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