According to a recent market study published by Growth Market Reports, titled, “North America, Europe, Asia Pacific and Middle East Indoor Entertainment Center Market By Type and By Region: Size, Share, Trends, and Opportunity Analysis, 2015-2030”, the market was valued at US$ 23,820.2 Mn in 2021 and is anticipated to expand at a growth rate of 11.2% by 2030.

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Indoor entertainment center is a type of business or facility that offers indoor recreational and leisure activities to individuals of all ages. Such facilities frequently include a variety of games and attractions, including mini golf, laser tag, bumper cars, arcade games, and others. These entertainment centers are often designed as family-friendly venues. They aim to provide a safe, clean, and enjoyable environment for everyone. Indoor entertainment facilities are usually located in urban areas.

Group activities, such as team battles in a high-capacity multisensory arena, are provided in indoor entertainment centers. These arenas employ innovative technologies and game-play designs to attract customers. Indoor entertainment businesses are working to bring popular online gaming into the actual world, which allows participants to use their intuition, teamwork, and analytical skills to achieve a unique and demanding goal.

The indoor entertainment center market has been fragmented based on type and by region. By type, the indoor entertainment center market is categorized as arcade games, AR-VR games, indoor go-karts, indoor adventure parks, bowling alleys, children's entertainment & edutainment area, trampoline parks, movie theaters, and others. On the basis of region, the market is segmented into North America, Europe, Asia Pacific, and the Middle East.

Key factors that are anticipated to fuel the demand for indoor entertainment centers during the forecast period are the increasing promotional and marketing activities, introduction of thrilling and fun games at these centers, and increasing disposable income of people. Rapid urbanization and growing population are expected to boost the indoor entertainment center market. Per capita income of consumers is rising in the developed and developing regions, which is increasing their ability to spend money on entertainment and other leisure activities.

The Coronavirus disease 2019 (COVID-19) pandemic highlighted economic disparities, global interdependence, and governance challenges. Pandemics are isolated concerns for businesses and prospects for emerging patterns and vulnerabilities. COVID-19 has a moderate impact on the industry, due to the simultaneous reduction of supply and demand. The COVID-19 pandemic caused a slight slowdown in market expansion.

As per Growth Market Reports Industry Analyst, Partha Paul, “The expanding entertainment industry is expected to contribute to the growth of the indoor entertainment center market. These indoor entertainment center facilities are growing over time through the addition of additional games, activities, and modern inventions. Increasing number of teen and adult customers who are shifting from video games towards collectible action strategy and war-based arcade gaming is anticipated to facilitate the growth of the indoor entertainment center market.

The term, ‘value chain’, refers to various business activities and processes involved in creating a product or performing a service. A value chain is a set of activities that an organization carries out to create value for its customers. Products used in indoor entertainment centers include arcade gaming machines, bowling lanes (including bowls, pins, and shoes, among others), indoor go karts, trampolines, and AR/VR headsets, among others. These products are procured from manufacturers or wholesalers and distributed at indoor entertainment centers. Indoor entertainment centers or service providers install these types of machines to fulfill the customer’s need.

Key Takeaways from the Study

  • Players in the indoor entertainment center market include Disney, Merlin Entertainments, TripleFive Group of Companies, Dave & Buster’s, Inc, Bowlero, Timezone Global, Scene75 Entertainment Centers, Lucky Strike Entertainment, Tenpin, SMAAASH, KidZania, and MIRAL.
  • Disney, Merlin Entertainments, TripleFive Group of Companies, Dave & Buster’s, Inc, and Bowlero are some key players that account for a small share of the market.
  • Growing popularity of indoor entertainment centers across the globe is attributed to the rising number of fun and thrilling games introduced in indoor entertainment centers that attracts the young population. Introduction of technologies such as 3D technology and virtual reality games in these centers is providing numerous opportunities to the market players. Governments of some countries are granting tax breaks through R&D tax credits to increase the use of augmented reality (AR) and virtual reality (VR) in many businesses. Such favorable government rules enable market players to install AR & VR technology in gaming zones and provide clients with a cinematic experience.
  • Entertainment centers are in high demand in developing regions such as North America, Europe, Asia Pacific, and the Middle East. Additionally, advancement in technology serves as a positive impacting factor for the market. Indoor entertainment centers contain adventure rides, game zones, restaurants, movie theaters, and other services. The amount of floor space needed to put up machines and devices for such activities is significant, which attributes to high revenue of the indoor entertainment center market.
  • In terms of type, the market is segmented into arcade games, AR-VR games, indoor go-karts, indoor adventure parks, bowling alleys, children's entertainment & edutainment area, trampoline parks, movie theaters, and others. AR-VR gaming is a term used to describe a new generation of computer games with virtual reality (VR) technology that gives players an immersive, first-person perspective of game action. Children's edutainment area is a new form of children's leisure center that emphasizes on hands-on learning through free spontaneous play and incorporates some elements of pure entertainment.
  • The arcade games segment held a significant market share in 2021 and is expected to expand at a moderate pace during the forecast period. Arcade games are highly popular among people, as they offer entertainment, are crypto-friendly, and relieve stress. Arcade games attracted significant attention in the late 1970s and early 1980s. In the early 1990s, they were highly popular among people. Presently, these games are available in indoor entertainment centers.
  • The trampoline parks segment is expected to hold a significant market share in 2030. Jumping on trampolines is a fun activity that improves the body’s posture and aids in developing social skills. Good posture offers various benefits to kids. Improved posture boosts productivity and energy in children. Trampoline parks help people to learn, exercise, and develop themselves in a fun manner. Trampoline games improve a child’s self-esteem, and enable kids to try new things.
  • In terms of region, the indoor entertainment center market is divided into North America, Asia Pacific, Europe, and the Middle East. The market in Asia Pacific is anticipated to expand at a significant rate during the forecast period, due to the expanding population and changing lifestyle of consumers. Southeast Asia is considered as an ideal location for developing cutting-edge entertainment trends and ideas, owing to its population, demography, and distinctive geography. Increasing popularity of bowling alleys, trampoline parks, and indoor play spaces is expected to fuel the market in the coming years. Many loyalty programs offered by indoor entertainment centers are backed by several features such as visit points, reward points, and memberships & cards, which boost the market.
  • The market in Europe is anticipated to expand at a CAGR of 30.2% during the forecast period, due to increased investments in virtual reality in the region. Germany, as a gaming hotspot, registered an increase in the number of VR gaming arcades and escape rooms.
  • The Middle East is expected to hold a large market share in 2030. Governments in the region are continuously investing in indoor entertainment center projects, which creates awareness about gaming activities, indoor theme parks, and AV/VR gaming technology across the region. The Ministry of Communications and Information Technology (MCIT) has made investments in infrastructure and private-public collaborations. Additionally, the Gulf Cooperation Council (GCC) is planning to invest in local entertainment facilities.
  • The indoor entertainment center market in North America is projected to grow at a moderate pace during the forecast period, due to the changing lifestyle among consumers in the region. Indoor entertainment centers offer several food and beverage options, along with a variety of games and events for every age group and demographic.

Scope of North America, Europe, Asia Pacific, And Middle East Indoor Entertainment Center Market Report  

 

Report Metric

Details

Market Value in 2021

US$ 23,820.2 Million

Market Growth Rate (from 2022 to 2030)

 11.2%

Historical Data

2015 & 2020

Base Year

2021

Forecast Period

2022 - 2030

Units Considered

Value (US$ Million)

Market Segments

By Type and By Region

Key Companies Profiled

Disney, Merlin Entertainments, TripleFive Group of Companies, Dave & Buster’s, Inc, Bowlero, Timezone Global, Scene75 Entertainment Centers, Lucky Strike Entertainment, Tenpin, SMAAASH, KidZania, and MIRAL

Customization Scope

Report customization available on request

Pricing and Purchase Options

Avail of tailor-made purchase options to meet all research requirements

Target Audience

  • Supply-side: Indoor entertainment service providers
  • Demand Side: Individuals, group events, birthday parties, corporate events
  • Regulatory Side: Concerned government authorities and other approval regulatory bodies