Indoor Entertainment Center Market Size, Share & Growth Analysis By Activity (AR & VR gaming zones, Bowling alleys, Video game arcades, Children's entertainment & edutainment area, Trampoline parks, Indoor physical sports activities, Adventure activities, Restaurants & movie theaters, Others), By Age Group (Below 12, 13 – 20, 21 – 25, Over 25), By Area Size (Upto 5,000 sq. ft, 5,001 - 40,000 sq. ft, 40,000 - 1,00,000 sq. ft, 1,00,001 sq. ft - 10 acres, Above 10 acres), And Regional Forecast, 2022-2028

  • Category:Electronics & Semiconductors
  • Published on:Mar 2022
  • Pages:150
  • Formats:
  • Report Code:95707

Report Summary

Eternity Insights has published a new study on Global Indoor Entertainment Center Market focusing on key segments as By Activity (AR & VR gaming zones, Bowling alleys, Video game arcades, Children's entertainment & edutainment area, Trampoline parks, Indoor physical sports activities, Adventure activities, Restaurants & movie theaters, Others), By Age Group (Below 12, 13 – 20, 21 – 25, Over 25), By Area Size (Upto 5,000 sq. ft, 5,001 - 40,000 sq. ft, 40,000 - 1,00,000 sq. ft, 1,00,001 sq. ft - 10 acres, Above 10 acres), and by region. This deep dive re-search report highlights the market and competitive intelligence across the key segments of the mar-ket. The report also considers the impact of COVID-19 on the global Indoor Entertainment Center Market.

The report considers 2018-2020 as historic period, 2021 as base year, and 2022-2028 as forecast period. The report includes quantitative analysis of the market supported by the market drivers, challenges, and trends to accurately map the market scenario and competition. Moreover, key insights related to market having direct impact on the market will also be covered.

Indoor Entertainment Center Market report is based on robust research methodology designed using blend of research ap-proaches developed using secondary/desk research and validated through the primary research and expert insights. Eternity Insights also uses paid data bases such as FACIVA, Hoovers, and other bench-marking and forecasting tools to provide accurate statistical analysis of supply and demand trends.

Global Indoor Entertainment Center Market Size, 2018-2028 (USD Million)

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Global Indoor Entertainment Center Market Segmentation:

Indoor Entertainment Center Market, By Activity

  • AR & VR gaming zones
  • Bowling alleys
  • Video game arcades
  • Children's entertainment & edutainment area
  • Trampoline parks
  • Indoor physical sports activities
  • Adventure activities
  • Restaurants & movie theaters
  • Others

Indoor Entertainment Center Market, By Age Group

  • Below 12
  • 13 - 20
  • 21 - 25
  • Over 25

Indoor Entertainment Center Market, By Area Size

  • Upto 5,000 sq. ft
  • 5,001 - 40,000 sq. ft
  • 40,000 - 1,00,000 sq. ft
  • 1,00,001 sq. ft - 10 acres
  • Above 10 acres

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Geographically, the market is categorized in to five regions as North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa. North America region dominates the global Indoor Entertainment Center market in terms of demand generation. The Indoor Entertainment Center market in Asia Pacific region is expected to grow at significantly high growth rate. The regional market is further sub-segmented and analyzed at granular level across key countries. The report will include market size and forecast for Indoor Entertainment Center market for below listed coun-tries across each region.

North America (U.S. and Canada), Europe (Germany, France, Italy, UK, Spain, and Rest of Europe), Asia Pacific (China, India, Japan, Australia, and Rest of Asia Pacific region); Latin America (Brazil, Mexico, and rest of the Latin America); Middle East and Africa (GCC, South Africa, and Rest of the Middle East and Africa).

Global Indoor Entertainment Center Market Taxonomy:

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Global Indoor Entertainment Center Market Competitive Landscape

The global Indoor Entertainment Center market analysis report covers detailed analysis of competitive scenario across globe. The report includes profiles of leading players covering below details

  • Company Overview
  • Financial Analysis
  • Product Portfolio Analysis
  • Strategic Overview
  • SWOT Analysis

List of Companies Profiled in the report:

  • Bandai Namco Holdings Inc.
  • Bowlero Corporation
  • CEC Entertainment, Inc.
  • Cinergy Entertainment Group
  • Dave and Buster’s, Inc.
  • Ferrari World
  • Fun City
  • Funriders
  • KidZania
  • Legoland Discovery Center
  • Lucky Strike Entertainment
  • Nickelodeon Universe
  • Scene75 Entertainment Centers
  • Smaaash
  • Tenpin
  • The Walt Disney Company
  • Timezone Global
  • Triotech
  • Other Players of Specific Interest can be added based on requirement

Market Segmentation

Report Attributes Details
The market size value in 2021 USD XX.XX Million
CAGR (2021 - 2028) XX.XX %
The Revenue forecast in 2028 USD XX.XX Million
Base year for estimation 2021
Historical data 2018-2019
Forecast period 2022-2028
Quantitative units
  • Revenue in USD Million
  • CAGR from 2021 to 2028
Report coverage Revenue forecast, company ranking, competitive landscape, growth factors, and trends
Segments covered By Type Outlook, Application Outlook, Regional Outlook
By Activity Outlook AR & VR gaming zones, Bowling alleys, Video game arcades, Children's entertainment & edutainment area, Trampoline parks, Indoor physical sports activities, Adventure activities, Restaurants & movie theaters, Others
By Area Size Outlook Upto 5,000 sq. ft, 5,001 - 40,000 sq. ft, 40,000 - 1,00,000 sq. ft, 1,00,001 sq. ft - 10 acres, Above 10 acres
Regional scope North America, Europe, Asia Pacific, Latin America, Middle East & Africa
Country scope U.S., Canada, U.K., Germany, France, BENELUX, China, India, Japan, South Korea, Brazil, Saudi Arabia, UAE, Turkey
Key companies profiled Bandai Namco Holdings Inc., Bowlero Corporation, CEC Entertainment, Inc., Cinergy Entertainment Group, Dave and Buster’s, Inc., Ferrari World, Fun City, Funriders, KidZania, Legoland Discovery Center, Lucky Strike Entertainment, Nickelodeon Universe, Scene75 Entertainment Centers, Smaaash, Tenpin, The Walt Disney Company, Timezone Global, Triotech
Customization Available Yes, the report can be tailored to meet your specific requirements.

Key Benefits to the stake holders

  • Qualitative and quantitative analysis of the market based on segmentation involving both economic as well as non-economic factors
  • Provision of market value (USD Billion) and volume (Tons) data for each segment and sub-segment
  • Indicates the region and segment that is expected to witness the fastest growth as well as to dominate the market
  • Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region
  • Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions and acquisitions in the past five years of companies profiled
  • Extensive company profiles comprising of company overview, company insights, product benchmarking and SWOT analysis for the major market players
  • The current as well as the future market outlook of the industry with respect to recent developments (which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions
  • Includes an in-depth analysis of the market of various perspectives through Porter’s five forces analysis
  • Provides insight into the market through Value Chain
  • Market dynamics scenario, along with growth opportunities of the market in the years to come

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