Amusements Market Global Briefing 2018

Amusements Market Global Briefing 2018

  • January 2018 •
  • 33 pages •
  • Report ID: 5292984 •
  • Format: PDF
The Amusements market includes establishments involved in providing facilities for recreation, amusement, and gambling activities, and operating sports teams, clubs, or leagues, involved in playing games for recreational purposes. Establishments using transportation equipment to provide recreational and entertainment services are not included in this industry. This market includes companies offering participant games and sports facilities.

Asia Pacific was the largest region in the amusements market in 2017, accounting for around 44% market share. North America was the second largest region accounting for around 43% market share.

This was mainly due to a high disposable income, a large population seeking fitness centers services and popularity of amusement parks in the USA and Canada. Middle East was the smallest region accounting for around less than 0.1% market share.

Virtual Reality (VR) And Augmented Reality (AR) In Amusement Parks
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 43mph. 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.

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