2026-2030年全球娱乐及娱乐市场
市场调查报告书
商品编码
2005601

2026-2030年全球娱乐及娱乐市场

Global Entertainment And Amusement Market 2026-2030

出版日期: | 出版商: TechNavio | 英文 298 Pages | 订单完成后即时交付

价格
简介目录

预计 2025 年至 2030 年间,全球娱乐休閒市场规模将成长至 1.2,418 兆美元,预测期内复合年增长率为 7.4%。

本报告对全球娱乐休閒市场进行了全面分析,包括市场规模和预测、趋势、成长要素、挑战以及对约 25 家公司的供应商分析。

本报告对当前市场状况、最新市场趋势和驱动因素以及整体市场环境进行了最新分析。推动该市场发展的因素包括消费者对体验式娱乐日益增长的需求、智慧财产权的策略性运用以及持续的技术整合与创新。

本研究客观地结合了一手和二手讯息,包括主要行业相关人员的意见。报告内容涵盖主要企业分析、全面的市场规模数据、区域細項分析以及供应商格局。报告还包含历史数据和预测数据。

市场范围
基准年 2026
年末 2030
调查期 2026-2030
成长势头 加速度
2026 年同比比较 7.1%
复合年增长率 7.4%
增量 1.2418兆美元

本研究指出,高度个人化、身临其境型体验的兴起将是未来几年全球娱乐休閒市场成长的关键驱动力之一。此外,基于位置的娱乐领域中实体和数位领域的融合,以及对永续性和目标驱动型营运的策略需求,也将产生巨大的市场需求。

目录

第一章执行摘要

第二章 Technavio 分析

  • 分析定价、生命週期、顾客购买篮子、采用率和购买标准。
  • 输入的重要性及差异化因素
  • 混淆因素
  • 促进因素和挑战的影响

第三章 市场状况

  • 市场生态系统
  • 市场特征
  • 价值链分析

第四章 市场规模

  • 市场的定义
  • 市场区隔分析
  • 2025年市场规模
  • 2025-2030年市场展望

第五章 市场规模与表现

  • 2020-2024年全球娱乐及娱乐市场
  • 2020-2024年按类型分類的细分市场分析
  • 2020-2024年年龄层分析
  • 2020-2024年使用者体验细分市场分析
  • 2020-2024年区域市场分析
  • 2020-2024年各国细分市场分析

第六章 定性分析

  • 人工智慧的影响:全球娱乐和娱乐市场
  • 地缘政治衝突影响全球娱乐和娱乐市场。

第七章:五力分析

  • 五力模型概述
  • 买方的议价能力
  • 供应商的议价能力
  • 新进入者的威胁
  • 替代品的威胁
  • 竞争威胁
  • 市场状况

第八章 市场区隔:依类型

  • 比较:按类型
  • 娱乐
  • 娱乐
  • 市场机会:按类型划分

第九章 市场区隔:依年龄组

  • 比较:依年龄组
  • 13-20岁
  • 20岁或以上
  • 12岁以下
  • 市场机会:依年龄组别划分

第十章 市场区隔:依使用者体验

  • 比较:按使用者体验
  • 正向体验
  • 互动体验
  • 被动体验
  • 主题体验
  • 教育经历
  • 市场机会:基于使用者体验

第十一章 客户情况

第十二章 区域情势

  • 区域细分
  • 区域比较
  • 北美洲
    • 我们
    • 加拿大
    • 墨西哥
  • 欧洲
    • 德国
    • 法国
    • 英国
    • 西班牙
    • 义大利
    • 荷兰
  • 亚太地区
    • 中国
    • 日本
    • 印度
    • 韩国
    • 澳洲
    • 印尼
  • 南美洲
    • 巴西
    • 阿根廷
    • 智利
  • 中东和非洲
    • 阿拉伯聯合大公国
    • 沙乌地阿拉伯
    • 南非
    • 埃及
    • 以色列
  • 市场机会:按地区划分

第十三章 促进因素、挑战与机会

  • 市场驱动因素
  • 市场挑战
  • 促进因素和挑战的影响
  • 市场机会

第十四章 竞争格局

  • 概述
  • 竞争格局
  • 混乱局面
  • 产业风险

第十五章 竞争分析

  • 公司简介
  • 公司排名指标
  • 企业市场定位
  • AMC Entertainment Holdings Inc.
  • Bowlero Corp.
  • Chimelong Group Co. Ltd.
  • Cinemark Holdings Inc.
  • Cirque du Soleil Entertainment
  • Comcast Corp.
  • Dave and Busters Entertainment
  • Herschend Family Entertainment
  • Merlin Entertainments Ltd.
  • Parques Reunidos SAU
  • Regal Entertainment Group
  • Six Flags Entertainment Corp.
  • The Walt Disney Co.
  • Trio Tech International Pte Ltd
  • United Parks and Resorts Inc.

第十六章附录

简介目录
Product Code: IRTNTR74811

The global entertainment and amusement market is forecasted to grow by USD 1241.8 bn during 2025-2030, accelerating at a CAGR of 7.4% during the forecast period. The report on the global entertainment and amusement market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by increasing consumer demand for experiential entertainment, strategic leveraging of intellectual property, continuous technological integration and innovation.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

Market Scope
Base Year2026
End Year2030
Series Year2026-2030
Growth MomentumAccelerate
YOY 20267.1%
CAGR7.4%
Incremental Value$1241.8 bn

Technavio's global entertainment and amusement market is segmented as below:

By Type

  • Entertainment
  • Amusement

By Age Group

  • 13 to 20 years
  • Above 20 years
  • Below 12 years

By User Experience

  • Active experiences
  • Interactive experiences
  • Passive experiences
  • Themed experiences
  • Educational experiences

Geography

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • France
    • UK
    • Spain
    • Italy
    • The Netherlands
  • APAC
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Indonesia
  • South America
    • Brazil
    • Argentina
    • Chile
  • Middle East and Africa
    • UAE
    • South Africa
    • Egypt
  • Rest of World (ROW)

This study identifies the ascendancy of hyper-personalized and immersive experiences as one of the prime reasons driving the global entertainment and amusement market growth during the next few years. Also, convergence of physical and digital realms in location-based entertainment and strategic imperative of sustainability and purpose-driven operations will lead to sizable demand in the market.

The report on the global entertainment and amusement market covers the following areas:

  • Global entertainment and amusement market sizing
  • Global entertainment and amusement market forecast
  • Global entertainment and amusement market industry analysis

The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading global entertainment and amusement market vendors that include AMC Entertainment Holdings Inc., Bowlero Corp., Chimelong Group Co. Ltd., Cinemark Holdings Inc., Cirque du Soleil Entertainment, Comcast Corp., Dave and Busters Entertainment, Herschend Family Entertainment, Meow Wolf, Merlin Entertainments Ltd., Parques Reunidos SAU, Raw Thrills Inc., Regal Entertainment Group, Six Flags Entertainment Corp., The Walt Disney Co., Topgolf International Inc, Trio Tech International Pte Ltd, United Parks and Resorts Inc., Vail Resorts Inc, WhiteWater West Industries Ltd. Also, the global entertainment and amusement market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Table of Contents

1 Executive Summary

  • 1.1 Market overview
    • Executive Summary - Chart on Market Overview
    • Executive Summary - Data Table on Market Overview
    • Executive Summary - Chart on Global Market Characteristics
    • Executive Summary - Chart on Market by Geography
    • Executive Summary - Chart on Market Segmentation by Type
    • Executive Summary - Chart on Market Segmentation by Age Group
    • Executive Summary - Chart on Market Segmentation by User Experience
    • Executive Summary - Chart on Incremental Growth
    • Executive Summary - Data Table on Incremental Growth
    • Executive Summary - Chart on Company Market Positioning

2 Technavio Analysis

  • 2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
  • 2.2 Criticality of inputs and Factors of differentiation
  • 2.3 Factors of disruption
  • 2.4 Impact of drivers and challenges

3 Market Landscape

  • 3.1 Market ecosystem
  • 3.2 Market characteristics
  • 3.3 Value chain analysis

4 Market Sizing

  • 4.1 Market definition
  • 4.2 Market segment analysis
    • Market segments
  • 4.3 Market size 2025
  • 4.4 Market outlook: Forecast for 2025-2030

5 Historic Market Size

  • 5.1 Global Entertainment And Amusement Market 2020 - 2024
    • Historic Market Size - Data Table on Global Entertainment And Amusement Market 2020 - 2024 ($ billion)
  • 5.2 Type segment analysis 2020 - 2024
    • Historic Market Size - Type Segment 2020 - 2024 ($ billion)
  • 5.3 Age Group segment analysis 2020 - 2024
    • Historic Market Size - Age Group Segment 2020 - 2024 ($ billion)
  • 5.4 User Experience segment analysis 2020 - 2024
    • Historic Market Size - User Experience Segment 2020 - 2024 ($ billion)
  • 5.5 Geography segment analysis 2020 - 2024
    • Historic Market Size - Geography Segment 2020 - 2024 ($ billion)
  • 5.6 Country segment analysis 2020 - 2024
    • Historic Market Size - Country Segment 2020 - 2024 ($ billion)

6 Qualitative Analysis

  • 6.1 Impact of AI on global entertainment and amusement market
  • 6.2 Impact of geopolitical conflicts on global entertainment and amusement market

7 Five Forces Analysis

  • 7.1 Five forces summary
    • Five forces analysis - Comparison between 2025 and 2030
  • 7.2 Bargaining power of buyers
    • Bargaining power of buyers - Impact of key factors 2025 and 2030
  • 7.3 Bargaining power of suppliers
    • Bargaining power of suppliers - Impact of key factors in 2025 and 2030
  • 7.4 Threat of new entrants
    • Threat of new entrants - Impact of key factors in 2025 and 2030
  • 7.5 Threat of substitutes
    • Threat of substitutes - Impact of key factors in 2025 and 2030
  • 7.6 Threat of rivalry
    • Threat of rivalry - Impact of key factors in 2025 and 2030
  • 7.7 Market condition

8 Market Segmentation by Type

  • 8.1 Market segments
  • 8.2 Comparison by Type
  • 8.3 Entertainment - Market size and forecast 2025-2030
  • 8.4 Amusement - Market size and forecast 2025-2030
  • 8.5 Market opportunity by Type
    • Market opportunity by Type ($ billion)

9 Market Segmentation by Age Group

  • 9.1 Market segments
  • 9.2 Comparison by Age Group
  • 9.3 13 to 20 years - Market size and forecast 2025-2030
  • 9.4 Above 20 years - Market size and forecast 2025-2030
  • 9.5 Below 12 years - Market size and forecast 2025-2030
  • 9.6 Market opportunity by Age Group
    • Market opportunity by Age Group ($ billion)

10 Market Segmentation by User Experience

  • 10.1 Market segments
  • 10.2 Comparison by User Experience
  • 10.3 Active experiences - Market size and forecast 2025-2030
  • 10.4 Interactive experiences - Market size and forecast 2025-2030
  • 10.5 Passive experiences - Market size and forecast 2025-2030
  • 10.6 Themed experiences - Market size and forecast 2025-2030
  • 10.7 Educational experiences - Market size and forecast 2025-2030
  • 10.8 Market opportunity by User Experience
    • Market opportunity by Market Segmentation by User Experience ($ billion)

11 Customer Landscape

  • 11.1 Customer landscape overview
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

12 Geographic Landscape

  • 12.1 Geographic segmentation
  • 12.2 Geographic comparison
  • 12.3 North America - Market size and forecast 2025-2030
    • 12.3.1 US - Market size and forecast 2025-2030
    • 12.3.2 Canada - Market size and forecast 2025-2030
    • 12.3.3 Mexico - Market size and forecast 2025-2030
  • 12.4 Europe - Market size and forecast 2025-2030
    • 12.4.1 Germany - Market size and forecast 2025-2030
    • 12.4.2 France - Market size and forecast 2025-2030
    • 12.4.3 UK - Market size and forecast 2025-2030
    • 12.4.4 Spain - Market size and forecast 2025-2030
    • 12.4.5 Italy - Market size and forecast 2025-2030
    • 12.4.6 The Netherlands - Market size and forecast 2025-2030
  • 12.5 APAC - Market size and forecast 2025-2030
    • 12.5.1 China - Market size and forecast 2025-2030
    • 12.5.2 Japan - Market size and forecast 2025-2030
    • 12.5.3 India - Market size and forecast 2025-2030
    • 12.5.4 South Korea - Market size and forecast 2025-2030
    • 12.5.5 Australia - Market size and forecast 2025-2030
    • 12.5.6 Indonesia - Market size and forecast 2025-2030
  • 12.6 South America - Market size and forecast 2025-2030
    • 12.6.1 Brazil - Market size and forecast 2025-2030
    • 12.6.2 Argentina - Market size and forecast 2025-2030
    • 12.6.3 Chile - Market size and forecast 2025-2030
  • 12.7 Middle East and Africa - Market size and forecast 2025-2030
    • 12.7.1 UAE - Market size and forecast 2025-2030
    • 12.7.2 Saudi Arabia - Market size and forecast 2025-2030
    • 12.7.3 South Africa - Market size and forecast 2025-2030
    • 12.7.4 Egypt - Market size and forecast 2025-2030
    • 12.7.5 Israel - Market size and forecast 2025-2030
  • 12.8 Market opportunity by geography
    • Market opportunity by geography ($ billion)
    • Data Tables on Market opportunity by geography ($ billion)

13 Drivers, Challenges, and Opportunity

  • 13.1 Market drivers
    • Increasing consumer demand for experiential entertainment
    • Strategic leveraging of intellectual property
    • Continuous technological integration and innovation
  • 13.2 Market challenges
    • Escalating operational costs and intense capital requirements
    • Heightened competition from digital entertainment ecosystem
    • Navigating complex regulatory frameworks and evolving sociopolitical expectations
  • 13.3 Impact of drivers and challenges
    • Impact of drivers and challenges in 2025 and 2030
  • 13.4 Market opportunities
    • Ascendancy of hyper-personalized and immersive experiences
    • Convergence of physical and digital realms in location-based entertainment
    • Strategic imperative of sustainability and purpose-driven operations

14 Competitive Landscape

  • 14.1 Overview
  • 14.2 Competitive Landscape
    • Overview on criticality of inputs and factors of differentiation
  • 14.3 Landscape disruption
    • Overview on factors of disruption
  • 14.4 Industry risks
    • Impact of key risks on business

15 Competitive Analysis

  • 15.1 Companies profiled
    • Companies covered
  • 15.2 Company ranking index
    • Company ranking index
  • 15.3 Market positioning of companies
    • Matrix on companies position and classification
  • 15.4 AMC Entertainment Holdings Inc.
    • AMC Entertainment Holdings Inc. - Overview
    • AMC Entertainment Holdings Inc. - Business segments
    • AMC Entertainment Holdings Inc. - Key offerings
    • AMC Entertainment Holdings Inc. - Segment focus
    • SWOT
  • 15.5 Bowlero Corp.
    • Bowlero Corp. - Overview
    • Bowlero Corp. - Product / Service
    • Bowlero Corp. - Key offerings
    • SWOT
  • 15.6 Chimelong Group Co. Ltd.
    • Chimelong Group Co. Ltd. - Overview
    • Chimelong Group Co. Ltd. - Product / Service
    • Chimelong Group Co. Ltd. - Key offerings
    • SWOT
  • 15.7 Cinemark Holdings Inc.
    • Cinemark Holdings Inc. - Overview
    • Cinemark Holdings Inc. - Business segments
    • Cinemark Holdings Inc. - Key offerings
    • Cinemark Holdings Inc. - Segment focus
    • SWOT
  • 15.8 Cirque du Soleil Entertainment
    • Cirque du Soleil Entertainment - Overview
    • Cirque du Soleil Entertainment - Product / Service
    • Cirque du Soleil Entertainment - Key offerings
    • SWOT
  • 15.9 Comcast Corp.
    • Comcast Corp. - Overview
    • Comcast Corp. - Business segments
    • Comcast Corp. - Key news
    • Comcast Corp. - Key offerings
    • Comcast Corp. - Segment focus
    • SWOT
  • 15.10 Dave and Busters Entertainment
    • Dave and Busters Entertainment - Overview
    • Dave and Busters Entertainment - Product / Service
    • Dave and Busters Entertainment - Key offerings
    • SWOT
  • 15.11 Herschend Family Entertainment
    • Herschend Family Entertainment - Overview
    • Herschend Family Entertainment - Product / Service
    • Herschend Family Entertainment - Key offerings
    • SWOT
  • 15.12 Merlin Entertainments Ltd.
    • Merlin Entertainments Ltd. - Overview
    • Merlin Entertainments Ltd. - Product / Service
    • Merlin Entertainments Ltd. - Key offerings
    • SWOT
  • 15.13 Parques Reunidos SAU
    • Parques Reunidos SAU - Overview
    • Parques Reunidos SAU - Product / Service
    • Parques Reunidos SAU - Key offerings
    • SWOT
  • 15.14 Regal Entertainment Group
    • Regal Entertainment Group - Overview
    • Regal Entertainment Group - Product / Service
    • Regal Entertainment Group - Key offerings
    • SWOT
  • 15.15 Six Flags Entertainment Corp.
    • Six Flags Entertainment Corp. - Overview
    • Six Flags Entertainment Corp. - Product / Service
    • Six Flags Entertainment Corp. - Key offerings
    • SWOT
  • 15.16 The Walt Disney Co.
    • The Walt Disney Co. - Overview
    • The Walt Disney Co. - Business segments
    • The Walt Disney Co. - Key offerings
    • The Walt Disney Co. - Segment focus
    • SWOT
  • 15.17 Trio Tech International Pte Ltd
    • Trio Tech International Pte Ltd - Overview
    • Trio Tech International Pte Ltd - Product / Service
    • Trio Tech International Pte Ltd - Key offerings
    • SWOT
  • 15.18 United Parks and Resorts Inc.
    • United Parks and Resorts Inc. - Overview
    • United Parks and Resorts Inc. - Product / Service
    • United Parks and Resorts Inc. - Key offerings
    • SWOT

16 Appendix

  • 16.1 Scope of the report
    • Market definition
    • Objectives
    • Notes and caveats
  • 16.2 Inclusions and exclusions checklist
    • Inclusions checklist
    • Exclusions checklist
  • 16.3 Currency conversion rates for US$
    • Currency conversion rates for US$
  • 16.4 Research methodology
    • Research methodology
  • 16.5 Data procurement
    • Information sources
  • 16.6 Data validation
    • Data validation
  • 16.7 Validation techniques employed for market sizing
    • Validation techniques employed for market sizing
  • 16.8 Data synthesis
    • Data synthesis
  • 16.9 360 degree market analysis
    • 360 degree market analysis
  • 16.10 List of abbreviations
    • List of abbreviations