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Family/Indoor Entertainment Centres Market Growth Driven by Availability of Diversified Gaming and Entertainment Options

George Miller

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Family/Indoor Entertainment Centres Market Growth Driven by Availability of Diversified Gaming and Entertainment Options
Reading Time: 3 minutes

 

Family/Indoor Entertainment Centers Market: Dynamics & Forecast

 

The family/indoor entertainment centers are designed to engage each and every member of the family at very low prices. Family/indoor entertainment centers provide a variety of entertainment to individuals of all ages. Family/indoor entertainment centers follow strategies such as loyalty programs, the offering of gift cards, bonuses, and incentives that expire after a particular period. This helps boost the number of visitors to a particular family/indoor entertainment center.

The family/indoor entertainment centers market is estimated to grow at a CAGR of 13.5% during the forecast period. The family/indoor entertainment centers market was valued at US$ 22,783.9 Mn in 2018, and is expected to grow significantly to reach US$ 80,641.5 Mn by 2028 due to the diversified gaming and entertainment options available in the family/indoor entertainment centers market.

Family/Indoor Entertainment Centers Market: Segmentation

In this report, PMR has segmented the global family/indoor entertainment centers market by type, by facility size, and by region. By type, the family/indoor entertainment centers market is segmented into arcade studios, VR gaming zones, indoor go-kart tracks, sports arcades, and trampoline and indoor adventure parks. The arcade studios subsegment of the global family/indoor entertainment centers market is expected to register a 30.3% market share at the end of 2018. Moreover, the VR gaming zones subsegment is estimated to register a CAGR of 14.9% in the family/indoor entertainment centers market over the projected period. In addition, the arcade studios subsegment is expected to create an opportunity of US $ 17,300.4 Mn in the family/indoor entertainment centers market from 2018 to 2028.

By facility size, the global family/indoor entertainment centers market is subsegmented into <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 and > 40,000 Sq. Feet. The > 40,000 Sq. Feet subsegment is estimated to grow at a CAGR of 15% during the forecast period and the 20,001 to 40,000 Sq. Feet subsegment is projected to create an opportunity of US $ 17,179.2 Mn between 2018 and 2028 in the family/indoor entertainment centers market.

Family/Indoor Entertainment Centers Market: Regional Analysis

The report also offers insights as well as analysis regarding the growth opportunities in the family/indoor entertainment centers market across all the regions worldwide, which include North America (Canada & U.S.), Latin America (Mexico, Brazil, & the rest of Latin America), Europe (France, Germany, Spain, Italy, U.K., Russia, & the rest of Europe),  East Asia (China, Japan, and South Korea), South Asia (India, Thailand, Malaysia, Indonesia, Philippines, and the Rest of South Asia) and MEA (South Africa, GCC Countries, Israel, & the rest of MEA). The family/indoor entertainment centers market in East Asia is expected to increase at a CAGR of 14.3% over the projected period. Increasing disposable income and increasing middle-class population are among the factors boosting the family/indoor entertainment centers market in this region.

Family/Indoor Entertainment Centers Market: Competitive Landscape

As per PMR analysis, strategic developments, such as product innovations, the addition of new attractions, as well as others, are estimated to contribute to revenue generation in the family/indoor entertainment centers market. Some of the key players in the global family/indoor entertainment centers market report are Dave & Buster’s, Smaash Entertainment, Time Zone Entertainment, CEC Entertainment, Scene 75 Entertainment Centers, Bowlmor AMF, Main Event Entertainment, Legoland Discovery Center, Lucky Strike, Amoeba Services, Kidzania, Funcity, Nickelodeon Universe, Bandai Namco Entertainment, Tenpin, Toy Town, and Walt Disney. Among these, Main Event Entertainment is focusing on improving its market share by introducing new games and attractions in the family/indoor entertainment centers market. Dave and Buster’s is one of the strong players in the family/indoor entertainment centers market owing to its strong presence in the North America region.

These insights are based on a report on Family/Indoor Entertainment Centers Market by Persistence Market Research

George Miller started his career in content marketing and has started working as an Editor/Content Manager for our company in 2016. George has acquired many experiences when it comes to interviews and newsworthy content becoming Head of Content in 2017. He is responsible for the news being shared on multiple websites that are part of the European Gaming Media Network.

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NSoft Days – trend presentations for stakeholders

Zoltan Tundik

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NSoft is organizing a two-day immersion with future thinkers and do-ers. The NSoft days will be held on August 23-24, 2019 in order to present the how and why NSoft sets future trends.

Topics like how to implement AI into products, Machine Learning as well as the insight into the future of app building are to be presented to more than 60 business partners and are to provide an excellent networking opportunity. NSoft’s guests will be able to participate in a series of workshops and presentations, where NSoft’s team will be showcasing the most relevant global trends and the future of NSoft including Vision and Chameleon.

Additionally, NSoft’s guests will be able to participate at a must-see event Red Bull Cliff Diving. NSoft has decided to blend NSoft days with this world-know Mostar edition of this Red Bull event by sponsoring it and will host its guests at the VIP zone of the event.

In order to obtain in-depth information about the latest NSoft’s innovations and products, feel free to book a meeting with our representatives at sales@nsoft.com

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Approval of Foundation Level Gambling Industry Tester Specialist Syllabus by ISTQB®

Niji Narayan

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International Software Testing Qualifications Board (ISTQB) is a software testing certification organisation that operates internationally, founded in Edinburgh in November 2002. The company has approved the release of 2019 version of the ISTQB® Gambling Industry Tester Specialist (GT) Syllabus.

The GT Syllabus gives essential understanding and knowledge to anyone involved in testing in the gambling industry and also reflects the current best practices and procedures for testing in the gambling industry.

The ISTQB® provides the new GT Syllabus as follows:

 

  1. To the ISTQB® Member Boards, to translate into their local language and to accredit training providers. Member boards may adapt the syllabus to their particular language needs and modify the references to adapt to their local glossary terms.
  2. To the certification bodies, to derive examination questions in their local language adapted to the learning objectives for this syllabus
  3. To the training providers, to produce courseware and determine appropriate teaching methods
  4. To the certification candidates, to prepare for the certification exam (either as part of a training course or independently)
  5. To the international software and systems engineering community, to advance the profession of software testing, and as a basis for books and articles.

 

ISTQB® President, Olivier Denoo, stated – “the focus of ISTQB® is towards addressing its customers main needs. The Gambling Industry Tester certification, will address a growing market of Gaming of all kinds, including Gambling games, which has a great potential for those developing and testing those games. We have shown with this certification we are not looking only for huge markets, but also on unique trends and customers who needs certifications in today’s growing IT market”.

Alon Linetzki, ISTQB® Marketing working group chair added: “as ISTQB® is trying to address evolving and new areas of testing and target Software Testers, came out this unique syllabus. It addresses the needs of a growing industry – Gaming and Gambling Testing – which this is the first syllabus in that domain”.

 

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iovation Research: Fraudsters Increasingly Leveraging Mobile Devices for Schemes

George Miller

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iovation Research: Fraudsters Increasingly Leveraging Mobile Devices for Schemes
Reading Time: 3 minutes

 

TransUnion company explores top continents and countries for risky mobile transactions, and types of behavior businesses to need to look for to catch mobile fraud

iovation, a TransUnion company, today released its recent research that about half of all risky online transactions appear to be coming from a mobile device. Specifically, in the first half of 2019 iovation saw 49% of all risky transactions come from mobile devices, up from 30% in 2018, 33% in 2017 and 25% in 2016.

“Fraudsters are like chameleons. They are always adapting their tactics to make it look like they’re legitimate customers,” said iovation’s Senior Director of Customer Success, Melissa Gaddis. “With well over half of all transactions now coming from mobile devices, our analysts increasingly see fraudsters either using mobile devices or making it look like their transactions are coming from mobile when in fact they are using a traditional desktop.”

Among its research, iovation found:

  • The top continents for mobile fraud: So far in 2019 it is North America with 59% of all risky transactions coming from mobile devices. In 2018, it was Asia at 53%. In 2017, it was North America with 55%. In 2016, it was North America again with 36%.

  • The top countries for mobile fraud: Gabon leads so far in 2019 with 85% of all risky transactions coming from mobile devices. It 2018, it was Japan with 79%. Papua New Guinea led in 2017 with 86%. In 2016, it was Bangladesh with 59%.

  • The top industries for mobile fraud: So far in 2019 it is telecommunications with 75% of all risky transactions coming from mobile devices. In 2018, it was gambling with 60%. Communities (for example social networks or online dating sites) led in 2017 at 59%. In 2016, it was healthcare with 58%.

To find fraudulent transactions from mobile devices, iovation suggests businesses closely analyze specific indicators including:

  • Mobile emulators: Fraudsters like to hide information by using emulators to make it look like their desktop device is a mobile device.

  • Orientation: Is a device staying in the same position or is it face down? These could be tell-tale signs of a bot or a fraudster emulating a mobile device.

  • SIM card country: Since fraudsters often try to mask their location, the SIM card country provides yet another method for identifying the true location of the end-user. Fraud analysts may find fraudsters that target their businesses tend to have devices from particular countries.

  • SIM card carrier name: Certain mobile carriers can have a higher percentage of fraudulent activity originating from them.

  • Currency: The type of currency tied to a device provides additional context to the region associated with the device. This can be another way to determine if the device is coming from a risky location.

  • Language: Much like countries, carriers and currency, the language used on a device provides additional context on the transaction which can help crack a fraud case when a fraudster is attempting to mask other aspects of their device.

  • Mobile OS version: Certain mobile operating system versions may correlate with fraud or abuse.

 

Mobile Transaction Jump

iovation found 61% of all online transactions came from mobile devices so far this year, up from 56% in 2018, 51% in 2017 and 45% in 2016. Europe and North America are consistently among the top continents for mobile transactions with 67% and 60% respectively so far this year. The top industry for mobile transactions so far in 2019 is communities with 73%.

For more insights into iovation’s findings along with new iovation features to catch mobile fraud, go to this blog post that includes an infographic.

Methodology

iovation came to its findings by analyzing the 30 billion online transactions it evaluated for fraud from January 2016 to June 30, 2019. To find the risky mobile transactions, it calculated the percent of risky transactions from mobile devices compared to overall risky transactions. For overall mobile transactions, it calculated the percent of mobile transactions compared to all online transactions. iovation defines risky transactions as those that typically result in fraud.

 

About iovation:

iovation, a TransUnion company, was founded with a simple guiding mission: to make the Internet a safer place for people to conduct business. Since 2004, the company has been delivering against that goal, helping brands protect and engage their customers, and keeping them secure in the complex digital world. Armed with the world’s largest and most precise database of reputation insights and cryptographically secure multifactor authentication methods, iovation safeguards tens of millions of digital transactions each day.

 

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