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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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CRM

Seen.io and Xtremepush link up to add personalised video to iGaming CRM flows

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Seen.io and Xtremepush have partnered to let iGaming operators trigger AI-powered personalised videos directly inside Xtremepush CRM and player engagement journeys. The companies said the integration is designed to add one-to-one video personalisation at scale without additional technical overhead for teams already using Xtremepush.

Under the agreement, Xtremepush customers can activate Seen.io videos across lifecycle campaigns including onboarding, first-time deposit (FTD) conversion, reactivation, VIP recognition and loyalty. Xtremepush sends player data to Seen.io via webhook in real time; Seen.io then renders a personalised video and thumbnail for delivery through the operator’s chosen channel.

The partners pointed to a shared customer, Superbet, as validation. Superbet ran a two-month A/B test using a Day 1 post-registration personalised welcome video sent via email versus a standard email onboarding sequence. The companies reported a +2.2 percentage point uplift in FTD conversions, 86% higher Net Promoter Score (NPS) among recipients, and engagement lifts including a 37% email open rate versus 29% average and a 7% video click rate versus 2.3% average. They also said 61% of video viewers felt “very motivated” to place a first bet, compared with 48% in the control group.

“The uplift in positive sentiment and motivation is fueling longer player lifecycles and higher retention rates. Seen.io has redefined our engagement strategy, and personalized video is now a cornerstone of how we build loyalty. With personalized videos, we’re seeing players explore and engage more,” said Andrei Popa, VP Online, Superbet.

Xtremepush said the partnership sits within its XP Partners Programme.

“iGaming operators have invested heavily in their CRM infrastructure, but the content they’re sending through it too often looks the same as everyone else’s. Personalised video changes that. When Seen.io joined the XP Partners Programme, it was a natural fit – a proven, high-impact capability that slots straight into how our customers already work. The Superbet results speak for themselves, and we’re excited to bring this to operators across our network,” said Robbie Sexton, Director of Partnerships & iGaming, Xtremepush.

Seen.io’s Marius Tungesvik, Director of Global Partnerships, added: “Xtremepush has built one of the most sophisticated CRM platforms in iGaming. What excites me is what happens when you layer personalised video on top of that foundation at exactly the right moment. Superbet is the proof: a 2.2 percentage point FTD uplift and an NPS nearly double that of standard email. Those aren’t marginal gains. It’s a testament to what can happen when great CRM infrastructure and personalised video work together.”

The post Seen.io and Xtremepush link up to add personalised video to iGaming CRM flows appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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Baltics

HIPTHER Baltics: Riga 2026 Agenda – Where Compliance Meets Reality and Growth Gets Tested

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HIPTHER has officially released the full agenda for HIPTHER Baltics: Riga 2026, taking place on 11 May 2026 at the Grand Hotel Kempinski Riga, setting the stage for one of the region’s most focused and practically relevant gatherings at the intersection of compliance, fintech, AI, and player protection.

As the second stop in the HIPTHER Baltics 2026 series, the Riga edition builds on the momentum of Vilnius and sharpens the conversation around what comes next: operating, scaling, and staying compliant in an increasingly complex and tightly regulated environment.

Latvia 2026: Regulation, Risk & Innovation in Motion

The Riga agenda is designed around a simple reality: in today’s market, compliance is no longer a checkbox — it’s the foundation of sustainable growth.

Bringing together regulators, legal experts, fintech leaders, operators, and technology innovators, the one-day conference delivers a high-impact program across two parallel stages:

  • Compliance & Operations Lab
  • TechXperience Stage

Together, they explore how businesses can remain competitive while navigating regulatory pressure, technological disruption, and shifting market expectations.

From Theory to Practice: What the Agenda Delivers

Across a tightly curated schedule, HIPTHER Baltics: Riga 2026 dives into the real operational challenges shaping the Baltic and wider European ecosystem.

Key sessions include:

  • Baltic Gaming Law & Regulatory Outlook – A grounded look at regional frameworks and enforcement realities
  • FinTech Supervision in Practice: AI, Risk & Regulation – Moving beyond buzzwords into actual implementation
  • Player Protection in Practice – What responsible gaming looks like in real-world operations
  • AML Directives & Data Protection – Practical compliance strategies that actually work
  • Cross-Border Licensing & Regulatory Harmonization – Navigating multi-jurisdictional complexity
  • Fraud Prevention & Emerging Technologies – Staying ahead of increasingly sophisticated threats
  • Marketing, Affiliates & Growth in Regulated Markets – How to grow when visibility is restricted
  • Payments, Digital Assets & Fintech Innovation – Building resilient financial infrastructure

The agenda also addresses one of the most pressing shifts in digital strategy:

  • From SEO to AIEO – The transition from ranking websites to becoming the direct answer in AI-driven search environments

Four Core Pillars Defining Riga 2026

The conference is structured around four key pillars shaping the future of regulated industries:

  • Gaming Law & Player Protection – The leading theme: Enforcement, licensing, fraud prevention, and responsible gaming
  • FinTech & Payments – Supervision, digital assets, and financial infrastructure
  • AI & Compliance – Automation, risk, taxation, and operational workflows
  • Growth & Visibility – Market intelligence, affiliates, SEO, and AI-era discoverability

A Boutique Conference Built for Real Conversations

HIPTHER Baltics: Riga continues the series’ commitment to focused, high-level dialogue in a boutique environment, prioritizing meaningful interaction over mass-expo noise.

Attendees can expect:

  • Senior-level panels with regulators and industry leaders
  • Practical, implementation-driven discussions
  • Curated networking with decision-makers across gaming, fintech, and compliance
  • A full-day experience culminating in a Golden Hour Mixer and evening social gathering at the Skyline Bar

Part of a Larger Baltic Vision

HIPTHER Baltics 2026 spans three key cities — Vilnius, Riga, and Tallinn — each designed to address locally relevant challenges while contributing to a broader regional dialogue on regulation, innovation, and growth.

This agenda was built for companies that understand growth today depends on getting compliance, technology, and player protection right at the same time. We’re bringing together decision-makers who want honest conversations, practical insights, and partnerships that actually move business forward“ said Zoltán Tűndik, Co-Founder & Head of Business at HIPTHER.

Event Details

HIPTHER Baltics: Riga 2026 – Cross-Border Compliance & Player Protection
📅 Date: 11 May 2026
📍 Location: Grand Hotel Kempinski Riga
🌐 More information & tickets: https://hipther.com/events/riga/

The post HIPTHER Baltics: Riga 2026 Agenda – Where Compliance Meets Reality and Growth Gets Tested appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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Asia

BETBY links sportsbook to QTech Games distribution network in Asia

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Deal plugs BETBY’s sportsbook API into QTech’s operator network across emerging markets, including Asia.

BETBY has signed a distribution partnership with aggregator QTech Games to supply its sportsbook solution to QTech’s network of operators, with the companies highlighting Asia and other emerging markets as the focus.

Under the agreement, QTech partners will be able to integrate BETBY’s full sportsbook via a single API, giving access to what BETBY says is a catalogue of more than 500,000 monthly events, AI-driven tools, and its esports feed, Betby.Its.

Stefanos Karakidis, Business Development Director at BETBY, said: “Partnering with QTech Games is a natural step for BETBY. They have established themselves as one of the most influential aggregators in Asia, with strong distribution channels and deep local expertise, while continuing to expand across other high-growth markets. QTech has a clear understanding of local player behaviour and operator needs, and together we’ll be able to deliver a Tier-1, mobile-first sportsbook experience, well suited to the demands of the markets they serve.”

Philip Doftvik, CEO at QTech Games, added: “We are delighted to add BETBY’s award-winning sportsbook to our platform. Their product is modern, flexible, and designed for fast-growing markets, aligning with what our operator partners are looking for. It’s perfect timing for us at QTech to expand our sportsbook offering with BETBY given the World Cup is around the corner. So, to every casino that wants to add a sportsbook before the FIFA World Cup – give us a call!”

The post BETBY links sportsbook to QTech Games distribution network in Asia appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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