Japan Family/Indoor Entertainment Market Size, Share, and COVID-19 Impact Analysis, By FEC Type (Arcade Studios, Physical Play Activities, Skill/Competition Games, AR And VR Gaming Zones, and Other Activity Areas), By Revenue Source (Entry Fees and Ticket Sales, Food and Beverages, and Merchandising), and Japan Family/Indoor Entertainment Market Insights, Industry Trend, Forecasts to 2033
Industry: Consumer GoodsJapan Family/Indoor Entertainment Market Insights Forecasts to 2033
- The Japan Family/Indoor Entertainment Market is Growing at a CAGR of 9.27% from 2023 to 2033
- The Japan Family/Indoor Entertainment Market Size is Expected to hold a significant share by 2033
Get more details on this report -
The Japan Family/Indoor Entertainment Market is Anticipated to hold a significant share by 2033, growing at a CAGR of 9.27% from 2023 to 2033.
Market Overview
The industry, including indoor facilities intended to offer a range of entertainment activities for families and groups, is known as the Japan family/indoor entertainment market. The market for Japan family or indoor entertainment centers is anticipated to develop as a result of Japan's youth population's increasing preference for mobile gaming. Games that are played on a portable, easily accessible device are referred to as mobile gaming. The greatest mobile games for kids can be found in Japan's family indoor entertainment facilities. As a result, the market for family or indoor entertainment centers is expanding in demand due to Japan's growing preference for mobile gaming. Additionally, Japan's increasing urbanization is anticipated to support the market expansion for family or indoor entertainment centers in the future. In Japan, urbanization is the term used to describe the growing number of people living in urban areas as a result of cities and towns growing and expanding.
Report Coverage
This research report categorizes the market for the Japan family/indoor entertainment market based on various segments and regions and forecasts revenue growth and analyzes trends in each submarket. The report analyses the key growth drivers, opportunities, and challenges influencing the Japan family/indoor entertainment market. Recent market developments and competitive strategies such as expansion, product launch, and development, partnership, merger, and acquisition have been included to draw the competitive landscape in the market. The report strategically identifies and profiles the key market players and analyses their core competencies in each sub-segment of the Japan family/indoor entertainment market.
Japan Family/Indoor Entertainment Market Report Coverage
Report Coverage | Details |
---|---|
Base Year: | 2023 |
Forecast Period: | 2023 – 2033 |
Forecast Period CAGR 2023 – 2033 : | 9.27% |
Historical Data for: | 2019-2022 |
No. of Pages: | 233 |
Tables, Charts & Figures: | 119 |
Segments covered: | By FEC Type, By Revenue Source |
Companies covered:: | Toei Animation Co., Ltd. Toei Company Ltd Shochiku Co. Ltd Tohokushinsha Film Corp Avex, Inc. IG Port, Inc. Tokyu Recreation Co. Ltd Others |
Pitfalls & Challenges: | COVID-19 Empact,Challenges, Future, Growth, & Analysis |
Get more details on this report -
Driving Factors
The Japanese family/indoor entertainment sector is influenced by a number of important elements. First off, as families' disposable income rises, they are able to spend more on amusement and leisure, which increases demand for indoor entertainment alternatives. Additionally, the need for easily accessible indoor entertainment venues in metropolitan settings is increasing as a result of Japan's expanding urban population. Technological innovations like interactive gaming, augmented reality, and virtual reality (VR) increase the allure of indoor entertainment and draw in tech-savvy consumers.
Japan's newlyweds spent an average of 3.44 million Japanese yen on wedding ceremonies and receptions or parties in 2024, according to a survey. This was more than the previous year. A reception, party, or both are frequently held on the same day as a wedding ceremony in Japan. As more couples and families choose post-wedding festivities, group entertainment activities, and private event bookings at indoor venues, rising marriage function expenses in Japan are propelling the country's family/indoor entertainment centers market.
Restraining Factors
The substantial initial expenditure to set up family/indoor entertainment centers is one of the main variables projected to restrict the expansion of the worldwide family/indoor entertainment centers industry. Due to large initial expenditures, operators must impose high ticket costs, which has a substantial effect on the number of individuals placing reservations.
Market Segmentation
The Japan family/indoor entertainment market share is classified into FEC type and revenue source.
- The arcade studios segment is expected to hold a significant market share through the forecast period.
The Japan family/indoor entertainment market is segmented by FEC type into arcade studios, physical play activities, skill/competition games, AR and VR gaming zones, and other activity areas. Among these, the arcade studios segment is expected to hold a significant market share through the forecast period. Trampoline parks and obstacle courses are examples of physical play activities, while arcade studios provide a range of arcade games. Activities such as laser tag and bowling are examples of skill/competition games, while AR and VR gaming areas offer captivating virtual reality experiences.
- The entry fees and ticket sales segment is expected to dominate the Japan family/indoor entertainment market during the forecast period.
Based on the revenue source, the Japan family/indoor entertainment market is divided into entry fees and ticket sales, food and beverages, and merchandising. Among these, the entry fees and ticket sales segment is expected to dominate the Japan family/indoor entertainment market during the forecast period. The main sources of income are admission fees and ticket sales, since they offer a consistent and reliable source of money. In order to cover operating expenses and turn a profit, this model guarantees that guests pay in advance for admission to the entertainment facility.
Competitive Analysis:
The report offers the appropriate analysis of the key organizations/companies involved within the Japan family/indoor entertainment market along with a comparative evaluation primarily based on their product offering, business overviews, geographic presence, enterprise strategies, segment market share, and SWOT analysis. The report also provides an elaborative analysis focusing on the current news and developments of the companies, which includes product development, innovations, joint ventures, partnerships, mergers & acquisitions, strategic alliances, and others. This allows for the evaluation of the overall competition within the market.
List of Key Companies
- Toei Animation Co., Ltd.
- Toei Company Ltd
- Shochiku Co. Ltd
- Tohokushinsha Film Corp
- Avex, Inc.
- IG Port, Inc.
- Tokyu Recreation Co. Ltd
- Others
Key Target Audience
- Market Players
- Investors
- End-users
- Government Authorities
- Consulting And Research Firm
- Venture capitalists
- Value-Added Resellers (VARs)
Market Segment
This study forecasts revenue at Japan, regional, and country levels from 2020 to 2033. Spherical Insights has segmented the Japan Family/Indoor Entertainment Market based on the below-mentioned segments:
Japan Family/Indoor Entertainment Market, By FEC Type
- Arcade Studios
- Physical Play Activities
- Skill/Competition Games
- AR And VR Gaming Zones
- Other Activity Areas
Japan Family/Indoor Entertainment Market, By Revenue Source
- Entry Fees and Ticket Sales
- Food and Beverages
- Merchandising
Need help to buy this report?