Research Expert: Sarah Overall
  • Published: Apr 2025
  • Pages: 150
  • SKU: IRTNTR73659

  • Latest News- Family Entertainment Center Market: Arcade studios is expected to lead the Application segment during 2025-2029

    The Family Entertainment Center Market is being driven by Expansion of AEI

    The Family Entertainment Center Market is expected to grow at a CAGR of 13.2% during 2024 and 2029. During this period, the market is also expected to show a growth of USD 31.88 billion. In the family entertainment center market, Virtual Reality (VR) is increasingly becoming a prominent gaming platform, offering a realistic and immersive virtual environment for users. VR solutions aim to simulate a physical presence within a digital arena, with arcade games being a recent innovation. Notable launches include Godzilla Kaiju Wars VR by Bandai Namco in March 2024 and Sega Amusements' Alpha Ops VR Strike in February 2025, which features multiplayer combat scenarios. UNIS Technology Ltd. also introduced Ultra Moto VR, further expanding the VR-based gaming options. These developments underscore the growing significance of VR technology in the family entertainment industry. 

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    Which Factors Are Causing a Surge in Market Growth?

    The market is segmented based on

    • Application
      • Arcade studios
      • Physical play activities
      • Skill/competition games
      • AR and VR gaming zones
    • Capacity
      • 10001 to 20000 sq. ft.
      • More than 40000 sq. ft.
      • 5001 to 10000 sq. ft.
      • 20001 to 40000 sq. ft.
      • Up to 5000 sq. ft.
    • Age Group
      • Teenagers (12-18)
      • Families with children (0-9)
      • Families with children (9-12)
      • Adults (24 and above)
      • Young adults (18-24)
    • Revenue Stream
      • Entry fees and ticket sales
      • Food and beverages
      • Merchandising
      • Advertisement
    • Geography
      • North America
        • Canada
        • US
      • Europe
        • Germany
        • UK
        • France
        • Italy
      • APAC
        • China
        • India
        • Japan
        • South Korea
      • South America
        • Middle East and Africa

        According to Technavio, There are several factors that are causing the market to flourish during the forecast period, which are as follows: 

        • Expansion of AEI
        • Increasing physical activity in arcade gaming
        • Surging disposable income in emerging countries

        However, the market also witnesses some limitations, which are as follows:

        • High maintenance cost
        • Competition from other entertainment options
        • Seasonal fluctuations in visitor numbers

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        Market Scope in Family Entertainment Center Market Research Report

        Market Scope

        Report Coverage

        Details

        Page number

        234

        Base year

        2024

        Historic period

        2019-2023

        Forecast period

        2025-2029

        Growth momentum & CAGR

        Accelerate at a CAGR of 13.2%

        Market growth 2025-2029

        USD 31.88 billion

        Market structure

        market_structure.ucfirst

        YoY growth 2024-2025(%)

        12.4

        Key countries

        US, Canada, China, UK, Japan, India, Germany, France, South Korea, and Italy

        Competitive landscape

        Leading Companies, Market Positioning of Companies, Competitive Strategies, and Industry Risks

        Request Free Sample

        Find out which segment is leading the market by accessing the free PDF report

        Research Analysis Overview

        Family Entertainment Centers in larger metropolitan areas offer a variety of indoor leisure activities for teenagers and children, including arcade games, laser tag, trampoline parks, and virtual reality experiences. These centers provide birthday parties and corporate events with unique and interactive experiences, such as virtual reality gaming, food and beverages, and skill games. Indoor amusement parks and fun centers offer physical play options like motion simulators and high-thrill rides, ensuring consumer preferences for digital integration and experiential consumption are met. Safety standards are prioritized in full-scale amusement parks, providing a range of leisure activities, from bowling alleys to food courts, ensuring family fun for all. The amusement industry continues to innovate with gaming technology, offering experiential consumption through VR gaming, indoor centers, and high-tech attractions.

        Market Research Overview

        The Family Entertainment Center (FEC) market, a segment of the global leisure facilities industry, encompasses businesses offering arcade games, laser tag, trampoline parks, virtual reality experiences, and facilities for birthday parties and corporate events. According to Technavio, the leisure facilities market, which includes companies operating sports and fitness centers, stadiums, golf courses, amusement parks, casinos, and gaming establishments, hotels, resorts, and cruise lines, and restaurants, is projected to grow due to the increase in disposable income leading to higher discretionary spending on leisure activities such as FECs. This trend is expected to significantly contribute to the market's expansion in the forecast period.. Industries are leveraging the products belonging to the market for customer engagement, transactional notifications, and promotional offers.


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