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Global Family/Indoor Entertainment Centres Market Size By Segmentations, Top Key Players, Trend, Future Development & Forecast 2024-2035

  • PUBLISHED ON
  • 11/23/2022
  • NO OF PAGES
  • 269
  • CATEGORY
  • Information Technology
The competitive landscape analysis of Family/Indoor Entertainment Centres Market uncovers detailed company profiles, revenue shares, portfolio innovations, regional product footprint, key developmental strategies, pricing structure, target markets, and near-term plans of market leaders. This entire section helps readers gain an essence of what is driving competition and what would help them stand out to win new target markets.

Market estimates and forecast are backed by an extensive primary research, further complemented by on-point secondary research of Family/Indoor Entertainment Centres Market. The research analysts have invested significant time and effort in gathering critical industry information from KIPs such as OEMs, top suppliers and distributors, and government bodies.

Market Segmentations:
Global Family/Indoor Entertainment Centres Market: Top Key Players
Dave & Buster's
CEC Entertainment
LOVE YOYO
Main Event Entertainment
Legoland Discovery Center
Landmark Leisure
Timezone
KidZania
Round One Entertainment
America's Incredible Pizza Company
Scene 75 Entertainment Centers
Smaash Entertainment
Lucky Strike
Amoeba
Toy Town
Family/Indoor Entertainment Centres Breakdown Data by Type
Arcade Studios
VR Gaming Zones
Sports Arcades
Others
Family/Indoor Entertainment Centres Breakdown Data by Application
Below 5000 Sq Feet
5,001 to 10,000 Sq Feet
10,001 to 20,000 Sq Feet
20,001 to 40,000 Sq Feet
Above 40,000 Sq Feet


Global Family/Indoor Entertainment Centres Market: Market Size Estimation
Both the top-down and bottom-up approaches were used to estimate and validate the size of the market and to estimate the size of various other dependent sub-markets of various marketspaces. The key players in the markets are identified through secondary research, and their market contributions in different applications across regions and globally were determined through primary and secondary research. This entire process included the study of the annual and financial reports of the top market players and extensive interviews for key insights with industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares, splits, and breakdowns were determined using secondary sources and verified through primary sources. All the possible parameters that affect the market covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analysed to arrive at the final quantitative and qualitative data. This data has been consolidated, and detailed inputs and analysis from Analytics Market Research added before being presented in this report.

Reasons to Purchase Family/Indoor Entertainment Centres Market Report
• Qualitative and quantitative analysis of the market based on segmentation involving both economic as well as non-economic factors
• Provision of market value (USD Billion) data for each segment and sub-segment
• Indicates the region and segment that is expected to witness the fastest growth as well as to dominate the market
• Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region
• Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions, and acquisitions in the past five years of companies profiled
• Extensive company profiles comprising of company overview, company insights, product benchmarking, and SWOT analysis for the major market players
• The current as well as the future market outlook of the industry with respect to recent developments which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions
• Includes in-depth analysis of the market of various perspectives through Porter’s five forces analysis
• Provides insight into the market through Value Chain
• Market dynamics scenario, along with growth opportunities of the market in the years to come

Frequently Asked Questions
• What is the market size and growth projections?
• What is the market size and growth projection for each of the market segments and sub-segments across Countries & Regions?
• What are the top performing segments, and countries / regions of each of the markets?
• What is the market size and growth rate across key countries / regions?
• How big is the global & regional market in terms of revenue and volume?
• How far market will grow in forecast period in terms of revenue and volume?
• What factors will influence demand and supply trends across each markets during the forecast period?
• What are the technology trends shaping various markets?
• Which country / region has more opportunities?
• What is the COVID-19 impact on the market and how long will it take to recover?
• Who are the key competitors of market Players?
• What are the market share (%) of Key Players?
• What are the Merger & Acquisition, New Product Launch, Recent Development within each of the Markets?
• What are PEST analysis, Ecosystem Analysis, Porter's Five Forecast Analysis, Ansoff Matrix, and SWOT Analysis among other analyses for diverse markets?
Base Year: 2023
Historic Year: 2016-2022
Forecast: 2024-2035
1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered: Ranking by Family/Indoor Entertainment Centres Revenue
1.4 Market Analysis by Type
1.4.1 Global Family/Indoor Entertainment Centres Market Size Growth Rate by Type: 2022 VS 2030
1.4.2 Arcade Studios
1.4.3 VR Gaming Zones
1.4.4 Sports Arcades
1.4.5 Others
1.5 Market by Application
1.5.1 Global Family/Indoor Entertainment Centres Market Share by Application: 2022 VS 2030
1.5.2 Below 5000 Sq Feet
1.5.3 5,001 to 10,000 Sq Feet
1.5.4 10,001 to 20,000 Sq Feet
1.5.5 20,001 to 40,000 Sq Feet
1.5.6 Above 40,000 Sq Feet
1.6 Coronavirus Disease 2019 (Covid-19): Family/Indoor Entertainment Centres Industry Impact
1.6.1 How the Covid-19 is Affecting the Family/Indoor Entertainment Centres Industry
1.6.1.1 Family/Indoor Entertainment Centres Business Impact Assessment - Covid-19
1.6.1.2 Supply Chain Challenges
1.6.1.3 COVID-19’s Impact On Crude Oil and Refined Products
1.6.2 Market Trends and Family/Indoor Entertainment Centres Potential Opportunities in the COVID-19 Landscape
1.6.3 Measures / Proposal against Covid-19
1.6.3.1 Government Measures to Combat Covid-19 Impact
1.6.3.2 Proposal for Family/Indoor Entertainment Centres Players to Combat Covid-19 Impact
1.7 Study Objectives
1.8 Years Considered

2 Global Growth Trends by Regions
2.1 Family/Indoor Entertainment Centres Market Perspective (2016-2030)
2.2 Family/Indoor Entertainment Centres Growth Trends by Regions
2.2.1 Family/Indoor Entertainment Centres Market Size by Regions: 2016 VS 2022 VS 2030
2.2.2 Family/Indoor Entertainment Centres Historic Market Share by Regions (2016-2021)
2.2.3 Family/Indoor Entertainment Centres Forecasted Market Size by Regions (2022-2030)
2.3 Industry Trends and Growth Strategy
2.3.1 Market Top Trends
2.3.2 Market Drivers
2.3.3 Market Challenges
2.3.4 Porter’s Five Forces Analysis
2.3.5 Family/Indoor Entertainment Centres Market Growth Strategy
2.3.6 Primary Interviews with Key Family/Indoor Entertainment Centres Players (Opinion Leaders)

3 Competition Landscape by Key Players
3.1 Global Top Family/Indoor Entertainment Centres Players by Market Size
3.1.1 Global Top Family/Indoor Entertainment Centres Players by Revenue (2016-2021)
3.1.2 Global Family/Indoor Entertainment Centres Revenue Market Share by Players (2016-2021)
3.1.3 Global Family/Indoor Entertainment Centres Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
3.2 Global Family/Indoor Entertainment Centres Market Concentration Ratio
3.2.1 Global Family/Indoor Entertainment Centres Market Concentration Ratio (CR5 and HHI)
3.2.2 Global Top 10 and Top 5 Companies by Family/Indoor Entertainment Centres Revenue in 2021
3.3 Family/Indoor Entertainment Centres Key Players Head office and Area Served
3.4 Key Players Family/Indoor Entertainment Centres Product Solution and Service
3.5 Date of Enter into Family/Indoor Entertainment Centres Market
3.6 Mergers & Acquisitions, Expansion Plans

4 Breakdown Data by Type (2016-2030)
4.1 Global Family/Indoor Entertainment Centres Historic Market Size by Type (2016-2021)
4.2 Global Family/Indoor Entertainment Centres Forecasted Market Size by Type (2022-2030)

5 Family/Indoor Entertainment Centres Breakdown Data by Application (2016-2030)
5.1 Global Family/Indoor Entertainment Centres Market Size by Application (2016-2021)
5.2 Global Family/Indoor Entertainment Centres Forecasted Market Size by Application (2022-2030)

6 North America
6.1 North America Family/Indoor Entertainment Centres Market Size (2016-2021)
6.2 Family/Indoor Entertainment Centres Key Players in North America (2016-2021)
6.3 North America Family/Indoor Entertainment Centres Market Size by Type (2016-2021)
6.4 North America Family/Indoor Entertainment Centres Market Size by Application (2016-2021)

7 Europe
7.1 Europe Family/Indoor Entertainment Centres Market Size (2016-2021)
7.2 Family/Indoor Entertainment Centres Key Players in Europe (2016-2021)
7.3 Europe Family/Indoor Entertainment Centres Market Size by Type (2016-2021)
7.4 Europe Family/Indoor Entertainment Centres Market Size by Application (2016-2021)

8 China
8.1 China Family/Indoor Entertainment Centres Market Size (2016-2021)
8.2 Family/Indoor Entertainment Centres Key Players in China (2016-2021)
8.3 China Family/Indoor Entertainment Centres Market Size by Type (2016-2021)
8.4 China Family/Indoor Entertainment Centres Market Size by Application (2016-2021)

9 Japan
9.1 Japan Family/Indoor Entertainment Centres Market Size (2016-2021)
9.2 Family/Indoor Entertainment Centres Key Players in Japan (2016-2021)
9.3 Japan Family/Indoor Entertainment Centres Market Size by Type (2016-2021)
9.4 Japan Family/Indoor Entertainment Centres Market Size by Application (2016-2021)

10 Southeast Asia
10.1 Southeast Asia Family/Indoor Entertainment Centres Market Size (2016-2021)
10.2 Family/Indoor Entertainment Centres Key Players in Southeast Asia (2016-2021)
10.3 Southeast Asia Family/Indoor Entertainment Centres Market Size by Type (2016-2021)
10.4 Southeast Asia Family/Indoor Entertainment Centres Market Size by Application (2016-2021)

11 India
11.1 India Family/Indoor Entertainment Centres Market Size (2016-2021)
11.2 Family/Indoor Entertainment Centres Key Players in India (2016-2021)
11.3 India Family/Indoor Entertainment Centres Market Size by Type (2016-2021)
11.4 India Family/Indoor Entertainment Centres Market Size by Application (2016-2021)

12 Central & South America
12.1 Central & South America Family/Indoor Entertainment Centres Market Size (2016-2021)
12.2 Family/Indoor Entertainment Centres Key Players in Central & South America (2016-2021)
12.3 Central & South America Family/Indoor Entertainment Centres Market Size by Type (2016-2021)
12.4 Central & South America Family/Indoor Entertainment Centres Market Size by Application (2016-2021)

13 Key Players Profiles
13.1 Dave & Buster's
13.1.1 Dave & Buster's Company Details
13.1.2 Dave & Buster's Business Overview and Its Total Revenue
13.1.3 Dave & Buster's Family/Indoor Entertainment Centres Introduction
13.1.4 Dave & Buster's Revenue in Family/Indoor Entertainment Centres Business (2016-2021)
13.1.5 Dave & Buster's Recent Development
13.2 CEC Entertainment
13.2.1 CEC Entertainment Company Details
13.2.2 CEC Entertainment Business Overview and Its Total Revenue
13.2.3 CEC Entertainment Family/Indoor Entertainment Centres Introduction
13.2.4 CEC Entertainment Revenue in Family/Indoor Entertainment Centres Business (2016-2021)
13.2.5 CEC Entertainment Recent Development
13.3 LOVE YOYO
13.3.1 LOVE YOYO Company Details
13.3.2 LOVE YOYO Business Overview and Its Total Revenue
13.3.3 LOVE YOYO Family/Indoor Entertainment Centres Introduction
13.3.4 LOVE YOYO Revenue in Family/Indoor Entertainment Centres Business (2016-2021)
13.3.5 LOVE YOYO Recent Development
13.4 Main Event Entertainment
13.4.1 Main Event Entertainment Company Details
13.4.2 Main Event Entertainment Business Overview and Its Total Revenue
13.4.3 Main Event Entertainment Family/Indoor Entertainment Centres Introduction
13.4.4 Main Event Entertainment Revenue in Family/Indoor Entertainment Centres Business (2016-2021)
13.4.5 Main Event Entertainment Recent Development
13.5 Legoland Discovery Center
13.5.1 Legoland Discovery Center Company Details
13.5.2 Legoland Discovery Center Business Overview and Its Total Revenue
13.5.3 Legoland Discovery Center Family/Indoor Entertainment Centres Introduction
13.5.4 Legoland Discovery Center Revenue in Family/Indoor Entertainment Centres Business (2016-2021)
13.5.5 Legoland Discovery Center Recent Development
13.6 Landmark Leisure
13.6.1 Landmark Leisure Company Details
13.6.2 Landmark Leisure Business Overview and Its Total Revenue
13.6.3 Landmark Leisure Family/Indoor Entertainment Centres Introduction
13.6.4 Landmark Leisure Revenue in Family/Indoor Entertainment Centres Business (2016-2021)
13.6.5 Landmark Leisure Recent Development
13.7 Timezone
13.7.1 Timezone Company Details
13.7.2 Timezone Business Overview and Its Total Revenue
13.7.3 Timezone Family/Indoor Entertainment Centres Introduction
13.7.4 Timezone Revenue in Family/Indoor Entertainment Centres Business (2016-2021)
13.7.5 Timezone Recent Development
13.8 KidZania
13.8.1 KidZania Company Details
13.8.2 KidZania Business Overview and Its Total Revenue
13.8.3 KidZania Family/Indoor Entertainment Centres Introduction
13.8.4 KidZania Revenue in Family/Indoor Entertainment Centres Business (2016-2021)
13.8.5 KidZania Recent Development
13.9 Round One Entertainment
13.9.1 Round One Entertainment Company Details
13.9.2 Round One Entertainment Business Overview and Its Total Revenue
13.9.3 Round One Entertainment Family/Indoor Entertainment Centres Introduction
13.9.4 Round One Entertainment Revenue in Family/Indoor Entertainment Centres Business (2016-2021)
13.9.5 Round One Entertainment Recent Development
13.10 America's Incredible Pizza Company
13.10.1 America's Incredible Pizza Company Company Details
13.10.2 America's Incredible Pizza Company Business Overview and Its Total Revenue
13.10.3 America's Incredible Pizza Company Family/Indoor Entertainment Centres Introduction
13.10.4 America's Incredible Pizza Company Revenue in Family/Indoor Entertainment Centres Business (2016-2021)
13.10.5 America's Incredible Pizza Company Recent Development
13.11 Scene 75 Entertainment Centers
10.11.1 Scene 75 Entertainment Centers Company Details
10.11.2 Scene 75 Entertainment Centers Business Overview and Its Total Revenue
10.11.3 Scene 75 Entertainment Centers Family/Indoor Entertainment Centres Introduction
10.11.4 Scene 75 Entertainment Centers Revenue in Family/Indoor Entertainment Centres Business (2016-2021)
10.11.5 Scene 75 Entertainment Centers Recent Development
13.12 Smaash Entertainment
10.12.1 Smaash Entertainment Company Details
10.12.2 Smaash Entertainment Business Overview and Its Total Revenue
10.12.3 Smaash Entertainment Family/Indoor Entertainment Centres Introduction
10.12.4 Smaash Entertainment Revenue in Family/Indoor Entertainment Centres Business (2016-2021)
10.12.5 Smaash Entertainment Recent Development
13.13 Lucky Strike
10.13.1 Lucky Strike Company Details
10.13.2 Lucky Strike Business Overview and Its Total Revenue
10.13.3 Lucky Strike Family/Indoor Entertainment Centres Introduction
10.13.4 Lucky Strike Revenue in Family/Indoor Entertainment Centres Business (2016-2021)
10.13.5 Lucky Strike Recent Development
13.14 Amoeba
10.14.1 Amoeba Company Details
10.14.2 Amoeba Business Overview and Its Total Revenue
10.14.3 Amoeba Family/Indoor Entertainment Centres Introduction
10.14.4 Amoeba Revenue in Family/Indoor Entertainment Centres Business (2016-2021)
10.14.5 Amoeba Recent Development
13.15 Toy Town
10.15.1 Toy Town Company Details
10.15.2 Toy Town Business Overview and Its Total Revenue
10.15.3 Toy Town Family/Indoor Entertainment Centres Introduction
10.15.4 Toy Town Revenue in Family/Indoor Entertainment Centres Business (2016-2021)
10.15.5 Toy Town Recent Development

14 Analyst's Viewpoints/Conclusions

15 Appendix
15.1 Research Methodology
15.1.1 Methodology/Research Approach
15.1.2 Data Source
15.2 Disclaimer
15.3 Author Details

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Case Study- Automotive Sector

One of the key manufacturers of automotive had plans to invest in electric utility vehicles. The electric cars and associated markets being a of evolving nature, the automotive client approached Straits Research for a detailed insight on the market forecasts. The client specifically asked for competitive analysis, regulatory framework, regional prospects studied under the influence of drivers, challenges, opportunities, and pricing in terms of revenue and sales (million units).

Solution

The overall study was executed in three stages, intending to help the client meet its objective of precisely understanding the entire market before deciding on an investment. At first, secondary research was conducted considering political, economic, social, and technological parameters to get a gist of the various aspects of the market. This stage of the study concluded with the derivation of drivers, opportunities, and challenges. It also laid substantial emphasis on understanding and collecting data not only on a global scale but also on the regional and country levels. Data Extraction through Primary Research

The second stage involved primary research in which several market players and automotive parts suppliers were contacted to study their viewpoint concerning the development of their market and production capacity, clientele, and product line. This stage concluded in a brief understanding of the competitive ecosystem and also glanced through the strategies and pricing of the companies profiled.

Market Estimates and Forecast

In the final stage of the study, market forecasts for the electric utility were derived using multiple market engineering approaches. This data helped the client to get an overview of the market and accelerate the process of investment.

Case Study- ICT Sector

Business process outsourcing, being one of the lucrative markets from both supply- and demand- side, has appealed to various companies. One of the prominent corporations based out of Japan approached us with their requirements regarding the scope of the procurement outsourcing market for around 50 countries. Additionally, the client also sought key players operating in the market and their revenue breakdown in terms of region and application.


Business Solution

An exhaustive market study was conducted based on primary and secondary research that involved factors such as labor costs in various countries, skilled and technical labors, manufacturing scenario, and their respective contributions in the global GDP. A comparative study of the market was conducted from both supply- and demand side, with the supply-side comprising of notable companies, such as GEP, Accenture, and others, that provide these services. On the other hand, large manufacturing companies from them demand-side were considered that opt for these services.


Conclusion

The report aided the client in understanding the market trends, including country-level business scenarios, consumer behavior, and trends in 50 countries. The report also provided financial insights of crucial players and detailed market estimations and forecasts till 2028.

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