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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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AI gaming platforms
BetConstruct AI Sets the Tone for 2026 iGaming with Harmony Choice Event in Barcelona
Casino Technology
Danny Wu Wins Cubeia’s ICE Barcelona VIP Poker Tournament Featuring Henrik Larsson & Johan Mjällby
Danny Wu triumphs at Cubeia’s ICE Barcelona VIP Poker Tournament
Cubeia, the Sweden-based iGaming software solutions provider, has announced Danny Wu as the winner of its inaugural ICE Barcelona VIP Poker Tournament, held in partnership with QTech Games. The standout event featured a special table that included Swedish football icons Henrik Larsson and Johan Mjällby, drawing significant attention from ICE attendees.
A high-profile showdown at ICE Barcelona
Hosted on Day 2 at Cubeia’s eye-catching stand, the VIP poker tournament quickly became a focal point of the exhibition floor. Danny Wu emerged victorious after an entertaining and competitive session, taking home the top prize of €1,500.
The table combined serious poker action with relaxed conversation, as players swapped hands and shared football stories, creating an atmosphere that resonated with both poker enthusiasts and industry professionals.
A premium VIP experience
Cubeia elevated the experience with a curated VIP setting, complete with champagne and beer, reinforcing the social and celebratory tone of the event. The lively ambience helped generate buzz throughout the day and showcased Cubeia’s ability to deliver memorable, community-driven activations at major industry events.
Spotlight on Cubeia Originals
Alongside the tournament, visitors explored Cubeia’s Originals portfolio, including upcoming titles such as Chicken Cross Tower, Multiplier Roulette, Baccarat, Blackjack, and Snakes. The showcase highlighted Cubeia’s commitment to innovative content and engaging game mechanics.
Industry praise
Tove Nilsson, Marketing & Event Coordinator at Cubeia, commented:
“The VIP Poker Tournament exceeded all expectations and was a major highlight of ICE Barcelona. Working with our partners, QTech Games, we delivered a truly premium experience. The atmosphere around the table was exactly what we hoped for — competitive, social, and genuinely fun. Congratulations to Danny on a deserved win, and huge thanks to Henrik Larsson and Johan Mjällby for being such great sports.”
Bringing the industry together
The success of the ICE Barcelona VIP Poker Tournament underlines Cubeia’s strength in creating unique, high-impact experiences that connect partners, players, and visitors. By blending celebrity appeal, quality gameplay, and premium hospitality, Cubeia reinforced its position as a brand that values community and innovation within the iGaming industry.
The post Danny Wu Wins Cubeia’s ICE Barcelona VIP Poker Tournament Featuring Henrik Larsson & Johan Mjällby appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
affiliate marketing
N1 Partners Takes Flight in Barcelona: Helicopter Awarded at iGB Affiliate 2026 Finale
The curtains have closed on iGB Affiliate 2026, but the echoes of N1 Partners’ massive presence are still vibrating through the halls of the Fira de Barcelona. After two days of high-stakes networking and over 500 business meetings, the company concluded the event by awarding a Robinson R22 Beta II helicopter to the grand winner of the N1 Puzzle Promo.
A Hub of Industry Activity
From January 20 to 21, the N1 Partners stand (80-C80) served as a primary nervous system for the expo floor. The team maintained a relentless pace, facilitating hundreds of discussions regarding traffic strategies and custom deals.
Beyond the boardroom-style meetings, the stand offered a more interactive “Plinko” activity and distributed over 300 branded merchandise packs, ensuring the N1 brand remained visible across the entire conference.
Media Spotlight and Thought Leadership
The company’s influence extended beyond the booth, with leadership participating in more than 10 interviews and podcasts. These sessions focused on sustainable growth within the iGaming sector and evolving affiliate expectations, further solidifying N1 Partners’ reputation as a transparent and performance-driven program.
The Grand Finale: A Night to Remember
The highlight of the week was undoubtedly the N1 Puzzle Promo Party, an exclusive, closed-format celebration that saw over 2,000 registrations. While only 600 guests could be accommodated, the venue was packed with the industry’s top decision-makers and affiliates.
The atmosphere reached a fever pitch as the winners of the N1 Puzzle Promo leaderboard were announced:
| Rank | Partner Name |
| 1st Place (Helicopter Winner) | Cash Splash |
| 2nd Place | Advertise |
| 3rd Place | Traffic Squad |
| 4th Place | Seven Group |
| 5th Place | Alfaleads Network |
The evening concluded with a live performance from a surprise headline guest and high-energy DJ sets, marking the successful end of a campaign that was recently named Best Advertising and Marketing Campaign at the European iGaming Awards.
The post N1 Partners Takes Flight in Barcelona: Helicopter Awarded at iGB Affiliate 2026 Finale appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
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