Product Code: A85137
According to a new report published by Allied Market Research, titled, "Escape Room Market," The escape room market was valued at $7.9 billion in 2022, and is estimated to reach $31 billion by 2032, growing at a CAGR of 14.8% from 2023 to 2032.
An escape room is a type of immersive adventure game in which participants are confined in a customized room and must figure out a series of riddles and mysteries to escape within a certain amount of time. Escape rooms have grown in popularity as a type of recreation, collaborative activities activity, and even educational tool in recent years. Escape rooms are frequently timed, ranging from 30 minutes to an hour. If the players do not escape within the time limit, they will lose the game. They win the game if they solve all the problems and escape before time runs out.
The main drivers for the global escape room market are rapid growth in interest in adventure leisure activities, as well as demand from young participants. Young people tend to explore places that are not as explored. The increase in need for adventure activities, a rise in disposable income, and the availability of travel packages are also key drivers. The growth of the adventure tourism market is expected to bring new lucrative opportunities owing to rising marketing activities and governmental initiatives, as well as increased consumer interest in travel trends on social media.
The availability of escape room packages at a low price influences individuals and groups to opt for escape room tours. The adoption of simulators and virtual reality in an escape room, as well as continuous innovation with the introduction of artificial intelligence in different themes and concepts, provides an opportunity for growth. Increased government support for activities for adventure tourism, increase in investment by the respective authorities, and the growing trend of adventure sports on holidays are among the main factors expected to accelerate growth worldwide over the forecast period.
The escape room market is segmented into type, end user, and region. By type, the market is classified into small theme room (2 to 4 people), medium theme room (5 to 8 people), and big theme room (9 to 12 people). By end user, the market is classified into friends, corporate groups, individuals, families, and couples. Region-wise, the market is analyzed across North America (the U.S., Canada, and Mexico), Europe (Germany, UK, France, Spain, Italy, the Netherlands, Russia, Poland, and the rest of Europe), Asia-Pacific (China, Japan, India, Australia, South Korea, and the rest of Asia-Pacific), and LAMEA (Brazil, Saudi Arabia, South Africa, UAE, Argentina, and rest of LAMEA).
Players operating in the global escape room market have adopted various developmental strategies to expand their escape room market share, increase profitability, and remain competitive in the market. Key players profiled in this report include Breakout Operations, LLC, All In Adventures, LLC, Escape The Room, The Great Escape Room, Paniq Entertainment LLC, Epic Escape Game, Great Room Escape, Maze Rooms Corp., The Escape Game, LLC, The Escape Game, LLC, 60 Out Escape Rooms, Texas Panic Room, Puzzle Effect, Escapology LLC, and XP Factory Plc.
Key Benefits For Stakeholders
- This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the escape room market analysis from 2022 to 2032 to identify the prevailing escape room market opportunities.
- The market research is offered along with information related to key drivers, restraints, and opportunities.
- Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
- In-depth analysis of the escape room market segmentation assists to determine the prevailing market opportunities.
- Major countries in each region are mapped according to their revenue contribution to the global market.
- Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
- The report includes the analysis of the regional as well as global escape room market trends, key players, market segments, application areas, and market growth strategies.
Key Market Segments
By Type
- Small Theme Room (2 to 4 person)
- Medium Theme Room (5 to 8 person)
- Big Theme Room (9 to 12 person)
By End User
- Friends
- Corporate groups
- Individuals
- Families
- Couples
By Region
- North America
- Europe
- Germany
- UK
- France
- Italy
- Spain
- Netherlands
- Russia
- Poland
- Rest of Europe
- Asia-Pacific
- China
- Japan
- India
- Australia
- South Korea
- Rest of Asia-Pacific
- LAMEA
- Brazil
- Saudi Arabia
- South Africa
- UAE
- Argentina
- Rest of LAMEA
Key Market Players:
- 60 Out Escape Rooms
- All In Adventures, LLC
- Amazing Escape Room, LLC
- Breakout Operations, LLC
- Epic Escape Game
- Escape The Room
- Escapology LLC
- Great Room Escape
- Maze Rooms Corp.
- Paniq Entertainment LLC
- Puzzle Effect
- Texas Panic Room
- The Escape Game, LLC
- The Great Escape Room
- XP Factory Plc
TABLE OF CONTENTS
CHAPTER 1: INTRODUCTION
- 1.1. Report description
- 1.2. Key market segments
- 1.3. Key benefits to the stakeholders
- 1.4. Research Methodology
- 1.4.1. Primary research
- 1.4.2. Secondary research
- 1.4.3. Analyst tools and models
CHAPTER 2: EXECUTIVE SUMMARY
CHAPTER 3: MARKET OVERVIEW
- 3.1. Market definition and scope
- 3.2. Key findings
- 3.2.1. Top impacting factors
- 3.2.2. Top investment pockets
- 3.3. Porter's five forces analysis
- 3.3.1. Moderate bargaining power of suppliers
- 3.3.2. Moderate threat of new entrants
- 3.3.3. High threat of substitutes
- 3.3.4. Moderate to high intensity of rivalry
- 3.3.5. Moderate bargaining power of buyers
- 3.4. Market dynamics
- 3.4.1. Drivers
- 3.4.1.1. Growth in popularity of escape rooms as a form of entertainment and social activity
- 3.4.1.2. Increase in usage of escape room by corporate group
- 3.4.1.3. Development of new and innovative escape room themes
- 3.4.2. Restraints
- 3.4.2.1. Limited capacity and scalability for escape room businesses
- 3.4.2.2. Increase in popularity of e-sports among youth
- 3.4.3. Opportunities
- 3.4.3.1. Expansion of escape room facilities into new markets and locations
- 3.5. COVID-19 Impact Analysis on the market
- 3.6. Market Share Analysis
CHAPTER 4: ESCAPE ROOM MARKET, BY TYPE
- 4.1. Overview
- 4.1.1. Market size and forecast
- 4.2. Small Theme Room (2 to 4 person)
- 4.2.1. Key market trends, growth factors and opportunities
- 4.2.2. Market size and forecast, by region
- 4.2.3. Market share analysis by country
- 4.3. Medium Theme Room (5 to 8 person)
- 4.3.1. Key market trends, growth factors and opportunities
- 4.3.2. Market size and forecast, by region
- 4.3.3. Market share analysis by country
- 4.4. Big Theme Room (9 to 12 person)
- 4.4.1. Key market trends, growth factors and opportunities
- 4.4.2. Market size and forecast, by region
- 4.4.3. Market share analysis by country
CHAPTER 5: ESCAPE ROOM MARKET, BY END USER
- 5.1. Overview
- 5.1.1. Market size and forecast
- 5.2. Friends
- 5.2.1. Key market trends, growth factors and opportunities
- 5.2.2. Market size and forecast, by region
- 5.2.3. Market share analysis by country
- 5.3. Corporate groups
- 5.3.1. Key market trends, growth factors and opportunities
- 5.3.2. Market size and forecast, by region
- 5.3.3. Market share analysis by country
- 5.4. Individuals
- 5.4.1. Key market trends, growth factors and opportunities
- 5.4.2. Market size and forecast, by region
- 5.4.3. Market share analysis by country
- 5.5. Families
- 5.5.1. Key market trends, growth factors and opportunities
- 5.5.2. Market size and forecast, by region
- 5.5.3. Market share analysis by country
- 5.6. Couples
- 5.6.1. Key market trends, growth factors and opportunities
- 5.6.2. Market size and forecast, by region
- 5.6.3. Market share analysis by country
CHAPTER 6: ESCAPE ROOM MARKET, BY REGION
- 6.1. Overview
- 6.1.1. Market size and forecast By Region
- 6.2. North America
- 6.2.1. Key trends and opportunities
- 6.2.2. Market size and forecast, by Type
- 6.2.3. Market size and forecast, by End User
- 6.2.4. Market size and forecast, by country
- 6.2.4.1. U.S.
- 6.2.4.1.1. Key market trends, growth factors and opportunities
- 6.2.4.1.2. Market size and forecast, by Type
- 6.2.4.1.3. Market size and forecast, by End User
- 6.2.4.2. Canada
- 6.2.4.2.1. Key market trends, growth factors and opportunities
- 6.2.4.2.2. Market size and forecast, by Type
- 6.2.4.2.3. Market size and forecast, by End User
- 6.2.4.3. Mexico
- 6.2.4.3.1. Key market trends, growth factors and opportunities
- 6.2.4.3.2. Market size and forecast, by Type
- 6.2.4.3.3. Market size and forecast, by End User
- 6.3. Europe
- 6.3.1. Key trends and opportunities
- 6.3.2. Market size and forecast, by Type
- 6.3.3. Market size and forecast, by End User
- 6.3.4. Market size and forecast, by country
- 6.3.4.1. Germany
- 6.3.4.1.1. Key market trends, growth factors and opportunities
- 6.3.4.1.2. Market size and forecast, by Type
- 6.3.4.1.3. Market size and forecast, by End User
- 6.3.4.2. UK
- 6.3.4.2.1. Key market trends, growth factors and opportunities
- 6.3.4.2.2. Market size and forecast, by Type
- 6.3.4.2.3. Market size and forecast, by End User
- 6.3.4.3. France
- 6.3.4.3.1. Key market trends, growth factors and opportunities
- 6.3.4.3.2. Market size and forecast, by Type
- 6.3.4.3.3. Market size and forecast, by End User
- 6.3.4.4. Italy
- 6.3.4.4.1. Key market trends, growth factors and opportunities
- 6.3.4.4.2. Market size and forecast, by Type
- 6.3.4.4.3. Market size and forecast, by End User
- 6.3.4.5. Spain
- 6.3.4.5.1. Key market trends, growth factors and opportunities
- 6.3.4.5.2. Market size and forecast, by Type
- 6.3.4.5.3. Market size and forecast, by End User
- 6.3.4.6. Netherlands
- 6.3.4.6.1. Key market trends, growth factors and opportunities
- 6.3.4.6.2. Market size and forecast, by Type
- 6.3.4.6.3. Market size and forecast, by End User
- 6.3.4.7. Russia
- 6.3.4.7.1. Key market trends, growth factors and opportunities
- 6.3.4.7.2. Market size and forecast, by Type
- 6.3.4.7.3. Market size and forecast, by End User
- 6.3.4.8. Poland
- 6.3.4.8.1. Key market trends, growth factors and opportunities
- 6.3.4.8.2. Market size and forecast, by Type
- 6.3.4.8.3. Market size and forecast, by End User
- 6.3.4.9. Rest of Europe
- 6.3.4.9.1. Key market trends, growth factors and opportunities
- 6.3.4.9.2. Market size and forecast, by Type
- 6.3.4.9.3. Market size and forecast, by End User
- 6.4. Asia-Pacific
- 6.4.1. Key trends and opportunities
- 6.4.2. Market size and forecast, by Type
- 6.4.3. Market size and forecast, by End User
- 6.4.4. Market size and forecast, by country
- 6.4.4.1. China
- 6.4.4.1.1. Key market trends, growth factors and opportunities
- 6.4.4.1.2. Market size and forecast, by Type
- 6.4.4.1.3. Market size and forecast, by End User
- 6.4.4.2. Japan
- 6.4.4.2.1. Key market trends, growth factors and opportunities
- 6.4.4.2.2. Market size and forecast, by Type
- 6.4.4.2.3. Market size and forecast, by End User
- 6.4.4.3. India
- 6.4.4.3.1. Key market trends, growth factors and opportunities
- 6.4.4.3.2. Market size and forecast, by Type
- 6.4.4.3.3. Market size and forecast, by End User
- 6.4.4.4. Australia
- 6.4.4.4.1. Key market trends, growth factors and opportunities
- 6.4.4.4.2. Market size and forecast, by Type
- 6.4.4.4.3. Market size and forecast, by End User
- 6.4.4.5. South Korea
- 6.4.4.5.1. Key market trends, growth factors and opportunities
- 6.4.4.5.2. Market size and forecast, by Type
- 6.4.4.5.3. Market size and forecast, by End User
- 6.4.4.6. Rest of Asia-Pacific
- 6.4.4.6.1. Key market trends, growth factors and opportunities
- 6.4.4.6.2. Market size and forecast, by Type
- 6.4.4.6.3. Market size and forecast, by End User
- 6.5. LAMEA
- 6.5.1. Key trends and opportunities
- 6.5.2. Market size and forecast, by Type
- 6.5.3. Market size and forecast, by End User
- 6.5.4. Market size and forecast, by country
- 6.5.4.1. Brazil
- 6.5.4.1.1. Key market trends, growth factors and opportunities
- 6.5.4.1.2. Market size and forecast, by Type
- 6.5.4.1.3. Market size and forecast, by End User
- 6.5.4.2. Saudi Arabia
- 6.5.4.2.1. Key market trends, growth factors and opportunities
- 6.5.4.2.2. Market size and forecast, by Type
- 6.5.4.2.3. Market size and forecast, by End User
- 6.5.4.3. South Africa
- 6.5.4.3.1. Key market trends, growth factors and opportunities
- 6.5.4.3.2. Market size and forecast, by Type
- 6.5.4.3.3. Market size and forecast, by End User
- 6.5.4.4. UAE
- 6.5.4.4.1. Key market trends, growth factors and opportunities
- 6.5.4.4.2. Market size and forecast, by Type
- 6.5.4.4.3. Market size and forecast, by End User
- 6.5.4.5. Argentina
- 6.5.4.5.1. Key market trends, growth factors and opportunities
- 6.5.4.5.2. Market size and forecast, by Type
- 6.5.4.5.3. Market size and forecast, by End User
- 6.5.4.6. Rest of LAMEA
- 6.5.4.6.1. Key market trends, growth factors and opportunities
- 6.5.4.6.2. Market size and forecast, by Type
- 6.5.4.6.3. Market size and forecast, by End User
CHAPTER 7: COMPETITIVE LANDSCAPE
- 7.1. Introduction
- 7.2. Top winning strategies
- 7.3. Product Mapping of Top 10 Player
- 7.4. Competitive Dashboard
- 7.5. Competitive Heatmap
- 7.6. Top player positioning, 2022
CHAPTER 8: COMPANY PROFILES
- 8.1. Breakout Operations, LLC
- 8.1.1. Company overview
- 8.1.2. Key Executives
- 8.1.3. Company snapshot
- 8.1.4. Operating business segments
- 8.1.5. Product portfolio
- 8.2. All In Adventures, LLC
- 8.2.1. Company overview
- 8.2.2. Key Executives
- 8.2.3. Company snapshot
- 8.2.4. Operating business segments
- 8.2.5. Product portfolio
- 8.3. Escapology LLC
- 8.3.1. Company overview
- 8.3.2. Key Executives
- 8.3.3. Company snapshot
- 8.3.4. Operating business segments
- 8.3.5. Product portfolio
- 8.3.6. Key strategic moves and developments
- 8.4. Escape The Room
- 8.4.1. Company overview
- 8.4.2. Key Executives
- 8.4.3. Company snapshot
- 8.4.4. Operating business segments
- 8.4.5. Product portfolio
- 8.5. The Great Escape Room
- 8.5.1. Company overview
- 8.5.2. Key Executives
- 8.5.3. Company snapshot
- 8.5.4. Operating business segments
- 8.5.5. Product portfolio
- 8.6. Paniq Entertainment LLC
- 8.6.1. Company overview
- 8.6.2. Key Executives
- 8.6.3. Company snapshot
- 8.6.4. Operating business segments
- 8.6.5. Product portfolio
- 8.6.6. Key strategic moves and developments
- 8.7. Epic Escape Game
- 8.7.1. Company overview
- 8.7.2. Key Executives
- 8.7.3. Company snapshot
- 8.7.4. Operating business segments
- 8.7.5. Product portfolio
- 8.8. Great Room Escape
- 8.8.1. Company overview
- 8.8.2. Key Executives
- 8.8.3. Company snapshot
- 8.8.4. Operating business segments
- 8.8.5. Product portfolio
- 8.9. Maze Rooms Corp.
- 8.9.1. Company overview
- 8.9.2. Key Executives
- 8.9.3. Company snapshot
- 8.9.4. Operating business segments
- 8.9.5. Product portfolio
- 8.10. The Escape Game, LLC
- 8.10.1. Company overview
- 8.10.2. Key Executives
- 8.10.3. Company snapshot
- 8.10.4. Operating business segments
- 8.10.5. Product portfolio
- 8.10.6. Key strategic moves and developments
- 8.11. Amazing Escape Room, LLC
- 8.11.1. Company overview
- 8.11.2. Key Executives
- 8.11.3. Company snapshot
- 8.11.4. Operating business segments
- 8.11.5. Product portfolio
- 8.12. 60 Out Escape Rooms
- 8.12.1. Company overview
- 8.12.2. Key Executives
- 8.12.3. Company snapshot
- 8.12.4. Operating business segments
- 8.12.5. Product portfolio
- 8.13. Texas Panic Room
- 8.13.1. Company overview
- 8.13.2. Key Executives
- 8.13.3. Company snapshot
- 8.13.4. Operating business segments
- 8.13.5. Product portfolio
- 8.14. Puzzle Effect
- 8.14.1. Company overview
- 8.14.2. Key Executives
- 8.14.3. Company snapshot
- 8.14.4. Operating business segments
- 8.14.5. Product portfolio
- 8.14.6. Key strategic moves and developments
- 8.15. XP Factory Plc
- 8.15.1. Company overview
- 8.15.2. Key Executives
- 8.15.3. Company snapshot
- 8.15.4. Operating business segments
- 8.15.5. Product portfolio
- 8.15.6. Business performance
- 8.15.7. Key strategic moves and developments