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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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Compliance Updates

MGA Representative Appointed Co-Chair of GREF InfoStat Working Group

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Erika Spiteri Bailey, the Senior Executive of Business Intelligence & Data Analytics at the Malta Gaming Authority (MGA), has been officially appointed as the Co-Chair of the InfoStat Working Group within the Gambling Regulators European Forum (GREF).

Erika Spiteri Bailey will serve in this role alongside Anssi Airas, representing the National Police Board of Finland.

GREF is a forum for European gaming regulators, facilitating the exchange of views and the development of approaches to common regulatory challenges. Within this framework, the InfoStat Working Group provides a platform for regulators to collaborate and exchange insights on the use of data in support of effective policy development and decision‑making across jurisdictions.

In her role as Co-Chair, Erika Spiteri Bailey will contribute to shaping the group’s work programme and fostering cooperation among members, with a focus on strengthening data‑driven regulatory approaches.

The post MGA Representative Appointed Co-Chair of GREF InfoStat Working Group appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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Chris Thornton

GamCare Appoints Chris Thornton as its New Director of Operations

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GamCare has announced the appointment of Chris Thornton as its new Director of Operations, with overall responsibility for the delivery and performance of GamCare’s national and regional services, including the National Gambling Helpline. Chris joins the Executive Leadership Team at a pivotal time for the gambling support sector.

Chris brings extensive senior leadership experience spanning the NHS, voluntary sector and health commissioning. He joins GamCare from the British Red Cross, where as Director for the North of England and Isle of Man he led multi-disciplinary health and care operations, managing around 100 staff and £3m in annual income from NHS and local authority commissioned services, delivering measurable reductions in emergency department attendance, hospital readmissions and reliance on formal social care.

Chris has built and led services at scale throughout his career. At Primary Care Sheffield he led city-wide clinical services and co-led successful bids worth £22m. At St John Ambulance he created the East Midlands region and grew its charitable output by 365% while reducing costs by 61%. He is a Chartered Companion of the Chartered Management Institute and served for eight years on the Nursing and Midwifery Council’s Fitness to Practise Committee.

Chris Thornton, incoming Director of Operations at GamCare, said: “I’m thrilled to join GamCare at such an important moment for the organisation and for everyone working to reduce gambling harms across the UK. GamCare operates at national scale, running the UK’s only round-the-clock specialist support service for gambling harms, combining the National Gambling Helpline, live chat, online communities and self-guided tools with thousands of structured treatment sessions and prevention and education programmes reaching tens of thousands of people each year.

“That combination of specialist expertise, integrated delivery and frontline impact is rare in any sector, and is shaping how effective support for gambling harms is understood and delivered. I’m looking forward to building on those foundations and to playing my part in ensuring GamCare’s services continue to meet growing demand as the sector evolves.”

Victoria Corbishley, CEO of GamCare, said: “I’m delighted to welcome Chris to GamCare and to the Executive Leadership Team. He brings exactly the combination of strategic and operational leadership that reflects how we work, significant experience of leading complex health and community services at scale, a strong track record of evidencing impact, and a deep commitment to reaching people who are often underserved. I look forward to working closely with him as we continue to deliver and develop our national services.”

The post GamCare Appoints Chris Thornton as its New Director of Operations appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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Christer Fahlstedt

Paf Passes Half a Billion Euros for the Benefit of Society

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Paf increased both its revenue and profit during 2025. At the same time, the company has passed a historic milestone – more than half a billion euros has now been distributed for the benefit of society since its foundation in 1966.

The Paf Group’s revenue increased to 214.5 million euro in 2025, compared to 191.7 million euro the previous year, an increase of 12%. The Group’s profit also increased, from 54.3 million to 57.2 million euro.

“The profit improved by five percent, which means that Paf delivered the strongest result in the company’s history. Our figures are positive across all our markets and our physical operations increased revenue by three percent,” said Christer Fahlstedt, CEO of Paf.

During the past year, the number of active customers also increased by 12%, contributing to the positive development.

The annual distribution of Paf funds amounts to 55.5 million euro. This major distribution means that Paf passes half a billion euros in distributed Paf funds. Since Paf was founded in 1966, a total of 527.9 million euro has been distributed for the benefit of society.

“Contributing more than 500 million euro to building a stronger society in Åland is a new milestone in Paf’s 60-year history. Paf has made a remarkable journey from offering local gaming experiences in Åland in the 1960s to introducing gaming onboard ferries during the latter part of the 20th century. With the development of digital gaming since the early 2000s, Paf is today an established operator in several markets across Europe,” said Jan-Mikael von Schantz, Chairman of the Board at Paf.

“It is the result of long-term and successful work carried out with great expertise by Paf’s management and employees,” he added.

Paf funds are used for various projects and organisations that benefit society, including social activities, culture, youth work, sports, environmental initiatives and more.

“We do not take the measures we introduce lightly, it requires a great deal from all of us at Paf when we implement responsible gaming measures that other operators in the industry do not have. At the same time, we are proud to stand by what we believe is the right and responsible way forward,” said Christer Fahlstedt.

In 2025, Paf chose to lower the loss limit to 16,000 euro for all customers and to 6000 euro for young people aged 20–24. This year in February 2026, the general mandatory loss limit was further reduced to 15,000 euro. The latest reduction means that Paf has now halved the original loss limit that was first introduced in 2018.

The post Paf Passes Half a Billion Euros for the Benefit of Society appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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