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South Korea Family/Indoor Entertainment Centers Market Overview, 2030

South Korea Family/Indoor Entertainment Centers Market Overview, 2030


Imagine a vibrant explosion of sights, sounds, and laughter—this is the dynamic world of South Korea's Family Indoor Entertainment Centers (FIECs). More than just arcades, these bustling hubs are m... もっと見る

 

 

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2025年3月7日 US$2,450
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Summary

Imagine a vibrant explosion of sights, sounds, and laughter—this is the dynamic world of South Korea's Family Indoor Entertainment Centers (FIECs). More than just arcades, these bustling hubs are meticulously curated entertainment destinations, reflecting the nation's passion for fun, technology, and social connection. Picture cutting-edge virtual reality experiences that transport you to fantastical realms, juxtaposed with the timeless joy of bowling alleys and the playful challenge of claw machines overflowing with adorable plushies. South Korean FIECs are masters of creating immersive environments, often themed around popular K-dramas, animated characters, or historical periods, offering a unique blend of entertainment and cultural experience. They are not simply places to play; they are social epicenters, where families bond, friends compete, and couples create lasting memories. From the neon-drenched streets of Seoul to the coastal cities of Busan and Jeju, FIECs cater to a population that embraces leisure and recreation, offering a welcome escape from the demands of modern life. Beyond the dazzling lights and captivating games, many FIECs incorporate uniquely Korean elements, such as noraebang (karaoke rooms), PC bang (internet cafes), and even themed cafes offering delectable Korean treats. This fusion of modern entertainment with traditional Korean hospitality makes South Korean FIECs truly special. As technology continues to advance and consumer preferences evolve, the South Korean FIEC market is poised for even greater innovation, promising a future filled with more thrilling adventures, shared laughter, and uniquely Korean experiences. The Family Indoor Entertainment Center (FIEC) market in South Korea has evolved from humble beginnings into a dynamic hub of indoor amusement, blending traditional arcade games with cutting-edge virtual reality experiences. Initially inspired by Western amusement parks, South Korea's FIECs have grown to include diverse attractions like trampoline parks, laser tag arenas, and themed play areas, catering to all ages.

According to the research report," South Korea Family Indoor Entertainment Center Market Overview, 2030," published by Bonafide Research, the South Korea Family Indoor Entertainment Center market is expected to reach a market size of more than USD 1.26 Billion by 2030. The South Korean Family Indoor Entertainment Center (FIEC) market is a dynamic playground of innovation, driven by a digitally savvy population and a thirst for unique and shareable experiences. A dominant trend is the "gamification of everything," where FIECs incorporate interactive technologies and game-like elements into all aspects of the entertainment experience, from virtual reality simulations to interactive sports zones. This trend is fueled by South Korea's strong gaming culture and its global leadership in esports and digital innovation. Another key driver is the increasing demand for "socialtainment," with FIECs evolving into social hubs where friends and families can connect, compete, and create lasting memories together. The market is also witnessing a surge in "premiumization," with FIECs offering upscale amenities, personalized services, and high-tech attractions to cater to a growing middle class seeking premium leisure experiences. While no specific national trade programs exist solely for FIECs, businesses can leverage various government initiatives supporting the entertainment, tourism, and technology sectors. These programs may offer assistance with funding, infrastructure development, promoting cultural tourism, and supporting small and medium-sized enterprises (SMEs), indirectly benefiting the FIEC market. The South Korean FIEC market is not just about entertainment; it's about creating immersive worlds, fostering social connections, and providing a much-needed escape from the pressures of modern life, making it a dynamic and evolving sector of the entertainment industry.

South Korea's Family Indoor Entertainment Centers (FIECs) are bustling beehives of activity, buzzing with a fascinating array of visitor types, each drawn to the unique blend of fun, technology, and social connection these venues offer. Imagine the "Pro-Gamers-in-Training," a cohort of aspiring esports stars honing their skills in state-of-the-art PC bangs and VR arenas, their fingers flying across keyboards and controllers as they strive for victory. Their dedication is palpable, their focus unwavering as they immerse themselves in the digital realm. Then there are the "Family Fun Seekers," parents and grandparents cherishing quality time with their children, creating lasting memories as they explore the diverse attractions together. These families find joy in shared experiences, from friendly bowling competitions to the delightful chaos of claw machines overflowing with adorable plushies. The "Trendsetting Teens" are drawn to the cutting-edge virtual reality experiences and immersive simulations, seeking thrills and social connection in the digital realm. They crave the adrenaline rush of VR roller coasters and the strategic challenge of escape rooms, finding camaraderie in the shared pursuit of adventure. "Young couples" find FIECs to be a unique and engaging date destination, offering a playful and interactive way to connect and create shared memories. The lighthearted atmosphere and diverse activities provide a fun and relaxed backdrop for romance to blossom. "Corporate Crews" seek a break from the pressures of work, finding relaxation and entertainment in the lively atmosphere of FIECs. They might be colleagues unwinding after a long day or teams bonding over friendly competition and team-building activities. "Tourist groups," both domestic and international, often include FIECs in their itineraries, seeking entertainment and a taste of modern Korean leisure culture. "Solo players" also find solace and enjoyment in FIECs, whether they're seeking a quiet escape into a virtual world or simply enjoying the challenge of a single-player game.

The South Korean Family Indoor Entertainment Center (FIEC) market is a dazzling constellation of diverse entertainment experiences, each type offering a unique flavor of fun and excitement, reflecting the nation's dynamic blend of tradition and cutting-edge technology. Imagine the electrifying "PC Bang Paradise," a haven for gamers of all levels, equipped with high-performance computers and offering access to the latest online games. From intense esports competitions to casual gaming sessions with friends, PC bangs are a cornerstone of South Korean gaming culture and a popular destination for socializing and entertainment. Then there's the "VR Wonderland," a portal to other realities where cutting-edge virtual reality experiences transport visitors to fantastical worlds. From battling dragons in virtual landscapes to exploring alien planets in immersive simulations, VR Wonderlands represent the pinnacle of technological entertainment, blurring the lines between reality and fantasy. "Noraebang Nirvana" beckons music lovers and karaoke enthusiasts to private rooms equipped with state-of-the-art sound systems and an extensive library of songs. Unleashing your inner rock star and belting out your favorite K-pop tunes is a deeply ingrained part of South Korean culture, and Noraebang are a popular destination for socializing and entertainment. "Arcade Alley" offers a nostalgic trip down memory lane, featuring classic arcade games, pinball machines, and the satisfying "cha-ching" of redemption games. These arcades offer a delightful mix of retro charm and modern favorites, appealing to all ages with their instant gratification and competitive spirit. "Sports Zone" caters to active individuals and groups, offering a variety of indoor sports activities such as bowling, table tennis, batting cages, and even indoor soccer fields. These zones provide a fun and energetic way to stay active and socialize with friends and family. "Kid's Playgrounds" are designed specifically for younger children, featuring colorful play structures, ball pits, climbing walls, and other age-appropriate activities.

The South Korean Family Indoor Entertainment Center (FIEC) market serves as a vibrant hub for a kaleidoscope of applications, each contributing to the dynamic social fabric of Korean life. Imagine the joyous chaos of a "Doljanchi Celebration," a traditional Korean first birthday party, where FIECs transform into festive banquet halls, complete with themed decorations, customized activities, and delectable Korean cuisine, creating unforgettable milestones for families and their little ones. These venues provide the perfect backdrop for celebrating this significant cultural event, ensuring a memorable and joyous occasion. Then there's the cherished "Family Outing," a precious opportunity for parents, grandparents, and children to connect and bond over shared experiences, forging lasting memories as they explore the diverse attractions together. FIECs offer a convenient and engaging environment for families to laugh, play, and create traditions, strengthening family bonds through shared fun and excitement. "Corporate Events" find a unique and dynamic home in FIECs, offering exciting venues for team-building activities, company celebrations, and client entertainment. From friendly competitions in esports arenas to strategic problem-solving in escape rooms, FIECs foster camaraderie and strengthen professional relationships in a relaxed and engaging setting. "Social Gatherings" of all kinds flourish within FIECs, whether it's a group of friends celebrating a milestone, a school trip seeking an exciting outing, or a community organization looking for a fun and inclusive activity. FIECs provide a versatile space for people to connect, socialize, and enjoy shared experiences, fostering a sense of community and belonging. "Date Nights" find a playful and exciting twist in FIECs, offering couples a unique and interactive way to connect and create shared memories.

The South Korean Family Indoor Entertainment Center (FIEC) market thrives on a dynamic and diverse symphony of revenue streams, each instrument contributing to the vibrant financial orchestra of these entertainment havens. Imagine the electrifying "Ka-ching!" of the PC Bang, where "Game Play" revenue flows in from eager gamers immersed in virtual worlds, their fingers flying across keyboards and controllers. This core revenue stream fuels the intense competition and social interaction that define the PC Bang experience. Then there's the captivating "Prize Redemption" treasure chest, where players exchange their hard-earned tickets from arcade games for coveted prizes, generating revenue while adding an extra layer of thrill and reward. "Attraction Sales" form a substantial pillar, encompassing revenue generated from high-octane activities like laser tag battles, gravity-defying climbing walls, and immersive virtual reality experiences. These adrenaline-pumping adventures command premium prices, attracting thrill-seekers and adventure enthusiasts. "Food and beverage" sales contribute a significant portion of the revenue pie, with FIECs offering a diverse array of culinary delights, from quick-service snacks and refreshing bingsu to full-service restaurants and stylish bars. This "eatertainment" model enhances the overall experience, transforming FIECs into all-day destinations where families and friends can dine and play under one roof. "Noraebang Room Rentals" provide a steady revenue stream, with individuals and groups renting private karaoke rooms to unleash their inner rock stars, belting out their favorite K-pop tunes.


Considered in this report
• Historic Year: 2019
• Base year: 2024
• Estimated year: 2025
• Forecast year: 2030

Aspects covered in this report
• Family/Indoor Entertainment Centers Market with its value and forecast along with its segments
• Various drivers and challenges
• On-going trends and developments
• Top profiled companies
• Strategic recommendation

By Type
• Children’s Entertainment Centers (CECs)
• Children’s Edutainment Centers (CEDCs)
• Adult Entertainment Centers (AECs)
• Location-based VR Entertainment Centers (LBECs)

By Visitor
• Families with Children (0-8)
• Families with Children (9-12)
• Teenagers (13-19)
• Young adults (20-25)
• Adults (Ages 25+)

By Applications
• Arcade Studios
• AR and VR Gaming Zones
• Physical Play Activities
• Skill/Competition Games
• Others

By Revenue Source
• Entry Fees and Ticket Sales
• Food & Beverages
• Merchandising
• Advertisement
• Others

The approach of the report:
This report consists of a combined approach of primary as well as secondary research. Initially, secondary research was used to get an understanding of the market and listing out the companies that are present in the market. The secondary research consists of third-party sources such as press releases, annual report of companies, analyzing the government generated reports and databases. After gathering the data from secondary sources primary research was conducted by making telephonic interviews with the leading players about how the market is functioning and then conducted trade calls with dealers and distributors of the market. Post this we have started doing primary calls to consumers by equally segmenting consumers in regional aspects, tier aspects, age group, and gender. Once we have primary data with us we have started verifying the details obtained from secondary sources.

Intended audience
This report can be useful to industry consultants, manufacturers, suppliers, associations & organizations related to agriculture industry, government bodies and other stakeholders to align their market-centric strategies. In addition to marketing & presentations, it will also increase competitive knowledge about the industry.


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Table of Contents

Table of Content

1. Executive Summary
2. Market Structure
2.1. Market Considerate
2.2. Assumptions
2.3. Limitations
2.4. Abbreviations
2.5. Sources
2.6. Definitions
3. Research Methodology
3.1. Secondary Research
3.2. Primary Data Collection
3.3. Market Formation & Validation
3.4. Report Writing, Quality Check & Delivery
4. South Korea Geography
4.1. Population Distribution Table
4.2. South Korea Macro Economic Indicators
5. Market Dynamics
5.1. Key Insights
5.2. Recent Developments
5.3. Market Drivers & Opportunities
5.4. Market Restraints & Challenges
5.5. Market Trends
5.5.1. XXXX
5.5.2. XXXX
5.5.3. XXXX
5.5.4. XXXX
5.5.5. XXXX
5.6. Supply chain Analysis
5.7. Policy & Regulatory Framework
5.8. Industry Experts Views
6. South Korea Family/Indoor Entertainment Centers Market Overview
6.1. Market Size By Value
6.2. Market Size and Forecast, By Type
6.3. Market Size and Forecast, By Visitor
6.4. Market Size and Forecast, By Applications
6.5. Market Size and Forecast, By Revenue Source
6.6. Market Size and Forecast, By Region
7. South Korea Family/Indoor Entertainment Centers Market Segmentations
7.1. South Korea Family/Indoor Entertainment Centers Market, By Type
7.1.1. South Korea Family/Indoor Entertainment Centers Market Size, By Children’s Entertainment Centers (CECs), 2019-2030
7.1.2. South Korea Family/Indoor Entertainment Centers Market Size, By Children’s Edutainment Centers (CEDCs), 2019-2030
7.1.3. South Korea Family/Indoor Entertainment Centers Market Size, By Adult Entertainment Centers (AECs), 2019-2030
7.1.4. South Korea Family/Indoor Entertainment Centers Market Size, By Location-based VR Entertainment Centers (LBECs), 2019-2030
7.2. South Korea Family/Indoor Entertainment Centers Market, By Visitor
7.2.1. South Korea Family/Indoor Entertainment Centers Market Size, By Families with Children (0-8), 2019-2030
7.2.2. South Korea Family/Indoor Entertainment Centers Market Size, By Families with Children (9-12), 2019-2030
7.2.3. South Korea Family/Indoor Entertainment Centers Market Size, By Teenagers (13-19), 2019-2030
7.2.4. South Korea Family/Indoor Entertainment Centers Market Size, By Young adults (20-25), 2019-2030
7.2.5. South Korea Family/Indoor Entertainment Centers Market Size, By Adults (Ages 25+), 2019-2030
7.3. South Korea Family/Indoor Entertainment Centers Market, By Applications
7.3.1. South Korea Family/Indoor Entertainment Centers Market Size, By Arcade Studios, 2019-2030
7.3.2. South Korea Family/Indoor Entertainment Centers Market Size, By AR and VR Gaming Zones, 2019-2030
7.3.3. South Korea Family/Indoor Entertainment Centers Market Size, By Physical Play Activities, 2019-2030
7.3.4. South Korea Family/Indoor Entertainment Centers Market Size, By Skill/Competition Games, 2019-2030
7.3.5. South Korea Family/Indoor Entertainment Centers Market Size, By Others, 2019-2030
7.4. South Korea Family/Indoor Entertainment Centers Market, By Revenue Source
7.4.1. South Korea Family/Indoor Entertainment Centers Market Size, By Entry Fees and Ticket Sales, 2019-2030
7.4.2. South Korea Family/Indoor Entertainment Centers Market Size, By Food & Beverages, 2019-2030
7.4.3. South Korea Family/Indoor Entertainment Centers Market Size, By Merchandising, 2019-2030
7.4.4. South Korea Family/Indoor Entertainment Centers Market Size, By Advertisement, 2019-2030
7.4.5. South Korea Family/Indoor Entertainment Centers Market Size, By Others, 2019-2030
7.5. South Korea Family/Indoor Entertainment Centers Market, By Region
7.5.1. South Korea Family/Indoor Entertainment Centers Market Size, By North, 2019-2030
7.5.2. South Korea Family/Indoor Entertainment Centers Market Size, By East, 2019-2030
7.5.3. South Korea Family/Indoor Entertainment Centers Market Size, By West, 2019-2030
7.5.4. South Korea Family/Indoor Entertainment Centers Market Size, By South, 2019-2030
8. South Korea Family/Indoor Entertainment Centers Market Opportunity Assessment
8.1. By Type, 2025 to 2030
8.2. By Visitor, 2025 to 2030
8.3. By Applications, 2025 to 2030
8.4. By Revenue Source, 2025 to 2030
8.5. By Region, 2025 to 2030
9. Competitive Landscape
9.1. Porter's Five Forces
9.2. Company Profile
9.2.1. Company 1
9.2.1.1. Company Snapshot
9.2.1.2. Company Overview
9.2.1.3. Financial Highlights
9.2.1.4. Geographic Insights
9.2.1.5. Business Segment & Performance
9.2.1.6. Product Portfolio
9.2.1.7. Key Executives
9.2.1.8. Strategic Moves & Developments
9.2.2. Company 2
9.2.3. Company 3
9.2.4. Company 4
9.2.5. Company 5
9.2.6. Company 6
9.2.7. Company 7
9.2.8. Company 8
10. Strategic Recommendations
11. Disclaimer


List of Figures

Figure 1: South Korea Family/Indoor Entertainment Centers Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 2: Market Attractiveness Index, By Type
Figure 3: Market Attractiveness Index, By Visitor
Figure 4: Market Attractiveness Index, By Applications
Figure 5: Market Attractiveness Index, By Revenue Source
Figure 6: Market Attractiveness Index, By Region
Figure 7: Porter's Five Forces of South Korea Family/Indoor Entertainment Centers Market


List of Tables

Table 1: Influencing Factors for Family/Indoor Entertainment Centers Market, 2024
Table 2: South Korea Family/Indoor Entertainment Centers Market Size and Forecast, By Type (2019 to 2030F) (In USD Million)
Table 3: South Korea Family/Indoor Entertainment Centers Market Size and Forecast, By Visitor (2019 to 2030F) (In USD Million)
Table 4: South Korea Family/Indoor Entertainment Centers Market Size and Forecast, By Applications (2019 to 2030F) (In USD Million)
Table 5: South Korea Family/Indoor Entertainment Centers Market Size and Forecast, By Revenue Source (2019 to 2030F) (In USD Million)
Table 6: South Korea Family/Indoor Entertainment Centers Market Size and Forecast, By Region (2019 to 2030F) (In USD Million)
Table 7: South Korea Family/Indoor Entertainment Centers Market Size of Children’s Entertainment Centers (CECs) (2019 to 2030) in USD Million
Table 8: South Korea Family/Indoor Entertainment Centers Market Size of Children’s Edutainment Centers (CEDCs) (2019 to 2030) in USD Million
Table 9: South Korea Family/Indoor Entertainment Centers Market Size of Adult Entertainment Centers (AECs) (2019 to 2030) in USD Million
Table 10: South Korea Family/Indoor Entertainment Centers Market Size of Location-based VR Entertainment Centers (LBECs) (2019 to 2030) in USD Million
Table 11: South Korea Family/Indoor Entertainment Centers Market Size of Families with Children (0-8) (2019 to 2030) in USD Million
Table 12: South Korea Family/Indoor Entertainment Centers Market Size of Families with Children (9-12) (2019 to 2030) in USD Million
Table 13: South Korea Family/Indoor Entertainment Centers Market Size of Teenagers (13-19) (2019 to 2030) in USD Million
Table 14: South Korea Family/Indoor Entertainment Centers Market Size of Young adults (20-25) (2019 to 2030) in USD Million
Table 15: South Korea Family/Indoor Entertainment Centers Market Size of Adults (Ages 25+) (2019 to 2030) in USD Million
Table 16: South Korea Family/Indoor Entertainment Centers Market Size of Arcade Studios (2019 to 2030) in USD Million
Table 17: South Korea Family/Indoor Entertainment Centers Market Size of AR and VR Gaming Zones (2019 to 2030) in USD Million
Table 18: South Korea Family/Indoor Entertainment Centers Market Size of Physical Play Activities (2019 to 2030) in USD Million
Table 19: South Korea Family/Indoor Entertainment Centers Market Size of Skill/Competition Games (2019 to 2030) in USD Million
Table 20: South Korea Family/Indoor Entertainment Centers Market Size of Others (2019 to 2030) in USD Million
Table 21: South Korea Family/Indoor Entertainment Centers Market Size of Entry Fees and Ticket Sales (2019 to 2030) in USD Million
Table 22: South Korea Family/Indoor Entertainment Centers Market Size of Food & Beverages (2019 to 2030) in USD Million
Table 23: South Korea Family/Indoor Entertainment Centers Market Size of Merchandising (2019 to 2030) in USD Million
Table 24: South Korea Family/Indoor Entertainment Centers Market Size of Advertisement (2019 to 2030) in USD Million
Table 25: South Korea Family/Indoor Entertainment Centers Market Size of Others (2019 to 2030) in USD Million
Table 26: South Korea Family/Indoor Entertainment Centers Market Size of North (2019 to 2030) in USD Million
Table 27: South Korea Family/Indoor Entertainment Centers Market Size of East (2019 to 2030) in USD Million
Table 28: South Korea Family/Indoor Entertainment Centers Market Size of West (2019 to 2030) in USD Million
Table 29: South Korea Family/Indoor Entertainment Centers Market Size of South (2019 to 2030) in USD Million

 

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