Indoor Entertainment Centres Market is estimated to value over 41 billion by 2027 end and register a CAGR of over 10% during the forecast period 2020 to 2027.

Availability of diversified entertainment and gaming alternatives, growth in per capita disposable income and favourable youth demographics in the Asia-Pacific region drive the growth of the indoor entertainment centers market. Nonetheless, mobile devices and home gaming, an increase in ticket prices and high initial costs are the factors expected to impede the market growth during the forecast period. Moreover, substantial investments by malls in the Asia-Pacific region, the continuous launch of new entertainment centers supporting family activities, participatory play, and integration of new technologies such as virtual reality gaming, augmented reality, 3D technology, and others provide opportunities for the growth of the market.

The target audience of indoor entertainment centers usually consists of children aged 8 to 14 years and their parents. The average age in many Asian countries is around 25. This indicates a deeper penetration of youth population under the age of 14 in the Asia-Pacific region and with rising expectations and incomes, parents are spending more on their children, which is expected to increase the market size. 

The key players operating in the family/indoor entertainment centres market include 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 Center.

Indoor Entertainment Centre Market Segmentation: 

By Visitor Demographics

  • Families with Children (0-9 Yrs.)
  • Families with Children (9-12 Yrs.)
  • Teenagers (13-19 Yrs.)
  • Young Adults (20-24 Yrs.)
  • Adults (24 Yrs. and above)

By Facility Size

  • Up to 5000 SQ.FT.
  • 5001 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

By Attendance

  • 0-25,000
  • 25,001-50,000
  • 50,001-100,000
  • 100,001-250,000
  • 250,001-500,000
  • 500,0001-1.25 Million
  • 1.25 Million-4 Million
  • Over 4 Million

By Revenue Source

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

By Application

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

By Type

  • Children Entertainment Centers (CECs)
  • Children Edutainment Centers (CEDCs)
  • Adult Entertainment Centers (AECs)
  • Location-Based Entertainment Centers (LBECs)

By Region

  • North America
  • Europe
  • Asia Pacific
  • Latin America

FutureWise Key Takeaways:

  • Growth prospects
  • SWOT analysis 
  • Key trends 
  • Key data-points affecting market growth 

 Objectives of the Study:

  • To provide with an exhaustive analysis on the global indoor entertainment market by visitor demographics, by facility size, by attendance, by revenue source, by application, by type and by region
  • To cater comprehensive information on factors impacting market growth (drivers, restraints, opportunities, and industry-specific restraints)
  • To evaluate and forecast micro-markets and the overall market 
  • To predict the market size, in key regions (along with countries)— North America, Asia Pacific, Europe, Latin America and Middle East & Africa
  • To record evaluate and competitive landscape mapping- product launches, technological advancements, mergers and expansions
  • Profiling of companies to evaluate their market shares, strategies, financials and core competencies


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What you get

  • Excel Dataset

  • Infographics

  • PDF Report

  • Market Overview

  • PowerPoint Presentation

What's included

  • Consumer Perception and Procurement

  • Competitive Analysis

  • What’s Next

  • Market Data Forecast

  • Risks and Opportunity Assessment

  • Market Trends and Dynamics