Latest News
Global Recreation Market (2022 to 2031) – Featuring Maruhan, Flutter Entertainment and Tabcorp Holdings Among Others
The “Recreation Global Market Report 2022, By Type, Age Group, Revenue Source” report has been added to ResearchAndMarkets’ offering.
This report provides strategists, marketers and senior management with the critical information they need to assess the global recreation market as it emerges from the Covid 19 shut down.
Reasons to Purchase
- Gain a truly global perspective with the most comprehensive report available on this market covering 50+ geographies.
- Understand how the market is being affected by the coronavirus and how it is likely to emerge and grow as the impact of the virus abates.
- Create regional and country strategies on the basis of local data and analysis.
- Identify growth segments for investment.
- Outperform competitors using forecast data and the drivers and trends shaping the market.
- Understand customers based on the latest market research findings.
- Benchmark performance against key competitors.
- Utilize the relationships between key data sets for superior strategizing.
- Suitable for supporting your internal and external presentations with reliable high quality data and analysis
Description:
Where is the largest and fastest growing market for the recreation? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The Recreation market global report answers all these questions and many more.
The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography. It places the market within the context of the wider recreation market, and compares it with other markets.
- The market characteristics section of the report defines and explains the market.
- The market size section gives the market size ($b) covering both the historic growth of the market, the impact of the Covid 19 virus and forecasting its recovery.
- Market segmentations break down market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the impact and recovery trajectory of Covid 19 for all regions, key developed countries and major emerging markets.
- Competitive landscape gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
- The recreation market section of the report gives context. It compares the recreation market with other segments of the recreation market by size and growth, historic and forecast. It analyses GDP proportion, expenditure per capita, recreation indicators comparison.
Major companies in the recreation market include China Sports Lottery, China Welfare Lottery, The Walt Disney Company, Sociedad Estatal Loterias 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.
The global recreation market is expected to grow from $960.66 billion in 2021 to $1485.79 billion in 2022 at a compound annual growth rate (CAGR) of 54.7%. The growth is mainly due to the companies rearranging their operations and recovering from the COVID-19 impact, which had earlier led to restrictive containment measures involving social distancing, remote working, and the closure of commercial activities that resulted in operational challenges. The market is expected to reach $2557.38 billion in 2026 at a CAGR of 14.5%.
The recreation market consists of sales of the use of recreational facilities, and recreational services and related goods by entities (organizations, sole traders and partnerships) that provide recreational services. Recreational activities include taking part in sporting activities and visiting museums, historical sites, zoos and parks and also witnessing spectator sports and events. Gambling except casino hotels can also be considered to be part of recreation market.
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 involves various revenue sources such as media rights, merchandising, tickets and sponsorship.
Asia Pacific was the largest region in the recreation market in 2021. 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 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 3.2% in 2019 and 3.5% in 2020. Recovering commodity prices further expected to aid the 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 the developed markets in the forecast period. For instance, India’s GDP grew by 7.2%, whereas China registered GDP growth of 6.0% in 2020. Stable economic growth is expected to in end user markets, thereby driving the market during 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.
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 which 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.
Powered by WPeMatico
BGaming
CasinoCanada launches free social slot tournament
CasinoCanada.com launches a new social tournament system built around free-to-enter slot competitions, combining daily, weekly, and monthly events with leaderboards, bonus prizes, and exclusive merchandise.
The tournaments are powered entirely by BGaming slots, marking the first industry collaboration between an affiliate brand and BGaming focused specifically on social tournament engagement.
Participation in all tournaments is free for registered users of legal gambling age.
Players compete across rotating tournaments featuring a changing lineup of BGaming titles, including hit titles Aztec Magic Bonanza, Bonanza Billion, and Elvis Frog, among others.
Prizes include various bonuses and free spins from CasinoCanada partner casinos.
Selected special tournaments also feature exclusive BGaming merchandise prizes.
Tournament performance is reflected in public leaderboards, adding a competitive and community-driven layer to the CasinoCanada experience.
While social slot tournaments have become increasingly common in iGaming, many existing formats are built around the same providers and similar tournament structures.
CasinoCanada’s approach focuses on free participation, rotating BGaming content, partner casino bonus rewards, merchandise prizes, and recurring competition.
Eugene Ravdin, Head of PR at CasinoCanada, said: “The affiliate industry is moving beyond static review pages and traditional bonus listings. Community features, recurring engagement formats, and social competition are becoming increasingly important for long-term audience retention.
“Our goal is to create something more interactive and community-driven while also giving more visibility to BGaming’s slot portfolio through a format that players can engage with on a daily basis.”
Kate Puteiko, CMO at BGaming, said: “Players and the community have always been the beating heart of everything we do here at BGaming.
Online play no longer has to be a solitary activity, and tournaments like this are an excellent way to connect players and enhance everyone’s experience.
CasinoCanada shares this vision, and this collaboration is a natural extension of that.
We are excited to see our games front and centre of these tournaments and for players to begin creating memorable moments competing with them.”
CasinoCanada plans to introduce additional community features in the future, including gamification systems and forum functionality designed to expand user interaction around the tournament ecosystem.
The tournaments are now live at: https://casinocanada.com/tournaments/
The post CasinoCanada launches free social slot tournament appeared first on Americas iGaming & Sports Betting News.
Andréa Curral
Esportes Gaming Brasil appoints Andréa Curral as new Marketing Director
Executive takes leadership of the group’s brand, communications and sponsorship strategies
Esportes Gaming Brasil (EGB), owner of the Esportes da Sorte, Onabet and Lottu brands, has announced Andréa Curral as its new Marketing Director.
With more than 17 years of experience in branding, media, communications and consumer experience, the executive will now lead the company’s positioning strategies, campaigns and sponsorship initiatives at a time of consolidation and expansion within Brazil’s regulated market.
Andréa will be responsible for the group’s brand-building, media, communications, campaigns and proprietary projects divisions.
Her role also includes the strategic management of the group’s sponsorship portfolio, which includes clubs such as Corinthians, Ceará, Ferroviária and Náutico, as well as major cultural events sponsored by the company.
The appointment reinforces the group’s ongoing institutional and operational strengthening, as it continues to expand investment in technology, user experience and brand development within the gaming and entertainment sector.
Having previously worked at companies including Discovery, Warner Bros. and Privalia, Andréa has built a career managing high-complexity operations and leading integrated projects across branding, performance, consumer experience (UX) and brand reputation.
For Andréa Curral, the challenge lies in strengthening the connections between brand, business and audience experience.
“Taking on the marketing leadership of a group with the relevance and growth trajectory of EGB is an opportunity to build projects with real impact.
Our focus is to develop strategies that expand brand presence, strengthen relationships with audiences and support the company’s growth in a consistent way,” she said.
Andréa holds a degree in Social Communication from FAAP, a postgraduate qualification in Project and Portfolio Management from Universidade Anhembi Morumbi, and an MBA in Digital Business from FIAP.
Throughout her career, she has led multidisciplinary teams and participated in organisational transformation and operational integration processes within the media and technology sectors.
About Esportes Gaming Brasil
Esportes Gaming Brasil is one of the main groups in the betting sector in the country, with 100% national operations and an official license granted by the Ministry of Finance, through SPA/MF.
The authorization covers its two brands: Esportes da Sorte and Onabet, operating throughout Brazil.
A leader in innovation and a defender of market regulation, the group’s pillars are its commitment to responsible gaming and continuous investment in technologies for user control and well-being.
With hundreds of jobs created, its operations go beyond betting: it supports projects in the areas of sports and culture, such as the Corinthians, Ceará, Ferroviária and Náutico clubs, as well as high-profile initiatives such as Galo da Madrugada and the Recife and Olinda Carnival.
Onabet, in turn, expands the group’s digital reach with creative campaigns and partnerships with influencers, strengthening the connection with the public on online platforms.
The post Esportes Gaming Brasil appoints Andréa Curral as new Marketing Director appeared first on Americas iGaming & Sports Betting News.
apuestas deportivas
¿Son las casas de apuestas las culpables o la arquitectura económica construida por Brasil en los últimos 35 años?
The post ¿Son las casas de apuestas las culpables o la arquitectura económica construida por Brasil en los últimos 35 años? appeared first on Americas iGaming & Sports Betting News.
-
Brazil7 days agoThe IBJR stresses that combating the illegal market is crucial for Desenrola 2.0
-
AGCO4 days agoAGCO Takes Enforcement Action Against Two Companies for Allowing Their Games on Unregulated Gaming Websites
-
Fiona Hickey7 days agoHub88 Enters into Partnership with Games Inc
-
AB Trav och Galopp4 days agoRichard Woodbridge Elected to ATG Board of Directors
-
game release4 days agoSpinomenal adds Desperado Drifter Hold & Hit 3×3 to slot portfolio
-
Brazil3 days agoEsportes da Sorte campaign celebrates fans’ resilience in support of Brazil
-
Caleta Gaming4 days agoCaleta Gaming launches Cluster Cup high-volatility football-themed slot
-
Almir Ribeiro4 days agoBetMGM Brazil hires veteran journalist to lead government relations



