票分析
    • 2023-2025年营收年比比较

主要企业简介

  • CEC Entertainment, LLC(USA)
  • KidZania(Mexico)
  • SEGA Entertainment Co., Ltd.(Japan)
  • Namco Funscape(Japan)
  • Brunswick Corporation(USA)
  • Hollywood Bowl Group(UK)
  • Merlin Entertainments plc(UK)
  • Scene75 Entertainment Centers(USA)
  • Round1 Entertainment, Inc.(Japan)
  • iPlay America(USA)
  • Kalahari Resorts & Conventions(USA)
  • Great Wolf Resorts(USA)
  • Urban Air Adventure Park(USA)
  • Altitude Trampoline Park(USA)
  • The Little Gym International, Inc.(USA)
  • FunCity(India)
  • Timezone Group(Singapore)

结论与建议

简介目录
Product Code: SQMIG25P2016

Global Family/Indoor Entertainment Centers Market size was valued at USD 53.11 Billion in 2024 and is poised to grow from USD 60.01 Billion in 2025 to USD 159.54 Billion by 2033, growing at a CAGR of 13% during the forecast period (2026-2033).

The global family and indoor entertainment center market is flourishing within the leisure industry, driven by increasing demand for engaging indoor activities such as arcade games, bowling, trampoline parks, mini-golf, and laser tag. The shift in consumer preferences towards versatile and accessible family-friendly venues in urban areas, compounded by limited outdoor options, is significantly boosting market growth. Furthermore, the integration of cutting-edge virtual reality experiences enhances visitor satisfaction and engagement. Rising disposable incomes also contribute to increased spending in these entertainment establishments. Additionally, their capacity to host a range of personal and corporate events broadens their appeal, underlining the significance of diverse entertainment solutions in ensuring the continued success of family and indoor entertainment centers globally.

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 Segments Analysis

Global Family/Indoor Entertainment Centers Market is segmented by FEC Type, Visitors Demographics, Facility Size, Attendance Per Day, Revenue Source and region. Based on FEC Type, the market is segmented into Arcade Studios, VR Gaming Zones, Sports Arcades and Others. Based on Visitors Demographics, the market is segmented into Families With Children (0-9), Families With Children (9-12), Teenagers (12-18), Young Adults (18-24) and Adults (24+). Based on Facility Size, the market is segmented into <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. and >40,000 Sq. ft. Based on Attendance Per Day, the market is segmented into <25,000, 25,001 to 50,000, 50,001 to 100,000, 100,001 to 250,000 and >250,000. Based on Revenue Source, the market is segmented into Entry Fees & Ticket Sales, Food & Beverages, Merchandising, Advertising and Others. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Family/Indoor Entertainment Centers Market

An increase in disposable income across the globe, coupled with a growing inclination among individuals to engage in leisure activities, is expected to propel the growth of family and indoor entertainment centers. As people find themselves with greater financial resources, they are increasingly willing to visit these entertainment venues with friends and family, seeking out enjoyable experiences. This trend reflects a broader cultural shift towards valuing quality time spent on leisure pursuits, underscoring the importance of family and social interactions in today's society. Consequently, the market for family and indoor entertainment centers is poised for significant expansion.

Restraints in the Global Family/Indoor Entertainment Centers Market

The global market for family and indoor entertainment centers has seen an increase in competition due to the growing popularity of these venues. As more businesses launch entertainment centers worldwide, the competitive landscape has become increasingly fierce. Consumers are drawn to budget-friendly options, which puts pressure on companies to lower their prices. This shift towards affordability can negatively impact the profitability of some businesses within the sector, as they struggle to maintain margins while navigating consumer preferences. As a result, companies need to innovate and differentiate their offerings to remain viable in this challenging environment.

Market Trends of the Global Family/Indoor Entertainment Centers Market

The Global Family/Indoor Entertainment Centers market is witnessing a significant trend towards the incorporation of Virtual Reality (VR) and Augmented Reality (AR), as these technologies redefine immersive experiences for families. The rising demand for interactive and engaging entertainment options is driving facilities to adopt advanced VR and AR offerings, enhancing customer experiences and promoting repeat visits. Consumers are increasingly motivated to invest in these cutting-edge experiences, leading to lucrative opportunities for operators. This fusion of digital and physical play environments not only attracts diverse demographics but also fosters innovation in entertainment, positioning the sector for substantial growth and transformation.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

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

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2025
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis

Global Family/Indoor Entertainment Centers Market Size by FEC Type & CAGR (2026-2033)

  • Market Overview
  • Arcade Studios
  • VR Gaming Zones
  • Sports Arcades
  • Others

Global Family/Indoor Entertainment Centers Market Size by Visitors Demographics & CAGR (2026-2033)

  • Market Overview
  • Families With Children (0-9)
  • Families With Children (9-12)
  • Teenagers (12-18)
  • Young Adults (18-24)
  • Adults (24+)

Global Family/Indoor Entertainment Centers Market Size by Facility Size & CAGR (2026-2033)

  • Market Overview
  • <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.
  • >40,000 Sq. ft

Global Family/Indoor Entertainment Centers Market Size by Attendance Per Day & CAGR (2026-2033)

  • Market Overview
  • <25,000
  • 25,001 to 50,000
  • 50,001 to 100,000
  • 100,001 to 250,000
  • >250,000

Global Family/Indoor Entertainment Centers Market Size by Revenue Source & CAGR (2026-2033)

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

Global Family/Indoor Entertainment Centers Market Size & CAGR (2026-2033)

  • North America (FEC Type, Visitors Demographics, Facility Size, Attendance Per Day, Revenue Source)
    • US
    • Canada
  • Europe (FEC Type, Visitors Demographics, Facility Size, Attendance Per Day, Revenue Source)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (FEC Type, Visitors Demographics, Facility Size, Attendance Per Day, Revenue Source)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (FEC Type, Visitors Demographics, Facility Size, Attendance Per Day, Revenue Source)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (FEC Type, Visitors Demographics, Facility Size, Attendance Per Day, Revenue Source)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2025
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2025
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2023-2025)

Key Company Profiles

  • CEC Entertainment, LLC (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • KidZania (Mexico)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • SEGA Entertainment Co., Ltd. (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Namco Funscape (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Brunswick Corporation (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Hollywood Bowl Group (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Merlin Entertainments plc (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Scene75 Entertainment Centers (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Round1 Entertainment, Inc. (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • iPlay America (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Kalahari Resorts & Conventions (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Great Wolf Resorts (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Urban Air Adventure Park (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Altitude Trampoline Park (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • The Little Gym International, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • FunCity (India)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Timezone Group (Singapore)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations