Indoor Entertainment Center Market Trends, Industry | 2031

Indoor Entertainment Center Market Trends, Industry | 2031

Segments - North America, Europe, Asia Pacific and Middle East Indoor Entertainment Center Market Type (Arcade Games, AR-VR Games, Indoor Go-Karts, Indoor Adventure Parks, Bowling Alleys, Children's Entertainment & Edutainment Area, Trampoline Parks, Movie Theaters, and Others) and Region (North America, Asia Pacific, Europe and the Middle East) - Industry Analysis, Size, Share, Growth, Trends, and Forecast 2022-2030

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Author : Debadatta Patel
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Fact-checked by : PARTHA PAUL
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Upcoming | Report ID :CG-5373 | 4.4 Rating | 77 Reviews | 200 Pages | Format : PDF Excel PPT

Report Description


North America, Europe, Asia Pacific, And Middle East Indoor Entertainment Center Market Outlook

The North America, Europe, Asia Pacific, And Middle East indoor entertainment center market size was estimated at USD 23,820.2 Million in 2021 and is anticipated to reach USD 60,105.7 Million by 2030, expanding at a CAGR of 11.2% during the forecast period 2022-2030.

Indoor entertainment centers are places where families and groups of friends actively spend time while enjoying many attractions. Indoor entertainment centers are miniature indoor amusement parks that provide a wide range of activities for people of all ages. These centers have game zones, adventure rides, restaurants, and movie theaters to offer different types of services to the customers.

North America, Europe, Asia Pacific and Middle East Indoor Entertainment Center Market Outlook

Companies in this market are focusing on delivering comprehensive range of services to the customers by designing secured and engaging play zones and thrilling adventure activities for adults. Indoor entertainment facilities are most frequently located in urban regions. These facilities are a popular destination for amusement among consumers.

Entertainment centers offer a controlled atmosphere that is shielded from outside elements, making them a popular option for amusement all year round. Such indoor centers are often known as family entertainment centers. The family fun centers, as arcades and miniature golf facilities, gained popularity in the early 1970's and quickly spread across the various nations.

North America, Europe, Asia Pacific, And Middle East Indoor Entertainment Center Market Macro-economic Factors

Gross Domestic Product (GDP)

In the developing and developed regions, the per capita income of consumers is rising. This increases their ability to spend money on entertainment and other leisure activities significantly. Thus, entertainment centers are in high demand in these regions where the economy is developing constantly.

Additionally, advancement in technology serves as a positive impacting factor, which enhances the entertainment industry’s position in the global economy. 
According to IDEAS, the global leisure and media industry was worth USD 2.1 trillion at the end of 2018. The active transition towards digitalization is increasing, due to continuous developments across the globe.

For example, in 2020, the distribution of internet traffic was in the ratio of 79% mobile to 25% wired internet. Additionally, the entertainment sector is continuously bringing changes in entertainment types and modes of operations.

Population Demographics

Gaming is an important part of the indoor entertainment center. The gaming community is increasingly becoming age diverse, with a rising number of young and old players. Population demographics plays important role in the gaming industry.

Although gaming is still mostly associated with children, the average age of gamers changes all the time. According to gaming demographics for 2022, adults are the largest segment of gamers, with those aged between 18 to 34 account for 36% of the total gamers.

Only 24% of gamers in the US are under the age of 18, and gamers over the age of 65 make up the smallest segment, accounting for 6% of the total gamers. Players have a 36% positive attitude toward brands such as PS 5, which makes them a desirable market for businesses with the correct messaging.

Increasing Preference for Indoor Entertainment Centers

The development of indoor entertainment centers is attributed to an upsurge in customer preference for amusement parks, 4D films, arcade studios, and other forms of entertainment. Increasing urbanization and rising foreign travel have a positive impact on indoor entertainment centers.

Increasing adoption of video games and immersive video content at indoor entertainment centers is favorably influencing the market statistics. Sophisticated Visual Effects (VFX) with sensory stimuli and ancient tactile offered at entertainment centers are expected to have a positive impact on indoor entertainment centers during the forecast period.

Increasing number of consumers prefer indoor entertainment centers, as they do not need to invest in any device or equipment to experience an immersive environment. Furthermore, retail outlets and malls are embracing indoor entertainment centers to provide shoppers with a pleasant experience.

North America, Europe, Asia Pacific, And Middle East Indoor Entertainment Center Market Dynamics

Major Drivers

Increasing Disposable Income & Leisure Activities

High disposable income results in changing lifestyles and living standards. Increasing disposable income among consumers, rising inclination towards leisure activities, and availability of a number of leisure activities in one place drive the demand for indoor entertainment centers across the globe.

High demand for adventurous and thrilling games spurs such entertainment centers to develop innovative games that encourage consumers to visit and spend money in these centers. Consumers' spending ability on leisure activities increases with growing disposable income.

Entertainment centers provide a range of recreational activities that are enjoyed by individuals, families, and groups. Thus, the increasing disposable income is expected to drive the demand for entertainment centers during the forecast period.

Increasing Marketing and Promotional Activities

Increasing marketing and promotional activities are driving the demand for indoor entertainment centers across the globe. Digital marketing and promotion are considered as a crucial step for business development. Innovative advertising methods are expected to increase the sales of indoor entertainment gaming tickets in the coming years.

Organizations utilize promotional strategies to promote and sell their products. A company's promotional strategy is determined by elements such as the product, marketing budget, target demographic, and others. It is a vital activity for increasing product recognition that results in high sales. An effective promotional plan generates more income than marketing costs.


Businesses utilize advertisements to bring attention to new products or brands that are expected to benefit current and future customers. Company advertisements such as flyers, direct mailings, billboards, and paid online ads on the correct channels are supposed to be effective in driving the demand for indoor entertainment centers. Companies are using social media to promote or provide discounts, as an incentive for people to visit their entertainment centers.

Existing Restraint

Capital improvements including the purchase & development of land, labor costs, and planning & construction of new facilities require high costs and a long period of time. Renovation or expansion of existing facilities is considered a capital investment cost as well. These costs are incurred after the research and development phase.

The indoor entertainment centers consist of a variety of equipment, screens, and themes. Indoor entertainment centers require huge land for construction as well. The cost associated with the equipment is relatively high. The equipment used in indoor entertainment centers required regular maintenance, which requires high labor costs and manpower. Such factors are expected to hamper the market growth in the coming years.

Emerging Opportunity

Favorable youth demographics and the continuous introduction of new family entertainment centers that enable family activities, Food & Beverage integration, and interactive play are creating lucrative opportunities for the indoor entertainment center market. Additionally, the increase in the number of malls has a beneficial impact on the market growth.

Similarly, an increase in investments in new games and attractions is anticipated to provide lucrative opportunities for market expansion during the forecast period. An increase in the installation of new technologies such as 3D technology and virtual reality games in these centers is also a crucial aspect that is providing numerous growth potentials for indoor entertainment centers.

Furthermore, the availability of many entertainment and gaming options as well as the growing trend toward indoor leisure activities are expected to create lucrative opportunities in the coming years. Governments 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.

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

The report on the indoor entertainment center market includes an assessment of the market, trends, segments, and regional markets. Overview and dynamics have also been included in the report.

Attributes

Details

Report Title

Indoor Entertainment Center Market – North America, Europe, Asia Pacific and Middle East Industry Analysis, Size, Share, Growth, Trends, and Forecast

Base Year

2021

Historic Data

2015–2020

Forecast Period

2022–2030

Segmentation

Type (Arcade Games, AR-VR Games, Indoor Go-Karts, Indoor Adventure Parks, Bowling Alleys, Children's Entertainment & Edutainment Area, Trampoline Parks, Movie Theaters, And Others)

Regional Scope

North America, Europe, Asia Pacific and the Middle East

Report Coverage

Company Share, Market Analysis and Size, Competitive Landscape, Growth Factors, and Trends, and Revenue Forecast

Key Players Covered

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.

North America, Europe, Asia Pacific, And Middle East Indoor Entertainment Center Market Segment Insights

Type Segment Analysis

On the basis of type, North America, Europe, Asia Pacific, and Middle East indoor entertainment center 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.

The AR-VR games segment held a market share of 9.0% in 2021 and is expected to expand at a CAGR of 12.7% during the forecast period. AR-VR gaming is the 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. Indoor adventure park is expected to hold a market share of 10.8% in 2030.

Adventures fun games & activities as well as heated pools & water rides are also offered in adventure parks. This is boosting the popularity of indoor entertainment centers. The movie theater segment is expected to hold a market share of 26.0% in 2030 and the others segment is expected to hold a market share of 2.4% in 2030.

Other types of indoor entertainment centers include sports arcades, basketball hoops, poker tables, billiards, and skee-ball & alley rollers. These games allow people to play the games in any weather conditions.

North America, Europe, Asia Pacific and Middle East Indoor Entertainment Center Market Type

Regional Analysis

Based on region, the market is separated into four regions, namely, North America, Europe, Asia Pacific, and the Middle East. Asia Pacific is projected to hold a significant share of the market during the forecast period.

Asia Pacific accounted for 28.0% of the market share in 2021. The market in Asia Pacific is expected to develop at a fast rate during the forecast period, due to the rising 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.

The market in Europe is anticipated to exhibit stable growth, due to the increased investments in the virtual reality sphere in the region. Rapid development and penetration of various VR/AR tools in numerous fields are revolutionizing the consumer experience and generating circumstances for the introduction of game mechanics in the region.

North America held 38.6% of the market share in 2021, due to the changing lifestyle among consumers. Increasing preference towards bowling among consumers boosts the market in the region. Bowling is considered as a prominent sport in the US. Many centers attempt to increase their revenue from food sales by expanding their menu offerings and enhancing their food quality, in addition to bowling facilities.

An improved restaurant operation is increasingly viewed as crucial in attracting and maintaining consumers. Enhanced food displays attract consumers to such bowling establishments.


The market in the Middle East is expected to expand at an 11.7% CAGR during the forecast period. The Gulf Cooperation Council (GCC) is planning to invest increasingly in local entertainment facilities. Urban parks, family-friendly entertainment venues, movie theaters, and a full calendar of festivals and events are among the key ones.

Key Benefits for Industry Participants & Stakeholders

  • In-depth Analysis of the North America, Europe, Asia Pacific and Middle East Indoor Entertainment Center Market
  • Historical, Current, and Projected Market Size in terms of Value
  • Potential & Niche Segments and Regions Exhibiting Promising Growth Covered
  • Industry Drivers, Restraints, and Opportunities Covered in the Study
  • Recent Industry Trends and Developments
  • Competitive Landscape & Strategies of Key Players
  • Neutral Perspective on North America, Europe, Asia Pacific and Middle East Indoor Entertainment Center Market Performance

Segments

Type

  • Arcade Games
  • AR-VR Games
  • Indoor go-karts
  • Indoor Adventure Parks
  • Bowling Alleys
  • Children's Entertainment & Edutainment Area
  • Trampoline Parks
  • Movie Theaters
  • Others

Region

  • North America
  • Europe
  • Asia Pacific
  • Middle East

Key Players

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

Competitive Landscape

Manufacturers operating in the indoor entertainment center market 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. Market players are pursuing key strategies such as acquisitions, collaborations, and geographic expansion.

North America, Europe, Asia Pacific and Middle East Indoor Entertainment Center Market Key Players

Frequently Asked Questions

Additional company profiles are provided on request. For a discussion related to the above findings, click Speak to Analyst.

Factors such as competitive strength and market positioning are key areas considered while selecting companies to be profiled.

The rising disposable income and increasing ability to spend on leisure activities is expected to drive the indoor entertainment center market. Increasing marketing and promotional activities are driving the demand for indoor entertainment centers across the globe. Digital marketing and promotion are considered as a crucial step for business development.

According to this Growth Market Reports report, the indoor entertainment center market is anticipated to register a CAGR of 11.2 % during the forecast period, 2022-2030, with an anticipated valuation of USD 60,105.7 Million by the end of 2030.

Individuals, group events, birthday parties, and corporate employees are considered major end-users of indoor entertainment centers.

Gross Domestic Product (GDP), population demographics, increasing preference for indoor entertainment canters are some macroeconomic factors that are affecting the market.

Major manufacturers 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.

COVID-19 hampered the indoor entertainment center market moderately because entertainment centers were strictly closed during COVID-19, as social gatherings were restricted.

In addition to market size (in USD Million), the company market share (in % for the base year 2021), impact of key regulations, current and future market trends, patent analysis, penetration & growth prospect mapping, and market entry strategies are included for additional data analysis.

The base year considered for the North America, Europe, Asia Pacific and Middle East indoor entertainment center market report is 2021. The complete analysis period is 2015 to 2030, wherein, 2015, and 2020 are the historic years, and the forecast is provided from 2022 to 2030.

Table Of Content

Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Indoor Entertainment Center Market Overview
   4.1 Introduction
      4.1.1 Market Taxonomy
      4.1.2 Market Definition
      4.1.3 Macro-Economic Factors Impacting the Market Growth
   4.2 Indoor Entertainment Center Market Dynamics
      4.2.1 Market Drivers
      4.2.2 Market Restraints
      4.2.3 Market Opportunity
   4.3 Indoor Entertainment Center Market - Supply Chain Analysis
      4.3.1 List of Key Suppliers
      4.3.2 List of Key Consumers
   4.4 Key Forces Shaping the Indoor Entertainment Center Market
      4.4.1 Bargaining Power of Suppliers
      4.4.2 Bargaining Power of Buyers
      4.4.3 Threat of Substitution
      4.4.4 Threat of New Entrants
      4.4.5 Competitive Rivalry
   4.5 North America, Europe, Asia Pacific and Middle East (ME) Indoor Entertainment Center Market Size & Forecast, 2015-2030
      4.5.1 Indoor Entertainment Center Market Size and Y-o-Y Growth
      4.5.2 Indoor Entertainment Center Market Absolute $ Opportunity

Chapter 5 North America, Europe, Asia Pacific and Middle East (ME) Indoor Entertainment Center Market Analysis and Forecast By Type
   5.1 Introduction
      5.1.1 Key Market Trends & Growth Opportunities By Type
      5.1.2 Basis Point Share (BPS) Analysis By Type
      5.1.3 Absolute $ Opportunity Assessment By Type
   5.2 Indoor Entertainment Center Market Size Forecast By Type
      5.2.1 Arcade Games
      5.2.2 AR-VR Games
      5.2.3 Indoor go-karts
      5.2.4 Indoor Adventure Parks
      5.2.5 Bowling Alleys
      5.2.6 Children's Entertainment & Edutainment Area
      5.2.7 Trampoline Parks
      5.2.8 Movie Theaters
      5.2.9 Others
   5.3 Market Attractiveness Analysis By Type
Chapter 6 North America, Europe, Asia Pacific and Middle East (ME) Indoor Entertainment Center Market Analysis and Forecast by Region
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities by Region
      6.1.2 Basis Point Share (BPS) Analysis by Region
      6.1.3 Absolute $ Opportunity Assessment by Region
   6.2 Indoor Entertainment Center Market Size Forecast by Region
      6.2.1 North America
      6.2.2 Europe
      6.2.3 Asia Pacific
      6.2.4 Middle East (ME)
   6.3 Market Attractiveness Analysis by Region

Chapter 7 Coronavirus Disease (COVID-19) Impact
   7.1 Introduction
   7.2 Current & Future Impact Analysis
   7.3 Economic Impact Analysis
   7.4 Government Policies
   7.5 Investment Scenario
Chapter 8 North America Indoor Entertainment Center Analysis and Forecast
   8.1 Introduction
   8.2 North America Indoor Entertainment Center Market Size Forecast by Country
      8.2.1 U.S.

            8.2.1.1 By Type
      8.2.2 Canada

            8.2.2.1 By Type
   8.3 Basis Point Share (BPS) Analysis by Country
   8.4 Absolute $ Opportunity Assessment by Country
   8.5 Market Attractiveness Analysis by Country
   8.6 North America Indoor Entertainment Center Market Size Forecast By Type
      8.6.1 Arcade Games
      8.6.2 AR-VR Games
      8.6.3 Indoor go-karts
      8.6.4 Indoor Adventure Parks
      8.6.5 Bowling Alleys
      8.6.6 Children's Entertainment & Edutainment Area
      8.6.7 Trampoline Parks
      8.6.8 Movie Theaters
      8.6.9 Others
   8.7 Basis Point Share (BPS) Analysis By Type
   8.8 Absolute $ Opportunity Assessment By Type
   8.9 Market Attractiveness Analysis By Type

Chapter 9 Europe Indoor Entertainment Center Analysis and Forecast
   9.1 Introduction
   9.2 Europe Indoor Entertainment Center Market Size Forecast by Country
      9.2.1 Germany

            9.2.1.1 By Type
      9.2.2 France

            9.2.2.1 By Type
      9.2.3 Italy

            9.2.3.1 By Type
      9.2.4 U.K.

            9.2.4.1 By Type
      9.2.5 Spain

            9.2.5.1 By Type
      9.2.6 Rest of Europe

            9.2.6.1 By Type
   9.3 Basis Point Share (BPS) Analysis by Country
   9.4 Absolute $ Opportunity Assessment by Country
   9.5 Market Attractiveness Analysis by Country
   9.6 Europe Indoor Entertainment Center Market Size Forecast By Type
      9.6.1 Arcade Games
      9.6.2 AR-VR Games
      9.6.3 Indoor go-karts
      9.6.4 Indoor Adventure Parks
      9.6.5 Bowling Alleys
      9.6.6 Children's Entertainment & Edutainment Area
      9.6.7 Trampoline Parks
      9.6.8 Movie Theaters
      9.6.9 Others
   9.7 Basis Point Share (BPS) Analysis By Type
   9.8 Absolute $ Opportunity Assessment By Type
   9.9 Market Attractiveness Analysis By Type

Chapter 10 Asia Pacific Indoor Entertainment Center Analysis and Forecast
   10.1 Introduction
   10.2 Asia Pacific Indoor Entertainment Center Market Size Forecast by Country
      10.2.1 China

             10.2.1.1 By Type
      10.2.2 South Korea

             10.2.2.1 By Type
      10.2.3 India

             10.2.3.1 By Type
      10.2.4 Australia

             10.2.4.1 By Type
      10.2.5 New Zealand

             10.2.5.1 By Type
      10.2.6 Singapore

             10.2.6.1 By Type
      10.2.7 Indonesia

             10.2.7.1 By Type
      10.2.8 Thailand

             10.2.8.1 By Type
      10.2.9 Vietnam

             10.2.9.1 By Type
      10.2.10 Brunei

             10.2.10.1 By Type
      10.2.11 Myanmar

             10.2.11.1 By Type
      10.2.12 Cambodia

             10.2.12.1 By Type
      10.2.13 Philippines

             10.2.13.1 By Type
      10.2.14 Hong Kong

             10.2.14.1 By Type
      10.2.15 Taiwan

             10.2.15.1 By Type
      10.2.16 Macau

             10.2.16.1 By Type
      10.2.17 Rest of Asia Pacific (APAC)

             10.2.17.1 By Type
   10.3 Basis Point Share (BPS) Analysis by Country
   10.4 Absolute $ Opportunity Assessment by Country
   10.5 Market Attractiveness Analysis by Country
   10.6 Asia Pacific Indoor Entertainment Center Market Size Forecast By Type
      10.6.1 Arcade Games
      10.6.2 AR-VR Games
      10.6.3 Indoor go-karts
      10.6.4 Indoor Adventure Parks
      10.6.5 Bowling Alleys
      10.6.6 Children's Entertainment & Edutainment Area
      10.6.7 Trampoline Parks
      10.6.8 Movie Theaters
      10.6.9 Others
   10.7 Basis Point Share (BPS) Analysis By Type
   10.8 Absolute $ Opportunity Assessment By Type
   10.9 Market Attractiveness Analysis By Type
Chapter 11 Middle East (ME) Indoor Entertainment Center Analysis and Forecast
   11.1 Introduction
   11.2 Middle East (ME) Indoor Entertainment Center Market Size Forecast by Country
      11.2.1 Saudi Arabia

             11.2.1.1 By Type
      11.2.2 UAE

             11.2.2.1 By Type
      11.2.3 Rest of Middle East (ME)

             11.2.3.1 By Type
   11.3 Basis Point Share (BPS) Analysis by Country
   11.4 Absolute $ Opportunity Assessment by Country
   11.5 Market Attractiveness Analysis by Country
   11.6 Middle East (ME) Indoor Entertainment Center Market Size Forecast By Type
      11.6.1 Arcade Games
      11.6.2 AR-VR Games
      11.6.3 Indoor go-karts
      11.6.4 Indoor Adventure Parks
      11.6.5 Bowling Alleys
      11.6.6 Children's Entertainment & Edutainment Area
      11.6.7 Trampoline Parks
      11.6.8 Movie Theaters
      11.6.9 Others
   11.7 Basis Point Share (BPS) Analysis By Type
   11.8 Absolute $ Opportunity Assessment By Type
   11.9 Market Attractiveness Analysis By Type
Chapter 12 Competition Landscape
   12.1 Indoor Entertainment Center Market: Competitive Dashboard
   12.2 North America, Europe, Asia Pacific and Middle East (ME) Indoor Entertainment Center Market: Market Share Analysis, 2021
   12.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
      12.3.1 Disney
      12.3.2 Merlin Entertainments
      12.3.3 TripleFive Group of Companies
      12.3.4 Dave & Buster’s, Inc
      12.3.5 Bowlero
      12.3.6 Timezone Global
      12.3.7 Scene75 Entertainment Centers
      12.3.8 Lucky Strike Entertainment
      12.3.9 Tenpin
      12.3.10 SMAAASH
      12.3.11 KidZania
      12.3.12 MIRAL

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