시장보고서
상품코드
2056127

가족용 엔터테인먼트 센터 시장(2026-2030년)

Global Family Entertainment Center Market 2026-2030

발행일: | 리서치사: 구분자 TechNavio | 페이지 정보: 영문 330 Pages | 배송안내 : 즉시배송

    
    
    




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※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문 목차를 참고해주시기 바랍니다.

세계의 패밀리 엔터테인먼트 센터 시장은 2025-2030년에 383억 2,360만 달러 성장하며, 예측 기간 중 CAGR은 14.0%에 달할 것으로 예측됩니다. 이 리포트에서는 세계의 패밀리 엔터테인먼트 센터 시장에 대해 종합적 분석, 시장 규모와 예측, 동향, 성장요인, 과제과 함께 약 25사의 벤더 분석을 제공하고 있습니다.

이 보고서에서는 현재 시장 상황, 최신 시장 동향 및 촉진요인, 그리고 전체 시장 환경에 대한 최신 분석을 제공합니다. 시장은 AEI의 확대로 인한 시장 성장 촉진, 아케이드 게임의 신체 활동 증가, 신흥 국가의 가처분 소득 급증에 의해 주도되고 있습니다.

이번 조사는 업계 주요 관계자들의 의견을 포함한 1차 정보와 2차 정보를 객관적으로 조합하여 실시되었습니다. 이 보고서에는 주요 기업 분석과 함께 포괄적인 시장 규모 데이터, 지역별 분석과 함께 부문 및 공급업체 현황이 포함되어 있습니다. 보고서에는 과거 데이터와 예측 데이터가 수록되어 있습니다.

시장 범위
기준연도 2025년
종료연도 2030
조사 대상 기간 2026-2030년
성장 모멘텀 가속
2026년 전년대비 12.9%
CAGR 14%
증가액 383억 2,360만 달러

이 보고서는 게임에서의 VR 통합이 가속화되면서 시장 성장을 가속화하고 있으며, 향후 수년간 세계 패밀리 엔터테인먼트 센터 시장의 성장을 주도할 주요 요인 중 하나로 꼽았습니다. 또한 전략적 제휴와 파트너십, 그리고 새로운 아케이드 게임 출시는 시장에서 상당한 수요를 창출할 수 있을 것입니다.

목차

제1장 개요

제2장 Technavio 분석

제3장 시장 구도

제4장 시장 규모

제5장 시장 규모 실적

제6장 정성 분석

제7장 Five Forces 분석

제8장 시장 세분화 : 용도별

제9장 시장 세분화 : 용량별

제10장 시장 세분화 : 연령층별

제11장 시장 세분화 : 수입원별

제12장 고객 상황

제13장 지역별 상황

제14장 촉진요인·과제·기회

제15장 경쟁 구도

제16장 경쟁 분석

제17장 부록

KSA

The global family entertainment center market is forecasted to grow by USD 38323.6 mn during 2025-2030, accelerating at a CAGR of 14.0% during the forecast period. The report on the global family entertainment center market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by expansion of aei is augmenting market growth, increasing physical activity in arcade gaming, surging disposable income in emerging countries.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

Market Scope
Base Year2025
End Year2030
Series Year2026-2030
Growth MomentumAccelerate
YOY 202612.9%
CAGR14%
Incremental Value$38323.6 mn

Technavio's global family entertainment center market is segmented as below:

By Application

  • Arcade studios
  • Physical play activities
  • Competition games
  • AR and VR gaming zones

By Capacity

  • 10001 to 20000 square feet
  • More than 40000 square feet
  • 5001 to 10000 square feet
  • 20001 to 40000 square feet
  • Up to 5000 square feet

By Age Group

  • Teenagers (12-18)
  • Families with children (0-9)
  • Families with children (9-12)
  • Adults (24 AND ABOVE)
  • Young adults (18-24)

By Revenue Stream

  • Entry fees and ticket sales
  • Food and beverages
  • Merchandising
  • Advertisement

Geography

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Spain
    • The Netherlands
  • APAC
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Indonesia
  • South America
    • Brazil
    • Argentina
    • Chile
  • Middle East and Africa
    • UAE
    • South Africa
    • Turkey
  • Rest of World (ROW)

This study identifies the rising integration of vr in games is expediting market growth as one of the prime reasons driving the global family entertainment center market growth during the next few years. Also, strategic alliance and partnership and launch of new arcade games will lead to sizable demand in the market.

The report on the global family entertainment center market covers the following areas:

  • Global family entertainment center market sizing
  • Global family entertainment center market forecast
  • Global family entertainment center market industry analysis

The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading global family entertainment center market vendors that include Andretti Indoor Karting and Games, BANDAI NAMCO Europe S.A.S, Bowlero Corp., CEC Entertainment Concepts L.P., Cinergy Entertainment Group, Citymax Hotels Pvt. Ltd., Dave and Busters Entertainment, Hollywood Bowl Group plc, KidZania S.A.P.I. de C.V., Merlin Entertainments Ltd., Nickels and Dimes Inc., Round1 Entertainment Inc., Scene 75 Entertainment Centers, Six Flags Entertainment Corp., TEEG Australia Pty Ltd., Tenpin Entertainment Ltd., The Walt Disney Co., Topgolf International Inc, Urban Air Trampoline, Veltmeijer Group. Also, the global family entertainment center market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Table of Contents

1 Executive Summary

  • 1.1 Market overview
    • Executive Summary - Chart on Market Overview
    • Executive Summary - Data Table on Market Overview
    • Executive Summary - Chart on Global Market Characteristics
    • Executive Summary - Chart on Market by Geography
    • Executive Summary - Chart on Market Segmentation by Application
    • Executive Summary - Chart on Market Segmentation by Capacity
    • Executive Summary - Chart on Market Segmentation by Age Group
    • Executive Summary - Chart on Market Segmentation by Revenue Stream
    • Executive Summary - Chart on Incremental Growth
    • Executive Summary - Data Table on Incremental Growth
    • Executive Summary - Chart on Company Market Positioning

2 Technavio Analysis

  • 2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
  • 2.2 Criticality of inputs and Factors of differentiation
  • 2.3 Factors of disruption
  • 2.4 Impact of drivers and challenges

3 Market Landscape

  • 3.1 Market ecosystem
  • 3.2 Market characteristics
  • 3.3 Value chain analysis

4 Market Sizing

  • 4.1 Market definition
  • 4.2 Market segment analysis
    • Market segments
  • 4.3 Market size 2025
  • 4.4 Market outlook: Forecast for 2025-2030

5 Historic Market Size

  • 5.1 Global Family Entertainment Center Market 2020 - 2024
    • Historic Market Size - Data Table on Global Family Entertainment Center Market 2020 - 2024 ($ million)
  • 5.2 Application segment analysis 2020 - 2024
    • Historic Market Size - Application Segment 2020 - 2024 ($ million)
  • 5.3 Capacity segment analysis 2020 - 2024
    • Historic Market Size - Capacity Segment 2020 - 2024 ($ million)
  • 5.4 Age Group segment analysis 2020 - 2024
    • Historic Market Size - Age Group Segment 2020 - 2024 ($ million)
  • 5.5 Revenue Stream segment analysis 2020 - 2024
    • Historic Market Size - Revenue Stream Segment 2020 - 2024 ($ million)
  • 5.6 Geography segment analysis 2020 - 2024
    • Historic Market Size - Geography Segment 2020 - 2024 ($ million)
  • 5.7 Country segment analysis 2020 - 2024
    • Historic Market Size - Country Segment 2020 - 2024 ($ million)

6 Qualitative Analysis

  • 6.1 Impact of AI on the Global Family Entertainment Center Market
  • 6.2 Impact of Geopolitical Conflicts on the Global Family Entertainment Center Market

7 Five Forces Analysis

  • 7.1 Five forces summary
    • Five forces analysis - Comparison between 2025 and 2030
  • 7.2 Bargaining power of buyers
    • Bargaining power of buyers - Impact of key factors 2025 and 2030
  • 7.3 Bargaining power of suppliers
    • Bargaining power of suppliers - Impact of key factors in 2025 and 2030
  • 7.4 Threat of new entrants
    • Threat of new entrants - Impact of key factors in 2025 and 2030
  • 7.5 Threat of substitutes
    • Threat of substitutes - Impact of key factors in 2025 and 2030
  • 7.6 Threat of rivalry
    • Threat of rivalry - Impact of key factors in 2025 and 2030
  • 7.7 Market condition

8 Market Segmentation by Application

  • 8.1 Market segments
  • 8.2 Comparison by Application
  • 8.3 Arcade studios - Market size and forecast 2025-2030
  • 8.4 Physical play activities - Market size and forecast 2025-2030
  • 8.5 Competition games - Market size and forecast 2025-2030
  • 8.6 AR and VR gaming zones - Market size and forecast 2025-2030
  • 8.7 Market opportunity by Application
    • Market opportunity by Application ($ million)

9 Market Segmentation by Capacity

  • 9.1 Market segments
  • 9.2 Comparison by Capacity
  • 9.3 10001 to 20000 square feet - Market size and forecast 2025-2030
  • 9.4 More than 40000 square feet - Market size and forecast 2025-2030
  • 9.5 5001 to 10000 square feet - Market size and forecast 2025-2030
  • 9.6 20001 to 40000 square feet - Market size and forecast 2025-2030
  • 9.7 Up to 5000 square feet - Market size and forecast 2025-2030
  • 9.8 Market opportunity by Capacity
    • Market opportunity by Capacity ($ million)

10 Market Segmentation by Age Group

  • 10.1 Market segments
  • 10.2 Comparison by Age Group
  • 10.3 Teenagers (12-18) - Market size and forecast 2025-2030
  • 10.4 Families with children (0-9) - Market size and forecast 2025-2030
  • 10.5 Families with children (9-12) - Market size and forecast 2025-2030
  • 10.6 Adults (24 and above) - Market size and forecast 2025-2030
  • 10.7 Young adults (18-24) - Market size and forecast 2025-2030
  • 10.8 Market opportunity by Age Group
    • Market opportunity by Age Group ($ million)

11 Market Segmentation by Revenue Stream

  • 11.1 Market segments
  • 11.2 Comparison by Revenue Stream
  • 11.3 Entry fees and ticket sales - Market size and forecast 2025-2030
  • 11.4 Food and beverages - Market size and forecast 2025-2030
  • 11.5 Merchandising - Market size and forecast 2025-2030
  • 11.6 Advertisement - Market size and forecast 2025-2030
  • 11.7 Market opportunity by Revenue Stream
    • Market opportunity by Revenue Stream ($ million)

12 Customer Landscape

  • 12.1 Customer landscape overview
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

13 Geographic Landscape

  • 13.1 Geographic segmentation
  • 13.2 Geographic comparison
  • 13.3 North America - Market size and forecast 2025-2030
    • 13.3.1 US - Market size and forecast 2025-2030
    • 13.3.2 Canada - Market size and forecast 2025-2030
    • 13.3.3 Mexico - Market size and forecast 2025-2030
  • 13.4 Europe - Market size and forecast 2025-2030
    • 13.4.1 Germany - Market size and forecast 2025-2030
    • 13.4.2 UK - Market size and forecast 2025-2030
    • 13.4.3 France - Market size and forecast 2025-2030
    • 13.4.4 Italy - Market size and forecast 2025-2030
    • 13.4.5 Spain - Market size and forecast 2025-2030
    • 13.4.6 The Netherlands - Market size and forecast 2025-2030
  • 13.5 APAC - Market size and forecast 2025-2030
    • 13.5.1 China - Market size and forecast 2025-2030
    • 13.5.2 Japan - Market size and forecast 2025-2030
    • 13.5.3 India - Market size and forecast 2025-2030
    • 13.5.4 South Korea - Market size and forecast 2025-2030
    • 13.5.5 Australia - Market size and forecast 2025-2030
    • 13.5.6 Indonesia - Market size and forecast 2025-2030
  • 13.6 South America - Market size and forecast 2025-2030
    • 13.6.1 Brazil - Market size and forecast 2025-2030
    • 13.6.2 Argentina - Market size and forecast 2025-2030
    • 13.6.3 Chile - Market size and forecast 2025-2030
  • 13.7 Middle East and Africa - Market size and forecast 2025-2030
    • 13.7.1 Saudi Arabia - Market size and forecast 2025-2030
    • 13.7.2 UAE - Market size and forecast 2025-2030
    • 13.7.3 South Africa - Market size and forecast 2025-2030
    • 13.7.4 Israel - Market size and forecast 2025-2030
    • 13.7.5 Turkey - Market size and forecast 2025-2030
  • 13.8 Market opportunity by geography
    • Market opportunity by geography ($ million)
    • Data Tables on Market opportunity by geography ($ million)

14 Drivers, Challenges, and Opportunity

  • 14.1 Market drivers
    • Expansion of AEI is augmenting market growth
    • Increasing physical activity in arcade gaming
    • Surging disposable income in emerging countries
  • 14.2 Market challenges
    • High maintenance cost is degrading market prosperity
    • Competition from other entertainment options
    • Seasonal fluctuations in visitor numbers
  • 14.3 Impact of drivers and challenges
    • Impact of drivers and challenges in 2025 and 2030
  • 14.4 Market opportunities
    • Rising integration of VR in games is expediting market growth
    • Strategic alliance and partnership
    • Launch of new arcade games

15 Competitive Landscape

  • 15.1 Overview
  • 15.2 Competitive Landscape
    • Overview on criticality of inputs and factors of differentiation
  • 15.3 Landscape disruption
    • Overview on factors of disruption
  • 15.4 Industry risks
    • Impact of key risks on business

16 Competitive Analysis

  • 16.1 Companies profiled
    • Companies covered
  • 16.2 Company ranking index
    • Company ranking index
  • 16.3 Market positioning of companies
    • Matrix on companies position and classification
  • 16.4 BANDAI NAMCO Europe S.A.S
    • BANDAI NAMCO Europe S.A.S - Overview
    • BANDAI NAMCO Europe S.A.S - Product / Service
    • BANDAI NAMCO Europe S.A.S - Key offerings
    • SWOT
  • 16.5 Bowlero Corp.
    • Bowlero Corp. - Overview
    • Bowlero Corp. - Product / Service
    • Bowlero Corp. - Key offerings
    • SWOT
  • 16.6 CEC Entertainment Concepts L.P.
    • CEC Entertainment Concepts L.P. - Overview
    • CEC Entertainment Concepts L.P. - Product / Service
    • CEC Entertainment Concepts L.P. - Key offerings
    • SWOT
  • 16.7 Cinergy Entertainment Group
    • Cinergy Entertainment Group - Overview
    • Cinergy Entertainment Group - Product / Service
    • Cinergy Entertainment Group - Key offerings
    • SWOT
  • 16.8 Dave and Busters Entertainment
    • Dave and Busters Entertainment - Overview
    • Dave and Busters Entertainment - Product / Service
    • Dave and Busters Entertainment - Key offerings
    • SWOT
  • 16.9 Hollywood Bowl Group plc
    • Hollywood Bowl Group plc - Overview
    • Hollywood Bowl Group plc - Product / Service
    • Hollywood Bowl Group plc - Key offerings
    • SWOT
  • 16.10 KidZania S.A.P.I. de C.V.
    • KidZania S.A.P.I. de C.V. - Overview
    • KidZania S.A.P.I. de C.V. - Product / Service
    • KidZania S.A.P.I. de C.V. - Key offerings
    • SWOT
  • 16.11 Merlin Entertainments Ltd.
    • Merlin Entertainments Ltd. - Overview
    • Merlin Entertainments Ltd. - Product / Service
    • Merlin Entertainments Ltd. - Key offerings
    • SWOT
  • 16.12 Nickels and Dimes Inc.
    • Nickels and Dimes Inc. - Overview
    • Nickels and Dimes Inc. - Product / Service
    • Nickels and Dimes Inc. - Key offerings
    • SWOT
  • 16.13 Round1 Entertainment Inc.
    • Round1 Entertainment Inc. - Overview
    • Round1 Entertainment Inc. - Product / Service
    • Round1 Entertainment Inc. - Key offerings
    • SWOT
  • 16.14 Scene 75 Entertainment Centers
    • Scene 75 Entertainment Centers - Overview
    • Scene 75 Entertainment Centers - Product / Service
    • Scene 75 Entertainment Centers - Key offerings
    • SWOT
  • 16.15 Six Flags Entertainment Corp.
    • Six Flags Entertainment Corp. - Overview
    • Six Flags Entertainment Corp. - Product / Service
    • Six Flags Entertainment Corp. - Key offerings
    • SWOT
  • 16.16 TEEG Australia Pty Ltd.
    • TEEG Australia Pty Ltd. - Overview
    • TEEG Australia Pty Ltd. - Product / Service
    • TEEG Australia Pty Ltd. - Key offerings
    • SWOT
  • 16.17 Tenpin Entertainment Ltd.
    • Tenpin Entertainment Ltd. - Overview
    • Tenpin Entertainment Ltd. - Product / Service
    • Tenpin Entertainment Ltd. - Key offerings
    • SWOT
  • 16.18 The Walt Disney Co.
    • The Walt Disney Co. - Overview
    • The Walt Disney Co. - Business segments
    • The Walt Disney Co. - Key offerings
    • The Walt Disney Co. - Segment focus
    • SWOT

17 Appendix

  • 17.1 Scope of the report
    • Market definition
    • Objectives
    • Notes and caveats
  • 17.2 Inclusions and exclusions checklist
    • Inclusions checklist
    • Exclusions checklist
  • 17.3 Currency conversion rates for US$
    • Currency conversion rates for US$
  • 17.4 Research methodology
    • Research methodology
  • 17.5 Data procurement
    • Information sources
  • 17.6 Data validation
    • Data validation
  • 17.7 Validation techniques employed for market sizing
    • Validation techniques employed for market sizing
  • 17.8 Data synthesis
    • Data synthesis
  • 17.9 360 degree market analysis
    • 360 degree market analysis
  • 17.10 List of abbreviations
    • List of abbreviations
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