Reports
Family/Indoor Entertainment Centers Market - Snapshot
Family/indoor entertainment centers refer to places that can be utilized by populace of different age groups to spend their time in performing various entertainment activities. Gaming consoles, arcades, playground areas, video games, redeemers, indoor playground systems, skill-oriented machine games, virtual and enlarged-reality gambling, and child driving are some of the key activities available in the family/indoor entertainment centers from all across the globe.
The organizations managing family/indoor entertainment centers are incorporating various types of gaming options. Main motive of this tactic is attracting massive crowd toward their centers. This aside, many players in the market are working on incorporation of VR and AR technology in order to develop technologically advanced games with interactive digital surfaces and 3D projection mapping. These efforts emphasize that the market for family/indoor entertainment centers will develop at decent pace in the years to follow.
The enterprises in the family/indoor entertainment centers are indulging into various strategies such as hosting private events including birthday parties as well as corporate events in public areas including malls. Moving forward, the companies in this sector are offering different loyalty programs for their customers. These efforts are helping them in expanding their customer base, and thereby increasing their revenues in this business.
Family / indoor entertainment centers are the places designed for people of the various ages to spend their time. The large number of gaming options for entertainment makes it possible to observe a large crowd and thus to drive the market at family entertainment centers. These centers offer a variety of fun options including arcades, gaming consoles, video games, playground areas, indoor playground systems, redeemers, child-driving, skill-oriented machine games, and virtual and enlarged-reality gambling. FECs are also host to private events such as birthday parties and corporate events in areas such as malls.
This report offers a comprehensive study of the global family/indoor entertainment centers market, with focus on market opportunities and possible constraints, along with the latest trends driving the market.
Currently, increasing reality (AR) and virtual reality games (VR) are trendsetting and players on the market of families and indoor entertainment centres. In addition, several gaming companies also focus on developing different technologies to enhance the experiences of the gaming in families and indoor entertainment centres. Manufacturers work on mixing AR and VR technology to produce new technologically advanced games with 3D projection mapping and interactive digital surfaces.
Family / indoor entertainment facilities offer loyalty programs, which is an important market driver. The program is supported by parameters like visit points, reward points, cards, memberships, etc. Loyalty programs. These loyalty programs are used to retain and attract new customers with advertising aid in family / indoor entertainment centers.
Dave and Busters, the current leading establishment in the global family/indoor entertainment centers market is expediting its growth by offering unique services and efficient promotional marketing. The vendor focuses on providing users with an unforgettable experience, which is a key trait that the millennial generation demands. Dave and Busters has catered to this demand quite efficiently, making them global leaders in the market.
Key vendors operating in the global family/indoor entertainment centers market are CEC Entertainment, Dave & Buster's, Main Event Entertainment, Time Zone Entertainment, and Smaash Entertainment.
Because of various economic factors, ticket prices at entertainment centers constantly increase. Ticket prices will also vary based on the location of family entertainment centres, which also impedes FEC's growth in revenues during the projected period. The increase in disposable income per capita, the availability of diversified gaming and entertainment options and favorable demographics among young people in the Asia-Pacific region drive the growth of the market for family-oriented entertainment centers.
Family centers for indoor and entertainment usually calls for 8-14-year-olds and their parents. In many Asian countries the median age is in the twenties and early thirties. This shows the penetration into the Asia-Pacific of young persons under the age of 14 years, and parents spend more on their children with rising revenues & expectations, which are expected to drive growth in the global families / indoor entertainment centers market.
Due to the numerous players involved in this region, the market for the family and indoor entertainment centers in North America is forecasted to dominate the global market for family and indoor entertainment centers. The family / indoor entertainment facility market in Asia-Pacific is estimated to increase at a significant rate over the forecast period, given that growing GDP in Asia-Pacific countries such as China, India and Japan has increased the capacity of individuals in the region. As a result of a consistently growing middle class population and increased disposable revenue, this regional market is prognosticated to grow.
N/A