家庭/室內娛樂中心市場規模、佔有率和成長分析(按家庭/室內娛樂中心類型、顧客群、設施規模、日均客流量、收入來源和地區分類)—產業預測(2026-2033 年)
市場調查報告書
商品編碼
1900546

家庭/室內娛樂中心市場規模、佔有率和成長分析(按家庭/室內娛樂中心類型、顧客群、設施規模、日均客流量、收入來源和地區分類)—產業預測(2026-2033 年)

Family/Indoor Entertainment Centers Market Size, Share, and Growth Analysis, By FEC Type, By Visitors Demographics, By Facility Size, By Attendance Per Day, By Revenue Source, By Region - Industry Forecast 2026-2033

出版日期: | 出版商: SkyQuest | 英文 223 Pages | 商品交期: 3-5個工作天內

價格
簡介目錄

預計到 2024 年,全球家庭和室內娛樂中心市場規模將達到 531.1 億美元,到 2025 年將成長至 600.1 億美元,到 2033 年將成長至 1595.4 億美元,在預測期(2026-2033 年)內複合成長率為 13%。

全球家庭室內娛樂中心市場在休閒產業中持續成長,其成長動力主要來自人們對室內娛樂活動(如遊樂場遊戲、保齡球、彈跳床公園、迷你高爾夫和雷射槍戰)日益成長的需求。由於都市區戶外休閒選擇有限,消費者對多樣化且便利的家庭友善設施的偏好不斷變化,顯著推動了市場成長。此外,尖端虛擬實境體驗的引入也提升了遊客的滿意度和參與度。可支配所得的增加也促進了人們在這些娛樂場所的消費。同時,舉辦各類個人和企業活動的能力也擴大了這些場所的吸引力,凸顯了多元化娛樂解決方案對於確保全球家庭室內娛樂中心持續成功的重要性。

全球家庭/室內娛樂中心市場按娛樂中心類型、訪客群、設施規模、日均訪客量、收入來源和地區進行細分。依娛樂中心類型分類,市場可分為遊樂場遊戲廳、VR遊戲區、運動遊樂場及其他類型。依訪客群體分類,市場可分為0-9歲兒童家庭、9-12歲兒童家庭、12-18歲青少年、18-24歲青年及24歲以上成年人。依設施規模分類,市場可分為小於5,000平方英尺、5,001-10,000平方英尺、10,001-20,000平方英尺、20,001-40,000平方英尺和大於40,000平方英尺。根據每日遊客數量,市場細分為以下幾類:少於25,000人、25,001-50,000人、50,001-100,000人、100,001-250,000人以及超過250,000人。根據收入來源,市場細分為門票/入場費、餐飲、商品銷售、廣告和其他收入。根據地區,市場細分為北美、歐洲、亞太、拉丁美洲以及中東和非洲。

全球家庭/室內娛樂中心市場成長要素

全球可支配收入的成長,以及人們參與休閒活動的意願日益增強,預計將推動家庭和室內娛樂中心的發展。隨著人們經濟資源的增加,他們更願意與親朋好友一同前往此類娛樂場所,尋求愉悅的體驗。這一趨勢反映了一種文化轉變,即人們更加重視高品質的休閒時光,並凸顯了家庭和社交互動在現代社會中的重要性。因此,家庭和室內娛樂中心市場預計將顯著擴張。

全球家庭與室內娛樂中心市場的限制因素

隨著家庭和室內娛樂中心越來越受歡迎,全球市場競爭日益激烈。越來越多的公司在全球各地開設娛樂中心,競爭格局也愈發白熱化。消費者傾向於選擇價格更實惠的產品,這給企業帶來了降價壓力。這種價格偏好可能會對部分企業的盈利產生負面影響,這些企業在努力維持利潤率的同時,也要滿足消費者不斷變化的偏好。因此,企業必須不斷創新,打造差異化產品,才能在這個充滿挑戰的環境中生存。

全球家庭/室內娛樂中心市場趨勢

虛擬實境(VR)和擴增實境(AR)的融合是全球家庭和室內娛樂中心市場的一大趨勢。這些技術正在重新定義家庭的身臨其境型體驗,而人們對互動式娛樂選擇日益成長的需求,正推動著場所採用先進的VR和AR服務,從而提升顧客體驗並鼓勵顧客再次光顧。消費者越來越願意為這些前沿體驗買單,這為營運商創造了盈利機會。數位和實體遊樂環境的整合不僅吸引了多元化的消費群體,也激發了娛樂產業的創新,從而推動了該產業的顯著成長和轉型。

目錄

介紹

  • 調查目標
  • 調查範圍
  • 定義

調查方法

  • 資訊收集
  • 二手資料和一手資料方法
  • 市場規模預測
  • 市場假設與限制

執行摘要

  • 全球市場展望
  • 供需趨勢分析
  • 細分市場機會分析

市場動態與展望

  • 市場規模
  • 市場動態
    • 促進因素和機遇
    • 限制與挑戰
  • 波特分析

關鍵市場考察

  • 關鍵成功因素
  • 競爭程度
  • 關鍵投資機會
  • 市場生態系統
  • 市場吸引力指數(2025)
  • PESTEL 分析
  • 總體經濟指標
  • 價值鏈分析
  • 定價分析

全球家庭/室內娛樂中心市場規模(依家庭娛樂中心類型分類)及複合年成長率(2026-2033 年)

  • 遊樂場工作室
  • VR遊戲區
  • 體育遊樂場
  • 其他

全球家庭/室內娛樂中心市場規模(按訪客屬性和複合年成長率分類)(2026-2033 年)

  • 有0-9歲兒童的家庭
  • 有9-12歲兒童的家庭
  • 青少年(12-18歲)
  • 青年(18-24歲)
  • 成年人(24歲以上)

全球家庭/室內娛樂中心市場規模(按設施規模和複合年成長率分類)(2026-2033 年)

  • 面積不足5000平方英尺
  • 5,001 至 10,000 平方英尺
  • 10,001 至 20,000 平方英尺
  • 20,001 至 40,000 平方英尺
  • 超過40,000平方英尺

全球家庭/室內娛樂中心市場規模(以日均客流量和複合年成長率計算)(2026-2033 年)

  • 不到25000人
  • 25,001-50,000人
  • 50,001-100,000人
  • 100,001-250,000人
  • 超過25萬人

全球家庭/室內娛樂中心市場規模(按收入來源和複合年成長率分類)(2026-2033 年)

  • 入場費和門票銷售
  • 飲食
  • 產品銷售
  • 廣告
  • 其他

全球家庭/室內娛樂中心市場規模及複合年成長率(2026-2033)

  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 德國
    • 西班牙
    • 法國
    • 英國
    • 義大利
    • 其他歐洲地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 亞太其他地區
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲地區
  • 中東和非洲
    • 海灣合作理事會國家
    • 南非
    • 其他中東和非洲地區

競爭資訊

  • 前五大公司對比
  • 主要企業的市場定位(2025 年)
  • 主要市場參與者所採取的策略
  • 近期市場趨勢
  • 公司市佔率分析(2025 年)
  • 主要企業公司簡介
    • 公司詳情
    • 產品系列分析
    • 依業務板塊進行公司股票分析
    • 2023-2025年營收年比比較

主要企業簡介

  • CEC Entertainment, LLC(USA)
  • KidZania(Mexico)
  • SEGA Entertainment Co., Ltd.(Japan)
  • Namco Funscape(Japan)
  • Brunswick Corporation(USA)
  • Hollywood Bowl Group(UK)
  • Merlin Entertainments plc(UK)
  • Scene75 Entertainment Centers(USA)
  • Round1 Entertainment, Inc.(Japan)
  • iPlay America(USA)
  • Kalahari Resorts & Conventions(USA)
  • Great Wolf Resorts(USA)
  • Urban Air Adventure Park(USA)
  • Altitude Trampoline Park(USA)
  • The Little Gym International, Inc.(USA)
  • FunCity(India)
  • Timezone Group(Singapore)

結論與建議

簡介目錄
Product Code: SQMIG25P2016

Global Family/Indoor Entertainment Centers Market size was valued at USD 53.11 Billion in 2024 and is poised to grow from USD 60.01 Billion in 2025 to USD 159.54 Billion by 2033, growing at a CAGR of 13% during the forecast period (2026-2033).

The global family and indoor entertainment center market is flourishing within the leisure industry, driven by increasing demand for engaging indoor activities such as arcade games, bowling, trampoline parks, mini-golf, and laser tag. The shift in consumer preferences towards versatile and accessible family-friendly venues in urban areas, compounded by limited outdoor options, is significantly boosting market growth. Furthermore, the integration of cutting-edge virtual reality experiences enhances visitor satisfaction and engagement. Rising disposable incomes also contribute to increased spending in these entertainment establishments. Additionally, their capacity to host a range of personal and corporate events broadens their appeal, underlining the significance of diverse entertainment solutions in ensuring the continued success of family and indoor entertainment centers globally.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Family/Indoor Entertainment Centers market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Family/Indoor Entertainment Centers Market Segments Analysis

Global Family/Indoor Entertainment Centers Market is segmented by FEC Type, Visitors Demographics, Facility Size, Attendance Per Day, Revenue Source and region. Based on FEC Type, the market is segmented into Arcade Studios, VR Gaming Zones, Sports Arcades and Others. Based on Visitors Demographics, the market is segmented into Families With Children (0-9), Families With Children (9-12), Teenagers (12-18), Young Adults (18-24) and Adults (24+). Based on Facility Size, the market is segmented into <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. and >40,000 Sq. ft. Based on Attendance Per Day, the market is segmented into <25,000, 25,001 to 50,000, 50,001 to 100,000, 100,001 to 250,000 and >250,000. Based on Revenue Source, the market is segmented into Entry Fees & Ticket Sales, Food & Beverages, Merchandising, Advertising and Others. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Family/Indoor Entertainment Centers Market

An increase in disposable income across the globe, coupled with a growing inclination among individuals to engage in leisure activities, is expected to propel the growth of family and indoor entertainment centers. As people find themselves with greater financial resources, they are increasingly willing to visit these entertainment venues with friends and family, seeking out enjoyable experiences. This trend reflects a broader cultural shift towards valuing quality time spent on leisure pursuits, underscoring the importance of family and social interactions in today's society. Consequently, the market for family and indoor entertainment centers is poised for significant expansion.

Restraints in the Global Family/Indoor Entertainment Centers Market

The global market for family and indoor entertainment centers has seen an increase in competition due to the growing popularity of these venues. As more businesses launch entertainment centers worldwide, the competitive landscape has become increasingly fierce. Consumers are drawn to budget-friendly options, which puts pressure on companies to lower their prices. This shift towards affordability can negatively impact the profitability of some businesses within the sector, as they struggle to maintain margins while navigating consumer preferences. As a result, companies need to innovate and differentiate their offerings to remain viable in this challenging environment.

Market Trends of the Global Family/Indoor Entertainment Centers Market

The Global Family/Indoor Entertainment Centers market is witnessing a significant trend towards the incorporation of Virtual Reality (VR) and Augmented Reality (AR), as these technologies redefine immersive experiences for families. The rising demand for interactive and engaging entertainment options is driving facilities to adopt advanced VR and AR offerings, enhancing customer experiences and promoting repeat visits. Consumers are increasingly motivated to invest in these cutting-edge experiences, leading to lucrative opportunities for operators. This fusion of digital and physical play environments not only attracts diverse demographics but also fosters innovation in entertainment, positioning the sector for substantial growth and transformation.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2025
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis

Global Family/Indoor Entertainment Centers Market Size by FEC Type & CAGR (2026-2033)

  • Market Overview
  • Arcade Studios
  • VR Gaming Zones
  • Sports Arcades
  • Others

Global Family/Indoor Entertainment Centers Market Size by Visitors Demographics & CAGR (2026-2033)

  • Market Overview
  • Families With Children (0-9)
  • Families With Children (9-12)
  • Teenagers (12-18)
  • Young Adults (18-24)
  • Adults (24+)

Global Family/Indoor Entertainment Centers Market Size by Facility Size & CAGR (2026-2033)

  • Market Overview
  • <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.
  • >40,000 Sq. ft

Global Family/Indoor Entertainment Centers Market Size by Attendance Per Day & CAGR (2026-2033)

  • Market Overview
  • <25,000
  • 25,001 to 50,000
  • 50,001 to 100,000
  • 100,001 to 250,000
  • >250,000

Global Family/Indoor Entertainment Centers Market Size by Revenue Source & CAGR (2026-2033)

  • Market Overview
  • Entry Fees & Ticket Sales
  • Food & Beverages
  • Merchandising
  • Advertising
  • Others

Global Family/Indoor Entertainment Centers Market Size & CAGR (2026-2033)

  • North America (FEC Type, Visitors Demographics, Facility Size, Attendance Per Day, Revenue Source)
    • US
    • Canada
  • Europe (FEC Type, Visitors Demographics, Facility Size, Attendance Per Day, Revenue Source)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (FEC Type, Visitors Demographics, Facility Size, Attendance Per Day, Revenue Source)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (FEC Type, Visitors Demographics, Facility Size, Attendance Per Day, Revenue Source)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (FEC Type, Visitors Demographics, Facility Size, Attendance Per Day, Revenue Source)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2025
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2025
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2023-2025)

Key Company Profiles

  • CEC Entertainment, LLC (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • KidZania (Mexico)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • SEGA Entertainment Co., Ltd. (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Namco Funscape (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Brunswick Corporation (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Hollywood Bowl Group (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Merlin Entertainments plc (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Scene75 Entertainment Centers (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Round1 Entertainment, Inc. (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • iPlay America (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Kalahari Resorts & Conventions (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Great Wolf Resorts (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Urban Air Adventure Park (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Altitude Trampoline Park (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • The Little Gym International, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • FunCity (India)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Timezone Group (Singapore)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations