Family/Indoor Entertainment Centers Market by Type (Childrens Entertainment Centers (CECs), Childrens Edutainment Centers (CEDCs), Adult Entertainment Centers (AECs), and Location-Based VR Entertainment Centers (LBECs)) by Visitor Demographics (Families with Children, Teenagers, Adults) by Application (Arcade Studios, AR and VR gaming Zones, Physical Play Activities, Skill/Competition Games and Others) by Revenue Source (Entry Fees & Ticket Sales, Food & Beverages, Merchandising, Advertisement, and Others)

ID: VPR/ICT/191 Publishing Year: January 2021 Pages: 139 Format:   


The Global Family/Indoor Entertainment Centers Market was valued at $XX billion in 2019, and is expected to reach $XX billion by 2027, registering a CAGR of 30.66 % from 2021 to 2027. Family/Indoor Entertainment Centers (FECs) are small play areas or entertainment areas which usually serve local communities in both towns and cities. FEC's are designed to attract entire families by Offering a range of entertainment solutions including arcades, redemption machines, gaming consoles, soft play areas, skill-based video sports, indoor playground systems and virtual reality interactive games to keep the entire family engaged, usually at a much lower cost per person than a typical amusement park. These gaming centers also provides rising stimulating facilities such as food & drinks, and entertainment. FECs often hold private gatherings such as birthday parties and corporate events. They are being attractively situated in locations such as malls, which people often visit.
Augmented Reality (AR) and Virtual Reality (VR) games are currently extremely popular, and players on the Family/Indoor Entertainment Centers Market have began to offer such games. New games and technology innovations are expected to boost the Family/Indoor Entertainment Centers Market. However demographics and location play important role while opening FEC’s as improper study and planning of demographics and location can hamper the business of FEC’s. The Industry is focusing on mix AR and VR technology to create new, technologically advanced games with 3D projection visualization and digital interactive surfaces is expected to offer lucrative opportunities for market growth in the near future.

Segment Insight:

The Family Entertainment Centers Market is segmented based on type, visitors demographics, application, revenue source and region. Based on type, it is classified into childrens entertainment centers (CECs), childrens edutainment centers (CEDCs), adult entertainment centers (AECs), and location-based VR entertainment centers (LBECs). Based on visitor demographics, it is divided into families with children, teenagers, adults. Based on application it is classified into arcade studios, AR and VR gaming zones, physical play activities, skill/competition games, and others. Based on revenue source it is classified into entry fees & ticket sales, food & beverages, merchandising, advertisement, and others.

By Type Insight:

The Family Entertainment Centers Market is segmented by type into childrens entertainment centers (CECs), childrens edutainment centers (CEDCs), adult entertainment centers (AECs) and location-based VR entertainment centers (LBECs)

By Visitors Demographics Insight:

The Family Entertainment Centers Market is segmented by visitors demographics into families with children, teenagers, adults.

By Application Insight:

The Family Entertainment Centers Market is segmented by application into arcade studios, AR and VR gaming zones, physical play activities, skill/competition games, and others. Augmented Reality (AR) and Virtual Reality (VR) games are currently extremely popular and players on the family/indoor entertainment centers market have began to offer such games.

By Revenue Source INSIGHT

The Family entertainment centers market is segmented by revenue source into entry fees & ticket sales, food & beverages, merchandising, advertisement, and others. Due to increase in the availability of variety of food options for both children and adults, most of the revenue is collected from food & beverages segment.

Major Key Players of Global Electric Market

The report provides a comprehensive analysis of the key players operating in the Global Family Entertainment Centers Market, such as CEC Entertainment, Inc., Dave & Buster’s, KidZania, Cinergy Entertainment, Scene 75 Entertainment Centers, Lucky Strike Entertainment, The Walt Disney Company, FunCity, Smaaash Entertainment Pvt. Ltd., LEGOLAND Discovery Center. Most of the key players in Family entertainment centers are focusing on business expansion to gain a higher revenue share through the adoption of strategies, such as mergers and acquisitions and new product development.

Family Entertainment Centers Market Key Segments:

By Type

  • Childrens entertainment centers (CECs)
  • Childrens edutainment centers (CEDCs)
  • Adult entertainment centers (AECs)
  • Location-based VR entertainment centers (LBECs)

By Visitors demographics

  • Families with children
  • Teenagers
  • Adults

By Application

  • Arcade studios,
  • AR and VR gaming zones,
  • Physical play activities,
  • Skill/competition games
  • Others

By Revenue source

  • Entry fees & ticket sales,
  • Food & beverages,
  • Merchandising
  • Advertisement,
  • Others

By Region

  • North America
    • U.S.
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Spain
    • Rest of Europe
  • Asia-Pacific
    • Japan
    • China
    • India
    • Australia
    • Rest of Asia-Pacific
  • LAMEA
    • Brazil
    • Argentina
    • Turkey
    • South Africa
    • Rest of LAMEA


Frequently Asked Questions
CEC Entertainment, Inc., Dave & Buster’s, KidZania, Cinergy Entertainment, Scene 75 Entertainment Centers, Lucky Strike Entertainment, The Walt Disney Company, FunCity, Smaaash Entertainment Pvt. Ltd., LEGOLAND Discovery Center.
Augmented Reality (AR) and Virtual Reality ( VR) games are currently extremely popular, and players on the family/indoor entertainment centers market have began to offer such games. New games and technology innovations are expected to boost the Family/Indoor Entertainment Centers Market.

TABLE OF CONTENTS:

CHAPTER 1 MARKET INTRODUCTION

1.1. REPORT OVERVIEW

1.2. SCOPE OF THE STUDY

1.3. PRIMARY MARKET SEGMENTS

1.4. RESEARCH METHODOLOGY

CHAPTER 2 EXECUTIVE SUMMARY

2.1. C-LEVEL EXECUTIVE’S OVERVIEW AND PERSPECTIVES

CHAPTER 3 MARKET OVERVIEW

3.1. MARKET DEFINITION AND SCOPE

3.2. PRINCIPAL FINDINGS

3.2.1. Key investment pockets

3.2.2. Leading winning strategies

  3.2.3 Key Player Positioning

3.3. PORTERS FIVE FORCES OF COMPETITIVE ANALYSIS

 3.4. MARKET DYNAMICS

3.4.1. Drivers

3.4.2. Restraints

3.4.3. Opportunities

3.4.4. Impact Analysis

3.5. IMPACT OF COVID-19 ON THIS MARKET

CHAPTER 4 FAMILY ENTERTAINMENT CENTERS MARKET, BY TYPE

4.1. SYNOPSIS

4.1.1. Market size and forecast

4.2. CHILDRENS ENTERTAINMENT CENTERS (CECS)

4.2.1. Key market trends

4.2.2. Growth factors and opportunities

4.2.3. Market size and forecast

4.3. CHILDRENS EDUTAINMENT CENTERS (CEDCS)

4.3.1. Key market trends

4.3.2. Growth factors and opportunities

4.3.3. Market size and forecast

4.4. ADULT ENTERTAINMENT CENTERS (AECs)

4.4.1. Key market trends

4.4.2. Growth factors and opportunities

4.4.3. Market size and forecast

4.5. LOCATION-BASED VR ENTERTAINMENT CENTERS (LBECs)

4.5.1. Key market trends

4.5.2. Growth factors and opportunities

4.5.3. Market size and forecast

CHAPTER 5 FAMILY ENTERTAINMENT CENTERSMARKET, BY VISITORS DEMOGRAPHICS

5.1. SYNOPSIS

5.1.1. Market size and forecast

5.2. FAMILIES WITH CHILDREN

5.2.1. Key market trends

5.2.2. Growth factors and opportunities

5.2.3. Market size and forecast

5.3. TEENAGERS

5.3.1. Key market trends

5.3.2. Growth factors and opportunities

5.3.3. Market size and forecast

5.4. ADULTS

5.4.1. Key market trends

5.4.2. Growth factors and opportunities

5.4.3. Market size and forecast

CHAPTER 6 FAMILY ENTERTAINMENT CENTERSMARKET, BY APPLICATION

6.1. SYNOPSIS

6.1.1. Market size and forecast

6.2. ARCADE STUDIOS

6.2.1. Key market trends

6.2.2. Growth factors and opportunities

6.2.3. Market size and forecast

6.3. AR AND VR GAMING ZONES

6.3.1. Key market trends

6.3.2. Growth factors and opportunities

6.3.3. Market size and forecast

6.4. PHYSICAL PLAY ACTIVITIES

6.4.1. Key market trends

6.4.2. Growth factors and opportunities

6.4.3. Market size and forecast

6.5. SKILL/COMPETITION GAMES

6.5.1. Key market trends

6.5.2. Growth factors and opportunities

6.5.3. Market size and forecast

6.6. OTHERS

6.6.1. Key market trends

6.6.2. Growth factors and opportunities

6.6.3. Market size and forecast

CHAPTER 7 FAMILY ENTERTAINMENT CENTERSMARKET, BY REVENUE SOURCE

7.1. SYNOPSIS

7.1.1. Market size and forecast

7.2. ENTRY FEES & TICKET SALES

7.2.1. Key market trends

7.2.2. Growth factors and opportunities

7.2.3. Market size and forecast

7.3. FOOD & BEVERAGES

7.3.1. Key market trends

7.3.2. Growth factors and opportunities

7.3.3. Market size and forecast

7.4. MERCHANDISING

7.4.1. Key market trends

7.4.2. Growth factors and opportunities

7.4.3. Market size and forecast

7.5. ADVERTISEMENT

7.5.1. Key market trends

7.5.2. Growth factors and opportunities

7.5.3. Market size and forecast

7.6. OTHERS

7.6.1. Key market trends

7.6.2. Growth factors and opportunities

7.6.3. Market size and forecast

CHAPTER 8 FAMILY ENTERTAINMENT CENTERSMARKET, BY REGION

8.1 SYNOPSIS

8.2 North America

8.2.1 Key market trends

8.2.2 Competitive scenario

8.2.3 Key growth factors and opportunities

8.2.4 Market size and forecast

8.3 Europe

8.3.1 Key market trends

8.3.2 Competitive scenario

8.3.3 Key growth factors and opportunities

8.3.4 Market size and forecast

8.4 Asia Pacific

8.4.1 Key market trends

8.4.2 Competitive scenario

8.4.3 Key growth factors and opportunities

8.4.4 Market size and forecast

8.5 LAMEA

8.5.1 Key market trends

8.5.2 Key growth factors and opportunities

8.5.3 Market size and forecast

CHAPTER 9 COMPANY PROFILES

9.1. CEC ENTERTAINMENT, INC.

9.1.1. Company overview

9.1.2. Company snapshot

9.1.3. Product portfolio

9.1.4. Business performance

9.1.5. Key strategic moves and developments

9.2. DAVE & BUSTER’S

9.2.1. Company overview

9.2.2. Company snapshot

9.2.3. Operating business segments

9.2.4. Product portfolio

9.2.5. Business performance

9.2.6. Key strategic moves and developments

9.3. KIDZANIA

9.3.1. Company overview

9.3.2. Company snapshot

9.3.3. Operating business segments

9.3.4. Product portfolio

9.3.5. Business performance

9.3.6. Key strategic moves and developments

9.4. CINERGY ENTERTAINMENT

9.4.1. Company overview

9.4.2. Company snapshot

9.4.3. Operating business segments

9.4.4. Product portfolio

9.4.5. Business performance

9.4.6. Key strategic moves and developments

9.5. SCENE 75 ENTERTAINMENT CENTERS

9.5.1. Company overview

9.5.2. Company snapshot

9.5.3. Operating business segments

9.5.4. Product portfolio

9.5.5. Business performance

9.5.6. Key strategic moves and developments

9.6. LUCKY STRIKE ENTERTAINMENT

9.6.1. Company overview

9.6.2. Company Snapshot

9.6.3. Operating business segments

9.6.4. Product portfolio

9.6.5. Business performance

9.6.6. Key strategic moves and developments

9.7. THE WALT DISNEY COMPANY

9.7.1. Company overview

9.7.2. Company snapshot

9.7.3. Operating business segments

9.7.4. Product portfolio

9.7.5. Business performance

9.7.6. Key strategic moves and developments

9.8. FUNCITY

9.8.1. Company overview

9.8.2. Company snapshot

9.8.3. Operating business segments

9.8.4. Product portfolio

9.8.5. Business performance

9.8.6. Key strategic moves and developments

9.9. SMAAASH ENTERTAINMENT PVT. LTD

9.9.1. Company overview

9.9.2. Company snapshot

9.9.3. Operating business segments

9.9.4. Product portfolio

9.9.5. Business performance

9.9.6. Key strategic moves and developments

9.10. LEGOLAND DISCOVERY CENTER

9.10.1. Company overview

9.10.2. Company snapshot

9.10.3. Product portfolio

9.10.4. Key strategic moves and developments


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