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Indoor Entertainment Center Market Analysis

  • Report ID: GMI5231
  • Published Date: Mar 2022
  • Report Format: PDF

Indoor Entertainment Center Market Analysis

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.


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.

North America Indoor Entertainment Center Market

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.

Authors: Suraj Gujar

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

Indoor Entertainment Center Market Scope

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Premium Report Details

  • Base Year: 2021
  • Companies covered: 18
  • Tables & Figures: 295
  • Countries covered: 22
  • Pages: 300
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