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The impact of the coronavirus on the Family/Indoor Entertainment Centers Market Growth by 2025| Dave & Buster’s, CEC Entertainment, Cinergy Entertainment, KidZania, Scene 75 Entertainment Centers,The Walt Disney Company, Lucky Strike Entertainment

Family/indoor entertainment centers (FEC) are miniature indoor/outdoor amusement parks marketed toward families with small children to teenagers, and often are entirely indoors or associated with a larger operation such as a theme park. It offers a wide variety of entertainment activities for all age groups. FEC’s usually cater to sub-regional markets of larger metropolitan areas and are generally small compared to full-scale amusement parks, with fewer attractions, a lower per-person per-hour cost to consumers than traditional amusement parks.

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FEC’s are more preferred as an entertainment and leisure option by families over the outdoor entertainment centers, as the environmental factors and climate changes do not affect any fun time or experience of the customers.

Growth in per capita disposable income, availability of diversified gaming and entertainment options, and favorable youth demographics in the Asia-Pacific region are some of the factors that drive the growth of the market. However, home gaming and mobile devices, high initial cost, and increase in ticket prices majorly restricts the market growth. Furthermore, continuous launch of new FECs supporting family activities, F&B integration, and participatory play is believed to create significant demand for the family/indoor entertainment centers market.

The List of companies covered in this Reports are:

Dave & Buster’s
CEC Entertainment, Inc.
Cinergy Entertainment
KidZania
Scene 75 Entertainment Centers,
The Walt Disney Company
Lucky Strike Entertainment
FunCity
Smaaash Entertainment Pvt. Ltd.
LEGOLAND Discovery Center

Growth in per capita disposable income, availability of diversified gaming and entertainment options, and favorable youth demographics in the Asia-Pacific region are some of the factors that drive the growth of the market. However, home gaming and mobile devices, high initial cost, and increase in ticket prices majorly restricts the market growth. Furthermore, continuous launch of new FECs supporting family activities, F&B integration, and participatory play is believed to create significant demand for the family/indoor entertainment centers market. Besides, substantial growth in investments by malls in the Asia-Pacific region and integration of new technologies such as virtual reality gaming, 3D technology, and others provide opportunities for the growth of the market.

The global family/indoor entertainment centers market is segmented based on visitor demographics, facility size, attendance, revenue source, application, type, and region. In terms of visitor demographics, the market is categorized into families with children (0-9), families with children (9-12), teenagers (12-18), young adults (18-24), and adults (Ages 24+). Based on facility size, it is divided into 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, and over 30 acres. Based on attendance, it is categorized into 0-25,000, 25,001-50,000, 50,001-100,000, 100,001-250,000, 250,001-500,000, 500,001-1.25 million, and 1.25 million-4 million, and over 4 million. Based on revenue source, it is classified into entry fees & ticket sales, food & beverages, merchandising, advertisement, and others. In terms of application, the market is classified into arcade studios, AR and VR gaming zones, physical play activities, skill/competition games, and others.

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