Growing Per Capita Disposable Income Pushing the Global Family/Indoor Entertainment Centers Market have announced the addition of a new report titled "Global Family/Indoor Entertainment Centers Market and Forecast to 2025"


Delhi, India -- (SBWire) -- 11/25/2019 --Based on the latest insights in the report title " Family/Indoor Entertainment Centers Market by Visitor Demographics (Families with Children (0-9), Families with Children (9-12), Teenagers (12-18), Young Adults (18-24), Adults (Ages 24+)), 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, 11 to 30 acres, and Over 30 acres), Attendance (0-25,000, 25,001-50,000, 50,001-100,000, 100,001-250,000, 250,001-500,000, 500,001-1.25 Million, 1.25 Million-4 Million, and Over 4 Million), Revenue Source (Entry Fees & Ticket Sales, Food & Beverages, Merchandising, Advertisement, and Others), Application (Arcade Studios, AR and VR gaming Zones, Physical Play Activities, Skill/Competition Games, and Others), Type (Childrens Entertainment Centers (CECs), Childrens Edutainment Centers (CEDCs), Adult Entertainment Centers (AECs), and Location-Based Entertainment Centers (LBECs)): Global Opportunity Analysis and Industry Forecast, 2018 - 2025" by Report Ocean, the Market is estimated to reach $ 40,814 million by 2025 growing at a CAGR of 10.2%.

Market Overview
Family/indoor entertainment centers or FECs are entertainment areas or small amusement parks that serve commonly for local communities in small and big cities. These are designed in a manner that keeps the entire family engaged at comparatively much less cost than traditional amusement parks. It offers a plethora of amusement options in the form of video games, arcades, soft play areas, gaming consoles, redemption machines, skill-based machine games, indoor playground systems, children rides, and AR and VR-based games. These centers also host different private celebrations like corporate events or birthday parties and are commonly located at attractive spots like malls, wherein customers can easily visit. The report published on the global family/indoor entertainment centers market revealed the growth to be at a notable pace. The valuation of the FECs market was further stated to surpass its previous valuation.


Market Segmentation
The global family/indoor entertainment centers market has been segmented in terms of type, visitor demographics, attendance, facility size, revenue source, and applications.
By visitor demographics, the market is divided into young adults (18-24), families with children (0-9), teenagers (12-18), families with children (9-12), adults (Ages 24+).
By facility size, the market segments into up to 5,000 sq. ft., 5,001 to 10,000 sq. ft., 1 to 10 acres, 11 to 30 acres, 20,001 to 40,000 sq. ft., 10,001 to 20,000 sq. ft., and over 30 acres.
By attendance, the market comprises 0-25,000, 50,001-100,000, 25,001-50,000, 100,001-250,000, 250,001-500,000, 1.25 million-4 million, 500,001-1.25 million, and over 4 million.
By revenue source, the market is classified into food & beverages, advertisement, entry fees & ticket sales, merchandising, and others.
By application, the market is narrowed down into AR and VR gaming zones, arcade studios, skill/competition games, physical play activities, and others.
By type, the market segments into children's entertainment centers (CECs), adult entertainment centers (AECs), children's edutainment centers (CEDCs), and location-based entertainment centers (LBECs).

Regional Analysis
The global family/indoor entertainment centers market is geographically distributed across the following key regions: Latin America, Asia Pacific, North America, Europe, and the Middle East and Africa.
In Asia Pacific region, the growing per capita disposable income among the consumers, favorable youth demographics, and the availability of diverse and broad range of gaming and entertainment options are some of the key factors that are propelling its market growth. Moreover, consistent launches of new FECs supporting numerous family activities, participatory play, and F&B integration are all anticipated to boost the market demand for family/indoor entertainment centers in Asia Pacific. Add to this, massive investments being made on malls in the region and the fast-paced integration of different technologies like 3D technology, virtual reality gaming, and others are offering major growth opportunities for the regional market.

Competitive Landscape
The global family/indoor entertainment centers market comprises a host of key players. This includes names like Lucky Strike Entertainment, The Walt Disney Company, Dave & Buster's, CEC Entertainment, Inc., FunCity, Cinergy Entertainment, Scene 75 Entertainment Centers, KidZania, Smaaash Entertainment Pvt. Ltd., and LEGOLAND Discovery Center.

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