The recreation market size is expected to see strong growth in the next few years. It will grow to $2.22 trillion in 2029 at a compound annual growth rate (CAGR) of 5.5%. The growth in the forecast period can be attributed to virtual and augmented reality experiences, wellness and mindfulness, sustainable recreation, personalized leisure experiences, inclusive recreation. Major trends in the forecast period include outdoor adventure tourism, experiential tourism, digital detox retreats, culinary and food tourism, community-based recreation programs.
The growth of the recreation market is supported by stable economic growth projected in numerous developed and developing nations. For example, according to TRADING ECONOMICS, a US-based provider of economic data, the United States had a GDP of around $27.36 trillion in 2023, accounting for approximately 25.95% of the global economy. This figure reflects an annual growth rate of 2.90% and a GDP per capita of $65,020.35. This ongoing economic expansion is anticipated to boost investments in end-user markets and drive the recreation market, as increased affluence enables consumers to frequent recreation centers.
The rising demand for experiential and adventure-based activities is projected to enhance the growth of the recreation market. These activities involve hands-on experiences and challenges that foster personal growth and development. They are designed to help participants acquire new skills, enhance self-awareness, and cultivate positive relationships. For instance, in November 2023, the 'Outdoor Recreation Economy by State' report published by Headwaters Economics, a US-based nonprofit research group, indicated that the outdoor recreation economy generated $1.1 trillion in economic output in 2022, contributing $564 billion in value added, which represents 2.2% of the nation's GDP. From 2021 to 2022, outdoor recreation's contribution to GDP rose by 4.8%, while employment in the sector increased by 7.4%. Thus, the growing demand for experiential and adventure-based activities is propelling the future growth of the recreation market.
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 include The Hong Kong Jockey Club, The Walt Disney Company, China Sports Lottery, 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., Cinplex Inc., 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., Herschend Family Entertainment Corp., Hall of Fame Resort & Entertainment Co., Country Club Hospitality & Holidays Ltd., Maruhan Corp., City Pulse Multiplex Ltd.
Asia-Pacific was the largest region in the recreation market in 2024. 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 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.
Recreation encompasses all activities individuals choose to engage in during their leisure time, aiming to refresh their minds and bodies, adding enjoyment and interest to their free time. Participating in recreation is known to enhance concentration skills, improve the ability to manage anxiety and stress, and foster the development of social skills such as cooperation and teamwork. It serves as a delightful means to have fun, meet new people, and form friendships.
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 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 2025 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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Description
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? 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.
- 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 forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.
- 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.
Scope
Markets Covered:
1) By Type: Amusements; Arts; Sports2) 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:
1) By Amusements: Theme Parks; Water Parks; Arcade Games2) By Arts: Performing Arts; Visual Arts; Cultural Events
3) By Sports: Team Sports; Individual Sports; Recreational Activities
Key Companies Mentioned: The Hong Kong Jockey Club; the Walt Disney Company; China Sports Lottery; China Welfare Lottery; Sociedad Estatal Loterías y Apuestas del Estado S.A.
Countries: 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
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
- 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.
- Cinplex Inc.
- 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.
- Herschend Family Entertainment Corp.
- Hall of Fame Resort & Entertainment Co.
- Country Club Hospitality & Holidays Ltd.
- Maruhan Corp.
- City Pulse Multiplex Ltd.
Table Information
Report Attribute | Details |
---|---|
No. of Pages | 500 |
Published | March 2025 |
Forecast Period | 2025 - 2029 |
Estimated Market Value ( USD | $ 1.79 Trillion |
Forecasted Market Value ( USD | $ 2.22 Trillion |
Compound Annual Growth Rate | 5.5% |
Regions Covered | Global |
No. of Companies Mentioned | 25 |