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Family Entertainment Centers Market Research Report – Segmentation By Demographics, Facility Size, Revenue Source, Application, Type, and by Regional Analysis (North America, Europe, Asia Pacific, Latin America, and Middle East & Africa) - Global Industry Analysis, Size, Share, Growth, Trends, and Forecast (2023 – 2028)

Published: March, 2023
ID: 9137
Pages: 150
Formats: report pdf report excel report power bi report ppt

Family Entertainment Centers Market Size (2023 - 2028)

The global family entertainment centers market size is projected to expand with a CAGR of 10.2% between 2023 and 2028 to reach around USD 50 billion by the end of 2028

Family entertainment centers (FECs) are a kind of small amusement park or entertainment zones that mainly serves local communities in small and large cities. FEC’s are designed to keep the entire family engaged, usually at a mostly less per-person price than a regular amusement park. It provides different options like arcades, gaming consoles, video games, soft play areas, indoor playground systems, redemption machines, children’s rides, skill-based machine games, and games based on virtual and augmented reality. FECs also offer private celebrations like birthday parties and corporate events and also, they are attractively located in areas like malls, where consumers generally visit. 

Family Entertainment Centers Market Size (2020 - 2025)

Market Drivers and Restraints

Expansion in per capita disposable income, availability of diversified gaming and entertainment options, and favorable youth demographics in the regions like the Asia-Pacific drive the development of the family/indoor entertainment centers market. Nevertheless, home gaming and mobile devices, high initial expense, and rise in ticket costs are the factors estimated to hinder the expansion of the market during the forecast period. Moreover, continuous introduction of latest FECs supporting family activities, F&B integration, and participatory play, substantial rising investments by malls in the Middle East and Asia-Pacific regions, and a combination of new technologies like virtual reality gaming, 3D technology, and others offer opportunities for the expansion of the market.

REPORT COVERAGE:

REPORT METRIC

DETAILS

Market Size Available

2022 – 2028

Base Year

2022

Forecast Period

2023 - 2028

Fastest Growing Market

Asia Pacific

Largest Market

North America

CAGR

10.2%

Segments Covered

Demographics, Facility Size, Revenue Source, Application, Type  and Region

Various Analyses Covered

Global, Regional & Country Level Analysis, Segment-Level Analysis, DROC, PESTLE Analysis, Porter’s Five Forces Analysis, Competitive Landscape, Analyst Overview on Investment Opportunities

Regions Covered

North America, Europe, APAC, Latin America, Middle East & Africa

Market Leaders Profiled

Dave & Buster’s, CEC Entertainment, Inc., Cinergy Entertainment, KidZania, Scene 75 Entertainment Centers, The Walt Disney Company, Lucky Strike Entertainment, FunCity, Smaaash Entertainment Pvt. Ltd., and LegoLand Discovery Centre.

 

Market Segmentation

Family Entertainment Centers Market - By Demographics

  • Families with Children (0-8)
  • Families with Children (9-12)
  • Teenagers (13-19)
  • Young Adults (20-25)
  • Adults (Ages 25+)

Of these, children between 9-12 years and teenagers are the most revenue contributing segments to the global market, and the same trend is likely to continue over the forecast period.

Family Entertainment Centers Market - By Facility Size

  • 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.
  • 1 to 10 acres
  • 11 to 30 acres
  • over 30 acres

Family Entertainment Centers Market - By Revenue Source

  • Entry Fees & Ticket Sales
  • Food & Beverages
  • Merchandising
  • Advertisement
  • Others

The entry fees and ticket sales sector led the overall family entertainment centers market and is estimated to continue this trend throughout the foreseen period. Nevertheless, the food & beverage sector is expected to showcase the highest expansion, owing to the rise in the availability of various food options for kids and also adults. Furthermore, individuals also prefer family/indoor entertainment centers as a location of choice for corporate parties and birthday parties for children and adults. This trend escalates revenue generation from the food & beverage segment in the FECs.

Family Entertainment Centers Market - By Application

  • Arcade Studios
  • AR and VR Gaming Zones
  • Physical Play Activities
  • Skill/Competition Games
  • Others

Family Entertainment Centers Market - By Type

  • Children’s Entertainment Centers (CECs)
  • Children’s Edutainment Centers (CEDCs)
  • Adult Entertainment Centers (AECs)
  • Location-based VR Entertainment Centers (LBECs)

Regional Analysis:

Marked Segmentation based on the region:

  1. North America
    1. U.S
    2. Canada
  2. Europe
    1. Norway
    2. Germany
    3. Sweden
  3. Asia Pacific
    1. China
    2. India
    3. Japan
  4. Latin America
    1. Brazil
    2. Mexico
    3. Argentina
  5. Middle East and Africa

a. Middle East

b. Africa

The Asia Pacific family entertainment center market is expected to rise at a high rate over the foreseen period, given that rising GDP in Asia-Pacific countries like China, India, and Japan has escalated the capacity of people in the region. As a result of a consistently rising middle-class population and disposable revenue, this regional market is prognosticated to develop rapidly in the coming years.

The North American family entertainment center market and the Europe family entertainment center market are also predicted to witness consistent developments in the coming years.

Key Players:

The major players operating in the global family/indoor entertainment centers market are:

  1. Dave & Buster’s
  2. CEC Entertainment Inc.
  3. Cinergy Entertainment
  4. KidZania
  5. Scene 75 Entertainment Centers
  6. The Walt Disney Company
  7. Lucky Strike Entertainment
  8. FunCity
  9. Smaaash Entertainment Pvt. Ltd.
  10. LegoLand Discovery Centre and Others.

Recent Developments and Trends

  • Mattel has introduced the launch of multi-branded family entertainment centers for the Barbie, Mega Construx and Hot Wheels brands. The centers are aimed to offer children ages 4-10 with immersive, hands-on play and entertainment experiences that leverage classic Mattel imagery. They combine physical and digital play experiences that provide a hybrid experience to children.  
  • Cirque du Soleil Entertainment Group confirmed the addition of family entertainment centers to its existing list of creative projects. The company implemented an innovative indoor family entertainment experience that is mainly designed for local neighborhoods. The recreational centers will provide a brand new immersive, creative and participative family experience, where people can stretch their imagination, flex their muscles, explore newfound circus skills, and take a bow on the virtual Cirque du Soleil stage.

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