6 datasets found
  1. Participants in golf in the U.S. in 2021

    • statista.com
    Updated Dec 9, 2022
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    Participants in golf in the U.S. in 2021 [Dataset]. https://www.statista.com/statistics/1317031/participants-in-miniature-golf-in-the-us/
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    Dataset updated
    Dec 9, 2022
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2021
    Area covered
    United States
    Description

    In 2021, there were approximately 6.3 million people in the United States who played miniature golf and also regular on-course golf. Roughly 17.8 million people played miniature golf, but no on-course golf.

  2. A

    Global Collapsible Mini Golf Carts Market Innovation Trends 2025-2032

    • statsndata.org
    excel, pdf
    Updated Feb 2025
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    Stats N Data (2025). Global Collapsible Mini Golf Carts Market Innovation Trends 2025-2032 [Dataset]. https://www.statsndata.org/report/collapsible-mini-golf-carts-market-363861
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    excel, pdfAvailable download formats
    Dataset updated
    Feb 2025
    Dataset authored and provided by
    Stats N Data
    License

    https://www.statsndata.org/how-to-orderhttps://www.statsndata.org/how-to-order

    Area covered
    Global
    Description

    The Collapsible Mini Golf Carts market is witnessing an exciting period of growth and innovation, driven by increasing demand for portable and convenient solutions tailored for both casual and competitive golf enthusiasts. These innovative carts are designed to enhance the golfing experience by offering ease of tran

  3. Family Entertainment Center Market Analysis North America, Europe, APAC,...

    • technavio.com
    Updated Mar 13, 2025
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    Technavio (2025). Family Entertainment Center Market Analysis North America, Europe, APAC, South America, Middle East and Africa - US, Canada, China, UK, Japan, India, Germany, France, South Korea, Italy - Size and Forecast 2025-2029 [Dataset]. https://www.technavio.com/report/family-entertainment-center-market-industry-analysis
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    Dataset updated
    Mar 13, 2025
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    South Korea, United Kingdom, France, Europe, Italy, Germany, China, Japan, Canada, United States, Global
    Description

    Snapshot img

    Family Entertainment Center Market Size 2025-2029

    The family entertainment center market size is forecast to increase by USD 31.88 billion at a CAGR of 13.2% between 2024 and 2029.

    The market is experiencing significant growth, driven by the increasing integration of Advanced Electronic Interactive (AEI) games and the rising adoption of Virtual Reality (VR) technology in games. These innovations offer experiences for customers, setting new standards in entertainment and attracting larger crowds. However, this market also faces challenges, primarily due to the high maintenance costs associated with advanced technology and infrastructure upkeep. To capitalize on the market's opportunities, companies must focus on offering unique, interactive experiences that cater to diverse demographics. Strategic partnerships with technology providers and game developers can help in staying ahead of the competition and ensuring a steady flow of innovative offerings. Additionally, implementing cost-effective maintenance strategies and exploring revenue streams beyond admission fees, such as food and merchandise sales, can help mitigate the high operational costs. Overall, the market presents an exciting and dynamic landscape for investors and businesses, offering ample opportunities for growth and innovation.

    What will be the Size of the Family Entertainment Center Market during the forecast period?

    Request Free SampleThe market encompasses a diverse range of businesses offering indoor leisure activities for teenagers and children. These centers cater to various consumer preferences, including arcade games, laser tag, trampoline parks, virtual reality experiences, and birthday parties. Corporate events also represent a significant market segment. The market's size is substantial, with growth driven by the increasing demand for unique, experiential consumption and digital integration in entertainment options. Indoor amusement parks, family fun centers, and fun centers provide physical play experiences, such as high-thrill rides, motion simulators, and skill games, while food and beverage offerings add to the overall experience. Safety standards are paramount in this industry, ensuring a secure environment for visitors. Virtual reality gaming and VR experiences are emerging trends, offering , interactive experiences. The amusement industry continues to evolve, integrating advanced gaming technology and innovative leisure activities to cater to diverse consumer preferences.

    How is this Family Entertainment Center Industry segmented?

    The family entertainment center industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD billion' for the period 2025-2029, as well as historical data from 2019-2023 for the following segments. ApplicationArcade studiosPhysical play activitiesSkill/competition gamesAR and VR gaming zonesCapacity10001 to 20000 sq. ft.More than 40000 sq. ft.5001 to 10000 sq. ft.20001 to 40000 sq. ft.Up to 5000 sq. ft.Age GroupTeenagers (12-18)Families with children (0-9)Families with children (9-12)Adults (24 and above)Young adults (18-24)Revenue StreamEntry fees and ticket salesFood and beveragesMerchandisingAdvertisementGeographyNorth AmericaUSCanadaEuropeFranceGermanyItalyUKAPACChinaIndiaJapanSouth KoreaSouth AmericaMiddle East and Africa

    By Application Insights

    The arcade studios segment is estimated to witness significant growth during the forecast period.The market encompasses establishments offering a range of activities for all ages, including arcade games, laser tag, trampoline parks, and virtual reality experiences. These centers cater to various demographics, including teenagers and children, as well as adults for birthday parties, corporate events, and social outings. Technological innovations, such as augmented and virtual reality games, have become increasingly popular, providing unique experiences that go beyond traditional physical play activities. Facilities may include bowling alleys, miniature golf courses, water parks, and activity areas. Revenue sources include ticket sales, food and beverage services, and entry fees. Companies catering to this market include chains and franchises, non-profit organizations, and edutainment experiences. The industry continues to grow, driven by critical development in technology and customer demand for experiences.

    Get a glance at the market report of share of various segments Request Free Sample

    The Arcade studios segment was valued at USD 14.60 billion in 2019 and showed a gradual increase during the forecast period.

    Regional Analysis

    North America is estimated to contribute 36% to the growth of the global market during the forecast period.Technavio’s analysts have elaborately explained the regional trends and drivers that shape the market during the forecast period.

    For more insights on the

  4. Amusement Center Market Analysis North America, APAC, Europe, South America,...

    • technavio.com
    Updated Nov 15, 2024
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    Technavio (2024). Amusement Center Market Analysis North America, APAC, Europe, South America, Middle East and Africa - US, China, France, Germany, Japan, UK, India, Spain, Australia, South Korea - Size and Forecast 2024-2028 [Dataset]. https://www.technavio.com/report/amusement-center-market-industry-analysis
    Explore at:
    Dataset updated
    Nov 15, 2024
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Spain, South Korea, United Kingdom, France, United States, Europe, Germany, China, Japan, Australia, Global
    Description

    Snapshot img

    Amusement Center Market Size 2024-2028

    The amusement center market size is forecast to increase by USD 87.7 million at a CAGR of 10.4% between 2023 and 2028.

    The market is experiencing significant growth due to several key factors. One major driver is the increasing disposable income of consumers, enabling them to spend more on entertainment activities. Another trend is the expansion of indoor amusement centers, which offer a variety of experiences under one roof. These centers often include virtual reality and augmented reality gaming zones, skill games, competition games, and physical play activities such as miniature golf courses and bowling alleys. Additionally, there is a growing demand for educational and interactive experiences, leading to the inclusion of museums and zoos in some amusement centers. Safety regulations also play a crucial role in the market, ensuring that all attractions meet stringent safety standards to protect visitors.
    

    What will be the Size of the Market During the Forecast Period?

    Request Free Sample

    The market has experienced significant growth in recent years, catering to the diverse needs of families seeking engaging and enjoyable experiences. These establishments, also known as family amusement centers, family fun centers, indoor amusement parks, and edutainment centers, offer a wide range of activities and attractions. The market comprises various types of entertainment offerings, including science museums, children's museums, arcade studios, and VR (Virtual Reality) and AR (Augmented Reality) experiences. Family-friendly entertainment continues to be a key focus, with active entertainment options such as esports, escape rooms, and laser tag arenas gaining popularity. Indoor entertainment venues have become increasingly important, especially in regions with harsh weather conditions. FECs offer a variety of activities, from traditional arcade games and mini-golf to more innovative virtual reality experiences and interactive attractions.
    
    
    
    Visitor demographics for FECs are diverse, with a focus on families with young children and teenagers. These centers provide a unique blend of education and entertainment, making them an attractive option for parents looking for engaging and interactive experiences for their families. The market is characterized by continuous innovation, with new technologies and attractions being introduced regularly. Virtual reality experiences, attractions, and interactive games are becoming increasingly popular, offering visitors a more engaging and memorable experience. FECs offer a unique blend of education, entertainment, and physical activity, making them an attractive option for families looking for a fun and engaging experience.
    

    How is this market segmented and which is the largest segment?

    The market research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD million' for the period 2024-2028, as well as historical data from 2018-2022 for the following segments.

    Type
    
      Amusement parks
      Family entertainment centers (FECs)
      Arcade centers
      Water parks
    
    
    Geography
    
      North America
    
        US
    
    
      APAC
    
        China
        India
        Japan
        South Korea
    
    
      Europe
    
        Germany
        UK
        France
        Spain
    
    
      South America
    
    
    
      Middle East and Africa
    

    By Type Insights

    The amusement parks segment is estimated to witness significant growth during the forecast period.
    

    The market is thriving, featuring a wide array of attractions to suit diverse demographics. Virtual Reality (VR) and Augmented Reality (AR) games are gaining popularity, providing great experiences for visitors. Gaming zones and skill games continue to draw crowds, while competition games foster a sense of camaraderie. Physical play activities, such as miniature golf courses and bowling alleys, offer a fun and interactive experience. Museums and zoos are educational alternatives, providing both entertainment and learning opportunities. Notably, Wonderla Holidays, a leading amusement park chain in India, recently expanded with a new park in Bhubaneswar, India, attracting an estimated 3,500 daily visitors. This growth underscores the increasing demand for family entertainment centers and recreational activities within the market.

    Which Region is Leading the Market?

    Get a glance at the market report of share of various segments Request Free Sample

    The amusement parks segment was valued at USD 43.80 million in 2018 and showed a gradual increase during the forecast period.

    Regional Analysis

    APAC is estimated to contribute 36% to the growth of the global market during the forecast period.
    

    Technavio's analysts have elaborately explained the regional trends and drivers that shape the market during the forecast period.

    For more insights on the market share of various regions Request Free Sample

    In the global market, North

  5. Australia Golf Cart Market Report by Product Type (Electric Golf Cart,...

    • imarcgroup.com
    pdf,excel,csv,ppt
    Updated Mar 5, 2024
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    IMARC Group (2024). Australia Golf Cart Market Report by Product Type (Electric Golf Cart, Gasoline Golf Cart, Solar Golf Cart), Application (Golf Course, Personal Services, Commercial Services), Seating Capacity (Small (2-4 Seater), Medium (6-8 Seater), Large (Above 8 Seats)), and Region 2025-2033 [Dataset]. https://www.imarcgroup.com/australia-golf-cart-market
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Mar 5, 2024
    Dataset provided by
    Imarc Group
    Authors
    IMARC Group
    License

    https://www.imarcgroup.com/privacy-policyhttps://www.imarcgroup.com/privacy-policy

    Time period covered
    2024 - 2032
    Area covered
    Global, Australia
    Description

    Australia golf cart market size reached USD 36.3 Million in 2024. Looking forward, IMARC Group expects the market to reach USD 52.1 Million by 2033, exhibiting a growth rate (CAGR) of 3.7% during ​2025-2033​. The rising demand for compact and easy-to-maneuver vehicles and the emergence of electric mobility are primarily augmenting the market growth across the country.

    Report Attribute
    Key Statistics
    Base Year
    2024
    Forecast Years
    2025-2033
    Historical Years
    2019-2024
    Market Size in 2024
    USD 36.3 Million
    Market Forecast in 2033
    USD 52.1 Million
    Market Growth Rate 2025-20333.7%

    IMARC Group provides an analysis of the key trends in each segment of the market, along with forecasts at the country level for 2025-2033. Our report has categorized the market based on product type, application, and seating capacity.

  6. Dye Sublimated Apparel Market By Printing technique (a small format heat...

    • zionmarketresearch.com
    pdf
    Updated Mar 17, 2025
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    Zion Market Research (2025). Dye Sublimated Apparel Market By Printing technique (a small format heat press, 3D vacuum heat press, flatbed heat press, and calender heat press), By Product (t-shirts, golf shirts, hoodies, leggings, and others), By Distribution channel (online and offline) And By Region: - Global And Regional Industry Overview, Market Intelligence, Comprehensive Analysis, Historical Data, And Forecasts, 2024-2032 [Dataset]. https://www.zionmarketresearch.com/report/dye-sublimated-apparel-market
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Mar 17, 2025
    Dataset provided by
    Authors
    Zion Market Research
    License

    https://www.zionmarketresearch.com/privacy-policyhttps://www.zionmarketresearch.com/privacy-policy

    Time period covered
    2022 - 2030
    Area covered
    Global
    Description

    Dye Sublimated Apparel Market was valued at $4.79 B in 2023, and is projected to reach $USD 13.94 B by 2032, at a CAGR of 12.60% from 2023 to 2032.

  7. Not seeing a result you expected?
    Learn how you can add new datasets to our index.

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Participants in golf in the U.S. in 2021 [Dataset]. https://www.statista.com/statistics/1317031/participants-in-miniature-golf-in-the-us/
Organization logo

Participants in golf in the U.S. in 2021

Explore at:
Dataset updated
Dec 9, 2022
Dataset authored and provided by
Statistahttp://statista.com/
Time period covered
2021
Area covered
United States
Description

In 2021, there were approximately 6.3 million people in the United States who played miniature golf and also regular on-course golf. Roughly 17.8 million people played miniature golf, but no on-course golf.

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