Indoor Amusement Park Rs. 25.57 Million Dec-2022
Indoor Amusement Park Rs. 25.57 Million Dec-2022
INDOOR
AMUSEMENT
PARK
December 2022
Table of Contents
1. DISCLAIMER .................................................................................................. 5
2. EXECUTIVE SUMMARY ................................................................................. 6
3. INTRODUCTION TO SMEDA ......................................................................... 7
4. PURPOSE OF THE DOCUMENT ................................................................... 8
5. BRIEF DESCRIPTION OF PROJECT &products .......................................... 8
5.1. Kiddie Rides ................................................................................................. 9
5.2. Arcade Games ........................................................................................... 15
5.3. Bumper Cars .............................................................................................. 26
5.4. Trampoline Jumping .................................................................................. 27
5.5. Process Flow for Indoor Amusement Park ................................................. 28
5.6. Installed and Operational Capacities ......................................................... 29
6. CRITICAL FACTORS ................................................................................... 37
7. GEOGRAPHICAL POTENTIAL FOR INVESTMENT ................................... 37
8. POTENTIAL TARGET MARKETS/Customers ............................................ 37
9. PROJECT COST SUMMARY ....................................................................... 38
9.1. Initial Project Cost ...................................................................................... 39
9.1.1. Land................................................................................................................. 39
9.1.2. Building/ Infrastructure ................................................................................. 40
9.1.3. Machinery and Equipment ........................................................................... 41
9.1.4. Office Equipment ........................................................................................... 42
9.1.5. Tools & Equipment ........................................................................................ 43
9.1.6. Furniture and Fixture .................................................................................... 43
9.1.7. Vehicles .......................................................................................................... 44
9.1.8. Pre-Operating Costs ..................................................................................... 44
9.1.9. Security against Building .............................................................................. 44
9.2. Breakeven Analysis ................................................................................... 45
9.3. Revenue Generation .................................................................................. 45
9.4. Variable Cost Estimate .............................................................................. 47
9.5. Fixed Cost Estimate ................................................................................... 50
9.6. Financial Feasibility Analysis ..................................................................... 51
9.7. Financial Feasibility Analysis with 50% Debt ............................................. 51
9.8. Human Resource Requirement.................................................................. 52
10. CONTACT DETAILs ..................................................................................... 53
11. USEFUL LINKS ............................................................................................ 54
12. ANNEXURES ................................................................................................ 56
12.1. Income Statement ...................................................................................... 56
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Table of Tables
Table 1: Annual Operational Minutes................................................................................. 31
Table 2: Service Capacity of Kiddie Rides ........................................................................ 31
Table 3: Service Capacity of Arcade Games .................................................................... 33
Table 4: Service Capacity of Bumper Cars ....................................................................... 35
Table 5: Service Capacity of Trampoline Jumping .......................................................... 36
Table 6: Initial Project Cost estimates................................................................................ 39
Table 7: Breakup of Space Requirement .......................................................................... 39
Table 8: Building Renovation Cost ..................................................................................... 40
Table 9: Machinery Cost Details ......................................................................................... 41
Table 10: Office Equipment Cost Details .......................................................................... 42
Table 11: Tools & Equipment .............................................................................................. 43
Table 12: Furniture & Fixtures Cost Details ...................................................................... 43
Table 13: Office Vehicle Cost Details ................................................................................ 44
Table 14: Pre-Operating Cost Details ................................................................................ 44
Table 15: Security against Building .................................................................................... 44
Table 16: Breakeven Analysis ............................................................................................. 45
Table 17: Revenue – Kiddie Rides ..................................................................................... 45
Table 18: Revenue – Arcade Games................................................................................. 46
Table 19: Revenue – Bumper Cars .................................................................................... 47
Table 20: Revenue – Trampoline Jumping ....................................................................... 47
Table 21: Rental Income Refreshment Area .................................................................... 47
Table 22: Variable Cost Estimate ....................................................................................... 47
Table 23: Direct Labor .......................................................................................................... 48
Table 24: Generator Diesel Cost ........................................................................................ 49
Table 25: Variable Cost Assumption .................................................................................. 50
Table 26: Fixed Cost Estimate ............................................................................................ 50
Table 27: Management Staff ............................................................................................... 50
Table 28: Fixed Cost Assumptions..................................................................................... 51
Table 29: Financial Feasibility Analysis ............................................................................. 51
Table 30: Financial Feasibility Analysis with 50% Debt .................................................. 51
Table 31: Human Resource................................................................................................. 52
Table 32: Contact Details ..................................................................................................... 53
Table 33: Useful Links .......................................................................................................... 54
Table 34: Operating Cost Assumptions ............................................................................. 59
Table 35: Revenue Assumptions ........................................................................................ 59
Table 36: Financial Assumptions ........................................................................................ 59
Table 37: Debt Related Assumption .................................................................................. 60
Table 38: Cash Flow Assumptions ..................................................................................... 60
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Table of Figures
Figure 1: Motor Kiddie Ride ................................................................................................. 10
Figure 2: Horse Racing Kiddie Ride ................................................................................... 10
Figure 3: Rotating Cup Kiddie Ride .................................................................................... 11
Figure 4: Swing Car Kiddie Ride......................................................................................... 11
Figure 5: Jeep Swing Kiddie Ride ...................................................................................... 12
Figure 6: London Bus Kiddie Ride ...................................................................................... 12
Figure 7: Kiddie Electric Train ............................................................................................. 13
Figure 8: 3 Player Mini & 6 Player Carousel Kiddie Ride ............................................... 14
Figure 9: Space Airship Kiddie Ride .................................................................................. 14
Figure 10: Pirate Ship Kiddie Ride ..................................................................................... 15
Figure 11: Subway Parkour Racing Game ....................................................................... 16
Figure 12: 2-Seat Egg VR Game ........................................................................................ 17
Figure 13: Candy Crane Claw Game ................................................................................. 17
Figure 14: Adult Car Racing Game .................................................................................... 18
Figure 15: Clown Hitting Game ........................................................................................... 19
Figure 16: 2-Player Hoop Shootout Basketball Game .................................................... 19
Figure 17: Moto GP Racing Simulator Motorcycle Game............................................... 20
Figure 18: Bowling Ball Game............................................................................................. 21
Figure 19: Tekken 7 Cabinet Game ................................................................................... 21
Figure 20: Pac Man Game................................................................................................... 22
Figure 21: Donkey Kong Game .......................................................................................... 22
Figure 22: Hammer Punch Game....................................................................................... 23
Figure 23: Electronic Dart Board Game ............................................................................ 24
Figure 24: Gun Shooting Simulator Game ........................................................................ 25
Figure 25: Boxing Game ...................................................................................................... 25
Figure 26: Air Hockey Table Game .................................................................................... 26
Figure 27: Bumper Cars ....................................................................................................... 27
Figure 28: Trampoline .......................................................................................................... 28
Figure 29: Process Flow for Indoor Amusement Park .................................................... 28
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1. DISCLAIMER
This information memorandum is to introduce the subject matter and provide a general
idea and information on the said matter. Although, the material included in this
document is based on data/information gathered from various reliable sources;
however, it is based upon certain assumptions, which may differ from case to case.
The information has been provided on, as is where is basis without any warranties or
assertions as to the correctness or soundness thereof. Although, due care and
diligence has been taken to compile this document, the contained information may
vary due to any change in any of the concerned factors, and the actual results may
differ substantially from the presented information. SMEDA, its employees or agents
do not assume any liability for any financial or other loss resulting from this
memorandum in consequence of undertaking this activity. The contained information
does not preclude any further professional advice to be obtained by the user. The
prospective user of this memorandum is encouraged to carry out additional diligence
and gather any information which is necessary for making an informed decision,
including taking professional advice from a qualified consultant/technical expert before
taking any decision to act upon the information.
For more information on services offered by SMEDA, please contact our website:
www.smeda.org.pk
Document Control
Document No. 289
Prepared by SMEDA-Punjab
Preparation Date December 2022
For information [email protected]
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2. EXECUTIVE SUMMARY
Throughout history, humans have always craved for a sense of thrill and a liking for
entertainment and amusement. Means of amusement have continuously evolved, as
per the entertainment needs of people living through different periods of the history.
The concept of the amusement park first emerged in Europe in 1583, when in,
Denmark, a pleasure garden was opened with live entertainment, fireworks, dancing,
games and some early rides. In 18th century, more pleasure gardens were opened in
different parts of the world as a mean of entertainment for people. With the passage
of time, the pleasure garden concept declined in popularity and the current forms of
amusement parks started gaining popularity. The amusement park industry gained
huge popularity in the early 1900s, when hundreds of theme parks were established
around the world.
In Pakistan, Aladdin Park was the first amusement park which was established in
Karachi in 1995. However, joyland was the oldest recreational park that was
established in Lahore in 1977.
Visiting amusement is fun and helps release stress. It helps increase socializing and
enhance one’s mood. Such activities lead to release of adrenaline and endorphins in
the body, which nourishes positive emotions and gives a natural high; like the one gets
from strenuous physical exercise.
This “Pre-feasibility Document” provides details for setting up a “Indoor Amusement
Park” which features various attractions, such as rides and games for entertainment
of general public. The unit is proposed to be ideally located in metropolitan cities like
Karachi, Lahore, Islamabad, and other cities with sizeable shares of affluent
population, such as Faisalabad, Rawalpindi, Peshawar, Quetta, Hyderabad, Multan,
Gujranwala, Sialkot, Mardan, Bahawalpur, Sukkur, Sahiwal, Gujrat, etc. These cities
are suitable due to the presence of large urban populations with good average per
capita income to make such activities affordable for them. These cities also offer
availability of required resources, good infrastructure and qualified and skilled
manpower.
The proposed indoor amusement park will operate in a single shift of 12 hours a day
(12:00 noon to 12:00 midnight) in a day for 330 days in a year. Further, it is assumed
that the operational capacity utilization of the proposed indoor amusement park will be
60% during the first year of its operations. The capacity will increase at the rate of 5%
per annum to reach the maximum capacity of 90% in the 7th operational year. The
indoor amusement park will provide four different kinds of amusement and
entertainment services, including kiddie rides, arcade game, bumper cars and
trampoline jumping. Capacity of such businesses is defined in term of the number of
rides which depend on the times allocated per ride. People have to buy tokens to avail
the rides, with one token required for each ride. Thus the capacity can be expressed
in terms of number of tokens. As per the assumptions of the project, at the maximum
capacity, the project can offer 313,632 kiddie rides, 386,496 arcade games turns,
95,040 bumper car rides and 63,360 trampoline jumping turns per annum.
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The initial year service capacity of the proposed indoor amusement park is assumed
to be 60% which translate into 188,179 kiddie rides, 231,899 arcade games turns,
57,024 bumper car rides and 38,016 trampoline jumping runs per year.
The proposed indoor amusement park will be set up in a rented building with an area
of 4,050 square feet (18 Marla). The proposed business requires a total investment of
PKR 25.57 million. This includes capital investment of PKR 24.32 million and working
capital of PKR 1.26 million. The project will be established using 100% equity
financing. The Net Present Value (NPV) of project is PKR 47.28 million with an Internal
Rate of Return (IRR) of 62% and a Payback period of 2.02 years. Further, this project
is expected to generate Gross Annual Revenues of PKR 38.85 million during 1st year,
Gross Profit (GP) ratio ranging from 61% to 76% and Net Profit (NP) ratio ranging from
18% to 38% during the projection period of ten years. The proposed project will
achieve its estimated breakeven point at capacity of 38% (326,238 tokens) with annual
breakeven revenue of PKR 24.61 million.
The proposed project may also be established using leveraged financing. At 50%
financing at a cost of KIBOR+3%, the proposed business provides Net Present Value
(NPV) of PKR 56.23 million, Internal Rate of Return (IRR) of 61% and Payback period
of 2.10 years. Further, this project is expected to generate Net Profit (NP) ratio ranging
from 18% to 38% during the projection period of ten years. The proposed project will
achieve its estimated breakeven point at capacity of 38% (329,026 tokens) with
breakeven revenue of PKR 24.82 million.
The proposed project will provide employment opportunities to 28 people, working in
a single shift of 12 hours each during 330 days in a year. High return on investment
and steady growth of business is expected to the entrepreneur having some prior
experience or education in the related field of business. The legal business status of
this project is proposed as “Sole Proprietorship” or “Partnership “concern.
3. INTRODUCTION TO SMEDA
The Small and Medium Enterprises Development Authority (SMEDA) was established
in October 1998 with the objective to provide fresh impetus to the economy through
development of Small and Medium Enterprises (SMEs).
With a mission "to assist in employment generation and value addition to the national
income, through development of the SME sector, by helping increase the number,
scale and competitiveness of SMEs", SMEDA has carried out ‘sectorial research’ to
identify policy, access to finance, business development services, strategic initiatives
and institutional collaboration and networking initiatives.
Preparation and dissemination of prefeasibility studies in key areas of investment has
been a successful hallmark of SME facilitation by SMEDA.
Concurrent to the prefeasibility studies, a broad spectrum of business development
services is also offered to the SMEs by SMEDA. These services include identification
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atmosphere. The rides' layout, the buildings' decor, and the music played in the
amusement park all contribute to building this atmosphere.
An indoor amusement park is an attraction in which the rides and games are installed
indoors. This may be set up in a large building which allows the visitors to enjoy the
amusement park during all kinds of weathers and all seasons of the year. For families
or people of all ages, an indoor amusement park can be a great way to spend some
time in a fun environment. Indoor amusement park does not actually feature any of the
larger rides found at traditional outdoor amusement parks, and have smaller games
and amusement facilities. Video games are also common in such indoor amusement
parks. These parks may be a less expensive option for the people since they usually
typically do not charge an admission ticket, and instead require tickets to play
individual games. The main appeal of an indoor amusement park over an outdoor one
is a comfortable environment and pleasant condition for every single day throughout
the year.
In the proposed project, the refreshment area is outsourced within the indoor
amusement park premises and the park charges rent from the owner of the
refreshment area.
In the proposed project of indoor amusement park, business will provide the following
four kinds of entertainment facilities:
1. Kiddie Rides
2. Arcade Games
3. Bumper Cars
4. Trampoline Jumping
Details of each of these facilities are given below:
5.1. Kiddie Rides
A kiddie ride is a coin-operated amusement ride for young children. Kiddie rides are
commonly seen in amusement parks, arcades, malls, hotels’ game rooms, outside
supermarkets and departmental stores. Less commonly, these may also appear in
other venues such as restaurants, food courts, grocery shops and auto dealerships.
When activated by a coin, a kiddie ride entertains the rider with motion, depending on
the ride type. Most rides are accompanied by sounds and music, and some also
feature flashing lights, pedals and buttons. The term "kiddie ride" can also be used for
an amusement park ride that mainly fulfills of the interests of the young children. In
some kiddie rides, the children may also use their arms and legs to push, pull, pedal
and kick. Just like riding a kid’s bike, they learn how to control his/her body
movements. They also learn to steer, grasp and grip. They are able to improve on their
gross motor skills while enjoying their ride-on toy. Most 5-year-olds are mature enough
to handle kiddie rides, but market pressure has brought height limits down so low on
some of these machines that children who cannot yet talk and have barely learned to
walk are also allowed to ride alone.
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In the proposed indoor amusement park, the category of kiddie rides includes 15
different types of ride for entertainment of children. These are described as follows:
1
ABS or Acrylonitrile Butadiene Styrene is a common thermoplastic polymer.
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2
(Virtual Reality headset/glasses) A head-worn apparatus that completely covers the eyes for an immersive 3D
experience. A virtual reality headset is a head-mounted device that provides virtual reality for the wearer. VR
headsets are widely used with VR video games.
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A racing simulator takes the idea of driving a bike. Designed to replicate real world
physics variables, such as tire grip, traction, suspension geometry, aerodynamics and
more, a simulator creates the most accurate representation of driving dynamics. This
is an electrical gaming machine which contains simulating seat just like that of a bike
for the sitting of a gamer and a screen, through which player can play and control the
game. There are different verities of game. Driving simulators places the driver in an
artificial environment, believed to be a valid substitute for one or more aspects of actual
driving experience. It has an electrical consumption of 250 watts. Figure 17 shows
Moto GP Racing Simulator Motorcycle game.
Figure 17: Moto GP Racing Simulator Motorcycle Game
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Donkey kong is a 1981 arcade video game. As Mario game, the player runs and jumps
on platforms and climbs ladders to ascend a construction site and rescue Pauline from
the giant gorilla Donkey Kong. It is the first game in the Donkey Kong series as well
as Mario’s first appearance in an arcade game. It has an electric consumption of 100
watts. Figure 21 Donkey Kong game.
Figure 21: Donkey Kong Game
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Boxing Game
In this game, the players hold two boxing gloves and stand in the middle of a motion
sensing environment. The puncher has to punch the mechanism as hard as he can.
When punched, the bag is knocked back up into its tucked-away position, and the
force of the punch that puts it there is recorded and displayed as an electronic score.
It has an electric consumption of 250 watts. Figure 25 shows boxing game.
Figure 25: Boxing Game
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includes eight bumper cars. The proposed project uses two kinds of bumper cars, one
is mini bumper car which has an electric consumption of 50 watts and the other one
the big bumper car which has an electric consumption of 350 watts. Figure 27 shows
bumper cars.
Figure 27: Bumper Cars
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Customer Sale of
Payment
Reception Tokens
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Installation of Machines
After procurement of machines, the engineers and technicians will do the installation
and commissioning of the machines. Usually, the imported machines are ready for
operations after unpacking and the only requirement is to put the machine in place
and provide electric connection.
Test Operations
Once the machines are installed, the engineers and technicians carry out test
operations to see that the machines operate efficiently as per the specifications. All
the features of machines are checked to ensure that they work properly. Safety
features of the machines are especially chcked to ensure that the customers remain
protected from any accidient during the use of those machines.
Customer Reception
Once the technical team is satisfied with the machines’ operations, the park is opened
for the customers. The customer enters the park after fulfilling necessary protocols
(luggage scanning, sanitizing, etc. and chooses the amusement facility she/he wants
to avail on the basis of her/his interest and guided to ticket counter.
Sale of Tokens
Customer comes to token provider counter where the counter staff will provide token
of the specific ride/game to the customer for the specified time during which the
customer will enjoy the ride/game.
Payment
Customer make the payment of game token on cash basis. Token charges for playing
different games are different. For playing each additional game, customer has to
purchase additional tokens.
Maintenance
During the routine operations of the park, the engineers and technicians regularly carry
out the preventive and breakdown maintenance of the machines to ensure that they
remain in efficient working condition. In case of a fault in any machine, it is resolved
on timely basis to avoid any machine downtime.
5.6. Installed and Operational Capacities
The proposed indoor amusement park operates in a single shift of 12 hours a day
(12:00 noon to 12:00 midnight) in a day for 330 days in a year. The park offers four
different kinds of amusement and entertainment services, including kiddie rides,
arcade game, bumper cars and trampoline jumping. Capacity of such businesses is
defined in term of the number of rides which depend on the times allocated per ride.
The total available time also includes a waiting time which is the time between the
completion of a ride/game and the start of the next ride/game. That waiting time has
to be subtracted from the total available time. A waiting time of 5 minutes for kiddie
rides and arcade games, and 10 minutes for bumper cars and trampoline jumping has
been assumed for the purpose of the calculations.
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People have to buy tokens to avail the rides, with one token required for each ride.
Thus the capacity can be expressed in terms of number of tokens. As per the
assumptions of the project, at the maximum capacity, the project offers 313,632 kiddie
rides, 386,496 arcade games turns, 95,040 bumper car rides and 63,360 trampoline
jumping turns per annum.
It is further assumed that the operational capacity utilization for the indoor amusement
park is 60% during the first year of its operations. The capacity will increase at the rate
of 5% per annum attaining a capacity of maximum of 90% of its total service capacity
during the projected period of 7 years.
The initial year service capacity of the proposed indoor amusement park at 60%
translates into 188,179 kiddie rides, 231,899 arcade games turns, 57,024 bumper car
rides and 38,016 trampoline jumping turns per year.
Table 1, Table 2,
Table 3,
Table 4 and Table 5 shows service capacity calculations of the proposed indoor
amusement park.
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Motor
Kiddie 1 237,600 15 5 20 1 11,880 7,128
Ride
Horse 15 5 20
Racing
237,600 2 475,200 1 23,760 14,256
Kiddie
Ride
Pirate Ship 15 5 20
Kiddie 2 475,200 1 23,760 14,256
Ride
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Rotating 15 5 20
Cup Kiddie 1 237,600 2 23,760 14,256
Ride
Swing Car 15 5 20
Kiddie 1 237,600 1 11,880 7,128
Ride
Space
Airship
1 237,600 20 5 25 1 9,504 5,702
Kiddie
Ride
Jeep 20 5 25
Swing
2 475,200 2 38,016 22,810
Kiddie
Ride
London 20 5 25
Bus Kiddie 1 237,600 3 28,512 17,107
Ride
Kiddie
Electric 1 237,600 25 30 6 47,520 28,512
5
Train
3 Player 25 5 30
Mini
Carousel 2 475,200 3 47,520 28,512
Kiddie
Ride
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6 Player 25 5 30
Carousel
1 237,600 6 47,520 28,512
Kiddie
Ride
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Bumper
Electric Car 4 950,400 20 10 30 2 63,360 38,016
Ride
237,600
Mini Bumper
Electric Car 4 950,400 20 10 30 1 31,680 19,008
Ride
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Trampoline
237,600 2 475,200 20 10 30 4 63,360 38,016
Sky Jump
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6. CRITICAL FACTORS
Before making the decision to invest in indoor amusement park, one should carefully
analyze the associated risk factors. The important considerations in this regard
include:
Indoor amusement parks should be located in areas with a high population
density, as this will result in more visitors and more revenue.
Indoor amusement parks should have good space to accommodate the
expected number of visitors.
The theme of the indoor amusement park should reflect the general theme of
the surrounding area.
The indoor amusement park should have ample amenities to accommodate
the needs of its visitors.
To ensure safety for both guests and employees, indoor amusement parks
must have tight security measures in place.
Appointment of trained, highly skilled and professional staff should be
ensured.
Regular feedback and follow up of the customers should be received.
Continuous inspection of machinery and equipment should be performed by
technical experts.
Advanced machinery should be used to save cost and time.
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be able to the attract good number of customers. The proposed park offers attractions
for all age groups including, young children, school going children, teens and adults.
The global indoor amusement parks and arcades market reached a value of nearly
$62.0 billion in 2018, having grown at a compound annual growth rate (CAGR) of 8.3%
since 2014 and is expected to grow at a CAGR of 8.8% to nearly $87.2 billion by 20223
and projected to reach $94.20 Billion by 2030,4 growing at a CAGR of 6.10% from
2023 to 2030.
As per State bank of Pakistan, under HS code 9504 and 9503 Pakistan has reported
21% growth in total import of arcade machines with a value of $1.61 million in 2021 as
compared to $1.33 million in 2020. Growth in indoor amusement parks depends on
disposable incomes of people, travel & tourism activities and the overall economic
growth.
As per current statistics, in Pakistan, each metropolitan city has 10 to 20 number of
indoor amusement parks which are well established and organized. Looking at the
number of parks in Pakistan and 1.91%5 increase in population from 2021 as well as
the import of arcade machines there is a great potential to establish indoor amusement
parks in Pakistan.
In terms of visitor demographics, the market is fragmented into families with children
(up to 8 years), families with children (9-12 years), teenagers (13-19 years), young
adults (20-25 years), and adults (Ages 25+ years). Teenagers (13-19 years)
represents the largest segment of the family/indoor entertainment. However, the
families with children (9-12 years) segment is expected to grow at the highest rate
during the forecast period, as the families with children of age between 9 and 12 years
are more focused on shaping their children’s future through numerous activities,
whether it is fun or education. Use of social media and popularity of gaming industry
is increasing due to technological advancement in developed countries. The growing
inclination of the young population towards gaming could propel the growth of this
market in future is home entertainment.
3
https://www.thebusinessresearchcompany.com/report/amusement-parks-and-arcades-market
4
https://www.verifiedmarketresearch.com/product/amusementparksmarket/#:~:text=Amusement%20Parks%
20Market%20size%20was,6.10%25%20from%202023%20to%202030.
5
https://datacommons.org/place/country/PAK?utm_medium=explore&mprop=count&popt=Person&hl=en
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All the figures in this financial model have been calculated after carefully considering
the relevant assumptions and target market.
9.1. Initial Project Cost
Table 6 provides fixed and working capital requirements for establishment of indoor
amusement park.
Table 6: Initial Project Cost estimates
Particulars Cost (PKR) Reference
Land - 9.1.1
9.1.1. Land
The proposed unit will be established in a rented building having an area of 4,050
square feet (18 Marla). Total rental cost has been estimated as PKR 300,000. The
breakup of the space requirement is provided in Table 7.
Table 7: Breakup of Space Requirement
Production Area Number Length Width Area (Sq.
Ft.)
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Kitchen 1 5 10 50
Washrooms 4 5 8 160
Total 4,050
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9.1.7. Vehicles
Table 13 provides details of the vehicles required along with their cost for the proposed
project.
Table 13: Office Vehicle Cost Details
Registration Fee
Number of Unit Cost Plus Number Total
Cost Item
Vehicles (PKR) Plate Charges per (PKR)
vehicle
Motorcycle 2 111,500 6,500 236,000
Total Cost (PKR) 236,000
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Breakeven Analysis
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Depreciation
IRR 62%
Projection Years 10
IRR 61%
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Projection Years 10
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12. ANNEXURES
12.1.Income Statement
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12.2.Balance Sheet
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13.2.Revenue Assumptions
Table 35: Revenue Assumptions
Description Details
Sale price growth rate 10.1%
Capacity utilization 60%
Capacity utilization growth rate 5%
Maximum capacity 90%
13.3.Financial Assumptions
Table 36: Financial Assumptions
Description Details
Project life (Years) 10
Debt: Equity 0:100
Discount Rate 25%
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13.4.Debt Related Assumptions
Table 37: Debt Related Assumption
Description of Cost Details
Project Life (Years) 10
Debt: Equity 50:50
Discount Rate 22%
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Small and Medium Enterprises Development Authority
HEAD OFFICE
4th Floor, Building No. 3, Aiwan-e-Iqbal Complex, Egerton Road, Lahore
Tel: (92 42) 111 111 456, Fax: (92 42) 36304926-7
www.smeda.org.pk, [email protected]
3rd Floor, Building No. 3, 5TH Floor, Bahria Ground Floor Bungalow No. 15-A
Aiwan-e-Iqbal Complex, Complex II, M.T. Khan Road, State Life Building Chaman Housing Scheme
Egerton Road Lahore, Karachi. The Mall, Peshawar. Airport Road, Quetta.
Tel: (042) 111-111-456 Tel: (021) 111-111-456 Tel: (091) 9213046-47 Tel: (081) 831623, 831702
Fax: (042) 36304926-7 Fax: (021) 5610572 Fax: (091) 286908 Fax: (081) 831922
[email protected] [email protected] [email protected] [email protected]