Family Indoor Entertainment Growth, Top Key Players, Product, Research and Forecast report 2028.

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The global Family Indoor Entertainment market size reached USD 24.35 Billion in 2020 and is expected to register a revenue CAGR of 10.3%, during the forecast period, according to latest analysis by Emergen Research.

Various operators and developers are designing and deploying new-gen entertainment centers to leverage the trend of individuals feeling safer or more protected in smaller gatherings and at private settings owing to the COVID-19 pandemic as well as the various restrictions and fears of contracting or spreading the virus.

The report firstly introduced the Family Indoor Entertainment basics: definitions, classifications, applications and market overview; product specifications; manufacturing processes; cost structures, raw materials and so on. Arcade studios segment is expected to account for largest revenue share over the forecast period. Popularity of video games and arcade games is not restricted to children and young adults. More advanced and exciting games and technologies are steadily becoming popular with an increasing adult base.

Furthermore, some customers find indoor entertainment and gaming venues more appealing for a variety of reasons, including privacy, protection from the elements such as harsh sunlight, rain, air pollution, dust, etc.

Read more@: https://www.emergenresearch.com/industry-report/family-indoor-entertainment-market

Some major companies in the market include Dave Buster's Inc., Cinergy Entertainment Group, Inc., The Walt Disney Company, Legoland Discovery Centre, Smaaash Entertainment Pvt Ltd., Lucky Strike Entertainment, LLC, Scene75 Entertainment Center, CEC Entertainment Inc., Bandai Namco Entertainment Inc., and Main Event Entertainment, LP

Research Methodology

Data triangulation and market breakdown

Research assumptions Research data including primary and secondary data

Primary data includes breakdown of primaries and key industry insights

Secondary data includes key data from secondary sources

Here are the questions we answer...

Which emerging technologies are believed to impact the Family Indoor Entertainment market performance?

What are the latest technologies or discoveries influencing the Family Indoor Entertainment market growth worldwide?

What are the future opportunities in store for the vendors operating in the Family Indoor Entertainment market?

Which regulations that will impact the industry?

What does the competitive landscape look like?

Which segment will offer the most opportunity for growth between 2020 and 2028?

What are the key trends and dynamics?

Where will most developments take place in the long term?

Who are the most prominent vendors and how much market share do they occupy?

Emergen Research has segmented the global family indoor entertainment on the basis of visitor demographic, revenue source, type, application, and region:

Visitor Demographic Outlook (Revenue, USD Billion; 2018–2028)

Families with Children (0-8)

Families with Children (9-12)

Teenagers (13-19)

Young adults (20-25)

Adults (25+)

Revenue Source Outlook (Revenue, USD Billion; 2018–2028)

Entry Fees Ticket Sales

Merchandising

Food Beverages

Advertisement

Others

Type Outlook (Revenue, USD Billion; 2018–2028)

Children’s Edutainment Centers (CEDCs)

Children’s Entertainment Centers (CECs)

Adult Entertainment Centers (AECs)

Location-based VR Entertainment Centers (LBECs)

Application Outlook (Revenue, USD Billion; 2018–2028)

Physical Play Activities

Arcade Studios

Skill Competition Games

AR VR Gaming Zones

Others

Regional Outlook (Revenue, USD Billion; 2018–2028)

North America (U.S.) (Canada) (Mexico)

Europe (Germany) (France) (U.K.) (Italy) (Spain) (BENELUX) (Rest of Europe)

Asia Pacific (China) (India) (Japan) (South Korea) (Rest of APAC)

Latin America (Brazil) (Rest of LATAM)

Middle East Africa (Saudi Arabia) (UAE) (South Africa) (Turkey) (Rest of MEA)

Table of Content

Chapter 1. Methodology Sources

1.1. Market Definition

1.2. Research Scope

1.3. Methodology

1.4. Research Sources

1.4.1. Primary

1.4.2. Secondary

1.4.3. Paid Sources

1.5. Market Estimation Technique

Chapter 2. Executive Summary

2.1. Summary Snapshot, 2021–2028

Chapter 3. Key Insights

Chapter 4. Family Indoor Entertainment Market Segmentation Impact Analysis

4.1. Family Indoor Entertainment Market Material Segmentation Analysis

4.2. Industrial Outlook

4.2.1. Market indicators analysis

4.2.2. Market drivers analysis

4.2.2.1. Rising number of family entertainment centres to facilitate family activities

4.2.2.2. Rising introduction of loyalty programs

4.2.2.3. Increasing changes in customer preference for celebrating occasions

4.2.2.4. Rising disposable income in developing countries

4.2.3. Market restraints analysis

4.2.3.1. Increasing ticket cost

4.2.3.2. High setup cost of family indoor entertainment centers

4.3. Technological Insights

4.4. Regulatory Framework

4.5. Porter’s Five Forces Analysis

4.6. Competitive Metric Space Analysis

4.7. Price trend Analysis

4.8. Covid-19 Impact Analysis

Continue…

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