The indoor entertainment center market is estimated to exhibit strong growth through 2028 on account of mounting prevalence of these centers in key regions across the globe. Additionally, the advent of novel technologies, such as augmented reality (AR) and virtual reality (VR), is speculated to further bolster market growth over the forecast period.

Recently, industry players have been formulating lucrative strategies to expand their market presence, thereby enhancing the overall business landscape. For instance, in March 2022, CEC Entertainment Inc., a leading company in the indoor entertainment center space, signed a development agreement to promote its expansion in the Dominican Republic. The agreement built upon the firm’s 2021 international expansion plans that saw deals with new franchise partners in several regions, including Romania, Qatar, Surname, Kuwait, and Guyana.

The indoor entertainment center market has been categorized based on activity, age group, area size, and region. With respect to activity, the market has further been classified into bowling alleys, video game arcades, restaurants & movie theaters, AR & VR gaming zones, adventure activities, children’s entertainment & edutainment area, indoor physical sports activities, trampoline parks, and others.

The video game arcades sub-segment is anticipated to register solid growth through 2028, delivering a notable CAGR over the analysis period. Increasing demand for video game arcades that enables customers to play online games with advanced sensory systems is set to fuel segmental growth in the forthcoming years.

The trampoline parks sub-segment is projected to contribute to a sizable share in the market by the end of 2028, growing at a robust pace through the assessment timeframe. Increasing introduction of innovative trampoline parks that offer adventure and sports activities for all age groups is foreseen to boost segmental progress over the following years.

On the basis of age group, the indoor entertainment center market has been segregated into adults, children (below 12 years), young adults (21 to 25 years), and teenagers (13 to 20 years). The teenagers (13 to 20 years) sub-segment holds a considerable revenue share in the market and is projected to garner a substantial revenue by 2028. Surging launches of media-based and interactive rides designed to offer fully immersive experience are primed to drive product uptake among teenagers.

From the regional perspective, the Latin America indoor entertainment center market accounts for a significant portion of the overall industry revenue and is poised to record prominent expansion through the forecast timeline. Rising disposable income of consumers is increasing the demand for innovative indoor entertainment centers across LATAM, which is expected to foster market outlook in the future.