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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.
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- Identify growth segments for investment.
- Outperform competitors using forecast data and the drivers and trends shaping the market.
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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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brand-ambassadors
BOYLE Sports names Olivia Buzaglo as football ambassador ahead of 2026 World Cup
The talkSPORT and TNT Sports presenter will front BOYLE Sports’ World Cup content and continue through the 2026/27 season.
BOYLE Sports has appointed talkSPORT and TNT Sports presenter Olivia Buzaglo as its new football ambassador, starting with the operator’s 2026 World Cup coverage. The announcement was made on June 4, 2026.
BOYLE Sports said Buzaglo will serve as its “face of football” across video and social channels, alongside hosting events tied to major football moments. The partnership is set to run through the 2026/27 season and beyond.
Commenting on her new role, Olivia Buzaglo said: “I’m delighted to be joining BOYLE Sports as its new ambassador, especially ahead of such a huge period for the game with the World Cup on the horizon. I’m really looking forward to hosting events and creating content with BOYLE Sports that brings supporters closer to the biggest moments in the game.”
Gill Blake-Swift, Director of Brand at BOYLE Sports, added: “Olivia is the ideal fit for BOYLE Sports as we continue to strengthen our football content and ambassador portfolio. Her broadcasting career has been hugely impressive, and she has built a brilliant connection with football fans across TV, radio, digital and social channels. We’re excited to see Olivia bring her energy, insight and personality to BOYLE Sports customers throughout a major year for football.”
The post BOYLE Sports names Olivia Buzaglo as football ambassador ahead of 2026 World Cup appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
Allwyn
Scientific Games wins 12-year scratchcard supply deal with Hellenic Lotteries
14 new games launched in May as Hellenic Lotteries begins its new Greek State Lotteries concession.
Scientific Games has signed a new 12-year agreement to supply scratchcard games to Hellenic Lotteries, part of Allwyn Hellas, the companies said on June 8.
Hellenic Lotteries selected Scientific Games through a competitive procurement process. The operator recently secured the exclusive right to run and manage passive lotteries and scratchcard games for the Greek State for 12 years, following an international tender and the end of its previous license.
The partnership begins with 14 new scratchcard games that launched in May. The agreement also includes the option for the parties to explore digital lottery propositions in the future.
“At Allwyn Hellas and Hellenic Lotteries, we put players at the center of everything we do, emphasizing their entertainment experience. Therefore, we’re delighted to collaborate with Scientific Games as our instant game provider to deliver exciting scratchcard games to players in Greece,” said Matthaios Mattaiou, Chief Sales & Marketing PLAY Stores/HL and Operations Officer at Allwyn Hellas. “Beginning with new games launched in May, we look forward to engaging players with fresh propositions.”
Scientific Games said it will produce Greek scratchcards at its European Center of Game Production Excellence in the UK and provide a sales support team for delivery. “Our instant game innovators will continue to apply Scientific Games’ 53 years of analytics and game design best practices working to provide a portfolio of innovative scratchcards that drives responsible growth in Greece,” said Matthias Müller, Senior Vice President, International Sales for Scientific Games.
The post Scientific Games wins 12-year scratchcard supply deal with Hellenic Lotteries appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
content strategy
ELA Games reports Romanian growth as bet counts rise 239.74%
Studio says classic-styled slots with modern mechanics drove a 244.52% jump in active users led by Joker Winpot.
ELA Games says it has expanded in Romania after leaning into classic slot aesthetics while adding modern features, reporting a 244.52% increase in active users and a 239.74% rise in bet counts in the market.
The supplier positioned Joker Winpot as a key title for the approach, aiming to keep a traditional look while introducing feature-led mechanics.
Managing Director Marharyta Yerina said: “It is great to see how Romanian players are enjoying the way we combine classic symbols with modern features. Joker Winpot works well for those who love the traditional look but actually want more excitement from their play. We also see that once players feel comfortable with these mechanics, they are happy to explore our other top titles which have proved to be successful in Romania like Cash of Gods and Flames Fruit Frenzy. It proves that respecting what players like is the best way to introduce new ideas to the market.”
ELA Games also reported a 160.62% increase in turnover and a 33.71% boost in GGR across the region, naming Joker Winpot and Cash of Gods as top-performing titles. The company said Flames Fruit Frenzy also contributed to performance in Romania.
The studio framed the results as evidence that Romanian players are responding to modernised classic formats, including high-volatility gameplay and expanding reels. ELA Games said the mix is helping operators retain traditional audiences while introducing newer mechanics through familiar presentations.
The post ELA Games reports Romanian growth as bet counts rise 239.74% appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
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