Factors such as growth in per capita disposable income, availability of diversified gaming and entertainment options, and integration of new technologies such as 3D technology &virtual reality (VR) gaming in FECsare driving the growth of the North America family/indoor entertainment centers market. However, availability of home gaming &mobile devices, high initial cost, and increase in ticket prices majorly restrict the market growth. Furthermore, continuous launch of new FECs supporting family activities, food & beverages integration, and participatory play are anticipated to boost the growth of the family/indoor entertainment centers market. Moreover, substantial growth in investments by malls in North America region is expected to provide remunerative opportunities for the growth of the market.
The global family/indoor entertainment centers market is segmented into visitor demographics, facility size, revenue source, application, type, and region. In terms of visitor demographics, the market is categorized into families with children (0–8), families with children (9–12), teenagers (13–19), young adults (20–25), and adults (Ages 25+). On the basis of facility size, it is divided into up to 5,000 sq. ft., 5,001–10,000 sq. ft., 10,001–20,000 sq. ft., 20,001–40,000 sq. ft., 1–10 acres, 11–30 acres, and over 30 acres. Depending on revenue source, it is classified into entry fees & ticket sales, food & beverages, merchandising, advertisement, and others. The applications covered in the study include arcade studios, AR and VR gaming zones, physical play activities, skill/competition games, and others.As per type, the market is segregated into children’s entertainment centers (CECs), children’s edutainment centers (CEDCs), adult entertainment centers (AECs), and location-based VR Entertainment Centers (LBECs). Country wise, the market is analyzed across the U.S. and Canada.
The North Americafamily/indoor entertainment centers market is dominated by Cinergy Entertainment Group, CEC Entertainment, Inc.,Dave & Buster’s, Inc.,Disney, Lucky Strike Entertainment, Scene75 Entertainment Centers, SeaWorld Entertainment, Inc.,Main Event Entertainment,iPlay America, and White Hutchinson Leisure & learning group, Inc.
KEY BENEFITS FOR STAKEHOLDERS
- The study provides an in-depth analysis of the North Americafamily/indoor entertainment centers marketalong with current & future trends to elucidate the imminent investment pockets.
- Information about key drivers, restraints, and opportunities and their impact analyses on the market is provided.
- Porter’s five forces analysis illustrates the potency of buyers and suppliers operating in the North America family/indoor entertainment centers industry.
- The quantitative analysis of the market from 2017 to 2025 is provided to determine the market potential.
KEY MARKET SEGMENTS
By Visitor Demographics
- Families with Children (0–8)
- Families with Children (9–12)
- Teenagers (13–19)
- Young adults (20–25)
- Adults (25+)
By Facility Size
- Up to 5,000 sq. ft.
- 5,001–10,000 sq. ft.
- 10,001–20,000 sq. ft.
- 20,001–40,000 sq. ft.
- 1–10 Acres
- 11–30 Acres
- Over 30 Acres
By Revenue Source
- Entry Fees & Ticket Sales
- Food & Beverage
- Merchandising
- Advertisement
- Others
By Application
- Arcade Studios
- AR &VR Gaming Zones
- Physical Play Activities
- Skill/Competition Games
- Others
By Type
- Children’s Entertainment Centers (CECs)
- Children’s Edutainment Centers (CEDCs)
- Adult Entertainment Centers (AECs)
- Location-based VR Entertainment Centers (LBECs)
By Region
- North America
- U.S.
- Northeast
- Maine
- Massachusetts
- Rhode Island
- Connecticut
- New Hampshire
- Vermont
- New York
- Pennsylvania
- New Jersey
- Delaware
- Maryland
- Southeast
- West Virginia
- Virginia
- Kentucky
- Tennessee
- North Carolina
- South Carolina
- Georgia
- Alabama
- Mississippi
- Arkansas
- Louisiana
- Florida
- Midwest
- Ohio
- Indiana
- Michigan
- Illinois
- Missouri
- Wisconsin
- Minnesota
- Iowa
- Kansas
- Nebraska
- South Dakota
- North Dakota
- Southwest
- Texas
- Oklahoma
- New Mexico
- Arizona
- West
- Colorado
- Wyoming
- Montana
- Idaho
- Washington
- Oregon
- Utah
- Nevada
- California
- Alaska
- Hawaii
- Canada
KEY MARKET PLAYERS
- Cinergy Entertainment Group
- CEC Entertainment, Inc.
- Dave & Buster’s, Inc.
- Disney
- Lucky Strike Entertainment
- Scene75 Entertainment Centers
- SeaWorld Entertainment, Inc.
- Main Event Entertainment
- iPlay America
- White Hutchinson Leisure &Learning Group, Inc.
Table of Contents
Executive Summary
According to the report titled, 'North America Family/Indoor Entertainment Centers Market by Visitor Demographics, Facility Size, Attendance, Revenue Source, Applications, and Type: Opportunity Analysis and Industry Forecast, 2018-2025,' the North America family entertainment centers market size was valued at $7,052 million in 2017, and is projected to reach$12,824 million by 2025, growing at a CAGR of 7.9% from 2018 to 2025.Growth in per capita disposable income, availability of diversified gaming &entertainment options, rise in preference for indoor entertainment, continuous launch of new FECs supporting family activities, food & beverages integration, & participatory play, and increase in number of malls majorly drive the North America family entertainment centers market growth. However, availability of home gaming & mobile devices, high initial cost, and increase in ticket prices are expected to hamper the market growth. Conversely, surge in investments in new games and attractions is expected to provide North America family entertainment centers market opportunity.
By application, the arcade studios segment dominated the North America family entertainment centers market share in2017, and is expected to remain dominant during the forecast period. This is attributed to the compact size of arcade studios and their easy installation especially in individual stores. However, the AR &VR gaming zones segment is expected to register highest growth rate throughout the forecast period, as AR &VR gaming zones offer advanced entertainment experience, thereby boosting the revenue generation.
In 2017, the entry fees & ticket sales segment was the highest contributor to the North America family entertainment centers market, and is projected to remain dominant during the forecast period. However, the food & beverage segment is expected to witness highest growth, due to increase in availability of different food options for kids as well as adults. Moreover, increase in preference for family entertainment centers for hosting corporate and birthday parties is increasing the revenue generation from the food &beverage segment.
According to Rachita Rake, Research Analyst “The location-based entertainment centers (LBECs) segment is expected to grow at the highest CAGR during the forecast period, as FEC operators are increasingly integrating virtual reality (VR) into location-based entertainment (LBE) centers to gain competitive edge in the market.”
KEY FINDINGS OF THE STUDY
- By visitor demographics, the families with children (9-12)segment is expected to exhibit significant growth in the North America indoor entertainment centers market during the forecast period.
- On the basis of facility size, the 1-10 acres segment accounted for the highest revenue in 2017.
- As per attendance, the 50,001-100,000 segment generated the highest revenue in 2017.
- According to revenue source, the entry fees & ticket sales segment generated the highest revenue of North America family entertainment centers market in 2017.
- Depending on application, the AR &VR gaming zones segment is expected to exhibit significant growth during the forecast period.
- By type, the children’s entertainment centers (CECs) segment generated the highest revenue of North America family entertainment centers industry in 2017.
- Country wise, Canada is anticipated to exhibit substantial growth during the forecast period of North America family entertainment centers market.
Some of the key market players profiled in the North America family entertainment centers market analysis include Cinergy Entertainment Group, CEC Entertainment, Inc.,Dave & Buster’s, Inc.,Disney, Lucky Strike Entertainment, Scene75 Entertainment Centers, SeaWorld Entertainment, Inc.,Main Event Entertainment,iPlay America, and White Hutchinson Leisure &Learning Group, Inc.
Companies Mentioned
- Cinergy Entertainment Group
- CEC Entertainment Inc.,Dave & Buster’s Inc.
- Disney
- Lucky Strike Entertainment
- Scene75 Entertainment Centers
- SeaWorld Entertainment Inc.
- Main Event Entertainment
- iPlay America
- White Hutchinson Leisure &Learning Group Inc.
Methodology
The analyst offers exhaustive research and analysis based on a wide variety of factual inputs, which largely include interviews with industry participants, reliable statistics, and regional intelligence. The in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. The primary research efforts include reaching out participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions.
They are also in professional corporate relations with various companies that allow them greater flexibility for reaching out to industry participants and commentators for interviews and discussions.
They also refer to a broad array of industry sources for their secondary research, which typically include; however, not limited to:
- Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
- Scientific and technical writings for product information and related preemptions
- Regional government and statistical databases for macro analysis
- Authentic news articles and other related releases for market evaluation
- Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecast
Furthermore, the accuracy of the data will be analyzed and validated by conducting additional primaries with various industry experts and KOLs. They also provide robust post-sales support to clients.
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