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子供向け娯楽施設の市場規模、シェア、動向、予測:来訪者デモグラフィック、施設規模、収益源、活動エリア、地域別、2025年~2033年

Children's Entertainment Centers Market Size, Share, Trends and Forecast by Visitor Demographics, Facility Size, Revenue Source, Activity Area, and Region, 2025-2033


出版日
発行
IMARC
ページ情報
英文 142 Pages
納期
2~3営業日
カスタマイズ可能
価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=146.06円
子供向け娯楽施設の市場規模、シェア、動向、予測:来訪者デモグラフィック、施設規模、収益源、活動エリア、地域別、2025年~2033年
出版日: 2025年06月02日
発行: IMARC
ページ情報: 英文 142 Pages
納期: 2~3営業日
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  • 概要
  • 図表
  • 目次
概要

子供向け娯楽施設の世界市場規模は2024年に129億1,000万米ドルとなりました。今後、IMARC Groupは、同市場が2033年までに236億2,000万米ドルに達し、2025年から2033年にかけて6.59%のCAGRを示すと予測しています。現在、アジア太平洋地域が市場を独占しており、2024年には33.7%という大きな市場シェアを占めています。子供向け娯楽施設市場のシェアは、フランチャイズセンター、技術の進歩、屋内施設の成長により拡大しています。フランチャイズ・ブランドは、標準化された体験を保証し、リピーターを惹きつけ、市場のプレゼンスを向上させる。さらに、バーチャルリアリティ(VR)や拡張現実(AR)などの先進技術がエンゲージメントを強化し、顧客維持を促進しています。

大手ブランドは複数の拠点で展開されているため、標準化されたサービスと、家族連れや子ども向けの質の高い体験が保証されます。フランチャイズ・モデルは迅速な市場浸透を可能にし、事業運営上のリスクを軽減しながら効率的な事業拡大を支援します。知名度の高いブランドは、顧客の信頼を集め、さまざまな地域で高い入場者数とリピート訪問を促します。ブランドのエンターテインメント・センターは、革新的なテーマを統合し、独立系施設とは一線を画すユニークなアトラクションを提供します。企業は先進技術に投資し、仮想現実、拡張現実、インタラクティブなゲーム体験を取り入れることで、エンゲージメントを高める。ショッピングモールや複合商業施設との戦略的提携により、アクセスが向上し、全体的な来場者数が増加します。標準化された安全プロトコルと子ども向けの設計は、親を安心させ、ロイヤルティと顧客維持を促進します。会員プログラムおよびロイヤルティ報酬は、頻繁な来場を促し、フランチャイズ・センターの持続的な収益成長を保証します。オペレーターは、デジタル・プラットフォームやソーシャル・メディアを活用して、ターゲットを絞ったマーケティング・キャンペーンを実施し、潜在顧客の取り込みを図っています。世界な拡大戦略は高成長地域に焦点を当て、構造化されたエンターテインメントに対する需要の高まりを取り込み、市場の成長をさらに強化します。

米国の子供向け娯楽施設市場の需要を大きく牽引しているのは、屋内娯楽施設の拡大です。開発者は、子供向けのインタラクティブゲーム、アドベンチャーコース、教育アクティビティなどを統合した多様なプレイゾーンを構築しています。1年中楽しめる娯楽施設に対する需要の高まりから、全国的に空調管理された屋内アミューズメント施設への投資が増加しています。ショッピングモールや複合商業施設にはエンターテインメント・センターが組み込まれ、人の往来や顧客の関心を高めています。都市化によって高層住宅地が増加し、便利な場所にある屋内プレイスペースの需要が高まっています。保護者は、安全性、構造化された遊び、監視された活動のために、こうしたセンターを好み、繰り返し訪れ、会員になることにつながっています。2024年10月、ファイブスターパークスはイリノイ州ロメオビルにあるScene75 Chicagolandの50万米ドルの改装を完了しました。135,000平方フィートの施設は現在、3つのメガスライダー、ジップレール、エアコートを備えた15,000平方フィートのスライドゾーンを備えています。小さなお子様向けに5,000平方フィートのプレイシーンが追加され、家族向けのエンターテインメント体験が充実しました。バーチャル・リアリティ・ゾーンやデジタル・プレイ・エリアなど、先進的なテーマが魅力と参加意欲をさらに高めます。屋内トランポリンパーク、クライミングウォール、障害物コースはフィットネスを促進し、健康的なライフスタイルをサポートします。さらに、誕生日パーティーの予約は、家族が手間がかからず、天候に左右されない、インタラクティブなアクティビティがあるお祝い会場を求めていることから増加しています。

子供向け娯楽施設市場動向:

人口の増加

人口の増加により、顧客層が拡大し、子供向け娯楽施設の需要が高まっています。より多くの子供たちが魅力的なレクリエーション空間を必要とし、インタラクティブなプレイエリアやアトラクションのニーズが高まっています。出生率の上昇は家族の人数を増やし、レジャーのためにエンタテインメント・センターを訪れる人を増やします。世界保健機関(WHO)の推計によると、現在、世界人口の55%以上が都市部に住んでおり、この数字は2050年までに68%に達すると予想されています。拡大する都市部では家族連れが増え、アミューズメント・センターやエデュテインメント・センターへの入場者数が増加します。都市部の人口密度が高まれば、先進的な機能を備えた多機能エンターテインメント・ゾーンの開発が促進されます。親は子供たちのために安全で構造化された環境を求め、最新の娯楽施設への投資を促進します。エンターテインメント・センターは、身体的アクティビティ、デジタル・ゲーム、学習体験を統合し、より大規模で多様な観客を惹きつける。子どもの増加に伴い誕生日パーティー会場への需要が高まり、エンターテインメント・センターの収益が世界的に増加。開発業者は、レクリエーション活動に対する需要の高まりに対応するため、人口の多い地域に立地を拡大しています。子どもに優しいインフラを推進する政府のイニシアチブは、全国的なエンターテインメント・センターの設立をさらに後押ししています。働く親の数の増加は、エンタテインメント・センターにおける監視付きプレイ・エリアの需要を促進します。企業は、拡大する子ども層に対応するため、革新的なテーマやアクティビティに投資します。

技術の進歩

技術の進歩は、双方向性、エンゲージメント、全体的なユーザー体験を強化することで、子供向け娯楽施設を変革しています。仮想現実(VR)や拡張現実(AR)は、没入感のある環境を作り出し、革新的なデジタルインタラクションで子どもたちを惹きつけています。IMARC Groupによると、2024年に142億米ドルと評価された世界のARゲーム市場は、2033年までに1,417億米ドルに達し、2025年から2033年までのCAGRは25.9%で拡大すると予想されています。この急成長は、エンターテインメント・センターでARベースのアトラクションが採用され、より魅力的な体験ができるようになっていることを反映しています。スマート・プレイ・エリアは、人工知能(AI)主導のゲームを組み込み、アクティビティをよりパーソナライズし、子どもの好みに適応させる。モーション・センシング技術により、タッチレス・ゲーム体験が可能になり、エンターテインメント・センターにおける衛生面やシームレスなインタラクションが確保されます。ゲーミフィケーションの動向は教育的要素を導入し、学習とエンターテインメントを融合させることで、親子双方にアピールします。インタラクティブなデジタルウォールやデジタルフロアは創造性を高め、子どもたちはダイナミックで没入感のある遊びを体験できます。高度なシミュレーション・ゲームは、リアルな体験を提供し、エンターテインメント・センターが頻繁に訪れる魅力的な施設となります。モバイル・アプリケーションは、シームレスな予約、パーソナライズされたレコメンデーション、ロイヤリティ・プログラムを可能にし、顧客の利便性とエンゲージメントを向上させる。RFIDベースのリストバンドは、安全な非接触型決済を提供し、エンターテインメント・センター内での取引の安全性と容易性を高めます。AIを活用した監視システムにより、子どもの安全が確保され、保護者にリアルタイムの最新情報が提供されます。

幼児向けプレイゾーンの需要増加

幼児に特化したプレイゾーンに対する需要の高まりが、子供向け娯楽施設市場の見通しを大きく牽引しています。保護者は、幼児が探検し、交流し、必要な運動能力を発達させることができる安全で年齢に応じた環境を好みます。パッド入りの構造を持つソフトプレイエリアは安全性を確保できるため、幼児のいる家族にとって魅力的です。インタラクティブな要素を取り入れた感覚的なプレイゾーンは、認知の発達を促し、来場者の関心を高め、定着率を高める。教育的プレイエリアは、幼児に基本的な学習概念を紹介し、発達を促す活動を求める保護者にアピールします。テーマ性のある屋内遊び場は、没入型の体験を生み出し、家族連れのリピーターを増やします。キッザニアはこの動向を認識し、2024年5月にデリー/NCRセンターでインド初の幼児中心のプレイゾーン「キッザニア・ネイバーフッド」を開設しました。広さ3,500平方フィートのこのゾーンには、科学実験室、プレイジム、開発現場などのインタラクティブなアクティビティがあり、おままごと、絵本の読み聞かせ、運動能力の向上を通じて幼児期の発達を促進します。ショッピングモールは、幼児向けのプレイゾーンを組み込むことで、人の往来を増やし、顧客の滞在時間を全体的に伸ばしています。エンターテインメント・センターでは、絵本の読み聞かせ、人形劇、音楽遊びなど、体系化された幼児向けアクティビティを提供しています。フランチャイズ・ブランドは、幼児専用の遊び場を拡大し、標準化された安全対策と質の高い体験を保証しています。健康志向の親はアクティブ・プレイ・ゾーンを好み、幼児期からの身体活動と社会的交流を促進します。

目次

第1章 序文

第2章 調査範囲と調査手法

  • 調査の目的
  • ステークホルダー
  • データソース
    • 一次情報
    • 二次情報
  • 市場推定
    • ボトムアップアプローチ
    • トップダウンアプローチ
  • 調査手法

第3章 エグゼクティブサマリー

第4章 イントロダクション

  • 概要
  • 主要業界動向

第5章 世界の子供向け娯楽施設市場

  • 市場概要
  • 市場実績
  • COVID-19の影響
  • 市場予測

第6章 市場内訳:来訪者デモグラフィック別

  • 0~9歳の子連れ家族
  • 9~12歳の子連れ家族
  • ティーンエイジャー(12~18歳)
  • 若年成人(18~24歳)
  • 大人(24歳以上)

第7章 市場内訳:施設規模別

  • 5,000平方フィート未満
  • 5,001~10,000平方フィート
  • 10,001~20,000平方フィート
  • 20,001~40,000平方フィート
  • 1~10エーカー
  • 11~30エーカー
  • 30エーカー以上

第8章 市場内訳:収益源別

  • 入場料とチケット販売
  • 飲食品
  • マーチャンダイジング
  • 広告
  • その他

第9章 市場内訳:活動エリア別

  • アーケードスタジオ
  • ARとVRのゲームゾーン
  • フィジカルな遊び活動
  • スキル/競合ゲーム
  • その他

第10章 市場内訳:地域別

  • 北米
    • 米国
    • カナダ
  • アジア太平洋地域
    • 中国
    • 日本
    • インド
    • 韓国
    • オーストラリア
    • インドネシア
    • その他
  • 欧州
    • ドイツ
    • フランス
    • 英国
    • イタリア
    • スペイン
    • ロシア
    • その他
  • ラテンアメリカ
    • ブラジル
    • メキシコ
    • その他
  • 中東・アフリカ
    • 市場内訳:国別

第11章 SWOT分析

  • 概要
  • 強み
  • 弱み
  • 機会
  • 脅威

第12章 バリューチェーン分析

第13章 ポーターのファイブフォース分析

  • 概要
  • 買い手の交渉力
  • 供給企業の交渉力
  • 競合の程度
  • 新規参入業者の脅威
  • 代替品の脅威

第14章 価格分析

第15章 競合情勢

  • 市場構造
  • 主要企業
  • 主要企業のプロファイル
    • Cinergy Entertainment Group
    • Dave & Buster's Inc.
    • Fun City India(Landmark Group)
    • Funriders Leisure & Amusement Pvt. Ltd.
    • KidZania S.A.P.I. de C.V.
    • Lucky Strike Entertainment
    • Scene75 Entertainment Centers
    • Smaaash
    • The Walt Disney Company
図表

List of Figures

  • Figure 1: Global: Children's Entertainment Centers Market: Major Drivers and Challenges
  • Figure 2: Global: Children's Entertainment Centers Market: Sales Value (in Billion USD), 2019-2024
  • Figure 3: Global: Children's Entertainment Centers Market Forecast: Sales Value (in Billion USD), 2025-2033
  • Figure 4: Global: Children's Entertainment Centers Market: Breakup by Visitor Demographics (in %), 2024
  • Figure 5: Global: Children's Entertainment Centers Market: Breakup by Facility Size (in %), 2024
  • Figure 6: Global: Children's Entertainment Centers Market: Breakup by Revenue Source (in %), 2024
  • Figure 7: Global: Children's Entertainment Centers Market: Breakup by Activity Area (in %), 2024
  • Figure 8: Global: Children's Entertainment Centers Market: Breakup by Region (in %), 2024
  • Figure 9: Global: Children's Entertainment Centers (Families with Children (0-9)) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 10: Global: Children's Entertainment Centers (Families with Children (0-9)) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 11: Global: Children's Entertainment Centers (Families with Children (9-12)) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 12: Global: Children's Entertainment Centers (Families with Children (9-12)) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 13: Global: Children's Entertainment Centers (Teenagers (12-18)) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 14: Global: Children's Entertainment Centers (Teenagers (12-18)) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 15: Global: Children's Entertainment Centers (Young Adults (18-24)) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 16: Global: Children's Entertainment Centers (Young Adults (18-24)) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 17: Global: Children's Entertainment Centers (Adults (Ages 24+)) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 18: Global: Children's Entertainment Centers (Adults (Ages 24+)) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 19: Global: Children's Entertainment Centers (Up to 5,000 Sq. Ft.) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 20: Global: Children's Entertainment Centers (Up to 5,000 Sq. Ft.) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 21: Global: Children's Entertainment Centers (5,001 to 10,000 Sq. Ft.) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 22: Global: Children's Entertainment Centers (5,001 to 10,000 Sq. Ft.) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 23: Global: Children's Entertainment Centers (10,001 to 20,000 Sq. Ft.) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 24: Global: Children's Entertainment Centers (10,001 to 20,000 Sq. Ft.) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 25: Global: Children's Entertainment Centers (20,001 to 40,000 Sq. Ft.) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 26: Global: Children's Entertainment Centers (20,001 to 40,000 Sq. Ft.) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 27: Global: Children's Entertainment Centers (1 to 10 Acres) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 28: Global: Children's Entertainment Centers (1 to 10 Acres) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 29: Global: Children's Entertainment Centers (11 to 30 Acres) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 30: Global: Children's Entertainment Centers (11 to 30 Acres) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 31: Global: Children's Entertainment Centers (Over 30 Acres) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 32: Global: Children's Entertainment Centers (Over 30 Acres) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 33: Global: Children's Entertainment Centers (Entry Fees and Ticket Sales) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 34: Global: Children's Entertainment Centers (Entry Fees and Ticket Sales) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 35: Global: Children's Entertainment Centers (Food and Beverages) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 36: Global: Children's Entertainment Centers (Food and Beverages) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 37: Global: Children's Entertainment Centers (Merchandising) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 38: Global: Children's Entertainment Centers (Merchandising) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 39: Global: Children's Entertainment Centers (Advertisement) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 40: Global: Children's Entertainment Centers (Advertisement) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 41: Global: Children's Entertainment Centers (Other Revenue Sources) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 42: Global: Children's Entertainment Centers (Other Revenue Sources) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 43: Global: Children's Entertainment Centers (Arcade Studios) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 44: Global: Children's Entertainment Centers (Arcade Studios) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 45: Global: Children's Entertainment Centers (AR and VR Gaming Zones) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 46: Global: Children's Entertainment Centers (AR and VR Gaming Zones) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 47: Global: Children's Entertainment Centers (Physical Play Activities) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 48: Global: Children's Entertainment Centers (Physical Play Activities) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 49: Global: Children's Entertainment Centers (Skill/Competition Games) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 50: Global: Children's Entertainment Centers (Skill/Competition Games) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 51: Global: Children's Entertainment Centers (Other Activity Areas) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 52: Global: Children's Entertainment Centers (Other Activity Areas) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 53: North America: Children's Entertainment Centers Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 54: North America: Children's Entertainment Centers Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 55: United States: Children's Entertainment Centers Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 56: United States: Children's Entertainment Centers Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 57: Canada: Children's Entertainment Centers Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 58: Canada: Children's Entertainment Centers Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 59: Asia-Pacific: Children's Entertainment Centers Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 60: Asia-Pacific: Children's Entertainment Centers Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 61: China: Children's Entertainment Centers Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 62: China: Children's Entertainment Centers Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 63: Japan: Children's Entertainment Centers Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 64: Japan: Children's Entertainment Centers Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 65: India: Children's Entertainment Centers Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 66: India: Children's Entertainment Centers Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 67: South Korea: Children's Entertainment Centers Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 68: South Korea: Children's Entertainment Centers Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 69: Australia: Children's Entertainment Centers Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 70: Australia: Children's Entertainment Centers Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 71: Indonesia: Children's Entertainment Centers Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 72: Indonesia: Children's Entertainment Centers Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 73: Others: Children's Entertainment Centers Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 74: Others: Children's Entertainment Centers Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 75: Europe: Children's Entertainment Centers Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 76: Europe: Children's Entertainment Centers Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 77: Germany: Children's Entertainment Centers Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 78: Germany: Children's Entertainment Centers Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 79: France: Children's Entertainment Centers Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 80: France: Children's Entertainment Centers Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 81: United Kingdom: Children's Entertainment Centers Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 82: United Kingdom: Children's Entertainment Centers Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 83: Italy: Children's Entertainment Centers Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 84: Italy: Children's Entertainment Centers Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 85: Spain: Children's Entertainment Centers Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 86: Spain: Children's Entertainment Centers Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 87: Russia: Children's Entertainment Centers Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 88: Russia: Children's Entertainment Centers Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 89: Others: Children's Entertainment Centers Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 90: Others: Children's Entertainment Centers Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 91: Latin America: Children's Entertainment Centers Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 92: Latin America: Children's Entertainment Centers Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 93: Brazil: Children's Entertainment Centers Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 94: Brazil: Children's Entertainment Centers Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 95: Mexico: Children's Entertainment Centers Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 96: Mexico: Children's Entertainment Centers Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 97: Others: Children's Entertainment Centers Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 98: Others: Children's Entertainment Centers Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 99: Middle East and Africa: Children's Entertainment Centers Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 100: Middle East and Africa: Children's Entertainment Centers Market: Breakup by Country (in %), 2024
  • Figure 101: Middle East and Africa: Children's Entertainment Centers Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 102: Global: Children's Entertainment Centers Industry: SWOT Analysis
  • Figure 103: Global: Children's Entertainment Centers Industry: Value Chain Analysis
  • Figure 104: Global: Children's Entertainment Centers Industry: Porter's Five Forces Analysis

List of Tables

  • Table 1: Global: Children's Entertainment Centers Market: Key Industry Highlights, 2024 and 2033
  • Table 2: Global: Children's Entertainment Centers Market Forecast: Breakup by Visitor Demographics (in Million USD), 2025-2033
  • Table 3: Global: Children's Entertainment Centers Market Forecast: Breakup by Facility Size (in Million USD), 2025-2033
  • Table 4: Global: Children's Entertainment Centers Market Forecast: Breakup by Revenue Source (in Million USD), 2025-2033
  • Table 5: Global: Children's Entertainment Centers Market Forecast: Breakup by Activity Area (in Million USD), 2025-2033
  • Table 6: Global: Children's Entertainment Centers Market Forecast: Breakup by Region (in Million USD), 2025-2033
  • Table 7: Global: Children's Entertainment Centers Market: Competitive Structure
  • Table 8: Global: Children's Entertainment Centers Market: Key Players
目次
Product Code: SR112025A6431

The global children's entertainment centers market size was valued at USD 12.91 Billion in 2024. Looking forward, IMARC Group estimates the market to reach USD 23.62 Billion by 2033, exhibiting a CAGR of 6.59% during 2025-2033. Asia Pacific currently dominates the market, holding a significant market share of 33.7% in 2024. The children's entertainment centers market share is expanding due to franchised centers, technological advancements, and indoor facility growth. Franchised brands ensure standardized experiences, attracting repeat visitors and improving market presence. Moreover, advanced technologies like virtual reality (VR) and augmented reality (AR) enhance engagement, driving customer retention.

Leading brands are established in multiple locations, ensuring standardized services and high-quality experiences for families and children. Franchise models allow rapid market penetration, helping businesses expand efficiently with reduced operational risks. Well-known brands attract customer trust, encouraging higher footfall and repeat visits across different regions. Branded entertainment centers integrate innovative themes, offering unique attractions that differentiate them from independent facilities. Companies invest in advanced technology, incorporating virtual reality, augmented reality, and interactive gaming experiences to enhance engagement. Strategic partnerships with shopping malls and retail complexes increase accessibility, improving overall visitor traffic. Standardized safety protocols and child-friendly designs reassure parents, promoting loyalty and customer retention. Membership programs and loyalty rewards encourage frequent visits, ensuring sustained revenue growth for franchised centers. Operators implement targeted marketing campaigns, leveraging digital platforms and social media to engage potential customers. Global expansion strategies focus on high-growth regions, tapping into rising demand for structured entertainment, further strengthening the market growth.

The expansion of indoor entertainment facilities is significantly driving the United States children's entertainment centers market demand. Developers are creating diverse play zones, integrating interactive games, adventure courses, and educational activities for children. Rising demand for year-round entertainment options has led to increased investment in climate-controlled indoor amusement centers nationwide. Shopping malls and commercial complexes are incorporating entertainment centers, enhancing foot traffic and customer engagement. Urbanization is increasing the number of high-rise residential areas, driving demand for conveniently located indoor play spaces. Parents prefer these centers for safety, structured play, and supervised activities, leading to repeat visits and memberships. In October 2024, Five Star Parks completed a $500,000 renovation of Scene75 Chicagoland in Romeoville, Illinois. The 135,000 sq. ft. facility now features a 15,000 sq. ft. Slide Zone with three mega-slides, a zip rail, and air courts. A 5,000 sq. ft. Play Scene has been added for younger children, enhancing family entertainment experiences. Advanced themes including virtual reality zones and digital play areas, further increase attraction and engagement. Indoor trampoline parks, climbing walls, and obstacle courses promote physical fitness, supporting healthier lifestyles. Additionally, birthday party bookings are rising as families seek hassle-free, weather-independent celebration venues with interactive activities.

Children's Entertainment Centers Market Trends:

Growing population

The growing population is increasing demand for children's entertainment centers by expanding the customer base. More children require engaging recreational spaces, catalyzing the need for interactive play areas and attractions. Rising birth rates contribute to larger family sizes, increasing visits to entertainment centers for leisure. Urbanization is accelerating this trend, with the World Health Organization estimating that over 55% of the global population currently lives in urban areas, a figure expected to reach 68% by 2050. Expanding urban areas accommodate more families, leading to higher footfall in amusement and edutainment centers. Higher population density in cities encourages the development of multi-functional entertainment zones with advanced features. Parents seek safe, structured environments for kids, driving investments in modern entertainment facilities. Entertainment centers integrate physical activities, digital games, and learning experiences to attract larger, diverse audiences. Demand for birthday party venues rises with more children, increasing revenue for entertainment centers globally. Developers expand locations in high-population regions to capitalize on growing demand for recreational activities. Government initiatives promoting child-friendly infrastructure further supports the establishment of entertainment centers nationwide. The rising number of working parents encourages demand for supervised play areas in entertainment centers. Businesses invest in innovative themes and activities to cater to an expanding children's demographic.

Technological advancements

Technological advancements are transforming children's entertainment centers by enhancing interactivity, engagement, and overall user experience. Virtual reality (VR) and augmented reality (AR) create immersive environments, attracting children with innovative digital interactions. According to IMARC Group, the global AR gaming market, valued at USD 14.2 billion in 2024, is expected to reach USD 141.7 billion by 2033, expanding at a CAGR of 25.9% from 2025 to 2033. This rapid growth reflects increasing adoption of AR-based attractions in entertainment centers, making experiences more engaging. Smart play areas incorporate artificial intelligence (AI)-driven games, making activities more personalized and adaptive to children's preferences. Motion-sensing technology enables touchless gaming experiences, ensuring hygiene and seamless interaction in entertainment centers. Gamification trends introduce educational elements, blending learning with entertainment to appeal to both parents and children. Interactive digital walls and floors enhance creativity, allowing children to engage in dynamic, immersive play activities. Advanced simulation games provide realistic experiences, making entertainment centers more appealing for frequent visits. Mobile applications enable seamless booking, personalized recommendations, and loyalty programs, improving customer convenience and engagement. RFID-based wristbands offer secure, contactless payments, enhancing safety and ease of transactions within entertainment centers. Smart monitoring systems with AI-powered surveillance ensure child safety, providing real-time updates to parents.

Rising demand for toddler-focused play zones

Rising demand for toddler-focused play zones is significantly driving the children's entertainment centers market outlook. Parents prefer safe, age-appropriate environments where toddlers can explore, interact, and develop essential motor skills. Soft play areas with padded structures ensure safety, making them attractive to families with young children. Sensory play zones with interactive elements enhance cognitive development, enhancing engagement and visitor retention. Educational play areas introduce toddlers to basic learning concepts, appealing to parents seeking developmental activities. Indoor playgrounds with themed environments create immersive experiences, encouraging repeat visits from families. Recognizing this trend, KidZania launched India's first toddler-centric play zone, KidZania Neighborhood, at its Delhi/NCR center in May 2024. Spanning 3,500 sq. ft., the zone features interactive activities like a Science Lab, Play Gym, and Construction Site, promoting early childhood development through role-play, storytelling, and motor skill enhancement. Shopping malls integrate toddler-friendly play zones, increasing foot traffic and overall customer dwell time. Entertainment centers offer structured toddler activities like storytelling sessions, puppet shows, and musical playtime. Franchise brands expand toddler-specific play areas, ensuring standardized safety measures and quality experiences. Health-conscious parents prefer active play zones, promoting physical activity and social interaction from an early age.

Children's Entertainment Centers Industry Segmentation:

Analysis by Visitor Demographics:

  • Families with Children (0-9)
  • Families with Children (9-12)
  • Teenagers (12-18)
  • Young Adults (18-24)
  • Adults (Ages 24+)

Teenagers (12-18) stand as the largest component in 2024, holding 40.2% of the market. They actively seek recreational experiences, preferring social and interactive entertainment options in specialized centers. Gaming zones, virtual reality (VR) attractions, and adventure courses cater to their evolving interests and competitive nature. Teenagers visit entertainment centers frequently, increasing demand for immersive and high-energy activities. Social gatherings and group outings contribute to higher foot traffic, driving revenues for entertainment facilities. Many centers integrate educational and skill-based activities, attracting teenagers interested in creative and intellectual challenges. The rise of esports and competitive gaming makes entertainment centers appealing for teenage audiences. Facilities offering escape rooms, laser tag, and digital sports simulators gain momentum among teenagers. Peer influence plays a significant role in attracting teenagers to entertainment centers for group experiences. Teenagers prefer technologically advanced experiences, encouraging entertainment centers to adopt cutting-edge gaming and simulation technologies. High school events and organized trips contribute to increasing visits from teenage groups.

Analysis by Facility Size:

  • Up to 5,000 Sq. Ft.
  • 5,001 to 10,000 Sq. Ft.
  • 10,001 to 20,000 Sq. Ft.
  • 20,001 to 40,000 Sq. Ft.
  • 1 to 10 Acres
  • 11 to 30 Acres
  • Over 30 Acres

Facilities spanning 1 to 10 acres dominate the market with 28.5% of market share in 2024. This size range allows entertainment centers to incorporate diverse attractions without excessive infrastructure costs. Developers prefer medium-sized facilities, as they accommodate a variety of entertainment options efficiently. Centers within this range can feature arcade studios, indoor playgrounds, trampoline parks, and interactive gaming zones. The cost of land and construction remains manageable, ensuring long-term profitability for entertainment center operators. Medium-sized facilities cater to both urban and suburban areas, maximizing accessibility and visitor convenience. Shopping malls and commercial complexes integrate entertainment centers of this size, enhancing customer engagement. These facilities attract families, teenagers, and young adults, ensuring a steady flow of visitors. Developers optimize space utilization, offering diverse entertainment experiences within a compact yet engaging environment. 1 to 10-acre centers efficiently manage staffing and operational expenses, maintaining sustainability and profitability. Franchise brands expand within this size range, ensuring consistency in offerings and customer experience. This segment supports private event bookings, corporate outings, and educational trips, increasing revenue streams, further strengthening market growth.

Analysis by Revenue Source:

  • Entry Fees and Ticket Sales
  • Food and Beverages
  • Merchandising
  • Advertisement
  • Others

Entry fees and ticket sales leads the market with 37.4% of market share in 2024. Most entertainment centers operate on a pay-per-entry model, securing revenue before customer engagement begins. Visitors willingly pay for exclusive attractions including VR experiences, arcade games, and adventure courses. Premium ticketing options offer additional features, enhancing customer experience and increasing revenue per visitor. Tiered pricing strategies such as bundled passes and group discounts, drive higher foot traffic. Families prefer single-entry fees, simplifying costs and ensuring access to multiple entertainment zones. Seasonal promotions and special event tickets contribute to revenue spikes during peak periods. Facilities utilize dynamic pricing models, adjusting entry fees based on demand and visitor flow. Ticket sales remain a primary revenue source, providing predictable income for operators and investors. Online booking platforms streamline ticket sales, enhancing customer convenience and accessibility. Membership and loyalty programs offer discounted entry fees, encouraging repeat visits and long-term customer retention.

Analysis by Activity Area:

  • Arcade Studios
  • AR and VR Gaming Zones
  • Physical Play Activities
  • Skill/Competition Games
  • Others

Arcade studios represent the largest market with 31.8% of market share in 2024. The trend of classic arcade games, combined with modern innovations, attracts diverse age groups. Arcade studios feature a variety of interactive games, ensuring continuous visitor engagement and excitement. High retention rates result from short gameplay durations, encouraging repeated spending on game credits. Technological advancements enhance arcade experiences, incorporating motion-sensing, virtual reality (VR), and augmented reality (AR) games. Visitors enjoy skill-based games, driving competitive engagement and repeat visits. Prize redemption systems encourage continuous participation, increasing spending per visitor. Family-friendly arcade centers appeal to children, teenagers, and young adults alike. Shopping malls and entertainment complexes integrate arcade studios to improve visitor traffic and dwell time. The affordability of arcade gaming makes it an accessible entertainment option for a broad audience. Operators introduce new game titles regularly, maintaining excitement and encouraging repeat visits. Esports and multiplayer arcade experiences enhance social engagement, attracting group visits.

Regional Analysis:

  • North America
    • United States
    • Canada
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Indonesia
    • Others
  • Europe
    • Germany
    • France
    • United Kingdom
    • Italy
    • Spain
    • Russia
    • Others
  • Latin America
    • Brazil
    • Mexico
    • Others
  • Middle East and Africa

In 2024, Asia Pacific accounted for the largest market share of 33.7%. High population density ensures a strong customer base, increasing demand for indoor amusement and recreational facilities. Expanding shopping malls incorporate entertainment centers, enhancing accessibility and increasing visitor footfall across urban regions. Technological advancements including VR and AR gaming, attract tech-savvy younger audiences, accelerating market growth. Government investments in tourism and entertainment infrastructure further support the expansion of amusement facilities. A strong cultural emphasis on family recreation encourages frequent visits to entertainment centers across the region. Large, franchised brands continue expanding, offering innovative attractions tailored to diverse audiences. In January 2025, Pokiddo Junior, a globally recognized brand, opened its first Mumbai location at Raghuvanshi Mills, Lower Parel. Spanning 11,000 square feet, this indoor adventure zone caters to children up to nine years old, featuring engaging activities that enhance fun and creativity. Birthday parties, school excursions, and holiday events contribute significantly to revenue, strengthening market growth. The rapid expansion of digital payment systems ensures seamless transactions, making entertainment centers more accessible. Rising real estate development across South Korea and Singapore enables larger, high-tech centers, solidifying Asia Pacific's dominance in the global market.

Key Regional Takeaways:

United States Children's Entertainment Centers Market Analysis

The United States hold 76.20% of the market share in North America. The children's entertainment centers market in the US is experiencing steady growth, driven by rising demand for interactive and immersive experiences. Attractions such as arcade games, indoor play zones, and themed entertainment centers continue to gain momentum. Family-friendly venues including trampoline parks, laser tag arenas, and interactive museums, further support market expansion. The increasing demand for birthday parties and special events hosted at these centers significantly contributes to revenue growth. The U.S. Bureau of Economic Analysis reported a USD 79.7 billion (0.4%) rise in Disposable Personal Income (DPI) and a USD 133.6 billion (0.7%) increase in Personal Consumption Expenditures (PCE). This growth reflects greater financial flexibility for family entertainment spending. With higher disposable income, US families prioritize experiences that combine fun and educational value for their children. Additionally, technological innovations like virtual reality (VR), augmented reality (AR), and escape rooms are attracting a younger, tech-savvy demographic, fueling market expansion. As customers preferences shift toward more customizable and engaging experiences, operators are increasingly investing in digital innovations to meet evolving demands. These factors collectively position the US as a key market for children's entertainment centers, with continuous advancements expected in the coming years.

North America Children's Entertainment Centers Market Analysis

North America dominates the children's entertainment centers market due to high disposable incomes and strong demand for family-oriented experiences. The region's well-developed infrastructure supports large-scale entertainment centers, offering diverse attractions like trampoline parks, arcade studios, and VR gaming zones. The United States and Canada have a high concentration of franchised entertainment brands, ensuring standardized and high-quality experiences. Shopping malls integrate entertainment centers, driving foot traffic and increasing consumer engagement. Parents prioritize indoor play areas that provide educational and interactive experiences, fostering demand for edutainment-based attractions. Advanced technology adoption enhances gaming and simulation experiences, keeping children engaged and encouraging repeat visits. In November 2024, Chuck E. Cheese introduced Adventure Zones, featuring Trampoline Zones and Ninja Run obstacle courses to encourage active play and child development. Initially piloted in select locations, the concept received positive feedback, leading to a planned global rollout in 2025. This expansion aligns with growing consumer preferences for immersive, safe, and engaging experiences that promote children's physical and cognitive development. Birthday parties, school trips, and corporate-sponsored events contribute significantly to revenue. Increasing urbanization and a preference for organized recreational activities further boost the market, while expanding loyalty programs ensure consistent visitor engagement.

Europe Children's Entertainment Centers Market Analysis

The European market is experiencing steady growth due to the rising disposable incomes and increasing interest in family-oriented attractions. As families seek novel, interactive, and fun experiences for children, demand for soft play areas, arcades, and indoor amusement parks continues to rise. Trampoline parks and immersive entertainment experiences are also gaining traction, further expanding the market growth. Additionally, rising demand for children's birthday parties and special events at entertainment centers is contributing to revenue growth. The integration of technology is modernizing offerings, with VR and AR gaming becoming key attractions. The European VR gaming market alone reached USD 8.5 Billion in 2024 and is projected to grow at a CAGR of 14.6%, reaching USD 30.7 Billion by 2033. This surge highlights the increasing appetite for digital and immersive experiences, particularly among tech-savvy families. Moreover, sustainability is becoming a key focus, with families preferring eco-friendly entertainment options, influencing market trends. Operators are responding by incorporating green building materials, energy-efficient designs, and environmentally conscious activities. These evolving customer preferences, along with advancements in digital entertainment, are shaping the future of the European children's entertainment centers market.

Latin America Children's Entertainment Centers Market Analysis

The market in Latin American is steadily growing, influenced by rising demand for family-friendly recreational activities. In Brazil, per capita household earnings reached USD 2,069, enabling families to spend more on leisure. This has increased the preference for indoor entertainment options including arcades, soft play areas, and theme parks. Birthday parties and special events at entertainment centers are also gaining momentum, contributing to market expansion. The adoption of interactive technology such as VR, is attracting younger, tech-savvy audiences. As customer spending on leisure activities rises, operators are diversifying their offerings to provide engaging experiences. This trend, combined with growing disposable incomes, is driving the expansion of the Latin American children's entertainment centers market.

Middle East and Africa Children's Entertainment Centers Market Analysis

The Middle East and Africa children's entertainment centers market is expanding, driven by urbanization and rising demand for family-friendly recreational spaces. According to UN-Habitat, urbanization in the region is expected to reach 97.6% by 2030, fueling the need for entertainment venues. Riyadh alone is projected to have a population of 8.2 million, with 75% being Saudis, increasing demand for indoor play areas, trampoline parks, and amusement centers. Families seek engaging experiences, particularly on weekends and holidays, strengthening market growth. The growing preference for special events, digital entertainment, and tech-driven attractions is further shaping industry trends. As urban populations grow, operators are expanding in key cities to meet the rising demand for diverse and immersive children's entertainment experiences.

Competitive Landscape:

Leading companies are integrating virtual reality (VR), augmented reality (AR) and interactive gaming technologies to enhance immersive experiences. Franchised entertainment brands expand their presence, ensuring standardized services and high-quality experiences across multiple locations. Strategic partnerships with malls, shopping complexes, and educational institutions improve accessibility and increase visitor footfall. Companies develop themed entertainment zones, offering unique experiences that encourage repeat visits and improve brand loyalty. Loyalty programs and membership subscriptions further drive frequent visits, ensuring sustained revenue growth for entertainment centers. Safety remains a priority, with businesses implementing advanced surveillance systems and child-friendly facility designs. In January 2025, Dave & Buster's Inc. launched its first Indian outlet at Mantri Avenue, Bangalore, marking its international debut. Partnering with Malpani Group, the venue features arcade games, social gaming, and bowling. With plans to expand across India, starting with 15 new locations in Mumbai, the brand is tapping into the growing demand for family entertainment centers. Additionally, companies are financing marketing campaigns, utilizing social media and digital platforms to engage target audiences. Sustainable initiatives, such as eco-friendly play structures and energy-efficient operations, further enhance brand reputation and customer appeal.

The report provides a comprehensive analysis of the competitive landscape in the children's entertainment centers market with detailed profiles of all major companies, including:

  • Cinergy Entertainment Group
  • Dave & Buster's Inc.
  • Fun City India (Landmark Group)
  • Funriders Leisure & Amusement Pvt. Ltd.
  • KidZania S.A.P.I. de C.V.
  • Lucky Strike Entertainment
  • Scene75 Entertainment Centers
  • Smaaash
  • The Walt Disney Company

Key Questions Answered in This Report

  • 1.How big is the children's entertainment centers market?
  • 2.What is the future outlook of children's entertainment centers market?
  • 3.What are the key factors driving the children's entertainment centers market?
  • 4.Which region accounts for the largest children's entertainment centers market share?
  • 5.Which are the leading companies in the global children's entertainment centers market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Introduction

  • 4.1 Overview
  • 4.2 Key Industry Trends

5 Global Children's Entertainment Centers Market

  • 5.1 Market Overview
  • 5.2 Market Performance
  • 5.3 Impact of COVID-19
  • 5.4 Market Forecast

6 Market Breakup by Visitor Demographics

  • 6.1 Families with Children (0-9)
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2 Families with Children (9-12)
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast
  • 6.3 Teenagers (12-18)
    • 6.3.1 Market Trends
    • 6.3.2 Market Forecast
  • 6.4 Young Adults (18-24)
    • 6.4.1 Market Trends
    • 6.4.2 Market Forecast
  • 6.5 Adults (Ages 24+)
    • 6.5.1 Market Trends
    • 6.5.2 Market Forecast

7 Market Breakup by Facility Size

  • 7.1 Up to 5,000 Sq. Ft.
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2 5,001 to 10,000 Sq. Ft.
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast
  • 7.3 10,001 to 20,000 Sq. Ft.
    • 7.3.1 Market Trends
    • 7.3.2 Market Forecast
  • 7.4 20,001 to 40,000 Sq. Ft.
    • 7.4.1 Market Trends
    • 7.4.2 Market Forecast
  • 7.5 1 to 10 Acres
    • 7.5.1 Market Trends
    • 7.5.2 Market Forecast
  • 7.6 11 to 30 Acres
    • 7.6.1 Market Trends
    • 7.6.2 Market Forecast
  • 7.7 Over 30 Acres
    • 7.7.1 Market Trends
    • 7.7.2 Market Forecast

8 Market Breakup by Revenue Source

  • 8.1 Entry Fees and Ticket Sales
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2 Food and Beverages
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast
  • 8.3 Merchandising
    • 8.3.1 Market Trends
    • 8.3.2 Market Forecast
  • 8.4 Advertisement
    • 8.4.1 Market Trends
    • 8.4.2 Market Forecast
  • 8.5 Others
    • 8.5.1 Market Trends
    • 8.5.2 Market Forecast

9 Market Breakup by Activity Area

  • 9.1 Arcade Studios
    • 9.1.1 Market Trends
    • 9.1.2 Market Forecast
  • 9.2 AR and VR Gaming Zones
    • 9.2.1 Market Trends
    • 9.2.2 Market Forecast
  • 9.3 Physical Play Activities
    • 9.3.1 Market Trends
    • 9.3.2 Market Forecast
  • 9.4 Skill/Competition Games
    • 9.4.1 Market Trends
    • 9.4.2 Market Forecast
  • 9.5 Others
    • 9.5.1 Market Trends
    • 9.5.2 Market Forecast

10 Market Breakup by Region

  • 10.1 North America
    • 10.1.1 United States
      • 10.1.1.1 Market Trends
      • 10.1.1.2 Market Forecast
    • 10.1.2 Canada
      • 10.1.2.1 Market Trends
      • 10.1.2.2 Market Forecast
  • 10.2 Asia-Pacific
    • 10.2.1 China
      • 10.2.1.1 Market Trends
      • 10.2.1.2 Market Forecast
    • 10.2.2 Japan
      • 10.2.2.1 Market Trends
      • 10.2.2.2 Market Forecast
    • 10.2.3 India
      • 10.2.3.1 Market Trends
      • 10.2.3.2 Market Forecast
    • 10.2.4 South Korea
      • 10.2.4.1 Market Trends
      • 10.2.4.2 Market Forecast
    • 10.2.5 Australia
      • 10.2.5.1 Market Trends
      • 10.2.5.2 Market Forecast
    • 10.2.6 Indonesia
      • 10.2.6.1 Market Trends
      • 10.2.6.2 Market Forecast
    • 10.2.7 Others
      • 10.2.7.1 Market Trends
      • 10.2.7.2 Market Forecast
  • 10.3 Europe
    • 10.3.1 Germany
      • 10.3.1.1 Market Trends
      • 10.3.1.2 Market Forecast
    • 10.3.2 France
      • 10.3.2.1 Market Trends
      • 10.3.2.2 Market Forecast
    • 10.3.3 United Kingdom
      • 10.3.3.1 Market Trends
      • 10.3.3.2 Market Forecast
    • 10.3.4 Italy
      • 10.3.4.1 Market Trends
      • 10.3.4.2 Market Forecast
    • 10.3.5 Spain
      • 10.3.5.1 Market Trends
      • 10.3.5.2 Market Forecast
    • 10.3.6 Russia
      • 10.3.6.1 Market Trends
      • 10.3.6.2 Market Forecast
    • 10.3.7 Others
      • 10.3.7.1 Market Trends
      • 10.3.7.2 Market Forecast
  • 10.4 Latin America
    • 10.4.1 Brazil
      • 10.4.1.1 Market Trends
      • 10.4.1.2 Market Forecast
    • 10.4.2 Mexico
      • 10.4.2.1 Market Trends
      • 10.4.2.2 Market Forecast
    • 10.4.3 Others
      • 10.4.3.1 Market Trends
      • 10.4.3.2 Market Forecast
  • 10.5 Middle East and Africa
    • 10.5.1 Market Trends
    • 10.5.2 Market Breakup by Country
    • 10.5.3 Market Forecast

11 SWOT Analysis

  • 11.1 Overview
  • 11.2 Strengths
  • 11.3 Weaknesses
  • 11.4 Opportunities
  • 11.5 Threats

12 Value Chain Analysis

13 Porters Five Forces Analysis

  • 13.1 Overview
  • 13.2 Bargaining Power of Buyers
  • 13.3 Bargaining Power of Suppliers
  • 13.4 Degree of Competition
  • 13.5 Threat of New Entrants
  • 13.6 Threat of Substitutes

14 Price Analysis

15 Competitive Landscape

  • 15.1 Market Structure
  • 15.2 Key Players
  • 15.3 Profiles of Key Players
    • 15.3.1 Cinergy Entertainment Group
      • 15.3.1.1 Company Overview
      • 15.3.1.2 Product Portfolio
    • 15.3.2 Dave & Buster's Inc.
      • 15.3.2.1 Company Overview
      • 15.3.2.2 Product Portfolio
      • 15.3.2.3 Financials
      • 15.3.2.4 SWOT Analysis
    • 15.3.3 Fun City India (Landmark Group)
      • 15.3.3.1 Company Overview
      • 15.3.3.2 Product Portfolio
    • 15.3.4 Funriders Leisure & Amusement Pvt. Ltd.
      • 15.3.4.1 Company Overview
      • 15.3.4.2 Product Portfolio
    • 15.3.5 KidZania S.A.P.I. de C.V.
      • 15.3.5.1 Company Overview
      • 15.3.5.2 Product Portfolio
    • 15.3.6 Lucky Strike Entertainment
      • 15.3.6.1 Company Overview
      • 15.3.6.2 Product Portfolio
    • 15.3.7 Scene75 Entertainment Centers
      • 15.3.7.1 Company Overview
      • 15.3.7.2 Product Portfolio
    • 15.3.8 Smaaash
      • 15.3.8.1 Company Overview
      • 15.3.8.2 Product Portfolio
    • 15.3.9 The Walt Disney Company
      • 15.3.9.1 Company Overview
      • 15.3.9.2 Product Portfolio
      • 15.3.9.3 Financials
      • 15.3.9.4 SWOT Analysis