“Global Indoor Amusement Center Market to reach a market value of 85.05 Billion by 2031 growing at a CAGR of 9.1%”
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.
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.
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.
Free Valuable Insights: Global Indoor Amusement Center Market size to reach USD 85.05 Billion by 2031
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.
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 |
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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. |
By Component
By Geography
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