2026-2030年全球家庭娛樂中心市場
市場調查報告書
商品編碼
2056127

2026-2030年全球家庭娛樂中心市場

Global Family Entertainment Center Market 2026-2030

出版日期: | 出版商: TechNavio | 英文 330 Pages | 訂單完成後即時交付

價格
簡介目錄

全球家庭娛樂中心市場預計將從 2025 年到 2030 年成長至 383.236 億美元,預測期內複合年成長率為 14.0%。

本報告對全球家庭娛樂中心市場進行了全面分析,包括市場規模和預測、趨勢、成長要素、挑戰以及對約 25 家公司的供應商分析。

本報告對當前市場狀況、最新市場趨勢和促進因素以及整體市場環境進行了最新分析。市場成長的促進因素包括:AEI(自動娛樂設備)的擴張、遊樂場遊戲帶來的身體活動增加以及新興國家可支配收入的激增。

本研究客觀地結合了一手和二手訊息,包括主要行業相關人員的意見。報告內容涵蓋主要公司分析、全面的市場規模數據、區域細分分析以及供應商格局。報告還包含歷史數據和預測數據。

市場範圍
基準年 2025
年末 2030
調查期 2026-2030
成長勢頭 加速度
2026 年同比比較 12.9%
複合年成長率 14%
增量 383.236億美元

本研究指出,虛擬實境技術在遊戲領域的日益整合是推動市場成長的主要動力,也是未來幾年全球家庭娛樂中心市場成長的主要驅動力之一。此外,戰略聯盟、夥伴關係以及新遊樂場遊戲的發布預計也將顯著刺激市場需求。

目錄

第1章:執行摘要

第2章 Technavio 分析

  • 分析定價、生命週期、顧客購買籃子、採用率和購買標準。
  • 輸入的重要性及差異化因素
  • 干擾因素
  • 促進因素和挑戰的影響

第3章 市場狀況

  • 市場生態系統
  • 市場特徵
  • 價值鏈分析

第4章 市場規模

  • 市場的定義
  • 市場區隔分析
  • 2025年市場規模
  • 市場展望,2025-2030年

第5章 市場規模與表現

  • 2020-2024年全球家庭娛樂中心市場
  • 基於應用領域的細分市場分析,2020-2024 年
  • 2020-2024年基於產能的細分市場分析
  • 2020-2024年年齡層細分分析
  • 2020-2024年收入來源細分分析
  • 區域區隔市場分析,2020-2024 年
  • 2020-2024年各國細分市場分析

第6章 定性分析

  • 人工智慧的影響:全球家庭娛樂中心市場
  • 地緣政治衝突的影響:全球家庭娛樂中心市場

第7章:五力分析

第8章 市場區隔:依應用領域

  • 比較:透過應用
  • Arcade studios
  • 身體遊戲活動
  • 競技遊戲
  • AR和VR遊戲區
  • 市場機會:依應用領域分類

第9章 市場區隔:按產能

  • 比較:按容量
  • 10,001–20,000平方英尺
  • 超過40,000平方英尺
  • 5,001–10,000平方英尺
  • 20,001–40,000平方英尺
  • 面積小於5000平方英尺
  • 市場機會:依產能分類

第10章 市場區隔:依年齡層

  • 比較:依年齡層
  • 青少年(12-18歲)
  • 有0-9歲兒童的家庭
  • 有9-12歲兒童的家庭
  • 成年人(24歲或以上)
  • 青壯年(18-24歲)
  • 市場機會:依年齡層別分類

第11章 市場區隔:依收入來源分類

  • 比較:按收入來源
  • 入場費和門票銷售
  • 食品/飲料
  • 商品行銷
  • 廣告
  • 市場機會:依收入來源分類

第12章 客戶狀況

第13章 區域情勢

  • 區域分類
  • 區域比較
  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 德國
    • 英國
    • 法國
    • 義大利
    • 西班牙
    • 荷蘭
  • 亞太地區
    • 中國
    • 日本
    • 印度
    • 韓國
    • 澳洲
    • 印尼
  • 南美洲
    • 巴西
    • 阿根廷
    • 智利
  • 中東和非洲
    • 沙烏地阿拉伯
    • UAE
    • 南非
    • 以色列
    • 土耳其
  • 市場機會:按地區分類

第14章 促進因素、挑戰與機遇

  • 市場促進因素
  • 市場挑戰
  • 促進因素和挑戰的影響
  • 市場機遇

第15章 競爭格局

  • 概述
  • 競爭格局
  • 混亂局面
  • 產業風險

第16章 競爭分析

  • 公司簡介
  • 公司排名指標
  • 企業市場定位
  • BANDAI NAMCO Europe SAS
  • Bowlero Corp.
  • CEC Entertainment Concepts LP
  • Cinergy Entertainment Group
  • Dave and Busters Entertainment
  • Hollywood Bowl Group plc
  • KidZania SAPI de CV
  • Merlin Entertainments Ltd.
  • Nickels and Dimes Inc.
  • Round1 Entertainment Inc.
  • Scene 75 Entertainment Centers
  • Six Flags Entertainment Corp.
  • TEEG Australia Pty Ltd.
  • Tenpin Entertainment Ltd.
  • The Walt Disney Co.

第17章附錄

簡介目錄
Product Code: IRTNTR73659

The global family entertainment center market is forecasted to grow by USD 38323.6 mn during 2025-2030, accelerating at a CAGR of 14.0% during the forecast period. The report on the global family entertainment center market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by expansion of aei is augmenting market growth, increasing physical activity in arcade gaming, surging disposable income in emerging countries.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

Market Scope
Base Year2025
End Year2030
Series Year2026-2030
Growth MomentumAccelerate
YOY 202612.9%
CAGR14%
Incremental Value$38323.6 mn

Technavio's global family entertainment center market is segmented as below:

By Application

  • Arcade studios
  • Physical play activities
  • Competition games
  • AR and VR gaming zones

By Capacity

  • 10001 to 20000 square feet
  • More than 40000 square feet
  • 5001 to 10000 square feet
  • 20001 to 40000 square feet
  • Up to 5000 square feet

By Age Group

  • Teenagers (12-18)
  • Families with children (0-9)
  • Families with children (9-12)
  • Adults (24 AND ABOVE)
  • Young adults (18-24)

By Revenue Stream

  • Entry fees and ticket sales
  • Food and beverages
  • Merchandising
  • Advertisement

Geography

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Spain
    • The Netherlands
  • APAC
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Indonesia
  • South America
    • Brazil
    • Argentina
    • Chile
  • Middle East and Africa
    • UAE
    • South Africa
    • Turkey
  • Rest of World (ROW)

This study identifies the rising integration of vr in games is expediting market growth as one of the prime reasons driving the global family entertainment center market growth during the next few years. Also, strategic alliance and partnership and launch of new arcade games will lead to sizable demand in the market.

The report on the global family entertainment center market covers the following areas:

  • Global family entertainment center market sizing
  • Global family entertainment center market forecast
  • Global family entertainment center market industry analysis

The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading global family entertainment center market vendors that include Andretti Indoor Karting and Games, BANDAI NAMCO Europe S.A.S, Bowlero Corp., CEC Entertainment Concepts L.P., Cinergy Entertainment Group, Citymax Hotels Pvt. Ltd., Dave and Busters Entertainment, Hollywood Bowl Group plc, KidZania S.A.P.I. de C.V., Merlin Entertainments Ltd., Nickels and Dimes Inc., Round1 Entertainment Inc., Scene 75 Entertainment Centers, Six Flags Entertainment Corp., TEEG Australia Pty Ltd., Tenpin Entertainment Ltd., The Walt Disney Co., Topgolf International Inc, Urban Air Trampoline, Veltmeijer Group. Also, the global family entertainment center market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Table of Contents

1 Executive Summary

  • 1.1 Market overview
    • Executive Summary - Chart on Market Overview
    • Executive Summary - Data Table on Market Overview
    • Executive Summary - Chart on Global Market Characteristics
    • Executive Summary - Chart on Market by Geography
    • Executive Summary - Chart on Market Segmentation by Application
    • Executive Summary - Chart on Market Segmentation by Capacity
    • Executive Summary - Chart on Market Segmentation by Age Group
    • Executive Summary - Chart on Market Segmentation by Revenue Stream
    • Executive Summary - Chart on Incremental Growth
    • Executive Summary - Data Table on Incremental Growth
    • Executive Summary - Chart on Company Market Positioning

2 Technavio Analysis

  • 2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
  • 2.2 Criticality of inputs and Factors of differentiation
  • 2.3 Factors of disruption
  • 2.4 Impact of drivers and challenges

3 Market Landscape

  • 3.1 Market ecosystem
  • 3.2 Market characteristics
  • 3.3 Value chain analysis

4 Market Sizing

  • 4.1 Market definition
  • 4.2 Market segment analysis
    • Market segments
  • 4.3 Market size 2025
  • 4.4 Market outlook: Forecast for 2025-2030

5 Historic Market Size

  • 5.1 Global Family Entertainment Center Market 2020 - 2024
    • Historic Market Size - Data Table on Global Family Entertainment Center Market 2020 - 2024 ($ million)
  • 5.2 Application segment analysis 2020 - 2024
    • Historic Market Size - Application Segment 2020 - 2024 ($ million)
  • 5.3 Capacity segment analysis 2020 - 2024
    • Historic Market Size - Capacity Segment 2020 - 2024 ($ million)
  • 5.4 Age Group segment analysis 2020 - 2024
    • Historic Market Size - Age Group Segment 2020 - 2024 ($ million)
  • 5.5 Revenue Stream segment analysis 2020 - 2024
    • Historic Market Size - Revenue Stream Segment 2020 - 2024 ($ million)
  • 5.6 Geography segment analysis 2020 - 2024
    • Historic Market Size - Geography Segment 2020 - 2024 ($ million)
  • 5.7 Country segment analysis 2020 - 2024
    • Historic Market Size - Country Segment 2020 - 2024 ($ million)

6 Qualitative Analysis

  • 6.1 Impact of AI on the Global Family Entertainment Center Market
  • 6.2 Impact of Geopolitical Conflicts on the Global Family Entertainment Center Market

7 Five Forces Analysis

  • 7.1 Five forces summary
    • Five forces analysis - Comparison between 2025 and 2030
  • 7.2 Bargaining power of buyers
    • Bargaining power of buyers - Impact of key factors 2025 and 2030
  • 7.3 Bargaining power of suppliers
    • Bargaining power of suppliers - Impact of key factors in 2025 and 2030
  • 7.4 Threat of new entrants
    • Threat of new entrants - Impact of key factors in 2025 and 2030
  • 7.5 Threat of substitutes
    • Threat of substitutes - Impact of key factors in 2025 and 2030
  • 7.6 Threat of rivalry
    • Threat of rivalry - Impact of key factors in 2025 and 2030
  • 7.7 Market condition

8 Market Segmentation by Application

  • 8.1 Market segments
  • 8.2 Comparison by Application
  • 8.3 Arcade studios - Market size and forecast 2025-2030
  • 8.4 Physical play activities - Market size and forecast 2025-2030
  • 8.5 Competition games - Market size and forecast 2025-2030
  • 8.6 AR and VR gaming zones - Market size and forecast 2025-2030
  • 8.7 Market opportunity by Application
    • Market opportunity by Application ($ million)

9 Market Segmentation by Capacity

  • 9.1 Market segments
  • 9.2 Comparison by Capacity
  • 9.3 10001 to 20000 square feet - Market size and forecast 2025-2030
  • 9.4 More than 40000 square feet - Market size and forecast 2025-2030
  • 9.5 5001 to 10000 square feet - Market size and forecast 2025-2030
  • 9.6 20001 to 40000 square feet - Market size and forecast 2025-2030
  • 9.7 Up to 5000 square feet - Market size and forecast 2025-2030
  • 9.8 Market opportunity by Capacity
    • Market opportunity by Capacity ($ million)

10 Market Segmentation by Age Group

  • 10.1 Market segments
  • 10.2 Comparison by Age Group
  • 10.3 Teenagers (12-18) - Market size and forecast 2025-2030
  • 10.4 Families with children (0-9) - Market size and forecast 2025-2030
  • 10.5 Families with children (9-12) - Market size and forecast 2025-2030
  • 10.6 Adults (24 and above) - Market size and forecast 2025-2030
  • 10.7 Young adults (18-24) - Market size and forecast 2025-2030
  • 10.8 Market opportunity by Age Group
    • Market opportunity by Age Group ($ million)

11 Market Segmentation by Revenue Stream

  • 11.1 Market segments
  • 11.2 Comparison by Revenue Stream
  • 11.3 Entry fees and ticket sales - Market size and forecast 2025-2030
  • 11.4 Food and beverages - Market size and forecast 2025-2030
  • 11.5 Merchandising - Market size and forecast 2025-2030
  • 11.6 Advertisement - Market size and forecast 2025-2030
  • 11.7 Market opportunity by Revenue Stream
    • Market opportunity by Revenue Stream ($ million)

12 Customer Landscape

  • 12.1 Customer landscape overview
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

13 Geographic Landscape

  • 13.1 Geographic segmentation
  • 13.2 Geographic comparison
  • 13.3 North America - Market size and forecast 2025-2030
    • 13.3.1 US - Market size and forecast 2025-2030
    • 13.3.2 Canada - Market size and forecast 2025-2030
    • 13.3.3 Mexico - Market size and forecast 2025-2030
  • 13.4 Europe - Market size and forecast 2025-2030
    • 13.4.1 Germany - Market size and forecast 2025-2030
    • 13.4.2 UK - Market size and forecast 2025-2030
    • 13.4.3 France - Market size and forecast 2025-2030
    • 13.4.4 Italy - Market size and forecast 2025-2030
    • 13.4.5 Spain - Market size and forecast 2025-2030
    • 13.4.6 The Netherlands - Market size and forecast 2025-2030
  • 13.5 APAC - Market size and forecast 2025-2030
    • 13.5.1 China - Market size and forecast 2025-2030
    • 13.5.2 Japan - Market size and forecast 2025-2030
    • 13.5.3 India - Market size and forecast 2025-2030
    • 13.5.4 South Korea - Market size and forecast 2025-2030
    • 13.5.5 Australia - Market size and forecast 2025-2030
    • 13.5.6 Indonesia - Market size and forecast 2025-2030
  • 13.6 South America - Market size and forecast 2025-2030
    • 13.6.1 Brazil - Market size and forecast 2025-2030
    • 13.6.2 Argentina - Market size and forecast 2025-2030
    • 13.6.3 Chile - Market size and forecast 2025-2030
  • 13.7 Middle East and Africa - Market size and forecast 2025-2030
    • 13.7.1 Saudi Arabia - Market size and forecast 2025-2030
    • 13.7.2 UAE - Market size and forecast 2025-2030
    • 13.7.3 South Africa - Market size and forecast 2025-2030
    • 13.7.4 Israel - Market size and forecast 2025-2030
    • 13.7.5 Turkey - Market size and forecast 2025-2030
  • 13.8 Market opportunity by geography
    • Market opportunity by geography ($ million)
    • Data Tables on Market opportunity by geography ($ million)

14 Drivers, Challenges, and Opportunity

  • 14.1 Market drivers
    • Expansion of AEI is augmenting market growth
    • Increasing physical activity in arcade gaming
    • Surging disposable income in emerging countries
  • 14.2 Market challenges
    • High maintenance cost is degrading market prosperity
    • Competition from other entertainment options
    • Seasonal fluctuations in visitor numbers
  • 14.3 Impact of drivers and challenges
    • Impact of drivers and challenges in 2025 and 2030
  • 14.4 Market opportunities
    • Rising integration of VR in games is expediting market growth
    • Strategic alliance and partnership
    • Launch of new arcade games

15 Competitive Landscape

  • 15.1 Overview
  • 15.2 Competitive Landscape
    • Overview on criticality of inputs and factors of differentiation
  • 15.3 Landscape disruption
    • Overview on factors of disruption
  • 15.4 Industry risks
    • Impact of key risks on business

16 Competitive Analysis

  • 16.1 Companies profiled
    • Companies covered
  • 16.2 Company ranking index
    • Company ranking index
  • 16.3 Market positioning of companies
    • Matrix on companies position and classification
  • 16.4 BANDAI NAMCO Europe S.A.S
    • BANDAI NAMCO Europe S.A.S - Overview
    • BANDAI NAMCO Europe S.A.S - Product / Service
    • BANDAI NAMCO Europe S.A.S - Key offerings
    • SWOT
  • 16.5 Bowlero Corp.
    • Bowlero Corp. - Overview
    • Bowlero Corp. - Product / Service
    • Bowlero Corp. - Key offerings
    • SWOT
  • 16.6 CEC Entertainment Concepts L.P.
    • CEC Entertainment Concepts L.P. - Overview
    • CEC Entertainment Concepts L.P. - Product / Service
    • CEC Entertainment Concepts L.P. - Key offerings
    • SWOT
  • 16.7 Cinergy Entertainment Group
    • Cinergy Entertainment Group - Overview
    • Cinergy Entertainment Group - Product / Service
    • Cinergy Entertainment Group - Key offerings
    • SWOT
  • 16.8 Dave and Busters Entertainment
    • Dave and Busters Entertainment - Overview
    • Dave and Busters Entertainment - Product / Service
    • Dave and Busters Entertainment - Key offerings
    • SWOT
  • 16.9 Hollywood Bowl Group plc
    • Hollywood Bowl Group plc - Overview
    • Hollywood Bowl Group plc - Product / Service
    • Hollywood Bowl Group plc - Key offerings
    • SWOT
  • 16.10 KidZania S.A.P.I. de C.V.
    • KidZania S.A.P.I. de C.V. - Overview
    • KidZania S.A.P.I. de C.V. - Product / Service
    • KidZania S.A.P.I. de C.V. - Key offerings
    • SWOT
  • 16.11 Merlin Entertainments Ltd.
    • Merlin Entertainments Ltd. - Overview
    • Merlin Entertainments Ltd. - Product / Service
    • Merlin Entertainments Ltd. - Key offerings
    • SWOT
  • 16.12 Nickels and Dimes Inc.
    • Nickels and Dimes Inc. - Overview
    • Nickels and Dimes Inc. - Product / Service
    • Nickels and Dimes Inc. - Key offerings
    • SWOT
  • 16.13 Round1 Entertainment Inc.
    • Round1 Entertainment Inc. - Overview
    • Round1 Entertainment Inc. - Product / Service
    • Round1 Entertainment Inc. - Key offerings
    • SWOT
  • 16.14 Scene 75 Entertainment Centers
    • Scene 75 Entertainment Centers - Overview
    • Scene 75 Entertainment Centers - Product / Service
    • Scene 75 Entertainment Centers - Key offerings
    • SWOT
  • 16.15 Six Flags Entertainment Corp.
    • Six Flags Entertainment Corp. - Overview
    • Six Flags Entertainment Corp. - Product / Service
    • Six Flags Entertainment Corp. - Key offerings
    • SWOT
  • 16.16 TEEG Australia Pty Ltd.
    • TEEG Australia Pty Ltd. - Overview
    • TEEG Australia Pty Ltd. - Product / Service
    • TEEG Australia Pty Ltd. - Key offerings
    • SWOT
  • 16.17 Tenpin Entertainment Ltd.
    • Tenpin Entertainment Ltd. - Overview
    • Tenpin Entertainment Ltd. - Product / Service
    • Tenpin Entertainment Ltd. - Key offerings
    • SWOT
  • 16.18 The Walt Disney Co.
    • The Walt Disney Co. - Overview
    • The Walt Disney Co. - Business segments
    • The Walt Disney Co. - Key offerings
    • The Walt Disney Co. - Segment focus
    • SWOT

17 Appendix

  • 17.1 Scope of the report
    • Market definition
    • Objectives
    • Notes and caveats
  • 17.2 Inclusions and exclusions checklist
    • Inclusions checklist
    • Exclusions checklist
  • 17.3 Currency conversion rates for US$
    • Currency conversion rates for US$
  • 17.4 Research methodology
    • Research methodology
  • 17.5 Data procurement
    • Information sources
  • 17.6 Data validation
    • Data validation
  • 17.7 Validation techniques employed for market sizing
    • Validation techniques employed for market sizing
  • 17.8 Data synthesis
    • Data synthesis
  • 17.9 360 degree market analysis
    • 360 degree market analysis
  • 17.10 List of abbreviations
    • List of abbreviations