
Global Family Entertainment Centers Market Analysis, Drivers, Restraints, Opportunities, Threats, Trends, Applications, and Growth Forecast to 2028
12435
May 2023
188
-
Request Covid 19 Impact
Why Choose Us
- 360 Degree Approach
- Growth Consulting
- 24/7 Research Support
- Comprehensive-Level of Customization
- Comprehensive-Level of Customization
- Competitive Intelligence
- Single-Country/ Region Intelligence
- Post-Sale Service Assistance
- Access to Lead Analysts
- Available in PDF, Excel, Word/ PPT
“Global Family Entertainment Centers Market Analysis Trends, Applications, Analysis, Growth, and Forecast to 2028” is a recent report generated by MarketResearch.biz. The global family entertainment centers market report has been segmented on the basis of visitor demographics, application, type, and region.
Global Family Entertainment Centers Market: Overview
Family entertainment centers are the entertainment zones or small amusement parks that are usually useful for serving local communities in many small and big cities. These family entertainment centers are designed for keeping the entire family busy, generally at a less per-person cost than the traditional amusement parks. These centers help in offering various amusement options including gaming consoles, soft play areas, arcades, redemption machines, skill-based machine games, indoor playground systems, and games that are based upon augmented and virtual reality. They are mostly located in areas such as mall as most of the customers visit mall on regular basis.
Global Family Entertainment Centers Market: Dynamics
Increasing adoption level of users and increasing investment in various entertainment activities are among the major factors expected to drive the growth of the family entertainment centers. Increasing reality (AR) and virtual reality games (VR) across the globe are the other factors that drive the growth of the global family entertainment centers market. Also, increasing disposable income and increasing inclination towards indoor entertainment activities are the other factors that drive the growth of the global family entertainment center market.
However, due to high capital expenditure for establishing new setups for entertainment is hampering the growth of the global market to a certain extent.
Global Family Entertainment Centers Market: Segment Analysis
Most of the teenagers are using family entertainment centers due to growing popularity of arcade games and amusement parks among teenagers.
The usage of location-based VR entertainment centers (LBECs) is increasing as compared to the other types due to rapidly integrating VR systems for catering the growing demand of curious consumers and VR aficionados.
Global Family Entertainment Centers Market: Region Analysis
North America region is opting for family entertainment centers as there is fast adoption of electronics, and increasing disposable income and increasing number of shopping centers and shopping malls in different cities of as many of the consumers visit these malls on holidays, generally for shopping and spending time at restaurants. Thus, market in North America is expected to register significant revenue share in the global market.
The family entertainment centers market in Asia Pacific is expected for contributing highest market share in the global market due to increasing spending capacity of individuals in entertainment activities in this region. Asia Pacific business have high attraction towards convenient electronics, rapid industrialization, safety prospects, and improved quality & reliability. Continuous demand for family entertainment centers in countries like China and Japan due to growing middle class population is also a factor to fuel growth of the target market in Asia Pacific region.
Global Family Entertainment Centers Market Segmentation:
Segmentation by Visitor Demographics:
- (Families with Children (0-8)
- Families with Children (9-12)
- Teenagers (13-19)
- Young adults (20-25)
- Adults (Ages 25+)
Segmentation by Applications:
- Arcade Studios
- AR and VR Gaming Zones
- Physical Play Activities
- Skill/Competition Games
Segmentation by Type:
- Children’s Entertainment Centers (CECs)
- Children’s Edutainment Centers (CEDCs)
- Adult Entertainment Centers (AECs)
- Location-based VR Entertainment Centers (LBECs)
Segmentation by Region:
- North America
- Europe
- Asia Pacific
- Latin America
- Middle East & Africa
Attribute Report Details Market Size Ask For Market Size Growth Rate Ask For Growth Rate Key Companies Ask For Companies Report Coverage Revenue analysis, Competitive landscape, Key company analysis, Market Trends, Key segments, Distribution Channel, Market Dynamics, COVID-19 Impact Analysis and more… Historical Data Period 2015-2020 Base Year 2022 Forecast Period 2022-2031 Region Scope North America, Europe, Asia-Pacific, South America, Middle East & Africa Country Scope United States, Canada and Mexico, Germany, France, UK, Russia and Italy, China, Japan, Korea, India and Southeast Asia, Brazil, Argentina, Colombia etc.Saudi Arabia, UAE, Egypt, Nigeria and South Africa Revenue in US$ Mn - Dave & Buster’s, Inc.
- CEC Entertainment, Inc.
- Cinergy Entertainment Group
- KidZania, S.A. de C.V.
- Scene 75 Cincinnati Entertainment Center, Llc.
- The Walt Disney Company
- Lucky Strike Entertainment Inc.
- Smaaash Entertainment Pvt. Ltd.
- LEGOLAND California, Inc.
Request for TOC
OUR CLIENTS
Don't just take our word. We are trusted by these great companies!