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Global Children Entertainment Centers Market Size Study, by Revenue Source (Entry Fees and Ticket Sales, Food and Beverages, Merchandising, Advertisement, Others), by Activity Area (Arcade Studios, AR and VR Gaming Zones, Physical Play Activities, Skill/Competition Games, Others), by Visitor Demographic (Young Adults (18-24), Adults (Ages 24+), Families with Children (0-9), Families with Children (9-12), Teenagers (12-18)), by Facility Size (Up to 5,000 sq. ft., 5,001 to 10,000 sq. ft., 10,001 to 20,000 sq. ft., 20,001 to 40,000 sq. ft., 1 to 10 acres, 11 to 30 acres, Over 30 acres), and Regional Forecasts 2022-2032


Global Children Entertainment Centers Market was valued at approximately USD 12.75 billion in 2023 and is anticipated to grow with a healthy growth rate of over 10.87% over the forecast period 2024... もっと見る

 

 

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Summary

Global Children Entertainment Centers Market was valued at approximately USD 12.75 billion in 2023 and is anticipated to grow with a healthy growth rate of over 10.87% over the forecast period 2024-2032. Children entertainment centers, also known as amusement parks, are small outdoor or indoor enjoyment parks targeted towards families with children and teenagers. These centers, often associated with larger operational hubs such as theme parks, offer a variety of entertainment activities catering to different age groups. Major attractions include thrill rides and modern embellishments of classic family fun centers, which are projected to propel the market's growth.
The Global Children Entertainment Centers Market is driven by growing preference for indoor recreational and entertainment options among families over outdoor entertainment centers is a significant driver of the market. Moreover, the market is poised to experience notable growth due to the continuous launch of new entertainment centers that support family activities, the integration of food and beverage (F&B) services, and participatory play. The rise in the number of malls and favorable youth demographics further contribute to market expansion. Additionally, increased investments in new games and attractions present lucrative opportunities for market growth. However, the increasing penetration of smartphones and home gaming options, such as video games, alongside the high initial investments required for establishing these centers, are going to impede the overall demand for the market during the forecast period 2024-2032.
The key regions considered for the Global Children Entertainment Centers Market study includes Asia Pacific, North America, Europe, Latin America, and Rest of the World. In 2023, North America held the largest market share driven by the expansion of interactive and themed experiences within entertainment centers. The region sees a surge in creating immersive environments that transport children into fantastical worlds through themed play areas, adventure zones, and storytelling-driven attractions. Furthermore, Asia-Pacific is expected to witness the fastest growth during the forecast period, attributed to the high number of malls in the region.
Major market players included in this report are:
Funriders
Cinergy Entertainment Group
Smaaash
The Walt Disney Company
LEGO System A/S
Landmark Group
KidZania
Dave and Buster’s, Inc
CEC Entertainment Concepts, LP
Scene75 Entertainment Centers LLC
The detailed segments and sub-segment of the market are explained below:
By Revenue Source:
• Entry Fees and Ticket Sales
• Food and Beverages
• Merchandising
• Advertisement
• Others
By Activity Area:
• Arcade Studios
• AR and VR Gaming Zones
• Physical Play Activities
• Skill/Competition Games
• Others
By Visitor Demographic:
• Young Adults (18-24)
• Adults (Ages 24+)
• Families with Children (0-9)
• Families with Children (9-12)
• Teenagers (12-18)
By Facility Size:
• Up to 5,000 sq. ft.
• 5,001 to 10,000 sq. ft.
• 10,001 to 20,000 sq. ft.
• 20,001 to 40,000 sq. ft.
• 1 to 10 acres
• 11 to 30 acres
• Over 30 acres
By Region:
North America
• U.S.
• Canada
Europe
• UK
• Germany
• France
• Spain
• Italy
• ROE
Asia Pacific
• China
• India
• Japan
• Australia
• South Korea
• RoAPAC
Latin America
• Brazil
• Mexico
Middle East & Africa
• Saudi Arabia
• South Africa
• RoMEA
Years considered for the study are as follows:
• Historical year – 2022
• Base year – 2023
• Forecast period – 2024 to 2032
Key Takeaways:
• Market Estimates & Forecast for 10 years from 2022 to 2032.
• Annualized revenues and regional level analysis for each market segment.
• Detailed analysis of geographical landscape with Country level analysis of major regions.
• Competitive landscape with information on major players in the market.
• Analysis of key business strategies and recommendations on future market approach.
• Analysis of competitive structure of the market.
• Demand side and supply side analysis of the market

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Table of Contents

Chapter 1. Global Children Entertainment Centers Market Executive Summary
1.1. Global Children Entertainment Centers Market Size & Forecast (2022-2032)
1.2. Regional Summary
1.3. Segmental Summary
1.3.1. By Revenue Source
1.3.2. By Activity Area
1.3.3. By Visitor Demographic
1.3.4. By Facility Size
1.4. Key Trends
1.5. Recession Impact
1.6. Analyst Recommendation & Conclusion

Chapter 2. Global Children Entertainment Centers Market Definition and Research Assumptions
2.1. Research Objective
2.2. Market Definition
2.3. Research Assumptions
2.3.1. Inclusion & Exclusion
2.3.2. Limitations
2.3.3. Supply Side Analysis
2.3.3.1. Availability
2.3.3.2. Infrastructure
2.3.3.3. Regulatory Environment
2.3.3.4. Market Competition
2.3.3.5. Economic Viability (Consumer’s Perspective)
2.3.4. Demand Side Analysis
2.3.4.1. Regulatory Frameworks
2.3.4.2. Technological Advancements
2.3.4.3. Environmental Considerations
2.3.4.4. Consumer Awareness & Acceptance
2.4. Estimation Methodology
2.5. Years Considered for the Study
2.6. Currency Conversion Rates

Chapter 3. Global Children Entertainment Centers Market Dynamics
3.1. Market Drivers
3.1.1. Increasing Preference for Indoor Entertainment
3.1.2. Continuous Launch of New Centers
3.1.3. Surge in Investments
3.2. Market Challenges
3.2.1. High Initial Investments
3.2.2. Competition from Home Gaming
3.3. Market Opportunities
3.3.1. Innovations in Entertainment Technology
3.3.2. Growth in Emerging Economies
3.3.3. Expansion of Interactive and Themed Experiences

Chapter 4. Global Children Entertainment Centers Market Industry Analysis
4.1. Porter’s 5 Force Model
4.1.1. Bargaining Power of Suppliers
4.1.2. Bargaining Power of Buyers
4.1.3. Threat of New Entrants
4.1.4. Threat of Substitutes
4.1.5. Competitive Rivalry
4.1.6. Futuristic Approach to Porter’s 5 Force Model
4.1.7. Porter’s 5 Force Impact Analysis
4.2. PESTEL Analysis
4.2.1. Political
4.2.2. Economical
4.2.3. Social
4.2.4. Technological
4.2.5. Environmental
4.2.6. Legal
4.3. Top Investment Opportunities
4.4. Top Winning Strategies
4.5. Disruptive Trends
4.6. Industry Expert Perspective
4.7. Analyst Recommendation & Conclusion

Chapter 5. Global Children Entertainment Centers Market Size & Forecasts by Revenue Source 2022-2032
5.1. Segment Dashboard
5.2. Global Children Entertainment Centers Market: Revenue Source Revenue Trend Analysis, 2022 & 2032 (USD Billion)
5.2.1. Entry Fees and Ticket Sales
5.2.2. Food and Beverages
5.2.3. Merchandising
5.2.4. Advertisement
5.2.5. Others

Chapter 6. Global Children Entertainment Centers Market Size & Forecasts by Activity Area 2022-2032
6.1. Segment Dashboard
6.2. Global Children Entertainment Centers Market: Activity Area Revenue Trend Analysis, 2022 & 2032 (USD Billion)
6.2.1. Arcade Studios
6.2.2. AR and VR Gaming Zones
6.2.3. Physical Play Activities
6.2.4. Skill/Competition Games
6.2.5. Others

Chapter 7. Global Children Entertainment Centers Market Size & Forecasts by Visitor Demographic 2022-2032
7.1. Segment Dashboard
7.2. Global Children Entertainment Centers Market: Visitor Demographic Revenue Trend Analysis, 2022 & 2032 (USD Billion)
7.2.1. Young Adults (18-24)
7.2.2. Adults (Ages 24+)
7.2.3. Families with Children (0-9)
7.2.4. Families with Children (9-12)
7.2.5. Teenagers (12-18)

Chapter 8. Global Children Entertainment Centers Market Size & Forecasts by Facility Size 2022-2032
8.1. Segment Dashboard
8.2. Global Children Entertainment Centers Market: Facility Size Revenue Trend Analysis, 2022 & 2032 (USD Billion)
8.2.1. Up to 5,000 sq. ft.
8.2.2. 5,001 to 10,000 sq. ft.
8.2.3. 10,001 to 20,000 sq. ft.
8.2.4. 20,001 to 40,000 sq. ft.
8.2.5. 1 to 10 acres
8.2.6. 11 to 30 acres
8.2.7. Over 30 acres

Chapter 9. Global Children Entertainment Centers Market Size & Forecasts by Region 2022-2032
9.1. North America Children Entertainment Centers Market
9.1.1. U.S. Children Entertainment Centers Market
9.1.1.1. Revenue Source breakdown size & forecasts, 2022-2032
9.1.1.2. Activity Area breakdown size & forecasts, 2022-2032
9.1.2. Canada Children Entertainment Centers Market
9.2. Europe Children Entertainment Centers Market
9.2.1. U.K. Children Entertainment Centers Market
9.2.2. Germany Children Entertainment Centers Market
9.2.3. France Children Entertainment Centers Market
9.2.4. Spain Children Entertainment Centers Market
9.2.5. Italy Children Entertainment Centers Market
9.2.6. Rest of Europe Children Entertainment Centers Market
9.3. Asia-Pacific Children Entertainment Centers Market
9.3.1. China Children Entertainment Centers Market
9.3.2. India Children Entertainment Centers Market
9.3.3. Japan Children Entertainment Centers Market
9.3.4. Australia Children Entertainment Centers Market
9.3.5. South Korea Children Entertainment Centers Market
9.3.6. Rest of Asia Pacific Children Entertainment Centers Market
9.4. Latin America Children Entertainment Centers Market
9.4.1. Brazil Children Entertainment Centers Market
9.4.2. Mexico Children Entertainment Centers Market
9.4.3. Rest of Latin America Children Entertainment Centers Market
9.5. Middle East & Africa Children Entertainment Centers Market
9.5.1. Saudi Arabia Children Entertainment Centers Market
9.5.2. South Africa Children Entertainment Centers Market
9.5.3. Rest of Middle East & Africa Children Entertainment Centers Market

Chapter 10. Competitive Intelligence
10.1. Key Company SWOT Analysis
10.1.1. Company 1
10.1.2. Company 2
10.1.3. Company 3
10.2. Top Market Strategies
10.3. Company Profiles
10.3.1. Funriders
10.3.1.1. Key Information
10.3.1.2. Overview
10.3.1.3. Financial (Subject to Data Availability)
10.3.1.4. Product Summary
10.3.1.5. Market Strategies
10.3.2. Cinergy Entertainment Group
10.3.3. Smaaash
10.3.4. The Walt Disney Company
10.3.5. LEGO System A/S
10.3.6. Landmark Group
10.3.7. KidZania
10.3.8. Dave and Buster’s, Inc
10.3.9. CEC Entertainment Concepts, LP
10.3.10. Scene75 Entertainment Centers LLC

Chapter 11. Research Process
11.1. Research Process
11.1.1. Data Mining
11.1.2. Analysis
11.1.3. Market Estimation
11.1.4. Validation
11.1.5. Publishing
11.2. Research Attributes

 

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