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市場調査レポート
商品コード
1478093

ファミリー/屋内エンターテイメントセンターの世界市場規模、シェア、成長分析、収益源別、用途別- 産業別予測、2024~2031年

Global Family/Indoor Entertainment Centers Market Size, Share, Growth Analysis, By Revenue Source(Entry Fees & Ticket Sales, Food & Beverages), By Application(Arcade studios, AR and VR gaming zones) - Industry Forecast 2024-2031

出版日: | 発行: SkyQuest | ページ情報: 英文 223 Pages | 納期: 3~5営業日

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=155.63円
ファミリー/屋内エンターテイメントセンターの世界市場規模、シェア、成長分析、収益源別、用途別- 産業別予測、2024~2031年
出版日: 2024年05月03日
発行: SkyQuest
ページ情報: 英文 223 Pages
納期: 3~5営業日
  • 全表示
  • 概要
  • 目次
概要

世界のファミリー/屋内エンターテイメントセンター市場規模は、2022年に410億米ドルと評価され、2023年の460億米ドルから2031年には1,155億4,000万米ドルに成長し、予測期間中(2024~2031年)のCAGRは12.2%で成長する展望です。

ファミリー/屋内エンターテイメントセグメントは、世界的に成長している大規模なレジャーエンターテイメント産業のサブセットです。ファミリー/屋内エンターテイメントセンターは、屋内アクティビティやエンターテイメントを求める単身者、友人グループ、家族のニーズに応えます。これらのオプションには、レーザータグ、ミニゴルフ、トランポリンパーク、アーケードゲーム、ボーリング場などが含まれます。さらに、都市部では家族向けのアクティビティに便利な場所の人気が高まっており、消費者の嗜好も高まっています。ファミリー/屋内エンターテイメントセンターの市場拡大は、屋外エンターテイメントの選択肢が不足していることが背景にあります。市場拡大を促進するその他の要因としては、来場者の全体的な体験を向上させる最先端のバーチャルリアリティエンターテイメントセンターの統合や、個人の可処分所得の増加が挙げられます。

目次

エグゼクティブサマリー

  • 市場概要
  • 隆盛と衰退

調査手法

  • 情報調達
  • 二次データソースと一次データソース
  • 市場規模予測
  • 市場の危機と限界

親市場の分析

  • 市場概要
  • 市場規模
  • 市場力学
    • 促進要因
    • 機会
    • 抑制要因
    • 課題

主要市場の考察

  • 技術分析
  • 価格分析
  • サプライチェーン分析
  • バリューチェーン分析
  • 市場のエコシステム
  • IP分析
  • 貿易分析
  • スタートアップ分析
  • 原材料の分析
  • イノベーションマトリクス
  • パイプライン製品の分析
  • マクロ経済指標
  • 主要投資の分析
  • 主要成功要因
  • 競合の程度

市場力学と展望

  • 市場力学
    • 促進要因
    • 機会
    • 抑制要因
    • 課題
  • 規制情勢
  • ポーターの分析
  • 将来の混乱についての特別な考察

ファミリー/屋内エンターテイメントセンターの世界市場:収入源別

  • 市場概要
  • 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

ファミリー/屋内エンターテイメントセンターの世界市場:用途別

  • 市場概要
  • アーケードスタジオ
  • ARとVRのゲームゾーン
  • 身体的な遊びのアクティビティ
  • スキル/競合ゲーム
  • その他

ファミリー/屋内エンターテイメントセンターの世界市場規模:地域別

  • 市場概要
  • 北米
    • 米国
    • カナダ
  • 欧州
    • ドイツ
    • スペイン
    • フランス
    • 英国
    • その他の欧州地域
  • アジア太平洋
    • 中国
    • インド
    • 日本
    • 韓国
    • その他のアジア太平洋
  • ラテンアメリカ
    • ブラジル
    • その他のラテンアメリカ地域
  • 中東・アフリカ
    • GCC諸国
    • 南アフリカ
    • その他の中東・アフリカ地域

競合情勢

  • 上位5社の比較
  • 主要企業の市場ポジショニング(2023年)
  • 主要市場企業が採用した戦略
  • 主要成功戦略
  • 市場における最近の活動
  • 主要企業の市場シェア(2023年)

主要企業プロファイル

  • Dave & Buster's Entertainment, Inc.(米国)
  • Universal Parks & Resorts(米国)
  • Timezone(オーストラリア)
  • WhiteWater West Industries(カナダ)
  • Merlin Entertainments(英国)
  • Wanda Group(中国)
  • KidZania(メキシコ)
  • The Walt Disney Company(米国)
  • Adventure Island(インド)
  • SeaWorld Parks & Entertainment(米国)
  • iFLY Indoor Skydiving(米国)
  • Main Event Entertainment(米国)
  • Six Flags Entertainment Corporation(米国)
  • Indoor Skydiving Germany Group(ドイツ)
  • Legoland(デンマーク)
  • Scene75 Entertainment Center(米国)
  • Round1 Corporation(日本)
  • Kalahari Resorts(米国)
  • Fun City(アラブ首長国連邦)
  • Namco Funscape(英国)
  • Chuck E. Cheese's(米国)
  • Cirque du Soleil Entertainment Group(カナダ)
  • Cineworld Group plc(英国)
  • Smaaash Entertainment(インド)
  • Hershey Entertainment and Resorts Company(米国)
目次
Product Code: SQMIG25P2016

Global Family/Indoor Entertainment Centers Market size was valued at USD 41 billion in 2022 and is poised to grow from USD 46 billion in 2023 to USD 115.54 billion by 2031, growing at a CAGR of 12.2% during the forecast period (2024-2031).

The family/indoor entertainment sector is a subset of the larger, globally growing leisure and entertainment industry. Family/indoor entertainment centers serve the needs of single people, groups of friends, and families seeking indoor activities and entertainment. These options include laser tag, mini-golf, trampoline parks, arcade games, bowling alleys, and more. Additionally, the popularity of convenient locations for family-friendly activities in urban areas is growing, as are consumer preferences. The market expansion of family/indoor entertainment centers is being driven by a lack of outdoor entertainment options. Additional drivers propelling market expansion include the integration of cutting-edge virtual reality entertainment centers to improve the overall visitor experience and the increasing disposable income of individuals.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Family/Indoor Entertainment Centers Market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the Market size includes the following details: The key players in the Market were identified through secondary research, and their Market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top Market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Family/Indoor Entertainment Centers Market Segmental Analysis

The global family/indoor entertainment centers market is segmented on the basis of Revenue Source, Application, Type, and region. In terms of revenue source, the market is segmented into Entry Fees & Ticket Sales, Food & Beverages, Merchandising, Advertisement, and Others. Based on application, the market is bifurcated into arcade studios, AR and VR gaming zones, physical play activities, skill/competition games, and others. On the basis of type, the market is divided into Children's Entertainment Centers (CECs), Children's Edutainment Centers (CEDCs), Adult Entertainment Centers (AECs), and Location-based VR Entertainment Centers (LBECs). In terms of region, the market is segmented into North America, Europe, Asia Pacific, Middle East and Africa, and Latin America.

Drivers of the Global Family/Indoor Entertainment Centers Market

Over the next few years, it is anticipated that the expansion of the family and indoor entertainment centers market would be aided by rising global disposable income and consumers' propensity to spend on leisure activities. People who have more money to spend are more likely to take their friends and family to family/indoor entertainment centers.

Restraints in the Global Family/Indoor Entertainment Centers Market

The growing number of individuals visiting family/indoor entertainment centers has led to increased competition in the market for these types of establishments in recent years. As more and more entertainment venues come up throughout the globe, competition is fierce because customers prefer less expensive options, which damages some businesses' bottom lines.

Market Trends of the Global Family/Indoor Entertainment Centers Market

With AR and VR, two relatively new technologies, the boundaries between the physical and digital worlds have become even more hazy. Future market participants could expect new revenue streams due to the growing availability of AR and VR experiences in family-friendly indoor entertainment venues and the rising willingness of consumers to pay for them.

Table of Contents

Executive Summary

  • Market Overview
  • Wheel of Fortune

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Sources
  • Market Size Estimation
  • Market Assumptions & Limitations

Parent Market Analysis

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers
    • Opportunities
    • Restraints
    • Challenges

Key Market Insights

  • Technology Analysis
  • Pricing Analysis
  • Supply Chain Analysis
  • Value Chain Analysis
  • Ecosystem of the Market
  • IP Analysis
  • Trade Analysis
  • Startup Analysis
  • Raw Material Analysis
  • Innovation Matrix
  • Pipeline Product Analysis
  • Macroeconomic Indicators
  • Top Investment Analysis
  • Key Success Factor
  • Degree of Competition

Market Dynamics & Outlook

  • Market Dynamics
    • Drivers
    • Opportunities
    • Restraints
    • Challenges
  • Regulatory Landscape
  • Porters Analysis
    • Competitive rivalry
    • Threat of Substitute Products
    • Bargaining Power of Buyers
    • Threat of New Entrants
    • Bargaining Power of Suppliers
  • Skyquest Special Insights on Future Disruptions
    • Political Impact
    • Economic Impact
    • Social Impact
    • Technical Impact
    • Environmental Impact
    • Legal Impact

Global Family/Indoor Entertainment Centers Market by Revenue Source

  • Market Overview
  • Entry Fees & Ticket Sales
  • Food & Beverages
  • Merchandising
  • Advertisement
  • and Others

Global Family/Indoor Entertainment Centers Market by Application

  • Market Overview
  • Arcade studios
  • AR and VR gaming zones
  • physical play activities
  • skill/competition games
  • and others

Global Family/Indoor Entertainment Centers Market Size by Region

  • Market Overview
  • North America
    • USA
    • Canada
  • Europe
    • Germany
    • Spain
    • France
    • UK
    • Rest of Europe
  • Asia Pacific
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (MEA)
    • GCC Countries
    • South Africa
    • Rest of MEA

Competitive Landscape

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2023
  • Strategies Adopted by Key Market Players
  • Top Winning Strategies
    • By Development
    • By Company
    • By Year
  • Recent Activities in the Market
  • Key Companies Market Share (%), 2023

Key Company Profiles

  • Dave & Buster's Entertainment, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Universal Parks & Resorts (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Timezone (Australia)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • WhiteWater West Industries (Canada)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Merlin Entertainments (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Wanda Group (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • KidZania (Mexico)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • The Walt Disney Company (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Adventure Island (India)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • SeaWorld Parks & Entertainment (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • iFLY Indoor Skydiving (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Main Event Entertainment (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Six Flags Entertainment Corporation (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Indoor Skydiving Germany Group (Germany)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Legoland (Denmark)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Scene75 Entertainment Center (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Round1 Corporation (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Kalahari Resorts (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Fun City (UAE)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Namco Funscape (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Chuck E. Cheese's (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Cirque du Soleil Entertainment Group (Canada)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Cineworld Group plc (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Smaaash Entertainment (India)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Hershey Entertainment and Resorts Company (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments