Global Family Entertainment Center Market Overview:
Family Entertainment Centers are designed to Engage Families at Reasonable Prices. Family Entertainment Centres Usually Offer a Variety of Attractions Including Bowling, Arcade Games, Video Games, Gaming Consoles, Machine-Based Games, Indoor Sports, Outdoor Go-Kart Racing, Miniature Golf, Thrill Rides, Batting Cages, and Other Attractions. The Size of the Location Determines the Offerings, However, Most Family Entertainment Centers Include Miniature Golf And Some Form of an Arcade. Facilities Target a Wide Range of Clientele, Ranging From Young Children to Teenagers, and Adults Looking for a Different Form of Entertainment Some of the key players profiled in the study are CEC Entertainment, Inc. (United States), Cinergy Entertainment (United States), The Walt Disney Company (United States), Scene 75 Entertainment Center (United States), Lucky Strike Entertainment (United States), Dave & Buster’s (United States), Funcity (India), Kidzania (India), Smaaash Entertainment Pvt. Ltd. (India) and LEGOLAND Discovery Center (Germany).
On the basis of geography, the market of Family Entertainment Center has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico). United States region held largest market share in the year 2019. Europe on the other hand stood as second largest market due to the presence of key companies into the region and high technological advancement. If we see Market by Demography, the sub-segment i.e. Families with Children (0-8) will boost the Family Entertainment Center market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth. If we see Market by Facility Size, the sub-segment i.e. Up to 5,000 Sq. Ft. will boost the Family Entertainment Center market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth. If we see Market by Revenue Source, the sub-segment i.e. Entry Fees & Ticket Sales will boost the Family Entertainment Center market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.
- Increased Disposable Incomes, Coupled With Limited Leisure Time and Convenience of the Entertainment Location Close To the Home
- Growth in the Number of Malls and the Increasing Inclusion of Family Entertainment Center in the Shopping Malls for Increasing the Mall’s As Well as Other Tenants’ Revenue
- Increasing Usage of New Technologies such As Virtual Reality Gaming and 3D Technology in Family Entertainment Centers
- Rising Popularity of Home Gaming, Digital Portals, and over the Top Platforms Like Netflix amongst Young Generation
- There is an Emerging Opportunity for the Consumer Product Marketing in Family Entertainment Centers
- There are also Prospects for Food Joints and Restaurants to Cater to the Needs for the People Visiting Family Entertainment Centers
- High Cost Associated with the Installation and Entry Fees in the Entertainment Centers
- Controlling Noise and Cleanliness Generated by the Visitors
The Family Entertainment Centre Industry is driven by Repeat Visitations by Guests. The Family Entertainment Center Industry is Highly Fragmented due to Geographic and Demographic Limitations. Owing to the Higher Income Levels in the USA, Europe, and Japan, Stand the Leading Position. The Asia-Pacific Region will Occupy More Market Share in the Following Years, Especially in China and India as well as Southeast Asia Regions. Owing to the Rising Popularity of Family Entertainment Centers, there are Growing Opportunities for the New Players for Market Entry
Target Audience:Family Entertainment Companies, Shopping Mall Owners, Investors, Regulatory and Government Bodies and Others
Major Objectives Focused through this Study To define, describe, and forecast the Global Family Entertainment Center market on the basis of product [Children’s Entertainment, Children’s Edutainment, Location-Based Virtual Reality Entertainment, Adult Entertainment and Others] , application [Physical Play Activities, Competition Games, Arcade Studios, Augmented Reality and Virtual Reality Gaming Zones and Others], key regions and end user
To provide in-depth information regarding major influencing factors affecting the growth of the market (trends, drivers, restraints, opportunities, and industry-centric and regional challenges)
To strategically analyse the micro-markets and important business segments with respect to individual growth drivers , market trends and potential, and historical contributions to the total market
Identifying the opportunities in the market for key stakeholders and detailing the competitive landscape for market leaders
To provide market size for various segments of the Family Entertainment Center market with respect to major geographies, namely, South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico)
To strategically profile the key players and analyzing their market shares and core competencies in the Family Entertainment Center industry
To track key developments such as product launches, expansions, agreements, partnerships, mergers & acquisitions, and R&D activities that are key factors in shaping the market
Available Customization: Data related to EXIM [Export- Import], production & consumption by country or regional level break-up can be provided based on client request**. Additionally, the Manufacturers which are also part of the research are Playcore (United States), White Hutchinson (United States), Landscape Structures (United States), RCI Adventure Products (United States), Playpower (United States) and Eli Fun Center (United States).
** Confirmation on availability of data would be informed prior purchase
While framing the research framework, major and emerging players operating in the Family Entertainment Center market in various regions have been profiled, and their offerings, geographic footprints, and distribution/sales channels have been analysed through in-depth discussions. Top-down and bottom-up approaches have been used to determine the overall market size. Sizes of the other individual markets have been estimated using the percentage splits obtained through secondary sources such as Hoovers, Bloomberg BusinessWeek, and Dow Jones (Factiva), along with primary respondents. The complete methodology includes the study of the annual and financial reports of the key market players and extensive interviews with industry experts such as CEOs, VPs, directors, and marketing executives for key insights (both qualitative and quantitative) related to the market.