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Global Recreation Market (2022 to 2031) – Featuring Maruhan, Flutter Entertainment and Tabcorp Holdings Among Others

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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.

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Boomerang Partners

Overtime begins: Boomerang Partners launches the final stage of the Golden Boomerang Awards 2026

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The Golden Boomerang Awards 2026 by Boomerang Partners is moving into its decisive phase. The third and final stage of the tournament – titled “Overtime” – will run from 20 July to 31 August. It marks the last opportunity for participants to reshape the leaderboard and compete for the season’s main prize – an exclusive private dinner with a football legend in September 2026.

Overtime mechanics: points allocation

To intensify competition during the final stretch, Boomerang Partners is introducing an updated scoring system. From now on, affiliate teams will earn 3 points for every FTD generated on any partner brand from the Agency’s clients’ portfolio. In the previous stage, participants received 3 points for each sports FTD and 1 point for each online casino FTD. Now, the value of all FTDs is identical.

Overtime mechanics: performance boosts

Within the Overtime stage of the Golden Boomerang Awards 2026, a set of performance boosts remains active. These mechanics give participating teams the opportunity not only to catch up but also to overtake the leaders.

  • Welcome Boost – x2 points for the first 14 days after entering the stage
  • Lucky Five – +5 points for achieving 10 Casino FTDs per week
  • Last Minutes Winner – x3 points during the final 7 days of Overtime

Martin Černý, CEO at Boomerang Partners said: “Overtime brings the Golden Boomerang Awards 2026 to its most competitive stage. At this point in the tournament, every result can influence the leaderboard, and teams still have the opportunity to improve their positions. We expect the final weeks to bring strong competition and determine the final standings.”

A final stretch where every day counts

With fewer than 40 days left in the GBA 2026, the competition enters its most volatile phase. The leaderboard remains open, and even small performance shifts can significantly alter final standings. Participants are now entering a stage where strategy, timing, and consistent activity define the outcome – and where the final push may determine the season’s ultimate winner.

Overtime has begun. TIME TO WIN THE TITLE.

About Boomerang

Boomerang Partners is a rapidly growing global marketing agency offering a wide range of services. In 2024, it launched the inaugural Golden Boomerang Awards – a global tournament for affiliate teams. More than 400 affiliate teams participated in the second season of the tournament in 2025. Martin Černý – Boomerang Partners’ CEO since June 2025.

The Agency’s clients’ portfolio contains brands offering affiliate and entertainment services across multiple markets in compliance with local regulations. These products provide incentive programs and 24/7 multilingual support.

The post Overtime begins: Boomerang Partners launches the final stage of the Golden Boomerang Awards 2026 appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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GR8_TECH

The World Cup Is Over. GR8_TECH Opens “The Locker Room” to Count What It Was Worth

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The trophy has been lifted. Now comes the most interesting part for operators: counting the revenue, assessing what worked, learning from what didn’t, and deciding what to change before the next betting event.

On Thursday, August 20, at 4:00 p.m. CEST, GR8_TECH will host “The Locker Room: World Cup Numbers”, a closed-door benchmarking session created to help operators make sense of their tournament results and see how their performance stacked up against the room and the wider market.

Led by Dinos Doxiadis, Head of Sportsbook Business at GR8_TECH, the session will combine anonymized benchmarks with in-depth post-World Cup platform data on margin, player behavior, retention, and peak-load performance. It isn’t a tournament recap, but a working session built around deeper analysis than GR8_TECH releases publicly.

A First Look at the World Cup Numbers

Initial aggregated data from the GR8_TECH platform shows an average tournament margin of over 12%, alongside a significant increase in staking during the knockout stages.

Average stakes during the play-offs were 53% higher than during the group stage, while the average stake on the final was 89% above the tournament average.

Player interest was highly concentrated. Matches featuring Spain, Argentina, England, or France generated 42% of the total World Cup turnover. Argentina was the tournament’s most-bet-on team, accounting for 12.5% of all bets, although Spain finished only 0.09 percentage points behind Argentina by turnover.

The final also created one of the tournament’s most demanding operational moments. Within one minute of the final whistle, GR8_TECH’s platform settled more than half a million bets, demonstrating the level of processing performance required when a global audience reaches the same outcome simultaneously.

Inside The Locker Room, participants will examine what happened across:

  • Live betting and bet builders
  • Margin and staking dynamics
  • Peak-load and settlement moments
  • Acquisition compared with player reactivation
  • Retention beyond the final whistle
  • Unexpected geographic performance
  • Operational, product, and campaign failures
  • Priorities for the next major event

“The World Cup generates a huge amount of data, but the value comes from understanding what sits behind it,” said Dinos Doxiadis, Head of Sportsbook Business at GR8_TECH. “This session is about identifying the patterns operators might miss in their own reporting, challenging assumptions, and turning one month of World Cup activity into better decisions for future events.”

See How Your World Cup Stacked Up

Leave the session with anonymized benchmarks, exclusive GR8_TECH platform insights, and a clear view of where your World Cup performance led—or lagged—the market.

Turn the lessons into your next strategy. Join The Locker Room: World Cup Numbers on Thursday, August 20, at 4:00 p.m. CEST.

Register here to secure your place.

GR8_TECH. Platform for Champions

GR8_TECH is an award-winning provider, delivering high-performance sportsbook and iGaming solutions that empower operators to lead and win in competitive markets. GR8_TECH’s comprehensive portfolio includes the GREAT_TURNKEY and GREAT_CRYPTO TURNKEY solutions, GREAT_SPORTSBOOK, and GREAT_CASINO AGGREGATION.

With a geo-specific approach to solutions, a focus on practical innovations, and an operator-first mindset, GR8_TECH helps its clients achieve measurable results in their target markets quickly and efficiently. Trusted by top operators worldwide, GR8_TECH has over 100 successful cases and earned multiple recognitions, including the title of Platform Provider of the Year by SBC Awards 2025.

The post The World Cup Is Over. GR8_TECH Opens “The Locker Room” to Count What It Was Worth appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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ELA Games

ELA Games launches Age of Cleopatra slot with Hold & Win bonus

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ELA Games has released a new slot, Age of Cleopatra, adding another ancient-Egypt theme title to its portfolio. The studio positions the game as a medium-volatility release and says it is available to demo now.

Age of Cleopatra runs on a 5×3 reel set-up with 25 paylines. ELA Games lists RTP at 93.75% / 95.73%, with Buy Bonus RTP at 93.8% / 95.9%. The maximum win is x5000, according to the company.

In the base game, a Collect Symbol gathers coin prizes visible on the screen, while “colored coins” charge pyramids that can unlock additional value, ELA Games said. The slot’s Hold & Win Bonus Game awards three respins by default (or four in an “Extra Respin” version), with modifiers tied to collected coins.

Features named by the studio include Multipliers, Extra Respins, and an Expand Grid mechanic that increases the layout from 3×5 to 5×5. ELA Games also states that multiple features can trigger at the same time.

“You can’t do justice to a legendary theme with just background art. Building a world around Cleopatra meant it had to feel truly authentic, a standard we apply to all our releases. At ELA Games, we consistently look beyond the visuals to craft an original universe, keeping storytelling through the mechanics at the center of our titles.” Marharyta Yerina, Managing Director at ELA Games.

The post ELA Games launches Age of Cleopatra slot with Hold & Win bonus appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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