Global Entertainment And Amusement Market Growth, Share, Size, Trends and Forecast (2024 - 2030)

By Type ;

Cinemas, Family and Specialty Attractions, Entertainment Sports and Boulevard for live shows and events.

By Locations;

Red Sea Project, Qiddiya Project, Neom Project and Others.

By Geography;

North America, Europe, Asia Pacific, Middle East and Africa and Latin America - Report Timeline (2020 - 2030).
Report ID: Rn719409712 Published Date: April, 2024 Updated Date: May, 2024

Introduction

Global Entertainment And Amusement Market (USD Million), 2020 - 2030

In the year 2023, the Global Entertainment And Amusement Market was valued at USD 540,113.29 million. The size of this market is expected to increase to USD 752,426.20 million by the year 2030, while growing at a Compounded Annual Growth Rate (CAGR) of 4.9%.

The global entertainment and amusement market encompasses a vast array of industries, ranging from theme parks and amusement parks to cinemas, sports events, gaming, and live performances. With the continuous evolution of technology and changing consumer preferences, this market is dynamic and constantly adapting to meet the demands of an ever-growing audience.

Theme parks and amusement parks are among the primary drivers of the entertainment and amusement market. These venues offer a diverse range of attractions, rides, and experiences designed to cater to people of all ages. From thrill-seekers looking for adrenaline-pumping roller coasters to families seeking wholesome entertainment, theme parks provide an immersive escape from everyday life.

In addition to physical attractions, the entertainment market also encompasses the digital realm. Video games, streaming services, and online platforms have become integral components of the industry, offering consumers a wide variety of entertainment options at their fingertips. The rise of esports, virtual reality, and augmented reality further demonstrates the industry's embrace of cutting-edge technology to enhance the entertainment experience.

Theater productions, and sporting events, continue to be major revenue generators in the entertainment industry. These events offer a unique opportunity for fans to connect with their favorite artists, performers, and athletes in a live setting, creating memorable experiences that often transcend the performance itself.

The global economy continues to recover from the impact of the COVID-19 pandemic, the entertainment and amusement market is poised for significant growth. With pent-up demand for leisure activities and entertainment, coupled with ongoing technological advancements, the industry is expected to thrive in the coming years, offering new and exciting experiences to audiences around the world.

  1. Introduction
    1. Research Objectives and Assumptions
    2. Research Methodology
    3. Abbreviations
  2. Market Definition & Study Scope
  3. Executive Summary
    1. Market Snapshot, by Type
    2. Market Snapshot, By Locations
    3. Market Snapshot, By Region
  4. Global Entertainment And Amusement Market Dynamics
    1. Drivers, Restraints and Opportunities
      1. Drivers
        1. Technology Advancements
        2. Rising Disposable Income
        3. Urbanization
        4. Growth of Theme Parks
        5. Digital Streaming Platforms
      2. Restraints
        1. Regulatory Challenges
        2. Economic Uncertainty
        3. Competition from Alternate Leisure Activities
        4. Infrastructure Costs
        5. Changing Consumer Preferences
      3. Opportunities
        1. Emerging Markets
        2. Experiential Entertainment
        3. Integration of Technology
        4. Expansion into Digital Platforms
        5. Partnerships and Collaborations
    2. PEST Analysis
      1. Political Analysis
      2. Economic Analysis
      3. Social Analysis
      4. Technological Analysis
    3. Porter's Analysis
      1. Bargaining Power of Suppliers
      2. Bargaining Power of Buyers
      3. Threat of Substitutes
      4. Threat of New Entrants
      5. Competitive Rivalry
  5. Market Segmentation
    1. Global Entertainment And Amusement Market, by Type , 2020 - 2030 (USD Million)
      1. Cinemas
      2. Family and Specialty Attractions
      3. Entertainment Sports
      4. Boulevard for live shows and events
    2. Global Entertainment And Amusement Market, By Locations, 2020 - 2030 (USD Million)
      1. Red Sea Project
      2. Qiddiya Project
      3. Neom Project
      4. Others
    3. Global Entertainment And Amusement Market, By Geography, 2020 - 2030 (USD Million)
      1. North America
        1. United States
        2. Canada
      2. Europe
        1. Germany
        2. United Kingdom
        3. France
        4. Italy
        5. Spain
        6. Nordic
        7. Benelux
        8. Rest of Europe
      3. Asia Pacific
        1. Japan
        2. China
        3. India
        4. Australia & New Zealand
        5. South Korea
        6. ASEAN (Association of South East Asian Countries)
        7. Rest of Asia Pacific
      4. Middle East & Africa
        1. GCC
        2. Israel
        3. South Africa
        4. Rest of Middle East & Africa
      5. Latin America
        1. Brazil
        2. Mexico
        3. Argentina
        4. Rest of Latin America
  6. Competitive Landscape
    1. Company Profiles
      1. The Walt Disney Company
      2. Comcast Corporation (owner of Universal Studios)
      3. Sony Corporation (including Sony Pictures Entertainment)
      4. Nintendo Co., Ltd.
      5. Six Flags Entertainment Corporation
      6. Merlin Entertainments (now part of Blackstone Group)
      7. Cedar Fair Entertainment Company
      8. SeaWorld Entertainment, Inc.
      9. Village Roadshow Limited
      10. Oriental Land Co., Ltd. (owner and operator of Tokyo Disney Resort)
  7. Analyst Views
  8. Future Outlook of the Market

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