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MENA Family/Indoor Entertainment Centers Market by Visitor Demographic, Facility Size, Revenue Source, Application, and Type: Opportunity Analysis and Industry Forecast, 2020-2027

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    Report

  • 209 Pages
  • May 2020
  • Region: Africa, Middle East
  • Allied Market Research
  • ID: 5125502
Family/indoor entertainment center (FEC) is a miniature indoor amusement park, which is developed especially for families with children to teenagers-, and is often entirely indoors or associated with a larger operation such as a theme park. It offers a wide variety of entertainment activities for all age groups. FECs majorly serve larger metropolitan areas, and are small compared to full-scale amusement parks, with fewer attractions, a lower per-person per-hour cost to consumers than a traditional amusement park. In addition, FECs are more preferred as an entertainment and leisure option by families over the outdoor entertainment centers, as the environmental factors and climate changes do not affect any merriment and experience of customers.

A surge in per capita disposable income, availability of diversified gaming & entertainment options, and favorable youth demographics in the MENA region are the key factors that drive the growth of the MENA family indoor entertainment centers market. However, shift in preference of tech-savvy consumers toward home gaming & mobile devices, high initial cost of FECs, and an increase in ticket prices majorly restrict the market growth. On the contrary, continuous launch of new FECs supporting family activities and integration of food & beverage and games such as participatory play are anticipated to create significant opportunities for growth of the family/indoor entertainment centers market. Moreover, a substantial rise in investments by malls to attract consumers and integration of augmented reality (AR) & virtual reality (VR) gaming zones in FECs are anticipated to provide lucrative opportunities for the growth of the market.

The MENA family/indoor entertainment centers market is segmented into visitor demographics, facility size, revenue source, application, type, and country. In terms of visitor demographics, the market is categorized into families with children aging 0–8 years, families with children aging 9–12 years, teenagers (13–19), young adults (20–25), and adults (aged 25+). On the basis of facility size, it is divided into up to 5,000 sq. ft., 5,001 to 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 segregated into entry fees & ticket sales, food & beverages, merchandising, advertisement, and others. The applications covered in the study include arcade studios, AR & VR gaming zones, physical play activities, skill/competition games, and others. On the basis of type, the market is differentiated 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 Egypt, Saudi Arabia, United Arab Emirates (UAE), Bahrain, and Kuwait, and Rest of MENA.

The key players operating in the MENA family/indoor entertainment centers market include Dave & Buster’s, CEC Entertainment, Inc., Kidzania, Funcity, SMAAASH Entertainment Pvt. Ltd., Legoland, CAVU Designwerks Inc., a Majid Al Futtaim Company (Magic Planet), Landmark Group, and Adventureland

KEY BENEFITS FOR STAKEHOLDERS
  • This study includes the MENA family/indoor entertainment center market analysis, trends, and future estimations to determine the imminent investment pockets.
  • The report presents information related to key drivers, restraints, and opportunities of the market.
  • The MENA family/indoor entertainment center market size is quantitatively analyzed from 2019 to 2027 to highlight the financial competency of the industry.
  • Porter’s five forces analysis illustrates the potency of buyers & suppliers in the MENA family/indoor entertainment center market.

KEY MARKET SEGMENTS

BY VISITOR DEMOGRAPHICS
  • Families with children (0-8)
  • Families with children (9-12)
  • Teenagers (13-19)
  • Young Adults (20-25)
  • Adults (Ages 25+)

BY FACILITY SIZE
  • Up to 5,000 sq. ft.
  • 5,001 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 REVENUE SOURCE
  • Entry Fees & Ticket Sales
  • Food & Beverages
  • 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 Entertainment Centers (LBECs)

BY COUNTRY
  • Egypt
  • Saudi Arabia
  • United Arab Emirates
  • Bahrain
  • Kuwait
  • Rest of MENA

KEY MARKET PLAYERS
  • Dave & Buster’s
  • CEC Entertainment, Inc.
  • Kidzania
  • Funcity
  • SMAAASH Entertainment Pvt. Ltd.
  • Legoland
  • CAVU Designwerks Inc.
  • A Majid Al Futtaim Company (Magic Planet)
  • Landmark Group
  • Adventureland

Table of Contents

Chapter 1: Introduction
1.1. Report Description
1.2. Key Benefits for Stakeholders
1.3. Key Market Segments
1.4. Research Methodology
1.4.1. Secondary Research
1.4.2. Primary Research
1.4.3. Analyst Tools & Models
Chapter 2: Executive Summary
2.1. CXO Perspective
Chapter 3: Market Overview
3.1. Market Definition and Scope
3.2. Key Findings
3.2.1. Top Impacting Factors
3.2.2. Top Investment Pockets
3.3. Porter's Five Forces Analysis
3.4. Market Dynamics
3.4.1. Drivers
3.4.1.1. Continuous Launch of New Fecs Supporting Family Activities, F&B Integration, and Participatory Play
3.4.1.2. Increase in Number of Malls
3.4.1.3. Presence of Large Target Population
3.4.1.4. Rise in Use of Various Promotional Strategies and Offers Such as Loyalty PrograMS
3.4.2. Restraints
3.4.2.1. Increase in Ticket Prices
3.4.2.2. Rise in Popularity of Home and Mobile Gaming
3.4.3. Opportunities
3.4.3.1. Addition of New Games and Ongoing Innovation in Technology
3.4.3.2. Increase in Preference for Fecs to Celebrate Occasions
Chapter 4: Family/Indoor Entertainment Centers Market, by Visitor Demographics
4.1. Overview
4.2. Families With Children (0–8)
4.2.1. Key Market Trends, Growth Factors, and Opportunities
4.2.2. Market Size and Forecast
4.3. Families With Children (9–12)
4.3.1. Key Market Trends, Growth Factors, and Opportunities
4.3.2. Market Size and Forecast
4.4. Teenagers (13-19)
4.4.1. Key Market Trends, Growth Factors, and Opportunities
4.4.2. Market Size and Forecast
4.5. Young Adults (20-25)
4.5.1. Key Market Trends, Growth Factors, and Opportunities
4.5.2. Market Size and Forecast
4.6. Adults (25+)
4.6.1. Key Market Trends, Growth Factors, and Opportunities
4.6.2. Market Size and Forecast
Chapter 5: Mena Family/Indoor Entertainment Centers Market, by Facility Size
5.1. Overview
5.2. Up to 5,000 Sq. Ft.
5.2.1. Key Market Trends, Growth Factors, and Opportunities
5.2.2. Market Size and Forecast, by Region
5.3.5,001–10,000 Sq. Ft.
5.3.1. Key Market Trends, Growth Factors, and Opportunities
5.3.2. Market Size and Forecast, by Region
5.4.10,001–20,000 Sq. Ft.
5.4.1. Key Market Trends, Growth Factors, and Opportunities
5.4.2. Market Size and Forecast
5.5.20,001–40,000 Sq. Ft.
5.5.1. Key Market Trends, Growth Factors, and Opportunities
5.5.2. Market Size and Forecast
5.6.1–10 Acre
5.6.1. Key Market Trends, Growth Factors, and Opportunities
5.6.2. Market Size and Forecast
5.7.11–30 Acre
5.7.1. Key Market Trends, Growth Factors, and Opportunities
5.7.2. Market Size and Forecast
5.8. Over 30 Acre
5.8.1. Key Market Trends, Growth Factors, and Opportunities
5.8.2. Market Size and Forecast
Chapter 6: Family/Indoor Entertainment Centers Market, by Revenue Source
6.1. Overview
6.2. Entry Fees & Ticket Sales
6.2.1. Key Market Trends, Growth Factors, and Opportunities
6.2.2. Market Size and Forecast
6.3. Food & Beverages
6.3.1. Key Market Trends, Growth Factors, and Opportunities
6.3.2. Market Size and Forecast
6.4. Merchandising
6.4.1. Key Market Trends, Growth Factors, and Opportunities
6.4.2. Market Size and Forecast
6.5. Advertisement
6.5.1. Key Market Trends, Growth Factors, and Opportunities
6.5.2. Market Size and Forecast
6.6. Others
6.6.1. Key Market Trends, Growth Factors, and Opportunities
6.6.2. Market Size and Forecast
Chapter 7: Family/Indoor Entertainment Centers Market, by Application
7.1. Overview
7.2. Arcade Studios
7.2.1. Key Market Trends, Growth Factors, and Opportunities
7.2.2. Market Size and Forecast
7.3. Ar & Vr Gaming Zones
7.3.1. Key Market Trends, Growth Factors, and Opportunities
7.3.2. Market Size and Forecast
7.4. Physical Play Activities
7.4.1. Key Market Trends, Growth Factors, and Opportunities
7.4.2. Market Size and Forecast
7.5. Skill/Competition Games
7.5.1. Key Market Trends, Growth Factors, and Opportunities
7.5.2. Market Size and Forecast
7.6. Others
7.6.1. Key Market Trends, Growth Factors, and Opportunities
7.6.2. Market Size and Forecast
Chapter 8: Family/Indoor Entertainment Centers Market, by Type
8.1. Overview
8.2. Children’S Entertainment Centers (Cecs)
8.2.1. Key Market Trends, Growth Factors, and Opportunities
8.2.2. Market Size and Forecast
8.3. Children’S Edutainment Centers (Cedcs)
8.3.1. Key Market Trends, Growth Factors, and Opportunities
8.3.2. Market Size and Forecast
8.4. Adult Entertainment Centers (Aecs)
8.4.1. Key Market Trends, Growth Factors, and Opportunities
8.4.2. Market Size and Forecast
8.5. Location-Based Entertainment Centers (Lbecs)
8.5.1. Key Market Trends, Growth Factors, and Opportunities
8.5.2. Market Size and Forecast
Chapter 9: Family/Indoor Entertainment Centers Market, by Country
9.1. Overview
9.1.1. Egypt
9.1.1.1. Market Trends, Key Growth Factors, and Opportunities
9.1.1.2. Market Size and Forecast, by Visitor Demographics
9.1.1.3. Market Size and Forecast, by Facility Size
9.1.1.4. Market Size and Forecast, by Revenue Source
9.1.1.5. Market Size and Forecast, by Application
9.1.1.6. Market Size and Forecast, by Type
9.1.2. Saudi Arabia
9.1.2.1. Market Trends, Key Growth Factors, and Opportunities
9.1.2.2. Market Size and Forecast, by Visitor Demographics
9.1.2.3. Market Size and Forecast, by Facility Size
9.1.2.4. Market Size and Forecast, by Revenue Source
9.1.2.5. Market Size and Forecast, by Application
9.1.2.6. Market Size and Forecast, by Type
9.1.3. United Arab Emirates
9.1.3.1. Market Trends, Key Growth Factors, and Opportunities
9.1.3.2. Market Size and Forecast, by Visitor Demographics
9.1.3.3. Market Size and Forecast, by Facility Size
9.1.3.4. Market Size and Forecast, by Revenue Source
9.1.3.5. Market Size and Forecast, by Application
9.1.3.6. Market Size and Forecast, by Type
9.1.4. Bahrain
9.1.4.1. Market Trends, Key Growth Factors, and Opportunities
9.1.4.2. Market Size and Forecast, by Visitor Demographics
9.1.4.3. Market Size and Forecast, by Facility Size
9.1.4.4. Market Size and Forecast, by Revenue Source
9.1.4.5. Market Size and Forecast, by Application
9.1.4.6. Market Size and Forecast, by Type
9.1.5. Kuwait
9.1.5.1. Market Trends, Key Growth Factors, and Opportunities
9.1.5.2. Market Size and Forecast, by Visitor Demographics
9.1.5.3. Market Size and Forecast, by Facility Size
9.1.5.4. Market Size and Forecast, by Revenue Source
9.1.5.5. Market Size and Forecast, by Application
9.1.5.6. Market Size and Forecast, by Type
9.1.6. Rest of Mena
9.1.6.1. Market Trends, Key Growth Factors, and Opportunities
9.1.6.2. Market Size and Forecast, by Visitor Demographics
9.1.6.3. Market Size and Forecast, by Facility Size
9.1.6.4. Market Size and Forecast, by Revenue Source
9.1.6.5. Market Size and Forecast, by Application
9.1.6.6. Market Size and Forecast, by Type
Chapter 10: Competitive Landscape
10.1. Key Player Positioning
10.2. Top Winning Strategies
10.3. Competitive Dashboard
Chapter 11: Company Profile
11.1. Adventureland
11.1.1. Company Overview
11.1.2. Key Executive
11.1.3. Company Snapshot
11.1.4. Product Portfolio
11.2. Cavu Designwerks
11.2.1. Company Overview
11.2.2. Key Executive
11.2.3. Company Snapshot
11.2.4. Product Portfolio
11.2.5. Key Strategic Moves and Developments
11.3. Cec Entertainment, Inc.
11.3.1. Company Overview
11.3.2. Key Executive
11.3.3. Company Snapshot
11.3.4. Operating Business Segments
11.3.5. Product Portfolio
11.3.6. Business Performance
11.3.7. Key Strategic Moves and Developments
11.4. Dave & Buster’S Entertainment, Inc.
11.4.1. Company Overview
11.4.2. Key Executive
11.4.3. Company Snapshot
11.4.4. Operating Business Segments
11.4.5. Product Portfolio
11.4.6. Business Performance
11.4.7. Key Strategic Moves and Developments
11.5. Fun City (Landmark Leisure LLC)
11.5.1. Company Overview
11.5.2. Key Executive
11.5.3. Company Snapshot
11.5.4. Product Portfolio
11.5.5. Key Strategic Moves and Developments
11.6. Kidzania
11.6.1. Company Overview
11.6.2. Key Executive
11.6.3. Company Snapshot
11.6.4. Product Portfolio
11.6.5. Key Strategic Moves and Developments
11.7. Landmark Group
11.7.1. Company Overview
11.7.2. Key Executive
11.7.3. Company Snapshot
11.7.4. Product Portfolio
11.7.5. Key Strategic Moves and Developments
11.8. Legoland
11.8.1. Company Overview
11.8.2. Key Executive
11.8.3. Company Snapshot
11.8.4. Product Portfolio
11.9. Majid Al Futtaim
11.9.1. Company Overview
11.9.2. Key Executive
11.9.3. Company Snapshot
11.9.4. Product Portfolio
11.9.5. Business Performance
11.9.6. Key Strategic Moves and Developments
11.10. Smaaash
11.10.1. Company Overview
11.10.2. Key Executive
11.10.3. Company Snapshot
11.10.4. Product Portfolio

Executive Summary

According to the report titled, 'MENA Family/Indoor Entertainment Centers Market by Visitor Demographic, Facility Size, Revenue Source, Application, and Type: Opportunity Analysis and Industry Forecast, 2020-2027' the MENA family/indoor entertainment centers market was valued at $618.65 million in 2019, and is projected to reach $1,685.36 million by 2027, growing at a CAGR of 13.3% from 2020 to 2027.

Surge in per capita disposable income, availability of diversified gaming & entertainment options, and favorable youth demographics in the MENA region are the key factors that drive the growth of the MENA family indoor entertainment centers market. However, shift in preference of tech-savvy consumers toward home gaming & mobile devices, high initial cost of FECs, and increase in ticket prices majorly restrict market growth. On the contrary, continuous launch of new FECs supporting family activities and integration of food & beverage and games such as participatory play are anticipated to create significant opportunities for growth of the family/indoor entertainment centers market. Moreover, substantial rise in investments by malls to attract consumers and integration of augmented reality (AR) & virtual reality (VR) gaming zones in FECs are anticipated to provide lucrative opportunities for the growth of the market.

On the basis of revenue source, the entry fees & ticket sales segment led the market in 2019, and is expected to continue to remain dominant in the near future owing to number of lucrative offers provided by majority of family entertainment centers on booking tickets are attracting many families, which fuel market growth. Moreover, the entry fees & ticket sales segment is anticipated to garner significant MENA indoor entertainment centers market share, owing to increase in retail traffic of teenage customers in the MENA region. However, the food & beverages segment is expected to witness highest growth rate, as people have started preferring these centers for hosting corporate events and birthday parties, which significantly contribute toward the growth of the market in the MENA region.

On the basis of application, the arcade studios segment dominated the market in 2019, and is expected to continue this trend during the forecast period as arcade games are an essential component of a well-developed family entertainment center business. Moreover, these games can create a strong draw and earnings for fun center operators, which is the major factor that fuels market growth. In addition, an increase in spending by children and young age members on entertainment activities in arcade studios fuels market growth. However, AR & VR gaming zones segment is expected to witness highest growth rate in the upcoming years as AR & VR gaming zones can provide tremendous fun experiences. Owing to their realistic and engaging experiences, not only young children but adults are also getting attracted toward AR & VR gaming zones, which is the major factor fueling the MENA family entertainment centers market growth. In addition, VR provides lot of fun in a small amount of space, which provides a huge opportunity for location-based entertainment (LBE), which in turn propels the growth of the Family Entertainment Centers Market in North Africa.

Key Findings of the Study:

By visitor demographic, in 2019, the teenagers (13-19) segment dominated the MENA family entertainment centers market size. However, the families with children (9-12) segment is expected to exhibit significant growth during the forecast period.
Deepening on facility size, the 20,001-40,000 sq. ft. segment accounted for the highest revenue in 2019.
According to revenue source, the entry fees & ticket sales generated the highest revenue in 2019. However, the food & beverages segment is expected to witness highest growth rate in the near future.
On the basis of application, the arcade studios dominated the MENA family/indoor entertainment centers market. However, the AR & VR gaming zones are expected to exhibit significant growth during the forecast period.
As per type, the children entertainment centers (CECs) segment accounted for the highest revenue in 2019.
Country wise, Egypt is expected to witness significant growth in the upcoming years.

Some of the key MENA family/indoor entertainment centers industry players profiled in the report include Dave & Buster’s, CEC Entertainment, Inc., Kidzania, Funcity, SMAAASH Entertainment Pvt. Ltd., Legoland, CAVU Designwerks Inc., a Majid Al Futtaim Company (Magic Planet), Landmark Group, and Adventureland. This study includes MENA family/indoor entertainment centers market trends, MENA family entertainment centers market analysis, and future estimations to determine the imminent investment pockets.

Companies Mentioned

  • Dave & Buster’s
  • CEC Entertainment Inc.
  • Kidzania
  • Funcity
  • SMAAASH Entertainment Pvt. Ltd.
  • Legoland
  • CAVU Designwerks Inc.
  • a Majid Al Futtaim Company (Magic Planet)
  • Landmark Group
  • Adventurelan

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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