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ファミリー/インドア・エンターテイメント・センターの世界市場レポート 2025年

Family/Indoor Entertainment Centers Global Market Report 2025


出版日
ページ情報
英文 200 Pages
納期
2~10営業日
カスタマイズ可能
適宜更新あり
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/インドア・エンターテイメント・センターの世界市場レポート 2025年
出版日: 2025年03月03日
発行: The Business Research Company
ページ情報: 英文 200 Pages
納期: 2~10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/インドア・エンターテイメント・センター市場規模は、今後数年で急成長が見込まれます。2029年にはCAGR14.5%で693億米ドルに成長します。予測期間の成長は、会員制およびロイヤルティプログラム、文化的イベントおよびフェスティバル、アクセシビリティと包括性、コミュニティ参加イニシアティブ、家族中心のダイニング体験に起因すると考えられます。予測期間の主な動向には、仮想現実と拡張現実体験、ハイブリッド・エンターテインメント・コンセプト、eスポーツとゲーム・ラウンジ、カスタマイズされたテーマ別の誕生日パーティー・パッケージ、デジタル・チケット販売と予約システムなどがあります。

モバイルゲームに対する若年層の嗜好の高まりは、家族向けまたは屋内エンターテインメントセンター市場の成長を促進すると予想されます。モバイルゲームとは、簡単にアクセスできる携帯機器でプレイするゲームを指します。ファミリー・インドア・エンターテイメント・センターは、若年層にアピールするモバイル・ゲームのオプションを提供するため、これらのセンターに対する需要を高めています。例えば、2024年8月、英国のメディア・情報プラットフォームであるBusiness of Appsは、2023年にアプリとゲームが合計1,482億ダウンロードされ、前年比3.9%増の556億ダウンロード(ゲーム)、926億ダウンロード(アプリ)となったと報告しました。その結果、若年層のモバイルゲーム嗜好の高まりにより、予測期間中、家族向けまたは屋内エンターテインメント・センターの需要が大幅に高まると予想されます。

ファミリーまたは屋内エンターテインメント・センター市場は、都市化の動向に後押しされて成長すると予測されます。都市化には、都市部への人口集中の高まりが含まれ、都市や町の成長と拡大につながります。ペースの速い、しばしばストレスの多い都市生活では、楽しみを提供し、夢中にさせ、日常から一時的に逃避できるレジャー活動への需要が生まれています。ファミリー・センターや屋内エンターテイメント・センターは、様々なアトラクションやアクティビティを提供することで、このニーズに対応しています。例えば、世界銀行が2022年に発表した報告書によると、世界人口の50%以上が都市部に居住するようになるといいます。都市人口は2045年までに60億人に達し、1.5倍になると予測されています。さらに、都市部の土地消費は人口増加の50%増のペースで拡大し、2030年までに都市部の既成市街地が120万km2増加すると予測されています。その結果、都市化の進展は、ファミリー向けまたは屋内エンターテインメント・センター市場拡大の主な要因となっています。

目次

第1章 エグゼクティブサマリー

第2章 市場の特徴

第3章 市場動向と戦略

第4章 市場- マクロ経済シナリオ金利、インフレ、地政学、コロナ禍、回復が市場に与える影響を含むマクロ経済シナリオ

第5章 世界の成長分析と戦略分析フレームワーク

  • 世界ファミリー/インドア・エンターテイメント・センターPESTEL分析(政治、社会、技術、環境、法的要因、促進要因、抑制要因)
  • 最終用途産業の分析
  • 世界のファミリー/インドア・エンターテイメント・センター市場:成長率分析
  • 世界のファミリー/インドア・エンターテイメント・センター市場の実績:規模と成長, 2019-2024
  • 世界のファミリー/インドア・エンターテイメント・センター市場の予測:規模と成長, 2024-2029, 2034F
  • 世界ファミリー/インドア・エンターテイメント・センター総アドレス可能市場(TAM)

第6章 市場セグメンテーション

  • 世界のファミリー/インドア・エンターテイメント・センター市場活動分野別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • アーケードスタジオ
  • ARとVRゲームゾーン
  • 身体を使った遊び
  • スキルまたは競合ゲーム
  • その他の活動分野
  • 世界のファミリー/インドア・エンターテイメント・センター市場施設規模別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 最大5,000平方フィート
  • 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
  • 10~30エーカー
  • 30エーカー以上
  • 世界のファミリー/インドア・エンターテイメント・センター市場収入源別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 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
  • その他の情報源
  • 世界のファミリー/インドア・エンターテイメント・センター市場訪問者別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 0~8歳のお子様連れのご家族
  • 子どもがいる家族(9~12歳)
  • ティーンエイジャー(13~19歳)
  • 若者(20~25歳)
  • 大人(25歳以上)
  • 世界のファミリー/インドア・エンターテイメント・センター市場、アーケードスタジオの種類別のサブセグメンテーション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 伝統的なアーケードゲーム
  • 償還ゲーム
  • 世界のファミリー/インドア・エンターテイメント・センター市場、ARおよびVRゲームゾーンのタイプ別のサブセグメンテーション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • バーチャルリアリティ体験
  • 拡張現実ゲーム
  • 世界のファミリー/インドア・エンターテイメント・センター市場、身体的な遊び活動の種類別の細分化、実績と予測, 2019-2024, 2024-2029F, 2034F
  • トランポリンパーク
  • 障害物競走
  • 世界のファミリー/インドア・エンターテイメント・センター市場、スキルゲームまたは競合ゲームのサブセグメンテーション、タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • ボウリング場
  • レーザータグ
  • 世界のファミリー/インドア・エンターテイメント・センター市場、その他の活動分野のタイプ別サブセグメンテーション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • ミニゴルフ
  • 脱出ゲーム
  • 屋内遊び場

第7章 地域別・国別分析

  • 世界のファミリー/インドア・エンターテイメント・センター市場:地域別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 世界のファミリー/インドア・エンターテイメント・センター市場:国別、実績と予測, 2019-2024, 2024-2029F, 2034F

第8章 アジア太平洋市場

第9章 中国市場

第10章 インド市場

第11章 日本市場

第12章 オーストラリア市場

第13章 インドネシア市場

第14章 韓国市場

第15章 西欧市場

第16章 英国市場

第17章 ドイツ市場

第18章 フランス市場

第19章 イタリア市場

第20章 スペイン市場

第21章 東欧市場

第22章 ロシア市場

第23章 北米市場

第24章 米国市場

第25章 カナダ市場

第26章 南米市場

第27章 ブラジル市場

第28章 中東市場

第29章 アフリカ市場

第30章 競合情勢と企業プロファイル

  • ファミリー/インドア・エンターテイメント・センター市場:競合情勢
  • ファミリー/インドア・エンターテイメント・センター市場:企業プロファイル
    • Bandai Namco Entertainment Overview, Products and Services, Strategy and Financial Analysis
    • Merlin Entertainments Overview, Products and Services, Strategy and Financial Analysis
    • Dave & Buster's Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Bowlmor AMF Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Main Event Entertainment Overview, Products and Services, Strategy and Financial Analysis

第31章 その他の大手企業と革新的企業

  • KidZania
  • Scene75 Entertainment Centers
  • Gatti's Pizza Corporation
  • Round1 Entertainment
  • Cinergy Entertainment Group
  • Sky Zone
  • Fun Spot America Theme Parks
  • Tenpin
  • Timezone Global
  • Andretti Indoor Karting & Games
  • iPlay America
  • Billy Beez
  • Legoland Discovery Center
  • Lucky Strike Entertainment
  • Nickelodeon Universe

第32章 世界の市場競合ベンチマーキングとダッシュボード

第33章 主要な合併と買収

第34章 最近の市場動向

第35章 市場の潜在力が高い国、セグメント、戦略

  • ファミリー/インドア・エンターテイメント・センター市場2029:新たな機会を提供する国
  • ファミリー/インドア・エンターテイメント・センター市場2029:新たな機会を提供するセグメント
  • ファミリー/インドア・エンターテイメント・センター市場2029:成長戦略
    • 市場動向に基づく戦略
    • 競合の戦略

第36章 付録

目次
Product Code: r26442

Family or indoor entertainment centers are small-scale amusement parks designed for families with young children or teenagers. These centers provide various entertainment services to engage and amuse their visitors.

Family/indoor entertainment centers encompass various activity areas, including arcade studios, AR and VR gaming zones, physical play activities, skill/competition games, and other entertainment spaces. Arcade studios are venues where individuals can pay to play games on machines. These entertainment centers come in different sizes, ranging from up to 5,000 sq ft to over 30 acres, offering diverse spaces for recreational activities. The revenue sources for family/indoor entertainment centers include entry fees and ticket sales, food and beverages, merchandising, advertising, and other avenues. These centers cater to different demographics, such as families with children (0-8), families with children (9-12), teenagers (13-19), young adults (20-25), and adults (aged 25+).

The family or indoor entertainment centers market research report is one of a series of new reports from The Business Research Company that provides family or indoor entertainment centers market statistics, including family or indoor entertainment centers industry global market size, regional shares, competitors with an family or indoor entertainment centers market share, detailed family or indoor entertainment centers market segments, market trends and opportunities, and any further data you may need to thrive in the family or indoor entertainment centers industry. This family or indoor entertainment centers market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.

The family/indoor entertainment centers market size has grown rapidly in recent years. It will grow from $35.24 billion in 2024 to $40.26 billion in 2025 at a compound annual growth rate (CAGR) of 14.2%. The growth in the historic period can be attributed to changing leisure preferences, weather-independent activities, urbanization, rise of nuclear families, diverse entertainment offerings, busy lifestyles.

The family/indoor entertainment centers market size is expected to see rapid growth in the next few years. It will grow to $69.3 billion in 2029 at a compound annual growth rate (CAGR) of 14.5%. The growth in the forecast period can be attributed to membership and loyalty programs, cultural events and festivals, accessibility and inclusivity, community engagement initiatives, family-centric dining experiences. Major trends in the forecast period include virtual and augmented reality experiences, hybrid entertainment concepts, e-sports and gaming lounges, customized and themed birthday party packages, digital ticketing and reservation systems.

The increasing preference of the younger population for mobile gaming is anticipated to drive the growth of the family or indoor entertainment centers market. Mobile gaming refers to games played on portable devices that are easily accessible. Family indoor entertainment centers provide mobile gaming options that appeal to younger audiences, thus elevating the demand for these centers. For example, in August 2024, Business of Apps, a UK-based media and information platform, reported that in 2023, a total of 148.2 billion apps and games were downloaded, reflecting a 3.9% rise from the previous year, with 55.6 billion downloads for games and 92.6 billion for apps. Consequently, the growing preference of the young population for mobile gaming is expected to significantly enhance the demand for family or indoor entertainment centers during the forecast period.

The family or indoor entertainment center market is anticipated to witness growth propelled by the increasing trend of urbanization. Urbanization involves the rising concentration of the population in urban areas, leading to the growth and expansion of cities and towns. The fast-paced and often stressful nature of urban life has created a demand for leisure activities that offer fun, engagement, and a temporary escape from daily routines. Family or indoor entertainment centers address this need by providing a variety of attractions and activities. For example, a report from the World Bank in 2022 indicated that over 50% of the world's population would reside in urban regions. The urban population is projected to reach 6 billion by 2045, representing a 1.5-fold increase. Additionally, urban land consumption is expected to expand at a rate up to 50% faster than population growth, leading to a projected increase of 1.2 million km2 in urban built-up area by 2030. Consequently, the growth of urbanization is a key driver for the expansion of the family or indoor entertainment center market.

Major players in the family or indoor entertainment centers (FEC) market are actively developing innovative products, exemplified by the introduction of family entertainment centers (FEC). An FEC is a facility, whether indoor or outdoor, specifically designed to offer a diverse range of recreational activities and entertainment suitable for families and individuals across different age groups. As an illustration, in September 2023, Spectrum Metro, a commercial project based in India, unveiled its Family Entertainment Center spanning an impressive 71,000 sq. ft. This FEC distinguishes itself through its groundbreaking approach, serving as a hub for family entertainment and recreational activities. The center seamlessly integrates features such as an amusement park, fitness options, and sports experiences, providing a unique fusion of entertainment and physical activities. Positioned as an unparalleled destination, this Family Entertainment Center caters to various events, including birthday parties, school outings, and corporate gatherings.

Major companies in the family/indoor entertainment center (FEC) market are forming strategic partnerships to improve entertainment options for families. Strategic partnerships involve companies leveraging each other's strengths and resources to achieve mutual benefits and success. For example, in March 2024, Hasbro, Inc., a U.S.-based toy company, teamed up with Max-Matching Entertainments, a China-based operator of location-based entertainment, to enhance family entertainment options based on popular Hasbro intellectual properties such as PEPPA PIG, TRANSFORMERS, MY LITTLE PONY, and NERF across China. This collaboration aims to improve family experiences by introducing additional PEPPA PIG outdoor theme parks in the region, addressing the growing demand for engaging entertainment options in China. Notable projects include upcoming PEPPA PIG-themed ice and snow parks in Beijing and MY LITTLE PONY-themed drink shops in Nanjing and Qingdao.

In April 2022, Dave & Buster's, a US-based family entertainment company, successfully acquired Main Event in a deal amounting to $835 million. This strategic move enhances Main Event's extensive chain of family entertainment centers, which are located in 50 different locations across the United States. The acquisition represents a significant boost for Main Event, further solidifying its presence and offerings in the family entertainment industry. Main Event, the acquired company, is also a US-based family entertainment company.

Major companies operating in the family/indoor entertainment centers market include Bandai Namco Entertainment, Merlin Entertainments, Dave & Buster's Inc., Bowlmor AMF Corporation, Main Event Entertainment, KidZania, Scene75 Entertainment Centers, Gatti's Pizza Corporation, Round1 Entertainment, Cinergy Entertainment Group, Sky Zone, Fun Spot America Theme Parks, Tenpin, Timezone Global, Andretti Indoor Karting & Games, iPlay America, Billy Beez, Legoland Discovery Center, Lucky Strike Entertainment, Nickelodeon Universe, Fun City, Funriders Leisure & Amusement, Toy Town, Apex Entertainment, Urban Air Adventure Park, Smaash Entertainment Pvt. Ltd., Safari Nation, CEC Entertainment Inc.

North America was the largest region in the family or indoor entertainment centers market in 2024. The regions covered in the family/indoor entertainment centers market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the family/indoor entertainment centers market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The family or indoor entertainment centers market includes revenues earned by entities by providing services such as arcade games, competitive activities, thrill rides, gaming zones, and bowling alleys. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Family/Indoor Entertainment Centers Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on family/indoor entertainment centers market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for family/indoor entertainment centers ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The family/indoor entertainment centers market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Activity Area: Arcade Studios; AR And VR Gaming Zones; Physical Play Activities; Skill Or Competition Games; Other Activity Areas
  • 2) 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; 10 To 30 Acres; Over 30 Acres
  • 3) By Revenue Source: Entry Fees And Ticket Sales; Food And Beverages; Merchandising; Advertisement; Other Sources
  • 4) By Visitor: Families With Children (0-8); Families With Children (9-12); Teenagers (13-19); Young Adults (20-25); Adults (Ages 25+)
  • Subsegments:
  • 1) By Arcade Studios: Traditional Arcade Games; Redemption Games
  • 2) By AR And VR Gaming Zones: Virtual Reality Experiences; Augmented Reality Games
  • 3) By Physical Play Activities: Trampoline Parks; Obstacle Courses
  • 4) By Skill Or Competition Games: Bowling Alleys; Laser Tag
  • 5) By Other Activity Areas: Mini-golf; Escape Rooms; Indoor Playgrounds
  • Companies Mentioned: Bandai Namco Entertainment; Merlin Entertainments; Dave & Buster's Inc.; Bowlmor AMF Corporation; Main Event Entertainment
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Family/Indoor Entertainment Centers Market Characteristics

3. Family/Indoor Entertainment Centers Market Trends And Strategies

4. Family/Indoor Entertainment Centers Market - Macro Economic Scenario Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics And Covid And Recovery On The Market

5. Global Family/Indoor Entertainment Centers Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Family/Indoor Entertainment Centers PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Family/Indoor Entertainment Centers Market Growth Rate Analysis
  • 5.4. Global Family/Indoor Entertainment Centers Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Family/Indoor Entertainment Centers Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Family/Indoor Entertainment Centers Total Addressable Market (TAM)

6. Family/Indoor Entertainment Centers Market Segmentation

  • 6.1. Global Family/Indoor Entertainment Centers Market, Segmentation By Activity Area, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Arcade Studios
  • AR And VR Gaming Zones
  • Physical Play Activities
  • Skill Or Competition Games
  • Other Activity Areas
  • 6.2. Global Family/Indoor Entertainment Centers Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 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
  • 10 To 30 Acres
  • Over 30 Acres
  • 6.3. Global Family/Indoor Entertainment Centers Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Entry Fees And Ticket Sales
  • Food And Beverages
  • Merchandising
  • Advertisement
  • Other Sources
  • 6.4. Global Family/Indoor Entertainment Centers Market, Segmentation By Visitor, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Families With Children (0-8)
  • Families With Children (9-12)
  • Teenagers (13-19)
  • Young Adults (20-25)
  • Adults (Ages 25+)
  • 6.5. Global Family/Indoor Entertainment Centers Market, Sub-Segmentation Of Arcade Studios, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Traditional Arcade Games
  • Redemption Games
  • 6.6. Global Family/Indoor Entertainment Centers Market, Sub-Segmentation Of AR And VR Gaming Zones, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Virtual Reality Experiences
  • Augmented Reality Games
  • 6.7. Global Family/Indoor Entertainment Centers Market, Sub-Segmentation Of Physical Play Activities, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Trampoline Parks
  • Obstacle Courses
  • 6.8. Global Family/Indoor Entertainment Centers Market, Sub-Segmentation Of Skill Or Competition Games, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Bowling Alleys
  • Laser Tag
  • 6.9. Global Family/Indoor Entertainment Centers Market, Sub-Segmentation Of Other Activity Areas, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Mini-golf
  • Escape Rooms
  • Indoor Playgrounds

7. Family/Indoor Entertainment Centers Market Regional And Country Analysis

  • 7.1. Global Family/Indoor Entertainment Centers Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Family/Indoor Entertainment Centers Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Family/Indoor Entertainment Centers Market

  • 8.1. Asia-Pacific Family/Indoor Entertainment Centers Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Family/Indoor Entertainment Centers Market, Segmentation By Activity Area, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Family/Indoor Entertainment Centers Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Family/Indoor Entertainment Centers Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Family/Indoor Entertainment Centers Market

  • 9.1. China Family/Indoor Entertainment Centers Market Overview
  • 9.2. China Family/Indoor Entertainment Centers Market, Segmentation By Activity Area, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Family/Indoor Entertainment Centers Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Family/Indoor Entertainment Centers Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Family/Indoor Entertainment Centers Market

  • 10.1. India Family/Indoor Entertainment Centers Market, Segmentation By Activity Area, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Family/Indoor Entertainment Centers Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Family/Indoor Entertainment Centers Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Family/Indoor Entertainment Centers Market

  • 11.1. Japan Family/Indoor Entertainment Centers Market Overview
  • 11.2. Japan Family/Indoor Entertainment Centers Market, Segmentation By Activity Area, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Family/Indoor Entertainment Centers Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Family/Indoor Entertainment Centers Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Family/Indoor Entertainment Centers Market

  • 12.1. Australia Family/Indoor Entertainment Centers Market, Segmentation By Activity Area, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Family/Indoor Entertainment Centers Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Family/Indoor Entertainment Centers Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Family/Indoor Entertainment Centers Market

  • 13.1. Indonesia Family/Indoor Entertainment Centers Market, Segmentation By Activity Area, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Family/Indoor Entertainment Centers Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Family/Indoor Entertainment Centers Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Family/Indoor Entertainment Centers Market

  • 14.1. South Korea Family/Indoor Entertainment Centers Market Overview
  • 14.2. South Korea Family/Indoor Entertainment Centers Market, Segmentation By Activity Area, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Family/Indoor Entertainment Centers Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Family/Indoor Entertainment Centers Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Family/Indoor Entertainment Centers Market

  • 15.1. Western Europe Family/Indoor Entertainment Centers Market Overview
  • 15.2. Western Europe Family/Indoor Entertainment Centers Market, Segmentation By Activity Area, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Family/Indoor Entertainment Centers Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Family/Indoor Entertainment Centers Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Family/Indoor Entertainment Centers Market

  • 16.1. UK Family/Indoor Entertainment Centers Market, Segmentation By Activity Area, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Family/Indoor Entertainment Centers Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Family/Indoor Entertainment Centers Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Family/Indoor Entertainment Centers Market

  • 17.1. Germany Family/Indoor Entertainment Centers Market, Segmentation By Activity Area, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Family/Indoor Entertainment Centers Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Family/Indoor Entertainment Centers Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Family/Indoor Entertainment Centers Market

  • 18.1. France Family/Indoor Entertainment Centers Market, Segmentation By Activity Area, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Family/Indoor Entertainment Centers Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Family/Indoor Entertainment Centers Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Family/Indoor Entertainment Centers Market

  • 19.1. Italy Family/Indoor Entertainment Centers Market, Segmentation By Activity Area, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Family/Indoor Entertainment Centers Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Family/Indoor Entertainment Centers Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Family/Indoor Entertainment Centers Market

  • 20.1. Spain Family/Indoor Entertainment Centers Market, Segmentation By Activity Area, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Family/Indoor Entertainment Centers Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Family/Indoor Entertainment Centers Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Family/Indoor Entertainment Centers Market

  • 21.1. Eastern Europe Family/Indoor Entertainment Centers Market Overview
  • 21.2. Eastern Europe Family/Indoor Entertainment Centers Market, Segmentation By Activity Area, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Family/Indoor Entertainment Centers Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Family/Indoor Entertainment Centers Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Family/Indoor Entertainment Centers Market

  • 22.1. Russia Family/Indoor Entertainment Centers Market, Segmentation By Activity Area, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Family/Indoor Entertainment Centers Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Family/Indoor Entertainment Centers Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Family/Indoor Entertainment Centers Market

  • 23.1. North America Family/Indoor Entertainment Centers Market Overview
  • 23.2. North America Family/Indoor Entertainment Centers Market, Segmentation By Activity Area, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Family/Indoor Entertainment Centers Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Family/Indoor Entertainment Centers Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Family/Indoor Entertainment Centers Market

  • 24.1. USA Family/Indoor Entertainment Centers Market Overview
  • 24.2. USA Family/Indoor Entertainment Centers Market, Segmentation By Activity Area, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Family/Indoor Entertainment Centers Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Family/Indoor Entertainment Centers Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Family/Indoor Entertainment Centers Market

  • 25.1. Canada Family/Indoor Entertainment Centers Market Overview
  • 25.2. Canada Family/Indoor Entertainment Centers Market, Segmentation By Activity Area, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Family/Indoor Entertainment Centers Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Family/Indoor Entertainment Centers Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Family/Indoor Entertainment Centers Market

  • 26.1. South America Family/Indoor Entertainment Centers Market Overview
  • 26.2. South America Family/Indoor Entertainment Centers Market, Segmentation By Activity Area, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Family/Indoor Entertainment Centers Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Family/Indoor Entertainment Centers Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Family/Indoor Entertainment Centers Market

  • 27.1. Brazil Family/Indoor Entertainment Centers Market, Segmentation By Activity Area, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Family/Indoor Entertainment Centers Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Family/Indoor Entertainment Centers Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Family/Indoor Entertainment Centers Market

  • 28.1. Middle East Family/Indoor Entertainment Centers Market Overview
  • 28.2. Middle East Family/Indoor Entertainment Centers Market, Segmentation By Activity Area, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Family/Indoor Entertainment Centers Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Family/Indoor Entertainment Centers Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Family/Indoor Entertainment Centers Market

  • 29.1. Africa Family/Indoor Entertainment Centers Market Overview
  • 29.2. Africa Family/Indoor Entertainment Centers Market, Segmentation By Activity Area, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Family/Indoor Entertainment Centers Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Family/Indoor Entertainment Centers Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Family/Indoor Entertainment Centers Market Competitive Landscape And Company Profiles

  • 30.1. Family/Indoor Entertainment Centers Market Competitive Landscape
  • 30.2. Family/Indoor Entertainment Centers Market Company Profiles
    • 30.2.1. Bandai Namco Entertainment Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Merlin Entertainments Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Dave & Buster's Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Bowlmor AMF Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Main Event Entertainment Overview, Products and Services, Strategy and Financial Analysis

31. Family/Indoor Entertainment Centers Market Other Major And Innovative Companies

  • 31.1. KidZania
  • 31.2. Scene75 Entertainment Centers
  • 31.3. Gatti's Pizza Corporation
  • 31.4. Round1 Entertainment
  • 31.5. Cinergy Entertainment Group
  • 31.6. Sky Zone
  • 31.7. Fun Spot America Theme Parks
  • 31.8. Tenpin
  • 31.9. Timezone Global
  • 31.10. Andretti Indoor Karting & Games
  • 31.11. iPlay America
  • 31.12. Billy Beez
  • 31.13. Legoland Discovery Center
  • 31.14. Lucky Strike Entertainment
  • 31.15. Nickelodeon Universe

32. Global Family/Indoor Entertainment Centers Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Family/Indoor Entertainment Centers Market

34. Recent Developments In The Family/Indoor Entertainment Centers Market

35. Family/Indoor Entertainment Centers Market High Potential Countries, Segments and Strategies

  • 35.1 Family/Indoor Entertainment Centers Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Family/Indoor Entertainment Centers Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Family/Indoor Entertainment Centers Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer