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The global family indoor entertainment market size reached USD 24.35 Billion in 2020 and is expected to register a revenue CAGR of 10.3%, during the forecast period, according to latest analysis by Emergen Research. Increasing disposable income among consumers in developing countries and an increase in the number of family entertainment centers to offer a variety of family entertainment and celebratory activities are among some key factors driving global family indoor entertainment market revenue growth. Increasing number of malls in rapidly expanding urban areas and settings is expected to continue to support deployment and opening of such centers and drive revenue growth of the market to a significant extent going ahead.

Various operators and developers are designing and deploying new-gen entertainment centers to leverage the trend of individuals feeling safer or more protected in smaller gatherings and at private settings owing to the COVID-19 pandemic as well as the various restrictions and fears of contracting or spreading the virus. Furthermore, some customers find indoor entertainment and gaming venues more appealing for a variety of reasons, including privacy, protection from the elements such as harsh sunlight, rain, air pollution, dust, etc. For operators as well, this is emerging as a rather more lucrative opportunity than investing and operating larger and more cost-intensive outdoor amusement parks and centers. Additionally, as large outdoor entertainment centers have higher land, labor, and infrastructure expenses, the attractiveness of indoor playgrounds has been gaining rapid traction among entrepreneurs with lower budgets.  Operators are constructing indoor family entertainment centers with the marketing objective of promoting family activities, providing F&B services, and offering gaming experiences to stay ahead to the competition.

Family Indoor Entertainment market that offers key insights about the regional and global scope of the Family Indoor Entertainment market. It offers key details about the recent product launches, technological advancements, supply and demand ratio, and regulatory framework. The report also offers details about market size, market share, revenue growth, and CAGR during the forecast period of 2021-2028. The report also offers key insights about top companies in the market along with a thorough SWOT analysis, Porter’s Five Forces analysis, and feasibility analysis to offer competitive edge to the readers. The report focuses on the recent trends, major challenges and opportunities, and limitations pertaining to the ongoing pandemic.

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Some Key Highlights From the Report

Families with children (9-12) segment revenue is expected to expand at a significantly robust CAGR during the forecast period. High number of children-related birthday celebrations, events, rituals and ceremonies, as well as other celebration activities are conducted at family indoor entertainment centers for families with children (9-12).

Entry fees & ticket sales segment is expected to lead in terms of revenue over the forecast period. Major source of income is ticket sales and entry fees in family indoor entertainment centers, which is expected to increase as the number of visitors increase and the competitive scenario continues to change going ahead.

Arcade studios segment is expected to account for largest revenue share over the forecast period. Popularity of video games and arcade games is not restricted to children and young adults. More advanced and exciting games and technologies are steadily becoming popular with an increasing adult base.

The research report offers details about leading companies in the global Family Indoor Entertainment market along with global position, financial standing, license agreement, products and services portfolio and revenue contribution of each market player. Key players in the market are focusing on adopting various strategies such as mergers and acquisition, business expansion plans, new product launches, partnerships, collaborations, joint ventures to enhance their product base and gain robust footing in the market.

The report also discusses the key players involved in the market such as Dave & Buster’s Inc., Cinergy Entertainment Group, Inc., The Walt Disney Company, Legoland Discovery Centre, Smaaash Entertainment Pvt Ltd., Lucky Strike Entertainment, LLC, Scene75 Entertainment Center, CEC Entertainment Inc., Bandai Namco Entertainment Inc., and Main Event Entertainment, LP and others as well as new entrants in the market.

The report further segments the global Family Indoor Entertainment market on the basis of product types and applications and provides insights into key factors influencing the revenue growth of the segments.

Emergen Research has segmented the global family indoor entertainment on the basis of visitor demographic, revenue source, type, application, and region:

Visitor Demographic Outlook (Revenue, USD Billion; 2018–2028)

Families with Children (0-8)

Families with Children (9-12)

Teenagers (13-19)

Young adults (20-25)

Adults (25+)

Revenue Source Outlook (Revenue, USD Billion; 2018–2028)

Entry Fees & Ticket Sales

Merchandising

Food & Beverages

Advertisement

Others

Type Outlook (Revenue, USD Billion; 2018–2028)

Children’s Edutainment Centers (CEDCs)

Children’s Entertainment Centers (CECs)

Adult Entertainment Centers (AECs)

Location-based VR Entertainment Centers (LBECs)

Application Outlook (Revenue, USD Billion; 2018–2028)

Physical Play Activities

Arcade Studios

Skill & Competition Games

AR & VR Gaming Zones

Others

The report focuses on current and future market growth, technological advancements, volume, raw materials, and profiles of the key companies involved in the market. The report provides valuable insights to the stakeholders, investors, product managers, marketing executives, and other industry professionals.

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Family Indoor Entertainment Market Segmentation based on Regions:

North America (U.S., Canada, Mexico)

Europe (Germany, U.K., France, Italy, Spain, Benelux, Rest of Europe)

Asia Pacific (China, India, Japan, South Korea, Rest of Asia Pacific)

Latin America (Brazil, Rest of Latin America)

Middle East & Africa (Saudi Arabia, UAE, South Africa, Rest of Middle East & Africa)

Excerpts from the summary:

Chapter 1: Family Indoor Entertainment Market Overview, Drivers, Restrictions and Opportunities, Segmentation Overview

Chapter 2: Market competition by manufacturers

Chapter 3: Production by regions

Chapter 4: Consumption by Regions

Chapter 5: Production, by types, revenue and market share by types

Chapter 6: Consumption, by applications, market share (%) and growth rate by applications

Chapter 7: Profiling and comprehensive analysis of Producers

Chapter 8: Production Cost Analysis, Raw Material Analysis, Regional Production Expenses.

Chapter 9: Industrial chain, sourcing strategy and downstream buyers

Chapter 10: Marketing strategy analysis, distributors / merchants

Chapter 11: Family Indoor Entertainment Market Effect Factors Analysis

Chapter 12: Market Forecasts

Chapter 13: Family Indoor Entertainment Research findings and conclusions, Appendix, methodology and data source.

Thank you for reading our report. Please get in touch with us if you have any query regarding the report or its customization. Our team will ensure the report is best suited to your needs.

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