This report focuses on the global Family/Indoor Entertainment Centers status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Family/Indoor Entertainment Centers development in United States, Europe and China.
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.
Rising income among families is the prime factor leading to the increase in the expenditure capabilities on entertainment and leisure activities.
New entertainment technologies implemented in the family entertainment centers such as virtual reality gaming, 3D technology, etc. are trending and consumers prefer modern ways of entertainment over traditional entertainment options.
Eastern and Western Europe follows the MEA region in case of the revenue generation. United States and Latin America are expected to show higher growth rate in terms of revenue generation. APEJ and Japan are expected to grow at highest CAGR owing to changing lifestyles and rising disposable income.
In 2017, the global Family/Indoor Entertainment Centers market size was xx million US$ and it is expected to reach xx million US$ by the end of 2025, with a CAGR of xx% during 2018-2025.
The key players covered in this study
Dave & Buster’s
CEC Entertainment
Main Event Entertainment
Legoland Discovery Center
Scene 75 Entertainment Centers
Gatti’s Pizza
Bowlmor AMF
Nickelodeon Universe
Lucky Strike
Smaash Entertainment
Amoeba Services
Funcity
Time Zone Entertainment
Tenpin
Kidzania
Bandai Namco Entertainment
Toy Town
Walt Disney
Market analysis by product type
Arcade Studios
VR gaming zones
Sports arcades
Market analysis by market
Families with Children (0-9)
Families with Children (9-12)
Teenagers (12-18)
Young Adults (18-24)
Adults (24+)
Market analysis by Region
United States
Europe
China
Japan
Southeast Asia
India
Central & South America
The study objectives of this report are:
To analyze global Family/Indoor Entertainment Centers status, future forecast, growth opportunity, key market and key players.
To present the Family/Indoor Entertainment Centers development in United States, Europe and China.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by product type, market and key regions.
In this study, the years considered to estimate the market size of Family/Indoor Entertainment Centers are as follows:
History Year: 2017-2018
Base Year: 2017
Estimated Year: 2018
Forecast Year 2018 to 2025
For the data information by region, company, type and application, 2017 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.
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.
Rising income among families is the prime factor leading to the increase in the expenditure capabilities on entertainment and leisure activities.
New entertainment technologies implemented in the family entertainment centers such as virtual reality gaming, 3D technology, etc. are trending and consumers prefer modern ways of entertainment over traditional entertainment options.
Eastern and Western Europe follows the MEA region in case of the revenue generation. United States and Latin America are expected to show higher growth rate in terms of revenue generation. APEJ and Japan are expected to grow at highest CAGR owing to changing lifestyles and rising disposable income.
In 2017, the global Family/Indoor Entertainment Centers market size was xx million US$ and it is expected to reach xx million US$ by the end of 2025, with a CAGR of xx% during 2018-2025.
The key players covered in this study
Dave & Buster’s
CEC Entertainment
Main Event Entertainment
Legoland Discovery Center
Scene 75 Entertainment Centers
Gatti’s Pizza
Bowlmor AMF
Nickelodeon Universe
Lucky Strike
Smaash Entertainment
Amoeba Services
Funcity
Time Zone Entertainment
Tenpin
Kidzania
Bandai Namco Entertainment
Toy Town
Walt Disney
Market analysis by product type
Arcade Studios
VR gaming zones
Sports arcades
Market analysis by market
Families with Children (0-9)
Families with Children (9-12)
Teenagers (12-18)
Young Adults (18-24)
Adults (24+)
Market analysis by Region
United States
Europe
China
Japan
Southeast Asia
India
Central & South America
The study objectives of this report are:
To analyze global Family/Indoor Entertainment Centers status, future forecast, growth opportunity, key market and key players.
To present the Family/Indoor Entertainment Centers development in United States, Europe and China.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by product type, market and key regions.
In this study, the years considered to estimate the market size of Family/Indoor Entertainment Centers are as follows:
History Year: 2017-2018
Base Year: 2017
Estimated Year: 2018
Forecast Year 2018 to 2025
For the data information by region, company, type and application, 2017 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.
Frequently Asked Questions
This market study covers the global and regional market with an in-depth analysis of the overall growth prospects in the market. Furthermore, it sheds light on the comprehensive competitive landscape of the global market. The report further offers a dashboard overview of leading companies encompassing their successful marketing strategies, market contribution, recent developments in both historic and present contexts.
- By product type
- By End User/Applications
- By Technology
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The report provides a detailed evaluation of the market by highlighting information on different aspects which include drivers, restraints, opportunities, and threats. This information can help stakeholders to make appropriate decisions before investing.