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Global Family/Indoor Entertainment Centers Strategies 2025, Forecast To 2034

12 Mar, 2025

What is the Historic and Current Scenario of the Family/Indoor Entertainment Centers Market?

The family/indoor entertainment centers market has seen considerable growth due to a variety of factors.
• The market size of family/indoor entertainment centers has seen substantial growth in the past few years. The market is projected to expand from $35.24 billion in 2024 to $40.26 billion in 2025, showing a robust compound annual growth rate (CAGR) of 14.2%.
Factors contributing to the growth during the historic period include changing leisure habits, activities not dependent on the weather, urban development, the increase of nuclear families, a range of entertainment options, and hectic lifestyles.

What Are The Estimated Market Size And Expected Annual Growth Rates For Globa Family/Indoor Entertainment Centers Market?

The family/indoor entertainment centers market is expected to maintain its strong growth trajectory in upcoming years.
• The market size for family and indoor entertainment centers is projected to experience rapid expansion in the coming years, reaching $69.3 billion by 2029 with a compound annual growth rate (CAGR) of 14.5%.
This predicted growth during the forecast period is due to factors such as customer loyalty and membership programs, cultural gatherings and celebrations, inclusivity and accessibility, community involvement activities, and dining experiences tailored to families. Key trends projected for the forecast period comprise experiences in virtual and augmented reality, blended entertainment ideas, e-sports and gaming lounges, personalized and themed party packages for birthdays, as well as digital systems for ticketing and reservations.

Which Drivers Are Accelerating Growth In The Family/Indoor Entertainment Centers Market?

The rising interest among the younger generation in mobile gaming is anticipated to fuel the expansion of the family or indoor entertainment centers market. Mobile gaming pertains to games played on a handheld device that is easily accessible. These indoor entertainment centers provide the optimal choices for mobile games aimed at the younger demographic, hence, the escalating interest in mobile gaming amplifies the need for family or indoor entertainment centers. For instance, Business of Apps, a UK-based media and data platform, reported in August 2024 that in 2023, there was a total download of 148.2 billion apps and games, a rise of 3.9% from the preceding year. This included 55.6 billion downloads related to games and 92.6 billion to apps. Thus, the escalating interest among the younger generation for mobile gaming is set to drive the demand for family or indoor entertainment centers in the upcoming period.

What Are The Key Segments Within The Global Family/Indoor Entertainment Centers Market?

The family/indoor entertainment centers market covered in this report is segmented –
1) By Activity Area: Arcade Studios, AR And VR Gaming Zones, Physical Play Activities, Skill Or Competition Games, Other Activity Areas
2) 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, 10 To 30 Acres, Over 30 Acres
3) By Revenue Source: Entry Fees And Ticket Sales, Food And Beverages, Merchandising, Advertisement, Other Sources
4) By Visitor: Families With Children (0-8), Families With Children (9-12), Teenagers (13-19), Young Adults (20-25), Adults (Ages 25+) Subsegments:
1) By Arcade Studios: Traditional Arcade Games, Redemption Games
2) By AR And VR Gaming Zones: Virtual Reality Experiences, Augmented Reality Games
3) By Physical Play Activities: Trampoline Parks, Obstacle Courses
4) By Skill Or Competition Games: Bowling Alleys, Laser Tag
5) By Other Activity Areas: Mini-golf, Escape Rooms, Indoor Playgrounds

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How Are New Trends Impacting The Size Of The Family/Indoor Entertainment Centers Market?

Leading businesses in the family or indoor entertainment centers (FEC) market are introducing unique offerings like family entertainment centers (FEC) to reach a broader clientele, promote sales, and enhance profits. A family entertainment center (FEC) is an establishment, either indoor or outdoor, specifically designed to offer a plethora of leisure activities and entertainment options for individuals and families spanning various age groups. For example, in September 2023, Spectrum Metro, a commercial venture based in India, inaugurated a Family Entertainment Center, sprawling across 71,000 sq. ft. What distinguishes Spectrum Metro is its innovative inclusion of a center for family entertainment and recreational activities, flawlessly merging an amusement park, fitness alternatives, and sports pursuits. This Family Entertainment Center is known for its remarkable blend of entertainment and physical activities, making it an unparalleled venue for diverse events like birthday celebrations, educational trips, and corporate events.

Who Are the Key Players in the Family/Indoor Entertainment Centers Market?

Major companies operating in the family/indoor entertainment centers market include:
• Bandai Namco Entertainment
• Merlin Entertainments
• Dave & Buster’s Inc.
• Bowlmor AMF Corporation
• Main Event Entertainment
• KidZania
• Scene75 Entertainment Centers
• Gatti’s Pizza Corporation
• Round1 Entertainment
• Cinergy Entertainment Group
• Sky Zone
• Fun Spot America Theme Parks
• Tenpin
• Timezone Global
• Andretti Indoor Karting & Games
• iPlay America
• Billy Beez
• Legoland Discovery Center
• Lucky Strike Entertainment
• Nickelodeon Universe
• Fun City
• Funriders Leisure & Amusement
• Toy Town
• Apex Entertainment
• Urban Air Adventure Park
• Smaash Entertainment Pvt. Ltd.
• Safari Nation
• CEC Entertainment Inc.

What are the Regional Insights into the Family/Indoor Entertainment Centers Market?

North America was the largest region in the family or indoor entertainment centers market in 2024. The regions covered in the family/indoor entertainment centers market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.