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PUBLISHER: Fairfield Market Research | PRODUCT CODE: 1547155

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PUBLISHER: Fairfield Market Research | PRODUCT CODE: 1547155

Family/Indoor Entertainment Centers Market - Global Industry Analysis, Size, Share, Growth, Trends, and Forecast 2031 - By Product, Technology, Grade, Application, End-user, Region:

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Family and indoor entertainment centers, central to modern family recreation, are undergoing a significant transformation. Valued at $41.98 billion in 2024, the market is set to surge to $119 billion by 2031, driven by a robust CAGR of 16%. These centers, which combine multiple entertainment options under one roof, are revolutionizing the entertainment sector. As this market experiences rapid growth fueled by technological innovations and shifting consumer behaviors, family/indoor entertainment centers are solidifying their role as essential destinations for indoor fun. This press release explores the key drivers behind this market's expansion, the challenges it encounters, and the forward-thinking trends shaping its future trajectory.

The Mobile Gaming Boom: A Catalyst for Market Expansion

The increasing popularity of mobile gaming, particularly among younger demographics, is a significant driver of growth for family/indoor entertainment centers. With its ease of access and engaging experiences, mobile gaming has become a favored pastime for the youth. Recognizing this trend, many entertainment centers are incorporating mobile gaming options specifically designed to appeal to this audience. The rising interest in mobile gaming is not only boosting visitor numbers but also enhancing revenue, positioning these centers as critical hubs for digital entertainment. As mobile gaming continues to thrive, it is expected to play a central role in the ongoing expansion of the family/indoor entertainment centers market.

Revolutionary Advances in Indoor Amusement Parks

The development of innovative indoor amusement parks is a growing trend that is gaining traction within the market. Companies are making significant investments in creating unique indoor amusement parks to strengthen their market presence. For example, leading players have introduced large-scale indoor parks that cater to families and children alike, offering a wide range of attractions in one location. These innovative developments are driving market growth and redefining the indoor entertainment experience by providing a richer variety of activities for visitors. The continuous evolution in this sector is anticipated to propel further market expansion in the years ahead.

Technological Progress: Expanding Entertainment Horizons

Advancements in technology are central to the transformation of family/indoor entertainment centers. The introduction of state-of-the-art technologies like 3D gaming, virtual reality (VR), and augmented reality (AR) has significantly expanded the range of entertainment options available. As consumers increasingly seek interactive and immersive experiences, the demand for these cutting-edge gaming options is on the rise. To remain competitive and meet evolving customer expectations, entertainment centers are constantly upgrading their offerings. The integration of these advanced technologies is expected to be a major factor in the growth of the global market during the forecast period.

Loyalty Programs: Enhancing Customer Engagement

Loyalty programs have become a strategic approach for family/indoor entertainment centers to retain and attract customers. These programs, which include various rewards, subscriptions, and special offers, are tailored to meet diverse customer needs. By implementing loyalty schemes, entertainment centers can boost customer engagement and foster long-term relationships. This strategy not only enhances customer retention but also draws in new customers through targeted promotions. The strategic use of loyalty programs is projected to be a key driver of market growth in the coming years.

Family Events: Increasing Demand for Entertainment Centers

The growing trend of using family/indoor entertainment centers as venues for hosting family events and celebrations is further increasing their popularity. These centers provide a comprehensive range of entertainment and celebration options, making them ideal for events like birthdays, parties, and casual gatherings. The convenience of having all entertainment and celebration needs met under one roof is highly appealing to families. Additionally, the ability to customize the event size and experience based on the family's or group's preferences adds to their attractiveness. As this trend continues to gain momentum, family/indoor entertainment centers are set to become even more integral to how families celebrate special occasions.

Challenges: High Initial Costs and Limited Flexibility

Despite the promising growth outlook, family/indoor entertainment centers face several challenges that could hinder their expansion. One of the primary obstacles is the high initial investment required to establish these centers, which often leads to higher ticket prices and may limit market penetration. Furthermore, the limited ability to regularly update and transform offerings due to space and financial constraints presents a challenge. This can affect the centers' ability to attract repeat visitors. Addressing these challenges will be essential for sustaining market growth.

United States: A Leading Force in the Market

The United States continues to lead the family/indoor entertainment centers market, driven by the adoption of advanced technologies and the presence of major industry players. The integration of IoT, AI, VR, AR, and 3D technologies has enhanced the entertainment experience, attracting a diverse consumer base. With a well-established infrastructure and a robust customer base, the U.S. market remains strong and continues to dominate the global industry. Ongoing technological advancements and the growing demand for innovative experiences are expected to further solidify the United States' position as a key player in this sector.

Arcade Studios: Driving Market Growth

Arcade studios, a prominent segment within family/indoor entertainment centers, are experiencing notable growth. The rising popularity of arcade games, combined with technological advancements, has transformed this segment into a major contributor to the overall market. As disposable incomes increase, consumers are more willing to spend on new and exciting arcade games, fueling demand in this segment. The growing awareness of technologically advanced products and the rise of virtual reality gaming are also expected to drive the expansion of arcade studios, contributing to the overall growth of the family/indoor entertainment centers market.

Competitive Analysis

  • CEC Entertainment
  • Dave & Buster's
  • Main Event Entertainment
  • Legoland Discovery Center
  • Scene 75 Entertainment Centers
  • Gatti's Pizza
  • Bowlmor AMF
  • Nickelodeon Universe
  • Lucky Strike
  • Smaash Entertainment
  • Amoeba Services
  • Funcity
  • Time Zone Entertainment
  • Tenpin
  • Kidzania
  • Bandai Namco Entertainment
  • Toy Town
  • Walt Disney

Family/Indoor Entertainment Centers Industry Research Segmentation

By Type:

  • Arcade Studios
  • VR Gaming Zones
  • Indoor Go-Kart Tracks
  • Sports Arcades
  • Trampoline
  • Indoor Adventure Parks

By End User:

  • < 5,000 Sq. Feet
  • 5,001 to 10,000 Sq. Feet
  • 10,001 to 20,000 Sq. Feet
  • 20,001 to 40,000 Sq. Feet
  • > 40,000 Sq. Feet

By Region:

  • North America
  • Latin America
  • Europe
  • South Asia
  • East Asia
  • Oceania
  • Middle East & Africa

Table of Contents

1. Executive Summary

  • 1.1. Global Family/Indoor Entertainment Centers Market Snapshot
  • 1.2. Future Projections
  • 1.3. Key Market Trends
  • 1.4. Regional Snapshot, by Value and Volume, 2023
  • 1.5. Analyst Recommendations

2. Market Overview

  • 2.1. Market Definitions and Segmentations
  • 2.2. Market Dynamics
    • 2.2.1. Drivers
    • 2.2.2. Restraints
    • 2.2.3. Market Opportunities
  • 2.3. Value Chain Analysis
  • 2.4. Porter's Five Forces Analysis
  • 2.5. COVID-19 Impact Analysis
    • 2.5.1. Supply
    • 2.5.2. Demand
  • 2.6. Impact of Ukraine-Russia Conflict
  • 2.7. Economic Overview
    • 2.7.1. World Economic Projections
  • 2.8. PESTLE Analysis

3. Price Analysis, 2019 - 2023

  • 3.1. Global Average Price Analysis, by Type, US$ Per Tons, 2019 - 2023
  • 3.2. Prominent Factor Affecting Family/Indoor Entertainment Centers Prices
  • 3.3. Global Average Price Analysis, by Region, US$ Per Ton

4. Global Family/Indoor Entertainment Centers Market Outlook, 2019 - 2031

  • 4.1. Global Family/Indoor Entertainment Centers Market Outlook, by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
    • 4.1.1. Key Highlights
      • 4.1.1.1. Arcade Studios
      • 4.1.1.2. VR Gaming Zones
      • 4.1.1.3. Indoor Go-Kart Tracks
      • 4.1.1.4. Sports Arcades
      • 4.1.1.5. Trampoline
      • 4.1.1.6. Indoor Adventure Parks
  • 4.2. Global Family/Indoor Entertainment Centers Market Outlook, by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
    • 4.2.1. Key Highlights
      • 4.2.1.1. < 5,000 Sq. Feet
      • 4.2.1.2. 5,001 to 10,000 Sq. Feet
      • 4.2.1.3. 10,001 to 20,000 Sq. Feet
      • 4.2.1.4. 20,001 to 40,000 Sq. Feet
      • 4.2.1.5. > 40,000 Sq. Feet
  • 4.3. Global Family/Indoor Entertainment Centers Market Outlook, by Region, Value (US$ Bn) and Volume (Tons), 2019 - 2031
    • 4.3.1. Key Highlights
      • 4.3.1.1. North America
      • 4.3.1.2. Europe
      • 4.3.1.3. Asia Pacific
      • 4.3.1.4. Latin America
      • 4.3.1.5. Middle East & Africa

5. North America Family/Indoor Entertainment Centers Market Outlook, 2019 - 2031

  • 5.1. North America Family/Indoor Entertainment Centers Market Outlook, by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
    • 5.1.1. Key Highlights
      • 5.1.1.1. Arcade Studios
      • 5.1.1.2. VR Gaming Zones
      • 5.1.1.3. Indoor Go-Kart Tracks
      • 5.1.1.4. Sports Arcades
      • 5.1.1.5. Trampoline
      • 5.1.1.6. Indoor Adventure Parks
  • 5.2. Global Family/Indoor Entertainment Centers Market Outlook, by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
    • 5.2.1. Key Highlights
      • 5.2.1.1. < 5,000 Sq. Feet
      • 5.2.1.2. 5,001 to 10,000 Sq. Feet
      • 5.2.1.3. 10,001 to 20,000 Sq. Feet
      • 5.2.1.4. 20,001 to 40,000 Sq. Feet
      • 5.2.1.5. > 40,000 Sq. Feet
  • 5.3. North America Family/Indoor Entertainment Centers Market Outlook, by Country, Value (US$ Bn) and Volume (Tons), 2019 - 2031
    • 5.3.1. Key Highlights
      • 5.3.1.1. U.S. Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 5.3.1.2. U.S. Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 5.3.1.3. Canada Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 5.3.1.4. Canada Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
    • 5.3.2. BPS Analysis/Market Attractiveness Analysis

6. Europe Family/Indoor Entertainment Centers Market Outlook, 2019 - 2031

  • 6.1. Europe Family/Indoor Entertainment Centers Market Outlook, by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
    • 6.1.1. Key Highlights
      • 6.1.1.1. Arcade Studios
      • 6.1.1.2. VR Gaming Zones
      • 6.1.1.3. Indoor Go-Kart Tracks
      • 6.1.1.4. Sports Arcades
      • 6.1.1.5. Trampoline
      • 6.1.1.6. Indoor Adventure Parks
  • 6.2. Global Family/Indoor Entertainment Centers Market Outlook, by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
    • 6.2.1. Key Highlights
      • 6.2.1.1. < 5,000 Sq. Feet
      • 6.2.1.2. 5,001 to 10,000 Sq. Feet
      • 6.2.1.3. 10,001 to 20,000 Sq. Feet
      • 6.2.1.4. 20,001 to 40,000 Sq. Feet
      • 6.2.1.5. > 40,000 Sq. Feet
  • 6.3. Europe Family/Indoor Entertainment Centers Market Outlook, by Country, Value (US$ Bn) and Volume (Tons), 2019 - 2031
    • 6.3.1. Key Highlights
      • 6.3.1.1. Germany Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 6.3.1.2. Germany Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 6.3.1.3. U.K. Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 6.3.1.4. U.K. Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 6.3.1.5. France Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 6.3.1.6. France Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 6.3.1.7. Italy Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 6.3.1.8. Italy Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 6.3.1.9. Turkey Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 6.3.1.10. Turkey Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 6.3.1.11. Russia Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 6.3.1.12. Russia Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 6.3.1.13. Rest of Europe Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 6.3.1.14. Rest of Europe Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
    • 6.3.2. BPS Analysis/Market Attractiveness Analysis

7. Asia Pacific Family/Indoor Entertainment Centers Market Outlook, 2019 - 2031

  • 7.1. Asia Pacific Family/Indoor Entertainment Centers Market Outlook, by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
    • 7.1.1. Key Highlights
      • 7.1.1.1. Arcade Studios
      • 7.1.1.2. VR Gaming Zones
      • 7.1.1.3. Indoor Go-Kart Tracks
      • 7.1.1.4. Sports Arcades
      • 7.1.1.5. Trampoline
      • 7.1.1.6. Indoor Adventure Parks
  • 7.2. Global Family/Indoor Entertainment Centers Market Outlook, by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
    • 7.2.1. Key Highlights
      • 7.2.1.1. < 5,000 Sq. Feet
      • 7.2.1.2. 5,001 to 10,000 Sq. Feet
      • 7.2.1.3. 10,001 to 20,000 Sq. Feet
      • 7.2.1.4. 20,001 to 40,000 Sq. Feet
      • 7.2.1.5. > 40,000 Sq. Feet
  • 7.3. Asia Pacific Family/Indoor Entertainment Centers Market Outlook, by Country, Value (US$ Bn) and Volume (Tons), 2019 - 2031
    • 7.3.1. Key Highlights
      • 7.3.1.1. China Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 7.3.1.2. China Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 7.3.1.3. Japan Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 7.3.1.4. Japan Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 7.3.1.5. South Korea Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 7.3.1.6. South Korea Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 7.3.1.7. India Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 7.3.1.8. India Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 7.3.1.9. Southeast Asia Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 7.3.1.10. Southeast Asia Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 7.3.1.11. Rest of Asia Pacific Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 7.3.1.12. Rest of Asia Pacific Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
    • 7.3.2. BPS Analysis/Market Attractiveness Analysis

8. Latin America Family/Indoor Entertainment Centers Market Outlook, 2019 - 2031

  • 8.1. Latin America Family/Indoor Entertainment Centers Market Outlook, by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
    • 8.1.1. Key Highlights
      • 8.1.1.1. Arcade Studios
      • 8.1.1.2. VR Gaming Zones
      • 8.1.1.3. Indoor Go-Kart Tracks
      • 8.1.1.4. Sports Arcades
      • 8.1.1.5. Trampoline
      • 8.1.1.6. Indoor Adventure Parks
  • 8.2. Global Family/Indoor Entertainment Centers Market Outlook, by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
    • 8.2.1. Key Highlights
      • 8.2.1.1. < 5,000 Sq. Feet
      • 8.2.1.2. 5,001 to 10,000 Sq. Feet
      • 8.2.1.3. 10,001 to 20,000 Sq. Feet
      • 8.2.1.4. 20,001 to 40,000 Sq. Feet
      • 8.2.1.5. > 40,000 Sq. Feet
  • 8.3. Latin America Family/Indoor Entertainment Centers Market Outlook, by Country, Value (US$ Bn) and Volume (Tons), 2019 - 2031
    • 8.3.1. Key Highlights
      • 8.3.1.1. Brazil Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 8.3.1.2. Brazil Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 8.3.1.3. Mexico Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 8.3.1.4. Mexico Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 8.3.1.5. Argentina Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 8.3.1.6. Argentina Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 8.3.1.7. Rest of Latin America Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 8.3.1.8. Rest of Latin America Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
    • 8.3.2. BPS Analysis/Market Attractiveness Analysis

9. Middle East & Africa Family/Indoor Entertainment Centers Market Outlook, 2019 - 2031

  • 9.1. Middle East & Africa Family/Indoor Entertainment Centers Market Outlook, by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
    • 9.1.1. Key Highlights
      • 9.1.1.1. Arcade Studios
      • 9.1.1.2. VR Gaming Zones
      • 9.1.1.3. Indoor Go-Kart Tracks
      • 9.1.1.4. Sports Arcades
      • 9.1.1.5. Trampoline
      • 9.1.1.6. Indoor Adventure Parks
  • 9.2. Global Family/Indoor Entertainment Centers Market Outlook, by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
    • 9.2.1. Key Highlights
      • 9.2.1.1. < 5,000 Sq. Feet
      • 9.2.1.2. 5,001 to 10,000 Sq. Feet
      • 9.2.1.3. 10,001 to 20,000 Sq. Feet
      • 9.2.1.4. 20,001 to 40,000 Sq. Feet
      • 9.2.1.5. > 40,000 Sq. Feet
  • 9.3. Middle East & Africa Family/Indoor Entertainment Centers Market Outlook, by Country, Value (US$ Bn) and Volume (Tons), 2019 - 2031
    • 9.3.1. Key Highlights
      • 9.3.1.1. GCC Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 9.3.1.2. GCC Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 9.3.1.3. South Africa Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 9.3.1.4. South Africa Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 9.3.1.5. Egypt Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 9.3.1.6. Egypt Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 9.3.1.7. Nigeria Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 9.3.1.8. Nigeria Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 9.3.1.9. Rest of Middle East & Africa Family/Indoor Entertainment Centers Market by Type, Value (US$ Bn) and Volume (Tons), 2019 - 2031
      • 9.3.1.10. Rest of Middle East & Africa Family/Indoor Entertainment Centers Market by End User, Value (US$ Bn) and Volume (Tons), 2019 - 2031
    • 9.3.2. BPS Analysis/Market Attractiveness Analysis

10. Competitive Landscape

  • 10.1. Product vs Indication Heatmap
  • 10.2. Company Market Share Analysis, 2024
  • 10.3. Competitive Dashboard
  • 10.4. Company Profiles
    • 10.4.1. CEC Entertainment
      • 10.4.1.1. Company Overview
      • 10.4.1.2. Product Portfolio
      • 10.4.1.3. Financial Overview
      • 10.4.1.4. Business Strategies and Development
    • 10.4.2. Dave & Buster's
      • 10.4.2.1. Company Overview
      • 10.4.2.2. Product Portfolio
      • 10.4.2.3. Financial Overview
      • 10.4.2.4. Business Strategies and Development
    • 10.4.3. Main Event Entertainment
      • 10.4.3.1. Company Overview
      • 10.4.3.2. Product Portfolio
      • 10.4.3.3. Financial Overview
      • 10.4.3.4. Business Strategies and Development
    • 10.4.4. Legoland Discovery Center
      • 10.4.4.1. Company Overview
      • 10.4.4.2. Product Portfolio
      • 10.4.4.3. Financial Overview
      • 10.4.4.4. Business Strategies and Development
    • 10.4.5. Scene 75 Entertainment Centers
      • 10.4.5.1. Company Overview
      • 10.4.5.2. Product Portfolio
      • 10.4.5.3. Financial Overview
      • 10.4.5.4. Business Strategies and Development
    • 10.4.6. Gatti's Pizza
      • 10.4.6.1. Company Overview
      • 10.4.6.2. Product Portfolio
      • 10.4.6.3. Financial Overview
      • 10.4.6.4. Business Strategies and Development
    • 10.4.7. Bowlmor AMF
      • 10.4.7.1. Company Overview
      • 10.4.7.2. Product Portfolio
      • 10.4.7.3. Financial Overview
      • 10.4.7.4. Business Strategies and Development
    • 10.4.8. Nickelodeon Universe
      • 10.4.8.1. Company Overview
      • 10.4.8.2. Product Portfolio
      • 10.4.8.3. Financial Overview
      • 10.4.8.4. Business Strategies and Development
    • 10.4.9. Lucky Strike
      • 10.4.9.1. Company Overview
      • 10.4.9.2. Product Portfolio
      • 10.4.9.3. Financial Overview
      • 10.4.9.4. Business Strategies and Development
    • 10.4.10. Smaash Entertainment
      • 10.4.10.1. Company Overview
      • 10.4.10.2. Product Portfolio
      • 10.4.10.3. Financial Overview
      • 10.4.10.4. Business Strategies and Development
    • 10.4.11. Amoeba Services
      • 10.4.11.1. Company Overview
      • 10.4.11.2. Product Portfolio
      • 10.4.11.3. Financial Overview
      • 10.4.11.4. Business Strategies and Development
    • 10.4.12. Funcity
      • 10.4.12.1. Company Overview
      • 10.4.12.2. Product Portfolio
      • 10.4.12.3. Financial Overview
      • 10.4.12.4. Business Strategies and Development
    • 10.4.13. Time Zone Entertainment
      • 10.4.13.1. Company Overview
      • 10.4.13.2. Product Portfolio
      • 10.4.13.3. Financial Overview
      • 10.4.13.4. Business Strategies and Development
    • 10.4.14. Tenpin
      • 10.4.14.1. Company Overview
      • 10.4.14.2. Product Portfolio
      • 10.4.14.3. Financial Overview
      • 10.4.14.4. Business Strategies and Development
    • 10.4.15. Kidzania
      • 10.4.15.1. Company Overview
      • 10.4.15.2. Product Portfolio
      • 10.4.15.3. Financial Overview
      • 10.4.15.4. Business Strategies and Development
    • 10.4.16. Bandai Namco Entertainment
      • 10.4.16.1. Company Overview
      • 10.4.16.2. Product Portfolio
      • 10.4.16.3. Financial Overview
      • 10.4.16.4. Business Strategies and Development
    • 10.4.17. Toy Town
      • 10.4.17.1. Company Overview
      • 10.4.17.2. Product Portfolio
      • 10.4.17.3. Financial Overview
      • 10.4.17.4. Business Strategies and Development
    • 10.4.18. Walt Disney
      • 10.4.18.1. Company Overview
      • 10.4.18.2. Product Portfolio
      • 10.4.18.3. Financial Overview
      • 10.4.18.4. Business Strategies and Development

11. Appendix

  • 11.1. Research Methodology
  • 11.2. Report Assumptions
  • 11.3. Acronyms and Abbreviations
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