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Indoor Entertainment Center Market Size By Activity (AR & VR Gaming Zones, Bowling Alleys, Video Game Arcades, Children's Entertainment & Edutainment Area, Trampoline Parks, Indoor Physical Sports Activities, Adventure Activities, Restaurants & Movie Theaters), By Age Group (Below 12, 13 - 20, 21 - 25, Over 25), By Area Size (Upto 5,000 Sq. Ft, 5001 - 40000 Sq. Ft, 40000 - 100000 Sq. Ft, 100001 Sq. Ft - 10 Acres, Above 10 Acres), COVID-19 Impact Analysis, Regional Outlook, Growth Potential, Competitive Market Share & Forecast, 2022 – 2028

  • Report ID: GMI5231
  • Base Year: 2021
  • Report Format: PDF

Industry Trends

Indoor Entertainment Center Market size valued at over USD 45 billion in 2021 and is projected to grow at more than 10% CAGR from 2022 to 2028. The market growth is credited to rise in the business events hosted in the family entertainment centers to enhance communication, interpersonal relationships, and ice breaking sessions within teams.
 

Indoor Entertainment Center Market Overview

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Service providers in of the indoor entertainment center market are focusing on providing additional facilities to enjoy social gatherings. The services offered include customized social events for a corporate outing, kids birthdays, and holiday celebrations in the indoor entertainment centers. The market players such as Dave and Busters, Inc. and Lucky Strike Entertainment are helping customers to organize events by renting out a certain part of the indoor entertainment center depending on the age group, number of guests, and type of event. They are designing customized packages for different events to offer multi cuisine food options including chef-crafted buffets, appetizers, breakfast & lunch, and desserts to the customers.
 

The outbreak of the COVID-19 pandemic negatively impacted the indoor entertainment center market in FY2020. The market declined significantly, in 2020, attributed to the stringent lockdown measure imposed by government administrations globally. The temporary shutdown of malls and public facilities offering indoor entertainment services was impacted during the lockdown period.
 

The indoor entertainment centers showcased demand in the last quarter of 2020 owing to the lockdown relaxation and vaccination drives conducted by respective regional government administrations. In 2021, the indoor entertainment centers were able to provide services to vaccinated customers in limited capacity, fostering the indoor entertainment center market value. In recent years, the entertainment sector is focusing on offering dynamic and real-time gaming experiences to the customers through interactive activities.
 

Initiatives aimed at supporting the adoption of advanced technologies is stimulating demand for AR & VR gaming zones

The UK indoor entertainment center market is poised to observe 12% growth rate through 2028 led by the government initiatives focusing on offering funds and tax incentives to the AR and VR projects. According to the Department for International Trade, there will be a 78.3% growth rate for spending on AR and VR technology in the UK from 2019 to 2024. The government is providing tax reliefs through R&D tax credits to increase the adoption of AR and VR in different industries. Such supportive government policies enable the market leaders to deploy AR & VR technology in gaming zones and offer cinematic experience to customers.
 

Customers can immerse in three-dimensional space with optimized graphics and 360 degree moving platform at these indoor entertainment centers. Companies are using directional audio and haptic feedback to offer realistic movement and actions in the AR & VR gaming zones. The integration of AR & VR technology in the indoor entertainment centers provides customers a dynamic gaming experience.
 

Rise in population of young adults in India is supporting the market development for entertainment purposes

Indoor Entertainment Center Market Size

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In India, age 21 to 25 years age group segment in the indoor entertainment center market is predicted to expand at more than 10% CAGR till 2028. According to the Office of the Registrar General & Census Commissioner India (ORGI), the population of individuals in the age group of 20 – 24 is around 90 million. The participation of young working professionals with high disposable income in various leisure activities offered by the indoor entertainment centers will accelerate the Indian market.
 

Several indoor entertainment center market leaders are providing group activities such as teams combat in a high-capacity multi-sensory arena to provide a group experience. The experience has both individual and team scoring aspects, driving engagement, and providing entertainment value with advanced technology and game-play design. They are also focusing on introducing the popular online gaming into the real world, giving players the opportunity to utilize their intuition, collaboration, and analytical skills to complete a unique and challenging mission.
 

Demand for large-scale indoor entertainment centers is being registered globally

The global industry is witnessing a surge in the demand for indoor entertainment centers with area size of above 10 acres owing to dedicated game zones for different age groups, enabling families to participate in several activities. These indoor entertainment centers have game zones, adventure rides, restaurants, and movie theatres to offer different types of services to the customers. The floor space required to setup the machines and devices for such activities is high, impelling the large indoor entertainment center market revenue. Companies are focusing on delivering comprehensive range of services to the customers by designing secured and engaging kids play zones, enabling adults to enjoy thrilling adventure rides.
 

Rising popularity of innovative sports activities in North America region will influence the regional growth

North America Indoor Entertainment Center Market

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North America indoor entertainment center market captured for 20% of revenue share in 2021 on account of the growing inclination of individuals toward sports activities during weekends and holidays. The market participants are offering games that create high competitiveness among the individuals by participating in activities including mini-golf, rafting, and racing.
 

The indoor entertainment center operators monitor the score of each team and offer various prizes to the winners. The river rafting rides offer waterproof, dynamic, and virtual experience to the customers and provide a 360-degree VR immersive experience, taking visitors on a class 4 downhill in a VR raft, providing riders with a real-time river rafting ride. Providers are offering such competitive, adventurous, and virtual activities to enhance the gaming experience of customers.
 

Strategic alliances form a key strategy among the market players

The key companies operating in the indoor entertainment center market include Bandai Namco Holdings Inc., Bowlero Corporation, CEC Entertainment, Inc., Cinergy Entertainment Group, Dave and Buster’s, Inc., Ferrari World, Fun City, Funriders, KidZania, Legoland Discovery Center, Lucky Strike Entertainment, Nickelodeon Universe, Scene75 Entertainment Centers, Smaaash, Tenpin, The Walt Disney Company, Timezone Global, and Triotech. The market leaders are focusing on undertaking strategic partnerships and mergers & acquisitions to strengthen their market position and expand their global presence.
 

The indoor entertainment center market research report includes in-depth coverage of the industry with estimates & forecast in terms of revenue in USD from 2018 to 2028 for the following segments:

Market, By Activity

  • AR & VR gaming zones
  • Bowling alleys
  • Video game arcades
  • Children's entertainment & edutainment area
  • Trampoline parks
  • Indoor physical sports activities
  • Adventure activities
  • Restaurants & movie theaters
  • Others

Market, By Age Group

  • Below 12
  • 13 - 20
  • 21 - 25
  • Over 25

Market, By Area Size

  • Upto 5,000 sq. ft
  • 5,001 - 40,000 sq. ft
  • 40,000 - 1,00,000 sq. ft
  • 1,00,001 sq. ft - 10 acres
  • Above 10 acres

The above information has been provided for the following regions and countries:

  • North America
    • U.S.
    • Canada
  • Europe
    • UK
    • Germany
    • France
    • Italy
    • Spain
    • Russia
    • Benelux
  • Asia Pacific
    • China
    • India
    • Japan
    • South Korea
    • Australia & New Zealand
    • Southeast Asia
  • Latin America
    • Brazil
    • Mexico
    • Argentina
  • Middle East & Africa
    • UAE
    • Saudi Arabia
    • Israel
    • South Africa

 

Authors: Preeti Wadhwani, Saloni Gankar

Frequently Asked Questions (FAQ) :

The market size of indoor entertainment centers crossed USD 45 billion in 2021 and is anticipated to grow at a CAGR of over 10% between 2022 and 2028.

In U.K., AR and VR gaming zones could grow at a 12% rate through 2028 driven by increasing government initiatives towards offering tax incentives and funds to these projects.

The 21 to 25 years age group in India is poised to grow at over 10% CAGR through 2028 driven by increasing participation of the youth with high disposable income in a variety of leisure activities provide by indoor entertainment centers.

North America indoor entertainment centers industry accounted for 20% of the revenue share and could grow with the rising preference of individuals for sports activities during weekends and holidays

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Premium Report Details

  • Published Date: Mar 2022
  • Companies covered: 18
  • Tables & Figures: 295
  • Countries covered: 22
  • Pages: 300

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