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市場調査レポート
商品コード
1677798
ファミリー/屋内エンターテインメントセンター市場規模、シェア、成長分析:FECタイプ別、来場者人口統計別、施設規模別、1日あたりの入場者数別、収益源別、地域別 - 産業予測 2025~2032年Family/Indoor Entertainment Centers Market Size, Share, and Growth Analysis, By FEC Type, By Visitors Demographics, By Facility Size, By Attendance Per Day, By Revenue Source, By Region - Industry Forecast 2025-2032 |
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ファミリー/屋内エンターテインメントセンター市場規模、シェア、成長分析:FECタイプ別、来場者人口統計別、施設規模別、1日あたりの入場者数別、収益源別、地域別 - 産業予測 2025~2032年 |
出版日: 2025年03月06日
発行: SkyQuest
ページ情報: 英文 223 Pages
納期: 3~5営業日
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ファミリー/屋内エンターテインメントセンター(FEC)の世界市場規模は2023年に470億米ドルと評価され、予測期間(2025-2032年)のCAGRは13.0%で、2024年の531億1,000万米ドルから2032年には1,411億9,000万米ドルに成長する見通しです。
ファミリー/屋内エンターテイメントセンター市場は、消費者の嗜好の進化と、都会的で家族向けのエンターテイメントオプションへの需要に後押しされ、世界的に活況を呈しています。これらのセンターでは、アーケードゲーム、ボーリング、トランポリンパーク、ミニゴルフ、レーザータグなどさまざまなアクティビティが提供され、屋内レジャーを求める個人やグループにアピールしています。屋外の選択肢が限られていることが、この市場の成長をさらに後押ししています。さらに、高度なバーチャルリアリティ体験の統合と可処分所得の増加は、この分野を前進させる重要な要因です。加えて、こうした施設は個人や企業のイベント会場として人気があり、関連性を高めています。ファミリー/屋内エンターテインメントセンターで利用可能な多様なエンターテインメントソリューションとサービスは、今日のダイナミックなレジャー環境における永続的な成功に不可欠です。
Global Family/Indoor Entertainment Centers Market size was valued at USD 47.0 billion in 2023 and is poised to grow from USD 53.11 billion in 2024 to USD 141.19 billion by 2032, growing at a CAGR of 13.0% during the forecast period (2025-2032).
The family and indoor entertainment center market is thriving globally, fueled by evolving consumer preferences and the demand for urban, family-friendly entertainment options. These centers offer a variety of activities such as arcade games, bowling, trampoline parks, mini-golf, and laser tag, appealing to individuals and groups seeking indoor leisure. The limited availability of outdoor options further drives this market's growth. Furthermore, the integration of advanced virtual reality experiences and rising disposable incomes are crucial factors propelling this sector forward. Additionally, these venues serve as popular sites for personal and corporate events, enhancing their relevance. The diverse entertainment solutions and services available at family/indoor entertainment centers are essential to their enduring success in today's dynamic leisure landscape.
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 Segments Analysis
Global Family/Indoor Entertainment Centers Market is segmented by FEC Type, Visitors Demographics, Facility Size, Attendance Per Day, Revenue Source and region. Based on FEC Type, the market is segmented into Arcade Studios, VR Gaming Zones, Sports Arcades and Others. Based on Visitors Demographics, the market is segmented into Families With Children (0-9), Families With Children (9-12), Teenagers (12-18), Young Adults (18-24) and Adults (24+). Based on Facility Size, the market is segmented into <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. and >40,000 Sq. ft. Based on Attendance Per Day, the market is segmented into <25,000, 25,001 to 50,000, 50,001 to 100,000, 100,001 to 250,000 and >250,000. Based on Revenue Source, the market is segmented into Entry Fees & Ticket Sales, Food & Beverages, Merchandising, Advertising and Others. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.
Driver of the Global Family/Indoor Entertainment Centers Market
The growth of the global family and indoor entertainment centers market is anticipated to be fueled by the increasing disposable income of individuals worldwide, coupled with their eagerness to invest in recreational activities. As financial resources expand, families and friends are more inclined to seek out these entertainment venues, resulting in higher foot traffic and engagement in leisure experiences. This trend highlights a shift towards prioritizing quality time spent together in fun-filled environments, further driving demand for family and indoor entertainment options. Hence, the market is set to experience substantial growth as consumers embrace these leisure opportunities.
Restraints in the Global Family/Indoor Entertainment Centers Market
The Global Family/Indoor Entertainment Centers market is facing significant challenges due to increasing competition, driven by a surge in consumer visits to these venues. As businesses expand and establish more entertainment centers globally, the competitive landscape becomes increasingly crowded. This proliferation of options has led consumers to prioritize affordability, thereby putting downward pressure on pricing. Consequently, many companies may experience reduced profitability as they strive to attract more patrons while navigating the necessity to maintain competitive pricing. This competitive dynamic poses a restraint on market growth, as firms must continuously innovate and differentiate their offerings to sustain their financial health.
Market Trends of the Global Family/Indoor Entertainment Centers Market
The Global Family/Indoor Entertainment Centers market is witnessing a significant trend driven by the incorporation of Virtual Reality (VR) and Augmented Reality (AR) technologies. These innovative experiences are increasingly attracting families and individuals seeking immersive entertainment options that blend digital and physical realms. As the availability of AR and VR experiences expands, market players are poised to capitalize on the rising consumer willingness to invest in these cutting-edge attractions. This trend not only enhances customer engagement but also opens new revenue streams for operators, positioning VR and AR as pivotal components in the evolution of family entertainment experiences.