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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.
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- 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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asia-pacific
Groove shortlisted for Best Aggregator at SiGMA Asia Awards 2026
Groove has been named a finalist for Best Aggregator 2026 at the SiGMA Asia Awards, with the ceremony scheduled for 2 June 2026 at the SMX Convention Centre Manila during the SiGMA Asia Summit.
The shortlist was announced by Global Gaming Insider, according to the company. Groove said its platform aggregates more than 15,000 games from over 150 providers via a single API.
Giusy Campo, Business Development Director at Groove, said: “This shortlist is external recognition of a truth we already feel internally: Groove is moving at a different pace. Asia is not a single market, it is a collection of distinct regulatory environments, player behaviours, and partnership opportunities”
Campo added: “Our platform is built to respect that complexity, not smooth it over. Being named a finalist for Best Aggregator tells us that our approach; deep integration, localised content strategies, and commercial precision; is resonating with the operators who matter most in this region. We are not just bringing games to Asia. We are bringing a roadmap for sustainable growth.”
Yahale Meltzer, Co-Founder and CEO of Groove, said: “The aggregation space is crowded. Differentiation is everything. This nomination confirms that our vision, transforming aggregation from a commodity into a strategic growth discipline, is taking hold.” He added: “Operators across Asia are no longer asking for just volume or speed. They are asking for structural resilience, data intelligence, and a partner who can execute across fragmented regulatory landscapes with precision. Groove delivers that. To be recognised alongside the best in Asia is a privilege, but the real work continues in Manila and beyond. We are here to win, not just awards, but the trust of the operators who build their businesses on our platform.”
The post Groove shortlisted for Best Aggregator at SiGMA Asia Awards 2026 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
data providers
DATA.BET reports 168% turnover growth from virtual content in Q1 2025–Q1 2026
DATA.BET says turnover from its virtual content grew 168% between Q1 2025 and Q1 2026, with the supplier reporting the product accounted for 39% of total virtual sports turnover and 45% of profits over the period.
The company said the content is developed fully in-house and delivered through automated bot-vs-bot matches that run 24/7 without dependence on real-world fixture schedules. DATA.BET positioned the format as a way to provide continuous events and reduce operational overhead for operators.
Across the same period, DATA.BET reported +299% active users, +129% across clients GGR, +246% events per quarter, and +218% bets placed.
DATA.BET also said the audience profile overlaps with live football bettors, which it believes supports retention during seasonal breaks. The supplier added that the algorithm-driven format “carries no fraud exposure,” supports In-Stream Betting overlays, and provides near-zero latency between broadcast and market updates.
“Over the past year, our bot-vs-bot virtual content has delivered consistent, measurable results across every operator deployment. Building e-Football in-house gives us the flexibility to configure it to what each operator actually needs — whether that is a specific league structure, a particular mix of bot and player content, or a branded competition format,” mentioned Rostyslav Likhtin, Head of Product at DATA.BET.
The post DATA.BET reports 168% turnover growth from virtual content in Q1 2025–Q1 2026 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
content studios
155.io makes fintech debut with Coverd partnership
155.io has signed a partnership with US-based fintech platform Coverd, marking the content studio’s first move into fintech. The deal was announced Thursday 21st May 2026.
Under the agreement, 155.io’s real-world games will be integrated into Coverd’s platform. Coverd said the integration is designed to turn everyday transactions into interactive experiences where users can win the chance to have purchases covered through 155.io gameplay.
Sam Jones, Founder & CEO of 155.io, said: “This partnership gives us the opportunity to bring our content to a completely new audience. We share a philosophy with Coverd around disrupting and modernising industries through more interactive experiences. They understand that younger audiences expect entertainment and engagement across every digital touchpoint, including finance, which is exactly how we think about design.”
Albert Wang, Coverd co-founder, added: “Today’s consumer is actively embracing gamified products across every category, so there’s no reason personal finance should stay in the stone age. We’re excited to work with 155.io to make financial experiences more interactive and give everyone a chance to live big by winning back their purchases. 155.io’s next-gen content fits perfectly with what we’re building at Coverd.”
155.io said the integration will bring its interactive content—built around live-action footage and real-time mechanics—to Coverd users. The studio’s portfolio includes Rush Hour from its CCTV Game
library, alongside Ducks.io and Snow Run.
The post 155.io makes fintech debut with Coverd partnership appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
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