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Indoor Entertainment Center Market worth over $85bn by 2028

  • Published Date: March 22, 2022

Indoor Entertainment Center Market size is set to surpass USD 85 billion by 2028, according to a new research report by Global Market Insights Inc.
 

The usage of high-quality video game arcades for enhancing cognitive abilities, multi-tasking & decision-making skills will help the market growth. Games enable individuals to focus on improving hand-eye coordination and make split-second decisions to win various prizes. The video game arcades help boost concentration power and improve reflexes while performing various tasks on the machine. The market participants offer an all-in-one card with credits that can be used to play different arcade games to enable a hassle-free gaming experience for the customers in the indoor entertainment center. Various indoor entertainment center providers such as Cinergy Entertainment Group, Dave and Buster’s, Inc., and Tenpin offer video arcade games for racing and shooting activities to customers of different age groups.
 

The ongoing COVID-19 pandemic had a negative impact on the market in 2020. Players experienced significant losses in the 2020 due to the stringent lockdown measures imposed by the government organizations. The market gained traction in the last quarter of 2020 owing to the introduction of safety guidelines by government administrations for outdoor activities. The industry experienced growth in 2021 as the companies focused on designing indoor entertainment centers that enable individuals to follow social distancing norms while participating in various activities.
 

Rising demand for advanced bowling alleys that provide immersive experience

UK Indoor Entertainment Center Market Size By Activity

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Bowling alleys with immersive experiences help in attracting customers. Alleys are being integrated with experiences that have specific set of levels & challenges and provide ultimate competitive gaming experience to the customers. To create a lively environment in the indoor entertainment centers, the companies are organizing live music shows with renowned bands playing various instruments and songs of the customer’s choice, helping create a relaxing and interactive atmosphere and enabling customers to actively participate in various games.
 

Browse key industry insights spread across 300 pages with 265 market data tables and 30 figures & charts from the report, “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” in detail along with the table of contents: 
https://www.gminsights.com/industry-analysis/indoor-entertainment-center-market
 

Increasing demand for children’s indoor entertainment centers that provide exciting gaming experiences is driving the market demand

Companies in the indoor entertainment center market are focusing on offering advanced gaming zones for children below 12 years to ensure a safe gaming experience. The leaders offer soft foam play area created especially for younger children with different activities. The gaming zones for children consist of various exciting jumbo inflatables including slides, obstacle courses, and bouncy houses that minimize the chances of any accidents and provide an enjoyable experience. Kids attractions with miniature versions of iconic rides including roller coasters and car racing offer an exciting gaming experience to the children. The indoor entertainment centers with huge play area are also designed for children above seven years to enhance their climbing agility and develop problem-solving skills through competitive activities.
 

Growing construction of small-scale indoor entertainment centers

Small-scale indoor entertainment centers with area size of up to 5,000 sq. ft are witnessing growth credited to the increasing number of SMEs focused on designing advanced gaming zones. SMEs have limited budgets and work with experienced designers who specialize in developing custom attractions in a limited area. Small-scale indoor entertainment centers offer different types of activities under one roof by including games and adventure rides that require less space owing to their compact design. Small-scale indoor entertainment centers are designed with an aim to maximize the leisure provided to the customers and enable a proper mix of attraction placed in a synchronized manner to offer maximum visibility. These centers enable ease of access and create a customer-friendly environment by using compact amusements & thrill rides.
 

Rising construction of shopping malls in the APAC region

Asia Pacific indoor entertainment center market is projected to showcase 11% growth rate through 2028 due to the increase in the development of innovative shopping malls in countries such as India, China, and Japan. Large mall operators are focusing on opening advanced gaming arenas and entertainment venue across the region to boost profitability and increase customer footfall. Indoor entertainment centers are a great way to attract customers who are looking for experiences surpassing conventional shopping and spending quality time with family & friends.
 

Companies are meticulously designing indoor entertainment center activities to enable multiplayer competition among adults. Indoor entertainment center providers also offer secured services that enable consumers to leave their children in the gaming zones and shop with a relaxed mind.
 

Introduction of innovative indoor entertainment centers forms a key strategy amongst the market players

The prominent leaders operating in the market are 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 participants are focusing on business expansion and introducing new indoor entertainment centers to attain a competitive advantage.
 

Authors: Preeti Wadhwani, Saloni Gankar