Global Leisure Markets Report (Sports, Arts, Entertainment)
Dublin, June 22, 2021 (GLOBE NEWSWIRE) – The “Global Leisure Market Report 2021: Impact of COVID-19 and Recovery to 2030” the report was added to ResearchAndMarkets.com offer.
The global leisure market is expected to grow from $ 1,253.24 billion in 2020 to $ 1,425.74 billion in 2021 at a compound annual growth rate (CAGR) of 13.8%. The market is expected to reach $ 1916.35 billion by 2025 at a CAGR of 8%.
The report covers the market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the historical and forecast growth of the market by geography. It places the market in the context of the larger leisure market and compares it to other markets.
Leading companies in the entertainment market include The Walt Disney Company; Sands of Las Vegas; Universal Studios; MGM Resorts and Merlin Entertainment Group.
The growth is mainly due to companies reorganizing their operations and recovering from the impact of COVID-19, which previously led to restrictive containment measures involving social distancing, remote working and the closure of business activities which resulted in operational challenges.
The leisure market includes sales of the use of leisure facilities, leisure services and related goods by entities (organizations, independent traders and partnerships) that provide leisure services. Recreational activities include participating in sporting activities and visiting museums, historic sites, zoos and parks, as well as attending spectator sports and events. Gambling, with the exception of hotel casinos, can also be considered part of the leisure market. The leisure market is segmented into entertainment; artistic and sporting.
Asia Pacific was the largest region in the global leisure market, accounting for 33% of the market in 2020. North America was the second largest region accounting for 30% of the global leisure market. Africa was the smallest region in the global leisure market.
Amusement parks are increasingly using virtual and augmented reality technology to provide an immersive experience for customers. Virtual reality is a computer-generated 3D environment that can interact with a person, while 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 theatrical attractions.
For example, Plopsaland De Panne in De Panne, Belgium has a new virtual reality wooden roller coaster called Heidi The Ride, which can reach speeds of over 43 mph. SeaWorld Amusement Park has started operating a new Kraken Virtual Reality Roller Coaster in Orlando. The Weave Breaker coaster brings the reality of jet skiing to an amusement park. Universal Studios offers The Walking Dead mazes with augmented reality elements.
Main topics covered:
2. Structure of the report
3. Characteristics of the leisure market
3.1. Market definition
3.2. Key segmentation
4. Analysis of leisure market products
4.1. Leading products / services
4.2. Main characteristics and differentiators
4.3. Development products
5. Leisure market supply chain
5.1. Supply chain
5.3. End customers
6. Information on leisure market customers
6.1. Customer Preferences
6.2. End-use market size and growth
7. Leisure market trends and strategies
8. Impact of COVID-19 on leisure time
9. Size and growth of the leisure market
9.1. Market size
9.2. Historical market growth, value (in billions of dollars)
9.2.1. Market pilots
9.2.2. Market restrictions
9.3. Market growth forecast, value (in billions of dollars)
9.3.1. Market pilots
9.3.2. Market restrictions
10. Regional analysis of the leisure market
10.1. Global Leisure Market, 2020, by Region, Value (USD Billion)
10.2. Global leisure market, 2015-2020, 2020-2025F, 2030F, historical and forecast, by region
10.3. Global Leisure Market, Growth and Market Share Comparison, By Region
11. Segmentation of the leisure market
11.1. Global Leisure Market, Segmentation by Type, History and Forecast, 2015-2020, 2020-2025F, 2030F, in USD Billion
12. Segments of the leisure market
12.1. Global Entertainment Market, Segmentation By Type, 2015-2020, 2020-2025F, 2030F, Value (USD Billion) – Amusement Parks; Gambling
12.2. Global arts market, segmentation by type, 2015-2020, 2020-2025F, 2030F, value (in billions of dollars) – museums, historic sites, zoos and parks; Independent artists and performing arts companies; Sports and artistic promoters
12.3. Global Sports Market, Segmentation By Type, 2015-2020, 2020-2025F, 2030F, Value (USD Billion) – Spectator Sports; Participatory sports
13. Leisure market metrics
13.1. Leisure market size, percentage of GDP, 2015-2025, global
13.2. Average leisure market expenditure per capita, 2015-2025, global
- The Walt Disney Company
- Sands of Las Vegas
- Universal Studios
- MGM Resorts
- Merlin Entertainment Group
For more information on this report, visit https://www.researchandmarkets.com/r/negp9d