Family Indoor Entertainment Market Size – USD 24.35 Billion in 2020, Market Growth – at a CAGR of 10.3%, Market Trends – Increasing number of malls
The study is a professional probe into the revenue generated and capacity estimates for the Family Indoor Entertainment market for the forecast period 2020 – 2028 empower the business owners to maintain a competitive edge over their rivals. The research further examines and provides data on the market by type, application and geography interspersed with illustrations and other graphical representations. The market analysis not only determines the attractiveness of the industry but also the evolving challenges and opportunities and their association with the weaknesses and strengths of prominent market leaders. Other factors taken into consideration when studying the industry include profitability, manufacturing capability, distribution channels and industry cost structure and major success factors.
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Based on the types, the Family Indoor Entertainment market has been further classified based on geography, application and consumption capability. On the basis of the product application, the industry is bifurcated taking into consideration those in demand and are an outcome of technology advancement. Region-wise, the performance of the industry along with the prominent vendors operating in the geography also illuminates stakeholders, business owners, and field marketing, executives. The different facets of the business based on parameters including new launches, acquisition and mergers and new entrants are discussed extensively during the study.
Some major companies in the market include Dave & Buster’s Inc., Cinergy Entertainment Group, Inc., The Walt Disney Company, Legoland Discovery Centre, Smaaash Entertainment Pvt Ltd., Lucky Strike Entertainment, LLC, Scene75 Entertainment Center, CEC Entertainment Inc., Bandai Namco Entertainment Inc., and Main Event Entertainment, LP
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Some Key Highlights From the Report
Families with children (9-12) segment revenue is expected to expand at a significantly robust CAGR during the forecast period. High number of children-related birthday celebrations, events, rituals and ceremonies, as well as other celebration activities are conducted at family indoor entertainment centers for families with children (9-12).
Entry fees & ticket sales segment is expected to lead in terms of revenue over the forecast period. Major source of income is ticket sales and entry fees in family indoor entertainment centers, which is expected to increase as the number of visitors increase and the competitive scenario continues to change going ahead.
Arcade studios segment is expected to account for largest revenue share over the forecast period. Popularity of video games and arcade games is not restricted to children and young adults. More advanced and exciting games and technologies are steadily becoming popular with an increasing adult base.
North America is expected to account for a significantly larger revenue share than other regional markets over the forecast period. Growth of the market in North America is expected to be fueled by high disposable income among consumers in countries such as the U.S., Canada, and Mexico, and trend of family outings on weekends and during holiday season to destinations and for activities that allow prebooking and high competitiveness among participants.
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Emergen Research has segmented the global family indoor entertainment on the basis of visitor demographic, revenue source, type, application, and region:
Visitor Demographic Outlook (Revenue, USD Billion; 2018–2028)
Families with Children (0-8)
Families with Children (9-12)
Young adults (20-25)
Family Indoor Entertainment Market Revenue Source Outlook (Revenue, USD Billion; 2018–2028)
Entry Fees & Ticket Sales
Food & Beverages
Family Indoor Entertainment Market Type Outlook (Revenue, USD Billion; 2018–2028)
Children’s Edutainment Centers (CEDCs)
Children’s Entertainment Centers (CECs)
Adult Entertainment Centers (AECs)
Location-based VR Entertainment Centers (LBECs)
Family Indoor Entertainment Market Application Outlook (Revenue, USD Billion; 2018–2028)
Physical Play Activities
Skill & Competition Games
AR & VR Gaming Zones
The global Family Indoor Entertainment market research is carried out at the different stages of the business lifecycle from the production of a product, cost, launch, application, consumption volume and sale. The research offers valuable insights into the marketplace from the beginning including some sound business plans chalked out by prominent market leaders to establish a strong foothold and expand their products into one that’s better than others.
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In market segmentation by geographical regions, the report has analysed the following regions-
North America (USA, Canada and Mexico)
Europe (Germany, France, UK, Russia and Italy)
Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
South America (Brazil, Argentina, Columbia etc.)
Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)
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Key questions answered in the report
What will be the market size in terms of value and volume in the next five years?
Which segment is currently leading the market?
In which region will the market find its highest growth?
Which players will take the lead in the market?
What are the key drivers and restraints of the market’s growth?
Table of Content
Chapter 1. Methodology & Sources
1.1. Market Definition
1.2. Research Scope
1.4. Research Sources
1.4.3. Paid Sources
1.5. Market Estimation Technique
Chapter 2. Executive Summary
2.1. Summary Snapshot, 2019-2027
Chapter 3. Key Insights
Chapter 4. Family Indoor Entertainment Market Segmentation & Impact Analysis
4.1. Family Indoor Entertainment Market Material Segmentation Analysis
4.2. Industrial Outlook
4.2.1. Market indicators analysis
4.2.2. Market drivers analysis
22.214.171.124. Stringent environmental regulations
126.96.36.199. Rising need to reduce bacterial or algal contamination in water systems
188.8.131.52. Increasing demand for biocides for municipal water treatment
4.2.3. Market restraints analysis
184.108.40.206. Fluctuating prices of raw material
220.127.116.11. Present challenging economic conditions due to the pandemic
4.3. Technological Insights
4.4. Regulatory Framework
4.5. Porter’s Five Forces Analysis
4.6. Competitive Metric Space Analysis
4.7. Price trend Analysis
4.8. Covid-19 Impact Analysis
Chapter 5. Family Indoor Entertainment Market By Application Insights & Trends, Revenue (USD Million), Volume (Kilo Tons)
Chapter 6. Family Indoor Entertainment Market By Product type Insights & Trends Revenue (USD Million), Volume (Kilo Tons)
Chapter 7. Family Indoor Entertainment Market Regional Outlook
Chapter 8. Competitive Landscape
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