• レポートコード:MRC2301E020 • 出版社/出版日:Persistence Market Research / 2022年10月4日 • レポート形態:英文、PDF、245ページ • 納品方法:Eメール • 産業分類:消費財 |
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レポート概要
Persistence Market Research社の本調査レポートは、世界の家庭用/屋内用エンターテイメントセンター市場の現状について調査しています。本レポートでは、エグゼクティブサマリー、市場概要、主要市場動向、主要成功要因、市場背景、新型コロナウイルス感染症危機分析、需要分析・予測、価格分析、種類別(アーケードスタジオ、VRゲームゾーン、屋内型ゴーカートトラック、スポーツアーケード、その他)分析、エンドユーザー別(5,000平方フィート、5,001〜10,000平方フィート、10,001~20,000平方フィート、20,001~40,000平方フィート、40,000平方フィート以上)分析、地域別(北米、中南米、ヨーロッパ、東アジア、南アジア、オセアニア、中東・アフリカ)分析、構造分析、競争分析、仮定、調査方法などをまとめております。本レポートには、CEC Entertainment、Dave & Buster's、Main Event Entertainment、Legoland Discovery Center、Scene 75 Entertainment Centers、Gatti's Pizzaなどの企業情報が含まれています。 ・エグゼクティブサマリー ・市場概要 ・主要市場動向 ・主要成功要因 ・市場背景 ・新型コロナウイルス感染症危機分析 ・需要分析・予測 ・価格分析 ・世界の家庭用/屋内用エンターテイメントセンター市場規模:種類別 - アーケードスタジオにおける市場規模 - VRゲームゾーンにおける市場規模 - 屋内型ゴーカートトラックにおける市場規模 - スポーツアーケードにおける市場規模 - その他における市場規模 ・世界の家庭用/屋内用エンターテイメントセンター市場規模:エンドユーザー別 - 5,000平方フィートエンターテイメントセンターの市場規模 - 5,001〜10,000平方フィートエンターテイメントセンターの市場規模 - 10,001~20,000平方フィートエンターテイメントセンターの市場規模 - 20,001~40,000平方フィートエンターテイメントセンターの市場規模 - 40,000平方フィート以上エンターテイメントセンターの市場規模 ・世界の家庭用/屋内用エンターテイメントセンター市場規模:地域別 - 北米の家庭用/屋内用エンターテイメントセンター市場規模 - 中南米の家庭用/屋内用エンターテイメントセンター市場規模 - ヨーロッパの家庭用/屋内用エンターテイメントセンター市場規模 - 東アジアの家庭用/屋内用エンターテイメントセンター市場規模 - 南アジアの家庭用/屋内用エンターテイメントセンター市場規模 - オセアニアの家庭用/屋内用エンターテイメントセンター市場規模 - 中東・アフリカの家庭用/屋内用エンターテイメントセンター市場規模 ・構造分析 ・競争分析 ・仮定 ・調査方法 |
Family/Indoor Entertainment Centers Market: Report Scope
The latest market report by Persistence Market Research on the global family/indoor entertainment centers market evaluates the opportunities and current market scenario, providing insights and updates about corresponding segments involved in the market for the forecast period of 2022-2032. The report provides detailed assessment of key market dynamics, and comprehensive information about the structure of the market. This study contains detailed insights into how the market is anticipated to grow during the forecast period of 2022-2032.
The primary objective of the report is to provide insights regarding opportunities in the market that are supporting the transformation of global businesses associated with Family/Indoor Entertainment Centers. It is very important to consider that, in an ever-wavering economy, we provide estimated (Y-o-Y) year-on-year growth rate in addition to compound annual growth rate (CAGR) for overall forecasts, to enable readers better understand the analysis and evaluation of the market, and to discover lucrative opportunities in this space.
This report also provides an estimate of market size and corresponding revenue forecasts carried out in terms of absolute $ opportunity. It also offers actionable insights based on the future trends in the market. Furthermore, new and emerging players in the global family/indoor entertainment centers market can make use of the information presented in the study for effective business decisions, which will provide momentum to their businesses as well as the global market.
The study is relevant for manufacturers, suppliers, distributors, and investors in the family/indoor entertainment centers market. All stakeholders, as well as industry experts, researchers, journalists, and business researchers can leverage the information and data represented in the report.
Key Market Segments
Persistence Market Research’s report on the global family/indoor entertainment centers market offers information divided into three segments – type, end user, and region.
Type
Arcade Studios
VR Gaming Zones
Indoor Go-Kart Tracks
Sports Arcades
Trampoline
Indoor Adventure Parks
End User
< 5,000 Sq. Feet
5,001 to 10,000 Sq. Feet
10,001 to 20,000 Sq. Feet
20,001 to 40,000 Sq. Feet
> 40,000 Sq. Feet
Region
North America
Latin America
Europe
South Asia and Pacific
East Asia
Middle East and Africa
Key Questions Answered in Study
Which region will hold the highest market share over the forecast period?
Which region is experiencing the highest growth (CAGR)?
Which factors are impacting the global family/indoor entertainment centers industry?
What are the global trends impacting the market?
What strategies must emerge players adopt to capture opportunities in various regions in the market?
What is the structure of the global family/indoor entertainment centers market?
Research Methodology
Persistence Market Research is committed to providing unbiased market research solutions to its clients. The company follows a robust methodology for the deduction of data included in this report. A unique research methodology is utilized to conduct extensive research on the global family/indoor entertainment centers market, and reach conclusions about the future growth factors of the market. The research methodology comprises primary research methods coupled with secondary research methods, which ensures the accuracy and reliability of the conclusions in this report.
A demand-side approach is followed to estimate the sales of target products, followed by an in-depth supply-side assessment of value generated, key trends, and events over a predefined period.
This methodology is based on standard market structures, methods, and definitions that are based on inputs from local sources in over six regions – North America, Latin America, Europe, South Asia and Pacific, East Asia, and the Middle East & Africa, which Persistence Market Research considers for segmenting the global market. Statistics, characteristics, and variances are collected at a regional level, aggregated at the same level, and then synthesized at a worldwide level, to create global market measurements.
Our main sources of research include:
Primary Research
Secondary Research
Trade Research
Social Media Research
1. Executive Summary
1.1. Global Market Outlook
1.2. Demand Side Trends
1.3. Supply Side Trends
1.4. Analysis and Recommendations
2. Market Overview
2.1. Market Coverage / Taxonomy
2.2. Market Definition / Scope / Limitations
2.3. Inclusions and Exclusions
3. Key Market Trends
3.1. Key Trends Impacting the Market
3.2. Product Innovation / Development Trends
4. Key Success Factors
4.1. Product Adoption /Usage Analysis
4.2. Value Chain Analysis
4.3. Key Promotional Strategies, By Manufacturers
4.4. Regulatory Scenario
4.5. Porter’s Analysis
4.6. PESTLE Analysis
5. Market Background
5.1. Macro-Economic Factors
5.1.1. Global GDP Growth Outlook
5.1.2. Global Healthcare GDP Growth Outlook
5.2. Forecast Factors – Relevance & Impact
5.2.1. Historical Growth of Key Players
5.2.2. Cost of Family/Indoor Entertainment Centers
5.2.3. Product Launches
5.2.4. R&D Expenditure by Key Players
5.2.5. Technological Advancements
5.2.6. Adoption Rate
5.3. Market Dynamics
5.3.1. Drivers
5.3.2. Restraints
5.3.3. Opportunity Analysis
6. COVID-19 Crisis Analysis
6.1. COVID-19 and Impact Analysis
6.1.1. Revenue By Type
6.1.2. Revenue By End User
6.1.3. Revenue By Region
6.2. 2021 Market Scenario
7. Global Family/Indoor Entertainment Centers Market Demand (Units) Analysis 2015-2021 and Forecast, 2022-2032
7.1. Historical Market Volume (Units) Analysis, 2015-2021
7.2. Current and Future Market Volume (Units) Projections, 2022-2032
7.2.1. Y-o-Y Growth Trend Analysis
8. Global Family/Indoor Entertainment Centers Market- Pricing Analysis
8.1. Regional Pricing Analysis By Product
8.2. Pricing Break-up
8.2.1. Manufacturer Level Pricing
8.2.2. Distributor Level Pricing
8.3. Global Average Pricing Analysis Benchmark
8.4. Pricing Assumptions
9. Global Family/Indoor Entertainment Centers Market Demand (in Value or Size in US$ Mn) Analysis 2015 – 2021 and Forecast, 2022–2032
9.1. Historical Market Value (US$ Mn) Analysis, 2015-2021
9.2. Current and Future Market Value (US$ Mn) Projections, 2022–2032
9.2.1. Y-o-Y Growth Analysis
9.2.2. Absolute $ Opportunity Analysis
10. Global Family/Indoor Entertainment Centers Market Analysis 2015 – 2021 and Forecast 2022–2032, by Type
10.1. Introduction / Key Findings
10.2. Historical Market Size (US$ Mn) and Volume (Units) Analysis By Type, 2015-2021
10.3. Current and Future Market Size (US$ Mn) and Volume (Units) Analysis and Forecast By Type, 2022–2032
10.3.1. Arcade Studios
10.3.2. VR Gaming Zones
10.3.3. Indoor Go-Kart Tracks
10.3.4. Sports Arcades
10.3.5. Trampoline
10.3.6. Indoor Adventure Parks
10.4. Market Attractiveness Analysis By Type
11. Global Family/Indoor Entertainment Centers Market Analysis 2015 – 2021 and Forecast 2022–2032, By End User
11.1. Introduction / Key Findings
11.2. Historical Market Size (US$ Mn) Analysis, By End User, 2015-2021
11.3. Current and Future Market Size (US$ Mn) Analysis and Forecast By End User, 2022–2032
11.3.1. < 5,000 Sq. Feet 11.3.2. 5,001 to 10,000 Sq. Feet 11.3.3. 10,001 to 20,000 Sq. Feet 11.3.4. 20,001 to 40,000 Sq. Feet 11.3.5. > 40,000 Sq. Feet
11.4. Market Attractiveness Analysis By End User
12. Global Family/Indoor Entertainment Centers Market Analysis 2015 – 2021 and Forecast 2022–2032, by Region
12.1. Introduction
12.2. Pricing Analysis
12.3. Historical Market Size (US$ Mn) and Volume (Units) Analysis By Region, 2015-2021
12.4. Current and Future Market Size (US$ Mn) and Volume (Units) Analysis and Forecast By Region, 2022–2032
12.4.1. North America
12.4.2. Latin America
12.4.3. Europe
12.4.4. East Asia
12.4.5. South Asia
12.4.6. Oceania
12.4.7. Middle East and Africa (MEA)
12.5. Market Attractiveness Analysis By Region
13. North America Family/Indoor Entertainment Centers Market Analysis 2015 – 2021 and Forecast 2022–2032
13.1. Introduction
13.2. Pricing Analysis
13.3. Historical Market Size (US$ Mn) and Volume (Units) Analysis By Market Taxonomy, 2015-2021
13.4. Current and Future Market Size (US$ Mn) and Volume (Units) Analysis and Forecast By Market Taxonomy, 2022–2032
13.4.1. By Country
13.4.1.1. U.S.
13.4.1.2. Canada
13.4.2. By Type
13.4.3. By End User
13.5. Market Attractiveness Analysis
13.5.1. By Country
13.5.2. By Type
13.5.3. By End User
13.6. Market Trends
13.7. Key Market Participants – Intensity Mapping
13.8. Drivers and Restraints – Impact Analysis
13.9. Country Level Analysis & Forecast
13.9.1. U.S. Family/Indoor Entertainment Centers Market Analysis
13.9.1.1. Introduction
13.9.1.2. Market Analysis and Forecast by Market Taxonomy
13.9.1.2.1. By Type
13.9.1.2.2. By End User
13.9.2. Canada Family/Indoor Entertainment Centers Market Analysis
13.9.2.1. Introduction
13.9.2.2. Market Analysis and Forecast by Market Taxonomy
13.9.2.2.1. By Type
13.9.2.2.2. By End User
14. Latin America Family/Indoor Entertainment Centers Market Analysis 2015 – 2021 and Forecast 2022–2032
14.1. Introduction
14.2. Pricing Analysis
14.3. Historical Market Size (US$ Mn) and Volume (Units) Analysis By Market Taxonomy, 2015-2021
14.4. Current and Future Market Size (US$ Mn) and Volume (Units) Analysis and Forecast By Market Taxonomy, 2022–2032
14.4.1. By Country
14.4.1.1. Mexico
14.4.1.2. Brazil
14.4.1.3. Argentina
14.4.1.4. Rest of Latin America
14.4.2. By Type
14.4.3. By End User
14.5. Market Attractiveness Analysis
14.5.1. By Country
14.5.2. By Type
14.5.3. By End User
14.6. Market Trends
14.7. Key Market Participants – Intensity Mapping
14.8. Drivers and Restraints – Impact Analysis
14.9. Country Level Analysis & Forecast
14.9.1. Mexico Family/Indoor Entertainment Centers Market Analysis
14.9.1.1. Introduction
14.9.1.2. Market Analysis and Forecast by Market Taxonomy
14.9.1.2.1. By Type
14.9.1.2.2. By End User
14.9.2. Brazil Family/Indoor Entertainment Centers Market Analysis
14.9.2.1. Introduction
14.9.2.2. Market Analysis and Forecast by Market Taxonomy
14.9.2.2.1. By Type
14.9.2.2.2. By End User
14.9.3. Argentina Family/Indoor Entertainment Centers Market Analysis
14.9.3.1. Introduction
14.9.3.2. Market Analysis and Forecast by Market Taxonomy
14.9.3.2.1. By Type
14.9.3.2.2. By End User
15. Europe Family/Indoor Entertainment Centers Market Analysis 2015 – 2021 and Forecast 2022–2032
15.1. Introduction
15.2. Pricing Analysis
15.3. Historical Market Size (US$ Mn) and Volume (Units) Analysis By Market Taxonomy, 2015-2021
15.4. Current and Future Market Size (US$ Mn) and Volume (Units) Analysis and Forecast By Market Taxonomy, 2022–2032
15.4.1. By Country
15.4.1.1. Germany
15.4.1.2. Italy
15.4.1.3. France
15.4.1.4. U.K.
15.4.1.5. Spain
15.4.1.6. BENELUX
15.4.1.7. Nordic Countries
15.4.1.8. Russia
15.4.1.9. Rest of Europe
15.4.2. By Type
15.4.3. By End User
15.5. Market Attractiveness Analysis
15.5.1. By Country
15.5.2. By Type
15.5.3. By End User
15.6. Market Trends
15.7. Key Market Participants – Intensity Mapping
15.8. Drivers and Restraints – Impact Analysis
15.9. Country Level Analysis & Forecast
15.9.1. Germany Family/Indoor Entertainment Centers Market Analysis
15.9.1.1. Introduction
15.9.1.2. Market Analysis and Forecast by Market Taxonomy
15.9.1.2.1. By Type
15.9.1.2.2. By End User
15.9.2. Italy Family/Indoor Entertainment Centers Market Analysis
15.9.2.1. Introduction
15.9.2.2. Market Analysis and Forecast by Market Taxonomy
15.9.2.2.1. By Type
15.9.2.2.2. By End User
15.9.3. France Family/Indoor Entertainment Centers Market Analysis
15.9.3.1. Introduction
15.9.3.2. Market Analysis and Forecast by Market Taxonomy
15.9.3.2.1. By Type
15.9.3.2.2. By End User
15.9.4. U.K. Family/Indoor Entertainment Centers Market Analysis
15.9.4.1. Introduction
15.9.4.2. Market Analysis and Forecast by Market Taxonomy
15.9.4.2.1. By Type
15.9.4.2.2. By End User
15.9.5. Spain Family/Indoor Entertainment Centers Market Analysis
15.9.5.1. Introduction
15.9.5.2. Market Analysis and Forecast by Market Taxonomy
15.9.5.2.1. By Type
15.9.5.2.2. By End User
15.9.6. BENELUX Family/Indoor Entertainment Centers Market Analysis
15.9.6.1. Introduction
15.9.6.2. Market Analysis and Forecast by Market Taxonomy
15.9.6.2.1. By Type
15.9.6.2.2. By End User
15.9.7. Nordic Countries Family/Indoor Entertainment Centers Market Analysis
15.9.7.1. Introduction
15.9.7.2. Market Analysis and Forecast by Market Taxonomy
15.9.7.2.1. By Type
15.9.7.2.2. By End User
15.9.8. Russia Family/Indoor Entertainment Centers Market Analysis
15.9.8.1. Introduction
15.9.8.2. Market Analysis and Forecast by Market Taxonomy
15.9.8.2.1. By Type
15.9.8.2.2. By End User
16. East Asia Family/Indoor Entertainment Centers Market Analysis 2015 – 2021 and Forecast 2022–2032
16.1. Introduction
16.2. Pricing Analysis
16.3. Historical Market Size (US$ Mn) and Volume (Units) Analysis By Market Taxonomy, 2015-2021
16.4. Current and Future Market Size (US$ Mn) and Volume (Units) Analysis and Forecast By Market Taxonomy, 2022–2032
16.4.1. By Country
16.4.1.1. China
16.4.1.2. Japan
16.4.1.3. South Korea
16.4.2. By Type
16.4.3. By End User
16.5. Market Attractiveness Analysis
16.5.1. By Country
16.5.2. By Type
16.5.3. By End User
16.6. Market Trends
16.7. Key Market Participants – Intensity Mapping
16.8. Drivers and Restraints – Impact Analysis
16.9. Country Level Analysis & Forecast
16.9.1. China Family/Indoor Entertainment Centers Market Analysis
16.9.1.1. Introduction
16.9.1.2. Market Analysis and Forecast by Market Taxonomy
16.9.1.2.1. By Type
16.9.1.2.2. By End User
16.9.2. Japan Family/Indoor Entertainment Centers Market Analysis
16.9.2.1. Introduction
16.9.2.2. Market Analysis and Forecast by Market Taxonomy
16.9.2.2.1. By Type
16.9.2.2.2. By End User
16.9.3. South Korea Family/Indoor Entertainment Centers Market Analysis
16.9.3.1. Introduction
16.9.3.2. Market Analysis and Forecast by Market Taxonomy
16.9.3.2.1. By Type
16.9.3.2.2. By End User
17. South Asia Family/Indoor Entertainment Centers Market Analysis 2015 – 2021 and Forecast 2022–2032
17.1. Introduction
17.2. Pricing Analysis
17.3. Historical Market Size (US$ Mn) and Volume (Units) Analysis By Market Taxonomy, 2015-2021
17.4. Current and Future Market Size (US$ Mn) and Volume (Units) Analysis and Forecast By Market Taxonomy, 2022–2032
17.4.1. By Country
17.4.1.1. India
17.4.1.2. Indonesia
17.4.1.3. Malaysia
17.4.1.4. Thailand
17.4.1.5. Philippines
17.4.1.6. Vietnam
17.4.1.7. Rest of South Asia
17.4.2. By Type
17.4.3. By End User
17.5. Market Attractiveness Analysis
17.5.1. By Country
17.5.2. By Type
17.5.3. By End User
17.6. Market Trends
17.7. Key Market Participants – Intensity Mapping
17.8. Drivers and Restraints – Impact Analysis
17.9. Country Level Analysis & Forecast
17.9.1. India Family/Indoor Entertainment Centers Market Analysis
17.9.1.1. Introduction
17.9.1.2. Market Analysis and Forecast by Market Taxonomy
17.9.1.2.1. By Type
17.9.1.2.2. By End User
17.9.2. Indonesia Family/Indoor Entertainment Centers Market Analysis
17.9.2.1. Introduction
17.9.2.2. Market Analysis and Forecast by Market Taxonomy
17.9.2.2.1. By Type
17.9.2.2.2. By End User
17.9.3. Malaysia Family/Indoor Entertainment Centers Market Analysis
17.9.3.1. Introduction
17.9.3.2. Market Analysis and Forecast by Market Taxonomy
17.9.3.2.1. By Type
17.9.3.2.2. By End User
17.9.4. Thailand Family/Indoor Entertainment Centers Market Analysis
17.9.4.1. Introduction
17.9.4.2. Market Analysis and Forecast by Market Taxonomy
17.9.4.2.1. By Type
17.9.4.2.2. By End User
17.9.5. Philippines Family/Indoor Entertainment Centers Market Analysis
17.9.5.1. Introduction
17.9.5.2. Market Analysis and Forecast by Market Taxonomy
17.9.5.2.1. By Type
17.9.5.2.2. By End User
17.9.6. Vietnam Family/Indoor Entertainment Centers Market Analysis
17.9.6.1. Introduction
17.9.6.2. Market Analysis and Forecast by Market Taxonomy
17.9.6.2.1. By Type
17.9.6.2.2. By End User
18. Oceania Family/Indoor Entertainment Centers Market 2015-2021 and Forecast 2022-2032
18.1. Introduction
18.2. Pricing Analysis
18.3. Historical Market Size (US$ Mn) and Volume (Units) Analysis By Market Taxonomy, 2015-2021
18.4. Current and Future Market Size (US$ Mn) and Volume (Units) Analysis and Forecast By Market Taxonomy, 2022–2032
18.4.1. By Country
18.4.1.1. Australia
18.4.1.2. New Zealand
18.4.2. By Type
18.4.3. By End User
18.5. Market Attractiveness Analysis
18.5.1. By Country
18.5.2. By Type
18.5.3. By End User
18.6. Key Market Participants – Intensity Mapping
18.7. Drivers and Restraints – Impact Analysis
18.8. Country Level Analysis & Forecast
18.8.1. Australia Family/Indoor Entertainment Centers Market Analysis
18.8.1.1. Introduction
18.8.1.2. Market Analysis and Forecast by Market Taxonomy
18.8.1.2.1. By Type
18.8.1.2.2. By End User
18.8.2. New Zealand Family/Indoor Entertainment Centers Market Analysis
18.8.2.1. Introduction
18.8.2.2. Market Analysis and Forecast by Market Taxonomy
18.8.2.2.1. By Type
18.8.2.2.2. By End User
19. Middle East and Africa (MEA) Family/Indoor Entertainment Centers Market Analysis 2015 – 2021 and Forecast 2022–2032
19.1. Introduction
19.2. Pricing Analysis
19.3. Historical Market Size (US$ Mn) and Volume (Units) Analysis By Market Taxonomy, 2015-2021
19.4. Current and Future Market Size (US$ Mn) and Volume (Units) Analysis and Forecast By Market Taxonomy, 2022–2032
19.4.1. By Country
19.4.1.1. GCC Countries
19.4.1.2. Turkey
19.4.1.3. Israel
19.4.1.4. South Africa
19.4.1.5. North Africa
19.4.1.6. Rest of Middle East and Africa
19.4.2. By Type
19.4.3. By End User
19.5. Market Attractiveness Analysis
19.5.1. By Country
19.5.2. By Type
19.5.3. By End User
19.6. Market Trends
19.7. Key Market Participants – Intensity Mapping
19.8. Drivers and Restraints – Impact Analysis
19.9. Country Level Analysis & Forecast
19.9.1. GCC Countries Family/Indoor Entertainment Centers Market Analysis
19.9.1.1. Introduction
19.9.1.2. Market Analysis and Forecast by Market Taxonomy
19.9.1.2.1. By Type
19.9.1.2.2. By End User
19.9.2. Turkey Family/Indoor Entertainment Centers Market Analysis
19.9.2.1. Introduction
19.9.2.2. Market Analysis and Forecast by Market Taxonomy
19.9.2.2.1. By Type
19.9.2.2.2. By End User
19.9.3. Israel Family/Indoor Entertainment Centers Market Analysis
19.9.3.1. Introduction
19.9.3.2. Market Analysis and Forecast by Market Taxonomy
19.9.3.2.1. By Type
19.9.3.2.2. By End User
19.9.4. South Africa Family/Indoor Entertainment Centers Market Analysis
19.9.4.1. Introduction
19.9.4.2. Market Analysis and Forecast by Market Taxonomy
19.9.4.2.1. By Type
19.9.4.2.2. By End User
19.9.5. North Africa Family/Indoor Entertainment Centers Market Analysis
19.9.5.1. Introduction
19.9.5.2. Market Analysis and Forecast by Market Taxonomy
19.9.5.2.1. By Type
19.9.5.2.2. By End User
20. Market Structure Analysis
20.1. Market Analysis by Tier of Companies
20.2. Market Share Analysis of Top Players
20.3. Market Presence Analysis
20.3.1. By Regional Footprint of Players
20.3.2. Product Footprint of Players
20.3.3. Channel Footprint of Players
21. Competition Analysis
21.1. Competition Dashboard
21.2. Competition Benchmarking
21.3. Competition Deep Dive (Tentative List)
21.3.1. CEC Entertainment
21.3.1.1. Overview
21.3.1.2. Product Portfolio
21.3.1.3. Key Financials
21.3.1.4. Sales Footprint
21.3.1.5. SWOT Analysis
21.3.1.6. Strategy Overview
21.3.2. Dave & Buster’s
21.3.2.1. Overview
21.3.2.2. Product Portfolio
21.3.2.3. Key Financials
21.3.2.4. Sales Footprint
21.3.2.5. SWOT Analysis
21.3.2.6. Strategy Overview
21.3.3. Main Event Entertainment
21.3.3.1. Overview
21.3.3.2. Product Portfolio
21.3.3.3. Key Financials
21.3.3.4. Sales Footprint
21.3.3.5. SWOT Analysis
21.3.3.6. Strategy Overview
21.3.4. Legoland Discovery Center
21.3.4.1. Overview
21.3.4.2. Product Portfolio
21.3.4.3. Key Financials
21.3.4.4. Sales Footprint
21.3.4.5. SWOT Analysis
21.3.4.6. Strategy Overview
21.3.5. Scene 75 Entertainment Centers
21.3.5.1. Overview
21.3.5.2. Product Portfolio
21.3.5.3. Key Financials
21.3.5.4. Sales Footprint
21.3.5.5. SWOT Analysis
21.3.5.6. Strategy Overview
21.3.6. Gatti’s Pizza
21.3.6.1. Overview
21.3.6.2. Product Portfolio
21.3.6.3. Key Financials
21.3.6.4. Sales Footprint
21.3.6.5. SWOT Analysis
21.3.6.6. Strategy Overview
21.3.7. Bowlmor AMF
21.3.7.1. Overview
21.3.7.2. Product Portfolio
21.3.7.3. Key Financials
21.3.7.4. Sales Footprint
21.3.7.5. SWOT Analysis
21.3.7.6. Strategy Overview
21.3.8. Nickelodeon Universe
21.3.8.1. Overview
21.3.8.2. Product Portfolio
21.3.8.3. Key Financials
21.3.8.4. Sales Footprint
21.3.8.5. SWOT Analysis
21.3.8.6. Strategy Overview
21.3.9. Lucky Strike
21.3.9.1. Overview
21.3.9.2. Product Portfolio
21.3.9.3. Key Financials
21.3.9.4. Sales Footprint
21.3.9.5. SWOT Analysis
21.3.9.6. Strategy Overview
21.3.10. Smaash Entertainment
21.3.10.1. Overview
21.3.10.2. Product Portfolio
21.3.10.3. Key Financials
21.3.10.4. Sales Footprint
21.3.10.5. SWOT Analysis
21.3.10.6. Strategy Overview
21.3.11. Amoeba Services
21.3.11.1. Overview
21.3.11.2. Product Portfolio
21.3.11.3. Key Financials
21.3.11.4. Sales Footprint
21.3.11.5. SWOT Analysis
21.3.11.6. Strategy Overview
21.3.12. Funcity
21.3.12.1. Overview
21.3.12.2. Product Portfolio
21.3.12.3. Key Financials
21.3.12.4. Sales Footprint
21.3.12.5. SWOT Analysis
21.3.12.6. Strategy Overview
21.3.13. Time Zone Entertainment
21.3.13.1. Overview
21.3.13.2. Product Portfolio
21.3.13.3. Key Financials
21.3.13.4. Sales Footprint
21.3.13.5. SWOT Analysis
21.3.13.6. Strategy Overview
21.3.14. Tenpin
21.3.14.1. Overview
21.3.14.2. Product Portfolio
21.3.14.3. Key Financials
21.3.14.4. Sales Footprint
21.3.14.5. SWOT Analysis
21.3.14.6. Strategy Overview
21.3.15. Kidzania
21.3.15.1. Overview
21.3.15.2. Product Portfolio
21.3.15.3. Key Financials
21.3.15.4. Sales Footprint
21.3.15.5. SWOT Analysis
21.3.15.6. Strategy Overview
21.3.16. Bandai Namco Entertainment
21.3.16.1. Overview
21.3.16.2. Product Portfolio
21.3.16.3. Key Financials
21.3.16.4. Sales Footprint
21.3.16.5. SWOT Analysis
21.3.16.6. Strategy Overview
21.3.17. Toy Town
21.3.17.1. Overview
21.3.17.2. Product Portfolio
21.3.17.3. Key Financials
21.3.17.4. Sales Footprint
21.3.17.5. SWOT Analysis
21.3.17.6. Strategy Overview
21.3.18. Walt Disney
21.3.18.1. Overview
21.3.18.2. Product Portfolio
21.3.18.3. Key Financials
21.3.18.4. Sales Footprint
21.3.18.5. SWOT Analysis
21.3.18.6. Strategy Overview
22. Assumptions and Acronyms Used
23. Research Methodology
• 英文レポート名:Market Study on Family/Indoor Entertainment Centers: Advancements in Gaming Technology Acting as Market Growth Driver
• 日本語訳:家庭用/屋内用エンターテイメントセンターの世界市場研究
• レポートコード:MRC2301E020 ▷ お問い合わせ(見積依頼・ご注文・質問)