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Global Amusements Market
Amusements Global Market Report 2023 – By Type (Amusement Parks, Gambling), By Age Group (Below 25 Years, 26 to 39 Years, 40 to 59 Years, 60 to 74 Years), By Visitors Gender (Male, Female) – Market Size, Trends, And Global Forecast 2023-2032
Amusement is the state of experiencing hilarious and entertaining events or circumstances, and it is related to satisfaction, happiness, laughing, and pleasure. Amusement helps kids to create fun and enjoyment.
The main types of amusement are amusement parks and gambling. Amusement parks are commercial enterprises that provide rides, games, and other sorts of entertainment. The several age groups include those below 25 years, 26 to 39 years, 40 to 59 years, and 60 to 74 years, and involve different visitor genders such as male and female.
The amusements market research report is one of a series of new reports from The Business Research Company that provides amusements market statistics, including amusements industry global market size, regional shares, competitors with an amusements market share, detailed amusements market segments, market trends, and opportunities, and any further data you may need to thrive in the amusements industry. This amusements market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
The global amusements market grew from $516.21 billion in 2022 to $809.01 billion in 2023 at a compound annual growth rate (CAGR) of 56.7%. The Russia-Ukraine war disrupted the chances of global economic recovery from the COVID-19 pandemic, at least in the short term. The war between these two countries has led to economic sanctions on multiple countries, a surge in commodity prices, and supply chain disruptions, causing inflation across goods and services and affecting many markets across the globe. The amusements market is expected to grow to $888.38 billion in 2027 at a CAGR of 2.4%.
Increasing use of social media and access to mass media is positively influencing the amusement market. Visitors in amusement facilities such as amusement parks like sharing their experiences, photographs, and videos on social media platforms which helps other people know about the experiences offered by the amusement parks. According to a study conducted by Visa, a cards and payment company, 73% of Asians check in online while on a holiday, and as many as 71% of people share their experiences on social media sites. Social media is the most effective marketing tool for amusement facilities such as casinos and amusement parks to acquire new customers. Extensive use of social media is expected to drive the amusement market going forward.
The outbreak of COVID-19 disease (COVID-19) has acted as a massive restraint on the amusements market in 2020 as governments globally imposed lockdowns and restricted domestic and international travel limiting the need for services offered by these establishments. COVID-19 is an infectious disease with flu-like symptoms including fever, cough, and difficulty in breathing. The virus was first identified in 2019 in Wuhan, Hubei province of the People's Republic of China, and spread globally including Western Europe, North America, and Asia. Steps by national governments to contain the transmission have resulted in the closure of recreational facilities such as amusement parks, museums, and casinos with countries entering a state of 'lockdown', and the outbreak is hurt businesses throughout 2020 and into 2021. However, it is expected that the amusements market will recover from the shock across the forecast period as it is a 'black swan event and not related to ongoing or fundamental weaknesses in the market or the global economy.
Amusement parks are increasingly using virtual and augmented reality technology to provide an immersive experience to customers. Virtual reality is a 3D, computer-generated environment that can interact with a person, whereas augmented reality turns an environment into a digital interface by placing virtual objects in the real world. Amusement parks are implementing this technology in rides and theater-based attractions. For instance, Plopsaland De Panne in De Panne, Belgium has a new virtual reality wooden roller coaster called Heidi The Ride, which can reach speeds of more than 43mph. Amusement park SeaWorld has started operating a new Kraken Virtual Reality Roller Coaster in Orlando. The Weave Breaker coaster brings the reality of jet skiing in an amusement park. Universal Studios have The Walking Dead mazes with augmented reality elements.
Major companies in the amusements market include China Sports Lottery, China Welfare Lottery, The Walt Disney Company, Sociedad Estatal Loterías y Apuestas del Estado S.A., Maruhan, Flutter Entertainment plc, The Hong Kong Jockey Club, Tabcorp Holdings Ltd., Oriental Land Company Ltd., and Penn National Gaming, Inc.
Asia-Pacific was the largest region in the amusements market in 2022. Eastern Europe is expected to be the fastest-growing region in the forecast period. The regions covered in the amusements market are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, and Africa.
The countries covered in the amusements market are Argentina, Australia, Austria, Belgium, Brazil, Canada, Chile, China, Colombia, Czech Republic, Denmark, Egypt, Finland, France, Germany, Hong Kong, India, Indonesia, Ireland, Israel, Italy, Japan, Malaysia, Mexico, Netherlands, New Zealand, Nigeria, Norway, Peru, Philippines, Poland, Portugal, Romania, Russia, Saudi Arabia, Singapore, South Africa, South Korea, Spain, Sweden, Switzerland, Thailand, Turkey, UAE, UK, USA, Venezuela, and Vietnam.
The amusements market includes revenues earned by entities by operating amusements facilities such as theme parks, water parks, amusement arcades, casinos, and sports betting facilities. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.
The global amusements market is segmented -
1) By Type: Amusement Parks, Gambling
2) By Age Group: Below 25 Years, 26 to 39 Years, 40 to 59 Years, 60 to 74 Years
3) By Visitors' Gender: Male, Female
Subsegments Covered: Theme Parks, Water Parks, Amusement Arcades, Casino, Lotteries, Sports Betting, Other Gambling
3. Amusements Market Characteristics
4. Amusements Market Product Analysis
5. Amusements Market Supply Chain
6. Amusements Market Customer Information
7. Amusements Market Trends And Strategies
8. Amusements Market – Macro Economic Scenario
8.1 COVID-19 Impact On Amusements Market
8.2 Ukraine-Russia War Impact On Amusements Market
8.3 Impact Of High Inflation On Amusements Market
8. Impact Of COVID-19 On Amusements
9. Amusements Market Size And Growth
10. Amusements Market Regional Analysis
10.1. Global Amusements Market, 2022, By Region, Value ($ Billion)
10.2. Global Amusements Market, 2017-2022, 2022-2027F, 2032F, Historic And Forecast, By Region
10.3. Global Amusements Market, Growth And Market Share Comparison, By Region
11. Amusements Market Segmentation
11.1. Global Amusements Market, Segmentation By Type, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
11.2. Global Amusements Market, Segmentation By Age Group, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
Below 25 Years
11.3. Global Amusements Market, Segmentation By Visitor Gender, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
12. Amusements Market Segments
12.1. Global Amusement Parks Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion) - Theme Parks; Water Parks; Amusement Arcades
12.2. Global Gambling Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion) - Casino; Lotteries; Sports Betting; Other Gambling
13. Amusements Market Metrics
13.1. Amusements Market Size, Percentage Of GDP, 2017-2027, Global
13.2. Per Capita Average Amusements Market Expenditure, 2017-2027, Global
14. Asia-Pacific Amusements Market
14.1. Asia-Pacific Amusements Market Overview
14.2. Asia-Pacific, Amusements Market, 2022, By Country, Value ($ Billion)
14.3. Asia-Pacific, Amusements Market, 2017-2022, 2022-2027F, 2032F, Historic And Forecast, By Country
14.4. Asia-Pacific, Amusements Market, 2017-2022, 2022-2027F, 2032F, Growth And Market Share Comparison, By Country
14.5. Asia-Pacific, Amusements Market Metrics
14.5.1. Per Capita Average Amusements Expenditure, 2017-2027, Asia-Pacific Countries
14.5.2. Number of Enterprises, Amusements Market, Amusements Market/Number of Enterprises, 2022, Asia-Pacific Countries
14.5.3. Number of Employees, Amusements Market, Amusements Market/Number of Employees, 2022, Asia-Pacific Countries
14.6. Asia-Pacific Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
14.7. Asia-Pacific Amusements Market: Country Analysis
14.7.1. China Amusements Market
14.7.1.1. China Amusements Market Overview
14.7.1.2. China Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
14.7.2. Australia Amusements Market
14.7.2.1. Australia Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
14.7.3. Hong Kong Amusements Market
14.7.3.1. Hong Kong Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
14.7.4. India Amusements Market
14.7.4.1. India Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
14.7.5. Indonesia Amusements Market
14.7.5.1. Indonesia Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
14.7.6. Japan Amusements Market
14.7.6.1. Japan Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
14.7.7. Malaysia Amusements Market
14.7.7.1. Malaysia Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
14.7.8. New Zealand Amusements Market
14.7.8.1. New Zealand Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
14.7.9. Philippines Amusements Market
14.7.9.1. Philippines Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
14.7.10. Singapore Amusements Market
14.7.10.1. Singapore Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
14.7.11. South Korea Amusements Market
14.7.11.1. South Korea Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
14.7.12. Thailand Amusements Market
14.7.12.1. Thailand Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
14.7.13. Vietnam Amusements Market
14.7.13.1. Vietnam Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
14.7.14. Bangladesh Amusements Market
14.7.14.1. Bangladesh Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
15. Western Europe Amusements Market
15.1. Western Europe Amusements Market Overview
15.2. Western Europe, Amusements Market, 2022, By Country, Value ($ Billion)
15.3. Western Europe, Amusements Market, 2017-2022, 2022-2027F, 2032F, Historic And Forecast, By Country
15.4. Western Europe, Amusements Market, 2017-2022, 2022-2027F, 2032F, Growth And Market Share Comparison, By Country
15.5. Western Europe, Amusements Market Metrics
15.5.1. Per Capita Average Amusements Expenditure, 2017-2027, Western Europe Countries
15.5.2. Number of Enterprises, Amusements Market, Amusements Market/Number of Enterprises, 2022, Western Europe Countries
15.5.3. Number of Employees, Amusements Market, Amusements Market/Number of Employees, 2022, Western Europe Countries
15.6. Western Europe Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
15.7. Western Europe Amusements Market: Country Analysis
15.7.1. Austria Amusements Market
15.7.1.1. Austria Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
15.7.2. Belgium Amusements Market
15.7.2.1. Belgium Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
15.7.3. Denmark Amusements Market
15.7.3.1. Denmark Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
15.7.4. Finland Amusements Market
15.7.4.1. Finland Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
15.7.5. France Amusements Market
15.7.5.1. France Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
15.7.6. Germany Amusements Market
15.7.6.1. Germany Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
15.7.7. Ireland Amusements Market
15.7.7.1. Ireland Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
15.7.8. Italy Amusements Market
15.7.8.1. Italy Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
15.7.9. Netherlands Amusements Market
15.7.9.1. Netherlands Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
15.7.10. Norway Amusements Market
15.7.10.1. Norway Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
15.7.11. Portugal Amusements Market
15.7.11.1. Portugal Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
15.7.12. Spain Amusements Market
15.7.12.1. Spain Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
15.7.13. Sweden Amusements Market
15.7.13.1. Sweden Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
15.7.14. Switzerland Amusements Market
15.7.14.1. Switzerland Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
15.7.15. UK Amusements Market
15.7.15.1. UK Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
16. Eastern Europe Amusements Market
16.1. Eastern Europe Amusements Market Overview
16.2. Eastern Europe, Amusements Market, 2022, By Country, Value ($ Billion)
16.3. Eastern Europe, Amusements Market, 2017-2022, 2022-2027F, 2032F, Historic And Forecast, By Country
16.4. Eastern Europe, Amusements Market, 2017-2022, 2022-2027F, 2032F, Growth And Market Share Comparison, By Country
16.5. Eastern Europe, Amusements Market Metrics
16.5.1. Per Capita Average Amusements Expenditure, 2017-2027, Eastern Europe Countries
16.5.2. Number of Enterprises, Amusements Market, Amusements Market/Number of Enterprises, 2022, Eastern Europe Countries
16.5.3. Number of Employees, Amusements Market, Amusements Market/Number of Employees, 2022, Eastern Europe Countries
16.6. Eastern Europe Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
16.7. Eastern Europe Amusements Market: Country Analysis
16.7.1. Czech Republic Amusements Market,
16.7.1.1. Czech Republic Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
16.7.2. Poland Amusements Market
16.7.2.1. Poland Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
16.7.3. Romania Amusements Market
16.7.3.1. Romania Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
16.7.4. Russia Amusements Market
16.7.4.1. Russia Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
16.7.5. Ukraine Amusements Market
16.7.5.1. Ukraine Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
17. North America Amusements Market
17.1. North America Amusements Market Overview
17.2. North America, Amusements Market, 2022, By Country, Value ($ Billion)
17.3. North America, Amusements Market, 2017-2022, 2022-2027F, 2032F, Historic And Forecast, By Country
17.4. North America, Amusements Market, 2017-2022, 2022-2027F, 2032F, Growth And Market Share Comparison, By Country
17.5. North America, Amusements Market Metrics
17.5.1. Per Capita Average Amusements Expenditure, 2017-2027, North America Countries
17.5.2. Number of Enterprises, Amusements Market, Amusements Market/Number of Enterprises, 2022, North America Countries
17.5.3. Number of Employees, Amusements Market, Amusements Market/Number of Employees, 2022, North America Countries
17.6. North America Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
17.7. North America Amusements Market: Country Analysis
17.7.1. Canada Amusements Market
17.7.1.1. Canada Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
17.7.2. Mexico Amusements Market
17.7.2.1. Mexico Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
17.7.3. USA Amusements Market
17.7.3.1. USA Amusements Market Overview
17.7.3.2. USA Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
18. South America Amusements Market
18.1. South America Amusements Market Overview
18.2. South America, Amusements Market, 2022, By Country, Value ($ Billion)
18.3. South America, Amusements Market, 2017-2022, 2022-2027F, 2032F, Historic And Forecast, By Country
18.4. South America, Amusements Market, 2017-2022, 2022-2027F, 2032F, Growth And Market Share Comparison, By Country
18.5. South America, Amusements Market Metrics
18.5.1. Per Capita Average Amusements Expenditure, 2017-2027, South America Countries
18.5.2. Number of Enterprises, Amusements Market, Amusements Market/Number of Enterprises, 2022, South America Countries
18.5.3. Number of Employees, Amusements Market, Amusements Market/Number of Employees, 2022, South America Countries
18.6. South America Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
18.7. South America Amusements Market: Country Analysis
18.7.1. Argentina Amusements Market
18.7.1.1. Argentina Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
18.7.2. Brazil Amusements Market
18.7.2.1. Brazil Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
18.7.3. Chile Amusements Market
18.7.3.1. Chile Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
18.7.4. Colombia Amusements Market
18.7.4.1. Colombia Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
18.7.5. Peru Amusements Market
18.7.5.1. Peru Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
18.7.6. Venezuela Amusements Market
18.7.6.1. Venezuela Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
19. Middle East Amusements Market
19.1. Middle East Amusements Market Overview
19.2. Middle East, Amusements Market, 2022, By Country, Value ($ Billion)
19.3. Middle East, Amusements Market, 2017-2022, 2022-2027F, 2032F, Historic And Forecast, By Country
19.4. Middle East, Amusements Market, 2017-2022, 2022-2027F, 2032F, Growth And Market Share Comparison, By Country
19.5. Middle East, Amusements Market Metrics
19.5.1. Per Capita Average Amusements Expenditure, 2017-2027, Middle East Countries
19.5.2. Number of Enterprises, Amusements Market, Amusements Market/Number of Enterprises, 2022, Middle East Countries
19.5.3. Number of Employees, Amusements Market, Amusements Market/Number of Employees, 2022, Middle East Countries
19.6. Middle East Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
19.7. Middle East Amusements Market: Country Analysis
19.7.1. Saudi Arabia Amusements Market
19.7.1.1. Saudi Arabia Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
19.7.2. Israel Amusements Market
19.7.2.1. Israel Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
19.7.3. Turkey Amusements Market
19.7.3.1. Turkey Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
19.7.4. UAE Amusements Market
19.7.4.1. UAE Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
20. Africa Amusements Market
20.1. Africa Amusements Market Overview
20.2. Africa, Amusements Market, 2022, By Country, Value ($ Billion)
20.3. Africa, Amusements Market, 2017-2022, 2022-2027F, 2032F, Historic And Forecast, By Country
20.4. Africa, Amusements Market, 2017-2022, 2022-2027F, 2032F, Growth And Market Share Comparison, By Country
20.5. Africa, Amusements Market Metrics
20.5.1. Per Capita Average Amusements Expenditure, 2017-2027, Africa Countries
20.5.2. Number of Enterprises, Amusements Market, Amusements Market/Number of Enterprises, 2022, Africa Countries
20.5.3. Number of Employees, Amusements Market, Amusements Market/Number of Employees, 2022, Africa Countries
20.6. Africa Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
20.7. Africa Amusements Market: Country Analysis
20.7.1. Egypt Amusements Market
20.7.1.1. Egypt Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
20.7.2. Nigeria Amusements Market
20.7.2.1. Nigeria Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
20.7.3. South Africa Amusements Market
20.7.3.1. South Africa Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
21. Amusements Market Competitive Landscape
21.3.1. China Sports Lottery
21.3.2. China Welfare Lottery
21.3.3. The Walt Disney Company
21.3.4. Sociedad Estatal Loterías y Apuestas del Estado S.A.
21.3.5. Maruhan
22. Key Mergers And Acquisitions In The Amusements Market
23. Market Background: Recreation Market
23.1. Recreation Market Characteristics
23.2. Recreation Market Historic and Forecast, 2017-2022, 2022-2027F, 2032F, Growth, By Segment, Value ($ Billion), Global
23.3. Global Recreation Market, 2022, By Region, Value ($ Billion)
23.4. Global Recreation Market, 2017-2022, 2022-2027F, 2032F, Historic And Forecast, By Region
23.5. Global Recreation Market, 2017-2022, 2022-2027F, 2032F, Segmentation By Type, Value ($ Billion)
24.1. Global Amusements Market In 2027- Growth Countries
24.2. Global Amusements Market In 2027- Growth Segments
24.3. Global Amusements Market In 2027- Growth Strategies
Table 3: Global Amusements Market, 2022, By Region, Value ($ Billion)
Table 4: Global Amusements Market, 2017-2022, 2022-2027F, 2032F, Historic And Forecast, By Region
Table 5: Global Amusements Market, Growth And Market Share Comparison, By Region
Table 6: Global Amusement Parks Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, $ Billion
Table 7: Global Amusement Parks Market, Segmentation By Age Group, 2017-2022, 2022-2027F, 2032F, $ Billion
Table 8: Global Amusement Parks Market, Segmentation By Visitor's Gender, 2017-2022, 2022-2027F, 2032F, $ Billion
Table 9: Global Gambling Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 10: Amusements Market Size, Percentage Of GDP, 2017-2027, Global
Table 11: Per Capita Average Amusements Market Expenditure, 2017-2027, Global
Table 12: Asia-Pacific, Amusements Market, 2022, By Country, Value ($ Billion)
Table 13: Asia-Pacific, Amusements Market, 2017-2022, 2022-2027F, 2032F, Historic And Forecast, By Country
Table 14: Asia-Pacific, Amusements Market, 2017-2022, 2022-2027F, 2032F, Growth And Market Share Comparison, By Country
Table 15: Per Capita Average Amusements Expenditure, 2017-2027, Asia-Pacific Countries
Table 16: Number of Enterprises, Amusements Market, Amusements Market/Number of Enterprises, 2022, Asia-Pacific Countries
Table 17: Number of Employees, Amusements Market, Amusements Market/Number of Employees, 2022, Asia-Pacific Countries
Table 18: Asia-Pacific Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 19: China Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 20: Australia Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 21: Hong Kong Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 22: India Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 23: Indonesia Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 24: Japan Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 25: Malaysia Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 26: New Zealand Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 27: Philippines Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 28: Singapore Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 29: South Korea Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 30: Thailand Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 31: Vietnam Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 32: Bangladesh Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 33: Western Europe, Amusements Market, 2022, By Country, Value ($ Billion)
Table 34: Western Europe, Amusements Market, 2017-2022, 2022-2027F, 2032F, Historic And Forecast, By Country
Table 35: Western Europe, Amusements Market, 2017-2022, 2022-2027F, 2032F, Growth And Market Share Comparison, By Country
Table 36: Per Capita Average Amusements Expenditure, 2017-2027, Western Europe Countries
Table 37: Number of Enterprises, Amusements Market, Amusements Market/Number of Enterprises, 2022, Western Europe Countries
Table 38: Number of Employees, Amusements Market, Amusements Market/Number of Employees, 2022, Western Europe Countries
Table 39: Western Europe Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 40: Austria Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 41: Belgium Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 42: Denmark Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 43: Finland Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 44: France Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 45: Germany Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 46: Ireland Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 47: Italy Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 48: Netherlands Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 49: Norway Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 50: Portugal Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 51: Spain Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 52: Sweden Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 53: Switzerland Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 54: UK Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 55: Eastern Europe, Amusements Market, 2022, By Country, Value ($ Billion)
Table 56: Eastern Europe, Amusements Market, 2017-2022, 2022-2027F, 2032F, Historic And Forecast, By Country
Table 57: Eastern Europe, Amusements Market, 2017-2022, 2022-2027F, 2032F, Growth And Market Share Comparison, By Country
Table 58: Per Capita Average Amusements Expenditure, 2017-2027, Eastern Europe Countries
Table 59: Number of Enterprises, Amusements Market, Amusements Market/Number of Enterprises, 2022, Eastern Europe Countries
Table 60: Number of Employees, Amusements Market, Amusements Market/Number of Employees, 2022, Eastern Europe Countries
Table 61: Eastern Europe Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 62: Czech Republic Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 63: Poland Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 64: Romania Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 65: Russia Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 66: Ukraine Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 67: North America, Amusements Market, 2022, By Country, Value ($ Billion)
Table 68: North America, Amusements Market, 2017-2022, 2022-2027F, 2032F, Historic And Forecast, By Country
Table 69: North America, Amusements Market, 2017-2022, 2022-2027F, 2032F, Growth And Market Share Comparison, By Country
Table 70: Per Capita Average Amusements Expenditure, 2017-2027, North America Countries
Table 71: Number of Enterprises, Amusements Market, Amusements Market/Number of Enterprises, 2022, North America Countries
Table 72: Number of Employees, Amusements Market, Amusements Market/Number of Employees, 2022, North America Countries
Table 73: North America Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 74: Canada Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 75: Mexico Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 76: USA Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 77: South America, Amusements Market, 2022, By Country, Value ($ Billion)
Table 78: South America, Amusements Market, 2017-2022, 2022-2027F, 2032F, Historic And Forecast, By Country
Table 79: South America, Amusements Market, 2017-2022, 2022-2027F, 2032F, Growth And Market Share Comparison, By Country
Table 80: Per Capita Average Amusements Expenditure, 2017-2027, South America Countries
Table 81: Number of Enterprises, Amusements Market, Amusements Market/Number of Enterprises, 2022, South America Countries
Table 82: Number of Employees, Amusements Market, Amusements Market/Number of Employees, 2022, South America Countries
Table 83: South America Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 84: Argentina Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 85: Brazil Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 86: Chile Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 87: Colombia Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 88: Peru Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 89: Venezuela Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 90: Middle East, Amusements Market, 2022, By Country, Value ($ Billion)
Table 91: Middle East, Amusements Market, 2017-2022, 2022-2027F, 2032F, Historic And Forecast, By Country
Table 92: Middle East, Amusements Market, 2017-2022, 2022-2027F, 2032F, Growth And Market Share Comparison, By Country
Table 93: Per Capita Average Amusements Expenditure, 2017-2027, Middle East Countries
Table 94: Number of Enterprises, Amusements Market, Amusements Market/Number of Enterprises, 2022, Middle East Countries
Table 95: Number of Employees, Amusements Market, Amusements Market/Number of Employees, 2022, Middle East Countries
Table 96: Middle East Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 97: Saudi Arabia Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 98: Israel Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 99: Turkey Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 100: UAE Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 101: Africa, Amusements Market, 2022, By Country, Value ($ Billion)
Table 102: Africa, Amusements Market, 2017-2022, 2022-2027F, 2032F, Historic And Forecast, By Country
Table 103: Africa, Amusements Market, 2017-2022, 2022-2027F, 2032F, Growth And Market Share Comparison, By Country
Table 104: Per Capita Average Amusements Expenditure, 2017-2027, Africa Countries
Table 105: Number of Enterprises, Amusements Market, Amusements Market/Number of Enterprises, 2022, Africa Countries
Table 106: Number of Employees, Amusements Market, Amusements Market/Number of Employees, 2022, Africa Countries
Table 107: Africa Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 108: Egypt Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 109: Nigeria Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 110: South Africa Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Table 111: China Sports Lottery Financial Performance
Table 112: China Welfare Lottery Financial Performance
Table 113: The Walt Disney Company Financial Performance
Table 114: Sociedad Estatal Loterías y Apuestas del Estado S.A. Financial Performance
Table 115: Maruhan Financial Performance
Table 116: Recreation Market Historic and Forecast, 2017-2022, 2022-2027F, 2032F, Growth, By Segment, Value ($ Billion), Global
Table 117: Global Recreation Market, 2022, By Region, Value ($ Billion)
Table 118: Global Recreation Market, 2017-2022, 2022-2027F, 2032F, Historic And Forecast, By Region
Table 119: Global Recreation Market, 2017-2022, 2022-2027F, 2032F, Segmentation By Type, Value ($ Billion)
Table 120: Global Amusements Market In 2027- Growth Countries
Table 121: Global Amusements Market In 2027- Growth Segments
Table 122: Global Amusements Market In 2027- Growth Strategies
Figure 3: Global Amusements Market, 2022, By Region, Value ($ Billion)
Figure 4: Global Amusements Market, 2017-2022, 2022-2027F, 2032F, Historic And Forecast, By Region
Figure 5: Global Amusements Market, Growth And Market Share Comparison, By Region
Figure 6: Global Amusement Parks Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, $ Billion
Figure 7: Global Amusement Parks Market, Segmentation By Age Group, 2017-2022, 2022-2027F, 2032F, $ Billion
Figure 8: Global Amusement Parks Market, Segmentation By Visitor's Gender, 2017-2022, 2022-2027F, 2032F, $ Billion
Figure 9: Global Gambling Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 10: Amusements Market Size, Percentage Of GDP, 2017-2027, Global
Figure 11: Per Capita Average Amusements Market Expenditure, 2017-2027, Global
Figure 12: Asia-Pacific, Amusements Market, 2022, By Country, Value ($ Billion)
Figure 13: Asia-Pacific, Amusements Market, 2017-2022, 2022-2027F, 2032F, Historic And Forecast, By Country
Figure 14: Asia-Pacific, Amusements Market, 2017-2022, 2022-2027F, 2032F, Growth And Market Share Comparison, By Country
Figure 15: Per Capita Average Amusements Expenditure, 2017-2027, Asia-Pacific Countries
Figure 16: Number of Enterprises, Amusements Market, Amusements Market/Number of Enterprises, 2022, Asia-Pacific Countries
Figure 17: Number of Employees, Amusements Market, Amusements Market/Number of Employees, 2022, Asia-Pacific Countries
Figure 18: Asia-Pacific Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 19: China Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 20: Australia Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 21: Hong Kong Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 22: India Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 23: Indonesia Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 24: Japan Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 25: Malaysia Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 26: New Zealand Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 27: Philippines Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 28: Singapore Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 29: South Korea Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 30: Thailand Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 31: Vietnam Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 32: Bangladesh Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 33: Western Europe, Amusements Market, 2022, By Country, Value ($ Billion)
Figure 34: Western Europe, Amusements Market, 2017-2022, 2022-2027F, 2032F, Historic And Forecast, By Country
Figure 35: Western Europe, Amusements Market, 2017-2022, 2022-2027F, 2032F, Growth And Market Share Comparison, By Country
Figure 36: Per Capita Average Amusements Expenditure, 2017-2027, Western Europe Countries
Figure 37: Number of Enterprises, Amusements Market, Amusements Market/Number of Enterprises, 2022, Western Europe Countries
Figure 38: Number of Employees, Amusements Market, Amusements Market/Number of Employees, 2022, Western Europe Countries
Figure 39: Western Europe Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 40: Austria Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 41: Belgium Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 42: Denmark Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 43: Finland Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 44: France Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 45: Germany Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 46: Ireland Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 47: Italy Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 48: Netherlands Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 49: Norway Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 50: Portugal Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 51: Spain Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 52: Sweden Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 53: Switzerland Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 54: UK Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 55: Eastern Europe, Amusements Market, 2022, By Country, Value ($ Billion)
Figure 56: Eastern Europe, Amusements Market, 2017-2022, 2022-2027F, 2032F, Historic And Forecast, By Country
Figure 57: Eastern Europe, Amusements Market, 2017-2022, 2022-2027F, 2032F, Growth And Market Share Comparison, By Country
Figure 58: Per Capita Average Amusements Expenditure, 2017-2027, Eastern Europe Countries
Figure 59: Number of Enterprises, Amusements Market, Amusements Market/Number of Enterprises, 2022, Eastern Europe Countries
Figure 60: Number of Employees, Amusements Market, Amusements Market/Number of Employees, 2022, Eastern Europe Countries
Figure 61: Eastern Europe Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 62: Czech Republic Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 63: Poland Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 64: Romania Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 65: Russia Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 66: Ukraine Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 67: North America, Amusements Market, 2022, By Country, Value ($ Billion)
Figure 68: North America, Amusements Market, 2017-2022, 2022-2027F, 2032F, Historic And Forecast, By Country
Figure 69: North America, Amusements Market, 2017-2022, 2022-2027F, 2032F, Growth And Market Share Comparison, By Country
Figure 70: Per Capita Average Amusements Expenditure, 2017-2027, North America Countries
Figure 71: Number of Enterprises, Amusements Market, Amusements Market/Number of Enterprises, 2022, North America Countries
Figure 72: Number of Employees, Amusements Market, Amusements Market/Number of Employees, 2022, North America Countries
Figure 73: North America Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 74: Canada Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 75: Mexico Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 76: USA Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 77: South America, Amusements Market, 2022, By Country, Value ($ Billion)
Figure 78: South America, Amusements Market, 2017-2022, 2022-2027F, 2032F, Historic And Forecast, By Country
Figure 79: South America, Amusements Market, 2017-2022, 2022-2027F, 2032F, Growth And Market Share Comparison, By Country
Figure 80: Per Capita Average Amusements Expenditure, 2017-2027, South America Countries
Figure 81: Number of Enterprises, Amusements Market, Amusements Market/Number of Enterprises, 2022, South America Countries
Figure 82: Number of Employees, Amusements Market, Amusements Market/Number of Employees, 2022, South America Countries
Figure 83: South America Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 84: Argentina Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 85: Brazil Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 86: Chile Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 87: Colombia Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 88: Peru Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 89: Venezuela Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 90: Middle East, Amusements Market, 2022, By Country, Value ($ Billion)
Figure 91: Middle East, Amusements Market, 2017-2022, 2022-2027F, 2032F, Historic And Forecast, By Country
Figure 92: Middle East, Amusements Market, 2017-2022, 2022-2027F, 2032F, Growth And Market Share Comparison, By Country
Figure 93: Per Capita Average Amusements Expenditure, 2017-2027, Middle East Countries
Figure 94: Number of Enterprises, Amusements Market, Amusements Market/Number of Enterprises, 2022, Middle East Countries
Figure 95: Number of Employees, Amusements Market, Amusements Market/Number of Employees, 2022, Middle East Countries
Figure 96: Middle East Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 97: Saudi Arabia Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 98: Israel Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 99: Turkey Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 100: UAE Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 101: Africa, Amusements Market, 2022, By Country, Value ($ Billion)
Figure 102: Africa, Amusements Market, 2017-2022, 2022-2027F, 2032F, Historic And Forecast, By Country
Figure 103: Africa, Amusements Market, 2017-2022, 2022-2027F, 2032F, Growth And Market Share Comparison, By Country
Figure 104: Per Capita Average Amusements Expenditure, 2017-2027, Africa Countries
Figure 105: Number of Enterprises, Amusements Market, Amusements Market/Number of Enterprises, 2022, Africa Countries
Figure 106: Number of Employees, Amusements Market, Amusements Market/Number of Employees, 2022, Africa Countries
Figure 107: Africa Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 108: Egypt Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 109: Nigeria Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 110: South Africa Amusements Market, Segmentation By Type, 2017-2022, 2022-2027F, 2032F, Value ($ Billion)
Figure 111: China Sports Lottery Financial Performance
Figure 112: China Welfare Lottery Financial Performance
Figure 113: The Walt Disney Company Financial Performance
Figure 114: Sociedad Estatal Loterías y Apuestas del Estado S.A. Financial Performance
Figure 115: Maruhan Financial Performance
Figure 116: Recreation Market Historic and Forecast, 2017-2022, 2022-2027F, 2032F, Growth, By Segment, Value ($ Billion), Global
Figure 117: Global Recreation Market, 2022, By Region, Value ($ Billion)
Figure 118: Global Recreation Market, 2017-2022, 2022-2027F, 2032F, Historic And Forecast, By Region
Figure 119: Global Recreation Market, 2017-2022, 2022-2027F, 2032F, Segmentation By Type, Value ($ Billion)
Figure 120: Global Amusements Market In 2027- Growth Countries
Figure 121: Global Amusements Market In 2027- Growth Segments
Figure 122: Global Amusements Market In 2027- Growth Strategies
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Museums, Historical Sites, Zoos, And Parks Global Market Report 2023 – By Type (Museums, Historical Sites, Zoos and Botanical Gardens, Nature Parks and Other Similar Institutions), By Revenue Source (Tickets, Food and Beverages, Other Revenue Souces), By Visitors Age Group (Below 25 Years, 25 to 39 Years, 40 to 59 Years, 60 to 74 Years, 75 Years and Above), By Visitors Gender (Male, Female) – Market Size, Trends, And Global Forecast 2023-2032
A museum is a structure or institution that houses and exhibits artifacts and other things of aesthetic, cultural, historical, or scientific significance. A historical site is an official site where parts of political, military, cultural, and social history are preserved for their cultural heritage. A zoo is a facility where various living animals can be enclosed and opened to the public for research purposes. A National park is a place where the natural environment is protected. They also participate in public recreation and entertainment activities. In national parks, landscapes, flora, and fauna exist in their natural state. The main types of museums, historical sites, zoos, and parks are museums, historical sites, zoos & botanical gardens, nature parks, and other similar institutions. A museum is a structure or institution that houses and exhibits artifacts and other things of aesthetic, cultural, historical, or scientific significance. The various sources of revenue include tickets, food and beverages, and others. Men and females of different age groups such as those below 25 years, 25 to 39 years, 40 to 59 years, 60 to 74 years, and 75 years and above are the visitors of the museums, historical sites, zoos, and parks. The museums, historical sites, zoos, and parks market research report is one of a series of new reports from The Business Research Company that provides museums, historical sites, zoos, and parks services market statistics, including museums, historical sites, zoos, and parks services industry global market size, regional shares, competitors with museums, historical sites, zoos, and parks services market share, detailed museums, historical sites, zoos, and parks services market segments, market trends and opportunities, and any further data you may need to thrive in the museums, historical sites, zoos, and parks services industry. This museums, historical sites, zoos, and parks services market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry. The global museums, historical sites, zoos, and parks market grew from $60.60 billion in 2022 to $96.99 billion in 2023 at a compound annual growth rate (CAGR) of 60.1%. The Russia-Ukraine war disrupted the chances of global economic recovery from the COVID-19 pandemic, at least in the short term. The war between these two countries has led to economic sanctions on multiple countries, a surge in commodity prices, and supply chain disruptions, causing inflation across goods and services and affecting many markets across the globe. The museums, historical sites, zoos, and parks market is expected to grow to $119.33 billion in 2027 at a CAGR of 5.3%. Art organizers, museums, and zoos are using augmented reality (AR) technology to create real-world experiences for customers. Augmented reality is the integration of digital information with the user's environment in real time. Museums and zoos are now using augmented reality as a tool to educate and entertain the audience by creating a visual tour guide and displaying 3D content in a real-world camera view. For instance, the Cleveland Museum of Art is using augmented reality technology to let users interact and access the most current and comprehensive information about every piece of artwork in the museum. In Acropolis Museum in Athens, Greece, the team used AR technology to bring a collection of architectural and sculptural remains to life. Prerecorded audio guides are being widely used in museums and art galleries as a replacement for conventional guides allowing visitors to interact with additional, enhanced, and unbiased information. Visitors are provided with multimedia content transmitters such as headsets, earphones, or headphones and audio guides with pre-recorded audio files in the language opted. These audio guides act as additional revenue streams for the organizers and are available in different languages and translated versions that can be used anytime by a large number of people. These museum audio guides help to enhance visitor engagement, improve accessibility, and provide additional and accurate information aiming to educate visitors with unbiased characteristics. Louvre Museum, France, with its 8 million visitors every year has introduced audio guides to interact with content about the pieces of art. Other museums offering visitors prerecorded audio guides are the British Museum in England, the San Francisco Museum of Modern Art, and the Auckland War Memorial Museum in New Zealand. Major companies in the museums, historical sites, zoos, and parks market include Smithsonian Institution, Washington, D.C., The State Hermitage Museum, Krusger, Zoological Garden of Berlin, The American Museum of Natural History, National Museum of China, and British Museum. North America was the largest region in the museums, historical sites, zoos, and parks market in 2022. Eastern Europe is expected to be the fastest-growing region in the forecast period. The regions covered in the museums, historical sites, zoos, and parks market are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, and Africa. The countries covered in the museums, historical sites, zoos, and parks market are Argentina, Australia, Austria, Belgium, Brazil, Canada, Chile, China, Colombia, Czech Republic, Denmark, Egypt, Finland, France, Germany, Hong Kong, India, Indonesia, Ireland, Israel, Italy, Japan, Malaysia, Mexico, Netherlands, New Zealand, Nigeria, Norway, Peru, Philippines, Poland, Portugal, Romania, Russia, Saudi Arabia, Singapore, South Africa, South Korea, Spain, Sweden, Switzerland, Thailand, Turkey, UAE, UK, USA, Venezuela, and Vietnam. The museums, historical sites, zoos, and parks services market includes revenues earned by entities by operating areas or sites that conserve and exhibit objects of historical value such as archaeological sites, museums, live plant and animal life displays, and natural areas or settings. Revenues in this market include entry fees to museums, historical sites, zoos, and parks. The market also includes commissions or rental fees from shops or online cafes located in museums, historical sites, zoos, and parks. It also does not include revenue earned from trading artifacts or animals between entities. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included. The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified). The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products. The global museums, historical sites, zoos, and parks market is segmented - 1) By Type: Museums, Historical Sites, Zoos & Botanical Gardens, Nature Parks and Other Similar Institutions 2) By Revenue Source: Tickets, Food and Beverages, Other Revenue Souces 3) By Visitors' Age Group: Below 25 Years, 25 to 39 Years, 40 to 59 Years, 60 to 74 Years, 75 Years and Above 4) By Visitors' Gender: Male, Female
Amusement Parks Global Market Report 2023 – By Type (Theme Parks, Water Parks, Amusement Arcades), By Revenue Source (Tickets, Merchandise, Food and Beverages, Hotels and Resorts, Other Revenue Sources), By Age Group (Below 25 Years, 25 to 39 Years, 40 to 59 Years, 60 to 74 Years, 75 Years and Above), By Visitors Gender (Male, Female) – Market Size, Trends, And Global Forecast 2023-2032
An amusement park is a large outdoor area where people can entertain themselves with various rides, games, and other events. Amusement parks help bring out smiles and joy to people of all ages. Theme and amusement parks have a great sense of community and happiness that is unique and hard to replicate with anything else. The main types of amusement parks are theme parks, water parks, and amusement arcades. A theme park is a type of amusement park in which the landscaping, buildings, and attractions are based on one or more specific themes, such as jungle wildlife, fairy tales, or the Old West. The various sources of revenue include tickets, merchandise, food and beverages, hotels and resorts, and others. Men and females of different age groups such as those below 25 years, 25 to 39 years, 40 to 59 years, 60 to 74 years, 75 years, and above are the visitors of the amusement parks. The amusement parks market research report is one of a series of new reports from The Business Research Company that provides amusement parks market statistics, including amusement parks industry global market size, regional shares, competitors with amusement parks market share, detailed amusement parks market segments, market trends and opportunities, and any further data you may need to thrive in the amusement parks and arcades industry. This amusement parks market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry. The global amusement parks market grew from $67.16 billion in 2022 to $106.57 billion in 2023 at a compound annual growth rate (CAGR) of 58.7%. The Russia-Ukraine war disrupted the chances of global economic recovery from the COVID-19 pandemic, at least in the short term. The war between these two countries has led to economic sanctions on multiple countries, a surge in commodity prices, and supply chain disruptions, causing inflation across goods and services and affecting many markets across the globe. The amusement parks market is expected to grow to $122.50 billion in 2027 at a CAGR of 3.5%. Increasing the use of social media and access to mass media is positively influencing the amusement park market. Visitors in amusement facilities such as amusement parks like sharing their experiences, photographs, and videos on social media platforms which helps other people know about the experiences offered by the amusement parks. According to a study conducted by Visa, a cards and payment company, 73% of Asians check in online while on a holiday, and as many as 71% of people share their experiences on social media sites. Social media is the most effective marketing tool for amusement parks to acquire new customers. Extensive use of social media is expected to drive the amusement parks market going forward. The outbreak of COVID-19 disease (COVID-19) has acted as a massive restraint on the amusement parks market in 2020 as governments globally imposed lockdowns and restricted domestic and international travel limiting the need for services offered by these establishments. COVID-19 is an infectious disease with flu-like symptoms including fever, cough, and difficulty in breathing. The virus was first identified in 2019 in Wuhan, Hubei province of the People's Republic of China, and spread globally including Western Europe, North America, and Asia. Steps by national governments to contain the transmission have resulted in the closure of recreational facilities such as amusement parks with countries entering a state of 'lockdown' and the outbreak had a negative impact on businesses throughout 2020 and into 2021. However, it is expected that the amusement parks market will recover from the shock across the forecast period as it is a 'black swan event and not related to ongoing or fundamental weaknesses in the market or the global economy. Amusement parks are increasingly using virtual and augmented reality technology to enhance customer experience. Virtual reality is a 3D, computer-generated environment that can interact with a person, whereas augmented reality turns an environment into a digital interface by placing virtual objects in the real world. Amusement parks are implementing this technology in rides and theater-based attractions. For instance, Plopsaland De Panne in De Panne, Belgium has a new virtual reality wooden roller coaster called Heidi the Ride, which can reach speeds of more than 43 mph. Amusement park SeaWorld has started operating a new Kraken Virtual Reality Roller Coaster in Orlando. The Weave Breaker coaster brings the reality of jet skiing in an amusement park. Universal Studios have The Walking Dead mazes with augmented reality elements. Major companies in the amusement parks market include The Walt Disney Company, Oriental Land Company Ltd., Maruhan, OCT Amusement park, Vail Resorts, Inc., Comcast Corporation, Merlin Entertainment Plc, Fantawild, Chimelong, and Delaware North. North America was the largest region in the amusement parks market in 2022. Western Europe is expected to be the fastest-growing region in the forecast period. The regions covered in the amusement parks market are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, and Africa. The countries covered in the amusement parks market are Argentina, Australia, Austria, Belgium, Brazil, Canada, Chile, China, Colombia, Czech Republic, Denmark, Egypt, Finland, France, Germany, Hong Kong, India, Indonesia, Ireland, Israel, Italy, Japan, Malaysia, Mexico, Netherlands, New Zealand, Nigeria, Norway, Peru, Philippines, Poland, Portugal, Romania, Russia, Saudi Arabia, Singapore, South Africa, South Korea, Spain, Sweden, Switzerland, Thailand, Turkey, UAE, UK, USA, Venezuela, and Vietnam. The amusement parks and arcades market includes revenues earned by entities by operating amusement parks with roller coasters, water slides, and other amusement rides, and provide outdoor entertainment services. The amusement parks and arcade market also includes sales of amusement arcades such as family fun centers, pinball arcades, and amusement device parlors. This market includes sales of entry fees and ticket sales for rides, games, food and beverages, merchandise goods, and hotels and resorts. However, this market excludes sales of exclusive restaurants such as fast-food chains operating within amusement parks. Amusement and theme park companies operate mechanical rides, water rides, water games (including spectator sports and crowd engagement games), events, games, shows, themed exhibits, refreshment stands, and other visitor attractions for entertainment. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included. The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified). The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products. The global amusement parks market is segmented - 1) By Type: Theme Parks, Water Parks, Amusement Arcades 2) By Revenue Source: Tickets, Merchandise, Food and Beverages, Hotels & Resorts, Other Revenue Sources 3) By Age Group: Below 25 Years, 25 to 39 Years, 40 to 59 Years, 60 to 74 Years, 75 Years and Above 4) By Visitors' Gender: Male, Female
Recreation Global Market Report 2023 – By Type (Amusements, Arts, Sports), By Age Group (Aged 35 and Younger, Aged 35-54, Aged 55 and Older), By Revenue Source (Media Rights, Merchandising, Tickets and Sponsorship) – Market Size, Trends, And Global Forecast 2023-2032
Recreation refers to all the activities that people choose to refresh their minds and bodies and make their free time more enjoyable and interesting. Recreation improves concentration skills and the ability to manage anxiety and stress. Enhanced social skills develop skills such as cooperation and teamwork, and a great way to have fun, meet new people and develop friendships. The main types of recreation are amusements, arts, and sports. Sports services provide live sporting events before a paying audience or entities that operate golf courses and country clubs, skiing facilities, marinas, fitness and recreational sports centers, and bowling centers. The different age groups include aged 35 and younger, aged 35-54, aged 55 and older, and involve various revenue sources such as media rights, merchandising, tickets and sponsorship. The recreation market research report is one of a series of new reports from The Business Research Company that provides recreation market statistics, including recreation industry global market size, regional shares, competitors with a recreation market share, detailed recreation market segments, market trends, and opportunities, and any further data you may need to thrive in the recreation industry. This recreation market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry. The global recreation market grew from $1,443.83 billion in 2022 to $1,900.67 billion in 2023 at a compound annual growth rate (CAGR) of 31.6%. The Russia-Ukraine war disrupted the chances of global economic recovery from the COVID-19 pandemic, at least in the short term. The war between these two countries has led to economic sanctions on multiple countries, a surge in commodity prices, and supply chain disruptions, causing inflation across goods and services and affecting many markets across the globe. The recreation market is expected to grow to $2,194.09 billion in 2027 at a CAGR of 3.7%. The recreation market growth is aided by stable economic growth forecasted in many developed and developing countries. The International Monetary Fund (IMF) stated that the global GDP growth was 3.5% in 2020, up from 3.2% in 2019. Recovering commodity prices are further expected to aid market growth. Developed economies are also expected to register stable growth during the forecast period. Additionally, emerging markets are expected to continue to grow slightly faster than developed markets in the forecast period. For instance, India's GDP grew by 7.2%, whereas China registered a GDP growth of 6.0% in 2020. Stable economic growth is expected in end-user markets, thereby driving the market during the forecast period. This continued economic growth is expected to increase investments in the end-user markets and be a driver of the recreation market as greater affluence allows consumers to visit recreation centers. The outbreak of COVID-19 disease (COVID-19) has acted as a massive restraint on the recreation market in 2020 as governments globally imposed lockdowns and restricted domestic and international travel limiting the need for services offered by these establishments. COVID-19 is an infectious disease with flu-like symptoms including fever, cough, and difficulty in breathing. The virus was first identified in 2019 in Wuhan, Hubei province of the People's Republic of China, and spread globally including Western Europe, North America, and Asia. Steps by national governments to contain the transmission have resulted in the closure of recreational facilities such as amusement parks, museums, and casinos with countries entering a state of 'lockdown' and the outbreak hurt businesses throughout 2020 and into 2021. However, it is expected that the recreation market will recover from the shock across the forecast period as it is a 'black swan event and not related to ongoing or fundamental weaknesses in the market or the global economy. Amusement parks are increasingly using virtual and augmented reality technology to provide an immersive experience to customers. Virtual reality is a 3D, computer-generated environment that can interact with a person, whereas augmented reality turns an environment into a digital interface by placing virtual objects in the real world. Amusement parks are implementing this technology in rides and theater-based attractions. For instance, Plopsaland De Panne in De Panne, Belgium has a new virtual reality wooden roller coaster called Heidi The Ride, which can reach speeds of more than 43 mph. Amusement park SeaWorld has started operating a new Kraken Virtual Reality Roller Coaster in Orlando. The Weave Breaker coaster brings the reality of jet skiing in an amusement park. Universal Studios have The Walking Dead mazes with augmented reality elements. Major companies in the recreation market include China Sports Lottery, China Welfare Lottery, The Walt Disney Company, Sociedad Estatal Loterías y Apuestas del Estado S.A., Maruhan, Flutter Entertainment plc, The Hong Kong Jockey Club, Tabcorp Holdings Ltd., CJ Corp, and Oriental Land Company Ltd. Asia-Pacific was the largest region in the recreation market in 2022. Eastern Europe is expected to be the fastest-growing region in the forecast period. The regions covered in the recreation market are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, and Africa. The countries covered in the recreation market are Argentina, Australia, Austria, Belgium, Brazil, Canada, Chile, China, Colombia, Czech Republic, Denmark, Egypt, Finland, France, Germany, Hong Kong, India, Indonesia, Ireland, Israel, Italy, Japan, Malaysia, Mexico, Netherlands, New Zealand, Nigeria, Norway, Peru, Philippines, Poland, Portugal, Romania, Russia, Saudi Arabia, Singapore, South Africa, South Korea, Spain, Sweden, Switzerland, Thailand, Turkey, UAE, UK, USA, Venezuela, and Vietnam. The recreation market includes revenues earned by entities by operating amusements facilities, operating facilities or providing services for cultural, entertainment, and recreational interests, providing live sporting events before a paying audience, and operating golf courses and country clubs, skiing facilities, marinas, fitness, and recreational sports centers, and bowling centers. Gambling, except casino hotels, can also be considered to be part of the recreation market. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included. The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified). The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products. The global recreation market is segmented - 1) By Type: Amusements, Arts, Sports 2) By Age Group: Aged 35 and Younger, Aged 35-54, Aged 55 and Older 3) By Revenue Source: Media Rights, Merchandising, Tickets and Sponsorship Subsegments Covered: Amusement Parks, Gambling, Museums, Historical Sites, Zoos, And Parks, Independent Artists And Performing Art Companies, Sports And Arts Promoters, Spectator Sports, Participatory Sports
Gambling Global Market Report 2023 – By Type (Casino, Lotteries, Sports Betting, Other Gambling), By Channel Type (Offline, Online, Virtual Reality), By End User (Gambling Enthusiasts, Social Exuberant, Other End Users) – Market Size, Trends, And Global Forecast 2023-2032
Gambling is the act of wagering money or something of value on an event with an uncertain outcome that is not under the gambler's control, with the intent of winning something else of value, often money. Gambling can teach a valuable lesson about the relationship between risk and reward. The main types of gambling are casino lotteries, sports betting, and other gambling. A lottery is a type of gambling in which numbers are drawn at random for a prize. The various channels include offline, online, and virtual reality (VR) and are used by several end users such as gambling enthusiasts, social exuberant, and others. The gambling market research report is one of a series of new reports from The Business Research Company that provides gambling market statistics, including the gambling industry's global market size, regional shares, competitors with a gambling market share, detailed gambling market segments, market trends, and opportunities, and any further data you may need to thrive in the gambling industry. This gambling market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry. The global gambling market grew from $449.04 billion in 2022 to $702.45 billion in 2023 at a compound annual growth rate (CAGR) of 56.4%. The Russia-Ukraine war disrupted the chances of global economic recovery from the COVID-19 pandemic, at least in the short term. The war between these two countries has led to economic sanctions on multiple countries, a surge in commodity prices, and supply chain disruptions, causing inflation across goods and services and affecting many markets across the globe. The gambling market is expected to grow to $765.89 billion in 2027 at a CAGR of 2.2%. Changing Consumer Gambling Habits: The demand for gambling is expected to be driven by the changing gambling habits of consumers. The increasing popularity of gambling apps and social gambling will propel the growth of the market going forward. The global social casino market reached $4.64 billion in 2020, growing at a CAGR of 5%. The increasing adoption of mobile devices and increasing internet penetration will drive the demand for online gambling, driving market growth. COVID-19 Pandemic: The outbreak of COVID-19 disease (COVID-19) has acted as a massive restraint on the gambling market in 2020 as governments globally imposed lockdowns and restricted domestic and international travel limiting the need for services offered by these establishments. COVID-19 is an infectious disease with flu-like symptoms including fever, cough, and difficulty in breathing. The virus was first identified in 2019 in Wuhan, Hubei province of the People's Republic of China, and spread globally including Western Europe, North America, and Asia. Steps by national governments to contain the transmission have resulted in the closure of recreational facilities such as casinos with countries entering a state of 'lock down' and the outbreak had a negative impact on businesses throughout 2020 and into 2021. However, it is expected that the gambling market will recover from the shock across the forecast period as it is a 'black swan event and not related to ongoing or fundamental weaknesses in the market or the global economy. Branded slots are increasingly becoming popular in the gambling industry. Branded slots are licensed online casino games built around universally popular subjects such as movies, TV shows, music, or books. Brand loyalty draws customers towards trying slot games revolving around their favorite characters. Branded online slot games attract casual bettors, even the ones with little experience and interest in slot machines, as they create a connection with the players due to their familiarity with characters on the slots, increasing the traffic on the slot machines. Branded slots based on Game of Thrones, Westworld, Batman, and Jurassic Park are some of the most popular branded slot games. Major companies in the gambling market include China Sports Lottery, China Welfare Lottery, Sociedad Estatal Loterías y Apuestas del Estado S.A., Flutter Entertainment plc, Maruhan, The Hong Kong Jockey Club, Tabcorp Holdings Ltd., Penn National Gaming, Inc., Caesars Entertainment Corporation and LAS VEGAS SANDS CORP. Asia-Pacific was the largest region in the gambling market in 2022. Eastern Europe is expected to be the fastest-growing region in the forecast period. The regions covered in the gambling market are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, and Africa. The countries covered in the gambling market are Argentina, Australia, Austria, Belgium, Brazil, Canada, Chile, China, Colombia, Czech Republic, Denmark, Egypt, Finland, France, Germany, Hong Kong, India, Indonesia, Ireland, Israel, Italy, Japan, Malaysia, Mexico, Netherlands, New Zealand, Nigeria, Norway, Peru, Philippines, Poland, Portugal, Romania, Russia, Saudi Arabia, Singapore, South Africa, South Korea, Spain, Sweden, Switzerland, Thailand, Turkey, UAE, UK, USA, Venezuela, and Vietnam. The gambling market includes revenues earned by entities by operating facilities such as casinos, bingo halls, video gaming terminals, lotteries, on-track horse race betting, and off-track sports betting. Bingo parlors, coin-operated gambling device concession operators, bookmakers, lottery ticket sales agents, and card rooms are also included in this market. The gambling market also includes sales of gambling services and related goods by entities that operate casino hotels. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included. The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified). The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products. The global gambling market is segmented - 1) By Type: Casino, Lotteries, Sports Betting, Other Gambling 2) By Channel Type: Offline, Online, Virtual Reality(VR) 3) By End-User: Gambling Enthusiasts, Social Exuberant, Other End-Users
Online Gambling Global Market Report 2023 – By Game Type (Betting, Casino, Lottery, Poker, Online Bingo, Others), By Device (Desktop, Mobile, Other Devices), By Component (Software, Services) – Market Size, Trends, And Global Forecast 2023-2032
Online Gambling is the use of the internet for the act of wagering money or something of value on an event with an uncertain outcome that is not under the gambler's control, with the intent of winning something else of value, often money. The main game types of online gambling are betting, casinos, lottery, poker, online bingo, and others. A lottery is a type of gambling in which numbers are drawn at random for a prize. The games are played on various devices such as desktops, mobiles, and others. The different components include software and services. The online gambling market research report is one of a series of new reports from The Business Research Company that provides online gambling market statistics, including the online gambling industry's global market size, regional shares, competitors with an online gambling market share, detailed online gambling market segments, market trends and opportunities, and any further data you may need to thrive in the online gambling industry. This online gambling market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry. The global online gambling market size will grow from $81.08 billion in 2022 to $88.65 billion in 2023 at a compound annual growth rate (CAGR) of 9.3%. The Russia-Ukraine war disrupted the chances of global economic recovery from the COVID-19 pandemic, at least in the short term. The war between these two countries has led to economic sanctions on multiple countries, a surge in commodity prices, and supply chain disruptions, causing inflation across goods and services and affecting many markets across the globe. The global online gambling market size is expected to grow to $125.6 billion in 2027 at a CAGR of 9.1%. The increasing adoption of smartphones with the improved internet accessibility is driving the online gambling market. Globally, the average use of mobile devices compared to desktop computers or laptops is significantly greater. In most countries, mobile users account for about 80% of all users in the online gambling industry. According to a study published by the Gambling Commission, in 2020, the most common method of accessing online gambling remained mobile phones, particularly among younger people. Similarly, according to the European Online Gambling Edition by EGBA, in 2021, online gambling revenue is expected to reach €36.4 billion (41.7% of total gambling) gross gaming revenue in Europe, an increase of 19% compared to 2020. According to Cisco company annual report, globally, the total number of Internet users is projected to grow to 5.3 billion by 2023 at a CAGR of 6 percent, and smartphones will grow at a 7% CAGR. This, in turn, is expected to drive the online gambling market. Online gambling laws vary wildly from one region to other. Most countries have local laws that deal with relevant legal and regulatory issues. Countries such as the USA, have much more complex gambling regulatory processes. Moreover, in countries like India, gambling is under strict control. With each country enacting different gambling laws, it's tough to be familiar with them all. Nevertheless, all gambling sites should be compliant with any laws that they are subject to, to ensure gambling sites are operated lawfully, ethically, and are safe. The established and reputable licensing authorities impose a strict code of conduct on the licensees, who have to adhere to the necessary regulations if they are to maintain their licenses. The strict and varying laws across the countries are likely to challenge the market growth. Technologies such as Blockchain, IoT, and VR are changing everything in every field including online gambling. Virtual Reality and VR Headsets have gained a lot of popularity in recent years and are a revolutionary addition to the world of online gambling. With VR, one can enter a virtual casino and play all the games without having to travel. However, fraud and cheating were majorly concerning the users of online gambling. A lot of online casinos and online gambling sites have been accused of not being transparent and hiding their internal workings and the methods for their dealings. These concerns can be addressed using blockchain technology. With blockchain technology, everyone will be able to see exactly what is going on behind the scenes. Games such as SlotsMillion, Casino VR Poker, and The Gear that are played through VR are engaging customers and shaping the online gambling industry. In May 2022, MGM Resorts International acquired gaming and online sports betting company, LeoVegas for $604 million. Following the acquisition of LeoVegas, MGM Resorts International would create a scaled global online gaming business. MGM Resorts International is a Sweden-based online gambling company offering video poker, table games, progressive jackpots, video slots, and live betting services through its online casinos and sportsbooks. Major players in the online gambling market are 888 Holdings PLC, Bet365 Group Ltd., Betsson AB, William Hill PLC, VGC Holdings PLC, Kindred Group PLC, Sky Betting & Gaming, Stars Group Inc., Ladbrokes Coral Group PLC, and Paddy Power Betfair PLC. Asia-Pacific was the largest region in the online gambling market in 2022. Eastern Europe is expected to be the fastest-growing region in the global online gambling market forecast period. The regions covered in the global online gambling market are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, the Middle East, and Africa. The countries covered in the online gambling market are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, the UK, and the USA. The online gambling betting market includes revenues earned by entities operating facilities that provide services such as online betting (digital table games and sports bets). The online gambling market comprises revenue generated by remote gaming activities using the internet and desktop and mobile devices. The market includes gambling establishments developing online sports betting, casino, bingo, lotteries, and poker games, among others. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included. The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified). The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products. The global online gambling market is segmented - 1) By Game Type: Betting, Casino, Lottery, Poker, Online Bingo, Others 2) By Device: Desktop, Mobile, Other Devices 3) By Component: Software, Services
Independent Artists And Performing Art Companies Global Market Report 2023 – By Type (Performing Arts, Visual Arts), By End User (Individual Users, Commercial Users, Other End Users) – Market Size, Trends, And Global Forecast 2023-2032
Independent artists and performing art companies are businesses that primarily produce live performances by actors and actresses, singers and dancers, musical groups and artists, and other performing artists. An independent artist refers to a musician or music group that has not signed a record label. Performing art means live performances by actors and actresses, singers and dancers, musical groups and artists, and other performing artists. The main types of independent artists and performing art companies are performing arts and visual arts. Performing arts companies are businesses that primarily produce live performances by actors and actresses, singers and dancers, musical groups and artists, and other performing artists. The various end users include individual users, commercial users, and others. The independent artists and performing art companies services market research report is one of a series of new reports from The Business Research Company that provides independent artists and performing art companies services market statistics, including independent artists and performing art companies services industry global market size, regional shares, competitors with independent artists and performing art companies services market share, detailed independent artists and performing art companies services market segments, market trends and opportunities, and any further data you may need to thrive in the independent artists and performing art companies services industry. This independent artist and performing art companies services market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry. The global independent artists and performing art companies market grew from $158.47 billion in 2022 to $249.13 billion in 2023 at a compound annual growth rate (CAGR) of 57.2%. The Russia-Ukraine war disrupted the chances of global economic recovery from the COVID-19 pandemic, at least in the short term. The war between these two countries has led to economic sanctions on multiple countries, a surge in commodity prices, and supply chain disruptions, causing inflation across goods and services and affecting many markets across the globe. The independent artists and performing art companies market is expected to grow to $280.94 billion in 2027 at a CAGR of 3.0%. Performing arts companies are partnering with military and veteran organizations, urban equity programs, and businesses to address social issues. These partnerships allow them to achieve their mutual goals of building audiences, cutting costs, and addressing homelessness, hunger, and other social issues. For instance, in Miami, design, tourism and business leaders, and zoo management collaborated through the Miami-Dade County Department of Cultural Affairs to change the course of the addressed issues through government policies. Major companies in the independent artists and performing art companies market include CJ Corp, Cineworld Group plc, AMC Entertainment Holdings, Inc., Cinemark Holdings, Inc., PVR Limited, The Metropolitan Opera Association, Cineplex Inc., Kinepolis Group NV, Village Roadshow Ltd., and INOX Leisure Limited. Asia-Pacific was the largest region in the independent artists and performing art companies market in 2022. Eastern Europe is expected to be the fastest-growing region in the forecast period. The regions covered in the independent artists and performing art companies market are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, and Africa. The countries covered in the independent artists and performing art companies market are Argentina, Australia, Austria, Belgium, Brazil, Canada, Chile, China, Colombia, Czech Republic, Denmark, Egypt, Finland, France, Germany, Hong Kong, India, Indonesia, Ireland, Israel, Italy, Japan, Malaysia, Mexico, Netherlands, New Zealand, Nigeria, Norway, Peru, Philippines, Poland, Portugal, Romania, Russia, Saudi Arabia, Singapore, South Africa, South Korea, Spain, Sweden, Switzerland, Thailand, Turkey, UAE, UK, USA, Venezuela, and Vietnam. The independent artists and performing art companies' services market includes revenues earned by entities that are involved in performing in artistic productions, creating artistic and cultural works, and providing technical expertise necessary for these productions. The providers also include athletes and others that endorse products, including independent actors, authors, cameramen, choreographers, costume designers, dancers, music directors, speakers, and writers. The market also includes revenue earned by entities for product endorsement and public appearances or speeches. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included. The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified). The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products. The global independent artists and performing art companies market is segmented - 1) By Type: Performing Arts, Visual Arts 2) By End User: Individual Users, Commercial Users, Other End-Users Subsegments Covered: Theater Companies And Dinner Theaters, Dance Companies, Musical Groups And Artists, Other Performing Arts Companies
Sports And Arts Promoters Global Market Report 2023 – By Type (Sports Promoters, Arts Promoters), By Revenue Source (Media Rights, Merchandising, Tickets, Sponsorship), By End Users ( Individuals, Companies) – Market Size, Trends, And Global Forecast 2023-2032
Sports and arts promoter's services refer to the services that attempt to establish and maintain contacts, such as obtaining media attention and gallery shows, in order to promote an artist and their work. A sports promoter is a person who attempts to establish and maintain contacts, such as obtaining media attention and advertising sports shows, to promote any sports event, teams, area, and athletic personalities. The main types of sports and arts promoters are sports promoters and arts promoters. Arts promoters attempt to establish and maintain contacts, such as obtaining media attention and gallery shows, to promote an artist and their work. The various end users include individuals, and companies and involve different revenue sources such as media rights, merchandising tickets, and sponsorship. The sports and arts promoters services market research report is one of a series of new reports from The Business Research Company that provides sports and arts promoters services market statistics, including sports and arts promoters services industry global market size, regional shares, competitors with a sports and arts promoters services market share, detailed sports and arts promoters services market segments, market trends and opportunities, and any further data you may need to thrive in the sports and arts promoters services industry. This sports and arts promoters services market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry. The global sports and arts promoters market grew from $221.95 billion in 2022 to $233.39 billion in 2023 at a compound annual growth rate (CAGR) of 5.2%. The Russia-Ukraine war disrupted the chances of global economic recovery from the COVID-19 pandemic, at least in the short term. The war between these two countries has led to economic sanctions on multiple countries, a surge in commodity prices, and supply chain disruptions, causing inflation across goods and services and affecting many markets across the globe. The sports and arts promoters market is expected to grow to $281.80 billion in 2027 at a CAGR of 4.8%. Sports organizers are implementing virtual reality technology to improve the spectator experience in a sporting events. Virtual reality technology generates images, sounds, and other sensations that simulate a physical presence in an imaginary environment. Clubs and teams are experimenting with simulated and 360-degree environments to enhance the match viewing experience of the fans by allowing them to have a virtual walkthrough of the stadium or the race track and view the match from different angles. For instance, the NBA game between the Sacramento Kings and San Antonio Spurs was broadcasted in VR. The viewers could watch the action from a myriad of angles, including underneath the basket. NASCAR has created an interactive fan area at the race tracks with the implementation of virtual reality. Sports and arts organizers are implementing mobile ticketing to provide a hassle-free ticket purchase experience. Mobile ticketing is the process where customers can buy and validate tickets using mobile phones. Event organizers' production and distribution costs associated with traditional paper-based ticketing channels are eliminated with the implementation of mobile ticketing. Apart from this, the data exchanged digitally through ticket transactions enables sports organizers to learn more about fans and generate insights to formulate marketing strategies from the database. For instance, Barcelona implemented mobile ticketing and eliminated paper tickets by introducing a new system that allows fans to scan a bar code on their phones to gain access to matches. Pocono Raceway launched a mobile ticket delivery system that allows fans to have their ticket delivered to their mobile device and have their ticket scanned at the gate directly from their mobile device. Major companies in the sports and arts promoters market include Live Nation Entertainment, Inc., EXOR Group, Madison Square Garden Company, Lincoln Center, San Francisco Symphony, Townsquare Media, Inc., GMM Grammy Public Company Limited, Tivoli A/S, Factory Theatre and Denver Center For The Performing Arts. Asia-Pacific was the largest region in the sports and arts promoters market in 2022. Africa is expected to be the fastest-growing region in the forecast period. The regions covered in the sports and arts promoters market are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, and Africa. The countries covered in the sports and arts promoters market are Argentina, Australia, Austria, Belgium, Brazil, Canada, Chile, China, Colombia, Czech Republic, Denmark, Egypt, Finland, France, Germany, Hong Kong, India, Indonesia, Ireland, Israel, Italy, Japan, Malaysia, Mexico, Netherlands, New Zealand, Nigeria, Norway, Peru, Philippines, Poland, Portugal, Romania, Russia, Saudi Arabia, Singapore, South Africa, South Korea, Spain, Sweden, Switzerland, Thailand, Turkey, UAE, UK, USA, Venezuela, and Vietnam. The sports and arts promoters services market includes revenues earned by entities by providing services like organizing, promoting, and managing live performing arts productions, sports events, and other events such as state fairs, county fairs, agricultural fairs, concerts, and festivals; and manage and provide the staff to operate arenas, stadiums, theaters or other related facilities for rent to other promoters. Customers for sports and arts promoters include independent artists and performing arts companies. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included. The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified). The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products. The global sports and arts promoters market is segmented - 1) By Type: Sports Promoters, Arts Promoters 2) By Revenue Source: Media Rights, Merchandising, Tickets, Sponsorship 3) By End-Users: Individuals, Companies
Arts Global Market Report 2023 – By Type (Museums, Historical Sites, Zoos, And Parks, Independent Artists And Performing Art Companies, Sports And Arts Promoters), By Revenue Source (Media Rights, Merchandising, Tickets, Sponsorship), By End User (Individuals, Companies, Other End Users) – Market Size, Trends, And Global Forecast 2023-2032
Art is the intentional arrangement of objects in ways that influence and alter the senses, emotions, and intellect. Art helps to process emotions and understand their surroundings. It allows us to see life from a different perspective and it makes us feel alive. The main types of art services are museums, historical sites, zoos, and parks, independent artists and performing art companies, and sports and arts promoters. Sports and arts promoters organize, promote, and manage live performing arts productions, sports events, and other events such as state fairs, county fairs, agricultural fairs, concerts, and festivals; and manage and provide the staff to operate arenas, stadiums, theaters or other related facilities for rent to other promoters. The different revenue sources include media rights, merchandising, tickets, and sponsorship which are used by individuals, companies, and others. The art market research report is one of a series of new reports from The Business Research Company that provides arts services market statistics, including arts services industry global market size, regional shares, competitors with an art market share, detailed arts market segments, market trends and opportunities, and any further data you may need to thrive in the art services industry. This art market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry. The global arts market grew from $441.02 billion in 2022 to $579.52 billion in 2023 at a compound annual growth rate (CAGR) of 31.4%. The Russia-Ukraine war disrupted the chances of global economic recovery from the COVID-19 pandemic, at least in the short term. The war between these two countries has led to economic sanctions on multiple countries, a surge in commodity prices, and supply chain disruptions, causing inflation across goods and services and affecting many markets across the globe. The arts market is expected to grow to $682.08 billion in 2027 at a CAGR of 4.2%. Art organizers are using augmented reality (AR) technology to create real-world experiences for customers. Augmented reality is the integration of digital information with the user's environment in real time. Museums and zoos are now using augmented reality as a tool to educate and entertain the audience by creating a visual tour guide and displaying 3D content in a real-world camera view. For instance, the Cleveland Museum of Art is using augmented reality technology to let users interact and access the most current and comprehensive information about every piece of artwork in the museum. In Acropolis Museum in Athens, Greece, the team used AR technology to bring a collection of architectural and sculptural remains to life. Independent formats are offering new platforms for new talent to promote their music. Since music recording companies are often averse to taking risks with new talent, artists are making use of social media and music streaming platforms and are taking charge of their marketing and distribution. Social media platforms have created a new means of connectivity and marketing opportunities for artists. For instance, iTunes, Spotify, Pandora, and YouTube are some platforms widely used by music artists to promote their work. Major companies in the art market include CJ Corp, Live Nation Entertainment, Inc., Cineworld Group plc, AMC Entertainment Holdings, Inc., Smithsonian Institution, Washington, D.C., Cinemark Holdings, Inc., Madison Square Garden Company, PVR Limited, The Metropolitan Opera Association, and The State Hermitage Museum. Asia-Pacific was the largest region in the art market in 2022. Eastern Europe is expected to be the fastest-growing region in the forecast period. The regions covered in the art services market are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, the Middle East, and Africa. The countries covered in the art market are Argentina, Australia, Austria, Belgium, Brazil, Canada, Chile, China, Colombia, Czech Republic, Denmark, Egypt, Finland, France, Germany, Hong Kong, India, Indonesia, Ireland, Israel, Italy, Japan, Malaysia, Mexico, Netherlands, New Zealand, Nigeria, Norway, Peru, Philippines, Poland, Portugal, Romania, Russia, Saudi Arabia, Singapore, South Africa, South Korea, Spain, Sweden, Switzerland, Thailand, Turkey, UAE, UK, USA, Venezuela, and Vietnam. The art services market includes revenues earned by entities by operating facilities or providing services for cultural, entertainment, and recreational interests such as producing live performances or events and preserving and exhibiting objects of the art-related interests of patrons. Revenues in this market include entry fees to theatres, art galleries, and royalties. The market covered in this report does not include revenues from selling artwork and antiques (i.e. through auction houses). The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included. The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified). The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products. The global arts market is segmented - 1) By Type: Museums, Historical Sites, Zoos, And Parks, Independent Artists And Performing Art Companies, Sports And Arts Promoters 2) By Revenue Source: Media Rights, Merchandising, Tickets, Sponsorship 3) By End-User: Individuals, Companies, Other End-Users Subsegments Covered: Museums, Historical Sites, Zoos & Botanical Gardens, Nature Parks and Other Similar Institutions, Visual Arts, Performing Arts, Sports Promoters, Arts Promoters