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Indoor Amusement Center Market Size, Industry Report 2030GVR Report cover
Indoor Amusement Center Market (2025 - 2030) Size, Share, & Trends Analysis Report By Component (Arcade Games, AR-VR Games, Indoor Go-karts, Indoor Adventure Parks, Bowling Alleys), By Region, And Segment Forecasts
- Report ID: GVR-4-68040-495-8
- Number of Report Pages: 120
- Format: PDF
- Historical Range: 2018 - 2023
- Forecast Period: 2025 - 2030
- Industry: Technology
- Report Summary
- Table of Contents
- Segmentation
- Methodology
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Indoor Amusement Center Market Summary
The global indoor amusement center market size was estimated at USD 51.29 billion in 2024 and is projected to reach USD 84.03 billion by 2030, growing at a CAGR of 9.0% from 2025 to 2030. The market growth can be attributed to several factors, including the rising levels of disposable income, advances in VR and AR technologies and the integration of these technologies into gaming, the expansion of family entertainment centers offering diverse activities, and the rising demand for educational and interactive experiences.
Key Market Trends & Insights
- North America indoor amusement center market dominated the indoor amusement center market with the largest revenue share of 39.49% in 2024.
- The U.S. indoor amusement center market is expected to grow at a significant CAGR from 2025 to 2030.
- Based on component, the arcade games segment led the market with the largest revenue share of 25.70% in 2024.
Market Size & Forecast
- 2024 Market Size: USD 51.29 Billion
- 2030 Projected Market Size: USD 84.03 Billion
- CAGR (2025-2030): 9.0%
- North America: Largest market in 2024
At the same time, strict safety regulations have enhanced consumer confidence, contributing to the market growth. Increased disposable income has become a significant factor in the market growth. Economic growth across various regions, especially in developing countries, has led to rising middle-class income levels, which are driving a shift toward lifestyle-based spending.

This trend indicates that consumers, particularly families and young adults, have greater financial freedom to explore leisure options more frequently. In addition, the market also witnesses increasing demand for tailored experiences, such as team-building activities for corporate groups and themed attractions for tourists. Regulatory compliance regarding safety standards and data privacy laws influences operational practices, while marketing strategies target specific demographics through digital campaigns and partnerships. Overall, the market combines innovation, customer-centric offerings, and operational efficiency to remain a significant part of the entertainment landscape.
Technological advancements have transformed the indoor amusement center experience, integrating the latest innovations in Virtual Reality (VR), Augmented Reality (AR), Artificial Intelligence (AI)-driven interactivity, and motion-tracking technology to deliver highly immersive and personalized experiences. Unlike traditional amusement centers, these technologies allow flexibility and adaptability, enabling venues to update or expand their attractions easily. For example, VR-based attractions can introduce new experiences without physical modifications, keeping the experience fresh for returning visitors. This dynamic aspect of technology-driven attractions aligns well with shifting consumer interests, where novelty and variety are key to maintaining engagement. Indoor amusement centers, like Butlin's, are increasingly adopting the latest technologies, such as VR, AR, and interactive gaming systems, to enhance visitor engagement.
The rising demand for immersive entertainment experiences offers significant opportunities for indoor amusement centers by enhancing the overall customer experience. As consumers increasingly seek more engaging and interactive forms of entertainment, indoor amusement centers can incorporate advanced technologies, such as Virtual Reality (VR), Augmented Reality (AR), 3D projections, and motion-sensing games. These immersive technologies provide a deeper level of engagement than traditional forms of amusement, helping to create exciting, memorable experiences that attract a wider range of customers. By offering these next-generation entertainment options, amusement centers can cater to the growing desire for unique and cutting-edge activities, driving more foot traffic and increasing customer satisfaction.
Component Insights
Based on component, the arcade games segment led the market with the largest revenue share of 25.70% in 2024. The market is experiencing significant growth in demand for arcade games, driven by a blend of nostalgia, technological innovation, and their seamless integration within entertainment venues. This demand is largely fueled by consumers’ desire to revisit classic arcade experiences. This trend appeals to both those familiar with retro games and younger audiences drawn to the vintage aesthetic. Arcade games also foster social interaction, offering a compelling attraction for people looking for shared, in-person experiences. As multigenerational favorites, arcade games have become central draws in indoor amusement spaces, building a sense of community and engagement across diverse age groups.

The AR-VR games segment is expected to grow at a significant CAGR during the forecast period. The market is witnessing a significant surge in demand for augmented reality (AR) and virtual reality (VR) games. This trend is driven by technological advancements, changing consumer preferences, and the unique experiences that AR and VR can offer. AR and VR technologies provide immersive experiences that traditional arcade games cannot match. Players can engage in environments that feel real, enhancing their overall gaming experience.
Regional Insights
North America indoor amusement center market dominated the indoor amusement center market with the largest revenue share of 39.49% in 2024. Increasing disposable income plays a significant role in driving market growth in North America. As individuals and families have more discretionary spending power, they tend to allocate a larger portion of their budgets to leisure and entertainment activities.

U.S. Indoor Amusement Center Market Trends
The U.S. indoor amusement center market is expected to grow at a significant CAGR from 2025 to 2030. Factors such as urbanization, the growing appeal of experiential entertainment, and the convenience of all-weather indoor facilities have contributed to their increasing popularity. In addition, several key players are actively expanding their footprint in the U.S. market, introducing new facilities to cater to the growing demand for family entertainment.
Europe Indoor Amusement Center Market Trends
The Europe indoor amusement center market is anticipated to grow at a significant CAGR of 8.7% from 2025 to 2030. Europe’s thriving tourism industry significantly contributes to the rising demand for indoor amusement centers. These centers provide reliable, weather-independent entertainment for tourists who often face unpredictable climates in European cities.
The UK indoor amusement center market is closely linked to the increasing number of malls in the region. Many of these centers are strategically located within shopping malls, which attract a steady flow of customers. The UK is home to some of the largest and most prominent shopping centers globally, and their ongoing development is a significant driver of this market's expansion.
The Germany indoor amusement center market demand has been increasing due to several key factors that align with the country's evolving consumer preferences and trends. These centers are becoming an increasingly popular choice for leisure and entertainment, particularly in urban areas, where people are looking for convenient, year-round recreational options.
Asia Pacific Indoor Amusement Center Market Trends
The Asia Pacific indoor amusement center market in the is anticipated to grow at a significant CAGR of 9.8% from 2025 to 2030. The growing demand for indoor amusement centers in the Asia-Pacific region can be attributed to several interconnected factors, with urbanization and population growth being key drivers. According to the Asia Pacific Population and Development Report 2023 by the United Nations, the Asia Pacific region is home to about 4.7 billion people, or 60% of the world’s population.
The China indoor amusement center market held a substantial market share in Asia Pacific in 2024. The China market is positioned for considerable growth, primarily driven by the country’s expanding middle class and rising disposable incomes.
The indoor amusement center market in South Korea held a substantial market share in Asia Pacific in 2024. The early adoption of technology and strong government support are acting as key drivers for market growth in South Korea, particularly in the realm of augmented reality (AR) and virtual reality (VR) technologies.
The India indoor amusement center market is witnessing a robust surge in demand for the market fueled by evolving consumer preferences and a growing emphasis on experiential leisure activities. These centers have emerged as prominent attractions within retail environments, redefining how businesses drive foot traffic and enhance customer engagement.
Key Indoor Amusement Center Company Insights
Key players operating in the indoor amusement center industry includeCEC Entertainment Concepts, LP, Cinergy Entertainment Group,Dave and Buster’s, Inc., and Bowlero. The companies are focusing on various strategic initiatives, including new product development, partnerships & collaborations, and agreements to gain a competitive advantage over their rivals.
Key Indoor Amusement Center Companies:
The following are the leading companies in the indoor amusement center market. These companies collectively hold the largest market share and dictate industry trends.
- Bandai Namco Holdings Inc.
- Bowlero
- CEC Entertainment Concepts, LP
- Cinergy Entertainment Group
- Dave and Buster’s, Inc.
- Funriders
- Inflatable Solutions International Limited
- KidZania
- Landmark Group (Funcity)
- Main Event Entertainment
- Merlin Entertainments
- Scene75 Entertainment Centers
- Smaaash Entertainment Private Limited
- TEEG
- Urban Air
Recent Developments
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In November 2024, CEC Entertainment Concepts, LP introduced the Adventure Zone, an indoor playground concept designed to modernize its venues and promote physical activity among children. This addition combines the existing Trampoline Zone, a netted area for younger children, with new Ninja Run obstacle courses featuring climbing walls, balance beams, slides, and other challenges.
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In February 2023, Dave and Buster’s, Inc. launched "Dave & Buster's World" on Roblox, marking its entry into the metaverse. This virtual experience mirrors the energy of their physical venues, featuring games like "GridIron Blitz" and "Full Tilt", along with "Superball Dash" and "Zombie Survival". Users can explore the virtual restaurant, purchase in-game power-ups, and trade tickets for customizations, such as trails, descriptors, outfits, pets, and accessories. This initiative reflects the company's commitment to innovative, interactive experiences for guests.
Indoor Amusement Center Market Report Scope
Report Attribute
Details
Market value size in 2025
USD 54.73 billion
Revenue forecast in 2030
USD 84.03 billion
Growth rate
CAGR of 9.0% from 2025 to 2030
Base year for estimation
2024
Historical data
2018 - 2023
Forecast period
2025 - 2030
Quantitative units
Revenue in USD million/billion and CAGR from 2025 to 2030
Report coverage
Revenue forecast, company share, competitive landscape, growth factors, and trends
Segments covered
Component, region
Regional scope
North America; Europe; Asia Pacific; Latin America; MEA
Country scope
U.S.; Canada; Mexico; UK; Germany; France; China; South Korea; India; Australia; Indonesia; Thailand; New Zealand; Singapore; Philippines; Malaysia; Brazil; UAE; Saudi Arabia; South Africa
Key companies profiled
Bandai Namco Holdings Inc.; Bowlero; CEC Entertainment Concepts, LP; Cinergy Entertainment Group; Dave and Buster’s, Inc.; Funriders; Inflatable Solutions International Limited; KidZania; Landmark Group (Funcity); Main Event Entertainment; Merlin Entertainments; Scene75 Entertainment Centers; Smaaash Entertainment Private Limited; TEEG; Urban Air
Customization scope
Free report customization (equivalent up to 8 analyst’s working days) with purchase. Addition or alteration to country, regional & segment scope.
Pricing and purchase options
Avail customized purchase options to meet your exact research needs. Explore purchase options
Global Indoor Amusement Center Market Report Segmentation
This report forecasts revenue growth at global, regional, and country levels and provides an analysis of the latest industry trends in each of the sub-segments from 2018 to 2030. For this study, Grand View Research has segmented the global indoor amusement center market report based on component and region.

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Component Outlook (Revenue, USD Billion, 2018 - 2030)
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Arcade Games
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AR-VR Games
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Indoor Go-karts
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Indoor Adventure Parks
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Bowling Alleys
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Children's Entertainment & Education Area
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Trampoline Park
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Others
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Regional Outlook (Revenue, USD Billion, 2018 - 2030)
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North America
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U.S.
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Canada
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Mexico
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Europe
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Germany
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UK
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France
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Asia Pacific
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China
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South Korea
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India
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Australia
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Indonesia
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Thailand
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New Zealand
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Singapore
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Philippines
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Malaysia
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Latin America
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Brazil
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Middle East & Africa
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UAE
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Saudi Arabia
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South Africa
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Frequently Asked Questions About This Report
b. The global indoor amusement center market size was estimated at USD 51.29 billion in 2024 and is expected to reach USD 54.73 billion in 2025.
b. The global indoor amusement center market is expected to grow at a compound annual growth rate of 9.0% from 2023 to 2030 to reach USD 84.03 billion by 2030.
b. North America dominated the indoor amusement center market with a share of 39.49% in 2024. Increasing disposable income plays a significant role in driving the growth of the indoor amusement center market in North America.
b. Some key players operating in the indoor amusement center market include Bandai Namco Holdings Inc., Bowlero, CEC Entertainment Concepts, LP, Cinergy Entertainment Group, Dave and Buster’s, Inc., Funriders, Inflatable Solutions International Limited, KidZania, Landmark Group (Funcity), Main Event Entertainment, Merlin Entertainments, Scene75 Entertainment Centers, Smaaash Entertainment Private Limited, TEEG, and Urban Air
b. The growth of the market can be attributed to several factors, including the rising levels of disposable income, advances in VR and AR technologies and the integration of these technologies into gaming, the expansion of family entertainment centers offering diverse activities, and the rising demand for educational and interactive experiences. Also, increased disposable income has become a significant factor in the growth of the indoor amusement center market.
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