2026-2030年全球娛樂及娛樂市場
市場調查報告書
商品編碼
2005601

2026-2030年全球娛樂及娛樂市場

Global Entertainment And Amusement Market 2026-2030

出版日期: | 出版商: TechNavio | 英文 298 Pages | 訂單完成後即時交付

價格
簡介目錄

預計 2025 年至 2030 年間,全球娛樂休閒市場規模將成長至 1.2,418 兆美元,預測期內複合年成長率為 7.4%。

本報告對全球娛樂休閒市場進行了全面分析,包括市場規模和預測、趨勢、成長要素、挑戰以及對約 25 家公司的供應商分析。

本報告對當前市場狀況、最新市場趨勢和促進因素以及整體市場環境進行了最新分析。推動該市場發展的因素包括消費者對體驗式娛樂日益成長的需求、智慧財產權的策略性運用以及持續的技術整合與創新。

本研究客觀地結合了一手和二手訊息,包括主要行業相關人員的意見。報告內容涵蓋主要企業分析、全面的市場規模數據、區域細分分析以及供應商格局。報告還包含歷史數據和預測數據。

市場範圍
基準年 2026
年末 2030
調查期 2026-2030
成長勢頭 加速度
2026 年同比比較 7.1%
複合年成長率 7.4%
增量 1.2418兆美元

本研究指出,高度個人化、身臨其境型體驗的興起將是未來幾年全球娛樂休閒市場成長的關鍵驅動力之一。此外,基於位置的娛樂領域中實體和數位領域的融合,以及對永續性和目標驅動型營運的策略需求,也將產生巨大的市場需求。

目錄

第1章執行摘要

第2章 Technavio 分析

  • 分析定價、生命週期、顧客購買籃子、採用率和購買標準。
  • 輸入的重要性及差異化因素
  • 混淆因素
  • 促進因素和挑戰的影響

第3章 市場狀況

  • 市場生態系統
  • 市場特徵
  • 價值鏈分析

第4章 市場規模

  • 市場的定義
  • 市場區隔分析
  • 2025年市場規模
  • 2025-2030年市場展望

第5章 市場規模與表現

  • 2020-2024年全球娛樂及娛樂市場
  • 2020-2024年按類型分類的細分市場分析
  • 2020-2024年年齡層分析
  • 2020-2024年使用者體驗細分市場分析
  • 2020-2024年區域市場分析
  • 2020-2024年各國細分市場分析

第6章 定性分析

  • 人工智慧的影響:全球娛樂和娛樂市場
  • 地緣政治衝突影響全球娛樂和娛樂市場。

第7章:五力分析

  • 五力模型概述
  • 買方的議價能力
  • 供應商的議價能力
  • 新進入者的威脅
  • 替代品的威脅
  • 競爭威脅
  • 市場狀況

第8章 市場區隔:依類型

  • 比較:按類型
  • 娛樂
  • 娛樂
  • 市場機會:按類型分類

第9章 市場區隔:依年齡層

  • 比較:依年齡層
  • 13-20歲
  • 20歲或以上
  • 12歲以下
  • 市場機會:依年齡層別分類

第10章 市場區隔:依使用者體驗

  • 比較:按使用者體驗
  • 正向體驗
  • 互動體驗
  • 被動體驗
  • 主題體驗
  • 教育經歷
  • 市場機會:基於使用者體驗

第11章 客戶情況

第12章 區域情勢

  • 區域細分
  • 區域比較
  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 德國
    • 法國
    • 英國
    • 西班牙
    • 義大利
    • 荷蘭
  • 亞太地區
    • 中國
    • 日本
    • 印度
    • 韓國
    • 澳洲
    • 印尼
  • 南美洲
    • 巴西
    • 阿根廷
    • 智利
  • 中東和非洲
    • 阿拉伯聯合大公國
    • 沙烏地阿拉伯
    • 南非
    • 埃及
    • 以色列
  • 市場機會:按地區分類

第13章 促進因素、挑戰與機遇

  • 市場促進因素
  • 市場挑戰
  • 促進因素和挑戰的影響
  • 市場機遇

第14章 競爭格局

  • 概述
  • 競爭格局
  • 混亂局面
  • 產業風險

第15章 競爭分析

  • 公司簡介
  • 公司排名指標
  • 企業市場定位
  • 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16章附錄

簡介目錄
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