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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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ACR POKER ANNOUNCES SCHEDULE FOR FIRST-EVER BATTLE OF MALTA ONLINE SERIES AWARDING $5 MILLION GTD PRIZE POOL

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Buy-ins from $5.50 to $630 in packed 68-event schedule  

ACR Poker and Battle of Malta (BOM) have released the full schedule for the first-ever online edition of the beloved European live poker festival, the Battle of Malta Online, guaranteeing $5 million across a 68-event schedule.

Starting this Sunday on ACR Poker, the Battle of Malta Online schedule highlights include the $66 multi-flight event featuring a $500,000 GTD prize pool (flights from July 3rd, Day 2 on July 27th), the $109 tournament with $400,000 GTD (Event 68), and the $630 tournament awarding $600,000 GTD (Event 67). There’s also plenty of lower buy-in events starting at just $5.50, so everyone can join the fun and compete for great prizes.

Players can also compete for one of ten €8,000 packages to the live Battle of Malta festival at Casino Malta from October 28th to November 5th, putting players in the heart of the action at one of poker’s most prestigious events. Five packages are up for grabs each Sunday via the Beast Satellites, which play on July 13th and 20th at 5:05pm ET. All BOM Main Event satellites will also be exclusively on ACR Poker, and players who survive Day 1 online will take their stack to Day 2 live in Malta.

“The full schedule for the Battle of Malta Online is finally here, and it’s everything players could hope for,” said ACR Pro Chris Moneymaker. “There’s a great mix of buy-ins and formats, alongside big guarantees, so there’s something for players of all skills and levels. The series is just around the corner, so now’s the time to plan the grind and get ready to compete for the first-ever Battle of Malta Online titles.”

What’s more, the Battle of Malta Online will feature a $35,000 Leaderboard Contest, where players earn points in any BOM event across two leaderboards: High Buy-in (over $44) with an $8,000 top prize, and Low Buy-in (under $33) with a $4,000 first prize. Plus, the overall winner will score an €8,000 package to Malta this October.

Battle of Malta Online marks the 10-year anniversary of BOM, which has earned its place as one of Europe’s most iconic poker festivals, celebrated for its electric atmosphere, elite-level competition, and unforgettable player experiences. Last October, BOM reached new heights with a prize pool exceeding €4.7 million and participants from over 60 countries. This year’s BOM boasts a €2 million GTD prize pool, a revamped schedule including the €2,200 buy-in ACR High Roller, and plenty of exciting off-the-felt activities.

For further details on the Battle of Malta Online, visit ACRPoker.eu.

The post ACR POKER ANNOUNCES SCHEDULE FOR FIRST-EVER BATTLE OF MALTA ONLINE SERIES AWARDING $5 MILLION GTD PRIZE POOL appeared first on Gaming and Gambling Industry in the Americas.

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Gaming Americas Weekly Roundup – June 30-July 6

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Welcome to our weekly roundup of American gambling news again! Here, we are going through the weekly highlights of the American gambling industry which include the latest news and new partnerships. Read on and get updated.

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The Alcohol and Gaming Commission of Ontario has issued monetary penalties totaling $350,000 against Great Canadian Casino Resort Toronto for multiple violations of provincial gaming standards. The penalties follow an impromptu after-party that was permitted to take place in the pre-dawn hours directly on the casino’s gaming floor. On September 27, 2024, an electronic dance music event attended by thousands of people was hosted in the theatre adjacent to the casino at Great Canadian Casino Resort Toronto. The event was marked by widespread intoxication, disorderly behaviour and numerous criminal and medical incidents – both inside and outside the venue – including alleged assaults, drug overdoses and acts of public indecency. Although paid duty officers were present, additional police and emergency services were required to manage the situation.

International Game Technology PLC, doing business as Brightstar Lottery, announced that Michelle Carney, Brightstar’s Vice President of Global Lottery Marketing, will be inducted into the Lottery Industry Hall of Fame as a member of the Class of 2025. The induction ceremony will take place this September at an industry event in Ontario, Canada hosted by the Public Gaming Research Institute (PGRI) in conjunction with the North American Association of State and Provincial Lotteries (NASPL). In her current role, Carney is responsible for the development of marketing and communications strategies that support growth for Brightstar’s Global Lottery business, including lottery product marketing, trade shows and events, thought leadership communications and B2C marketing campaign materials to support customer launches of new game content.

Partnerships

International Game Technology PLC announced that its subsidiary, IGT Canada Solutions ULC (IGT), signed an eight-year agreement with Atlantic Lottery to supply its IntelligenEVO video lottery central system technology across Atlantic Canada. The agreement includes the option for multiple extensions and positions the Atlantic Lottery to become the first World Lottery Association (WLA)-affiliated lottery operator to deploy IGT’s next-generation central management system in a game-to-system (G2S) distributed market. With peak system security, network availability and responsible gaming functionalities, IntelligenEVO is a reliable, scalable solution that can meet the needs of today and in the future. The solution will accelerate time-to-market and enables the Atlantic Lottery to benefit from the system’s suite of player-focused functionality. The technology’s G2S and open API design optimises data collection and delivery and will enable Atlantic Lottery to customise their programme for evolving player needs.

EDGE Boost by EDGE Markets, a financial platform for smart bettors and gamblers, has partnered with World Series of Poker, the premier series of worldwide poker tournaments. The EDGE Boost debit card is now the preferred payment method for WSOP, offering ease of payment, safety and several exclusive on-site perks for tournament players. In past tournaments, WSOP players were limited to $10,000 per transaction and had to complete a lengthy approval process, often resulting in frequent cash deposits. Now, those using the EDGE Boost card through PayPal checkout can bypass traditional credit card verification. They can also make entries up to $250,000, which eliminates the need to carry large sums of cash at the event and increases security measures.

The post Gaming Americas Weekly Roundup – June 30-July 6 appeared first on European Gaming Industry News.

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Zimpler introduces ID+: A next-gen identification layer for digital payments

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Zimpler, a leading Swedish company in Pay-by-bank solutions, today announced the launch of Zimpler ID+, a new identity layer designed to simplify compliance and accelerate user conversion within digital payment environments. By embedding biometric identification and regulatory checks directly into the first user interaction, Zimpler ID+ reduces friction in sectors with complex onboarding requirements.

“Zimpler ID+ gives our partners a direct path to compliance and conversion – cutting onboarding time, reducing drop-offs, and removing the need to build identity infrastructure in-house,” said Tobias Gunnesson, Chief Product Officer at Zimpler.

“While most verification flows still rely solely on deposit-based triggers or cookie tracking, we’re the first to enable verification at the point of entry – meeting compliance head-on and delivering a better user experience from the start.”

Purpose-built for highly regulated digital environments

Zimpler ID+ serves industries where compliance is critical and abandonment rates are costly, such as iGaming and financial services. It ensures users are verified from the start, without requiring deposits or post-registration identity checks.

Key features include:

  • Quick onboarding: Verification and collection of KYC data takes place at the first point of contact, not only at the point of payment
  • Seamless return user experience: Returning users can identify with biometric technology and are recognized with the help of cookies
  • Works even without cookies: If cookies are unavailable, the user can easily identify themselves using a passkey
  • Built-in compliance: Regulatory assurance at every step of the customer journey

By functioning as a unified identity layer from sign-up through repeat visits, Zimpler ID+ helps businesses minimize onboarding churn and maximize regulatory confidence.

Solving identification friction at scale

The launch of Zimpler ID+ comes as businesses across Europe face rising pressure to improve digital onboarding while maintaining regulatory standards. National ID systems remain foundational – but they weren’t built to optimize every business touchpoint.

Zimpler ID+ complements these systems by offering operators a plug-in layer of biometric identification and gathering of KYC information tailored to business needs. It removes the need for deposit triggers, repeated logins, or re-verification after a device change.

“With Zimpler ID+, we’re introducing a flexible approach that gives businesses more control over identity flows – without compromising security or relying solely on external systems” said Gunnesson.

Product availability

Zimpler ID+ is now available as a value-added service to select partners in Finland, with more markets to be added in the future.

By embedding advanced onboarding capabilities directly into its existing infrastructure, Zimpler expects ID+ to strengthen customer retention and enhance platform value across regulated sectors for years to come.

The post Zimpler introduces ID+: A next-gen identification layer for digital payments appeared first on European Gaming Industry News.

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