The recreation market size is expected to see strong growth in the next few years. It will grow to $2188.18 billion in 2028 at a compound annual growth rate (CAGR) of 6.1%. The anticipated growth in the forecast period can be associated with virtual and augmented reality experiences, wellness, and mindfulness, sustainable recreation, personalized leisure experiences, and inclusive recreation. Key trends in the forecast period encompass outdoor adventure tourism, experiential tourism, digital detox retreats, culinary and food tourism, as well as community-based recreation programs.
The growth of the recreation market is supported by the stable economic growth projected in numerous developed and developing countries. For example, based on the International Monetary Fund (IMF) data, China's gross domestic product (GDP) increased from $17.75 trillion in 2021 to $18.1 trillion in 2022. Moreover, emerging markets and developing economies saw a growth of 3.9% in 2020, which further rose to 6.1% in 2022. Anticipated stable economic growth in end-user markets is expected to drive the market during the forecast period, with increased investments and consumer visits to recreation centers due to greater affluence.
The rising demand for experiential and adventure-based activities is poised to propel the recreation market's growth. Experiential and adventure-based activities involve hands-on experiences and challenges that foster personal growth and development. These activities contribute to learning new skills, enhancing self-awareness, and fostering positive relationships among participants. For instance, as of August 2021, Tripplo, a Sweden-based platform offering discount codes and travel tips, reported that 80% of tour operators engaged in adventure tourism, offering services in specialized sectors such as wildlife viewing activities and ecotourism. Therefore, the increasing demand for experiential and adventure-based activities serves as a driving force for the growth of the recreation market.
The COVID-19 pandemic acted as a significant constraint on the recreation market in 2020, as governments worldwide implemented lockdowns and travel restrictions, limiting the demand for services provided by these establishments. The pandemic, characterized by symptoms such as fever, cough, and breathing difficulties, led to the closure of recreational facilities such as amusement parks, museums, and casinos. Lockdown measures were enforced globally, impacting businesses throughout 2020 and into 2021. However, it is anticipated that the recreation market will recover from this unprecedented event across the forecast period, considering it as a 'black swan' event unrelated to ongoing market or global economic weaknesses.
Amusement parks are increasingly integrating virtual and augmented reality technology to offer customers an immersive experience. Virtual reality creates a computer-generated 3D environment that interacts with individuals, while augmented reality transforms the real world by incorporating virtual objects. These technologies are being applied in rides and theater-based attractions at amusement parks worldwide. For example, Plopsaland De Panne in De Panne, Belgium, features a new virtual reality wooden roller coaster named Heidi The Ride, boasting speeds exceeding 43 mph. SeaWorld has introduced the Kraken Virtual Reality Roller Coaster in Orlando, providing a jet skiing experience within the amusement park. Universal Studios incorporates augmented reality elements in The Walking Dead mazes.
Key companies in the recreation market are introducing innovative wearable devices such as the Linklet wearable wide-angle camera to stay competitive. The Linklet wearable wide-angle camera is an LTE-embedded, hands-free wearable designed to offer a first-person view for remote support and livestreaming during presentations, meetings, and fieldwork. Fairy Devices Inc., a Japan-based leader in industrial field digitalization solutions, launched this device in January 2022. Worn around the neck, it provides a super wide-angle view, ensuring steady video, and features five microphones for clear audio capture, even in open spaces. The device has direct connections to Zoom and Microsoft Teams, facilitating remote support.
Major companies operating in the recreation market report are The Hong Kong Jockey Club, The Walt Disney Company, China Sports Lottery, Cheil Jedang Corp., China Welfare Lottery, Sociedad Estatal Loterías y Apuestas del Estado S.A., Flutter Entertainment PLC, Cinemark Holdings Inc., Tabcorp Holdings Ltd., Cineworld Group PLC, Compagnie du Mont-Blanc S.A., Compagnie des Alpes S.A., Oriental Land Company Ltd., Hyland Ranch Inc., Cinplex Inc., Jelly Belly Candy Co., Gym Group PLC, City Sports & Recreation PLC, Club de Futbol Intercity SAD, Guangzhou Jinyi Media Corp. A, Guangdong Jinma Entertainment Corp. Ltd., Grupo Sports World S.A.B. de C.V., Creative China Holdings Ltd., China Tangshang Holdings Ltd., Herschend Family Entertainment Corp., Hall of Fame Resort & Entertainment Co., Guild eSports PLC, Country Club Hospitality & Holidays Ltd., Maruhan Corp., City Pulse Multiplex Ltd.
Asia-Pacific was the largest region in the recreation market in 2023. Eastern Europe is expected to be the fastest-growing region in the forecast period. The regions covered in the recreation market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the recreation market report are Australia; China; India; Indonesia; Japan; South Korea; Bangladesh; Thailand; Vietnam; Malaysia; Singapore; Philippines; Hong Kong; New Zealand; USA; Canada; Mexico; Brazil; Chile; Argentina; Colombia; Peru; France; Germany; UK; Austria; Belgium; Denmark; Finland; Ireland; Italy; Netherlands; Norway; Portugal; Spain; Sweden; Switzerland; Russia; Czech Republic; Poland; Romania; Ukraine; Saudi Arabia; Israel; Iran; Turkey; UAE; Egypt; Nigeria; South Africa.
The primary categories of recreation include amusements, arts, and sports. Sports services involve presenting live sporting events to a paying audience or managing entities such as golf courses, country clubs, skiing facilities, marinas, fitness and recreational sports centers, and bowling centers. Age groups targeted by these recreational activities range from 35 and younger to 35-54 and 55 and older. Various revenue sources, such as media rights, merchandising, tickets, and sponsorships, contribute to the diverse financial aspects of recreational activities.
The recreation market research report is one of a series of new reports that provides recreation market statistics, including recreation industry global market size, regional shares, competitors with a recreation market share, detailed recreation market segments, market trends, and opportunities, and any further data you may need to thrive in the recreation industry. This recreation market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
The recreation market includes revenues earned by entities by operating amusements facilities, operating facilities or providing services for cultural, entertainment, and recreational interests, providing live sporting events before a paying audience, and operating golf courses and country clubs, skiing facilities, marinas, fitness, and recreational sports centers, and bowling centers. Gambling, except casino hotels, can also be considered to be part of the recreation market. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
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Table of Contents
Executive Summary
Recreation Global Market Report 2024 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on recreation market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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- Measure the impact of high global inflation on market growth.
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- Benchmark performance against key competitors.
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Where is the largest and fastest growing market for recreation? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? This 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.
- 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, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include:
- The impact of sanctions, supply chain disruptions, and altered demand for goods and services due to the Russian Ukraine war, impacting various macro-economic factors and parameters in the Eastern European region and its subsequent effect on global markets.
- The impact of higher inflation in many countries and the resulting spike in interest rates.
- The continued but declining impact of COVID-19 on supply chains and consumption patterns.
- Market segmentations break down the 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 growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
- The competitive landscape chapter 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.
Report Scope
Markets Covered:1) By Type: Amusements; Arts; Sports
2) By Age Group: Aged 35 and Younger; Aged 35-54; Aged 55 and Older
3) By Revenue Source: Media Rights; Merchandising; Tickets and Sponsorship
Subsegments Covered: Amusement Parks; Gambling; Museums, Historical Sites, Zoos, and Parks; Independent Artists and Performing Art Companies; Sports and Arts Promoters; Spectator Sports; Participatory Sports
Key Companies Mentioned: The Hong Kong Jockey Club; The Walt Disney Company; China Sports Lottery; Cheil Jedang Corp.; China Welfare Lottery
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes
Delivery Format: PDF, Word and Excel Data Dashboard
Companies Mentioned
- The Hong Kong Jockey Club
- The Walt Disney Company
- China Sports Lottery
- Cheil Jedang Corp.
- China Welfare Lottery
- Sociedad Estatal Loterías y Apuestas del Estado S.A.
- Flutter Entertainment plc
- Cinemark Holdings Inc.
- Tabcorp Holdings Ltd.
- Cineworld Group plc
- Compagnie du Mont-Blanc S.A.
- Compagnie des Alpes S.A.
- Oriental Land Company Ltd.
- Hyland Ranch Inc.
- Cinplex Inc.
- Jelly Belly Candy Co.
- Gym Group plc
- City Sports & Recreation plc
- Club de Futbol Intercity SAD
- Guangzhou Jinyi Media Corp. A
- Guangdong Jinma Entertainment Corp. Ltd.
- Grupo Sports World S.A.B. de C.V.
- Creative China Holdings Ltd.
- China Tangshang Holdings Ltd.
- Herschend Family Entertainment Corp.
- Hall of Fame Resort & Entertainment Co.
- Guild eSports plc
- Country Club Hospitality & Holidays Ltd.
- Maruhan Corp.
- City Pulse Multiplex Ltd.
Table Information
Report Attribute | Details |
---|---|
No. of Pages | 500 |
Published | February 2024 |
Forecast Period | 2024 - 2028 |
Estimated Market Value ( USD | $ 1729.21 Billion |
Forecasted Market Value ( USD | $ 2188.18 Billion |
Compound Annual Growth Rate | 6.1% |
Regions Covered | Global |
No. of Companies Mentioned | 30 |