AR and VR Innovations Are Transforming the Gaming Industry, Driving the Indoor Entertainment Center Market Toward a Projected CAGR of 9.6%

Published: Jun 2025

Indoor entertainment center market was valued at $51.29 billion in 2024 and is projected to reach $140.48 billion by 2035, growing at a CAGR of 9.6% from 2025 to 2035. Augmented Reality (AR) and Virtual Reality (VR) technologies are changing gaming zones by offering immersive, interactive experiences that blend the physical and virtual worlds. AR overlays virtual elements onto the real-world environment, while VR creates entirely virtual spaces, cutting users off from physical surroundings. These technologies enhance gameplay through features like real-time feedback, multi-dimensional space interaction, and social gaming. Additionally, the targeted audience for AR and VR in gaming zones primarily includes young adults aged between 16 and 34 years. For instance, In January 2025, BLAAST opened India’s biggest free-roaming VR arena. It combines exciting VR games, classic arcade fun, and realistic sports experiences like virtual cricket. It’s designed for both gamers and families, offering something fun and interactive for everyone.

Browse the full report description of “Indoor Entertainment Center Market Size, Share & Trends Analysis Report by Facility (Up to 5,000 Sq Ft, 5,001 to 10,000 Sq Ft, 10,001 to 20,000 Sq Ft, 20,001 to 40,000 Sq Ft, 1 to 10 Acres, 11 to 30 Acres, and Over 30 Acres), by Activity Area (Arcade Studios, AR and VR Gaming Zones, Physical Play Activities, Skill Competition Games, and Others), and by Type (Children’s Entertainment Centers (CECs), Children’s Edutainment Centers (CEDCs), Adult Entertainment Centers (AECs), and Location-Based VR Entertainment Centers (LBECs)) Forecast Period (2025-2035)” at https://www.omrglobal.com/industry-reports/indoor-entertainment-center-market

Recent Developments in AR and VR in Gaming Zones

  • In February 2025, KSUM partnered with Unity Technologies to establish a Centre of Excellence for AR/VR and gaming. This initiative aims to support startups developing products and games across various platforms, including mobile and PC, with a focus on training students and professionals in AR/VR development tools.
  • In February 2025, Microsoft partnered with Anduril Industries, a defense technology company founded by Oculus VR's creator, Palmer Luckey. This collaboration aims to leverage AR/VR for advanced applications, including gaming and defense-related simulations.
  • In March 2025, DPVR, a provider of VR/MR hardware and software solutions, entered into an exclusive distribution partnership with Invelon. This partnership is expected to expand access to VR devices globally, enhancing gaming experiences in various regions.
  • In November 2024, Disney formed a new group to coordinate the use of AI and mixed reality technologies across its divisions, reflecting a strategic focus on integrating AR and VR into its entertainment offerings.
  • In February 2023, HTC Vive XR Elite Launched a headset that combines virtual and mixed reality functionalities, featuring a 4K resolution and a 110-degree field of view, catering to both consumers and enterprises.
  • In December 2023, Brelyon introduced a groundbreaking multi-depth display technology, enhancing immersive experiences without the need for headsets, marking a significant leap in display innovation. 

Key Players and Innovations

The major companies serving the global indoor entertainment center market include Scene75 Entertainment Centers, International Exposition Center (I-X Center), Lotte World, Nickelodeon Universe, Galaxyland Powered by Hasbro, Sanrio Puroland, First World, and Ferrari World. The market players are considerably contributing to the market growth by the adoption of various strategies including mergers and acquisitions, partnerships, collaborations, funding, and new product launches, to stay competitive in the market.

Market Coverage

The market number available for – 2024-2035

Base year- 2024

Forecast period- 2025-2035

Segment Covered- 

o By Facility

o By Activity Area

o By Type

Regions Covered-

o North America

o Europe

o Asia-Pacific

o Rest of the World

Competitive Landscape - Scene75 Entertainment Centers, International Exposition Center (I-X Center), Lotte World, Nickelodeon Universe, Galaxyland Powered by Hasbro, Sanrio Puroland, First World, and Ferrari World

Key questions addressed by the report.

  • What is the market growth rate?
  • Which segment and region dominate the market in the base year?
  • Which segment and region will project the fastest growth in the market?
  • Who is the leader in the market?
  • How are players addressing challenges to sustain growth?
  • Where is the investment opportunity?

Indoor Entertainment Center Market Report Segment

By Facility

  • Up to 5,000 Sq Ft 
  • 5,001 to 10,000 Sq Ft
  • 10,001 to 20,000 Sq Ft
  • 20,001 to 40,000 Sq Ft
  • 1 to 10 Acres
  • 11 to 30 Acres
  • Over 30 Acres

By Activity Area

  • Arcade Studios 
  • AR and VR Gaming Zones 
  • Physical Play Activities
  • Skill Competition Games
  • Others

By Type

  • Children’s Entertainment Centers (CECs)
  • Children’s Edutainment Centers (CEDCs)
  • Entertainment Centers (AECs)
  • Location-Based VR Entertainment Centers (LBECs)

Indoor Entertainment Center Market Report Segment by Region

North America

United States

Canada 

Europe

UK

Germany

Italy

Spain

France

Russia

Rest of Europe 

Asia-Pacific

China

India

Japan

South Korea

Australia and New Zealand

ASEAN Economies

Rest of Asia-Pacific 

Rest of the World

Latin America 

Middle East & Africa


To learn more about this report request a sample copy @ https://www.omrglobal.com/request-sample/indoor-entertainment-center-market