New York, January 5, 2023 /PRNewswire/ — According to Technavio, Global entertainment and amusement market size is US$681.19 billion From 2022 to 2027.However, the growth momentum Deceleration at CAGR 5%. North America It will account for 54% of global market growth during the forecast period.
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Global Entertainment and Amusement Market – Five Powers
The global entertainment and amusement market is segmented and the five forces analysis covers:
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bargaining power of buyers
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Threat of new entrants
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competitive threat
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bargaining power of suppliers
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Threat of substitutes
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On the interpretation of Porter’s five force model – Buy the report!
Global Entertainment and Amusement Market – Customer Situation
This report includes the adoption lifecycle of the market from innovator stage to laggard stage. Based on the penetration rate, we focus on the adoption rate in different regions. In addition, the report also includes key purchasing criteria and price sensitivity factors to help companies evaluate and develop growth strategies.
Global Entertainment and Amusement Market – Segmentation Evaluation
Segment overview
Technavio has segmented the market based on type (entertainment and amusement) and age group (13-20, 20+, <12).
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of entertainment The segment will grow at a significant rate during the forecast period. The growth of this segment is due to factors such as the increasing number of gaming bars and cafes offering video games. A family entertainment center offers a wide range of arcade games, AR and VR gaming zones, and physical gaming activities for different age groups. Gameplay design and console improvements have increased the popularity of family entertainment centers worldwide. Recent years are expected to boost the growth of the market during the forecast period.
geography overview
Based on geography, the global entertainment and amusement market is segmented as follows: North America, Europe,Asia Pacific, south americaWhen middle east When AfricaThis report offers actionable insights and estimates the contribution of every region to the growth of the global entertainment and amusement market.
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North America It is estimated to account for 54% of the global market growth during the forecast period. The growth of the regional market is due to factors such as increased spending on entertainment. In addition, innovative rides, accommodation facilities, and amusement park goods are gaining popularity among a wide range of age groups. Such factors will boost the local market.
Global Entertainment and Amusement Market – market dynamics
Key Factors Driving Market Growth
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of Rapid growth of social media are particularly driving the growth of the market.
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Visitors share their experiences, photos and videos on social media platforms to help promote our parks around the world.
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Social media posts encourage others to visit your amusement park or theme park, increasing your visitor numbers.
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Therefore, extensive use of social media is expected to boost market growth during the forecast period.
Key trends impacting the market
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Virtual theme parks are gaining momentumwhich is a new trend in the market.
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Virtual reality innovations have changed the landscape of the amusement park industry. Theme parks are integrating VR into existing attractions and developing VR rides.
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VR tourism is impacting many aspects of marketing, creating new opportunities for those interested in a career in the hospitality industry.
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Several virtual theme parks will be established during the forecast period.
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Such factors are expected to support the growth of the global market during the forecast period.
Key challenges hindering market growth
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expensive to maintain We are challenging the growth of the market.
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Maintaining an amusement park requires a large amount of investment.
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Amusement parks require regular maintenance to operate optimally and limit liability for park-related accidents.
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As such, rides and shows require proper maintenance to ensure visitor satisfaction and safety.
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These factors are likely to challenge market growth during the forecast period.
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What are the key data covered in this Entertainment and Amusement Market report?
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CAGR of the market during the forecast period
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Detailed information on the factors that will drive the growth of the entertainment and amusement market from 2023 to 2027
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Accurate estimation of entertainment and amusement market size and contribution to parent market
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Accurate prediction of upcoming trends and changes in consumer behavior
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Growth of the entertainment and amusement market North America, Europe,Asia Pacific, south americaWhen middle east When Africa
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In-depth analysis of market competitive landscape and vendor details
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Comprehensive Analysis of Factors Challenging the Growth of Vendors in the Entertainment and Amusement Market
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of Family Entertainment Center Market size is US$21.05 billion From 2021 to 2026, the market growth momentum will accelerate at a CAGR of 12.29%. This report is organized by application (arcade studios, physical play activities, skill/competitive games, AR and VR gaming zones) and geography (North America, Europe,Asia Pacific, south americaWhen middle east When Africa).
growth momentum amusement park market Accelerating at a CAGR of 3.18%, market share US$9.97 billion From 2021 to 2026.North America,Asia Pacific, Europe, south americaWhen middle east When Africa).
Scope of the entertainment and amusement market |
|
report coverage |
detail |
page number |
148 |
base year |
2022 |
historical period |
2017-2021 |
Forecast period |
2023-2027 |
Growth Momentum and CAGR |
Decelerate at a CAGR of 5% |
Market growth 2023-2027 |
US$681.19 billion |
market structure |
fragmented |
Year-over-year growth rate (%) from 2022 to 2023 |
6.0 |
Regional analysis |
North America, Europe, APAC, South America, and the Middle East and Africa |
Execution of market contribution |
North America 54% |
major countries |
USA, China, Japan, Germany, UK |
competitive environment |
Key vendors, vendor market positioning, competitive strategies, industry risks |
Main company introduction |
Al Hokair Entertainment, Aspro Parks SA, CEDAR FAIR LP, Chimelong Group Co. Ltd., Compagnie des Alpes, Entertainment Plus Production, Fakieh Hospitality & Leisure Group, IMG Artists, irque du Soleil Entertainment Group, Merlin Entertainments Group Ltd., PARQUES REUNIDOS SERVICIOS CENTRALES SA, SeaWorld Entertainment Inc., Six Flags Entertainment Corp., The Mousetrap, The Rocky Horror Show, The Walt Disney Co., Timezone Entertainment Pvt. Ltd., Universal Studios Recreation Group, Untamed Entertainment, Wonderla Amusement Park |
market dynamics |
Parent market analysis, market growth drivers and obstacles, fast and slow growth segment analysis, COVID-19 impact and recovery analysis, future consumer dynamics, and market condition analysis for the forecast period |
Customization range |
If the data you’re looking for isn’t in the report, contact an analyst to customize the segment. |
Customization range |
If the data you’re looking for isn’t in the report, contact an analyst to customize the segment. |
Browsing Technavio consumer discretionary market report
table of contents
1.executive summary
2 Market Outlook
3 Market size
4 Historical market size
5 Five Forces Analysis
Market Segmentation by 6 Types
7 Market Segmentation by Age Group
8 Customer Situation
9 Geographical landscape
10 drivers, challenges and trends
11 Vendor Landscape
12 vendor analysis
13 Appendix
about us
Technavio is the world’s leading technology research and advisory firm. Their research and analysis focuses on emerging market trends, with actionable insights to help companies identify market opportunities and develop effective strategies to optimize their market position. provide. With over 500 expert analysts, Technavio’s report library consists of over 17,000 reports covering 800 technologies across 50 countries. Their customer base consists of companies of all sizes, including over 100 Fortune 500 companies. This growing customer base relies on Technavio’s comprehensive coverage, extensive research, and actionable market insights to identify existing and potential market opportunities and compete within changing market scenarios. Evaluate power.
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