This Amusements market report provides a comprehensive analysis of the market’s characteristics, size, and growth, including segmentation, regional and country-level breakdowns, competitive landscape, market shares, trends, and strategies. It also tracks historical and forecasted market growth across various geographies.
The amusements market size has grown strongly in recent years. It will grow from $668.09 billion in 2024 to $718.03 billion in 2025 at a compound annual growth rate (CAGR) of 7.5%. 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 steady growth in the next few years. It will grow to $869.55 billion in 2029 at a compound annual growth rate (CAGR) of 4.9%. 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.
The amusement market is experiencing a positive impact from the increasing use of social media and widespread access to mass media. Visitors at amusement facilities, such as amusement parks, often share their experiences, photos, and videos on social media platforms, enabling others to learn about the enjoyable experiences provided by these venues. According to a study conducted by Visa, a prominent cards and payment company, a significant number of Asians, approximately 73%, engage in online check-ins while on holiday, and as many as 71% of people share their experiences on various social media platforms. Social media has proven to be an exceptionally effective marketing tool for amusement facilities like casinos and amusement parks to attract new customers. The extensive use of social media is expected to play a pivotal role in driving the growth of the amusement market in the future.
The continued rise in the use of social media is expected to be a significant driver of growth for the amusement market in the future. Social media, a digital technology that facilitates the sharing of ideas and information, including text and images, through online networks and communities, plays a crucial role in connecting attractions with potential and existing customers. For instance, as of April 2023, there were 4.8 billion active social media users globally, and the average daily time spent online was approximately 6 hours and 35 minutes, as reported by Social Media Perth, an Australia-based provider of marketing strategy. This surge in social media usage is a key factor contributing to the growth of the amusement market.
Amusement parks are increasingly leveraging virtual and augmented reality technologies to provide customers with immersive and engaging experiences. Virtual reality creates a 3D, computer-generated environment with which users can interact, while augmented reality enhances the real world by overlaying digital elements or virtual objects. Amusement parks are incorporating these technologies into their rides and theater-based attractions to enhance the overall experience. For instance, Plopsaland De Panne in De Panne, Belgium, offers an innovative virtual reality wooden roller coaster named 'Heidi the Ride,' which can reach speeds exceeding 43 mph. SeaWorld, an amusement park in Orlando, has introduced the 'Kraken Virtual Reality Roller Coaster.' Additionally, the 'Wave Breaker' coaster provides a jet skiing experience within an amusement park. Universal Studios offers 'The Walking Dead' mazes with augmented reality elements, further enhancing the attractions at their parks. These developments showcase the growing integration of virtual and augmented reality in the amusement park industry to create more captivating and interactive experiences for visitors.
Leading companies in the amusement market are dedicating their efforts to the development of innovative products, notably steel roller coasters, as a means to provide customers with more reliable and thrilling services. Steel roller coasters, characterized by tubular steel tracks and polyurethane-coated wheels, offer the advantages of increased height, speed, and smoothness compared to traditional wooden roller coasters. For instance, in May 2023, Dollywood Parks & Resorts, a United States-based family amusement park, introduced the 'Big Bear Mountain' coaster. This family-friendly roller coaster reaches speeds of up to 45 mph and features three launches, multiple drops, and an array of turns and twists. Passengers are accommodated in two-across trains with a single row of seats, and the coaster is equipped with onboard audio, encompassing music and announcements. The ride spans almost 4,000 feet of track, taking passengers on an exhilarating journey around Wildwood Grove for approximately two minutes. This highlights the industry's commitment to offering new and exciting experiences to amusement park visitors.
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).
Amusement refers to the state of experiencing enjoyable and entertaining events or circumstances, often leading to satisfaction, happiness, laughter, and pleasure. Amusement plays a significant role in enabling individuals, including children, to have fun and derive enjoyment from various activities.
The primary categories of amusement include amusement parks and gambling. Amusement parks are businesses that offer a range of rides, games, and other forms of entertainment. Different age groups are typically catered to, including those below 25 years, individuals aged 26 to 39 years, those between 40 to 59 years, and those in the 60 to 74 years age range. Visitors to these amusement venues come from various gender groups, including males and females.
The amusements market research report is one of a series of new reports that provides amusements market statistics, including amusements industry global market size, regional shares, competitors with an amusements market share, detailed amusements market segments, market trends, and opportunities, and any further data you may need to thrive in the amusements industry. This amusements 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.
Asia-Pacific was the largest region in the amusements market in 2024. Eastern Europe is expected to be the fastest-growing region in the forecast period. The regions covered in the amusements market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, and Africa. The countries covered in the amusements 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 amusements market includes revenues earned by entities by operating amusements facilities such as theme parks, water parks, amusement arcades, casinos, and sports betting facilities. 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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The amusements market size has grown strongly in recent years. It will grow from $668.09 billion in 2024 to $718.03 billion in 2025 at a compound annual growth rate (CAGR) of 7.5%. 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 steady growth in the next few years. It will grow to $869.55 billion in 2029 at a compound annual growth rate (CAGR) of 4.9%. 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.
The amusement market is experiencing a positive impact from the increasing use of social media and widespread access to mass media. Visitors at amusement facilities, such as amusement parks, often share their experiences, photos, and videos on social media platforms, enabling others to learn about the enjoyable experiences provided by these venues. According to a study conducted by Visa, a prominent cards and payment company, a significant number of Asians, approximately 73%, engage in online check-ins while on holiday, and as many as 71% of people share their experiences on various social media platforms. Social media has proven to be an exceptionally effective marketing tool for amusement facilities like casinos and amusement parks to attract new customers. The extensive use of social media is expected to play a pivotal role in driving the growth of the amusement market in the future.
The continued rise in the use of social media is expected to be a significant driver of growth for the amusement market in the future. Social media, a digital technology that facilitates the sharing of ideas and information, including text and images, through online networks and communities, plays a crucial role in connecting attractions with potential and existing customers. For instance, as of April 2023, there were 4.8 billion active social media users globally, and the average daily time spent online was approximately 6 hours and 35 minutes, as reported by Social Media Perth, an Australia-based provider of marketing strategy. This surge in social media usage is a key factor contributing to the growth of the amusement market.
Amusement parks are increasingly leveraging virtual and augmented reality technologies to provide customers with immersive and engaging experiences. Virtual reality creates a 3D, computer-generated environment with which users can interact, while augmented reality enhances the real world by overlaying digital elements or virtual objects. Amusement parks are incorporating these technologies into their rides and theater-based attractions to enhance the overall experience. For instance, Plopsaland De Panne in De Panne, Belgium, offers an innovative virtual reality wooden roller coaster named 'Heidi the Ride,' which can reach speeds exceeding 43 mph. SeaWorld, an amusement park in Orlando, has introduced the 'Kraken Virtual Reality Roller Coaster.' Additionally, the 'Wave Breaker' coaster provides a jet skiing experience within an amusement park. Universal Studios offers 'The Walking Dead' mazes with augmented reality elements, further enhancing the attractions at their parks. These developments showcase the growing integration of virtual and augmented reality in the amusement park industry to create more captivating and interactive experiences for visitors.
Leading companies in the amusement market are dedicating their efforts to the development of innovative products, notably steel roller coasters, as a means to provide customers with more reliable and thrilling services. Steel roller coasters, characterized by tubular steel tracks and polyurethane-coated wheels, offer the advantages of increased height, speed, and smoothness compared to traditional wooden roller coasters. For instance, in May 2023, Dollywood Parks & Resorts, a United States-based family amusement park, introduced the 'Big Bear Mountain' coaster. This family-friendly roller coaster reaches speeds of up to 45 mph and features three launches, multiple drops, and an array of turns and twists. Passengers are accommodated in two-across trains with a single row of seats, and the coaster is equipped with onboard audio, encompassing music and announcements. The ride spans almost 4,000 feet of track, taking passengers on an exhilarating journey around Wildwood Grove for approximately two minutes. This highlights the industry's commitment to offering new and exciting experiences to amusement park visitors.
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).
Amusement refers to the state of experiencing enjoyable and entertaining events or circumstances, often leading to satisfaction, happiness, laughter, and pleasure. Amusement plays a significant role in enabling individuals, including children, to have fun and derive enjoyment from various activities.
The primary categories of amusement include amusement parks and gambling. Amusement parks are businesses that offer a range of rides, games, and other forms of entertainment. Different age groups are typically catered to, including those below 25 years, individuals aged 26 to 39 years, those between 40 to 59 years, and those in the 60 to 74 years age range. Visitors to these amusement venues come from various gender groups, including males and females.
The amusements market research report is one of a series of new reports that provides amusements market statistics, including amusements industry global market size, regional shares, competitors with an amusements market share, detailed amusements market segments, market trends, and opportunities, and any further data you may need to thrive in the amusements industry. This amusements 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.
Asia-Pacific was the largest region in the amusements market in 2024. Eastern Europe is expected to be the fastest-growing region in the forecast period. The regions covered in the amusements market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, and Africa. The countries covered in the amusements 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 amusements market includes revenues earned by entities by operating amusements facilities such as theme parks, water parks, amusement arcades, casinos, and sports betting facilities. 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.
This product will be delivered within 3-5 business days.
Table of Contents
1. Executive Summary2. Amusements Market Characteristics3. Amusements Market Trends and Strategies4. Amusements Market - Macro Economic Scenario Including the Impact of Interest Rates, Inflation, Geopolitics, and the Recovery from COVID-19 on the Market26 to 39 Years40 to 59 Years68. Global Amusements Market Competitive Benchmarking and Dashboard69. Key Mergers and Acquisitions in the Amusements Market70. Recent Developments in the Amusements Market
5. Global Amusements Growth Analysis and Strategic Analysis Framework
6. Amusements Market Segmentation
60 to 74 Years
7. Amusements Market Regional and Country Analysis
8. Asia-Pacific Amusements Market
9. China Amusements Market
10. India Amusements Market
11. Japan Amusements Market
12. Australia Amusements Market
13. Indonesia Amusements Market
14. South Korea Amusements Market
15. Bangladesh Amusements Market
16. Thailand Amusements Market
17. Vietnam Amusements Market
18. Malaysia Amusements Market
19. Singapore Amusements Market
20. Philippines Amusements Market
21. Hong Kong Amusements Market
22. New Zealand Amusements Market
23. Western Europe Amusements Market
24. UK Amusements Market
25. Germany Amusements Market
26. France Amusements Market
27. Italy Amusements Market
28. Spain Amusements Market
29. Spain Amusements Market
30. Austria Amusements Market
31. Belgium Amusements Market
32. Denmark Amusements Market
33. Finland Amusements Market
34. Ireland Amusements Market
35. Netherlands Amusements Market
36. Norway Amusements Market
37. Portugal Amusements Market
38. Sweden Amusements Market
39. Switzerland Amusements Market
40. Eastern Europe Amusements Market
41. Russia Amusements Market
42. Czech Republic Amusements Market
43. Poland Amusements Market
44. Romania Amusements Market
45. Ukraine Amusements Market
46. North America Amusements Market
47. USA Amusements Market
48. Canada Amusements Market
50. South America Amusements Market
51. Brazil Amusements Market
52. Chile Amusements Market
53. Argentina Amusements Market
54. Colombia Amusements Market
55. Peru Amusements Market
56. Middle East Amusements Market
57. Saudi Arabia Amusements Market
58. Israel Amusements Market
59. Iran Amusements Market
60. Turkey Amusements Market
61. United Arab Emirates Amusements Market
62. Africa Amusements Market
63. Egypt Amusements Market
64. Nigeria Amusements Market
65. South Africa Amusements Market
66. Amusements Market Competitive Landscape and Company Profiles
67. Amusements Market Other Major and Innovative Companies
71. Amusements Market High Potential Countries, Segments and Strategies
72. Appendix
Executive Summary
Amusements Global Market Report 2025 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on amusements 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 amusements ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The amusements 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 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: Amusement Parks; Gambling2) By Age Group: Below 25 Years; 26 to 39 Years; 40 to 59 Years; 60 to 74 Years
3) By Visitors' Gender: Male; Female
Subsegments:
1) By Amusement Parks: Theme Parks; Water Parks; Family Entertainment Centers; Adventure Parks2) By Gambling: Casinos; Online Gambling; Sports Betting; Lottery Services
Key Companies Mentioned: China Sports Lottery; China Welfare Lottery; the Walt Disney Company; Sociedad Estatal Loterías y Apuestas del Estado S.a.; Maruhan
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 major companies featured in this Amusements market report 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)
Table Information
Report Attribute | Details |
---|---|
No. of Pages | 400 |
Published | April 2025 |
Forecast Period | 2025 - 2029 |
Estimated Market Value ( USD | $ 718.03 Billion |
Forecasted Market Value ( USD | $ 869.55 Billion |
Compound Annual Growth Rate | 4.9% |
Regions Covered | Global |
No. of Companies Mentioned | 39 |