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Report Scope
Attribute | Details |
The market size value in 2020 | USD 59.6 billion |
The revenue forecast in 2027 | USD 127.3 billion |
Growth Rate | CAGR of 11.5% from 2020 to 2027 |
The base year for estimation | 2019 |
Historical data | 2016 - 2018 |
Forecast period | 2020 - 2027 |
Quantitative units | Revenue in USD billion and CAGR from 2020 to 2027 |
Report coverage | Revenue forecast, company ranking, competitive landscape, growth factors, and trends |
Segments covered | Type, device, region |
Regional scope | North America; Europe; Asia Pacific; Latin America; Middle East & Africa |
Country scope | U.S.; Canada; Germany; U.K.; China; Japan; India; Brazil |
Key companies profiled | William Hill PLC; Bet365 Group Ltd.; Paddy Power Betfair PLC; Betsson AB; Ladbrokes Coral Group PLC; The Stars Group Inc.; 888 Holdings PLC; Sky Betting and Gaming; Kindred Group PLC; GVC Holdings PLC |
Customization scope | Free report customization (equivalent up to 8 analysts working days) with purchase. Addition or alteration to country, regional & segment scope. |
Pricing and purchase options | Avail of customized purchase options to meet your exact research needs. Explore purchase options |
Gambling Market Definition
The gambling market consists of sales of gambling services and related goods by entities (organizations, sole traders and partnerships) that operate gambling facilities, such as casinos, bingo halls, video gaming terminals, lotteries, and off-track sports betting. Gambling is the act of wagering money or something of value on an event with an uncertain outcome that is not under the gambler's control, with an intent of winning something else of value, often money. Bingo parlors, coin-operated gambling device concession operators, bookmakers, lottery ticket sales agents, and card rooms are included in the gambling market. The gambling market also includes sales of gambling services and related goods by entities that operate casino hotels.Amusements Global Market Report 2022 – By Type (Amusement Parks, Gambling), By Age Group (Below 25 Years, 26 to 39 Years, 40 to 59 Years, 60 to 74 Years), By Visitors' Gender (Male, Female) – Market Size, Trends, And Global Forecast 2022-2026
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Amusements Global Market Report 2022 – By Type (Amusement Parks, Gambling), By Age Group (Below 25 Years, 26 to 39 Years, 40 to 59 Years, 60 to 74 Years), By Visitors' Gender (Male, Female) – Market Size, Trends, And Global Forecast 2022-2026
$ 5000 January 2022
The amusements market consists of sales of amusements services such as amusement parks entertainments and gambling services and related goods by entities (organizations, sole traders and partnerships) that operate amusements facilities such as theme parks, water parks, amusement arcades, casinos, and sports betting facilities. The main types of amusements are amusement parks and gambling. Amusement parks are commercial enterprises that provides rides, games, and other sorts of entertainment. The several age goups include below 25 years, 26 to 39 years, 40 to 59 years, 60 to 74 years and inolves different visitor genders such as male and female. The global amusements market size is expected to grow from $330.12 billion in 2021 to $528.99 billion in 2022 at a compound annual growth rate (CAGR) of 60.2%. The growth in the market 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 amusements market is expected to reach $1053.91 billion in 2026 at a CAGR of 18.8%.Increasing use of social media and access to mass media is positively influencing the amusements market. Visitors in amusements facilities such as amusement parks like sharing their experiences, photographs and videos on social media platforms which helps other people know the experiences offered by the amusement parks. According to a study conducted by Visa, a cards and payments company, 73% of Asians check-in online while on a holiday and as many as 71% people share their experiences on social media sites. Social media is the most effective marketing tool for amusements facilities such as casinos and amusement parks to acquire new customers. Extensive use of social media is expected to drive the amusements market going forward.The outbreak of the Coronavirus disease (COVID-19) has acted as a massive restraint on the amusements market in 2020 as governments globally imposed lockdowns and restricted domestic and international travel limiting the need for services offered by these establishments. COVID-19 is an infectious disease with flu-like symptoms including fever, cough, and difficulty in breathing. The virus was first identified in 2019 in Wuhan, Hubei province of the People’s Republic of China and spread globally including Western Europe, North America and Asia. Steps by national governments to contain the transmission have resulted in closure of recreational facilities such as amusement parks, museums and casinos with countries entering a state of lockdown and the outbreak is had a negative impact on businesses throughout 2020 and into 2021. However, it is expected that the amusements market will recover from the shock across the forecast period as it is a 'black swan' event and not related to ongoing or fundamental weaknesses in the market or the global economy. 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 43mph. 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.Major companies in the amusements market include China Sports Lottery, China Welfare Lottery, The Walt Disney Company, Sociedad Estatal Loterías y Apuestas del Estado S.A., Maruhan, Flutter Entertainment plc, The Hong Kong Jockey Club, Tabcorp Holdings Ltd., Oriental Land Company Ltd., and Penn National Gaming, Inc.Asia Pacific was the largest region in the amusements market in 2021. Eastern Europe is expected to be the fastest-growing region in the forecast period. The regions covered in the amusements market are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, and Africa. The countries covered in the amusements market are Argentina, Australia, Austria, Belgium, Brazil, Canada, Chile, China, Colombia, Czech Republic, Denmark, Egypt, Finland, France, Germany, Hong Kong, India, Indonesia, Ireland, Israel, Italy, Japan, Malaysia, Mexico, Netherlands, New Zealand, Nigeria, Norway, Peru, Philippines, Poland, Portugal, Romania, Russia, Saudi Arabia, Singapore, South Africa, South Korea, Spain, Sweden, Switzerland, Thailand, Turkey, UAE, UK, USA, Venezuela and Vietnam.The global amusements market is segmented -1) By Type: Amusement Parks, Gambling2) By Age Group: Below 25 Years, 26 to 39 Years, 40 to 59 Years, 60 to 74 Years 3) By Visitor Sex: Male, FemaleSubsegments Covered: Theme Parks, Water Parks, Amusement Arcades, Casino, Lotteries, Sports Betting, Other Gambling
Spectator Sports Global Market Report 2022 – By Type (Sports Team & Clubs, Racing & Individual Sports), By Revenue Source (Media Rights, Merchandising, Tickets, Sponsorship), By Type of Sport (Soccer, Cricket, Rugby/Football, Tennis) – Market Size, Trends, And Global Forecast 2022-2026
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Spectator Sports Global Market Report 2022 – By Type (Sports Team & Clubs, Racing & Individual Sports), By Revenue Source (Media Rights, Merchandising, Tickets, Sponsorship), By Type of Sport (Soccer, Cricket, Rugby/Football, Tennis) – Market Size, Trends, And Global Forecast 2022-2026
$ 4000 January 2022
The spectator sports market consists of sales of spectator sports services and related goods by entities (organizations, sole traders and partnerships) that provide live sporting events for a paying audience. Spectator sports include the presentation of sporting events by teams and clubs or independent athletes. Owners of teams, horses, and so on that enter participants into racing events or other spectator sports events and the sports trainers who provide specialized services to support participants in sports events or competitions are part of this industry. The establishments that operate race tracks are also included in this industry. The main types of spectator sports are sports team and clubs, racing and individual sports. The various sources of revenue include media rights, merchandising, tickets, sponsorship that are earned from different kinds of sports such as soccer, cricket, rugby/football, tennis, others. Soccer is a team sport played on a field between two teams of 11 players each, with the goal of kicking or hitting a round ball into the opponent's goal with any part of the body except the hands and arms.The global spectator sports market size is expected to grow from $127.04 billion in 2021 to $181.47 billion in 2022 at a compound annual growth rate (CAGR) of 42.8%. The growth in the market 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 spectator sports market is expected to reach $272.0 billion in 2026 at a CAGR of 10.6%.The market is expected to benefit from steady economic growth forecasted for many developed and developing countries. The International Monetary Fund (IMF) stated that the global real GDP growth was 3.7% over 2019 and 2020, and 3.6% from 2021 to 2023. Recovering commodity prices are further expected to be a significant factor driving economic growth. The US economy is 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 at 7.3%, whereas China registered GDP growth of 6.2% in 2019. This continued economic growth is expected to drive the demand for spectator sports.The outbreak of the Coronavirus disease (COVID-19) has acted as a massive restraint on the spectator sports market in 2020 as governments globally imposed lockdowns and restricted domestic and international travel limiting the need for services offered by these establishments. COVID-19 is an infectious disease with flu-like symptoms including fever, cough, and difficulty in breathing. The virus was first identified in 2019 in Wuhan, Hubei province of the People’s Republic of China and spread globally including Western Europe, North America and Asia. Steps by national governments to contain the transmission have resulted in closure of recreational facilities with countries entering a state of lockdown and the outbreak had a negative impact on businesses throughout 2020 and into 2021. However, it is expected that the spectator sports market will recover from the shock across the forecast period as it is a 'black swan' event and not related to ongoing or fundamental weaknesses in the market or the global economy.Sports organizers are implementing virtual reality (VR) technology to improve the spectators’ experience in sporting events. Virtual reality generates images, sounds and other sensations that simulate a physical presence in an imaginary environment. Clubs and teams are experimenting with simulated and 360-degree environments to enhance the match viewing experience of the spectators by allowing them to have a virtual walkthrough of the stadium or the race track and view the match at different angles. For instance, the NBA game between the Sacramento Kings and San Antonio Spurs was broadcasted in VR. NASCAR has created an interactive fan area at the race tracks with the implementation of virtual reality. Major companies in the spectator sports market include Liberty Media Corporation, Futbol Club Barcelona, Dallas Cowboys, Manchester City F.C., New York Yankees, Manchester United Football Club, Juventus, International Speedway Corporation, Los Angeles Dodgers, LLC and Real Madrid C.F. North America was the largest region in the spectator sports market in 2021. Africa is expected to be the fastest-growing region in the forecast period. The regions covered in the spectator sports market are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, and Africa. The countries covered in the spectator sports market are Argentina, Australia, Austria, Belgium, Brazil, Canada, Chile, China, Colombia, Czech Republic, Denmark, Egypt, Finland, France, Germany, Hong Kong, India, Indonesia, Ireland, Israel, Italy, Japan, Malaysia, Mexico, Netherlands, New Zealand, Nigeria, Norway, Peru, Philippines, Poland, Portugal, Romania, Russia, Saudi Arabia, Singapore, South Africa, South Korea, Spain, Sweden, Switzerland, Thailand, Turkey, UAE, UK, USA, Venezuela and Vietnam.The global spectator sports market is segmented -1) By Type: Sports Team and Clubs, Racing and Individual Sports2) By Revenue Source: Media Rights, Merchandising, Tickets, Sponsorship 3) By Type of Sport: Soccer, Cricket, Rugby/Football, Tennis, Others Subsegments Covered: Football Clubs, Rugby Clubs, Other Sports Team and Clubs, Basketball Clubs, Motor Race, Horse Race, Other Racing and Individual Sports
Amusements Global Market Report 2022 – By Type (Amusement Parks, Gambling), By Age Group (Below 25 Years, 26 to 39 Years, 40 to 59 Years, 60 to 74 Years), By Visitors' Gender (Male, Female) – Market Size, Trends, And Global Forecast 2022-2026
Quick View View Report
×
Amusements Global Market Report 2022 – By Type (Amusement Parks, Gambling), By Age Group (Below 25 Years, 26 to 39 Years, 40 to 59 Years, 60 to 74 Years), By Visitors' Gender (Male, Female) – Market Size, Trends, And Global Forecast 2022-2026
$ 5000 January 2022
The amusements market consists of sales of amusements services such as amusement parks entertainments and gambling services and related goods by entities (organizations, sole traders and partnerships) that operate amusements facilities such as theme parks, water parks, amusement arcades, casinos, and sports betting facilities. The main types of amusements are amusement parks and gambling. Amusement parks are commercial enterprises that provides rides, games, and other sorts of entertainment. The several age goups include below 25 years, 26 to 39 years, 40 to 59 years, 60 to 74 years and inolves different visitor genders such as male and female. The global amusements market size is expected to grow from $330.12 billion in 2021 to $528.99 billion in 2022 at a compound annual growth rate (CAGR) of 60.2%. The growth in the market 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 amusements market is expected to reach $1053.91 billion in 2026 at a CAGR of 18.8%.Increasing use of social media and access to mass media is positively influencing the amusements market. Visitors in amusements facilities such as amusement parks like sharing their experiences, photographs and videos on social media platforms which helps other people know the experiences offered by the amusement parks. According to a study conducted by Visa, a cards and payments company, 73% of Asians check-in online while on a holiday and as many as 71% people share their experiences on social media sites. Social media is the most effective marketing tool for amusements facilities such as casinos and amusement parks to acquire new customers. Extensive use of social media is expected to drive the amusements market going forward.The outbreak of the Coronavirus disease (COVID-19) has acted as a massive restraint on the amusements market in 2020 as governments globally imposed lockdowns and restricted domestic and international travel limiting the need for services offered by these establishments. COVID-19 is an infectious disease with flu-like symptoms including fever, cough, and difficulty in breathing. The virus was first identified in 2019 in Wuhan, Hubei province of the People’s Republic of China and spread globally including Western Europe, North America and Asia. Steps by national governments to contain the transmission have resulted in closure of recreational facilities such as amusement parks, museums and casinos with countries entering a state of lockdown and the outbreak is had a negative impact on businesses throughout 2020 and into 2021. However, it is expected that the amusements market will recover from the shock across the forecast period as it is a 'black swan' event and not related to ongoing or fundamental weaknesses in the market or the global economy. 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 43mph. 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.Major companies in the amusements market include China Sports Lottery, China Welfare Lottery, The Walt Disney Company, Sociedad Estatal Loterías y Apuestas del Estado S.A., Maruhan, Flutter Entertainment plc, The Hong Kong Jockey Club, Tabcorp Holdings Ltd., Oriental Land Company Ltd., and Penn National Gaming, Inc.Asia Pacific was the largest region in the amusements market in 2021. Eastern Europe is expected to be the fastest-growing region in the forecast period. The regions covered in the amusements market are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, and Africa. The countries covered in the amusements market are Argentina, Australia, Austria, Belgium, Brazil, Canada, Chile, China, Colombia, Czech Republic, Denmark, Egypt, Finland, France, Germany, Hong Kong, India, Indonesia, Ireland, Israel, Italy, Japan, Malaysia, Mexico, Netherlands, New Zealand, Nigeria, Norway, Peru, Philippines, Poland, Portugal, Romania, Russia, Saudi Arabia, Singapore, South Africa, South Korea, Spain, Sweden, Switzerland, Thailand, Turkey, UAE, UK, USA, Venezuela and Vietnam.The global amusements market is segmented -1) By Type: Amusement Parks, Gambling2) By Age Group: Below 25 Years, 26 to 39 Years, 40 to 59 Years, 60 to 74 Years 3) By Visitor Sex: Male, FemaleSubsegments Covered: Theme Parks, Water Parks, Amusement Arcades, Casino, Lotteries, Sports Betting, Other Gambling
Sports Global Market Report 2022 – By Type (Spectator Sports, Participatory Sports), By Revenue Source (Media Rights, Merchandising, Tickets, Sponsorship), By Ownership (Chained, Standalone) – Market Size, Trends, And Global Forecast 2022-2026
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Sports Global Market Report 2022 – By Type (Spectator Sports, Participatory Sports), By Revenue Source (Media Rights, Merchandising, Tickets, Sponsorship), By Ownership (Chained, Standalone) – Market Size, Trends, And Global Forecast 2022-2026
$ 5000 January 2022
The sports market consists of sales of sports services and related goods by entities (organizations, sole traders and partnerships) that 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 main types of sports are spectator sports and participatory sports. Spectator sports include the presentation of sporting events by teams and clubs or independent athletes. The various sources of revenue are media rights, merchandising, tickets, sponsorship and involves different ownerships including chained, standalone. The global sports market size is expected to grow from $354.96 billion in 2021 to $501.43 billion in 2022 at a compound annual growth rate (CAGR) of 41.3%. The growth in the market 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 sports market is expected to reach $707.84 billion in 2026 at a CAGR of 9%.The sports market is expected to benefit from steady economic growth forecasted for many developed and developing countries. The International Monetary Fund (IMF) stated that the global real GDP growth was 3.7% over 2019 and 2020, and 3.6% from 2021 to 2023. Recovering commodity prices further expected to be a significant factor driving economic growth. The US economy is 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 is grew by 7.3%, whereas China is registered GDP growth of 6.2% in 2019. This continued economic growth is expected to drive the demand for sports market.The outbreak of the Coronavirus disease (COVID-19) has acted as a massive restraint on the sports market in 2020 as governments globally imposed lockdowns and restricted domestic and international travel limiting the need for services offered by these establishments. COVID-19 is an infectious disease with flu-like symptoms including fever, cough, and difficulty in breathing. The virus was first identified in 2019 in Wuhan, Hubei province of the People’s Republic of China and spread globally including Western Europe, North America and Asia. Steps by national governments to contain the transmission have resulted in closure of recreational facilities with countries entering a state of lockdown and the outbreak had a negative impact on businesses throughout 2020 and into 2021. However, it is expected that the sports market will recover from the shock across the forecast period as it is a 'black swan' event and not related to ongoing or fundamental weaknesses in the market or the global economy.Sports organizers are implementing virtual reality (VR) technology to improve the spectators’ experience in sporting events. Virtual reality generates images, sounds and other sensations that simulate a physical presence in an imaginary environment. Clubs and teams are experimenting with simulated and 360-degree environments to enhance the match viewing experience of the spectators by allowing them to have a virtual walkthrough of the stadium or the race track and view the match at different angles. For instance, the NBA game between the Sacramento Kings and San Antonio Spurs was broadcasted in VR. NASCAR has created an interactive fan area at the race tracks with the implementation of virtual reality.Major companies in the sports market include Maruhan, Life Time Fitness, Inc., Liberty Media Corporation, Futbol Club Barcelona, Dallas Cowboys, Heiwa Corporation, Manchester City F.C., New York Yankees, Manchester United Football Club and Juventus.North America was the largest region in the sports market in 2021. Africa is expected to be the fastest-growing region in the forecast period. The regions covered in the sports market are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, and Africa. The countries covered in the sports market are Argentina, Australia, Austria, Belgium, Brazil, Canada, Chile, China, Colombia, Czech Republic, Denmark, Egypt, Finland, France, Germany, Hong Kong, India, Indonesia, Ireland, Israel, Italy, Japan, Malaysia, Mexico, Netherlands, New Zealand, Nigeria, Norway, Peru, Philippines, Poland, Portugal, Romania, Russia, Saudi Arabia, Singapore, South Africa, South Korea, Spain, Sweden, Switzerland, Thailand, Turkey, UAE, UK, USA, Venezuela and Vietnam.The global sports market is segmented -1) By Type: Spectator Sports, Participatory Sports2) By Revenue Source: Media Rights, Merchandising, Tickets, Sponsorship 3) By Ownership: Chained, Standalone Subsegments Covered: Sports Team and Clubs, Racing and Individual Sports, Golf Courses and Country Clubs, Skiing Facilities, Marinas, Fitness and Recreational Sports Centers, Bowling Centers, Other Participatory Sports
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