Global Family Entertainment Centers Market Overview
Family Entertainment Centers Market is expected to reach USD 78.2 Billion by 2034, growing at a compound annual growth rate of 10.8% from its estimated USD 30.7 Billion valuation in 2024.
Family entertainment centers (FECs) are entertainment zones and small amusement parks which are mostly serve local communities in small and big cities. FEC’s are planned in order to keep the entire family engaged. Generally the modern family entertainment centers have significantly low cost for per person than a traditional amusement park. It gives various amusement options such as video games, arcades, soft play areas, indoor playground systems, gaming consoles, redemption machines, augmented reality skill-based machine games, and children’s rides. Additionally, the games played in family entertainment centers which is also can be host in private celebrations like corporate events and birthday parties. The family entertainment center is located in areas like malls where the customers visit very often.
For More Report Details, Download Free Sample PDF
Global Family Entertainment Centers Market Drivers & Restraints
Increasing income of the people
Availability of differentiated entertainment options, increasing youth population, gaming, and increasing per capital disposable income. Growth in per capita disposable income, gaming and entertainment options, and favorable youth demographics in the Asia-Pacific region drive growth of the family/indoor entertainment centers market. Moreover, continuously launch of new FECs supporting family activities, participatory play, F&B integration, and substantial growing investments by malls is the major propelling factor for the growth of the target market.
Growing youth population
The 8 to 14 age group and their parents are attracted towards family entertainment centers. The median age in many Asian countries is in the 20s and early 30s. This shows penetration of deep youth population below the age of 14 in the Asia-Pacific region and with increasing incomes and expectations, and more spending parents on their children, which is another boosting factor for the growth of the global market.
Rise in ticket prices
The continuously rise in the prices of the tickets of family entertainment centers due to different economic factors. Furthermore, the price of the ticket varies based on the location of the family entertainment centers. This is a main factor that hampers the growth of the global market over the forecast period. The industry is facing to unprofitable growth in terms of income of the middle class population. This is the major restraining factor for the growth of the target market.
Global Family Entertainment Centers Market Segmentations & Regional Insights
The family entertainment centers market is segmented based on product type, facility size, visitor demographics, revenue source, application, and region.
On the basis of type, the family entertainment centers market is segmented into children’s entertainment centers (CECs), children’s edutainment centers (CEDCs), adult entertainment centers (AECs), and location-based VR entertainment centers (LBECs). Based on facility size, the target market is segmented into 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, and over 30 acres. Based on the visitors demographics, the global market is bifurcated into families with children (0-8), families with children (9-12), teenagers (13-19), young adults (20-25), and adults (Ages 25+). Based on the revenue source, the global market is sub divided into entry fees & ticket sales, food & beverages, merchandising, advertisement, and others. Based on the application, the target market is divided in to arcade studios, AR and VR gaming zones, physical play activities, skill/competition games, and others.
Regional Insights:
On region the family entertainment centers market is segmented into North America, Europe, Asia Pacific, Latin America, and Middle East & Africa. North America region is the dominating region due to integrating new technologies such as 3D technology, virtual reality gaming, and others that are trending and consumers are preferring modern ways of entertainment over traditional entertainment options. Additionally, Asia-Pacific region is anticipated the highest growth rate over the forecast period due to rise in number of malls.
Attribute |
Details |
Base year for estimation |
2023 |
Forecast period |
2024 – 2034 |
Market representation |
Revenue in USD Billion & CAGR from 2024 to 2034 |
Market Segmentation |
By Type- Children’s Entertainment Centers (CECs), Children’s Edutainment Centers (CEDCs), Adult Entertainment Centers (AECs), and Location-based VR Entertainment Centers (LBECs) 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, and Over 30 Acres By Visitors Demographic- Families with Children (0-8), Families with Children (9-12), Teenagers (13-19), Young adults (20-25), and Adults (Ages 25+) By Revenue Source- Entry Fees & Ticket Sales, Food & Beverages, Merchandising, Advertisement, and Others By Application- Arcade Studios, AR and VR Gaming Zones, Physical Play Activities, Skill/Competition Games, and Others |
Regional scope |
North America - U.S., Canada Europe - UK, Germany, Spain, France, Italy, Russia, Rest of Europe Asia Pacific - Japan, India, China, South Korea, Australia, Rest of Asia-Pacific Latin America - Brazil, Mexico, Argentina, Rest of Latin America Middle East & Africa - South Africa, Saudi Arabia, UAE, Rest of Middle East & Africa |
Report coverage |
Revenue forecast, company share, competitive landscape, growth factors, and trends |
Segments Covered in the Report:
This report forecasts revenue growth at global, regional, and country levels and provides an analysis of the latest industry trends and opportunities in each of the sub-segments from 2024 to 2034. For the purpose of this study, has segmented the global vein finder’s market report based on type, facility size, visitors demographic, revenue source, application, and region:
Family Entertainment Centers Market, By Type:
- Children’s Entertainment Centers (CECs)
- Children’s Edutainment Centers (CEDCs)
- Adult Entertainment Centers (AECs)
- Location-based VR Entertainment Centers (LBECs)
Family Entertainment Centers Market, 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
Family Entertainment Centers Market, By Visitors Demographic:
- Families with Children (0-8)
- Families with Children (9-12)
- Teenagers (13-19)
- Young adults (20-25)
- Adults (Ages 25+)
Family Entertainment Centers Market, By Revenue Source:
- Entry Fees & Ticket Sales
- Food & Beverages
- Merchandising
- Advertisement
- Others
Family Entertainment Centers Market, By Application:
- Arcade Studios
- AR and VR Gaming Zones
- Physical Play Activities
- Skill/Competition Games
- Others
Family Entertainment Centers Market, By Region:
- North America
- Middle East & Africa
- GCC
- Israel
- South Africa
- Rest of Middle East & Africa
- Latin America
- Brazil
- Mexico
- Rest of Latin America
- Asia Pacific
- China
- India
- Japan
- South Korea
- Rest of Asia Pacific
- Europe
- Germany
- UK
- France
- Russia
- Italy
- Rest of Europe
- U.S.
- Canada
- Middle East & Africa
Global Family Entertainment Centers Market Competitive Landscape & Key Players
The key players operating the family entertainment centers market includes Dave & Buster’s, CEC Entertainment, Inc., Cinergy Entertainment, KidZania, Scene 75 Entertainment Centers, The Walt Disney Company, Lucky Strike Entertainment, FunCity, Smaaash Entertainment Pvt. Ltd., and LEGOLAND Discovery Center. Prominent players operating in the target market are focusing on the strategic partnerships as well as launching of the products in order to gain competitive edge in the target market. For instance, in 2019, Dave & Buster’s has taken over the 21-unit Lucky Strike games-and-food chain in order to undisclosed amount.
Global Family Entertainment Centers Market Company Profile
- Dave & Buster’s
- CEC Entertainment, Inc.
- Cinergy Entertainment
- KidZania
- Scene 75 Entertainment Centers,
- The Walt Disney Company
- Lucky Strike Entertainment
- FunCity
- Smash Entertainment Pvt. Ltd.
- LEGOLAND Discovery Center
Global Family Entertainment Centers Market Highlights
FAQs
The market report has been segmented on the basis of type, facility size, visitors demographic, revenue source, application, and region.
The Family Entertainment Centers Market is driven by factors such as the increasing demand for immersive and interactive entertainment experiences, the rise of experiential consumer preferences, advancements in technology for attractions and games, and the need for diverse entertainment options for families and groups.
the impact of the COVID-19 pandemic on the entertainment and leisure industry, changing consumer behavior and spending patterns, competition from online and digital entertainment options, and regulatory considerations for safety and health standards, acting as restraints for the Family Entertainment Centers Market globally.
North America, Europe, Asia-Pacific, and other regions. The dominant region in the Family Entertainment Centers Market can vary based on factors such as population density, disposable income, cultural preferences, and the presence of major entertainment centers.
The prominent player operating in the family entertainment centers market includes Dave & Buster’s, CEC Entertainment, Inc., Cinergy Entertainment, KidZania, Scene 75 Entertainment Centers, The Walt Disney Company, Lucky Strike Entertainment, FunCity, Smaaash Entertainment Pvt. Ltd., and LEGOLAND Discovery Center.