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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

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


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=144.06円
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
GIIご利用のメリット
  • 全表示
  • 概要
  • 目次
概要

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。

目次

イントロダクション

  • 調査の目的
  • 調査範囲
  • 定義

調査手法

  • 情報調達
  • 二次と一次データの方法
  • 市場規模予測
  • 市場の前提条件と制限

エグゼクティブサマリー

  • 世界市場の見通し
  • 供給と需要の動向分析
  • セグメント別機会分析

市場力学と見通し

  • 市場概要
  • 市場規模
  • 市場力学
    • 促進要因と機会
    • 抑制要因と課題
  • ポーターの分析

主な市場の考察

  • 重要成功要因
  • 競合の程度
  • 主な投資機会
  • 市場エコシステム
  • 市場の魅力指数(2024年)
  • PESTEL分析
  • マクロ経済指標
  • バリューチェーン分析
  • 価格分析

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: FECタイプ別& CAGR(2025-2032)

  • 市場概要
  • アーケードスタジオ
  • VRゲームゾーン
  • スポーツアーケード
  • その他

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:来場者人口統計別& CAGR(2025-2032)

  • 市場概要
  • 子どもがいる家族(0~9歳)
  • 子どもがいる家族(9~12歳)
  • ティーンエイジャー(12~18歳)
  • 若者(18~24歳)
  • 大人(24歳以上)

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:施設規模別& CAGR(2025-2032)

  • 市場概要
  • 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
  • 40,000平方フィート以上

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:1日あたりの入場者数数& CAGR(2025-2032)

  • 市場概要
  • 25,000人以下
  • 25,001~50,000人
  • 50,001~100,000人
  • 100,001~250,000人
  • 250,000人以上

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:収益源別& CAGR(2025-2032)

  • 市場概要
  • 入場料とチケット販売
  • 食品・飲料
  • 物品販売
  • 広告
  • その他

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:地域別& CAGR(2025-2032)

  • 北米
    • 米国
    • カナダ
  • 欧州
    • ドイツ
    • スペイン
    • フランス
    • 英国
    • イタリア
    • その他欧州地域
  • アジア太平洋地域
    • 中国
    • インド
    • 日本
    • 韓国
    • その他アジア太平洋地域
  • ラテンアメリカ
    • ブラジル
    • その他ラテンアメリカ地域
  • 中東・アフリカ
    • GCC諸国
    • 南アフリカ
    • その他中東・アフリカ

競合情報

  • 上位5社の比較
  • 主要企業の市場ポジショニング(2024年)
  • 主な市場企業が採用した戦略
  • 最近の市場動向
  • 企業の市場シェア分析(2024年)
  • 主要企業の企業プロファイル
    • 企業の詳細
    • 製品ポートフォリオ分析
    • 企業のセグメント別シェア分析
    • 収益の前年比比較(2022-2024)

主要企業プロファイル

  • CEC Entertainment, LLC(USA)
  • KidZania(Mexico)
  • SEGA Entertainment Co., Ltd.(Japan)
  • Namco Funscape(Japan)
  • Brunswick Corporation(USA)
  • Hollywood Bowl Group(UK)
  • Merlin Entertainments plc(UK)
  • Scene75 Entertainment Centers(USA)
  • Round1 Entertainment, Inc.(Japan)
  • iPlay America(USA)
  • Kalahari Resorts & Conventions(USA)
  • Great Wolf Resorts(USA)
  • Urban Air Adventure Park(USA)
  • Altitude Trampoline Park(USA)
  • The Little Gym International, Inc.(USA)
  • FunCity(India)
  • Timezone Group(Singapore)

結論と提言

目次
Product Code: SQMIG25P2016

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.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

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

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis

Global Family/Indoor Entertainment Centers Market Size by FEC Type & CAGR (2025-2032)

  • Market Overview
  • Arcade Studios
  • VR Gaming Zones
  • Sports Arcades
  • Others

Global Family/Indoor Entertainment Centers Market Size by Visitors Demographics & CAGR (2025-2032)

  • Market Overview
  • Families With Children (0-9)
  • Families With Children (9-12)
  • Teenagers (12-18)
  • Young Adults (18-24)
  • Adults (24+)

Global Family/Indoor Entertainment Centers Market Size by Facility Size & CAGR (2025-2032)

  • Market Overview
  • <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.
  • >40,000 Sq. ft

Global Family/Indoor Entertainment Centers Market Size by Attendance Per Day & CAGR (2025-2032)

  • Market Overview
  • <25,000
  • 25,001 to 50,000
  • 50,001 to 100,000
  • 100,001 to 250,000
  • >250,000

Global Family/Indoor Entertainment Centers Market Size by Revenue Source & CAGR (2025-2032)

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

Global Family/Indoor Entertainment Centers Market Size & CAGR (2025-2032)

  • North America (FEC Type, Visitors Demographics, Facility Size, Attendance Per Day, Revenue Source)
    • US
    • Canada
  • Europe (FEC Type, Visitors Demographics, Facility Size, Attendance Per Day, Revenue Source)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (FEC Type, Visitors Demographics, Facility Size, Attendance Per Day, Revenue Source)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (FEC Type, Visitors Demographics, Facility Size, Attendance Per Day, Revenue Source)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (FEC Type, Visitors Demographics, Facility Size, Attendance Per Day, Revenue Source)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • CEC Entertainment, LLC (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • KidZania (Mexico)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • SEGA Entertainment Co., Ltd. (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Namco Funscape (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Brunswick Corporation (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Hollywood Bowl Group (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Merlin Entertainments plc (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Scene75 Entertainment Centers (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Round1 Entertainment, Inc. (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • iPlay America (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Kalahari Resorts & Conventions (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Great Wolf Resorts (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Urban Air Adventure Park (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Altitude Trampoline Park (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • The Little Gym International, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • FunCity (India)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Timezone Group (Singapore)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations