Indoor Entertainment Centres Market Global Trends, Market Share, Industry Size, Growth, Opportunities, and Market Forecast 2019 to 2026


Posted October 11, 2019 by itsaksh1996

Global Indoor Entertainment Centres Market is estimated to value over 41 billion by 2026 end and register a CAGR of over 10% during the forecast period 2019 to 2026.

 
Availability of diversified entertainment and gaming alternatives, growth in per capita disposable income and favourable youth demographics in the Asia-Pacific region drive the growth of the indoor entertainment centers market. Nonetheless, mobile devices and home gaming, an increase in ticket prices and high initial costs are the factors expected to impede the market growth during the forecast period. Moreover, substantial investments by malls in the Asia-Pacific region, the continuous launch of new entertainment centers supporting family activities, participatory play, and integration of new technologies such as virtual reality gaming, augmented reality, 3D technology, and others provide opportunities for the growth of the indoor entertainment centers market.
The target audience of indoor entertainment centers usually consists of children aged 8 to 14 years and their parents. The average age in many Asian countries is around 25. This indicates a deeper penetration of youth population under the age of 14 in the Asia-Pacific region and with rising expectations and incomes, parents are spending more on their children, which is expected to increase the indoor entertainment centers market size.

The key players operating in the global family/indoor entertainment centers market include Dave & Buster’s, CEC Entertainment, Inc., Cinergy Entertainment, KidZania, Scene 75 Entertainment Centers, The Walt Disney Company, Lucky Strike Entertainment, FunCity, Smaaash Entertainment Pvt. Ltd., and LEGOLAND Discovery Center

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Global Indoor Entertainment Centre Market Segmentation:
By Visitor Demographics
· Families with Children (0-9 Yrs.)
· Families with Children (9-12 Yrs.)
· Teenagers (13-19 Yrs.)
· Young Adults (20-24 Yrs.)
· Adults (24 Yrs. and above)
By Facility Size
· Up to 5000 SQ.FT.
· 5001 to 10,000 SQ.FT.
· 10,001 to 20,000 SQ.FT.
· 20,001 to 40,000 SQ.FT.
· 1 to 10 Acres
· 11 to 30 Acres
· Over 30 Acres
By Attendance
· 0-25,000
· 25,001-50,000
· 50,001-100,000
· 100,001-250,000
· 250,001-500,000
· 500,0001-1.25 Million
· 1.25 Million-4 Million
· Over 4 Million

By Revenue Source
· Entry Fees & Ticket Sales
· Food & Beverages
· Merchandising
· Advertisement
· Others
By Application
· Arcade Studios
· AR and VR Gaming Zones
· Physical Play Activities
· Skill/Competition Games
· Others
By Type
· Children Entertainment Centers (CECs)
· Children Edutainment Centers (CEDCs)
· Adult Entertainment Centers (AECs)
· Location-Based Entertainment Centers (LBECs)
By Region
· North America
· Europe
· Asia Pacific
· Latin America

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FutureWise Key Takeaways:
• Growth prospects
• SWOT analysis
• Key trends
• Key data-points affecting market growth

Objectives of the Study:
· To provide with an exhaustive analysis on the global indoor entertainment market by visitor demographics, by facility size, by attendance, by revenue source, by application, by type and by region
· To cater comprehensive information on factors impacting market growth (drivers, restraints, opportunities, and industry-specific restraints)
· To evaluate and forecast micro-markets and the overall market
· To predict the market size, in key regions (along with countries)— North America, Asia Pacific, Europe, Latin America and Middle East & Africa
· To record evaluate and competitive landscape mapping- product launches, technological advancements, mergers and expansions
· Profiling of companies to evaluate their market shares, strategies, financials and core competencies
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Categories Technology
Tags indoor entertainment centres market research , indoor entertainment centres market share , indoor entertainment centres market size , indoor entertainment centres market trends
Last Updated October 11, 2019