The Bowling Centers Market is being driven by Transformation of bowling centers into family entertainment centers
The Bowling Centers Market is expected to grow at a CAGR of 4.5% during 2024 and 2029. During this period, the market is also expected to show a growth of USD 3366.1 million. In the global bowling centers market, businesses are strategically shifting their focus towards attracting recreational bowlers as their primary customer base. This approach is aimed at optimizing the revenue generation of bowling centers. Notably, the income derived from recreational bowlers tends to surpass that of league or professional bowlers. To entice recreational customers, companies like Bowlero provide alluring incentives, such as discounted shoe rentals, early bird offers, and food and beverage discounts. Moreover, recreational bowlers can benefit from play-as-you-pay programs, enabling them to pre-pay for a specified number of games at a reduced per-game price, which they can redeem throughout the year.
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The market is segmented based on
According to Technavio, There are several factors that are causing the market to flourish during the forecast period, which are as follows:
However, the market also witnesses some limitations, which are as follows:
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Market Scope |
|
Report Coverage |
Details |
Page number |
210 |
Base year |
2024 |
Historic period |
2019-2023 |
Forecast period |
2025-2029 |
Growth momentum & CAGR |
Accelerate at a CAGR of 4.5% |
Market growth 2025-2029 |
USD 3366.1 million |
Market structure |
market_structure.ucfirst |
YoY growth 2024-2025(%) |
4.2 |
Key countries |
US, Canada, China, UK, Japan, Germany, India, Brazil, Italy, and France |
Competitive landscape |
Leading Companies, Market Positioning of Companies, Competitive Strategies, and Industry Risks |
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The bowling center market encompasses establishments offering family entertainment, including bowling alleys. These centers provide leisure time activities, both indoor and outdoor, such as augmented and virtual reality experiences, laser tag, and arcade games. Bowling alleys are a key component, with equipment including urethane bowling balls, reactive resin pins, and lanes. Dining and retail sectors add to the experience. Socializing is a significant draw, with bowling clubs and leagues hosting competitions and events in the entertainment and leisure industries. Sporting activities and indoor games like computer games round out the offerings.
The bowling center market is a segment of the larger global leisure facilities industry, as identified by Technavio. This market encompasses family entertainment centers, bowling alleys, and emerging technologies such as augmented reality and virtual reality. The leisure facilities market, in turn, is a component of the broader hotels, restaurants, and leisure market. This market's size is determined by the consolidated revenue of businesses in the casino and gaming sector, hotels, resorts, and cruise lines, leisure facilities, and restaurants. The expansion of the global leisure facilities market is anticipated to be driven by the rise in disposable income, enabling consumers to allocate more funds towards discretionary spending on activities like bowling and other forms of family entertainment.. Industries are leveraging the products belonging to the market for customer engagement, transactional notifications, and promotional offers.
Technavio Research
Jesse Maida
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