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

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Global Gambling Market Report 2023: Players Include China Sports Lottery, China Welfare Lottery, Flutter Entertainment, Maruhan and Tabcorp Holdings
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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

  • 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.

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.

Compliance Updates

Gammix Limited slams “outrageous and unsubstantiated” €19.7m KSA penalty

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The operator vows to fight on all fronts against the Dutch regulator’s ‘unjust’ ruling.

Gammix Limited has announced its intention to contest the “outrageous and unsubstantiated” penalty handed to them by the Netherlands Gaming Authority (KSA).

In response, Gammix stated that the record €19.7m penalty imposed is based on “falsified data, extreme inaccuracy and highly suspect mathematics”.

In the ruling the regulator said that Gammix was adjudged to have allowed online gambling access for Dutch consumers, as well as not requiring age verification upon sign-up – something the company wholeheartedly disputes.

Gammix reports that accounts used to access its sites during the investigation were created in Luxembourg, with deposits made via credit card. Gammix added that such action violates the sites’ terms and conditions, specifically the provision of false information upon sign-up.

The operator asserts that the penalty, totalling €19,679,000, has been calculated using figures from a proprietary web-traffic aggregation service and a multiplier of 240 Euros per click. Gammix believes this would show turnover that doesn’t exist.

Furthermore, Gammix strongly condemns the KSA’s “mystery shopper” style of investigation, which, the operator states, is an unjust basis for this record-breaking penalty.

Phil Pearson, Director of Gammix Limited, has vowed to “fight on all fronts until it receives an apology and retraction!.

He said: “The KSA has imposed upon our company a penalty that is both outrageous and unsubstantiated. Now that we are able to talk openly about the case, we can confirm that we are fighting on all fronts as, to us, this is an extraordinary and unnecessarily heavy-handed action from a regulator that many already regarded as unapproachable.

“When we received the first notice of a possible penalty, we reached out to them to say we have blocks in place. We also asked for any information they had that was material to the investigation, to ensure we remained in compliance with all guidelines  – a request they appeared to ignore. Our lawyers also approached the regulator, in writing, to gain more information, but again no response was forthcoming.

“We had enabled a block on Cloudflare for any Dutch IP, we have no Dutch language or direct Dutch payment methods, and categorically do not target Dutch traffic. If affiliates list any of our brands on Dutch-facing sites, we cannot be held responsible for those promotions. However, once players reached the end site, they would not be able to register an account.”

Pearson concluded: “This fine is an absolute joke, and we will contest this in every possible way, at every possible turn. We will only rest once this outrageous penalty has been rescinded and we have received the apology we deserve.”

 

 

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MiFinity Recognised for Information Security Excellence with ISO 27001 Certification

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MiFinity, an award-winning eWallet provider, proudly announces the achievement of ISO 27001 certification, a testament to its unwavering commitment to safeguarding sensitive information.

The attainment of ISO 27001 marks a significant milestone in MiFinity’s journey, underscoring its dedication to maintaining the highest standards of information security management. Following months of rigorous assessment and preparation, the payment services company has successfully demonstrated its adherence to the internationally recognised criteria, ensuring the confidentiality, integrity and availability of information across all operational domains.

The Chief Executive Officer for MiFinity, Paul Kavanagh, emphasised the significance of this achievement, stating: “Attaining ISO 27001 certification underscores MiFinity’s commitment to preserving the integrity of data and maintaining robust information security protocols across our operations. By doing so, we will further strengthen our resilience and ensure the ongoing protection of our valuable assets. I extend my sincerest congratulations to our entire team for their collective efforts in realising this significant milestone, which reflects our relentless pursuit of excellence.”

The Information Security Manager for MiFinity, Alan Ludden, commented further on this achievement, stating: “ISO 27001 certification not only validates our proactive approach to managing information security risks but also reinforces our credibility and trustworthiness in the eyes of our customers, partners, merchants and stakeholders. It positions us as a reliable custodian of their confidential information, further enhancing our competitive edge in the payments market. This was a team effort and wouldn’t be possible without the dedication and collaboration from across the company.”

ISO 27001 is the internationally recognised standard for information security management. It provides a framework for organisations to establish, implement, operate, monitor, review, maintain and continually improve an information security management system (ISMS). By implementing its best practices, organisations increase their security posture protecting them from cyber threats and enhancing data protection.

Looking ahead, MiFinity will continue to uphold the principles of ISO 27001, continuously improving its information security management system and staying abreast of emerging threats and best practices.

For more information about MiFinity and its ISO 27001 certification, please visit www. MiFinity. com.

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French Publisher TapNation tops Financial Times FT1000 list of Europe’s Leaders in Tech Media

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TapNation, a Paris-based leading mobile app publisher has been identified in the FT1000’s ranking of fastest-growing companies in Europe. TapNation, known for its work in the mobile app and gaming space, has ranked in the Top 14 of companies according to FT1000’s data provider Statista. Among the Media and Entertainment categories, TapNation has secured the number 1 ranking among all companies across Europe.

This announcement falls on the heels of a recent announcement that TapNation was also the Top ranked company of the esteemed Les Echos “Champions de la Croissance 2024” French ranking, representing the fastest-growing businesses in France. These accolades underscore TapNation’s commitment to innovation, growth, and excellence in the competitive mobile app industry.

A Leader in Mobile App Entertainment

These two recognitions followed a 2023 year of enormous growth for TapNation, which began with their selection for the French Tech 120 program, a government program that scales up promising new start ups within France’s tech space.

Additionally, earlier in January of this year, TapNation acquired UAHero, a leading monetization and user acquisition platform, as a subsidiary to diversify their presence in the mobile market. And even more recently, TapNation announced a 15M€ fundraising before signing a partnership with the Web3 platform Immutable to deliver new Web3 functionality for their player base.

“We are immensely proud of the work we’ve been able to accomplish over the last year,” says TapNation Co-founder , Hervé Montoute. “We are honored to be recognized as the Top ranked French company for business growth, and how that ranking reflects in our position within the broader European market. 2024 is on track to be our best year yet, and this distinction reflects the hard work of our teams and our dedication to excellence.”

“This distinction also supports the growth of France’s domestic game and entertainment industry, as we are deeply committed to supporting growing studios both domestically and beyond.”

As of 2024, TapNation games have surpassed over a billion downloads worldwide across multiple markets and genres.

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