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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

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Gambling in the USA

NIGA Delegation Visits Gauselmann Group

Niji Narayan

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NIGA Delegation Visits Gauselmann Group
Photo Source: gauselmann.de
Reading Time: 2 minutes

 

Ernest L. Stevens Jr., Chairman of the National Indian Gaming Association (NIGA), with a delegation of four have visited the Gauselmann group in Germany.

The NIGA members started off their visit in Eastern Westphalia. They visited the Gauselmann Group’s production plant in Lübbecke, the company’s training centre at Schloss Benkhausen in Espelkamp and the German Coin-Op Museum. They experienced German casino flair in the MERKUR Casino arcades in Espelkamp, as well as at the Bad Oeynhausen casino.

They made discussions with various company representatives, especially Paul Gauselmann (founder of Gauselmann group), who invited Ernest L. Stevens along with Jürgen Stühmeyer (Merkur Management Board member) and Athanasios Isaakidis (Chief Executive, International) to a personal meeting.

“It is a great honour for us to welcome Ernest Stevens and his delegation to the Gauselmann Group’s company headquarters. Mr Stevens has been passionately campaigning for the concerns of the Indian gaming industry in the United States for decades. Thanks to his skill, gaming revenues have been more than tripled in the past two decades. This is a remarkable achievement and a great win for the affiliated Indian tribes, that have been able to use the generated revenues to implement many social projects such as schools, kindergartens and hospitals,” Paul Gauselmann said.

“In addition, I see in Mr Stevens many parallels with my own many years of association work in the German amusement and vending machine industry and am therefore delighted to be able to get to know him better personally,” he added.

“We are delighted to have received the invitation to get to know the East-Westphalian Gauselmann Group personally and about the wonderful hospitality shown to us during our stay. It was really fascinating to see how the high-quality products of the games makers in Germany are manufactured and, like our casinos in the United States, how they also secure local jobs,” Ernest L. Stevens said.

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Industry News

Chinese Hackers Breach Online Betting and Gambling Sites

Niji Narayan

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Chinese Hackers Breach Online Betting and Gambling Sites
Photo Source: technofaq.org
Reading Time: < 1 minute

 

A group of Chinese hackers is targeting and hacking online gambling and betting websites since 2019. As per the reports by cyber-security firms Talent-Jump and Trend Micro, hacks have been officially confirmed at gambling companies in Southeast Asia, while unconfirmed rumours of hacks have also come from Europe and the Middle East.

Talent-Jump and Trend Micro say hackers appear to have stolen company databases and source code, but not money, suggesting the attacks were espionage-focused, rather than cybercrime motivated. They said the attacks had been carried out by a group called DRBControl.

Attacks start with a spear-phishing link sent to targets. Employees who fall for the emails and open the documents they received are infected with backdoor trojans.

These backdoor trojans are somewhat different from other backdoors because they heavily rely on the Dropbox file hosting and file sharing service, which they use as a command-and-control service and as a storage medium for second-stage payloads and stolen data.

The Chinese hackers use backdoors to download other hacking tools and malware that they use to move laterally through a company’s network until they find databases and source code repositories from where they can steal data.

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Gambling in the USA

High 5 Games recruits Jesse Cary as Vice President Strategy

George Miller

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High 5 Games recruits Jesse Cary as Vice President Strategy
Reading Time: 2 minutes

 

High 5 Games (H5G), the world’s leading independent casino games provider, has appointed Jesse Cary in the newly created role of Vice President Strategy as the company prepares to launch its social casino into the real money gaming market.

Cary is an experienced technologist and joins the company from Bede Gaming where he served over eight years as a technical director of the platform provider.

As part of his new role, he will be responsible for H5G’s iGaming platform strategy, advising on technical platform design, platform as a product, as well as engineering organisational structure.

Following the developer’s recently granted MGA B2C licence Type 1, his immediate focus will be to ensure the successful launch of High 5 Casino and help take the B2C brand into new markets.

The casino will launch on the company’s proprietary platform, Vault, which incorporates its Brain with Benefits technology that is built on Google’s artificial intelligence and machine learning frameworks. High 5 Games has ambitions to package and licence the intelligent Brain, named Oracle, to operators worldwide in the future.

The appointment will also provide the developer with a bridge between its recently formed Maltese business operation and its established product and development teams in New York City.

Anthony Singer, CEO of High 5 Games, said: “We’re thrilled to welcome Jesse to High 5 Games, who will become a real asset to the team as we prepare to launch our first B2C brand in the real gaming market.

“His tech background will be instrumental as we begin to broaden our product offering, especially with the launch of our Brain with Benefits technology that is set to set to revolutionise the casino experience with a truly personalised player journey.”

Commenting on his new role, Cary said: “This is a fantastic opportunity for me and an exciting time to join High 5 Games.

“The company’s new Brain with Benefits technology will take gaming to the next level. I’m looking forward to working with the rest of the team and to introduce Oracle the Brain to the global gaming industry.”

 

 

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