Product Code: 5231
The indoor entertainment center market is estimated to exhibit strong growth through 2028 on account of mounting prevalence of these centers in key regions across the globe. Additionally, the advent of novel technologies, such as augmented reality (AR) and virtual reality (VR), is speculated to further bolster market growth over the forecast period.
Recently, industry players have been formulating lucrative strategies to expand their market presence, thereby enhancing the overall business landscape. For instance, in March 2022, CEC Entertainment Inc., a leading company in the indoor entertainment center space, signed a development agreement to promote its expansion in the Dominican Republic. The agreement built upon the firm's 2021 international expansion plans that saw deals with new franchise partners in several regions, including Romania, Qatar, Surname, Kuwait, and Guyana.
The indoor entertainment center market has been categorized based on activity, age group, area size, and region. With respect to activity, the market has further been classified into bowling alleys, video game arcades, restaurants & movie theaters, AR & VR gaming zones, adventure activities, children's entertainment & edutainment area, indoor physical sports activities, trampoline parks, and others.
The video game arcades sub-segment is anticipated to register solid growth through 2028, delivering a notable CAGR over the analysis period. Increasing demand for video game arcades that enables customers to play online games with advanced sensory systems is set to fuel segmental growth in the forthcoming years.
The trampoline parks sub-segment is projected to contribute to a sizable share in the market by the end of 2028, growing at a robust pace through the assessment timeframe. Increasing introduction of innovative trampoline parks that offer adventure and sports activities for all age groups is foreseen to boost segmental progress over the following years.
On the basis of age group, the indoor entertainment center market has been segregated into adults, children (below 12 years), young adults (21 to 25 years), and teenagers (13 to 20 years). The teenagers (13 to 20 years) sub-segment holds a considerable revenue share in the market and is projected to garner a substantial revenue by 2028. Surging launches of media-based and interactive rides designed to offer fully immersive experience are primed to drive product uptake among teenagers.
From the regional perspective, the Latin America indoor entertainment center market accounts for a significant portion of the overall industry revenue and is poised to record prominent expansion through the forecast timeline. Rising disposable income of consumers is increasing the demand for innovative indoor entertainment centers across LATAM, which is expected to foster market outlook in the future.
Table of Contents
Chapter 1 Methodology & Scope
- 1.1 Scope and definitions
- 1.2 Methodology & forecast parameters
- 1.3 COVID-19 impact
- 1.3.1 North America
- 1.3.2 Europe
- 1.3.3 Asia Pacific
- 1.3.4 Latin America
- 1.3.5 Middle East & Africa
- 1.4 Regional trends
- 1.4.1 North America
- 1.4.2 Europe
- 1.4.3 Asia Pacific
- 1.4.4 Latin America
- 1.4.5 Middle East & Africa
- 1.5 Data sources
- 1.5.1 Secondary
- 1.5.2 Primary
- 1.6 Industry glossary
Chapter 2 Executive Summary
- 2.1 Indoor entertainment center industry 360 degree synopsis, 2018 - 2028
- 2.1.1 Business trends
- 2.1.2 Regional trends
- 2.1.3 Activity trends
- 2.1.4 Age group trends
- 2.1.5 Area size trends
Chapter 3 Indoor Entertainment Center Industry Insights
- 3.1 Introduction
- 3.2 Impact of COVID-19 outbreak
- 3.2.1 Global outlook
- 3.2.2 Regional outlook
- 3.2.2.1 North America
- 3.2.2.2 Europe
- 3.2.2.3 Asia Pacific
- 3.2.2.4 Latin America
- 3.2.2.5 MEA
- 3.2.3 Industry value chain
- 3.2.3.1 Component suppliers
- 3.2.3.2 Manufacturers
- 3.2.3.3 System integrators
- 3.2.4 Competitive landscape
- 3.2.4.1 Strategy
- 3.2.4.2 Distribution network
- 3.2.4.3 Business growth
- 3.3 Industry ecosystem analysis
- 3.3.1 Raw material suppliers
- 3.3.2 Component suppliers
- 3.3.3 Manufacturers
- 3.3.4 Technology/software providers
- 3.3.5 Service providers
- 3.3.6 Distributors
- 3.3.7 Vendor matrix
- 3.3.7.1 Raw material suppliers
- 3.3.7.2 Component suppliers
- 3.3.7.3 Manufacturers
- 3.3.7.4 Technology/software providers
- 3.3.7.5 Service providers
- 3.3.7.6 Distributors
- 3.4 Technological & innovation landscape
- 3.4.1 AR & VR
- 3.4.2 3D/4D technology
- 3.5 Consumer psychology trends
- 3.5.1 AR & VR gaming zones
- 3.5.2 Bowling alleys
- 3.5.3 Video game arcades
- 3.5.4 Children's entertainment & edutainment area
- 3.5.5 Trampoline parks
- 3.5.6 Indoor physical sports activities
- 3.5.7 Adventure activities
- 3.5.8 Restaurants & movie theaters
- 3.5.9 Others
- 3.6 Regulatory landscape
- 3.6.1 North America
- 3.6.2 Europe
- 3.6.3 Asia Pacific
- 3.6.4 Latin America
- 3.6.5 MEA
- 3.7 Industry impact forces
- 3.7.1 Growth drivers
- 3.7.1.1 High demand for virtual reality-based gaming zones in North America
- 3.7.1.2 Rising disposable income in Europe
- 3.7.1.3 Growing popularity of indoor adventure sports among youth population of Asia Pacific
- 3.7.1.4 Increasing adoption of children entertainment centers in Latin America
- 3.7.1.5 Rise in construction of malls in MEA
- 3.7.2 Industry pitfalls & challenges
- 3.7.2.1 High capital investment
- 3.7.2.2 Limited awareness in underdeveloped countries
- 3.8 Growth potential analysis
- 3.9 Porter's analysis
- 3.9.1 Supplier power
- 3.9.2 Buyer power
- 3.9.3 Threat of new entrants
- 3.9.4 Threat of substitutes
- 3.9.5 Internal rivalry
- 3.10 PESTEL analysis
- 3.10.1 Political
- 3.10.2 Economic
- 3.10.3 Social
- 3.10.4 Technological
- 3.10.5 Environmental
- 3.10.6 Legal
Chapter 4 Competitive Landscape, 2021
- 4.1 Introduction
- 4.2 Competitive analysis of major players
- 4.2.1 Bandai Namco Holdings Inc.
- 4.2.2 CEC Entertainment, Inc.
- 4.2.3 Dave and Buster's, Inc.
- 4.2.4 Ferrari World
- 4.2.5 The Walt Disney Company
- 4.3 Competitive analysis of other prominent players
- 4.3.1 Bowlero Corporation
- 4.3.2 Fun City
- 4.3.3 Lucky Strike Entertainment
- 4.3.4 Tenpin
- 4.3.5 Timezone Global
- 4.4 Vendor adoption matrix
Chapter 5 Indoor Entertainment Center Market, By Activity
- 5.1 Indoor entertainment center market share, by activity, 2021 & 2028
- 5.2 AR & VR gaming zones
- 5.2.1 Market estimates and forecast, 2018 - 2028
- 5.3 Bowling alleys
- 5.3.1 Market estimates and forecast, 2018 - 2028
- 5.4 Video game arcades
- 5.4.1 Market estimates and forecast, 2018 - 2028
- 5.5 Children's entertainment & edutainment area
- 5.5.1 Market estimates and forecast, 2018 - 2028
- 5.6 Trampoline parks
- 5.6.1 Market estimates and forecast, 2018 - 2028
- 5.7 Indoor physical sports activities
- 5.7.1 Market estimates and forecast, 2018 - 2028
- 5.8 Adventure activities
- 5.8.1 Market estimates and forecast, 2018 - 2028
- 5.9 Restaurants & movie theatres
- 5.9.1 Market estimates and forecast, 2018 - 2028
- 5.10 Others
- 5.10.1 Market estimates and forecast, 2018 - 2028
Chapter 6 Indoor Entertainment Center Market, By Age Group
- 6.1 Indoor entertainment center market share, by age group, 2021 & 2028
- 6.2 Below 12 years
- 6.2.1 Market estimates and forecast, 2018 - 2028
- 6.3 13 - 20 years
- 6.3.1 Market estimates and forecast, 2018 - 2028
- 6.4 21 - 25 years
- 6.4.1 Market estimates and forecast, 2018 - 2028
- 6.5 Over 25 years
- 6.5.1 Market estimates and forecast, 2018 - 2028
Chapter 7 Indoor Entertainment Center Market, By Area Size
- 7.1 Indoor entertainment center market share, by area size, 2021 & 2028
- 7.2 Upto 5,000 sq. ft
- 7.2.1 Market estimates and forecast, 2018 - 2028
- 7.3 5,001 - 40,000 sq. ft
- 7.3.1 Market estimates and forecast, 2018 - 2028
- 7.4 40,000 - 1,00,000 sq. ft
- 7.4.1 Market estimates and forecast, 2018 - 2028
- 7.5 1,00,001 sq. ft - 10 acres
- 7.5.1 Market estimates and forecast, 2018 - 2028
- 7.6 Above 10 acres
- 7.6.1 Market estimates and forecast, 2018 - 2028
Chapter 8 Indoor Entertainment Center Market, By Region
- 8.1 Indoor entertainment center market share, by region, 2021 & 2028
- 8.2 North America
- 8.2.1 Market estimates and forecast, 2018 - 2028
- 8.2.2 Market estimates and forecast, by activity, 2018 - 2028
- 8.2.3 Market estimates and forecast, by age group, 2018 - 2028
- 8.2.4 Market estimates and forecast, by area size, 2018 - 2028
- 8.2.5 U.S.
- 8.2.5.1 Market estimates and forecast, 2018 - 2028
- 8.2.5.2 Market estimates and forecast, by activity, 2018 - 2028
- 8.2.5.3 Market estimates and forecast, by age group, 2018 - 2028
- 8.2.5.4 Market estimates and forecast, by area size, 2018 - 2028
- 8.2.6 Canada
- 8.2.6.1 Market estimates and forecast, 2018 - 2028
- 8.2.6.2 Market estimates and forecast, by activity, 2018 - 2028
- 8.2.6.3 Market estimates and forecast, by age group, 2018 - 2028
- 8.2.6.4 Market estimates and forecast, by area size, 2018 - 2028
- 8.3 Europe
- 8.3.1 Market estimates and forecast, 2018 - 2028
- 8.3.2 Market estimates and forecast, by activity, 2018 - 2028
- 8.3.3 Market estimates and forecast, by age group, 2018 - 2028
- 8.3.4 Market estimates and forecast, by area size, 2018 - 2028
- 8.3.5 UK
- 8.3.5.1 Market estimates and forecast, 2018 - 2028
- 8.3.5.2 Market estimates and forecast, by activity, 2018 - 2028
- 8.3.5.3 Market estimates and forecast, by age group, 2018 - 2028
- 8.3.5.4 Market estimates and forecast, by area size, 2018 - 2028
- 8.3.5.5
- 8.3.6 Germany
- 8.3.6.1 Market estimates and forecast, 2018 - 2028
- 8.3.6.2 Market estimates and forecast, by activity, 2018 - 2028
- 8.3.6.3 Market estimates and forecast, by age group, 2018 - 2028
- 8.3.6.4 Market estimates and forecast, by area size, 2018 - 2028
- 8.3.7 France
- 8.3.7.1 Market estimates and forecast, 2018 - 2028
- 8.3.7.2 Market estimates and forecast, by activity, 2018 - 2028
- 8.3.7.3 Market estimates and forecast, by age group, 2018 - 2028
- 8.3.7.4 Market estimates and forecast, by area size, 2018 - 2028
- 8.3.8 Italy
- 8.3.8.1 Market estimates and forecast, 2018 - 2028
- 8.3.8.2 Market estimates and forecast, by activity, 2018 - 2028
- 8.3.8.3 Market estimates and forecast, by age group, 2018 - 2028
- 8.3.8.4 Market estimates and forecast, by area size, 2018 - 2028
- 8.3.9 Spain
- 8.3.9.1 Market estimates and forecast, 2018 - 2028
- 8.3.9.2 Market estimates and forecast, by activity, 2018 - 2028
- 8.3.9.3 Market estimates and forecast, by age group, 2018 - 2028
- 8.3.9.4 Market estimates and forecast, by area size, 2018 - 2028
- 8.3.10 Russia
- 8.3.10.1 Market estimates and forecast, 2018 - 2028
- 8.3.10.2 Market estimates and forecast, by activity, 2018 - 2028
- 8.3.10.3 Market estimates and forecast, by age group, 2018 - 2028
- 8.3.10.4 Market estimates and forecast, by area size, 2018 - 2028
- 8.3.11 Benelux
- 8.3.11.1 Market estimates and forecast, 2018 - 2028
- 8.3.11.2 Market estimates and forecast, by activity, 2018 - 2028
- 8.3.11.3 Market estimates and forecast, by age group, 2018 - 2028
- 8.3.11.4 Market estimates and forecast, by area size, 2018 - 2028
- 8.4 Asia Pacific
- 8.4.1 Market estimates and forecast, 2018 - 2028
- 8.4.2 Market estimates and forecast, by activity, 2018 - 2028
- 8.4.3 Market estimates and forecast, by age group, 2018 - 2028
- 8.4.4 Market estimates and forecast, by area size, 2018 - 2028
- 8.4.5 China
- 8.4.5.1 Market estimates and forecast, 2018 - 2028
- 8.4.5.2 Market estimates and forecast, by activity, 2018 - 2028
- 8.4.5.3 Market estimates and forecast, by age group, 2018 - 2028
- 8.4.5.4 Market estimates and forecast, by area size, 2018 - 2028
- 8.4.6 India
- 8.4.6.1 Market estimates and forecast, 2018 - 2028
- 8.4.6.2 Market estimates and forecast, by activity, 2018 - 2028
- 8.4.6.3 Market estimates and forecast, by age group, 2018 - 2028
- 8.4.6.4 Market estimates and forecast, by area size, 2018 - 2028
- 8.4.7 Japan
- 8.4.7.1 Market estimates and forecast, 2018 - 2028
- 8.4.7.2 Market estimates and forecast, by activity, 2018 - 2028
- 8.4.7.3 Market estimates and forecast, by age group, 2018 - 2028
- 8.4.7.4 Market estimates and forecast, by area size, 2018 - 2028
- 8.4.8 South Korea
- 8.4.8.1 Market estimates and forecast, 2018 - 2028
- 8.4.8.2 Market estimates and forecast, by activity, 2018 - 2028
- 8.4.8.3 Market estimates and forecast, by age group, 2018 - 2028
- 8.4.8.4 Market estimates and forecast, by area size, 2018 - 2028
- 8.4.9 Australia & New Zealand
- 8.4.9.1 Market estimates and forecast, 2018 - 2028
- 8.4.9.2 Market estimates and forecast, by activity, 2018 - 2028
- 8.4.9.3 Market estimates and forecast, by age group, 2018 - 2028
- 8.4.9.4 Market estimates and forecast, by area size, 2018 - 2028
- 8.4.10 Southeast Asia
- 8.4.10.1 Market estimates and forecast, 2018 - 2028
- 8.4.10.2 Market estimates and forecast, by activity, 2018 - 2028
- 8.4.10.3 Market estimates and forecast, by age group, 2018 - 2028
- 8.4.10.4 Market estimates and forecast, by area size, 2018 - 2028
- 8.5 Latin America
- 8.5.1 Market estimates and forecast, 2018 - 2028
- 8.5.2 Market estimates and forecast, by activity, 2018 - 2028
- 8.5.3 Market estimates and forecast, by age group, 2018 - 2028
- 8.5.4 Market estimates and forecast, by area size, 2018 - 2028
- 8.5.5 Brazil
- 8.5.5.1 Market estimates and forecast, 2018 - 2028
- 8.5.5.2 Market estimates and forecast, by activity, 2018 - 2028
- 8.5.5.3 Market estimates and forecast, by age group, 2018 - 2028
- 8.5.5.4 Market estimates and forecast, by area size, 2018 - 2028
- 8.5.6 Mexico
- 8.5.6.1 Market estimates and forecast, 2018 - 2028
- 8.5.6.2 Market estimates and forecast, by activity, 2018 - 2028
- 8.5.6.3 Market estimates and forecast, by age group, 2018 - 2028
- 8.5.6.4 Market estimates and forecast, by area size, 2018 - 2028
- 8.5.7 Argentina
- 8.5.7.1 Market estimates and forecast, 2018 - 2028
- 8.5.7.2 Market estimates and forecast, by activity, 2018 - 2028
- 8.5.7.3 Market estimates and forecast, by age group, 2018 - 2028
- 8.5.7.4 Market estimates and forecast, by area size, 2018 - 2028
- 8.6 MEA
- 8.6.1 Market estimates and forecast, 2018 - 2028
- 8.6.2 Market estimates and forecast, by activity, 2018 - 2028
- 8.6.3 Market estimates and forecast, by age group, 2018 - 2028
- 8.6.4 Market estimates and forecast, by area size, 2018 - 2028
- 8.6.5 UAE
- 8.6.5.1 Market estimates and forecast, 2018 - 2028
- 8.6.5.2 Market estimates and forecast, by activity, 2018 - 2028
- 8.6.5.3 Market estimates and forecast, by age group, 2018 - 2028
- 8.6.5.4 Market estimates and forecast, by area size, 2018 - 2028
- 8.6.6 Saudi Arabia
- 8.6.6.1 Market estimates and forecast, 2018 - 2028
- 8.6.6.2 Market estimates and forecast, by activity, 2018 - 2028
- 8.6.6.3 Market estimates and forecast, by age group, 2018 - 2028
- 8.6.6.4 Market estimates and forecast, by area size, 2018 - 2028
- 8.6.7 Israel
- 8.6.7.1 Market estimates and forecast, 2018 - 2028
- 8.6.7.2 Market estimates and forecast, by activity, 2018 - 2028
- 8.6.7.3 Market estimates and forecast, by age group, 2018 - 2028
- 8.6.7.4 Market estimates and forecast, by area size, 2018 - 2028
- 8.6.8 South Africa
- 8.6.8.1 Market estimates and forecast, 2018 - 2028
- 8.6.8.2 Market estimates and forecast, by activity, 2018 - 2028
- 8.6.8.3 Market estimates and forecast, by age group, 2018 - 2028
- 8.6.8.4 Market estimates and forecast, by area size, 2018 - 2028
Chapter 9 Company Profiles
- 9.1 Bandai Namco Holdings Inc.
- 9.1.1 Business Overview
- 9.1.2 Financial Data
- 9.1.3 Age Group Landscape
- 9.1.4 Strategic Outlook
- 9.1.5 SWOT Analysis
- 9.2 Bowlero Corporation
- 9.2.1 Business Overview
- 9.2.2 Financial Data
- 9.2.3 Age Group Landscape
- 9.2.4 Strategic Outlook
- 9.2.5 SWOT Analysis
- 9.3 CEC Entertainment, Inc.
- 9.3.1 Business Overview
- 9.3.2 Financial Data
- 9.3.3 Age Group Landscape
- 9.3.4 Strategic Outlook
- 9.3.5 SWOT Analysis
- 9.4 Cinergy Entertainment Group
- 9.4.1 Business Overview
- 9.4.2 Financial Data
- 9.4.3 Age Group Landscape
- 9.4.4 Strategic Outlook
- 9.4.5 SWOT Analysis
- 9.5 Dave and Buster's, Inc.
- 9.5.1 Business Overview
- 9.5.2 Financial Data
- 9.5.3 Age Group Landscape
- 9.5.4 Strategic Outlook
- 9.5.5 SWOT Analysis
- 9.6 Ferrari World
- 9.6.1 Business Overview
- 9.6.2 Financial Data
- 9.6.3 Age Group Landscape
- 9.6.4 Strategic Outlook
- 9.6.5 SWOT Analysis
- 9.7 Fun City
- 9.7.1 Business Overview
- 9.7.2 Financial Data
- 9.7.3 Age Group Landscape
- 9.7.4 Strategic Outlook
- 9.7.5 SWOT Analysis
- 9.8 Funriders
- 9.8.1 Business Overview
- 9.8.2 Financial Data
- 9.8.3 Age Group Landscape
- 9.8.4 Strategic Outlook
- 9.8.5 SWOT Analysis
- 9.9 KidZania
- 9.9.1 Business Overview
- 9.9.2 Financial Data
- 9.9.3 Age Group Landscape
- 9.9.4 Strategic Outlook
- 9.9.5 SWOT Analysis
- 9.10 Legoland Discovery Center
- 9.10.1 Business Overview
- 9.10.2 Financial Data
- 9.10.3 Age Group Landscape
- 9.10.4 Strategic Outlook
- 9.10.5 SWOT Analysis
- 9.11 Lucky Strike Entertainment
- 9.11.1 Business Overview
- 9.11.2 Financial Data
- 9.11.3 Age Group Landscape
- 9.11.4 Strategic Outlook
- 9.11.5 SWOT Analysis
- 9.12 Nickelodeon Universe
- 9.12.1 Business Overview
- 9.12.2 Financial Data
- 9.12.3 Age Group Landscape
- 9.12.4 Strategic Outlook
- 9.12.5 SWOT Analysis
- 9.13 Scene75 Entertainment Centers
- 9.13.1 Business Overview
- 9.13.2 Financial Data
- 9.13.3 Age Group Landscape
- 9.13.4 Strategic Outlook
- 9.13.5 SWOT Analysis
- 9.14 Smaaash
- 9.14.1 Business Overview
- 9.14.2 Financial Data
- 9.14.3 Age Group Landscape
- 9.14.4 Strategic Outlook
- 9.14.5 SWOT Analysis
- 9.15 Tenpin
- 9.15.1 Business Overview
- 9.15.2 Financial Data
- 9.15.3 Age Group Landscape
- 9.15.4 Strategic Outlook
- 9.15.5 SWOT Analysis
- 9.16 The Walt Disney Company
- 9.16.1 Business Overview
- 9.16.2 Financial Data
- 9.16.3 Age Group Landscape
- 9.16.4 Strategic Outlook
- 9.16.5 SWOT Analysis
- 9.17 Timezone Global
- 9.17.1 Business Overview
- 9.17.2 Financial Data
- 9.17.3 Age Group Landscape
- 9.17.4 Strategic Outlook
- 9.17.5 SWOT Analysis
- 9.18 Triotech
- 9.18.1 Business Overview
- 9.18.2 Financial Data
- 9.18.3 Age Group Landscape
- 9.18.4 Strategic Outlook
- 9.18.5 SWOT Analysis