Family entertainment centers have become increasingly popular over the past few years, and with good reason. According to recent statistics, the global family/indoor entertainment centers market size was valued at USD 18.91 Billion in 2017 and is expected to grow at a CAGR of 13.5% during 2018-2025. In 2020 alone, total revenue from family entertainment centers in the United States amounted to approximately 1.27 billion U.S dollars.
There are currently over 45,000 such facilities worldwide that cater primarily towards children between ages 13 and 54; these locations offer an array of attractions including ticket sales (which account for around 54% of their revenue), food & beverage (33%), dedicated party rooms for private events (31%) as well as physical activity attractions which have seen a 20% increase in popularity over the past four years due largely to VR experiences growing by 350%. Furthermore, 19% of FECs plan on adding new attractions within 12 months while 40% have been operating successfully for 10+ years - all contributing greatly not only economically but also providing employment opportunities with 37k direct jobs supported by this industry across America alone.
Family Entertainment Centers Statistics Overview
Approximately 62% of family entertainment center visitors are between the ages of 13 and 54.
This statistic is significant in the context of a blog post about Family Entertainment Centers Statistics because it provides insight into the primary demographic of visitors to these centers. Knowing that the majority of visitors are between the ages of 13 and 54 helps to inform decisions about the types of attractions and activities that should be offered at these centers in order to best serve their target audience.
In 2013, the average time spent in family entertainment centers by children in China was 2.5 hours per week.
This statistic is a telling indication of the popularity of family entertainment centers among children in China. It speaks to the amount of time children are willing to spend in these centers, suggesting that they are a source of great enjoyment and entertainment. This statistic is important to consider when discussing the success of family entertainment centers in China, as it provides insight into the level of engagement and satisfaction that children have with these centers.
About 54% of family entertainment center revenue comes from ticket sales, compared to 33% that comes from food and beverage.
This statistic is a telling indication of the importance of ticket sales to the success of family entertainment centers. It highlights the fact that ticket sales are the primary source of revenue for these centers, and that food and beverage sales are a secondary source. This information is essential for anyone looking to gain a better understanding of the financial dynamics of family entertainment centers.
Growth of family entertainment centers in the Middle East is projected to increase by 12% yearly.
This statistic is a crucial indicator of the potential for success in the Middle East's family entertainment center industry. With a projected growth rate of 12% annually, it is clear that the market is ripe for investment and expansion. This statistic provides a valuable insight into the potential of the industry and can be used to inform decisions about where to invest and how to best capitalize on the growth of the sector.
In Canada, the average revenue per visitor to a family entertainment center was CAD 18.15 in 2018.
This statistic is a valuable insight into the success of family entertainment centers in Canada. It provides a clear indication of how much money each visitor is spending on average, which can be used to measure the overall profitability of the centers. Additionally, it can be used to compare the performance of different centers and to identify areas for improvement. Ultimately, this statistic is an important factor in understanding the success of family entertainment centers in Canada.
North America was the largest geographic market for family entertainment centers, generating 45.2% of global revenue in 2017.
This statistic is a testament to the popularity of family entertainment centers in North America, indicating that the region is a major player in the industry. It is a clear indication that family entertainment centers are a lucrative business in North America, and that the region is a key market for the industry. This statistic is an important piece of information for anyone looking to gain insight into the family entertainment center industry.
Approximately 31% of family entertainment centers offer dedicated party rooms for private events.
This statistic is significant in the context of a blog post about Family Entertainment Centers Statistics because it provides insight into the level of service that these centers offer. Knowing that 31% of family entertainment centers offer dedicated party rooms for private events gives readers an idea of the types of amenities that are available to them when they visit these centers. This information can be used to help readers make informed decisions about which centers to visit and which ones to avoid.
The average annual revenue for bowling-anchored family entertainment centers is $4.1 million.
This statistic is a valuable insight into the financial success of bowling-anchored family entertainment centers. It provides a benchmark for comparison, allowing owners and operators to gauge their own performance against the industry average. Additionally, it serves as a useful reference point for potential investors, helping them to make informed decisions about their investments.
There are over 2,800 family entertainment centers operating in Europe.
This statistic is a testament to the popularity of family entertainment centers in Europe. It shows that these centers are a thriving business, providing a great source of entertainment for families across the continent. It also indicates that there is a large market for these centers, which could be a great opportunity for entrepreneurs looking to start their own business. Furthermore, this statistic could be used to inform decisions about where to open new family entertainment centers, as well as how to best market them.
40% of family entertainment centers have been in business for 10 years or more.
This statistic speaks volumes about the longevity of family entertainment centers. It shows that despite the ever-changing landscape of the entertainment industry, these centers have been able to stand the test of time and remain popular for a decade or more. This is a testament to the quality of the services they provide and the value they offer to their customers.
Attractions in family entertainment centers with a focus on physical activity have seen a 20% increase in popularity over the past four years.
This statistic is indicative of a larger trend in family entertainment centers: a shift towards physical activity-focused attractions. This shift is likely due to the increasing awareness of the importance of physical activity for both physical and mental health. As such, this statistic is an important indicator of the changing landscape of family entertainment centers and the growing demand for attractions that promote physical activity.
In 2019, 19% of family entertainment centers planned to add a new attraction within the next 12 months.
This statistic is a telling indication of the current state of the family entertainment center industry. It suggests that the industry is growing and that businesses are looking to expand their offerings to customers. This could be a sign of increased competition, as businesses look to differentiate themselves and attract more customers. It could also be a sign of increased consumer demand, as businesses look to meet the needs of their customers. In either case, this statistic is an important indicator of the health of the family entertainment center industry.
The U.S. family entertainment center industry supports over 37,000 direct jobs and indirectly contributes to over 108,000.
This statistic is a powerful testament to the impact of the U.S. family entertainment center industry. It highlights the fact that not only does the industry provide direct employment to over 37,000 people, but it also indirectly supports over 108,000 jobs. This is a significant contribution to the economy and a reminder of the importance of family entertainment centers in our society.
The global family/indoor entertainment centers market size was valued at USD 18.91 Billion in 2017 and is expected to grow at a CAGR of 13.5% during 2018-2025, with over 45,000 family entertainment centers worldwide. In 2020, the total revenue of family entertainment centers in the United States amounted to approximately 1.27 billion U.S dollars while North America was the largest geographic market for these establishments generating 45.2% of global revenue in 2017 according to research from Grandview Research and Statista respectively .
Approximately 62% of visitors are between ages 13 - 54 years old and spend an average time spent 2 hours per week on average depending on location such as China where it's 2 ½ hours weekly or Canada which has an average spending rate CAD 18 per visitor annually according to IAAPA , Chinabusinessreview & Statistics Canada respectively . Additionally about 54 % comes from ticket sales compared 33 % that comes from food & beverage (Ibisworld) while redemption games account for 70%. Growth projections show 12 % yearly increase within Middle East region (MENA FN). Furthermore bowling anchored FECs have annual revenues $4 million whereas US based FECs range 20k – 30 k sq ft sizes(FEC Builders )and VR attractions experience 350 percent growth since 2014 (VR Focus ). 19 percent plan new attraction addition within next year 2019(CPH Post)while 40 percent been business 10+ yrs.(IAAPA). Lastly industry supports 37K direct jobs + 108 K indirect jobs across USA alone.(Events Cloud).
Overall Family Entertainment Centers offer great potential both locally & globally due its wide variety offerings catering all age groups plus job creation opportunities making them attractive investments worth exploring further
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