Global Indoor Entertainment Centres Market is Estimated to Value Over 41 Billion by 2026 End

  • 11 Sep 2019

Global Indoor Entertainment Centres Market is estimated to value over 41 billion by 2026 end and register a CAGR of over 10% during the forecast period 2019 to 2026.

 

Indoor entertainment centres are primarily preferred as a leisure and entertainment alternative by families over outdoor entertainment centres, especially in the North America region. Coupled with this, companies are offering food and other services at indoor entertainment centres, all under one roof. This is another factor prompting customers to visit indoor entertainment centres and this is expected to expand the market size in the North America region over the forecast period.

The North America region is currently lagging in terms of the middle-class population income. This shall affect consumer spending on indoor entertainment centres. Ticket prices of entertainment centres have been constantly increasing owing to multiple economic factors. Additionally, ticket prices change based on the location of the family entertainment centres, which is another factor impeding revenue growth of the indoor entertainment centres market over the forecast period.

With consistent innovations in the technological aspect, indoor entertainment centres are offering a variety of gaming options for customers. Innovative technologies like virtual reality gaming, augmented reality gaming, 3D technology, etc. are currently trending and customers have started to prefer modern modes of entertainment over traditional ones. Therefore, the availability of a diversified range of gaming alternatives is expanding the indoor entertainment centres market size over the forecast period.

Indoor entertainment centres are facing an uphill task in attracting visitors frequently. Entertainment centres face this problem as they cannot make constant and immediate changes in their offerings. This is owing to significant investments required in changing the offerings. Furthermore, indoor entertainment centres are unable to set up or change new rides because of cost and land constraints. This is a major challenge that is significantly contributing in limiting revenue growth of entertainment centres in the future.

 

The key players operating in the global family/indoor entertainment centers 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

 

LEGOLAND Discovery Centre, which is owned by Merlin Entertainments Lego Group, has centres over 19 locations right from Boston to San Jose. They are centres in England, Dubai, Malaysia, Japan, Denmark, Germany as well, thus expanding their presence globally. This centre is suitable for children in the age range of 3 to 10, which is the primary customer in the indoor entertainment centres market. But there are many services that even adults can enjoy. LEGOLAND Billund-based in Denmark, is the first LEGOLAND centre of the world. It has over 50 entertaining rides for kids as well as adults. Some of the famous rides are ‘Ninjanjo the Ride’, The Dragon Roller Coaster. Furthermore, there are jungle racers, pirate boats, Duplo planes, extreme racers which will keep the kids engaged for long. There is a ‘Driving School’ for kids aged 7 to 13. Here they get to ride electric cars around a specially designed, kid-friendly track with car wash and charging stations to give a comprehensive driver’s feel to the kids.

 

 

Global 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

· Middle East & Africa

 

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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