Indoor entertainment center market is anticipated to grow at a considerable CAGR of 10.1% during the forecast period. The consistently increasing demand for new entertainment activities, rising investment in malls for family-oriented entertainment zones, as well as the development of amusement parts with participatory play supporting family activities, are the prominent factor that drives the market growth. The indoor entertainment center is family oriented entertainment zones based on the interiors of the complex, specially designed for amusing individuals such as arcades, video games, and games based on AR and VR technology. Besides this, the indoor entertainment centers also include a celebration of birthdays, or hosting a corporate event.
Numerous strategies such as collaboration, partnership, and expansion adopted by key players which include, Bowlero Corp., Dave & Buster's, and Falcon’s Beyond will further fuel the market growth. For instance, in July 2022, Falcon’s Beyond announced a partnership with BRON Studios. Under the partnership, the companies co-develop and co-produced multiple global entertainment properties into feature films such as, episodic series, video games, Web3 activations, consumer products, and location-based entertainment experiences.
Segmental Outlook
The global indoor entertainment center market is segmented based on facility, activity area, and type. Based on facility, the market is subdivided into 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, 11 to 30 acres, and over 30 acres. Based on activity area the market is segmented into arcade studios, AR and VR gaming zones, physical play activities, skill competition games, and others. Based on type the market is classified into children’s entertainment centers (CECs), children’s edutainment centers (CEDCs), adult entertainment centers (AECS), and location-based VR entertainment centers (LBECs). Among the type, the CECS sub-segment held a significant share in the market, which is attributed due to the rising focus toward child/ parent interactions along with child play activities and entertainment for children. However, the LBECs SUB-segment is expected to portray a favourable CAGR, owing to integration of virtual reality in LBECs that became an attractive option for curious consumers and VR aficionados.
Among the activity area, the AR and VR gaming zones has is anticipated to cater to a considerable growtj over the forecast period. The gaming manufacturers are focusing on developing various technologies such as 3D projection mapping and interactive digital surfaces, artificial intelligence (AI) to generate new technologically advanced games, and for improvising gaming experiences in the family/ indoor entertainment centers, which in turn increases the demand of segment during the freocast period. For instance, in January 2022, AR’s Games launched of AI-based augmented reality (AR) video games, named The Real Tournament. The games combined AI and AR to create a first-person shooting game made with real people. The Rela Tournament provides the option of playing in teams or as individuals and the smart game features allow the players to shoot from distances, far beyond standard laser tag distances.
Regional Outlooks
The global indoor entertainment center market is further segmented based on geography including North America (the US, and Canada), Europe (Italy, Spain, Germany, France, and Others), Asia-Pacific (India, China, Japan, South Korea, and Others), and the Rest of the World (the Middle East &Africa, and Latin America). The market can be analyzed for a particular region or country level as per the requirement. Among these, the European region is expected to grow at a substaintial CAGR in the global indoor entertainment center market.
Global Indoor Entertainment Center Market Growth, by Region 2022-2028
The North American Region is Expected to Witness Substantial Growth in the Global Indoor Entertainment Centers Market
The North American region is expected to witness substantial growth in the indoor entertainment centers market. The growth is attributed owing to factors such as the higher adoption of AI and IoT technologies in indoor video games, along with the presence of major market players such as Kidzania Operations, S.À.R.L., and Cincinnati Bengals that are adopting numerous strategic initiatives such as new product development, launches, and partnership will further drive market growth. For instance, in October 2022, the Cincinnati Bengals and Integrity Express Logistics (IEL) announced a multi-year naming rights partnership for the team's indoor practice facility, called the IEL Indoor Facility. The new partnership makes IEL the official logistics partner of the Cincinnati Bengals. The IEL Indoor Facility, is 80,000 square feet, reaching 79 feet to the peak, and this indoor facility has increased brand awareness and promote the IEL's customer-focused logistics solutions to a larger audience in the US.
Market Players Outlook
The major companies serving the global indoor entertainment center market include Bowlero Corp., Dave & Buster's, Disney, Citymax Hotels India Pvt Ltd., Funriders and others.The market players are considerably contributing to the market growth by the adoption of various strategies including mergers and acquisitions, partnerships, collaborations, funding, and new product launches, to stay competitive in the market. For instance, in September 2022, Launch Entertainment signed a lease for the state’s 6th full-family entertainment center in Dearborn. The locations feature include activities such as bowling, virtual reality, arcades, trampolines, XP Arena, laser tag, axe throwing, ninja courses, and a full restaurant and bar.
The Report Covers
1. Report Summary
• Current Industry Analysis and Growth Potential Outlook
1.1. Research Methods and Tools
1.2. Market Breakdown
1.2.1. By Segmentation
1.2.2. By Region
2. Market Overview and Insights
2.1. Scope of the Report
2.2. Analyst Insight & Current Market Trends
2.2.1. Key Findings
2.2.2. Recommendation
2.2.3. Conclusion
3. Competitive Landscape
3.1. Key Company Analysis
3.2. Bowlero Corp.
3.2.1. Overview
3.2.2. Financial Analysis
3.2.3. SWOT Analysis
3.2.4. Recent Development
3.3. Dave & Buster's
3.3.1. Overview
3.3.2. Financial Analysis
3.3.3. SWOT Analysis
3.3.4. Recent Development
3.4. Disney
3.4.1. Overview
3.4.2. Financial Analysis
3.4.3. SWOT Analysis
3.4.4. Recent Development
3.5. Key Strategy Analysis
4. Market Segmentation
4.1. Global Indoor Entertainment Center Market by Facility
4.1.1. Up to 5,000 Sq Ft
4.1.2. 5,001 to 10,000 Sq Ft
4.1.3. 10,001 to 20,000 Sq Ft
4.1.4. 20,001 to 40,000 Sq Ft
4.1.5. 1 to 10 Acres
4.1.6. 11 to 30 Acres
4.1.7. Over 30 Acres
4.2. Global Indoor Entertainment Center Market by Activity Area
4.2.1. Arcade Studios
4.2.2. AR and VR Gaming Zones
4.2.3. Physical Play Activities
4.2.4. Skill Competition Games
4.2.5. Others
4.3. Global Indoor Entertainment Center Market by Type
4.3.1. Children’s Entertainment Centers (CECs)
4.3.2. Children’s Edutainment Centers (CEDCs)
4.3.3. Adult Entertainment Centers (AECs)
4.3.4. Location-Based VR Entertainment Centers (LBECs)
5. Regional Analysis
5.1. North America
5.1.1. United States
5.1.2. Canada
5.2. Europe
5.2.1. UK
5.2.2. Germany
5.2.3. Italy
5.2.4. Spain
5.2.5. France
5.2.6. Rest of Europe
5.3. Asia-Pacific
5.3.1. China
5.3.2. India
5.3.3. Japan
5.3.4. South Korea
5.3.5. Rest of Asia-Pacific
5.4. Rest of the World
6. Company Profiles
6.1. Bandai Namco
6.2. Cec Entertainment
6.3. Cinergy Entertainment Group, Inc.
6.4. Citymax Hotels India Pvt. Ltd.
6.5. Funriders
6.6. Kidzania Operations, S.À.R.L.
6.7. Lucky Strike Entertainment, LLC
6.8. Main Event Entertainment, Inc.
6.9. Merlin Entertainments
6.10. Moac Mall Holdings LLC
6.11. Mr. Gatti’s Pizza, LLC
6.12. Scene75 Entertainment Centers
6.13. Smaaash Entertainment Pvt. Ltd.
6.14. Teeg Australia Pty Ltd.
6.15. Ten Pin Fun Center
6.16. Toytown
1. GLOBAL INDOOR ENTERTAINMENT CENTER MARKET RESEARCH AND ANALYSIS BY FACILITY, 2021-2028 ($ MILLION)
2. GLOBAL UP TO 5,000 SQ FT FACILITY FOR INDOOR ENTERTAINMENT CENTER MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)
3. GLOBAL 5,001 TO 10,000 SQ FT FACILITY FOR INDOOR ENTERTAINMENT CENTER MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)
4. GLOBAL 10,001 TO 20,000 SQ FT FACILITY FOR INDOOR ENTERTAINMENT CENTER MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)
5. GLOBAL 20,001 TO 40,000 SQ FT FACILITY FOR INDOOR ENTERTAINMENT CENTER MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)
6. GLOBAL 1 TO 10 ACRES FACILITY FOR INDOOR ENTERTAINMENT CENTER MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)
7. GLOBAL 11 TO 30 ACRES FACILITY FOR INDOOR ENTERTAINMENT CENTER MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)
8. GLOBAL UP TO 30 ACRES FACILITY FOR INDOOR ENTERTAINMENT CENTER MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)
9. GLOBAL INDOOR ENTERTAINMENT CENTER MARKET RESEARCH AND ANALYSIS BY ACTIVITY AREA, 2021-2028 ($ MILLION)
10. GLOBAL ARCADE STUDIOS IN INDOOR ENTERTAINMENT CENTER MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)
11. GLOBAL AR AND VR GAMING ZONES IN INDOOR ENTERTAINMENT CENTER MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)
12. GLOBAL PHYSICAL PLAY ACTIVITES IN INDOOR ENTERTAINMENT CENTER MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)
13. GLOBAL SKILL COMPETITION GAMES IN INDOOR ENTERTAINMENT CENTER MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)
14. GLOBAL OTHER ACTIVITY AREA IN INDOOR ENTERTAINMENT CENTER MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)
15. GLOBAL INDOOR ENTERTAINMENT CENTER MARKET RESEARCH AND ANALYSIS BY TYPE, 2021-2028 ($ MILLION)
16. GLOBAL CHILDREN’S ENTERTAINMENT CENTERS (CECs) MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)
17. GLOBAL CHILDREN’S EDUTAINMENT CENTERS (CEDCs) MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)
18. GLOBAL ADULT ENTERTAINMENT CENTERS (AECs) MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)
19. GLOBAL LOCATION BASED VR ENTERTAINMENT CENTERS (LBECs) MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)
20. GLOBAL INDOOR ENTERTAINMENT CENTER MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)
21. NORTH AMERICAN INDOOR ENTERTAINMENT CENTER MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2021-2028 ($ MILLION)
22. NORTH AMERICAN INDOOR ENTERTAINMENT CENTER MARKET RESEARCH AND ANALYSIS BY FACILITY, 2021-2028 ($ MILLION)
23. NORTH AMERICAN INDOOR ENTERTAINMENT CENTER MARKET RESEARCH AND ANALYSIS BY ACTIVITY AREA, 2021-2028 ($ MILLION)
24. NORTH AMERICAN INDOOR ENTERTAINMENT CENTER MARKET RESEARCH AND ANALYSIS BY TYPE, 2021-2028 ($ MILLION)
25. EUROPEAN INDOOR ENTERTAINMENT CENTER MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2021-2028 ($ MILLION)
26. EUROPEAN INDOOR ENTERTAINMENT CENTER MARKET RESEARCH AND ANALYSIS BY FACILITY, 2021-2028 ($ MILLION)
27. EUROPEAN INDOOR ENTERTAINMENT CENTER MARKET RESEARCH AND ANALYSIS BY ACTIVITY AREA, 2021-2028 ($ MILLION)
28. EUROPEAN INDOOR ENTERTAINMENT CENTER MARKET RESEARCH AND ANALYSIS BY TYPE, 2021-2028 ($ MILLION)
29. ASIA-PACIFIC INDOOR ENTERTAINMENT CENTER MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2021-2028 ($ MILLION)
30. ASIA-PACIFIC INDOOR ENTERTAINMENT CENTER MARKET RESEARCH AND ANALYSIS BY FACILITY, 2021-2028 ($ MILLION)
31. ASIA-PACIFIC INDOOR ENTERTAINMENT CENTER MARKET RESEARCH AND ANALYSIS BY ACTIVITY AREA, 2021-2028 ($ MILLION)
32. ASIA-PACIFIC INDOOR ENTERTAINMENT CENTER MARKET RESEARCH AND ANALYSIS BY TYPE, 2021-2028 ($ MILLION)
33. REST OF THE WORLD INDOOR ENTERTAINMENT CENTER MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2021-2028 ($ MILLION)
34. REST OF THE WORLD INDOOR ENTERTAINMENT CENTER MARKET RESEARCH AND ANALYSIS BY FACILITY, 2021-2028 ($ MILLION)
35. REST OF THE WORLD INDOOR ENTERTAINMENT CENTER MARKET RESEARCH AND ANALYSIS BY ACTIVITY AREA, 2021-2028 ($ MILLION)
36. REST OF THE WORLD INDOOR ENTERTAINMENT CENTER MARKET RESEARCH AND ANALYSIS BY TYPE, 2021-2028 ($ MILLION)
1. GLOBAL INDOOR ENTERTAINMENT CENTER MARKET SHARE BY FACILITY, 2021 VS 2028 (%)
2. GLOBAL UP TO 5,000 SQ FT FOR INDOOR ENTERTAINMENT CENTER MARKET SHARE BY REGION, 2021 VS 2028 (%)
3. GLOBAL 5,001 TO 10,000 SQ FT FOR INDOOR ENTERTAINMENT CENTER MARKET SHARE BY REGION, 2021 VS 2028 (%)
4. GLOBAL 10,001 TO 20,000 SQ FT FOR INDOOR ENTERTAINMENT CENTER MARKET SHARE BY REGION, 2021 VS 2028 (%)
5. GLOBAL 20,001 TO 40,000 SQ FT FOR INDOOR ENTERTAINMENT CENTER MARKET SHARE BY REGION, 2021 VS 2028 (%)
6. GLOBAL 1 TO 10 ACRES FOR INDOOR ENTERTAINMENT CENTER MARKET SHARE BY REGION, 2021 VS 2028 (%)
7. GLOBAL 11 TO 30 ACRES FOR INDOOR ENTERTAINMENT CENTER MARKET SHARE BY REGION, 2021 VS 2028 (%)
8. GLOBAL OVER 30 ACRES FOR INDOOR ENTERTAINMENT CENTER MARKET SHARE BY REGION, 2021 VS 2028 (%)
9. GLOBAL INDOOR ENTERTAINMENT CENTER MARKET SHARE BY ACTIVITY AREA, 2021 VS 2028 (%)
10. GLOBAL ARCADE STUDIOS IN INDOOR ENTERTAINMENT CENTER MARKET SHARE BY REGION, 2021 VS 2028 (%)
11. GLOBAL AR AND VR GAMING ZONES IN INDOOR ENTERTAINMENT CENTER MARKET SHARE BY REGION, 2021 VS 2028 (%)
12. GLOBAL PHYSICAL PLAY ACTIVITIES IN INDOOR ENTERTAINMENT CENTER MARKET SHARE BY REGION, 2021 VS 2028 (%)
13. GLOBAL SKILL COMPETITION IN INDOOR ENTERTAINMENT CENTER GAMES MARKET SHARE BY REGION, 2021 VS 2028 (%)
14. GLOBAL OTHERS ACTIVITIES AREA IN INDOOR ENTERTAINMENT CENTER MARKET SHARE BY REGION, 2021 VS 2028 (%)
15. GLOBAL INDOOR ENTERTAINMENT CENTER MARKET SHARE BY TYPE, 2021 VS 2028 (%)
16. GLOBAL CHILDREN’S ENTERTAINMENT CENTERS (CECs) MARKET SHARE BY REGION, 2021 VS 2028 (%)
17. GLOBAL CHILDREN’S EDUTAINMENT CENTERS (CEDCs) MARKET SHARE BY REGION, 2021 VS 2028 (%)
18. GLOBAL ADULT ENTERTAINMENT CENTERS (AECs) MARKET SHARE BY REGION, 2021 VS 2028 (%)
19. GLOBAL LOCATION BASED VR ENTERTAINMENT CENTERS (LBECs) MARKET SHARE BY REGION, 2021 VS 2028 (%)
20. GLOBAL INDOOR ENTERTAINMENT CENTER MARKET SHARE BY REGION, 2021 VS 2028 (%)
21. US INDOOR ENTERTAINMENT CENTER MARKET SIZE, 2021-2028 ($ MILLION)
22. CANADA INDOOR ENTERTAINMENT CENTER MARKET SIZE, 2021-2028 ($ MILLION)
23. UK INDOOR ENTERTAINMENT CENTER MARKET SIZE, 2021-2028 ($ MILLION)
24. FRANCE INDOOR ENTERTAINMENT CENTER MARKET SIZE, 2021-2028 ($ MILLION)
25. GERMANY INDOOR ENTERTAINMENT CENTER MARKET SIZE, 2021-2028 ($ MILLION)
26. ITALY INDOOR ENTERTAINMENT CENTER MARKET SIZE, 2021-2028 ($ MILLION)
27. SPAIN INDOOR ENTERTAINMENT CENTER MARKET SIZE, 2021-2028 ($ MILLION)
28. REST OF EUROPE INDOOR ENTERTAINMENT CENTER MARKET SIZE, 2021-2028 ($ MILLION)
29. INDIA INDOOR ENTERTAINMENT CENTER MARKET SIZE, 2021-2028 ($ MILLION)
30. CHINA INDOOR ENTERTAINMENT CENTER MARKET SIZE, 2021-2028 ($ MILLION)
31. JAPAN INDOOR ENTERTAINMENT CENTER MARKET SIZE, 2021-2028 ($ MILLION)
32. SOUTH KOREA INDOOR ENTERTAINMENT CENTER MARKET SIZE, 2021-2028 ($ MILLION)
33. REST OF ASIA-PACIFIC INDOOR ENTERTAINMENT CENTER MARKET SIZE, 2021-2028 ($ MILLION)
34. REST OF THE WORLD INDOOR ENTERTAINMENT CENTER MARKET SIZE, 2021-2028 ($ MILLION)