Family/Indoor Entertainment Centers Market by Product Type, End-Users, and Geography (North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa): Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2025 - 2032
Persistence Market Research has recently released a comprehensive report on the worldwide market for Family/Indoor Entertainment Centers. The report offers a thorough assessment of crucial market d... もっと見る
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SummaryPersistence Market Research has recently released a comprehensive report on the worldwide market for Family/Indoor Entertainment Centers. The report offers a thorough assessment of crucial market dynamics, including drivers, trends, opportunities, and challenges, providing detailed insights into the market structure. This research publication presents exclusive data and statistics outlining the anticipated growth trajectory of the global Family/Indoor Entertainment Centers market from 2025 to 2032.Key Insights: • Family/Indoor Entertainment Centers Market Size (2025E): USD 46.8 Billion • Projected Market Value (2032F): USD 102.8 Billion • Global Market Growth Rate (CAGR 2025 to 2032):11.9% Family/Indoor Entertainment Centers Market - Report Scope: Family/Indoor Entertainment Centers (FECs) are recreational facilities offering a variety of entertainment activities such as arcade games, VR gaming, trampoline parks, go-karting, and indoor playgrounds. These centers cater to diverse demographics, including children, teenagers, and adults, providing an engaging and immersive entertainment experience. The FEC market spans various formats, including children’s entertainment centers, trampoline parks, and bowling alleys. Market growth is fueled by increasing consumer spending on leisure activities, technological advancements in gaming and virtual reality, and the rising demand for family-friendly recreational options in urban areas. Market Growth Drivers: The global Family/Indoor Entertainment Centers market is propelled by several key factors, including the rising disposable income of consumers, leading to increased expenditure on recreational and leisure activities. The growing popularity of interactive gaming experiences, such as VR and AR-based entertainment, is further enhancing the appeal of FECs. Additionally, the expansion of shopping malls and mixed-use developments integrating entertainment zones is driving foot traffic and revenue growth in the industry. The increasing preference for experience-based entertainment over traditional leisure activities is also contributing to market expansion. Market Restraints: Despite promising growth prospects, the Family/Indoor Entertainment Centers market faces challenges related to high initial investment costs, maintenance expenses, and space constraints, particularly in densely populated urban areas. Additionally, fluctuating consumer spending patterns, economic downturns, and the impact of digital entertainment options, such as online gaming and streaming services, pose challenges to market growth. Regulatory and safety concerns, including equipment maintenance and accident prevention, further add to operational complexities for FEC operators. Market Opportunities: The Family/Indoor Entertainment Centers market presents significant growth opportunities driven by advancements in immersive entertainment technologies, such as augmented reality (AR) and artificial intelligence (AI)-powered gaming. The rising demand for themed entertainment experiences, such as escape rooms and edutainment centers, is creating new revenue streams for market players. Additionally, the integration of food and beverage services, event hosting, and loyalty programs is enhancing customer retention and profitability. The expansion of FECs into emerging markets, particularly in Asia-Pacific and the Middle East, offers lucrative opportunities for investment and business expansion. Key Questions Answered in the Report: • What are the primary factors driving the growth of the Family/Indoor Entertainment Centers market globally? • Which entertainment formats and activities are gaining traction among different demographic segments? • How are technological advancements influencing the development of modern entertainment centers? • Who are the key players in the Family/Indoor Entertainment Centers market, and what strategies are they employing to sustain market growth? • What are the emerging trends and future prospects shaping the global Family/Indoor Entertainment Centers industry? Competitive Intelligence and Business Strategy: Leading players in the global Family/Indoor Entertainment Centers market, including Dave & Buster’s, Main Event Entertainment, CEC Entertainment, and Urban Air Adventure Park, focus on innovation, strategic partnerships, and customer experience enhancement to gain a competitive edge. These companies are investing in cutting-edge technologies such as AI-driven gaming, VR-based attractions, and interactive simulators to offer unique entertainment experiences. Collaborations with shopping mall developers, franchising opportunities, and targeted marketing campaigns are facilitating business expansion and brand positioning. Furthermore, emphasis on customer engagement through digital platforms, loyalty programs, and personalized gaming experiences is driving sustained market growth. Key Companies Profiled: • Dave & Buster’s • Main Event Entertainment • CEC Entertainment • Urban Air Adventure Park • KidZania • LEGOLAND Discovery Center • Scene75 Entertainment Centers • Round1 Entertainment • Launch Trampoline Park • Gravity Active Entertainment Family/Indoor Entertainment Centers Industry Research Segmentation By Type: • Arcade Studios • VR Gaming Zones • Indoor Go-Kart Tracks • Sports Arcades • Trampoline • Indoor Adventure Parks By 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 By Region: • North America • Latin America • Europe • South Asia • East Asia • Oceania • Middle East & Africa Table of Contents1. Executive Summary1.1. 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. 2025 Market Scenario 7. Global Family/Indoor Entertainment Centers Market Demand (Units) Analysis 2019-2032 7.1. Historical Market Volume (Units) Analysis, 2019-2024 7.2. Current and Future Market Volume (Units) Projections, 2025-2032 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$ Bn) Analysis 2019-2032 9.1. Historical Market Value (US$ Bn) Analysis, 2019-2024 9.2. Current and Future Market Value (US$ Bn) Projections, 2025-2032 9.2.1. Y-o-Y Growth Analysis 9.2.2. Absolute $ Opportunity Analysis 10. Global Family/Indoor Entertainment Centers Market Analysis 2019-2032, by Type 10.1. Introduction / Key Findings 10.2. Historical Market Size (US$ Bn) and Volume (Units) Analysis By Type, 2019-2024 10.3. Current and Future Market Size (US$ Bn) and Volume (Units) Analysis and Forecast By Type, 2025-2032 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 2019-2032, By End User 11.1. Introduction / Key Findings 11.2. Historical Market Size (US$ Bn) Analysis, By End User, 2019-2024 11.3. Current and Future Market Size (US$ Bn) Analysis and Forecast By End User, 2025-2032 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 2019-2032, by Region 12.1. Introduction 12.2. Pricing Analysis 12.3. Historical Market Size (US$ Bn) and Volume (Units) Analysis By Region, 2019-2024 12.4. Current and Future Market Size (US$ Bn) and Volume (Units) Analysis and Forecast By Region, 2025-2032 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 2019-2032 13.1. Introduction 13.2. Pricing Analysis 13.3. Historical Market Size (US$ Bn) and Volume (Units) Analysis By Market Taxonomy, 2019-2024 13.4. Current and Future Market Size (US$ Bn) and Volume (Units) Analysis and Forecast By Market Taxonomy, 2025-2032 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 2019-2032 14.1. Introduction 14.2. Pricing Analysis 14.3. Historical Market Size (US$ Bn) and Volume (Units) Analysis By Market Taxonomy, 2019-2024 14.4. Current and Future Market Size (US$ Bn) and Volume (Units) Analysis and Forecast By Market Taxonomy, 2025-2032 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 2019-2032 15.1. Introduction 15.2. Pricing Analysis 15.3. Historical Market Size (US$ Bn) and Volume (Units) Analysis By Market Taxonomy, 2019-2024 15.4. Current and Future Market Size (US$ Bn) and Volume (Units) Analysis and Forecast By Market Taxonomy, 2025-2032 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 2019-2032 16.1. Introduction 16.2. Pricing Analysis 16.3. Historical Market Size (US$ Bn) and Volume (Units) Analysis By Market Taxonomy, 2019-2024 16.4. Current and Future Market Size (US$ Bn) and Volume (Units) Analysis and Forecast By Market Taxonomy, 2025-2032 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 2019-2032 17.1. Introduction 17.2. Pricing Analysis 17.3. Historical Market Size (US$ Bn) and Volume (Units) Analysis By Market Taxonomy, 2019-2024 17.4. Current and Future Market Size (US$ Bn) and Volume (Units) Analysis and Forecast By Market Taxonomy, 2025-2032 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 2019-2024 and Forecast 2025-2032 18.1. Introduction 18.2. Pricing Analysis 18.3. Historical Market Size (US$ Bn) and Volume (Units) Analysis By Market Taxonomy, 2019-2024 18.4. Current and Future Market Size (US$ Bn) and Volume (Units) Analysis and Forecast By Market Taxonomy, 2025-2032 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 2019-2032 19.1. Introduction 19.2. Pricing Analysis 19.3. Historical Market Size (US$ Bn) and Volume (Units) Analysis By Market Taxonomy, 2019-2024 19.4. Current and Future Market Size (US$ Bn) and Volume (Units) Analysis and Forecast By Market Taxonomy, 2025-2032 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
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