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Amusements Market Report 2024: Strategies And Recent Developments | China Sports Lottery, China Welfare Lottery, The Walt Disney Company

Amusements  Market Size

Amusements Market Size

The Business Research Company has updated its global market reports, featuring the latest data for 2024 and projections up to 2033

The Business Research Company offers in-depth market insights through Amusements Global Market Report 2024, providing businesses with a competitive advantage by thoroughly analyzing the market structure, including estimates for numerous segments and sub-segments.

Market Size And Growth Forecast:
The amusements market size has grown strongly in recent years. It will grow from $619.95 billion in 2023 to $664.79 billion in 2024 at a compound annual growth rate (CAGR) of 7.2%. The growth in the historic period can be attributed to the increasing availability of leisure time, tourism growth, advances in entertainment technology, family entertainment, event marketing and promotion.

The amusements market size is expected to see strong growth in the next few years. It will grow to $850.58 billion in 2028 at a compound annual growth rate (CAGR) of 6.4%. The growth in the forecast period can be attributed to sustainability initiatives, experience economy, digital and augmented reality (AR), health and wellness focus, personalized experiences. Major trends in the forecast period include hybrid virtual and physical experiences, pop-up and mobile attractions, themed entertainment, sustainable design and practices, art and culture integration.

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Market Segmentation:
The main types of amusement are amusement parks and . Amusement parks are commercial enterprises that provide rides, games, and other sorts of entertainment. The several age groups include those below 25 years, 26 to 39 years, 40 to 59 years, and 60 to 74 years, and involve different visitor genders such as male and female.

Major Driver - The Influence Of Social Media On The Amusement Market:
Increasing use of social media and access to mass media is positively influencing the amusement market. Visitors in amusement facilities such as amusement parks such as sharing their experiences, photographs, and videos on social media platforms which helps other people know about the experiences offered by the amusement parks. According to a study conducted by Visa, a cards and payment company, 73% of Asians check in online while on a holiday, and as many as 71% of people share their experiences on social media sites. Social media is the most effective marketing tool for amusement facilities such as casinos and amusement parks to acquire new customers. Extensive use of social media is expected to drive the amusement market going forward.

Competitive Landscape:
Major companies operating 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., Penn National Gaming Inc, Comcast Corporation (Universal Studios), Six Flags Entertainment Corporation, Cedar Fair Entertainment Company, SeaWorld Entertainment Inc., Merlin Entertainments, Sony Interactive Entertainment (PlayStation), Nintendo Co. Ltd., Activision Blizzard Inc., Electronic Arts Inc., Capcom Co. Ltd., Bandai Namco Entertainment Inc., Hasbro Inc., Mattel Inc., LEGOLAND Parks, Live Nation Entertainment Inc., ViacomCBS Inc. (Nickelodeon), Discovery Inc. (Discovery Theme Parks), Cineworld Group, AMC Entertainment Holdings Inc., Dave & Buster's Entertainment Inc., The Hershey Company (Hersheypark), Carnival Corporation (Carnival Cruise Line), Royal Caribbean Group (Royal Caribbean International), SeaDream Yacht Club, Palace Entertainment, Parques Reunidos, Vail Resorts Inc., Dalian Wanda Group (Wanda Cultural Tourism).

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Top Trend - Elevating The Amusement Park Experience With Virtual And Augmented Reality Technology
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 that 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.

The Table Of Content For The Market Report Include:
1. Executive Summary
2. Amusements Market Characteristics
3. Amusements Market Trends And Strategies
4. Amusements Market - Macro Economic Scenario
5. Amusements Market Size And Growth
…..
27. Amusements Market Competitor Landscape And Company Profiles
28. Key Mergers And Acquisitions
29. Future Outlook and Potential Analysis
30. Appendix

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The Business Research Company (www.thebusinessresearchcompany.com) is a market intelligence firm that pioneers in company, market, and consumer research. Located globally, TBRC's consultants specialize in various industries including manufacturing, healthcare, financial services, chemicals, and technology. The firm has offices located in the UK, the US, and India, along with a network of proficient researchers in 28 countries.

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