Favorable youth demographics is the major factor driving the demand for family/indoor entertainment centers market
The global family/indoor entertainment center market size is expected to surpass USD 34 billion by 2025. The family/indoor entertainment centers are specifically intended to engage people of all ages that allow people to take advantage of various entertainment activities at low prices. FEC offers a wide range of games that involve, gaming consoles, arcade games, indoor sports, video, and machine-based games, AR & VR based games along with other fun activities and birthday parties and functions. Also, some of FECs offer edutainment for children that involves education-based entertainment activities.
The existing and future family/indoor entertainment centers (FECs) market developments are defined to determine the attractiveness of the market. Key impacting factors highlight the family/indoor entertainment centers (FECs) market opportunities throughout the forecast period. Factors such as favorable youth demographics and the development of new FECs supporting family activities are driving the key factors driving the market growth. Also, the availability of diverse entertainment and gaming options is boosting the demand for family/indoor entertainment centers. However, high initial setup costs are anticipated to hamper the market growth. Furthermore, the integration of new technologies such as 3D technology and augmented and virtual reality gaming are anticipated to provide major growth opportunities for the market in the forthcoming years.
The report also highlights numerous aspects of the global family/indoor entertainment centers (FECs) industry by evaluating the market through value chain analysis. Besides, the report covers numerous qualitative aspects of the family/indoor entertainment centers (FECs) industry in market drivers, restraints, and key industry opportunities. Furthermore, the report offers a complete assessment of the market rivalry along with company profiling of local as well as global vendors.
The family/indoor entertainment centers (FECs) market has strong competition among the well-established as well as new emerging players. Also, the family/indoor entertainment centers (FECs) industry players are targeting prospective markets to capture a competitive advantage over the other industry players by forming agreements, mergers & acquisitions, acquiring new startups & other companies, forming collaboration and partnerships, and expanding their business presence.
Based on the visitor demographics, the market is segmented into the families with children (0-8), families with children (9-12), teenagers (13-19), young adults (20-25), adults (ages 25+). The families with children (9-12) segment are anticipated to gather the highest market growth during the forecast period. On the contrary, the teenagers (13-19) segment dominated the market in 2019 due to the increasing popularity of amusement parks and arcade games among teenagers.
Asia-Pacific region is expected to hold the highest CAGR during the forecast period 2020–2025. The growth of this region is mainly accredited to growing in the number of malls in urban cities. Moreover, North America dominated the family/indoor entertainment centers (FECs) market during the forecast period due to the presence of major market players in the region. In addition, the increasing inclination of consumers towards modern entertainment facilities is also fuelling the market demand in this region.
The major players of the global family/indoor entertainment centers (FECs) market are CEC Entertainment, KidZania, Cinergy Entertainment, Dave & Buster’s, Scene 75 Entertainment Centers, The Walt Disney Company, Lucky Strike Entertainment, FunCity, LEGOLAND Discovery Center, and Smaaash Entertainment. Moreover, the other potential players in the family/indoor entertainment centers (FECs) market are FunCity, Main Event Entertainment, Merlin Entertainment, Seaworld Entertainment, Nickelodeon Universe. The recognized companies are coming up with innovative and new entertainment technologies and Children Edutainment Centers (CEDCs). For instance, In October 2019, Dave & Buster's a dining and entertainment provider, announced the partnership with Diebold Nixdorf, a connected commerce solution provider. The Diebold Nixdorf provided self-service kiosks to Daves & Buster's, which is expected to enhance Daves & Buster's customer experience.
Segment Overview of Global Family/Indoor Entertainment Centers (FECs) Market
Type Overview, 2018-2025 (USD Billion)
- Children's Entertainment Centers (CECs)
- Children's Edutainment Centers (CEDCs)
- Adult Entertainment Centers (AECs)
- Location-based VR Entertainment Centers (LBECs)
Facility Size Overview, 2018-2025 (USD Billion)
- Up to 5,000 sq. ft.
- 5,001 to 10,000 sq. ft.
- 10,001 to 20,000 sq. ft.
- 20,001 to 40,000 sq. ft.
- 1 to 10 acres
- 10 to 30 acres
- Over 30 acres
Visitor Demographics Overview, 2018-2025 (USD Billion)
- Families with Children (0-8)
- Families with Children (9-12)
- Teenagers (13-19)
- Young adults (20-25)
- Adults (Ages 25+)
Application Overview, 2018-2025 (USD Billion)
- Arcade Studios
- AR and VR Gaming Zones
- Physical Play Activities
- Skill/Competition Games
- Others
Regional Overview, 2018-2025 (USD Billion)
- North America
- U.S.
- Canada
- Europe
- UK
- Germany
- France
- Rest of Europe
- Asia Pacific
- China
- Japan
- India
- Rest of Asia-Pacific
- Middle East and Africa
- UAE
- South Africa
- Rest of Middle East and Africa
- South America
- Brazil
- Rest of South America