Major players in the family/indoor entertainment center market include Cinergy Entertainment Group, CEC Entertainment Inc, Dave & Buster’s Inc, Fun City, Funriders Leisure & Amusement, KidZania, Lucky Strike Entertainment LLC, Scene75 Entertainment Centers, Smaaash, The Walt Disney Company, Bandai Namco Entertainment, Legoland Discovery Center, Nickelodeon Universe, Timezone Global, Main Event Entertainment, Tenpin Ltd, Bowlero Corporation, Toy Town, Ferrari World, Mr Gatti’s Pizza, Bowlmor AMF, SeaWorld Entertainment Inc, iPlay America and Amoeba Services.
New York, Sept. 30, 2022 (GLOBE NEWSWIRE) — Reportlinker.com announces the release of its “Family/Indoor Entertainment Centers Global Market Report 2022” report – https://www.reportlinker.com/p06323499/?utm_source=GNW
The global market for family or indoor entertainment centers is expected to grow from $21.51 billion in 2021 to $24.24 billion in 2022 with a compound annual growth rate (CAGR) of 12.7%. The family or indoor entertainment center market is expected to grow to $39.36 billion by 2026 with a compound annual growth rate (CAGR) of 12.9%.
The family or indoor entertainment center (FEC) market consists of the sale of family or indoor entertainment centers and related services by entities (organizations, sole proprietors, and partnerships) used for recreational entertainment of children and families. Family/indoor entertainment centers refer to small scale amusement parks marketed to families with small children or teenagers.
Family or indoor entertainment centers (FEC) entertain their visitors by offering various services such as arcade games, competitive activities, thrill rides, game zones, bowling alleys and others.
The various activity areas in family/indoor entertainment centers include arcade studios, AR and VR game zones, physical game activities, skill/competition games, and other activity areas. Arcade studios refer to a place where you can pay to play games on machines.
The various facility sizes of family/indoor entertainment centers include up to 5,000 sqm, 5,001 to 10,000 sqm, 10,0001 to 20,000 sqm, 20,001 to 40,000 sqm, 1 to 10 acres, 10 to 30 acres, more than 30 acres. The revenue stream of family/indoor entertainment centers includes entrance fees and ticket sales, food and beverage, merchandising; advertisements and other resources visited by families with children (0-8), families with children (9-12), teens (13-19), young adults (20-25), and adults (25+).
North America was the largest region in the family/indoor entertainment center market in 2021. The regions covered in the Family/Indoor Entertainment Centers market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, and Africa. .
The Family/Indoor Entertainment Center Market Research Report is one of a series of new reports that provides family/indoor entertainment center market statistics, including the global family/indoor entertainment center market size, regional shares, competitors with a family/indoor entertainment center market indoor entertainment centers. share, detailed family/indoor entertainment center market segments, market trends and opportunities, and all the further data you need to thrive in the family/indoor entertainment center industry. This Family/Indoor Entertainment Center market research report provides a complete perspective of everything you need, with an in-depth analysis of the industry’s current and future scenarios.
The growing tendency of the young population towards mobile gaming is expected to fuel the growth of the market for family or indoor entertainment centers. Mobile gaming refers to the games played on a portable device with easy access.
Family indoor entertainment centers provide mobile games with the best options for the younger people, as a result, the growing propensity for mobile gaming is increasing the demand for the family or indoor entertainment center market. For example, in March 2021, according to The Journal of Pediatrics, a US-based journal report, children and young people will spend the majority of their time playing mobile games, i.e. an average of 20 hours a week, and about 50% of the time is spent playing mobile games. global gaming consists of mobile gaming.
Therefore, the growing tendency of the young population towards mobile gaming is expected to drive the demand for family or indoor entertainment centers during the forecast period.
The opening of new indoor amusement parks with unique facilities is a major trend that is gaining popularity in the family or indoor entertainment center (FEC) market. in the family or indoor entertainment center market.
In January 2020, Bandai Namco Entertainment Inc, a Japanese indoor amusement park and entertainment center operating in the family or indoor entertainment center market, launched NAMCO Seawoods Grand Central, a 28,782 square meter indoor amusement park in Mumbai. The uniqueness of this park is the children’s and family playground “KIDS World” which offers children a play area where they can play with their family.
In April 2022, Dave & Buster’s, a US-based family entertainment company, acquired Main Event for an $835 million deal. The acquisition will add to Main Event’s large chain of family entertainment centers, spanning 50 locations across the United States, which is a huge boost for the company.
Main Event is an American family entertainment company.
The countries covered in the family/indoor entertainment center market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK and USA.
Read the full report: https://www.reportlinker.com/p06323499/?utm_source=GNW
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