
Family-Indoor Entertainment Centres Market Growth Analysis - Forecast Trends and Outlook (2025-2034)
Description
The global family-indoor entertainment centres market size reached approximately USD 30.28 Billion in 2024. The market is further projected to grow at a CAGR of 10.10% between 2025 and 2034, reaching a value of USD 79.26 Billion by 2034.
Key Trends in the Market
Family-indoor entertainment centres refer to small scale amusement parks offering various entertainment options for children, teenagers, and adults including arcade studios and augmented and virtual reality gaming zones, among others. The recreational activities offered by the centres include bowling, gaming, and thrill rides.
"Global Family-Indoor Entertainment Centres Market Report and Forecast 2025-2034" offers a detailed analysis of the market based on the following segments:
Breakup by Activity Area
AR and VR gaming zones are anticipated to account for a significant family-indoor entertainment centres market share owing to their ability to enhance the imagination power among the players and stimulate senses. Augmented and virtual reality games aid in the fast development of new skills and support learning. The interactive elements offered by AR and VR games along with their ability to provide immersive game play is bolstering the popularity of AR and VR gaming zones.
Market Share by Region
The Asia Pacific is expected to witness significant growth in the coming years. This growth can be attributed to the ability of these centres to provide entertainment options for individuals of all age groups and availability of different engagement services such as virtual and augmented reality and edutainment games. The provision of a wide variety of food and beverages further enhances the experience for the families. The relatively inexpensive nature of the entertainment centres coupled with increasing population in the Asia Pacific is bolstering the family-indoor entertainment centres market demand.
Competitive Landscape
The comprehensive EMR report provides an in-depth assessment of the market based on the Porter's five forces model along with giving a SWOT analysis. The report gives a detailed analysis of the following key players in the family-indoor entertainment centres, covering their competitive landscape and latest developments like mergers, acquisitions, investments, and expansion plans.
Cinergy Entertainment Group
Cinergy Entertainment Group, headquartered in Texas, United States, is a regional operator and industry innovator, offering dine-in cinema experiences. Cinergy also hosts a unique selection of interactive games including laser tag, bowling, and escape rooms, among others.
CEC Entertainment Concepts, LP
CEC Entertainment Concepts, LP, headquartered in Texas, United States, operates as a franchise restaurant that is kid and family friendly and offers a wide selection of beverages, candy, pizzas, and yogurt, among others.
KidZania Operations S.A.R.L.
KidZania Operations S.A.R.L. is an educational and entertainment centre for kids that provides various products and services that mimic the inner workings of a city including shops, factories, stores, restaurants, safety entities, and theatres, among others.
Other family-indoor entertainment centres market key players include Scene75 Entertainment Centers, Dave and Buster’s, Inc., Bowlero Corp., Landmark Group, SMAAASH Entertainment Pvt. Ltd., and Timezone Global, among others.
Key Trends in the Market
Family-indoor entertainment centres refer to small scale amusement parks offering various entertainment options for children, teenagers, and adults including arcade studios and augmented and virtual reality gaming zones, among others. The recreational activities offered by the centres include bowling, gaming, and thrill rides.
- The rising urbanisation and increasing population are aiding the family-indoor entertainment centres market growth. Various individuals prefer family entertainment centres as they offer activities and unique experiences for all age groups while providing protection from the hash weather conditions of the outdoors including rainfall, sunlight, and air pollution, among others.
- Availability of licenced merchandise is providing lucrative growth opportunities to the market as the unique shopping experience and availability of products for all age groups aids in enhancing the customer experience. Additionally, the provision of food and beverage options complimenting the themes of the centres is further bolstering their popularity.
- The adoption of novel marketing and promotional activities is supporting the market expansion. The utilisation of social media campaigns and targeted marketing allows businesses to increase the visibility of their brands. Additionally, various key market players are also collaborating with content creators and offering discounts and loyalty programs to increase the footfall.
"Global Family-Indoor Entertainment Centres Market Report and Forecast 2025-2034" offers a detailed analysis of the market based on the following segments:
Breakup by Activity Area
- Arcade Studios
- Physical Play Activities
- Skill/Competition Games
- AR and VR Gaming Zones
- Others
- Less than 5000 Sq. Ft.
- 5000 Sq. Ft. – 10000 Sq. Ft.
- 10001 Sq. Ft. – 20000 Sq. Ft.
- 20001 Sq. Ft. – 40000 Sq. Ft.
- Above 40000 Sq. Ft.
- Children’s Entertainment Centres (CECs)
- Children’s Edutainment Centres (CEDCs)
- Location-based VR Entertainment Centres (LCECs)
- Adult Entertainment Centres (AECs)
- Entry Fees and Ticket Sales
- Food and Beverages
- Advertisement
- Merchandising
- Others
- Families with Children (0-9 Years)
- Families with Children (9-12 Years)
- Teenagers (12-18 Years)
- Young Adults (18-24 Years)
- Adults (24+ Years)
- North America
- Europe
- Asia Pacific
- Latin America
- Middle East and Africa
AR and VR gaming zones are anticipated to account for a significant family-indoor entertainment centres market share owing to their ability to enhance the imagination power among the players and stimulate senses. Augmented and virtual reality games aid in the fast development of new skills and support learning. The interactive elements offered by AR and VR games along with their ability to provide immersive game play is bolstering the popularity of AR and VR gaming zones.
Market Share by Region
The Asia Pacific is expected to witness significant growth in the coming years. This growth can be attributed to the ability of these centres to provide entertainment options for individuals of all age groups and availability of different engagement services such as virtual and augmented reality and edutainment games. The provision of a wide variety of food and beverages further enhances the experience for the families. The relatively inexpensive nature of the entertainment centres coupled with increasing population in the Asia Pacific is bolstering the family-indoor entertainment centres market demand.
Competitive Landscape
The comprehensive EMR report provides an in-depth assessment of the market based on the Porter's five forces model along with giving a SWOT analysis. The report gives a detailed analysis of the following key players in the family-indoor entertainment centres, covering their competitive landscape and latest developments like mergers, acquisitions, investments, and expansion plans.
Cinergy Entertainment Group
Cinergy Entertainment Group, headquartered in Texas, United States, is a regional operator and industry innovator, offering dine-in cinema experiences. Cinergy also hosts a unique selection of interactive games including laser tag, bowling, and escape rooms, among others.
CEC Entertainment Concepts, LP
CEC Entertainment Concepts, LP, headquartered in Texas, United States, operates as a franchise restaurant that is kid and family friendly and offers a wide selection of beverages, candy, pizzas, and yogurt, among others.
KidZania Operations S.A.R.L.
KidZania Operations S.A.R.L. is an educational and entertainment centre for kids that provides various products and services that mimic the inner workings of a city including shops, factories, stores, restaurants, safety entities, and theatres, among others.
Other family-indoor entertainment centres market key players include Scene75 Entertainment Centers, Dave and Buster’s, Inc., Bowlero Corp., Landmark Group, SMAAASH Entertainment Pvt. Ltd., and Timezone Global, among others.
Table of Contents
174 Pages
- 1 Executive Summary
- 1.1 Market Size 2024-2025
- 1.2 Market Growth 2025(F)-2034(F)
- 1.3 Key Demand Drivers
- 1.4 Key Players and Competitive Structure
- 1.5 Industry Best Practices
- 1.6 Recent Trends and Developments
- 1.7 Industry Outlook
- 2 Market Overview and Stakeholder Insights
- 2.1 Market Trends
- 2.2 Key Verticals
- 2.3 Key Regions
- 2.4 Supplier Power
- 2.5 Buyer Power
- 2.6 Key Market Opportunities and Risks
- 2.7 Key Initiatives by Stakeholders
- 3 Economic Summary
- 3.1 GDP Outlook
- 3.2 GDP Per Capita Growth
- 3.3 Inflation Trends
- 3.4 Democracy Index
- 3.5 Gross Public Debt Ratios
- 3.6 Balance of Payment (BoP) Position
- 3.7 Population Outlook
- 3.8 Urbanisation Trends
- 4 Country Risk Profiles
- 4.1 Country Risk
- 4.2 Business Climate
- 5 Global Family-Indoor Entertainment Centres Market Analysis
- 5.1 Key Industry Highlights
- 5.2 Global Family-Indoor Entertainment Centres Historical Market (2018-2024)
- 5.3 Global Family-Indoor Entertainment Centres Market Forecast (2025-2034)
- 5.4 Global Family-Indoor Entertainment Centres Market by Activity Area
- 5.4.1 Arcade Studios
- 5.4.1.1 Historical Trend (2018-2024)
- 5.4.1.2 Forecast Trend (2025-2034)
- 5.4.2 Physical Play Activities
- 5.4.2.1 Historical Trend (2018-2024)
- 5.4.2.2 Forecast Trend (2025-2034)
- 5.4.3 Skill/Competition Games
- 5.4.3.1 Historical Trend (2018-2024)
- 5.4.3.2 Forecast Trend (2025-2034)
- 5.4.4 AR and VR Gaming Zones
- 5.4.4.1 Historical Trend (2018-2024)
- 5.4.4.2 Forecast Trend (2025-2034)
- 5.4.5 Others
- 5.5 Global Family-Indoor Entertainment Centres Market by Facility Size
- 5.5.1 Less than 5000 Sq. Ft.
- 5.5.1.1 Historical Trend (2018-2024)
- 5.5.1.2 Forecast Trend (2025-2034)
- 5.5.2 5000 Sq. Ft. – 10000 Sq. Ft.
- 5.5.2.1 Historical Trend (2018-2024)
- 5.5.2.2 Forecast Trend (2025-2034)
- 5.5.3 10001 Sq. Ft. – 20000 Sq. Ft.
- 5.5.3.1 Historical Trend (2018-2024)
- 5.5.3.2 Forecast Trend (2025-2034)
- 5.5.4 20001 Sq. Ft. – 40000 Sq. Ft.
- 5.5.4.1 Historical Trend (2018-2024)
- 5.5.4.2 Forecast Trend (2025-2034)
- 5.5.5 Above 40000 Sq. Ft.
- 5.5.5.1 Historical Trend (2018-2024)
- 5.5.5.2 Forecast Trend (2025-2034)
- 5.6 Global Family-Indoor Entertainment Centres Market by Type
- 5.6.1 Children’s Entertainment Centres (CECs)
- 5.6.1.1 Historical Trend (2018-2024)
- 5.6.1.2 Forecast Trend (2025-2034)
- 5.6.2 Children’s Edutainment Centres (CEDCs)
- 5.6.2.1 Historical Trend (2018-2024)
- 5.6.2.2 Forecast Trend (2025-2034)
- 5.6.3 Location-based VR Entertainment Centres (LCECs)
- 5.6.3.1 Historical Trend (2018-2024)
- 5.6.3.2 Forecast Trend (2025-2034)
- 5.6.4 Adult Entertainment Centres (AECs)
- 5.6.4.1 Historical Trend (2018-2024)
- 5.6.4.2 Forecast Trend (2025-2034)
- 5.7 Global Family-Indoor Entertainment Centres Market by Revenue Source
- 5.7.1 Entry Fees and Ticket Sales
- 5.7.1.1 Historical Trend (2018-2024)
- 5.7.1.2 Forecast Trend (2025-2034)
- 5.7.2 Food and Beverages
- 5.7.2.1 Historical Trend (2018-2024)
- 5.7.2.2 Forecast Trend (2025-2034)
- 5.7.3 Advertisement
- 5.7.3.1 Historical Trend (2018-2024)
- 5.7.3.2 Forecast Trend (2025-2034)
- 5.7.4 Merchandising
- 5.7.4.1 Historical Trend (2018-2024)
- 5.7.4.2 Forecast Trend (2025-2034)
- 5.7.5 Others
- 5.8 Global Family-Indoor Entertainment Centres Market by Visitor Demographics
- 5.8.1 Families with Children (0-9 Years)
- 5.8.1.1 Historical Trend (2018-2024)
- 5.8.1.2 Forecast Trend (2025-2034)
- 5.8.2 Families with Children (9-12 Years)
- 5.8.2.1 Historical Trend (2018-2024)
- 5.8.2.2 Forecast Trend (2025-2034)
- 5.8.3 Teenagers (12-18 Years)
- 5.8.3.1 Historical Trend (2018-2024)
- 5.8.3.2 Forecast Trend (2025-2034)
- 5.8.4 Young Adults (18-24 Years)
- 5.8.4.1 Historical Trend (2018-2024)
- 5.8.4.2 Forecast Trend (2025-2034)
- 5.8.5 Adults (24+ Years)
- 5.8.5.1 Historical Trend (2018-2024)
- 5.8.5.2 Forecast Trend (2025-2034)
- 5.9 Global Family-Indoor Entertainment Centres Market by Region
- 5.9.1 North America
- 5.9.1.1 Historical Trend (2018-2024)
- 5.9.1.2 Forecast Trend (2025-2034)
- 5.9.2 Europe
- 5.9.2.1 Historical Trend (2018-2024)
- 5.9.2.2 Forecast Trend (2025-2034)
- 5.9.3 Asia Pacific
- 5.9.3.1 Historical Trend (2018-2024)
- 5.9.3.2 Forecast Trend (2025-2034)
- 5.9.4 Latin America
- 5.9.4.1 Historical Trend (2018-2024)
- 5.9.4.2 Forecast Trend (2025-2034)
- 5.9.5 Middle East and Africa
- 5.9.5.1 Historical Trend (2018-2024)
- 5.9.5.2 Forecast Trend (2025-2034)
- 6 North America Family-Indoor Entertainment Centres Market Analysis
- 6.1 United States of America
- 6.1.1 Historical Trend (2018-2024)
- 6.1.2 Forecast Trend (2025-2034)
- 6.2 Canada
- 6.2.1 Historical Trend (2018-2024)
- 6.2.2 Forecast Trend (2025-2034)
- 7 Europe Family-Indoor Entertainment Centres Market Analysis
- 7.1 United Kingdom
- 7.1.1 Historical Trend (2018-2024)
- 7.1.2 Forecast Trend (2025-2034)
- 7.2 Germany
- 7.2.1 Historical Trend (2018-2024)
- 7.2.2 Forecast Trend (2025-2034)
- 7.3 France
- 7.3.1 Historical Trend (2018-2024)
- 7.3.2 Forecast Trend (2025-2034)
- 7.4 Italy
- 7.4.1 Historical Trend (2018-2024)
- 7.4.2 Forecast Trend (2025-2034)
- 7.5 Others
- 8 Asia Pacific Family-Indoor Entertainment Centres Market Analysis
- 8.1 China
- 8.1.1 Historical Trend (2018-2024)
- 8.1.2 Forecast Trend (2025-2034)
- 8.2 Japan
- 8.2.1 Historical Trend (2018-2024)
- 8.2.2 Forecast Trend (2025-2034)
- 8.3 India
- 8.3.1 Historical Trend (2018-2024)
- 8.3.2 Forecast Trend (2025-2034)
- 8.4 ASEAN
- 8.4.1 Historical Trend (2018-2024)
- 8.4.2 Forecast Trend (2025-2034)
- 8.5 Australia
- 8.5.1 Historical Trend (2018-2024)
- 8.5.2 Forecast Trend (2025-2034)
- 8.6 Others
- 9 Latin America Family-Indoor Entertainment Centres Market Analysis
- 9.1 Brazil
- 9.1.1 Historical Trend (2018-2024)
- 9.1.2 Forecast Trend (2025-2034)
- 9.2 Argentina
- 9.2.1 Historical Trend (2018-2024)
- 9.2.2 Forecast Trend (2025-2034)
- 9.3 Mexico
- 9.3.1 Historical Trend (2018-2024)
- 9.3.2 Forecast Trend (2025-2034)
- 9.4 Others
- 10 Middle East and Africa Family-Indoor Entertainment Centres Market Analysis
- 10.1 Saudi Arabia
- 10.1.1 Historical Trend (2018-2024)
- 10.1.2 Forecast Trend (2025-2034)
- 10.2 United Arab Emirates
- 10.2.1 Historical Trend (2018-2024)
- 10.2.2 Forecast Trend (2025-2034)
- 10.3 Nigeria
- 10.3.1 Historical Trend (2018-2024)
- 10.3.2 Forecast Trend (2025-2034)
- 10.4 South Africa
- 10.4.1 Historical Trend (2018-2024)
- 10.4.2 Forecast Trend (2025-2034)
- 10.5 Others
- 11 Market Dynamics
- 11.1 SWOT Analysis
- 11.1.1 Strengths
- 11.1.2 Weaknesses
- 11.1.3 Opportunities
- 11.1.4 Threats
- 11.2 Porter’s Five Forces Analysis
- 11.2.1 Supplier’s Power
- 11.2.2 Buyer’s Power
- 11.2.3 Threat of New Entrants
- 11.2.4 Degree of Rivalry
- 11.2.5 Threat of Substitutes
- 11.3 Key Indicators for Demand
- 11.4 Key Indicators for Price
- 12 Competitive Landscape
- 12.1 Supplier Selection
- 12.2 Key Global Players
- 12.3 Key Regional Players
- 12.4 Key Player Strategies
- 12.5 Company Profiles
- 12.5.1 Cinergy Entertainment Group
- 12.5.1.1 Company Overview
- 12.5.1.2 Product Portfolio
- 12.5.1.3 Demographic Reach and Achievements
- 12.5.1.4 Certifications
- 12.5.2 CEC Entertainment Concepts, LP
- 12.5.2.1 Company Overview
- 12.5.2.2 Product Portfolio
- 12.5.2.3 Demographic Reach and Achievements
- 12.5.2.4 Certifications
- 12.5.3 KidZania Operations S.A.R.L.
- 12.5.3.1 Company Overview
- 12.5.3.2 Product Portfolio
- 12.5.3.3 Demographic Reach and Achievements
- 12.5.3.4 Certifications
- 12.5.4 Scene75 Entertainment Centers
- 12.5.4.1 Company Overview
- 12.5.4.2 Product Portfolio
- 12.5.4.3 Demographic Reach and Achievements
- 12.5.4.4 Certifications
- 12.5.5 Dave and Buster’s, Inc.
- 12.5.5.1 Company Overview
- 12.5.5.2 Product Portfolio
- 12.5.5.3 Demographic Reach and Achievements
- 12.5.5.4 Certifications
- 12.5.6 Bowlero Corp.
- 12.5.6.1 Company Overview
- 12.5.6.2 Product Portfolio
- 12.5.6.3 Demographic Reach and Achievements
- 12.5.6.4 Certifications
- 12.5.7 Landmark Group
- 12.5.7.1 Company Overview
- 12.5.7.2 Product Portfolio
- 12.5.7.3 Demographic Reach and Achievements
- 12.5.7.4 Certifications
- 12.5.8 SMAAASH Entertainment Pvt. Ltd.
- 12.5.8.1 Company Overview
- 12.5.8.2 Product Portfolio
- 12.5.8.3 Demographic Reach and Achievements
- 12.5.8.4 Certifications
- 12.5.9 Timezone Global
- 12.5.9.1 Company Overview
- 12.5.9.2 Product Portfolio
- 12.5.9.3 Demographic Reach and Achievements
- 12.5.9.4 Certifications
- 12.5.10 Others
Pricing
Currency Rates
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