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Global Recreation Market (2022 to 2031) – Featuring Maruhan, Flutter Entertainment and Tabcorp Holdings Among Others

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The “Recreation Global Market Report 2022, By Type, Age Group, Revenue Source” report has been added to ResearchAndMarkets’ offering.

This report provides strategists, marketers and senior management with the critical information they need to assess the global recreation market as it emerges from the Covid 19 shut down.

Reasons to Purchase

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  • Gain a truly global perspective with the most comprehensive report available on this market covering 50+ geographies.
  • Understand how the market is being affected by the coronavirus and how it is likely to emerge and grow as the impact of the virus abates.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market research findings.
  • Benchmark performance against key competitors.
  • Utilize the relationships between key data sets for superior strategizing.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis

Description:

Where is the largest and fastest growing market for the 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. It places the market within the context of the wider recreation market, and compares it with other markets.

  • 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, the impact of the Covid 19 virus and forecasting its recovery.
  • Market segmentations break down 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 impact and recovery trajectory of Covid 19 for all regions, key developed countries and major emerging markets.
  • Competitive landscape 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.
  • The recreation market section of the report gives context. It compares the recreation market with other segments of the recreation market by size and growth, historic and forecast. It analyses GDP proportion, expenditure per capita, recreation indicators comparison.

Major companies in the recreation market include China Sports Lottery, China Welfare Lottery, The Walt Disney Company, Sociedad Estatal Loterias y Apuestas del Estado S.A., Maruhan, Flutter Entertainment plc., The Hong Kong Jockey Club, Tabcorp Holdings Ltd., CJ Corp. and Oriental Land Company Ltd.

The global recreation market is expected to grow from $960.66 billion in 2021 to $1485.79 billion in 2022 at a compound annual growth rate (CAGR) of 54.7%. The growth is mainly due to the companies rearranging their operations and recovering from the COVID-19 impact, which had earlier led to restrictive containment measures involving social distancing, remote working, and the closure of commercial activities that resulted in operational challenges. The market is expected to reach $2557.38 billion in 2026 at a CAGR of 14.5%.

The recreation market consists of sales of the use of recreational facilities, and recreational services and related goods by entities (organizations, sole traders and partnerships) that provide recreational services. Recreational activities include taking part in sporting activities and visiting museums, historical sites, zoos and parks and also witnessing spectator sports and events. Gambling except casino hotels can also be considered to be part of recreation market.

The main types of recreation are amusements, arts and sports. Sports services provide live sporting events before a paying audience or entities that operate golf courses and country clubs, skiing facilities, marinas, fitness and recreational sports centers, and bowling centers. The different age groups include aged 35 and younger, aged 35-54, aged 55 and older and involves various revenue sources such as media rights, merchandising, tickets and sponsorship.

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Asia Pacific was the largest region in the recreation market in 2021. Eastern Europe is expected to be the fastest-growing region in the forecast period. The regions covered in the recreation market are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

The recreation market growth is aided by stable economic growth forecasted in many developed and developing countries. The International Monetary Fund (IMF) stated that the global GDP growth was 3.2% in 2019 and 3.5% in 2020. Recovering commodity prices further expected to aid the market growth. Developed economies are also expected to register stable growth during the forecast period. Additionally, emerging markets are expected to continue to grow slightly faster than the developed markets in the forecast period. For instance, India’s GDP grew by 7.2%, whereas China registered GDP growth of 6.0% in 2020. Stable economic growth is expected to in end user markets, thereby driving the market during forecast period. This continued economic growth is expected to increase investments in the end user markets and be a driver of the recreation market as greater affluence allows consumers to visit recreation centers.

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 which 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 43 mph. 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.

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Slotegrator’s review of the first half of 2024 in iGaming: results & trends

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Since the beginning of 2024, content aggregator and solution provider Slotegrator has been analyzing case studies and conducting careful research. Why did the company choose this development path? What results have been achieved, and what can be expected in the future? It’s time to take a look at how 2024 is going — and maybe get a sneak peek at 2025.

Since the beginning of the year, Slotegrator has continued to actively present its new and updated solutions, like the company’s turnkey online casino platform and its key modules, including the KYC, BI, and Casino Builder modules, alongside many others. These modules are strategically designed to streamline online casino management, covering tasks like analyzing big data, assessing risks, and enhancing platform performance.

The modules have proven to be very effective, partially because they satisfy clients’ concrete needs. The primary sources of inspiration for these cutting-edge innovations are the company’s internal research and case studies of successful clients.

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According to Slotegrator’s internal research, clients reported that the integration of these updates came at just the right time. Customers particularly valued the revamped player segmentation module, offering customization options and personalized marketing options, and a renewed anti-fraud module that utilizes a color-coded risk scale that allows operators to set risk levels.

“This feedback from our customers is a great foundation for Slotegrator’s future report on future iGaming trends in 2025. We’re constantly collecting and updating information on new technologies, game types, payment methods and player behavior, and honest feedback on the new features of upgrades helps us understand the direction of our future development,” comments Yana Khaidukova, managing director at Slotegrator.

Innovation is key to keeping up with the fast-paced iGaming industry. In 2024, the Slotegrator team is focused on enhancing product quality and publishing insightful case studies to better demonstrate the capabilities of its products. So far, Slotegrator has published multiple case studies analyzing its clients’ success. Here are the two latest examples:

 

When it comes to modern iGaming trends, many of them haven’t changed — we should expect to see more VR integration in esports, AI, blockchain, and cryptocurrency adoption. Also, mobile-first gameplay will be a new standard. The Slotegrator team has also noted an increasing emphasis on responsible gaming throughout the iGaming industry. Slotegrator keeps all of these in mind when entering attractive markets with new partners — especially those in Latin America and Asia.

 

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What about licenses? Slotegrator recommends keeping up to date with licensing conditions. Among the most promising jurisdictions are:

  • Kahnawake
  • The Isle of Man.
  • Anjouan

Faruk Aydin, Chief Revenue Officer of Revpanda, a Slotegrator’s media partner, adds to the list of trends some points about promotion on the iGaming industry: “Within the first half of 2024, we’ve seen that human-written content has made a great comeback, thanks to Google’s recent core update. It has started to remove AI-written shallow content across the entire SERPs, and the SEO community expects this trend to continue. Overall, we can say that the first half of the year strongly demonstrates Google’s effort to fill the SERPs with high-quality, engaging, local, and relevant content, avoiding fluff and providing the most useful resources to people.”

William Sarto, PR & Marketing specialist at CasinoRIX or CasinoRIX team, comments:

“In recent months, Google has undergone several significant changes due to a major update that started in March and ended in April. Then, at the beginning of May, they launched another big update. We’ve already seen many affiliate sites affected by this, particularly those that overused AI-generated content. AI has become mainstream, so it’s important to integrate it into processes based on thorough market analysis and real statistical data.

Moreover, there’s a clear trend towards creating projects that offer additional value for players and partners. It’s crucial to build a brand, not just a network of sites, and to add values into what you create while striving to meet customer needs. We fully agree with the earlier comments that in-depth analysis and staying in tune with trends will lead to success and growth. As we can see, all major and well-known projects are steadily growing with these updates.”

The post Slotegrator’s review of the first half of 2024 in iGaming: results & trends appeared first on European Gaming Industry News.

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NFTs and the future of fan engagement: How NFTs can boost engagement with sports brands

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By: Evgeniy Babitsyn, Chief Marketing Officer, Bets.io

The sport industry finds itself amidst its own digital transformation journey with the introduction of new technologies, and at the forefront of this digital shift are NFTs – otherwise known as Non-Fungible Tokens.

NFTs can represent any kind of digital item, and in recent years have commonly been used for quirky collectibles and art work – but they now enter the sports arena in a unique way. The beauty of NFTs is the unique metadata and ownership information which is tracked via blockchain, making them a one-of-a-kind digital collectible that cannot be duplicated. As a result of their collectible nature, it’s only natural that NFTs caught the eyes of eager sports enthusiasts and die-hard fans.

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In fact, according to Deloitte research, around 40% of Gen Z and millennial sports fans are at least somewhat familiar with the use of NFTs and fan tokens in sports.

But why is that? And how can they boost engagement?

NFTs are rapidly emerging as a powerful tool for sports brands in driving deeper fan engagement and unlocking new revenue streams. This is because sports fans are, by nature, competitive and eager to own exclusive content from their much loved players, teams and brands. They want to be part of the action.

By playing on this feeling, and reinforcing loyalty among fans in this way, sports brands have a huge opportunity to take their revenue streams to new heights and gain a competitive advantage over other brands.

Imagine an athlete releases a limited-edition NFT that represents the most iconic moment in their career, such as the winning shot or a record breaking performance. Fans who own that NFT can then access exclusive content related to that moment including behind-the-scenes footage or interviews.

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There really is no limit to these tokens, and depending on the asset, they can be much sought after. As more and more sports fans embrace the digital tokens, sports brands are quickly learning that there is huge potential for fan engagement, if they continue to innovate with this technology.

 

Taking collectibles to the 21st Century

Sports memorabilia and collectibles have for centuries been a way for fans to feel more connected to their favourite teams and athletes. And now thanks to the advances of technology – more specifically, blockchain technology – fans can collect within the digital realm, gaining access to truly “own” unique digital items and experiences.

Beyond just digital art or collectibles, NFTs can also integrate the idea of gamification, exclusive content and experiences into their NFTs – allowing fans to engage more actively while unlocking new revenue opportunities.

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The possibilities are endless, extending far beyond just digital collectibles. They can provide fans with access to exclusive digital or in-person experiences, events and merch as well. Think front row seats or the chance for a meet and greet post-game.

With this, NFTs provide an excellent way for brands to diversify their revenue streams by monetising their content and intellectual property strategically.

It really is win-win, fans can own a piece of their favourite team’s history while supporting their team financially. And sports brands can benefit from more loyal fans.

 

Transforming the fan experience

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Engagement is everything to sports brands. After all, the fans are really the most important stakeholders in the end. And offering NFTs can be a powerful tool in fostering deeper engagement within fan communities. NFTs provide more innovative ways for fans to connect, prove their loyalty and gain recognition for their allegiance.

Let’s look at NBA Top Shot. NBA Top Shot is the perfect example of a blockchain-based platform that allows fans to own and collect officially licensed NBA collectibles digitally. The platform offers exclusive collectibles including videos of the biggest NBA moments and highlights.

And football teams are also following suit. Manchester City, PSG, FC Barcelona have all joined in on the NFT hype – offering their own NFT collections for keen supporters such as worn jerseys, trophies and more.

 

Sports Betting and NFTs

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And when it comes to sports betting, NFTs take the iGaming experience to the next level. Fans can purchase NFTs that represent specific bets, such as the winner of a particular game or the performance of a specific player. These NFTs can then be traded or sold, just like other NFTs, providing a new level of flexibility and excitement for betting.

The use of NFTs in the sports industry is still in its early stages, but has already shown great potential. We can expect more applications to come in the world of sports – including at Bets.io. Watch this space.

Looking ahead, the future is incredibly promising for sports brands who leverage NFTs within their business operations. Those who embrace these new powerful ways to inspire fans and forge deeper relationships with their communities, will see their efforts translate into business value.

The post NFTs and the future of fan engagement: How NFTs can boost engagement with sports brands appeared first on European Gaming Industry News.

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Raketech Announces Q1 2024 Results

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Raketech has announced its Q1 2024 financial results.

Q1 2024 Financial Highlights

  • Revenues in Q1 of 2024 totaled EUR 19.0 million (EUR 15.8 million), reflecting an organic growth increase of 20.1% (24.4%), driven by continued strong performance from sub-affiliation partially offset by weaker-than-expected results within affiliation marketing.
  • EBITDA, adjusted for restructuring costs, was EUR 5.1 million (EUR 6.1 million), impacted by a weaker performance in Sweden compared to the previous year and soft performance of the Casumba assets following the Google Core update during the quarter. Other regions and products performed well, with sub-affiliation delivering a strong quarter in terms of EBITDA contribution.
  • Operating profit, adjusted for costs related to re-structuring, amounted to EUR 2.0 million (EUR 3.8 million).
  • Free cash flow before earnouts increased to EUR 6.5 million (EUR 5.6 million) with a positive working capital development from trade receivables.
  • Earnouts settled during the quarter amounted to EUR 13.0 million.

Full-Year Outlook

Current trading, including April, implies an adjusted EBITDA of around EUR 20.0 million for the full year. Free cash flow before earnouts for the full year is estimated to come in just below adjusted EBITDA.

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Subsequent Events After the End of the Period

On May 14, 2024, the board decided to withdraw its previously announced proposal to distribute dividends in 2024, in line with its commitment to maintaining financial flexibility and supporting the company’s long term growth ambitions. The primary focus is delivering value to shareholders and continuing to evaluate opportunities to enhance shareholder returns in a way that aligns with the Company’s long-term value-creation objectives.

Current Trading

Revenues in April 2024 amounted to EUR 5.9 million (EUR 5.9 million).

Raketech Acting CEO Johan Svensson said: “In the first quarter of 2024, we delivered EUR 19.0 million in revenues, representing an organic increase of 20.1%, primarily driven by Sub-affiliation. Adjusted EBITDA came in at EUR 5.1 million, while EBITDA was EUR 4.3 million, consistent with our trading update published on 1 May. We remain confident in our market-leading product offerings and see promising growth opportunities through our strategic initiatives in sports offerings, exclusive partnerships, and media deals. These efforts will position us well for continued growth in the coming years, and we remain committed to maximizing shareholder value.”

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The post Raketech Announces Q1 2024 Results appeared first on European Gaming Industry News.

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