Global Family Entertainment Centers Market By Type (Arcade Studios, VR Gaming Zones, Sports Arcades and Others), By Visitor Demographics, By Facility Size, By Revenue Source, By Region, Competition, Forecast & Opportunities, 2026

Published Date: November - 2024 | Publisher: MIR | No of Pages: 320 | Industry: Consumer Goods and Retail | Format: Report available in PDF / Excel Format

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Global Family Entertainment Centers Market By Type (Arcade Studios, VR Gaming Zones, Sports Arcades and Others), By Visitor Demographics, By Facility Size, By Revenue Source, By Region, Competition, Forecast & Opportunities, 2026

Back in 2019, the global market for family entertainment centers was already a whopping $21 billion! And get this, it's expected to keep growing at a rate of about 10.93% each year between 2021 and 2026. Why? Well, people have more money to spend, and there are cool new technologies like virtual reality games drawing them in. Family entertainment centers are like mini amusement parks, designed to keep everyone in the family happy without breaking the bank. To keep folks coming back, they use tricks like offering bonuses, gift cards, and birthday discounts. Plus, because they're indoors, the weather doesn't matter, so more and more families are choosing these centers, especially with all the choices they offer, like food & beverages, gaming and movies.

Think about family entertainment centers – you can break them down in a few ways. One is by what kind of fun they offer, like virtual reality gaming zones, classic sports arcades, dedicated arcade studios, and more. That virtual reality thing? Expect it to explode! People love that super immersive experience, and it brings in the cash. Then there's who's visiting. And of course, we can look at how big the place is, and where the money comes from. Speaking of money, think about where it all flows from - food & beverages, entry fees, ticket sales, advertisingadvertising, and even cool merchandise. And get thisthe food and drink part is booming! Why? Because everyone's booking these centers for parties, from office shindigs to birthday bashes.

Family entertainment centers are gaining traction and expanding to various regions including Asia-Pacific, North America, Europe, South America and Middle East & Africa. North America dominates global entertainment centers market due to the presence of large number of players and surging disposable income and middle-class population in the region.

Some of the leading players in global family entertainment centers market are Seaworld Entertainment, Smaaash Entertainment Pvt. Ltd., The Walt Disney Company, Dave & Buster’s Inc., CEC Entertainment, Inc., Time Zone Entertainment Pvt. Ltd., Cinergy Entertainment, Funcity, Merlin Entertainment, LEGOLAND Discovery Center, Main Event Entertainment and Scene 75 Entertainment Centers. Players operating in entertainment centers market are introducing loyalty programs based on parameters such as visit points, memberships and reward points in order to attract new customers and retain old ones.

Years considered for this report

Historical Years2016-2019

Base Year2020

Estimated Year2021

Forecast Period2022-2026

Objective of the Study

  • To analyze and forecast global family entertainment centers market size.
  • To classify and forecast global family entertainment centers market based on type, visitor demographics, facility size, revenue source and regional distribution.
  • To identify drivers and challenges for global family entertainment centers market.
  • To examine competitive developments such as expansions, new product launches, mergers & acquisitions, etc., in global family entertainment centers market.
  • To conduct the pricing analysis for global family entertainment centers market.
  • To identify and analyze the profile of leading players operating in global family entertainment centers market.

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TechSci Research performed both primary as well as exhaustive secondary research for this study. Initially, TechSci Research sourced a list of developers across the globe. Subsequently, TechSci Research conducted primary research surveys with the identified companies. While interviewing, the respondents were also enquired about their competitors. TechSci Research analyzed the developers, facility size and presence of all major players across the globe.

TechSci Research calculated global family entertainment centers market size using a bottom-up approach, where data for various end-user segments was recorded and forecast for the future years. TechSci Research sourced these values from the industry experts and company representatives and externally validated through analyzing historical data of various FAMILY ENTERTAINMENT CENTERS types for getting an appropriate, overall market size. Various secondary sources such as company websites, news articles, press releases, company annual reports, investor presentations and financial reports were also studied by TechSci Research.

Key Target Audience

  • Family Entertainment Center Developers and Owners
  • Research organizations and consulting companies
  • Government bodies such as regulating authorities and policy makers
  • Organizations, forums and alliances related to family entertainment centers

The study is useful in providing answers to several critical questions that are important for industry stakeholders such as family entertainment center developers and owners and partners, end users, etc., besides allowing them in strategizing investments and capitalizing on market opportunities.

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