Indoor Amusement Center Market

Global 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 Regional Outlook and Forecast, 2024 - 2031

Report Id: KBV-26208 Publication Date: December-2024 Number of Pages: 152
2023
37.28 Billion
2031
85.05 Billion
CAGR
9.1%
Historical Data
2020 to 2022

“Global Indoor Amusement Center Market to reach a market value of 85.05 Billion by 2031 growing at a CAGR of 9.1%”

Analysis of Market Size & Trends

The Global Indoor Amusement Center Market size is expected to reach $85.05 billion by 2031, rising at a market growth of 9.1% CAGR during the forecast period.

Modernizing bowling alleys with enhanced facilities and themed environments and integrating food and beverage services have further boosted their market share. The ability to offer a fun and competitive activity that people of all ages can enjoy makes bowling alleys a key component of indoor amusement centers. Hence, in 2023, the bowling alleys segment witnessed 13% revenue share in the market. Bowling alleys are a popular entertainment option due to their social and recreational appeal. They attract a wide demographic, including casual bowlers, competitive leagues, and individuals attending parties or corporate events.

Indoor Amusement Center Market Size - Global Opportunities and Trends Analysis Report 2020-2031

The increase in disposable income also drives the demand for premium experiences, such as high-tech games, advanced VR and AR setups, and luxurious amenities within the centers. Consumers are willing to pay more for high-quality entertainment that offers excitement and value. This trend benefits established amusement centers and encourages new entrants to the market, resulting in further competition and innovation. Additionally, Technological advancements also drive the rise of consumer preference for immersive and experience-based entertainment. Indoor amusement centers are increasingly incorporating new tech, such as augmented reality (AR), virtual reality (VR), and interactive gaming platforms, to meet the changing tastes of consumers. These innovations enhance the overall experience and attract younger, tech-savvy generations looking for novel and interactive entertainment options. As a result, consumer demand for these centers continues to grow. Thus, growing disposable income and rising consumer preference for entertainment and leisure activities drives the market's growth.

However, the high costs associated with running an indoor amusement center can limit operators' ability to experiment with new attractions or technologies, potentially stifling innovation. Centers that fail to differentiate themselves from competitors or keep up with consumer expectations may struggle to remain profitable. For businesses operating on thin margins, even small increases in maintenance or operational costs can significantly impact financial viability. In conclusion, high operational costs and maintenance expenses hamper the market's growth.

Driving and Restraining Factors
Indoor Amusement Center Market
  • Rising Consumer Preference for Entertainment and Leisure Activities
  • Expansion of Urbanization and Development of Commercial Complexes
  • Growing Disposable Income and Rising Middle-Class Population
  • High Operational Costs and Maintenance Expenses
  • Seasonal Demand and Weather Dependency
  • Impact of Social Media and Digital Marketing in Driving Awareness
  • Increase in Corporate and Group Events Boosting Market Demand
  • Increasing Competition from Alternative Entertainment Options
  • Safety Concerns and Liability Risks

Component Outlook

Based on component, the market is divided into arcade games, AR-VR games, indoor go-karts, indoor adventure parks, bowling alleys, children's entertainment & education area, trampoline park, and others. In 2023, the arcade games segment garnered 24% revenue share in the market. Arcade games have a broad appeal across various age groups, attracting children and adults with their interactive and engaging nature. The continuous introduction of new and advanced arcade games and the nostalgic value of classic games significantly contribute to this segment's leading market position. The variety and excitement offered by arcade games make them a staple attraction in indoor amusement centers, driving high footfall and repeat visits, thereby boosting revenue.

Indoor Amusement Center Market Share and Industry Analysis Report 2023

Free Valuable Insights: Global Indoor Amusement Center Market size to reach USD 85.05 Billion by 2031

Regional Outlook

Region-wise, the market is analyzed across North America, Europe, Asia Pacific, and LAMEA. The North America region witnessed 39% revenue share in the market in 2023. This dominance is attributed to the region's well-established entertainment infrastructure, high disposable incomes, and a strong culture of family and group recreational activities. The presence of numerous indoor amusement centers offering a variety of attractions, from arcades and bowling alleys to indoor adventure parks and go-kart tracks, also contributes to the region's leading position.

Indoor Amusement Center Market Report Coverage
Report Attribute Details
Market size value in 2023 USD 37.28 Billion
Market size forecast in 2031 USD 85.05 Billion
Base Year 2023
Historical Period 2020 to 2022
Forecast Period 2024 to 2031
Revenue Growth Rate CAGR of 9.1% from 2024 to 2031
Number of Pages 152
Tables 220
Report coverage Market Trends, Revenue Estimation and Forecast, Segmentation Analysis, Regional and Country Breakdown, Porter’s 5 Forces Analysis, Company Profiling, Companies Strategic Developments, SWOT Analysis, Winning Imperatives
Segments covered Component, Region
Country scope
  • North America (US, Canada, Mexico, and Rest of North America)
  • Europe (Germany, UK, France, Russia, Spain, Italy, and Rest of Europe)
  • Asia Pacific (Japan, China, India, South Korea, Singapore, Australia, and Rest of Asia Pacific)
  • LAMEA (Brazil, Argentina, UAE, Saudi Arabia, South Africa, Nigeria, and Rest of LAMEA)
Companies Included 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.
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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.

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 Geography

  • North America
    • US
    • Canada
    • Mexico
    • Rest of North America
  • Europe
    • Germany
    • UK
    • France
    • Russia
    • Spain
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Singapore
    • Australia
    • Rest of Asia Pacific
  • LAMEA
    • Brazil
    • Argentina
    • UAE
    • Saudi Arabia
    • South Africa
    • Nigeria
    • Rest of LAMEA
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