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市場調査レポート
商品コード
1660910

ファミリー/屋内エンターテインメントセンターの世界市場:業界分析、規模、シェア、成長、動向、予測(2025年~2032年)

Family/Indoor Entertainment Centers Market: Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2025 - 2032


出版日
ページ情報
英文 245 Pages
納期
2~5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=144.06円
ファミリー/屋内エンターテインメントセンターの世界市場:業界分析、規模、シェア、成長、動向、予測(2025年~2032年)
出版日: 2025年02月19日
発行: Persistence Market Research
ページ情報: 英文 245 Pages
納期: 2~5営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 目次
概要

世界のファミリー/屋内エンターテインメントセンターの市場規模は、2025年に468億米ドルになるとみられ、2025年~2032年の予測期間に11.9%のCAGRで拡大し、2032年には1,028億米ドルに達すると予測されています。

ファミリー/屋内エンターテイメントセンター(FECs)は、アーケードゲーム、VRゲーム、トランポリンパーク、ゴーカート、屋内プレイグラウンドなど、様々なエンターテイメントアクティビティを提供するレクリエーション施設です。これらのセンターは、子供、ティーンエイジャー、大人など多様な層に対応し、魅力的で没入感のあるエンターテインメント体験を提供しています。FEC市場は、子供向けエンターテインメントセンター、トランポリンパーク、ボウリング場など様々な形態に及んでいます。市場成長の原動力は、レジャー活動への消費支出の増加、ゲームやバーチャルリアリティの技術進歩、都市部における家族向けのレクリエーションオプションに対する需要の高まりです。

世界のファミリー/屋内エンターテインメントセンター市場は、消費者の可処分所得が増加し、レクリエーションやレジャー活動への支出が増加するなど、いくつかの重要な要因によって推進されています。VRやARベースのエンターテインメントなど、インタラクティブなゲーム体験の人気の高まりは、FECの魅力をさらに高めています。さらに、エンターテインメントゾーンを組み込んだショッピングモールや複合用途開発の拡大が、この業界の入場者数と収益の伸びを促進しています。伝統的なレジャー活動よりも体験型エンターテインメントを好む傾向が強まっていることも、市場拡大に寄与しています。

ファミリー/屋内エンターテインメントセンター市場は、拡張現実(AR)や人工知能(AI)を活用したゲームなど、没入型エンターテインメント技術の進歩によって大きな成長機会がもたらされます。エスケープ・ルームやエデュテインメントセンターなど、テーマに沿ったエンターテインメント体験に対する需要の高まりは、市場参入企業に新たな収益源を生み出しています。さらに、飲食品サービス、イベント開催、ロイヤルティプログラムの統合は、顧客の維持と収益性を高めています。FECの新興市場、特にアジア太平洋と中東への進出は、投資と事業拡大に有利な機会を提供しています。

当レポートでは、世界のファミリー/屋内エンターテインメントセンター市場について調査し、タイプ別、エンドユーザー別、地域別動向、および市場に参入する企業のプロファイルなどを提供しています。

目次

第1章 エグゼクティブサマリー

第2章 市場概要

第3章 主要な市場動向

第4章 重要成功要因

第5章 市場背景

  • マクロ経済要因
  • 予測要因- 関連性と影響
  • 市場力学

第6章 COVID-19危機分析

第7章 世界のファミリー/屋内エンターテイメントセンター市場の需要分析(2019年~2032年)

第8章 世界のファミリー/屋内エンターテイメントセンター市場- 価格分析

  • 製品別の地域別価格分析
  • 価格の内訳
  • 世界平均価格分析ベンチマーク
  • 価格設定の前提

第9章 世界のファミリー/屋内エンターテイメントセンター市場の需要(価値または規模、10億米ドル)分析(2019年~2032年)

  • 過去の市場金額(10億米ドル)分析、2019年~2024年
  • 現在および将来の市場金額(10億米ドル)予測、2025年~2032年

第10章 世界のファミリー/屋内エンターテイメントセンター市場分析(2019年~2032年)、タイプ別

  • 過去の市場規模(10億米ドル)と数量分析、タイプ別、2019年~2024年
  • 現在および将来の市場規模(10億米ドル)と数量分析と予測、タイプ別、2019年~2024年
  • タイプ別市場の魅力分析

第11章 世界のファミリー/屋内エンターテイメントセンター市場分析(2019年~2032年)、エンドユーザー別

  • 過去の市場規模(10億米ドル)分析、エンドユーザー別、2019年~2024年
  • 現在および将来の市場規模(10億米ドル)分析と予測、エンドユーザー別、2025年~2032年
  • エンドユーザー別市場の魅力分析

第12章 世界のファミリー/屋内エンターテイメントセンター市場分析(2019年~2032年)、地域別

  • 価格分析
  • 過去の市場規模(10億米ドル)と数量分析、地域別、2019年~2024年
  • 現在および将来の市場規模(10億米ドル)と数量分析と予測、地域別、2019年~2024年
  • 地域別市場の魅力分析

第13章 北米のファミリー/屋内エンターテイメントセンター市場分析(2019年~2032年)

第14章 ラテンアメリカのファミリー/屋内エンターテイメントセンター市場分析(2019年~2032年)

第15章 欧州のファミリー/屋内エンターテイメントセンター市場分析(2019年~2032年)

第16章 東アジアのファミリー/屋内エンターテイメントセンター市場分析(2019年~2032年)

第17章 南アジアのファミリー/屋内エンターテイメントセンター市場分析(2019年~2032年)

第18章 オセアニアのファミリー/屋内エンターテイメントセンター市場(2019年~2024年)および予測(2025年~2032年)

第19章 中東・アフリカのファミリー/屋内エンターテイメントセンター市場分析(2019年~2032年)

第20章 市場構造分析

  • 企業階層別市場分析
  • 主要企業の市場シェア分析
  • 市場プレゼンス分析

第21章 競合分析

  • 競合ダッシュボード
  • 競合ベンチマーク
  • 競合の深掘り(暫定リスト)
    • CEC Entertainment
    • Dave & Buster's
    • Main Event Entertainment
    • Legoland Discovery Center
    • Scene 75 Entertainment Centers
    • Gatti's Pizza
    • Bowlmor AMF
    • Nickelodeon Universe
    • Lucky Strike
    • Smaash Entertainment
    • Amoeba Services
    • Funcity
    • Time Zone Entertainment
    • Tenpin
    • Kidzania
    • Bandai Namco Entertainment
    • Toy Town
    • Walt Disney

第22章 使用される仮定と頭字語

第23章 調査手法

目次
Product Code: PMRREP16936

Persistence Market Research has recently released a comprehensive report on the worldwide market for Family/Indoor Entertainment Centers. The report offers a thorough assessment of crucial market dynamics, including drivers, trends, opportunities, and challenges, providing detailed insights into the market structure. This research publication presents exclusive data and statistics outlining the anticipated growth trajectory of the global Family/Indoor Entertainment Centers market from 2025 to 2032.

Key Insights:

  • Family/Indoor Entertainment Centers Market Size (2025E): USD 46.8 Billion
  • Projected Market Value (2032F): USD 102.8 Billion
  • Global Market Growth Rate (CAGR 2025 to 2032):11.9%

Family/Indoor Entertainment Centers Market - Report Scope:

Family/Indoor Entertainment Centers (FECs) are recreational facilities offering a variety of entertainment activities such as arcade games, VR gaming, trampoline parks, go-karting, and indoor playgrounds. These centers cater to diverse demographics, including children, teenagers, and adults, providing an engaging and immersive entertainment experience. The FEC market spans various formats, including children's entertainment centers, trampoline parks, and bowling alleys. Market growth is fueled by increasing consumer spending on leisure activities, technological advancements in gaming and virtual reality, and the rising demand for family-friendly recreational options in urban areas.

Market Growth Drivers:

The global Family/Indoor Entertainment Centers market is propelled by several key factors, including the rising disposable income of consumers, leading to increased expenditure on recreational and leisure activities. The growing popularity of interactive gaming experiences, such as VR and AR-based entertainment, is further enhancing the appeal of FECs. Additionally, the expansion of shopping malls and mixed-use developments integrating entertainment zones is driving foot traffic and revenue growth in the industry. The increasing preference for experience-based entertainment over traditional leisure activities is also contributing to market expansion.

Market Restraints:

Despite promising growth prospects, the Family/Indoor Entertainment Centers market faces challenges related to high initial investment costs, maintenance expenses, and space constraints, particularly in densely populated urban areas. Additionally, fluctuating consumer spending patterns, economic downturns, and the impact of digital entertainment options, such as online gaming and streaming services, pose challenges to market growth. Regulatory and safety concerns, including equipment maintenance and accident prevention, further add to operational complexities for FEC operators.

Market Opportunities:

The Family/Indoor Entertainment Centers market presents significant growth opportunities driven by advancements in immersive entertainment technologies, such as augmented reality (AR) and artificial intelligence (AI)-powered gaming. The rising demand for themed entertainment experiences, such as escape rooms and edutainment centers, is creating new revenue streams for market players. Additionally, the integration of food and beverage services, event hosting, and loyalty programs is enhancing customer retention and profitability. The expansion of FECs into emerging markets, particularly in Asia-Pacific and the Middle East, offers lucrative opportunities for investment and business expansion.

Key Questions Answered in the Report:

  • What are the primary factors driving the growth of the Family/Indoor Entertainment Centers market globally?
  • Which entertainment formats and activities are gaining traction among different demographic segments?
  • How are technological advancements influencing the development of modern entertainment centers?
  • Who are the key players in the Family/Indoor Entertainment Centers market, and what strategies are they employing to sustain market growth?
  • What are the emerging trends and future prospects shaping the global Family/Indoor Entertainment Centers industry?

Competitive Intelligence and Business Strategy:

Leading players in the global Family/Indoor Entertainment Centers market, including Dave & Buster's, Main Event Entertainment, CEC Entertainment, and Urban Air Adventure Park, focus on innovation, strategic partnerships, and customer experience enhancement to gain a competitive edge. These companies are investing in cutting-edge technologies such as AI-driven gaming, VR-based attractions, and interactive simulators to offer unique entertainment experiences. Collaborations with shopping mall developers, franchising opportunities, and targeted marketing campaigns are facilitating business expansion and brand positioning. Furthermore, emphasis on customer engagement through digital platforms, loyalty programs, and personalized gaming experiences is driving sustained market growth.

Key Companies Profiled:

  • Dave & Buster's
  • Main Event Entertainment
  • CEC Entertainment
  • Urban Air Adventure Park
  • KidZania
  • LEGOLAND Discovery Center
  • Scene75 Entertainment Centers
  • Round1 Entertainment
  • Launch Trampoline Park
  • Gravity Active Entertainment

Family/Indoor Entertainment Centers Industry Research Segmentation

By Type:

  • Arcade Studios
  • VR Gaming Zones
  • Indoor Go-Kart Tracks
  • Sports Arcades
  • Trampoline
  • Indoor Adventure Parks

By End User:

  • < 5,000 Sq. Feet
  • 5,001 to 10,000 Sq. Feet
  • 10,001 to 20,000 Sq. Feet
  • 20,001 to 40,000 Sq. Feet
  • > 40,000 Sq. Feet

By Region:

  • North America
  • Latin America
  • Europe
  • South Asia
  • East Asia
  • Oceania
  • Middle East & Africa

Table of Contents

1. Executive Summary

  • 1.1. Global Market Outlook
  • 1.2. Demand Side Trends
  • 1.3. Supply Side Trends
  • 1.4. Analysis and Recommendations

2. Market Overview

  • 2.1. Market Coverage / Taxonomy
  • 2.2. Market Definition / Scope / Limitations
  • 2.3. Inclusions and Exclusions

3. Key Market Trends

  • 3.1. Key Trends Impacting the Market
  • 3.2. Product Innovation / Development Trends

4. Key Success Factors

  • 4.1. Product Adoption /Usage Analysis
  • 4.2. Value Chain Analysis
  • 4.3. Key Promotional Strategies, By Manufacturers
  • 4.4. Regulatory Scenario
  • 4.5. Porter's Analysis
  • 4.6. PESTLE Analysis

5. Market Background

  • 5.1. Macro-Economic Factors
    • 5.1.1. Global GDP Growth Outlook
    • 5.1.2. Global Healthcare GDP Growth Outlook
  • 5.2. Forecast Factors - Relevance & Impact
    • 5.2.1. Historical Growth of Key Players
    • 5.2.2. Cost of Family/Indoor Entertainment Centers
    • 5.2.3. Product Launches
    • 5.2.4. R&D Expenditure by Key Players
    • 5.2.5. Technological Advancements
    • 5.2.6. Adoption Rate
  • 5.3. Market Dynamics
    • 5.3.1. Drivers
    • 5.3.2. Restraints
    • 5.3.3. Opportunity Analysis

6. COVID-19 Crisis Analysis

  • 6.1. COVID-19 and Impact Analysis
    • 6.1.1. Revenue By Type
    • 6.1.2. Revenue By End User
    • 6.1.3. Revenue By Region
  • 6.2. 2021 Market Scenario

7. Global Family/Indoor Entertainment Centers Market Demand (Units) Analysis 2019 - 2032

  • 7.1. Historical Market Volume (Units) Analysis, 2019 - 2024
  • 7.2. Current and Future Market Volume (Units) Projections, 2025 - 2032
    • 7.2.1. Y-o-Y Growth Trend Analysis

8. Global Family/Indoor Entertainment Centers Market- Pricing Analysis

  • 8.1. Regional Pricing Analysis By Product
  • 8.2. Pricing Break-up
    • 8.2.1. Manufacturer Level Pricing
    • 8.2.2. Distributor Level Pricing
  • 8.3. Global Average Pricing Analysis Benchmark
  • 8.4. Pricing Assumptions

9. Global Family/Indoor Entertainment Centers Market Demand (in Value or Size in US$ Bn) Analysis 2019 - 2032

  • 9.1. Historical Market Value (US$ Bn) Analysis, 2019 - 2024
  • 9.2. Current and Future Market Value (US$ Bn) Projections, 2025 - 2032
    • 9.2.1. Y-o-Y Growth Analysis
    • 9.2.2. Absolute $ Opportunity Analysis

10. Global Family/Indoor Entertainment Centers Market Analysis 2019 - 2032, by Type

  • 10.1. Introduction / Key Findings
  • 10.2. Historical Market Size (US$ Bn) and Volume (Units) Analysis By Type, 2019 - 2024
  • 10.3. Current and Future Market Size (US$ Bn) and Volume (Units) Analysis and Forecast By Type, 2025 - 2032
    • 10.3.1. Arcade Studios
    • 10.3.2. VR Gaming Zones
    • 10.3.3. Indoor Go-Kart Tracks
    • 10.3.4. Sports Arcades
    • 10.3.5. Trampoline
    • 10.3.6. Indoor Adventure Parks
  • 10.4. Market Attractiveness Analysis By Type

11. Global Family/Indoor Entertainment Centers Market Analysis 2019 - 2032, By End User

  • 11.1. Introduction / Key Findings
  • 11.2. Historical Market Size (US$ Bn) Analysis, By End User, 2019 - 2024
  • 11.3. Current and Future Market Size (US$ Bn) Analysis and Forecast By End User, 2025 - 2032
    • 11.3.1. < 5,000 Sq. Feet
    • 11.3.2. 5,001 to 10,000 Sq. Feet
    • 11.3.3. 10,001 to 20,000 Sq. Feet
    • 11.3.4. 20,001 to 40,000 Sq. Feet
    • 11.3.5. > 40,000 Sq. Feet
  • 11.4. Market Attractiveness Analysis By End User

12. Global Family/Indoor Entertainment Centers Market Analysis 2019 - 2032, by Region

  • 12.1. Introduction
  • 12.2. Pricing Analysis
  • 12.3. Historical Market Size (US$ Bn) and Volume (Units) Analysis By Region, 2019 - 2024
  • 12.4. Current and Future Market Size (US$ Bn) and Volume (Units) Analysis and Forecast By Region, 2025 - 2032
    • 12.4.1. North America
    • 12.4.2. Latin America
    • 12.4.3. Europe
    • 12.4.4. East Asia
    • 12.4.5. South Asia
    • 12.4.6. Oceania
    • 12.4.7. Middle East and Africa (MEA)
  • 12.5. Market Attractiveness Analysis By Region

13. North America Family/Indoor Entertainment Centers Market Analysis 2019 - 2032

  • 13.1. Introduction
  • 13.2. Pricing Analysis
  • 13.3. Historical Market Size (US$ Bn) and Volume (Units) Analysis By Market Taxonomy, 2019 - 2024
  • 13.4. Current and Future Market Size (US$ Bn) and Volume (Units) Analysis and Forecast By Market Taxonomy, 2025 - 2032
    • 13.4.1. By Country
      • 13.4.1.1. U.S.
      • 13.4.1.2. Canada
    • 13.4.2. By Type
    • 13.4.3. By End User
  • 13.5. Market Attractiveness Analysis
    • 13.5.1. By Country
    • 13.5.2. By Type
    • 13.5.3. By End User
  • 13.6. Market Trends
  • 13.7. Key Market Participants - Intensity Mapping
  • 13.8. Drivers and Restraints - Impact Analysis
  • 13.9. Country Level Analysis & Forecast
    • 13.9.1. U.S. Family/Indoor Entertainment Centers Market Analysis
      • 13.9.1.1. Introduction
      • 13.9.1.2. Market Analysis and Forecast by Market Taxonomy
        • 13.9.1.2.1. By Type
        • 13.9.1.2.2. By End User
    • 13.9.2. Canada Family/Indoor Entertainment Centers Market Analysis
      • 13.9.2.1. Introduction
      • 13.9.2.2. Market Analysis and Forecast by Market Taxonomy
        • 13.9.2.2.1. By Type
        • 13.9.2.2.2. By End User

14. Latin America Family/Indoor Entertainment Centers Market Analysis 2019 - 2032

  • 14.1. Introduction
  • 14.2. Pricing Analysis
  • 14.3. Historical Market Size (US$ Bn) and Volume (Units) Analysis By Market Taxonomy, 2019 - 2024
  • 14.4. Current and Future Market Size (US$ Bn) and Volume (Units) Analysis and Forecast By Market Taxonomy, 2025 - 2032
    • 14.4.1. By Country
      • 14.4.1.1. Mexico
      • 14.4.1.2. Brazil
      • 14.4.1.3. Argentina
      • 14.4.1.4. Rest of Latin America
    • 14.4.2. By Type
    • 14.4.3. By End User
  • 14.5. Market Attractiveness Analysis
    • 14.5.1. By Country
    • 14.5.2. By Type
    • 14.5.3. By End User
  • 14.6. Market Trends
  • 14.7. Key Market Participants - Intensity Mapping
  • 14.8. Drivers and Restraints - Impact Analysis
  • 14.9. Country Level Analysis & Forecast
    • 14.9.1. Mexico Family/Indoor Entertainment Centers Market Analysis
      • 14.9.1.1. Introduction
      • 14.9.1.2. Market Analysis and Forecast by Market Taxonomy
        • 14.9.1.2.1. By Type
        • 14.9.1.2.2. By End User
    • 14.9.2. Brazil Family/Indoor Entertainment Centers Market Analysis
      • 14.9.2.1. Introduction
      • 14.9.2.2. Market Analysis and Forecast by Market Taxonomy
        • 14.9.2.2.1. By Type
        • 14.9.2.2.2. By End User
    • 14.9.3. Argentina Family/Indoor Entertainment Centers Market Analysis
      • 14.9.3.1. Introduction
      • 14.9.3.2. Market Analysis and Forecast by Market Taxonomy
        • 14.9.3.2.1. By Type
        • 14.9.3.2.2. By End User

15. Europe Family/Indoor Entertainment Centers Market Analysis 2019 - 2032

  • 15.1. Introduction
  • 15.2. Pricing Analysis
  • 15.3. Historical Market Size (US$ Bn) and Volume (Units) Analysis By Market Taxonomy, 2019 - 2024
  • 15.4. Current and Future Market Size (US$ Bn) and Volume (Units) Analysis and Forecast By Market Taxonomy, 2025 - 2032
    • 15.4.1. By Country
      • 15.4.1.1. Germany
      • 15.4.1.2. Italy
      • 15.4.1.3. France
      • 15.4.1.4. U.K.
      • 15.4.1.5. Spain
      • 15.4.1.6. BENELUX
      • 15.4.1.7. Nordic Countries
      • 15.4.1.8. Russia
      • 15.4.1.9. Rest of Europe
    • 15.4.2. By Type
    • 15.4.3. By End User
  • 15.5. Market Attractiveness Analysis
    • 15.5.1. By Country
    • 15.5.2. By Type
    • 15.5.3. By End User
  • 15.6. Market Trends
  • 15.7. Key Market Participants - Intensity Mapping
  • 15.8. Drivers and Restraints - Impact Analysis
  • 15.9. Country Level Analysis & Forecast
    • 15.9.1. Germany Family/Indoor Entertainment Centers Market Analysis
      • 15.9.1.1. Introduction
      • 15.9.1.2. Market Analysis and Forecast by Market Taxonomy
        • 15.9.1.2.1. By Type
        • 15.9.1.2.2. By End User
    • 15.9.2. Italy Family/Indoor Entertainment Centers Market Analysis
      • 15.9.2.1. Introduction
      • 15.9.2.2. Market Analysis and Forecast by Market Taxonomy
        • 15.9.2.2.1. By Type
        • 15.9.2.2.2. By End User
    • 15.9.3. France Family/Indoor Entertainment Centers Market Analysis
      • 15.9.3.1. Introduction
      • 15.9.3.2. Market Analysis and Forecast by Market Taxonomy
        • 15.9.3.2.1. By Type
        • 15.9.3.2.2. By End User
    • 15.9.4. U.K. Family/Indoor Entertainment Centers Market Analysis
      • 15.9.4.1. Introduction
      • 15.9.4.2. Market Analysis and Forecast by Market Taxonomy
        • 15.9.4.2.1. By Type
        • 15.9.4.2.2. By End User
    • 15.9.5. Spain Family/Indoor Entertainment Centers Market Analysis
      • 15.9.5.1. Introduction
      • 15.9.5.2. Market Analysis and Forecast by Market Taxonomy
        • 15.9.5.2.1. By Type
        • 15.9.5.2.2. By End User
    • 15.9.6. BENELUX Family/Indoor Entertainment Centers Market Analysis
      • 15.9.6.1. Introduction
      • 15.9.6.2. Market Analysis and Forecast by Market Taxonomy
        • 15.9.6.2.1. By Type
        • 15.9.6.2.2. By End User
    • 15.9.7. Nordic Countries Family/Indoor Entertainment Centers Market Analysis
      • 15.9.7.1. Introduction
      • 15.9.7.2. Market Analysis and Forecast by Market Taxonomy
        • 15.9.7.2.1. By Type
        • 15.9.7.2.2. By End User
    • 15.9.8. Russia Family/Indoor Entertainment Centers Market Analysis
      • 15.9.8.1. Introduction
      • 15.9.8.2. Market Analysis and Forecast by Market Taxonomy
        • 15.9.8.2.1. By Type
        • 15.9.8.2.2. By End User

16. East Asia Family/Indoor Entertainment Centers Market Analysis 2019 - 2032

  • 16.1. Introduction
  • 16.2. Pricing Analysis
  • 16.3. Historical Market Size (US$ Bn) and Volume (Units) Analysis By Market Taxonomy, 2019 - 2024
  • 16.4. Current and Future Market Size (US$ Bn) and Volume (Units) Analysis and Forecast By Market Taxonomy, 2025 - 2032
    • 16.4.1. By Country
      • 16.4.1.1. China
      • 16.4.1.2. Japan
      • 16.4.1.3. South Korea
    • 16.4.2. By Type
    • 16.4.3. By End User
  • 16.5. Market Attractiveness Analysis
    • 16.5.1. By Country
    • 16.5.2. By Type
    • 16.5.3. By End User
  • 16.6. Market Trends
  • 16.7. Key Market Participants - Intensity Mapping
  • 16.8. Drivers and Restraints - Impact Analysis
  • 16.9. Country Level Analysis & Forecast
    • 16.9.1. China Family/Indoor Entertainment Centers Market Analysis
      • 16.9.1.1. Introduction
      • 16.9.1.2. Market Analysis and Forecast by Market Taxonomy
        • 16.9.1.2.1. By Type
        • 16.9.1.2.2. By End User
    • 16.9.2. Japan Family/Indoor Entertainment Centers Market Analysis
      • 16.9.2.1. Introduction
      • 16.9.2.2. Market Analysis and Forecast by Market Taxonomy
        • 16.9.2.2.1. By Type
        • 16.9.2.2.2. By End User
    • 16.9.3. South Korea Family/Indoor Entertainment Centers Market Analysis
      • 16.9.3.1. Introduction
      • 16.9.3.2. Market Analysis and Forecast by Market Taxonomy
        • 16.9.3.2.1. By Type
        • 16.9.3.2.2. By End User

17. South Asia Family/Indoor Entertainment Centers Market Analysis 2019 - 2032

  • 17.1. Introduction
  • 17.2. Pricing Analysis
  • 17.3. Historical Market Size (US$ Bn) and Volume (Units) Analysis By Market Taxonomy, 2019 - 2024
  • 17.4. Current and Future Market Size (US$ Bn) and Volume (Units) Analysis and Forecast By Market Taxonomy, 2025 - 2032
    • 17.4.1. By Country
      • 17.4.1.1. India
      • 17.4.1.2. Indonesia
      • 17.4.1.3. Malaysia
      • 17.4.1.4. Thailand
      • 17.4.1.5. Philippines
      • 17.4.1.6. Vietnam
      • 17.4.1.7. Rest of South Asia
    • 17.4.2. By Type
    • 17.4.3. By End User
  • 17.5. Market Attractiveness Analysis
    • 17.5.1. By Country
    • 17.5.2. By Type
    • 17.5.3. By End User
  • 17.6. Market Trends
  • 17.7. Key Market Participants - Intensity Mapping
  • 17.8. Drivers and Restraints - Impact Analysis
  • 17.9. Country Level Analysis & Forecast
    • 17.9.1. India Family/Indoor Entertainment Centers Market Analysis
      • 17.9.1.1. Introduction
      • 17.9.1.2. Market Analysis and Forecast by Market Taxonomy
        • 17.9.1.2.1. By Type
        • 17.9.1.2.2. By End User
    • 17.9.2. Indonesia Family/Indoor Entertainment Centers Market Analysis
      • 17.9.2.1. Introduction
      • 17.9.2.2. Market Analysis and Forecast by Market Taxonomy
        • 17.9.2.2.1. By Type
        • 17.9.2.2.2. By End User
    • 17.9.3. Malaysia Family/Indoor Entertainment Centers Market Analysis
      • 17.9.3.1. Introduction
      • 17.9.3.2. Market Analysis and Forecast by Market Taxonomy
        • 17.9.3.2.1. By Type
        • 17.9.3.2.2. By End User
    • 17.9.4. Thailand Family/Indoor Entertainment Centers Market Analysis
      • 17.9.4.1. Introduction
      • 17.9.4.2. Market Analysis and Forecast by Market Taxonomy
        • 17.9.4.2.1. By Type
        • 17.9.4.2.2. By End User
    • 17.9.5. Philippines Family/Indoor Entertainment Centers Market Analysis
      • 17.9.5.1. Introduction
      • 17.9.5.2. Market Analysis and Forecast by Market Taxonomy
        • 17.9.5.2.1. By Type
        • 17.9.5.2.2. By End User
    • 17.9.6. Vietnam Family/Indoor Entertainment Centers Market Analysis
      • 17.9.6.1. Introduction
      • 17.9.6.2. Market Analysis and Forecast by Market Taxonomy
        • 17.9.6.2.1. By Type
        • 17.9.6.2.2. By End User

18. Oceania Family/Indoor Entertainment Centers Market 2019 - 2024 and Forecast 2025 - 2032

  • 18.1. Introduction
  • 18.2. Pricing Analysis
  • 18.3. Historical Market Size (US$ Bn) and Volume (Units) Analysis By Market Taxonomy, 2019 - 2024
  • 18.4. Current and Future Market Size (US$ Bn) and Volume (Units) Analysis and Forecast By Market Taxonomy, 2025 - 2032
    • 18.4.1. By Country
      • 18.4.1.1. Australia
      • 18.4.1.2. New Zealand
    • 18.4.2. By Type
    • 18.4.3. By End User
  • 18.5. Market Attractiveness Analysis
    • 18.5.1. By Country
    • 18.5.2. By Type
    • 18.5.3. By End User
  • 18.6. Key Market Participants - Intensity Mapping
  • 18.7. Drivers and Restraints - Impact Analysis
  • 18.8. Country Level Analysis & Forecast
    • 18.8.1. Australia Family/Indoor Entertainment Centers Market Analysis
      • 18.8.1.1. Introduction
      • 18.8.1.2. Market Analysis and Forecast by Market Taxonomy
        • 18.8.1.2.1. By Type
        • 18.8.1.2.2. By End User
    • 18.8.2. New Zealand Family/Indoor Entertainment Centers Market Analysis
      • 18.8.2.1. Introduction
      • 18.8.2.2. Market Analysis and Forecast by Market Taxonomy
        • 18.8.2.2.1. By Type
        • 18.8.2.2.2. By End User

19. Middle East and Africa (MEA) Family/Indoor Entertainment Centers Market Analysis 2019 - 2032

  • 19.1. Introduction
  • 19.2. Pricing Analysis
  • 19.3. Historical Market Size (US$ Bn) and Volume (Units) Analysis By Market Taxonomy, 2019 - 2024
  • 19.4. Current and Future Market Size (US$ Bn) and Volume (Units) Analysis and Forecast By Market Taxonomy, 2025 - 2032
    • 19.4.1. By Country
      • 19.4.1.1. GCC Countries
      • 19.4.1.2. Turkey
      • 19.4.1.3. Israel
      • 19.4.1.4. South Africa
      • 19.4.1.5. North Africa
      • 19.4.1.6. Rest of Middle East and Africa
    • 19.4.2. By Type
    • 19.4.3. By End User
  • 19.5. Market Attractiveness Analysis
    • 19.5.1. By Country
    • 19.5.2. By Type
    • 19.5.3. By End User
  • 19.6. Market Trends
  • 19.7. Key Market Participants - Intensity Mapping
  • 19.8. Drivers and Restraints - Impact Analysis
  • 19.9. Country Level Analysis & Forecast
    • 19.9.1. GCC Countries Family/Indoor Entertainment Centers Market Analysis
      • 19.9.1.1. Introduction
      • 19.9.1.2. Market Analysis and Forecast by Market Taxonomy
        • 19.9.1.2.1. By Type
        • 19.9.1.2.2. By End User
    • 19.9.2. Turkey Family/Indoor Entertainment Centers Market Analysis
      • 19.9.2.1. Introduction
      • 19.9.2.2. Market Analysis and Forecast by Market Taxonomy
        • 19.9.2.2.1. By Type
        • 19.9.2.2.2. By End User
    • 19.9.3. Israel Family/Indoor Entertainment Centers Market Analysis
      • 19.9.3.1. Introduction
      • 19.9.3.2. Market Analysis and Forecast by Market Taxonomy
        • 19.9.3.2.1. By Type
        • 19.9.3.2.2. By End User
    • 19.9.4. South Africa Family/Indoor Entertainment Centers Market Analysis
      • 19.9.4.1. Introduction
      • 19.9.4.2. Market Analysis and Forecast by Market Taxonomy
        • 19.9.4.2.1. By Type
        • 19.9.4.2.2. By End User
    • 19.9.5. North Africa Family/Indoor Entertainment Centers Market Analysis
      • 19.9.5.1. Introduction
      • 19.9.5.2. Market Analysis and Forecast by Market Taxonomy
        • 19.9.5.2.1. By Type
        • 19.9.5.2.2. By End User

20. Market Structure Analysis

  • 20.1. Market Analysis by Tier of Companies
  • 20.2. Market Share Analysis of Top Players
  • 20.3. Market Presence Analysis
    • 20.3.1. By Regional Footprint of Players
    • 20.3.2. Product Footprint of Players
    • 20.3.3. Channel Footprint of Players

21. Competition Analysis

  • 21.1. Competition Dashboard
  • 21.2. Competition Benchmarking
  • 21.3. Competition Deep Dive (Tentative List)
    • 21.3.1. CEC Entertainment
      • 21.3.1.1. Overview
      • 21.3.1.2. Product Portfolio
      • 21.3.1.3. Key Financials
      • 21.3.1.4. Sales Footprint
      • 21.3.1.5. SWOT Analysis
      • 21.3.1.6. Strategy Overview
    • 21.3.2. Dave & Buster's
      • 21.3.2.1. Overview
      • 21.3.2.2. Product Portfolio
      • 21.3.2.3. Key Financials
      • 21.3.2.4. Sales Footprint
      • 21.3.2.5. SWOT Analysis
      • 21.3.2.6. Strategy Overview
    • 21.3.3. Main Event Entertainment
      • 21.3.3.1. Overview
      • 21.3.3.2. Product Portfolio
      • 21.3.3.3. Key Financials
      • 21.3.3.4. Sales Footprint
      • 21.3.3.5. SWOT Analysis
      • 21.3.3.6. Strategy Overview
    • 21.3.4. Legoland Discovery Center
      • 21.3.4.1. Overview
      • 21.3.4.2. Product Portfolio
      • 21.3.4.3. Key Financials
      • 21.3.4.4. Sales Footprint
      • 21.3.4.5. SWOT Analysis
      • 21.3.4.6. Strategy Overview
    • 21.3.5. Scene 75 Entertainment Centers
      • 21.3.5.1. Overview
      • 21.3.5.2. Product Portfolio
      • 21.3.5.3. Key Financials
      • 21.3.5.4. Sales Footprint
      • 21.3.5.5. SWOT Analysis
      • 21.3.5.6. Strategy Overview
    • 21.3.6. Gatti's Pizza
      • 21.3.6.1. Overview
      • 21.3.6.2. Product Portfolio
      • 21.3.6.3. Key Financials
      • 21.3.6.4. Sales Footprint
      • 21.3.6.5. SWOT Analysis
      • 21.3.6.6. Strategy Overview
    • 21.3.7. Bowlmor AMF
      • 21.3.7.1. Overview
      • 21.3.7.2. Product Portfolio
      • 21.3.7.3. Key Financials
      • 21.3.7.4. Sales Footprint
      • 21.3.7.5. SWOT Analysis
      • 21.3.7.6. Strategy Overview
    • 21.3.8. Nickelodeon Universe
      • 21.3.8.1. Overview
      • 21.3.8.2. Product Portfolio
      • 21.3.8.3. Key Financials
      • 21.3.8.4. Sales Footprint
      • 21.3.8.5. SWOT Analysis
      • 21.3.8.6. Strategy Overview
    • 21.3.9. Lucky Strike
      • 21.3.9.1. Overview
      • 21.3.9.2. Product Portfolio
      • 21.3.9.3. Key Financials
      • 21.3.9.4. Sales Footprint
      • 21.3.9.5. SWOT Analysis
      • 21.3.9.6. Strategy Overview
    • 21.3.10. Smaash Entertainment
      • 21.3.10.1. Overview
      • 21.3.10.2. Product Portfolio
      • 21.3.10.3. Key Financials
      • 21.3.10.4. Sales Footprint
      • 21.3.10.5. SWOT Analysis
      • 21.3.10.6. Strategy Overview
    • 21.3.11. Amoeba Services
      • 21.3.11.1. Overview
      • 21.3.11.2. Product Portfolio
      • 21.3.11.3. Key Financials
      • 21.3.11.4. Sales Footprint
      • 21.3.11.5. SWOT Analysis
      • 21.3.11.6. Strategy Overview
    • 21.3.12. Funcity
      • 21.3.12.1. Overview
      • 21.3.12.2. Product Portfolio
      • 21.3.12.3. Key Financials
      • 21.3.12.4. Sales Footprint
      • 21.3.12.5. SWOT Analysis
      • 21.3.12.6. Strategy Overview
    • 21.3.13. Time Zone Entertainment
      • 21.3.13.1. Overview
      • 21.3.13.2. Product Portfolio
      • 21.3.13.3. Key Financials
      • 21.3.13.4. Sales Footprint
      • 21.3.13.5. SWOT Analysis
      • 21.3.13.6. Strategy Overview
    • 21.3.14. Tenpin
      • 21.3.14.1. Overview
      • 21.3.14.2. Product Portfolio
      • 21.3.14.3. Key Financials
      • 21.3.14.4. Sales Footprint
      • 21.3.14.5. SWOT Analysis
      • 21.3.14.6. Strategy Overview
    • 21.3.15. Kidzania
      • 21.3.15.1. Overview
      • 21.3.15.2. Product Portfolio
      • 21.3.15.3. Key Financials
      • 21.3.15.4. Sales Footprint
      • 21.3.15.5. SWOT Analysis
      • 21.3.15.6. Strategy Overview
    • 21.3.16. Bandai Namco Entertainment
      • 21.3.16.1. Overview
      • 21.3.16.2. Product Portfolio
      • 21.3.16.3. Key Financials
      • 21.3.16.4. Sales Footprint
      • 21.3.16.5. SWOT Analysis
      • 21.3.16.6. Strategy Overview
    • 21.3.17. Toy Town
      • 21.3.17.1. Overview
      • 21.3.17.2. Product Portfolio
      • 21.3.17.3. Key Financials
      • 21.3.17.4. Sales Footprint
      • 21.3.17.5. SWOT Analysis
      • 21.3.17.6. Strategy Overview
    • 21.3.18. Walt Disney
      • 21.3.18.1. Overview
      • 21.3.18.2. Product Portfolio
      • 21.3.18.3. Key Financials
      • 21.3.18.4. Sales Footprint
      • 21.3.18.5. SWOT Analysis
      • 21.3.18.6. Strategy Overview

22. Assumptions and Acronyms Used

23. Research Methodology