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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.
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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BC Engine
BC.Game’s new CEO Kar Kheng Giam on strategy, structure and growth
Following his appointment as CEO of BC.Game in March, Kar Kheng Giam (KK) speaks about the strategic priorities shaping the company’s next phase, from strengthening operational foundations to navigating the evolving role of crypto within regulated gaming markets.
You’ve stepped into the CEO role at a pivotal time for the industry. How do you assess the current position of BC.Game?
BC.Game enters this stage from a position of strength in terms of product, user engagement and global reach.
At the same time, the broader industry is evolving. Expectations around governance, regulatory alignment and operational maturity are increasing, particularly for businesses operating across multiple jurisdictions.
So while the foundation is strong, there is a clear opportunity to further strengthen the structure of the business to support long-term, sustainable growth.
That foundation is reflected in the scale of the business today, with more than 9 million registered users and over 500,000 monthly active players, and in the progress we’ve made across licensed markets such as Anjouan, Kenya, Nigeria and Mexico.
How would you define the strategic focus for BC.Game over the next 12 to 24 months?
It comes down to three interconnected areas. First, reinforcing the operational and governance framework of the business, ensuring we are well aligned with the expectations of more established regulatory environments.
Second, continuing to invest in the product – not just in terms of content, but in the overall user experience and platform reliability.
And third, taking a disciplined approach to market expansion, focusing on jurisdictions where we can build a sustainable and compliant presence.
It’s about evolving the business in a structured and deliberate way.
You’ve highlighted governance and structure. What does that mean in practical terms?
It means putting in place the systems, processes and organisational clarity needed to operate at scale.
As companies grow internationally, complexity increases – across regulation, payments, technology and operations. Strengthening governance is about ensuring those elements are well coordinated and consistently managed.
This is not about changing what BC.Game is, but about building the framework that allows it to grow more effectively.
Why has trust become so important at this stage?
At BC.GAME’s scale, trust is no longer just about brand but increasingly becomes a business issue – it affects retention, partnerships, market entry and long-term growth.
And trust is built in very practical ways. People judge a platform by whether the rules are clear, whether communication is smooth, and whether issues actually get resolved. That’s why growth on its own is no longer enough.
Where is the most immediate trust pressure on BC.GAME showing up today?
The pressure shows up most clearly in user experience and issue handling because that’s where people feel it first.
Some of the feedback does point to response times and cases where issues stay in the same entry point for too long. When that happens often enough, it becomes bigger than a service issue, it starts to shape trust.
What changes is BC.GAME putting in place in response to these issues?
We’ve already started making changes. That includes upgrading how user issues are handled, bringing cross-functional teams in earlier, and improving how issues are identified and coordinated internally.
As the business has grown, relying too heavily on a single customer support entry point is no longer enough. The focus now is to make issue handling clearer, more stable, and better suited to the scale of the platform.
What role does organisational development play in this next phase?
As the business grows, it’s important to ensure that the organisation evolves alongside it. That includes strengthening leadership structures, clarifying roles and responsibilities, and building capabilities in key areas such as compliance and market operations.
Ultimately, strategy is only as effective as the organisation delivering it.
From a leadership perspective, how do you approach guiding a globally distributed business?
In a global organisation, alignment is critical – everyone needs to understand the strategic direction and how their role contributes to it. At the same time, there needs to be flexibility to adapt to local market dynamics.
My role is to create that balance – providing clear direction while enabling teams to execute effectively within their markets.
Finally, what does success look like for BC.Game over the next few years?
Success is about building a more structured, resilient and trusted business.
That means strengthening our position in regulated markets, continuing to evolve the product, and ensuring the organisation is equipped to operate at scale. This current period is a crucial one for us as we introduce multiple product rollouts at BC.GAME, with several key updates scheduled to go live. These include BC Engine, along with a broader upgrade to the bonus system and, of course, the World Cup.
If we can achieve that through consistent, incremental progress, then we will be well positioned for the long term.
The post BC.Game’s new CEO Kar Kheng Giam on strategy, structure and growth appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
Belgrade Future Gaming 2026
NOVOMATIC to Showcase Strong Portfolio and Regional Highlights at Belgrade Future Gaming 2026
NOVOMATIC is going to participate in Belgrade Future Gaming 2026 on May 26-27. At the event, the company will showcase a powerful and regionally tailored portfolio, underlining its strong market position and long-standing commitment to Southeast Europe. Visitors to the NOVOMATIC booth can expect a carefully curated mix of high-performing linked progressive solutions, advanced game content and premium cabinet experiences – all designed to meet the specific preferences of the Balkan market.
A key highlight of this year’s showcase is the Impera Line HD Edition 10 – Balkan Special, specifically developed to address regional player demands with a customised selection of popular game content. The presentation is further strengthened by Impera PROLINK 2, delivering engaging linked progressive gameplay and multi-feature performance on international casino floors.
NOVOMATIC’s internationally successful linked progressive portfolio will be prominently featured with multiple entries from the XTENSION LINK series, including Volumes 2, 3, 4 and 5, as well as XTENSION LINK Ultimate, offering a broad range of game styles and mechanics that continue to resonate strongly with players worldwide.
Another major attraction is VISION LINK, NOVOMATIC’s latest multi-feature linked progressive concept, combining modern gameplay design, five-pot mechanics and the popular LOCK&SPIN feature to create an engaging and scalable player experience.
The showcase is complemented by the GAMINATOR X5, a proven performer known for its strong game mix and versatile customization options, allowing operators to configure tailored package setups aligned with local player preferences.
Taking center stage is the DIAMOND X QUATTRO 1.55J, NOVOMATIC’s flagship cabinet and winner of the “Best Slot Machine” category at the prestigious European Casino Awards 2026. Combining a striking 55-inch J-curved UHD display with a refined glass touch deck and premium sound experience, the DIAMOND X QUATTRO 1.55J delivers exceptional visual impact and immersive gameplay, making it a standout centerpiece on any gaming floor.
NOVOMATIC will also present a premium setup of V.I.P. X cabinets, including the V.I.P. X Royal 1.85 and the award-winning V.I.P. X Galaxy 2.65 cabinet, paired with top-performing content and demonstrating high-end gaming solutions for modern casino environments.
“With our presence at Belgrade Future Gaming, we are reaffirming NOVOMATIC’s strong commitment to Southeast Europe. Our portfolio combines proven international performance with tailored regional content. From advanced linked progressive solutions such as VISION LINK and the XTENSION LINK series to customized offerings like the Impera Line HD Edition 10 – Balkan Special, we are delivering solutions that meet the specific expectations of our partners and players in this region,” said Miloš Pejić, Regional Manager SEE at NOVOMATIC.
The post NOVOMATIC to Showcase Strong Portfolio and Regional Highlights at Belgrade Future Gaming 2026 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
Daniel Cuc
REEVO Announces New Partnership with Tuko Productions
REEVO has announced a new partnership with Tuko Productions, a well-established Italian game development studio and content provider. This collaboration further strengthens REEVO’s aggregation ecosystem, expanding its offering with a portfolio of proven, performance-driven titles developed for one of Europe’s most competitive regulated markets.
Through this partnership, Tuko’s extensive catalogue is now available on the REEVO aggregation platform, giving operators seamless access to a wide range of video slots, table games and instant games through a single, efficient integration. The addition of Tuko reinforces REEVO’s commitment to delivering high-quality content that performs across regulated environments.
For REEVO, this partnership represents another important step in building a high-performance aggregation platform that combines innovation with reliability.
Daniel Cuc, Head of Account Management at REEVO, said: “Partnering with Tuko is a strong step forward for REEVO as we continue to expand our aggregation platform with proven and high-performing content. Tuko brings a catalogue that has already demonstrated its strength in one of the most competitive regulated markets in Europe, which adds real value to our ecosystem. At REEVO, we are focused on delivering content that performs and supports operators in achieving strong results, and this partnership reinforces that commitment.”
Tuko’s portfolio reflects years of collaboration with leading operators in the Italian market, resulting in games that deliver consistent engagement and performance across a wide range of player preferences. By joining the REEVO platform, Tuko gains access to a broader international distribution network while contributing to REEVO’s growing content ecosystem.
Vincenzo Tancredi, Head of Sales at Tuko, said: “Our catalogue has been built alongside the most important operators in the Italian regulated market, and that experience is reflected in every title we deliver. Through REEVO’s aggregation platform, we are able to extend the reach of our content and bring a proven portfolio to a wider network of operators.”
The post REEVO Announces New Partnership with Tuko Productions appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
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