Asia Pacific Indoor Amusement Center Market

Asia Pacific Indoor Amusement Center Market Size, Share & Trends Analysis Report By Component (Arcade Games, Indoor Adventure Parks, Bowling Alleys, Indoor Go-Karts, AR-VR Games, Trampoline Park, and Other Component), By Country and Growth Forecast, 2024 - 2031

Report Id: KBV-26209 Publication Date: December-2024 Number of Pages: 72
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Analysis of Market Size & Trends

The Asia Pacific Indoor Amusement Center Market would witness market growth of 9.7% CAGR during the forecast period (2024-2031).

The China market dominated the Asia Pacific Indoor Amusement Center Market by Country in 2023, and would continue to be a dominant market till 2031; thereby, achieving a market value of $6,298.7 million by 2031. The Japan market is exhibiting a CAGR of 9.2% during (2024 - 2031). Additionally, The India market would experience a CAGR of 10.5% during (2024 - 2031).

The adoption of indoor amusement centers is closely tied to urbanization, the evolving tastes of consumers, and the growing focus on safe and accessible entertainment options. As cities continue to grow, urban populations increasingly seek entertainment venues close to home and offer year-round enjoyment. Indoor amusement centers are typically located in urban hubs, providing solutions for families and individuals seeking convenient entertainment. These centers also appeal to people who want to escape the challenges of extreme weather conditions, as they provide a comfortable indoor environment with activities suitable for all seasons.

Modern consumers are gravitating toward experiences rather than material goods, driving the demand for activities that offer entertainment, excitement, and social interaction. This trend has led to an increased preference for immersive experiences such as virtual reality, escape rooms, and interactive exhibits, all common offerings in indoor amusement centers. The rise of digital-native consumers, especially millennials and Gen Z, has accelerated the adoption of these centers as these generations seek novel experiences that blend technology with physical activities.

In India, the projected 17.4% growth in Gross National Disposable Income for 2021-2022 reflects an increasing ability of households to spend on discretionary items, including entertainment. As the middle class expands and more consumers have disposable income, the demand for leisure and entertainment options, such as those offered by indoor amusement centers, will likely rise. This boost in income opens opportunities for businesses to develop and upgrade existing facilities, incorporating both traditional entertainment options and innovative experiences like VR, which is also gaining traction in India. As consumers increasingly seek high-quality, immersive entertainment experiences, indoor amusement centers in India are well-positioned to cater to this growing demand. Therefore, the combination of rising disposable income and technological advancements in sectors like VR creates a favorable environment for the indoor amusement center market to thrive in China and India.

Free Valuable Insights: The Global Indoor Amusement Center Market is Predict to reach USD 85.05 Billion by 2031, at a CAGR of 9.1%

Based on Component, the market is segmented into Arcade Games, Indoor Adventure Parks, Bowling Alleys, Indoor Go-Karts, AR-VR Games, Children's Entertainment & Education Area, Trampoline Park, and Other Component. Based on countries, the market is segmented into China, Japan, India, South Korea, Singapore, Australia, and Rest of Asia Pacific.

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List of Key Companies Profiled

  • Bandai Namco Holdings Inc.
  • KidZania Operations, S.A.R.L.
  • Dave & Buster’s Entertainment, Inc.
  • Merlin Entertainments
  • CEC Entertainment Concepts, LP (Chuck E. Cheese)
  • Scene75 Entertainment Centers
  • Smaaash Entertainment Pvt. Ltd.
  • Funriders Leisure & Amusement Pvt Ltd
  • Bowlero Corporation
  • Cinergy Entertainment Group, Inc.

Asia Pacific Indoor Amusement Center Market Report Segmentation

By Component

  • Arcade Games
  • Indoor Adventure Parks
  • Bowling Alleys
  • Indoor Go-Karts
  • AR-VR Games
  • Children's Entertainment & Education Area
  • Trampoline Park
  • Other Component

By Country

  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Australia
  • Rest of Asia Pacific
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