Future Market Insights forecasts revenue from the Global Family/Indoor Entertainment Centres market to increase from about US$ 17 Bn in 2017 to about US$ 61 Bn by 2027 end, representing a CAGR of 13.3% from 2017 to 2027. This increasing revenue growth is attributed to the continuous launch of new FECs supporting sustained growth of this market.
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With continuous innovations in technological aspects, family entertainment centres are offering a diversified range of gaming options for their customers. New technologies such as virtual reality gaming, 3D technology, etc. are trending and consumers are preferring modern ways of entertainment over traditional entertainment options. Hence, the availability of a number of options for gaming is driving the growth of the family entertainment centres market especially in the North America region over the forecast period.
Indoor entertainment centres are increasingly preferred as entertainment and leisure options by families over outdoor entertainment centres in the North America region, in order to ensure that environmental factors and weather changes do not affect any fun time or experience of customers.
Along with this, companies are offering food and other services at indoor entertainment centres under a single roof, which is another factor prompting customers to visit FECs and this factor is expected to drive growth of the FEC market in the North America region over the forecast period.
The North America region is currently facing stagnation in terms of income of the middle class population. This is expected to affect consumer spending on family entertainment centres. Ticket prices of entertainment centres is increasing constantly owing to various economic factors. Ticket prices also vary based on the location of the family entertainment centres, which is another factor hampering revenue growth of the FEC market over the forecast period.
Family entertainment centres are facing challenges in attracting visitors on a repeating basis. Entertainment centres face this problem because they cannot make changes in their offerings constantly and immediately. This is due to significant investment required in changing the offerings. Also, FECs are unable change or set up new rides because of land and cost constraints. This is a major challenge responsible for significantly limiting revenue growth of FECs in the long run.
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In terms of value, the arcade studios segment is projected to be the most attractive segment in the global family/indoor entertainment centres market during the assessment period. VR gaming zones are expected to register moderate y-o-y growth rate throughout the forecast period. In terms of value, the VR gaming zones segment is expected to register a CAGR of 15.9% during the assessment period.
In 2017, the arcade studios segment is estimated to be valued at US$ 6,081.9 Mn and is expected to witness a steady growth in terms of revenue throughout the period of forecast.
With an increasing number of malls in various cities of North America, consumers visit these malls on weekends, usually for shopping and spending time at restaurants. The presence of entertainment centres at these malls allows customers to spend quality time with their family and friends, while playing games and other indoor sports.
Hence, entertainment centres are becoming favourite hangout places for families with a combination of shopping, eating, and play area. Family entertainment centres are attracting families in large numbers, which is expected to positively impact revenue growth of the market.
Demand for family indoor entertainment centres is likely to grow at a CAGR of 13% through 2032.
Sales of family indoor entertainment centres is likely to exceed a valuation of US$ 112.4 Billion by 2032.
Adoption of family indoor entertainment centres is likely to reach a valuation of US$ 33.1 Billion in 2022.
North America is the key family indoor entertainment centres market contributor.
1. Executive Summary 1.1. Market Overview 1.2. Market Analysis 1.3. FMI Analysis and Recommendations 2. Market Introduction 2.1. Market Taxonomy 2.2. Market Definition 2.3. Technological Trends 3. Market View Point 3.1. Primary Verbatim 3.2. Macro-Economic Factors 3.3. Opportunity Analysis 3.4. Key Regulations 4. Global Market Analysis 2012–2016 and Forecast 2017–2027 4.1. Market Volume Projections 4.2. Market Size and Y-o-Y Growth 4.3. Absolute $ Opportunity 5. North America Family/Indoor Entertainment Center Market Analysis 2012–2016 and Forecast 2017–2027 5.1. Introduction 5.2. Regional Market Dynamics 5.2.1. Drivers 5.2.2. Restraints 5.2.3. Trends 5.3. Market Size Value (US$ Mn) By Country, 2012-2016 5.3.1. U.S. 5.3.2. Canada 5.4. Market Size Value (US$ Mn) and Forecast By Country, 2017-2027 5.4.1. U.S. 5.4.2. Canada 5.5. Market Size (US$ Mn) & Forecast By FEC Type 5.5.1. Arcade Studios 5.5.2. VR Gaming Zones 5.5.3. Sports Arcades 5.5.4 Others 5.6. Market Size (US$ Mn) & Forecast By Visitor Demographics 5.6.1. Families With Children (0-9) 5.6.2. Families With Children (9-12) 5.6.3. Teenagers (12-18) 5.6.4. Young Adults (18-24) 5.6.5. Adults (24+) 5.7. Market Size (US$ Mn) & Forecast By Facility Size 5.7.1. <5000 Sq Feet 5.7.2. 5,001 to 10,000 Sq Feet 5.7.3. 10,001 to 20,000 Sq Feet 5.7.4. 20,001 to 40,000 Sq Feet 5.7.5. >40,000 Sq Feet 5.8. Market Size (US$ Mn) & Forecast By Attendance Per Day 5.8.1. <25000 5.8.2. 25,001 to 50,000 5.8.3. 50,001 to 100,000 5.8.4. 100,001 to 250,000 5.8.5. >250,000 5.9. Market Size (US$ Mn) & Forecast By Revenue Source 5.9.1. Entry Fees & Ticket Sales 5.9.2. Food & Beverages 5.9.3. Merchandising 5.9.4. Advertising 5.9.5. Others 5.10. Market Attractiveness Analysis 5.10.1. By Country 5.10.2. By FEC Type 5.10.3. By Visitors Demographics 5.10.4. By Facility Size 5.10.5. By Attendance Per Day 5.10.6. By Revenue Source 6. Western Europe Family/Indoor Entertainment Center Market Analysis 2012–2016 and Forecast 2017–2027 6.1. Introduction 6.2. Regional Market Dynamics 6.2.1. Drivers 6.2.2. Restraints 6.2.3. Trends 6.3. Market Size Value (US$ Mn) By Country, 2012-2016 6.3.1. Germany 6.3.2. France 6.3.3. U.K. 6.3.4. Spain 6.3.5. Italy 6.3.6. BENELUX 6.3.7. Nordic 6.3.8. Rest of Western Europe 6.4. Market Size Value (US$ Mn) and Forecast By Country, 2017-2027 6.4.1. Germany 6.4.2. France 6.4.3. U.K. 6.4.4. Spain 6.4.5. Italy 6.4.6. BENELUX 6.4.7. Nordic 6.4.8. Rest of Western Europe 6.5. Market Size (US$ Mn) & Forecast By FEC Type 6.5.1. Arcade Studios 6.5.2. VR Gaming Zones 6.5.3. Sports Arcades 6.5.4. Others 6.6. Market Size (US$ Mn) & Forecast By Visitor Demographics 6.6.1. Families With Children (0-9) 6.6.2. Families With Children (9-12) 6.6.3. Teenagers (12-18) 6.6.4. Young Adults (18-24) 6.6.5. Adults (24+) 6.7. Market Size (US$ Mn) & Forecast By Facility Size 6.7.1. <5000 Sq Feet 6.7.2. 5,001 to 10,000 Sq Feet 6.7.3. 10,001 to 20,000 Sq Feet 6.7.4. 20,001 to 40,000 Sq Feet 6.7.5. >40,000 Sq Feet 6.8. Market Size (US$ Mn) & Forecast By Attendance Per Day 6.8.1. <25000 6.8.2. 25,001 to 50,000 6.8.3. 50,001 to 100,000 6.8.4. 100,001 to 250,000 6.8.5. >250,000 6.9. Market Size (US$ Mn) & Forecast By Revenue Source 6.9.1. Entry Fees & Ticket Sales 6.9.2. Food & Beverages 6.9.3. Merchandising 6.9.4. Advertising 6.9.5. Others 6.10. Market Attractiveness Analysis 6.10.1. By Country 6.10.2. By FEC Type 6.10.3. By Visitors Demographics 6.10.4. By Facility Size 6.10.5. By Attendance Per Day 6.10.6. By Revenue Source 7. Eastern Europe Family/Indoor Entertainment Center Market Analysis 2012–2016 and Forecast 2017–2027 7.1. Introduction 7.2. Regional Market Dynamics 7.2.1. Drivers 7.2.2. Restraints 7.2.3. Trends 7.3. Market Size Value (US$ Mn) By Country, 2012-2016 7.3.1. Russia 7.3.2. Poland 7.3.3. Rest of Eastern Europe 7.4. Market Size (US$ Mn) and Forecast By Country, 2017-2027 7.4.1. Russia 7.4.2. Poland 7.4.3. Rest of Eastern Europe 7.5. Market Size (US$ Mn) & Forecast By FEC Type 7.5.1. Arcade Studios 7.5.2. VR Gaming Zones 7.5.3. Sports Arcades 7.5.4. Others 7.6. Market Size (US$ Mn) & Forecast By Visitor Demographics 7.6.1. Families With Children (0-9) 7.6.2. Families With Children (9-12) 7.6.3. Teenagers (12-18) 7.6.4. Young Adults (18-24) 7.6.5. Adults (24+) 7.7. Market Size (US$ Mn) & Forecast By Facility Size 7.7.1. <5000 Sq Feet 7.7.2. 5,001 to 10,000 Sq Feet 7.7.3. 10,001 to 20,000 Sq Feet 7.7.4. 20,001 to 40,000 Sq Feet 7.7.5. >40,000 Sq Feet 7.8. Market Size (US$ Mn) & Forecast By Attendance Per Day 7.8.1. <25000 7.8.2. 25,001 to 50,000 7.8.3. 50,001 to 100,000 7.8.4. 100,001 to 250,000 7.8.5. >250,000 7.9. Market Size (US$ Mn) & Forecast By Revenue Source 7.9.1. Entry Fees & Ticket Sales 7.9.2. Food & Beverages 7.9.3. Merchandising 7.9.4. Advertising 7.9.5. Others 7.10. Market Attractiveness Analysis 7.10.1. By Country 7.10.2. By FEC Type 7.10.3. By Visitors Demographics 7.10.4. By Facility Size 7.10.5. By Attendance Per Day 7.10.6. By Revenue Source 8. Latin America Family/Indoor Entertainment Center Market Analysis 2012–2016 and Forecast 2017–2027 8.1. Introduction 8.2. Regional Market Dynamics 8.2.1. Drivers 8.2.2. Restraints 8.2.3. Trends 8.3. Market Size Value (US$ Mn) By Country, 2012-2016 8.3.1. Brazil 8.3.2. Mexico 8.3.3. Rest of Latin America 8.4. Market Size Value (US$ Mn) and Forecast By Country, 2017-2027 8.4.1. Brazil 8.4.2. Mexico 8.4.3. Rest of Latin America 8.4.4. Others 8.5. Market Size (US$ Mn) & Forecast By FEC Type 8.5.1. Arcade Studios 8.5.2. VR Gaming Zones 8.5.3. Sports Arcades 8.6. Market Size (US$ Mn) & Forecast By Visitor Demographics 8.6.1. Families With Children (0-9) 8.6.2. Families With Children (9-12) 8.6.3. Teenagers (12-18) 8.6.4. Young Adults (18-24) 8.6.5. Adults (24+) 8.7. Market Size (US$ Mn) & Forecast By Facility Size 8.7.1. <5000 Sq Feet 8.7.2. 5,001 to 10,000 Sq Feet 8.7.3. 10,001 to 20,000 Sq Feet 8.7.4. 20,001 to 40,000 Sq Feet 8.7.5. >40,000 Sq Feet 8.8. Market Size (US$ Mn) & Forecast By Attendance Per Day 8.8.1. <25000 8.8.2. 25,001 to 50,000 8.8.3. 50,001 to 100,000 8.8.4. 100,001 to 250,000 8.8.5. >250,000 8.9. Market Size (US$ Mn) & Forecast By Revenue Source 8.9.1. Entry Fees & Ticket Sales 8.9.2. Food & Beverages 8.9.3. Merchandising 8.9.4. Advertising 8.9.5. Others 8.10. Market Attractiveness Analysis 8.10.1. By Country 8.10.2. By FEC Type 8.10.3. By Visitors Demographics 8.10.4. By Facility Size 8.10.5. By Attendance Per Day 8.10.6. By Revenue Source 9. Asia Pacific Excluding Japan (APEJ) Family/Indoor Entertainment Center Market Analysis 2012–2016 and Forecast 2017–2027 9.1. Introduction 9.2. Regional Market Dynamics 9.2.1. Drivers 9.2.2. Restraints 9.2.3. Trends 9.3. Market Size Value (US$ Mn) By Country, 2012-2016 9.3.1. China 9.3.2. India 9.3.3. Australia and New Zealand 9.3.4. ASEAN 9.3.5. Rest of APEJ 9.4. Market Size Value (US$ Mn) and Forecast By Country, 2017-2027 9.4.1. China 9.4.2. India 9.4.3. Australia and New Zealand 9.4.4. ASEAN 9.4.5. Rest of APEJ 9.5. Market Size (US$ Mn) & Forecast By FEC Type 9.5.1. Arcade Studios 9.5.2. VR Gaming Zones 9.5.3. Sports Arcades 9.5.4. Others 9.6. Market Size (US$ Mn) & Forecast By Visitor Demographics 9.6.1. Families With Children (0-9) 9.6.2. Families With Children (9-12) 9.6.3. Teenagers (12-18) 9.6.4. Young Adults (18-24) 9.6.5. Adults (24+) 9.7. Market Size (US$ Mn) & Forecast By Facility Size 9.7.1. <5000 Sq Feet 9.7.2. 5,001 to 10,000 Sq Feet 9.7.3. 10,001 to 20,000 Sq Feet 9.7.4. 20,001 to 40,000 Sq Feet 9.7.5. >40,000 Sq Feet 9.8. Market Size (US$ Mn) & Forecast By Attendance Per Day 9.8.1. <25000 9.8.2. 25,001 to 50,000 9.8.3. 50,001 to 100,000 9.8.4. 100,001 to 250,000 9.8.5. >250,000 9.9. Market Size (US$ Mn) & Forecast By Revenue Source 9.9.1. Entry Fees & Ticket Sales 9.9.2. Food & Beverages 9.9.3. Merchandising 9.9.4. Advertising 9.9.5. Others 9.10. Market Attractiveness Analysis 9.10.1. By Country 9.10.2. By FEC Type 9.10.3. By Visitors Demographics 9.10.4. By Facility Size 9.10.5. By Attendance Per Day 9.10.6. By Revenue Source 10. Japan Family/Indoor Entertainment Center Market Analysis 2012–2016 and Forecast 2017–2027 10.1. Introduction 10.2. Regional Market Dynamics 10.2.1. Drivers 10.2.2. Restraints 10.2.3. Trends 10.3.Market Size (US$ Mn) & Forecast By FEC Type 10.3.1. Arcade Studios 10.3.2. VR Gaming Zones 10.3.3. Sports Arcades 10.3.4. Others 10.4.Market Size (US$ Mn) & Forecast By Visitor Demographics 10.4.1. Families With Children (0-9) 10.4.2. Families With Children (9-12) 10.4.3. Teenagers (12-18) 10.4.4. Young Adults (18-24) 10.4.5. Adults (24+) 10.5. Market Size (US$ Mn) & Forecast By Facility Size 10.5.1. <5000 Sq Feet 10.5.2. 5,001 to 10,000 Sq Feet 10.5.3. 10,001 to 20,000 Sq Feet 10.5.4. 20,001 to 40,000 Sq Feet 10.5.5. >40,000 Sq Feet 10.6. Market Size (US$ Mn) & Forecast By Attendance Per Day 10.6.1. <25000 10.6.2. 25,001 to 50,000 10.6.3. 50,001 to 100,000 10.6.4. 100,001 to 250,000 10.6.5. >250,000 10.7. Market Size (US$ Mn) & Forecast By Revenue Source 10.7.1. Entry Fees & Ticket Sales 10.7.2. Food & Beverages 10.7.3. Merchandising 10.7.4. Advertising 10.7.5. Others 10.8. Market Attractiveness Analysis 10.8.1. By Country 10.8.2. By FEC Type 10.8.3. By Visitors Demographics 10.8.4. By Facility Size 10.8.5. By Attendance Per Day 10.8.6. By Revenue Source 11. Middle East and Africa Family/Indoor Entertainment Center Market Analysis 2012–2016 and Forecast 2017–2027 11.1. Introduction 11.2. Regional Market Dynamics 11.2.1. Drivers 11.2.2. Restraints 11.2.3. Trends 11.3. Market Size Value (US$ Mn) By Country, 2012-2016 11.3.1. GCC Countries 11.3.2. Turkey 11.3.3. Northern Africa 11.3.4. South Africa 11.3.5. Rest of MEA 11.4. Market Size Value (US$ Mn) and Forecast By Country, 2017-2027 11.4.1. GCC Countries 11.4.2. Turkey 11.4.3. Northern Africa 11.4.4. South Africa 11.4.5. Rest of MEA 11.5. Market Size (US$ Mn) & Forecast By FEC Type 11.5.1. Arcade Studios 11.5.2. VR Gaming Zones 11.5.3. Sports Arcades 11.5.4. Others 11.6. Market Size (US$ Mn) & Forecast By Visitor Demographics 11.6.1. Families With Children (0-9) 11.6.2. Families With Children (9-12) 11.6.3. Teenagers (12-18) 11.6.4. Young Adults (18-24) 11.6.5. Adults (24+) 11.7. Market Size (US$ Mn) & Forecast By Facility Size 11.7.1. <5000 Sq Feet 11.7.2. 5,001 to 10,000 Sq Feet 11.7.3. 10,001 to 20,000 Sq Feet 11.7.4. 20,001 to 40,000 Sq Feet 11.7.5. >40,000 Sq Feet 11.8. Market Size (US$ Mn) & Forecast By Attendance Per Day 11.8.1. <25000 11.8.2. 25,001 to 50,000 11.8.3. 50,001 to 100,000 11.8.4. 100,001 to 250,000 11.8.5. >250,000 11.9. Market Size (US$ Mn) & Forecast By Revenue Source 11.9.1. Entry Fees & Ticket Sales 11.9.2. Food & Beverages 11.9.3. Merchandising 11.9.4. Advertising 11.9.5. Others 11.10. Market Attractiveness Analysis 11.10.1. By Country 11.10.2. By FEC Type 11.10.3. By Visitors Demographics 11.10.4. By Facility Size 11.10.5. By Attendance Per Day 11.10.6. By Revenue Source 12. Forecast Factors: Relevance and Impact 13. Competition Landscape 13.1. Market Structure 13.2. Market Share Analysis 13.3. Competition Intensity Mapping By Market Taxonomy 13.4. Competition Dashboard 13.5. Company Profiles (Details – Overview, Financials, Strategy, Recent Developments) 13.5.1. Dave & Buster’s Inc. 13.5.2. CEC Entertainment, Inc. 13.5.3. Main Event Entertainment 13.5.4. Legoland Discovery Center 13.5.5. Scene 75 Entertainment Centers 13.5.6. Gatti’s Pizza Corporation 13.5.7. Bowlmor AMF Corporation 13.5.8. Nickelodeon Universe 13.5.9. Lucky Strike 13.5.10. Smaash Entertainment Pvt. Ltd. 13.5.11. Amoeba Services 13.5.12. Funcity 13.5.13. Time Zone Entertainment Pvt. Ltd. 13.5.13. Tenpin 13.5.15. Kidzania 13.5.16. Bandai Namco Entertainment 13.5.17. Toy Town 13.5.18. The Walt Disney Company 14. Global Family/Indoor Entertainment Center Market Analysis 2012–2016 and Forecast 2017–2027 14.1. Introduction / Key Findings 14.2. Market Size Value (US$ Mn) and Forecast By Region 14.2.1. North America 14.2.2. Western Europe 14.2.3. Eastern Europe 14.2.4. Latin America 14.2.5. Asia Pacific Excluding Japan 14.2.6. Japan 14.2.7. Middle East and Africa 14.3. Market Attractiveness Analysis By Region 15. Global Family/Indoor Entertainment Center Market Analysis 2012–2015 and Forecast 2017–2027, By FEC Type 15.1. Introduction 15.1.Market Size Value & Volume (US$ Mn) Forecast By FEC Type 15.1.1. Arcade Studios 15.1.2. VR Gaming Zones 15.1.3. Sports Arcades 15.1.4. Others 15.2. Key Trends / Developments 15.3. Market Attractiveness Analysis By FEC Type 16. Global Family/Indoor Entertainment Center Market Analysis 2012–2015 and Forecast 2016–2027, By Visitors Demographics 16.1. Introduction / Key Findings 16.2. Market Size –Value (US$ Mn) and Forecast By Visitors Demographics 16.2.1. Families With Children (0-9) 16.2.2. Families With Children (9-12) 16.2.3. Teenagers (12-18) 16.2.4. Young Adults (18-24) 16.2.5. Adults (24+) 16.3. Key Trends / Developments 16.4. Market Attractiveness Analysis By Visitors Demographics 17. Global Family/Indoor Entertainment Center Market Analysis 2012–2015 and Forecast 2017–2027, By Facility Size 17.1. Introduction / Key Findings 17.2. Market Size –Value (US$ Mn) and Forecast By Facility Size 17.2.1. <5000 Sq Feet 17.2.2. 5,001 to 10,000 Sq Feet 17.2.3. 10,001 to 20,000 Sq Feet 17.2.4. 20,001 to 40,000 Sq Feet 17.2.5. >40,000 Sq Feet 17.3. Key Trends / Developments 17.4. Market Attractiveness Analysis By Facility Size 18. Global Family/Indoor Entertainment Center Market Analysis 2012–2016 and Forecast 2017–2027, By Attendance per Day 18.1. Introduction / Key Findings 18.2. Market Size –Value (US$ Mn) and Forecast By Attendance per Day 18.2.1. <25000 18.2.2. 25,001 to 50,000 18.2.3. 50,001 to 100,000 18.2.4. 100,001 to 250,000 18.2.5. >250,000 18.3. Key Trends / Developments 18.4. Market Attractiveness Analysis By Attendance per Day 19. Global Family/Indoor Entertainment Center Market Analysis 2012–2016 and Forecast 2017–2027, By Revenue Source 19.1. Introduction / Key Findings 19.2. Market Size –Value (US$ Mn) and Forecast By Revenue Source 19.2.1. Entry Fees & Ticket Sales 19.2.2. Food & Beverages 19.2.3. Merchandising 19.2.4. Advertising 19.2.5. Others 19.3. Key Trends / Developments 19.4. Market Attractiveness Analysis By Revenue Source 20. Research Methodology 21. Assumptions & Acronym
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