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Family Entertainment Center (FEC) Market Size - By Center (Arcades, Kids Play Areas, VR Parks), By Revenue Stream (Tickets, Food & Beverage, Merchandise), By Age Group (Up to 12 Years, 13-19 Years, 20-35 Years, 36-65 Years, Above 65 Years) & Forecast, 2024 - 2032

  • Report ID: GMI9715
  • Published Date: Jun 2024
  • Report Format: PDF

Report Content

Chapter 1   Methodology & Scope

1.1    Market scope & definition

1.2    Research design

1.2.1    Research approach

1.2.2    Data collection methods

1.3    Base estimates & calculations

1.3.1    Base year calculation

1.3.2    Key trends for market estimation

1.4    Forecast model

1.5    Primary research and validation

1.5.1    Primary sources

1.5.2    Data mining sources

Chapter 2   Executive Summary

2.1    Industry 3600 synopsis, 2021 - 2032

Chapter 3   Industry Insights

3.1    Industry ecosystem analysis

3.2    Supplier landscape

3.2.1    Equipment suppliers

3.2.2    FEC operates

3.2.3    Technology providers

3.2.4    End-user

3.3    Profit margin analysis

3.4    Average consumer spend

3.4.1    North America

3.4.2    Europe

3.4.3    Asia Pacific

3.4.4    Latin America

3.4.5    MEA

3.5    Technology & innovation landscape

3.6    Patent analysis

3.7    Key news & initiatives

3.8    Regulatory landscape

3.9    Impact forces

3.9.1    Growth drivers

3.9.1.1    Increasing consumer spending on recreational activities

3.9.1.2    Growing investment in development of FEC

3.9.1.3    Increasing consumer participation in VR park

3.9.1.4    Rise in government initiatives for entertainment industry

3.9.2    Industry pitfalls & challenges

3.9.2.1    High development cost

3.10    Growth potential analysis

3.11    Porter’s analysis

3.12    PESTEL analysis

Chapter 4   Competitive Landscape, 2023

4.1    Introduction

4.2    Company market share analysis

4.3    Competitive positioning matrix

4.4    Strategic outlook matrix

Chapter 5   Market Estimates & Forecast, By Center, 2021 - 2032 ($Bn, Number of Visitors)

5.1    Key trends

5.2    Arcades

5.3    Kids play areas

5.4    VR parks

5.5    Others

Chapter 6   Market Estimates & Forecast, By Revenue Stream, 2021 - 2032 ($Bn)

6.1    Key trends

6.2    Ticket

6.3    Food & beverage

6.4    Merchandise

Chapter 7   Market Estimates & Forecast, By Age Group, 2021 - 2032 ($Bn, Number of Visitors)

7.1    Key trends

7.2    Up to 12 years

7.3    13-19 years

7.4    20-35 years

7.5    36-65 years

7.6    Above 65 years

Chapter 8   Market Estimates & Forecast, By Region, 2021 - 2032 ($Bn, Number of Visitors)

8.1    Key trends

8.2    North America

8.2.1    U.S.

8.2.2    Canada

8.3    Europe

8.3.1    UK

8.3.2    Germany

8.3.3    France

8.3.4    Italy

8.3.5    Spain

8.3.6    Netherlands

8.3.7    Rest of Europe

8.4    Asia Pacific

8.4.1    China

8.4.2    India

8.4.3    Japan

8.4.4    South Korea

8.4.5    Australia

8.4.6    Singapore

8.4.7    Rest of Asia Pacific

8.5    Latin America

8.5.1    Brazil

8.5.2    Mexico

8.5.3    Argentina

8.5.4    Rest of Latin America

8.6    MEA

8.6.1    UAE

8.6.2    South Africa

8.6.3    Saudi Arabia

8.6.4    Rest of MEA

Chapter 9   Company Profiles

9.1    Adrenark Adventure

9.2    Al Hokair

9.3    Altitude Trampoline Park

9.4    Balubaid Group of Companies (BGC)

9.5    Barcade

9.6    Bowlero Corp.

9.7    CA Sega Joypolis Ltd.

9.8    Chuck E. Cheese's (CEC Entertainment Concepts, LP)

9.9    Cinergy Entertainment

9.10    Dave & Buster's

9.11    KidZania

9.12    Legoland Discovery Center (Merlin Entertainments)

9.13    Majid Al Futtaim Leisure and Entertainment

9.14    Nicckeloaden

9.15    Punch Bowl Social

9.16    Round1 Bowling & Amusement

9.17    Scene75 Entertainment Centers

9.18    Sky Zone, LLC

9.19    The Entertainment and Education Group (Timezone Global)

9.20    The VOID

   

Authors: Preeti Wadhwani, Aishvarya Ambekar

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Premium Report Details

  • Base Year: 2023
  • Companies covered: 20
  • Tables & Figures: 360
  • Countries covered: 24
  • Pages: 240
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