Recreation Global Market provides strategists,
marketers and senior management with the critical information they need to
assess the global Recreation sector.
The total value of the recreation market globally
in 2014 was $1,338 billion. Related to a world population of more than 7
billion in 2014 this equates to about $191 per person globally. Given that
World Domestic Product was approximately $78 trillion in 2014, the market makes
up about 6.9% of the global economy.
The Americas had 405 million visitors annually,
Asia Pacific region had 368 million visitors and Europe, Middle East and
African had 161 million visitors to amusement parks in 2013.
Soccer was the most popular sport with about 3.5
billion fans across the world followed by Cricket and Basketball with around 3
billion fans.
Recreation can be termed as a pastime, diversion,
exercise or other resource for relaxation and enjoyment. Recreational
activities are often done for enjoyment, amusement or pleasure. 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.
Many organizations produce goods and services for
leisure time. Typically, amusement and theme Parks organizers develop rides,
attractions and design layouts. An engineering team lists out specifications
and manufacturing team manufactures various structures which are utilized for
rides including rollercoasters, trains, and water rides. Visitors utilize the
services being offered by amusement and theme parks by buying a ticket or by
booking tickets through various booking platforms.
Personal Devices and Self Service Will Help
Eliminate Queues– It is difficult for a spectator or a fan to stand in queues
for long durations to witness a sport or experience a ride or show in parks.
The amusement park and sports organizers are offering platforms to patrons for
booking a ride or ticket using their mobile devices and apps to experience a
ride or sport instead of standing in queues to buy a ticket. Disney World has
also employed various means to entertain their guests such as performers and setting
up video games alongside the queues.
Experiences Will Be More Interactive and
Multisensory – To enhance visitor experience, amusement parks are transforming
their attractions from passive amusements into participatory adventures. Motion
tracking enables amusement parks to offer virtual reality experiences built for
multiple people to experience simultaneously. A new experience was demonstrated
with motion tracking and massive 4k resolution projections at Disneyland
California.
Global Recreation Market, $ Billion, 2014
Description
Recreation Global Market Report from the Business
Research Company covers market characteristics, trends, size and growth,
segmentation, regional breakdown, competitive landscape, market shares, company
profiles, value chain, customer analysis and key strategies for this market.
A concise executive summary highlights the most
important insights and information on the market.
The market characteristics section of the report
defines the market in technical terms, including key sub categories or segments
such as: Amusement and Recreation Industries, Gambling Industries. The sector’s
value chain is described in terms of raw materials, production, distribution
and marketing.
Drivers and Restraints looks at the external
factors supporting and controlling the growth of the Recreation market.
Future Developments highlights the most interesting
technological and commercial changes which will be shaping the Recreation
market in the years to come. The market size section gives the revenues and
volume data, covering both the historic growth of the market and forecasting
the future. The market is compared to
similar markets through a BCG matrix analysis framework.
Market segmentations break down the key sub sectors
which make up the sector. The regional breakdowns section gives the size of the
market in leading countries and regions. The customer information chapter
highlights key customer groups for the product, and gives data on the end users
and their preferences. Competitive landscape gives a description of the competitive
nature of the market, including its concentration or fragmentation, and the
attractiveness and profitability of the market is analyzed through a Porter’s
Five Forces analysis. Market specific company profiles of leading players are
provided, along with market shares. The strategies section highlights
successful product, promotion, placement and pricing strategies.
Reasons to
Purchase
- Recreation Global Market Report provides strategists, marketers and senior management with the tools they need to make drive strategy in the global Recreation sector.
- Get the most up to date information available on the recreation market globally.
- Identify growth segments and opportunities.
- Facilitate decision making on the basis of strong historic and forecasts.
- Develop business strategies before your competitors with the help of specific insights about future developments.
- Counter your competitors’ business plans.
- Read ‘word of mouth’ interviews with leading executives and opinion leaders.
- Plan your strategy with advice from expert consultants.
Scope
- Markets Covered: Amusement And Recreation Industries, Gambling Industries (Except Casino Hotels), Amusement Parks And Arcades, Museums, Historical Sites, Zoos, And Parks, Independent Artists, Writers, And Performers, Promoters Of Performing Arts And Sports And Agents For Public Figures, Performing Arts Companies and Spectator Sports.
- Companies Mentioned: Yamaha Motor, Activision Blizzard, Harley-Davidson, Electronic Arts, Nintendo, Shimano, Mattel, Bajaj Auto and Polaris Industries.
- Geographic scope: Australia, Brazil, China, France, Germany, Italy, India, Japan, Spain, Russia, United Kingdom, United States,
- plus major regions, Europe, Americas, Middle East, Africa and Asia.
- Time series: five years historic and forecast.
- Data: Market value in $ millions and market volume in units.
- Data segmentations: regional, market share of competitors, key sub segments.
- Analytical frameworks: BCG Matrix, Value Chain, Porter’s Five Forces, Four P’s of marketing strategy.
- Expert Interviews: five or more interviews with leading market experts summarized.
- Sourcing and Referencing: Referencing of all data and analysis throughout the report with end notes.
Table of
Contents
Recreation Global Market Report
Recreation Market Characteristics
Technologies
Production processes
Usage
Consumption patterns
Value Chain
Recreation Drivers and Restraints
Drivers
Restraints
Recreation Future Developments
Recreation Market Size and Growth
5 Years Historic Market
5 Years Forecast
Recreation Market Segmentation
Product Segmentation
Amusement And Recreation Industries, Gambling
Industries (Except Casino Hotels), Amusement
Parks And Arcades, Museums, Historical Sites, Zoos,
And Parks, Independent Artists, Writers,
And Performers, Promoters Of Performing Arts And
Sports And Agents For Public Figures,
Performing Arts Companies and Spectator Sports.
Customer Segmentation
Recreation Market Regional Analysis
Global Overview
Europe, France, Germany, Italy, Japan, Spain,
Russia, United Kingdom, Rest of Europe
Americas, Brazil, United States, Rest of Americas
Middle East, United Arab Emirates, Saudi Arabia
Africa, Nigeria, South Africa, Rest of Africa
Asia, China, India, Australia, Rest of Asia
Recreation Market Competitive Landscape
Competitive Market Structure
Porter’s five forces analysis
Market Shares
Company Profiles
Yamaha Motor, Activision Blizzard, Harley-Davidson,
Electronic Arts, Nintendo, Shimano, Mattel,
Bajaj Auto and Polaris Industries.
Recreation Market Value Chain Description
Raw Materials
Production
Distribution
Marketing
Recreation Market Customer Information
End User Groups
Preferences
Behaviours
Recreation Market Suggested Strategies
Placement
Positioning
Price
Product
Interview Summaries
Appendix
Methodology
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