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Integration Of AI Assistants For Enhanced Visitor Experiences In Museums, Historical Sites, Zoos, And Parks Major companies operating in the museums, historical sites, zoos, and parks market are focusing on the development of innovative technologies, such as AI assistants, to provide reliable services to customers.

An AI assistant is a piece of software that employs artificial intelligence to carry out certain activities and deliver information. For instance, in April , Satisfi Labs, a US-based conversational AI platform, launched Animal Assistant. It is an AI solution that serves as an expert in helping guests find animals on-site and learn more about each species.

The solution enables the guests to ask the Animal Assistant questions about animal species and animal groups in natural language. Without having to ask for an animal by name, the Animal Assistant also offers guests who wish to learn more about the animals that are accessible at a particular area educational information and a guided experience.

North America was the largest region in the museums, historical sites, zoos, and parks market in The regions covered in the museums, historical sites, zoos, and parks market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the museums, historical sites, zoos, and parks market report are Australia, China, India, Indonesia, Japan, South Korea, Bangladesh, Thailand, Vietnam, Malaysia, Singapore, Philippines, Hong Kong, New Zealand, USA, Canada, Mexico, Brazil, Chile, Argentina, Colombia, Peru, France, Germany, UK, Austria, Belgium, Denmark, Finland, Ireland, Italy, Netherlands, Norway, Portugal, Spain, Sweden, Switzerland, Russia, Czech Republic, Poland, Romania, Ukraine, Saudi Arabia, Israel, Iran, Turkey, UAE, Egypt, Nigeria, South Africa.

The museums, historical sites, zoos, and parks services market includes revenues earned by entities by operating areas or sites that conserve and exhibit objects of historical value such as archaeological sites, museums, live plant and animal life displays, and natural areas or settings.

Revenues in this market include entry fees to museums, historical sites, zoos, and parks. The market also includes commissions or rental fees from shops or online cafes located in museums, historical sites, zoos, and parks.

It also does not include revenue earned from trading artifacts or animals between entities. The museums, historical sites, zoos, and parks market research report is one of a series of new reports from The Business Research Company that provides museums, historical sites, zoos, and parks services market statistics, including museums, historical sites, zoos, and parks services industry global market size, regional shares, competitors with museums, historical sites, zoos, and parks services market share, detailed museums, historical sites, zoos, and parks services market segments, market trends and opportunities, and any further data you may need to thrive in the museums, historical sites, zoos, and parks services industry.

This museums, historical sites, zoos, and parks services market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry. Amusement Parks Market Definition And Segments An amusement park is a large outdoor area where people can entertain themselves with various rides, games, and other events.

Amusement parks help bring out smiles and joy to people of all ages. Theme and amusement parks have a great sense of community and happiness that is unique and hard to replicate with anything else.

The main types of amusement parks are theme parks, water parks, and amusement arcades. A theme park is a type of amusement park in which the landscaping, buildings, and attractions are based on one or more specific themes, such as jungle wildlife, fairy tales, or the Old West.

The various sources of revenue include tickets, merchandise, food and beverages, hotels and resorts, and others. Men and females of different age groups such as those below 25 years, 25 to 39 years, 40 to 59 years, 60 to 74 years, 75 years, and above are the visitors of the amusement parks.

The growth in the historic period can be attributed to strong economic growth in emerging markets, growing customer preferences towards experiences on leisure, improved earning capacity, and mobile applications for amusement parks.

The amusement parks market size is expected to see strong growth in the next few years. The growth in the forecast period can be attributed to government support, rising urbanization, an increase in the use of social media, and increasing investments in themed amusement parks.

Major trends in the forecast period include leveraging IoT to improve operational efficiency, focusing on green energy to power their rides and other attractions, focusing on retractable roofs and enclosures, focusing on virtual and augmented reality technologies, focusing on sustainable operations, and offering platforms to their patrons for booking rides.

The Positive Impact Of Social Media On The Amusement Park Market Increasing the use of social media and access to mass media is positively influencing the amusement park market.

Visitors in amusement facilities such as amusement parks like sharing their experiences, photographs, and videos on social media platforms which helps other people know about the experiences offered by the amusement parks. Social media is the most effective marketing tool for amusement parks to acquire new customers.

Extensive use of social media is expected to drive the amusement parks market going forward. International Tourism Boosting Amusement Park Market Growth The increase in international tourism is expected to propel the growth of the amusement park market going forward. Amusement parks play a significant role in international tourism by attracting travelers worldwide, and their presence can turn a destination into a tourist hotspot.

Therefore, an increase in international tourism drives the growth of the amusement park market. Major companies operating in the amusement parks market report are The Walt Disney Company, Comcast Corporation, Oriental Land Company Ltd.

C, Rosa Laranjeira Lopes, Renato Rodrigues Silva, Slots Machines S. A, Interjuegos S. A, Jumeirah, Farah Experiences LLC, Tsogo Sun Kwazulu-Natal Pty Ltd. Impact Of COVID On The Amusement Parks Market And Expected Recovery The outbreak of COVID disease COVID has acted as a massive restraint on the amusement parks market in as governments globally imposed lockdowns and restricted domestic and international travel limiting the need for services offered by these establishments.

Steps by national governments to contain the transmission have resulted in the closure of recreational facilities such as amusement parks with countries entering a state of 'lockdown' and the outbreak had a negative impact on businesses throughout and into However, it is expected that the amusement parks market will recover from the shock across the forecast period as it is a 'black swan event and not related to ongoing or fundamental weaknesses in the market or the global economy.

Elevating Customer Experience In Amusement Parks Through Virtual And Augmented Reality Technology Amusement parks are increasingly using virtual and augmented reality technology to enhance customer experience. 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 43 mph.

Universal Studios has The Walking Dead mazes with augmented reality elements. Innovative Developments In Amusement Parks Major companies operating in the amusement parks market are focusing on developing innovative developments, such as immersive aquatic attractions to strengthen their position in the market.

An immersive aquatic attraction is a type of attraction that uses technology and storytelling to transport visitors to an underwater world.

For instance, in November , Vortex Aquatic Structures International Inc. It is a modular attraction created to blend in with the surroundings and design of hotels, resorts, waterparks, amusement parks, and aquatic centers. While the walk-through experience improves any location as a stand-alone attraction, the floating experience accentuates a new or existing lazy river.

Dream Tunnel creates immersive Dreamscape encounters with unique adventures by combining the power of water with cutting-edge technology.

North America was the largest region in the amusement parks market in Western Europe is expected to be the fastest-growing region in the forecast period. The regions covered in the amusement parks market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa The countries covered in the amusement parks market report are Australia, China, India, Indonesia, Japan, South Korea, Bangladesh, Thailand, Vietnam, Malaysia, Singapore, Philippines, Hong Kong, New Zealand, USA, Canada, Mexico, Brazil, Chile, Argentina, Colombia, Peru, France, Germany, UK, Austria, Belgium, Denmark, Finland, Ireland, Italy, Netherlands, Norway, Portugal, Spain, Sweden, Switzerland, Russia, Czech Republic, Poland, Romania, Ukraine, Saudi Arabia, Israel, Iran, Turkey, UAE, Egypt, Nigeria, South Africa The amusement parks market includes revenues earned by entities by operating amusement parks with roller coasters, water slides, and other amusement rides, and provide outdoor entertainment services.

The amusement parks and arcade market also include sales of amusement arcades such as family fun centers, pinball arcades, and amusement device parlors. This market includes sales of entry fees and ticket sales for rides, games, food and beverages, merchandise goods, and hotels and resorts.

However, this market excludes sales of exclusive restaurants such as fast-food chains operating within amusement parks. Amusement and theme park companies operate mechanical rides, water rides, water games including spectator sports and crowd engagement games , events, games, shows, themed exhibits, refreshment stands, and other visitor attractions for entertainment.

The amusement parks market research report is one of a series of new reports from The Business Research Company that provides amusement parks market statistics, including amusement parks industry global market size, regional shares, competitors with amusement parks market share, detailed amusement parks market segments, market trends and opportunities, and any further data you may need to thrive in the amusement parks and arcades industry.

This amusement parks market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

Recreation Global Market Report — By Type Amusements, Arts, Sports , By Age Group Aged 35 and Younger, Aged , Aged 55 and Older , By Revenue Source Media Rights, Merchandising, Tickets and Sponsorship — Market Size, Trends, And Global Forecast Recreation Market Definition And Segments Recreation refers to all the activities that people choose to refresh their minds and bodies and make their free time more enjoyable and interesting.

Recreation improves concentration skills and the ability to manage anxiety and stress. Enhanced social skills develop skills such as cooperation and teamwork, and a great way to have fun, meet new people and develop friendships. The main types of recreation are amusements, arts, and sports.

Sports services provide live sporting events before a paying audience or entities that operate golf courses and country clubs, skiing facilities, marinas, fitness and recreational sports centers, and bowling centers. The different age groups include aged 35 and younger, aged , aged 55 and older, and involve various revenue sources such as media rights, merchandising, tickets and sponsorship.

The recreation market covered in this report is segmented — 1 By Type: Amusements, Arts, Sports 2 By Age Group: Aged 35 and Younger, Aged , Aged 55 and Older 3 By Revenue Source: Media Rights, Merchandising, Tickets and Sponsorship Subsegments Covered: Amusement Parks, Gambling, Museums, Historical Sites, Zoos, And Parks, Independent Artists And Performing Art Companies, Sports And Arts Promoters, Spectator Sports, Participatory Sports The recreation market size has grown strongly in recent years.

The growth in the historic period can be attributed to leisure time availability, economic conditions, demographic trends, urbanization, government policies. The recreation market size is expected to see strong growth in the next few years.

The growth in the forecast period can be attributed to virtual and augmented reality experiences, wellness and mindfulness, sustainable recreation, personalized leisure experiences, inclusive recreation. Major trends in the forecast period include outdoor adventure tourism, experiential tourism, digital detox retreats, culinary and food tourism, community-based recreation programs.

Economic Growth Driving Forces In The Global Recreation Market The recreation market growth is aided by stable economic growth forecasted in many developed and developing countries.

In addition, the emerging markets and developing economies registered a growth of 3. Stable economic growth is expected in end-user markets, thereby driving the market during the forecast period.

This continued economic growth is expected to increase investments in the end-user markets and be a driver of the recreation market as greater affluence allows consumers to visit recreation centers.

Increasing Demand For Adventure-Based And Experiential Activities Is Propelling The World's Recreation Market The increasing demand for experiential and adventure-based activities is expected to propel the growth of the recreation market.

Experiential and adventure-based activities refer to a type of learning that involves hands-on experiences and challenges that encourage personal growth and development.

It helps in promoting personal growth and development as these activities are designed to help participants learn new skills and abilities, develop self-awareness, and build positive relationships.

Therefore, the increasing demand for experiential and adventure-based activities is driving the growth of the recreation market going forward. Major companies operating in the recreation market report are The Hong Kong Jockey Club, The Walt Disney Company, China Sports Lottery, Cheil Jedang Corp.

A, Guangdong Jinma Entertainment Corp. Impact Of COVID On The Recreation Market The outbreak of COVID disease COVID has acted as a massive restraint on the recreation market in as governments globally imposed lockdowns and restricted domestic and international travel limiting the need for services offered by these establishments.

Steps by national governments to contain the transmission have resulted in the closure of recreational facilities such as amusement parks, museums, and casinos with countries entering a state of 'lockdown' and the outbreak hurt businesses throughout and into Amusement Parks Embrace Virtual And Augmented Reality For Immersive Experiences Amusement parks are increasingly using virtual and augmented reality technology to provide an immersive experience to customers.

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 43 mph. Amusement park SeaWorld has started operating a new Kraken Virtual Reality Roller Coaster in Orlando. Innovative Product Launches Reshaping The Recreation Market Major companies operating in the recreation market are introducing innovative wearable devices such as Linklet wearable wide-angle camera to gain a competitive edge in the market.

Linklet wearable wide-angle camera is a hands-free, LTE-embedded wearable device designed to provide a first-person view for remote support and livestreaming during presentations, meetings, and fieldwork.

For instance, in January , Fairy Devices Inc. The device is a wearable camera that can be worn around the neck and is designed to provide a super wide-angle view. It is LTE-embedded and has direct connections to Zoom and Microsoft Teams, which enable remote support.

The necklace-like design keeps the video steady, and the five microphones capture crisp audio even in open spaces. Asia-Pacific was the largest region in the recreation market in The regions covered in the recreation market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the recreation market report are Australia, China, India, Indonesia, Japan, South Korea, Bangladesh, Thailand, Vietnam, Malaysia, Singapore, Philippines, Hong Kong, New Zealand, USA, Canada, Mexico, Brazil, Chile, Argentina, Colombia, Peru, France, Germany, UK, Austria, Belgium, Denmark, Finland, Ireland, Italy, Netherlands, Norway, Portugal, Spain, Sweden, Switzerland, Russia, Czech Republic, Poland, Romania, Ukraine, Saudi Arabia, Israel, Iran, Turkey, UAE, Egypt, Nigeria, South Africa.

The recreation market includes revenues earned by entities by operating amusements facilities, operating facilities or providing services for cultural, entertainment, and recreational interests, providing live sporting events before a paying audience, and operating golf courses and country clubs, skiing facilities, marinas, fitness, and recreational sports centers, and bowling centers.

Gambling, except casino hotels, can also be considered to be part of the recreation market. The recreation market research report is one of a series of new reports from The Business Research Company that provides recreation market statistics, including recreation industry global market size, regional shares, competitors with a recreation market share, detailed recreation market segments, market trends, and opportunities, and any further data you may need to thrive in the recreation industry.

This recreation market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

Online Gambling Global Market Report — By Game Type Betting, Casino, Lottery, Poker, Bingo, Others , By Device Desktop, Mobile, Other Devices , By Component Software, Services — Market Size, Trends, And Global Forecast Online Gambling Market Definition And Segments Online Gambling is the use of the internet for the act of wagering money or something of value on an event with an uncertain outcome that is not under the gambler's control, with the intent of winning something else of value, often money.

The main game types of online gambling are betting, casinos, lottery, poker, online bingo, and others. The games are played on various devices such as desktops, mobiles, and others. The different components include software and services. The online gambling market covered in this report is segmented — 1 By Game Type: Betting, Casino, Lottery, Poker, Bingo, Others 2 By Device: Desktop, Mobile, Other Devices 3 By Component: Software, Services The online gambling market size has grown strongly in recent years.

The growth in the historic period can be attributed to strong economic growth in emerging markets, growing adoption of smartphones with improved internet accessibility, increasing popularity of digital payments and rise in disposable income.

The online gambling market size is expected to see strong growth in the next few years. The growth in the forecast period can be attributed to increasing gamer involvement during the COVID pandemic, increasing consumer acceptance for fintech, technically advanced platforms, legalization of gambling and changing consumer gambling habits.

Major trends in the forecast period include investing in ai technology to enhance user experience, integrating cryptocurrency as a payment mode, building mobile apps, investing in AR and VR technology, sponsoring sports events with large viewership, tie-up with celebrities and influencers, offer free access to games with certain main features and offer cross platform support for games.

Rise In Smartphone Adoption Fuels Global Growth Of Online Gaming Market The increasing adoption of smartphones with the improved internet accessibility is driving the online gambling market. Globally, the average use of mobile devices compared to desktop computers or laptops is significantly greater.

There are 6. In the United States Nearly half of the U. population dedicates 5 to 6 hours per day to using smartphones. This, in turn, is expected to drive the growth of online gambling market. Expanding Internet Access Fuels Future Growth In The Online Gambling Market Increasing internet access is expected to drive the growth of the online gambling market going forward.

Increasing internet access results from the expansion of broadband infrastructure and mobile networks, along with decreasing costs of data plans.

It allows more people to connect to the internet, promoting online activities, including online gaming. Of the million 'active' internet users in India in , million reside in rural areas, while million are in urban regions.

This highlights that rural India is the driving force behind internet growth in the country. Therefore, increasing internet access will continue to fuel the growth of the online gambling market. Major companies operating in the online gambling market report are Flutter Entertainment PLC, bet Group Ltd.

com, 22BetCherry AB, Casino. Com, Slots Million, Camelot UK Lotteries Ltd. Most countries have local laws that deal with relevant legal and regulatory issues.

Countries such as the USA have much more complex gambling regulatory processes. Moreover, in countries like India, gambling is under strict control. With each country enacting different gambling laws, it's tough to be familiar with them all.

Nevertheless, all gambling sites should be compliant with any laws that they are subject to, to ensure gambling sites are operated lawfully, ethically, and are safe. The established and reputable licensing authorities impose a strict code of conduct on the licensees, who have to adhere to the necessary regulations if they are to maintain their licenses.

The strict and varying laws across the countries are likely to challenge the market growth. Technological Innovations Reshaping The Online Gambling Landscape Technologies such as Blockchain, IoT, and VR are changing everything in every field including online gambling.

Virtual Reality and VR Headsets have gained a lot of popularity in recent years and are a revolutionary addition to the world of online gambling. With VR, one can enter a virtual casino and play all the games without having to travel. However, fraud and cheating were majorly concerning the users of online gambling.

A lot of online casinos and online gambling sites have been accused of not being transparent and hiding their internal workings and the methods for their dealings. These concerns can be addressed using blockchain technology. With blockchain technology, everyone will be able to see exactly what is going on behind the scenes.

Games such as SlotsMillion, Casino VR Poker, and The Gear that are played through VR are engaging customers and shaping the online gambling industry. Revolutionary Gaming Technologies Driving Competitive Advantage In The Online Gaming Market Major companies operating in the online gaming market are introducing innovative gaming technologies such as zVentures Web3 Incubator ZW3I to gain a competitive edge in the market.

ZW3I is leading the transformation of the gaming industry, providing gamers with boundless opportunities and propelling the sector into the future. For instance, in June , Razer, a US-based gaming company launched zVentures Web3 Incubator ZW3I. ZW3I incorporates blockchain technology, enabling players to have ownership of their in-game assets, including characters, weapons, and skins.

This grants players greater autonomy in customizing and utilizing their assets as they desire. Following the acquisition of LeoVegas, MGM Resorts International would create a scaled global online gaming business. MGM Resorts International is a Sweden-based online gambling company offering video poker, table games, progressive jackpots, video slots, and live betting services through its online casinos and sportsbooks.

Asia-Pacific was the largest region in the online gambling market in Eastern Europe is expected to be the fastest-growing region in the global online gambling market report forecast period.

The regions covered in the online gambling market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa The countries covered in the online gambling market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Italy, Canada, Spain The online gambling betting market includes revenues earned by entities operating facilities that provide services such as online betting digital table games and sports bets.

The online gambling market comprises revenue generated by remote gaming activities using the internet and desktop and mobile devices. The market includes gambling establishments developing online sports betting, casino, bingo, lotteries, and poker games, among others.

The online gambling market research report is one of a series of new reports from The Business Research Company that provides online gambling market statistics, including the online gambling industry's global market size, regional shares, competitors with an online gambling market share, detailed online gambling market segments, market trends and opportunities, and any further data you may need to thrive in the online gambling industry.

This online gambling market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry. Independent Artists And Performing Art Companies Global Market Report — By Type Performing Arts, Visual Arts , By End User Independent Artists, Art Companies — Market Size, Trends, And Global Forecast Independent Artists And Performing Art Companies Market Definition And Segments Independent artists and performing art companies are businesses that primarily produce live performances by actors and actresses, singers and dancers, musical groups and artists, and other performing artists.

An independent artist refers to a musician or music group that has not signed a record label. Performing art means live performances by actors and actresses, singers and dancers, musical groups and artists, and other performing artists.

The main types of independent artists and performing art companies are performing arts and visual arts. Performing arts companies are businesses that primarily produce live performances by actors and actresses, singers and dancers, musical groups and artists, and other performing artists.

The various end users include individual users, commercial users, and others. The growth in the historic period can be attributed to strong emerging markets growth, growth in world population, government initiatives and increase in concerts.

The independent artists and performing art companies market size is expected to see strong growth in the next few years. The growth in the forecast period can be attributed to emergence of independent artists, rising tourism, increase in arts e-commerce purchases and economic growth.

Major trends in the forecast period include collaborating and partnering with other businesses and organizations, adopting augmented reality, adopting new music platforms, adopting digital streaming, adopting mobile ticketing, consider offering ambient scenting in live performances.

Collaborative Partnerships In The Performing Arts Performing arts companies are partnering with military and veteran organizations, urban equity programs, and businesses to address social issues. These partnerships allow them to achieve their mutual goals of building audiences, cutting costs, and addressing homelessness, hunger, and other social issues.

For instance, in Miami, design, tourism and business leaders, and zoo management collaborated through the Miami-Dade County Department of Cultural Affairs to change the course of the addressed issues through government policies.

Art Sales Boosting Growth In The Independent Artists And Performing Art Companies Market The increasing sale of art is expected to propel the growth of the independent artists and performing art companies market going forward.

Art describes a visual work of intentional creation made possible using talent or imagination. The sale of art links independent artists and performing art companies to the public by providing a variety of platforms and opportunities for artists to sell their work.

Major companies operating in the independent artists and performing art companies market report are Broadway Theatre, AMC Entertainment Holdings Inc. A distribution service is a company that helps musicians and record labels get their music onto streaming services, digital music stores, and other online platforms.

For instance, in November , TuneCore, a US-based digital music distribution, launched Social Platforms to accelerate music discovery for independent artists. It is a uniquely designed one-stop solution that enables independent artists to monetize their music while facilitating virality and discovery quickly.

Through social platforms, music producers may now quickly and simply make their songs accessible in the music libraries of important social media sites, boosting such Asli hood that their music will become viral and allowing them to start making money from it right away.

The providers also include athletes and others that endorse products, including independent actors, authors, cameramen, choreographers, costume designers, dancers, music directors, speakers, and writers. The market also includes revenue earned by entities for product endorsement and public appearances or speeches.

The independent artists and performing art companies services market research report is one of a series of new reports from The Business Research Company that provides independent artists and performing art companies services market statistics, including independent artists and performing art companies services industry global market size, regional shares, competitors with independent artists and performing art companies services market share, detailed independent artists and performing art companies services market segments, market trends and opportunities, and any further data you may need to thrive in the independent artists and performing art companies services industry.

This independent artist and performing art companies services market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry. Sports And Arts Promoters Global Market Report — By Type Sports Promoters, Arts Promoters , By Revenue Source Media Rights, Merchandising, Tickets, Sponsorship , By End Users Individuals, Companies — Market Size, Trends, And Global Forecast A sports promoter is a person who attempts to establish and maintain contacts, such as obtaining media attention and advertising sports shows, to promote any sports event, teams, area, and athletic personalities.

The main types of sports and arts promoters are sports promoters and arts promoters. Arts promoters attempt to establish and maintain contacts, such as obtaining media attention and gallery shows, to promote an artist and their work.

The various end users include individuals, and companies and involve different revenue sources such as media rights, merchandising tickets, and sponsorship. The sports and arts promoters market covered in this report is segmented — 1 By Type: Sports Promoters, Arts Promoters 2 By Revenue Source: Media Rights, Merchandising, Tickets, Sponsorship 3 By End-Users: Individuals, Companies The sports and arts promoters market size has grown strongly in recent years.

The growth in the historic period can be attributed to growing interest in sports and arts, sponsorship and advertising, advances in digital media and online ticketing systems, event tourism, cultural awareness.

The sports and arts promoters market size is expected to see strong growth in the next few years. The growth in the forecast period can be attributed to digital engagement, sustainability initiatives, hybrid and virtual events, inclusivity and diversity, personalization and fan experience.

Major trends in the forecast period include esports and online streaming, niche and micro events, health and wellness events, cross-genre collaborations, fan engagement technology. Enhancing The Spectator Experience In Sports Events Through Virtual Reality Technology Sports organizers are implementing virtual reality technology to improve the spectator experience in a sporting event.

Virtual reality technology generates images, sounds, and other sensations that simulate a physical presence in an imaginary environment.

Clubs and teams are experimenting with simulated and degree environments to enhance the match viewing experience of the fans by allowing them to have a virtual walkthrough of the stadium or the racetrack and view the match from different angles.

For instance, the NBA game between the Sacramento Kings and San Antonio Spurs was broadcasted in VR. The viewers could watch the action from a myriad of angles, including underneath the basket.

NASCAR has created an interactive fan area at the racetracks with the implementation of virtual reality. The Impact Of Growing Athlete Numbers On The Sports And Arts Promoters Market The increasing number of athletes is expected to propel the growth of sports and arts promoters market going forward.

An athlete is a person who has received training in or demonstrated proficiency in physical activities, competitive sports, or games requiring physical stamina, agility, or strength.

Sports and arts promoters help athletes to help athletes and artists to develop their media skills and build relationships with journalists. For instance, in December , according to the National Collegiate Athletics Association, a US-based regulator of student athletics, the total number of student-athletes who participated in the NCAA championship increased by 30, student-athletes to reach , in Therefore, an increasing number of athletes drives the growth of the sports and arts promoters market.

Major companies operating in the sports and arts promoters market include Live Nation Entertainment Inc. Streamlining Ticketing Processes In Sports And Arts Events With Mobile Ticketing Solutions Sports and arts organizers are implementing mobile ticketing to provide a hassle-free ticket purchase experience.

Mobile ticketing is the process where customers can buy and validate tickets using mobile phones. Apart from this, the data exchanged digitally through ticket transactions enables sports organizers to learn more about fans and generate insights to formulate marketing strategies from the database.

For instance, Barcelona implemented mobile ticketing and eliminated paper tickets by introducing a new system that allows fans to scan a bar code on their phones to gain access to matches. Pocono Raceway launched a mobile ticket delivery system that allows fans to have their ticket delivered to their mobile device and have their ticket scanned at the gate directly from their mobile device.

Innovation In The Sports And Arts Promoters Market Major companies operating in the sports and arts promoters market are focusing on the development of innovative technologies, such as paid-for promo tools, to provide reliable services to customers.

A paid-for promo tool is any marketing or advertising tool that requires a business to pay to use it and to promote a product, service, or brand to a target audience. For instance, in September , Spotify, a Sweden-based digital music service, launched Showcase, a campaign tool made for marketing music.

Artists can use Showcase to design a mobile card that introduces their music, including recent and back catalog releases, and that subsequently shows as a sponsored recommendation on listeners' mobile Home Screens. Spotify's Home Screen is the most popular page and the source of billions of daily streams.

It is the most visible spot for app advertising. Africa is expected to be the fastest-growing region in the forecast period. The countries covered in the sports and arts promoters market report are Australia, China, India, Indonesia, Japan, South Korea, Bangladesh, Thailand, Vietnam, Malaysia, Singapore, Philippines, Hong Kong, New Zealand, USA, Canada, Mexico, Brazil, Chile, Argentina, Colombia, Peru, France, Germany, UK, Austria, Belgium, Denmark, Finland, Ireland, Italy, Netherlands, Norway, Portugal, Spain, Sweden, Switzerland, Russia, Czech Republic, Poland, Romania, Ukraine, Saudi Arabia, Israel, Iran, Turkey, UAE, Egypt, Nigeria, South Africa The sports and arts promoters services market includes revenues earned by entities by providing services such as organizing, promoting, and managing live performing arts productions, sports events, and other events such as state fairs, county fairs, agricultural fairs, concerts, and festivals; and manage and provide the staff to operate arenas, stadiums, theaters, or other related facilities for rent to other promoters.

Customers for sports and arts promoters include independent artists and performing arts companies. The sports and arts promoters services market research report is one of a series of new reports from The Business Research Company that provides sports and arts promoters services market statistics, including sports and arts promoters services industry global market size, regional shares, competitors with a sports and arts promoters services market share, detailed sports and arts promoters services market segments, market trends and opportunities, and any further data you may need to thrive in the sports and arts promoters services industry.

This sports and arts promoters services market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry. Arts Global Market Report — By Type Museums, Historical Sites, Zoos, And Nature Parks, Independent Artists And Performing Art Companies, Sports And Arts Promoters , By Revenue Media Rights, Merchandising, Tickets, Sponsorship , By End User Individuals, Companies, Other End Users — Market Size, Trends, And Global Forecast Arts Market Definition And Segments Art is the intentional arrangement of objects in ways that influence and alter the senses, emotions, and intellect.

Art helps to process emotions and understand their surroundings. It allows us to see life from a different perspective and it makes us feel alive. The main types of art are museums, historical sites, zoos, parks, independent artists and performing art companies, and sports and arts promoters.

Sports and arts promoters organize, promote, and manage live performing arts productions, sports events, and other events such as state fairs, county fairs, agricultural fairs, concerts, and festivals, and manage and provide the staff to operate arenas, stadiums, theaters, or other related facilities for rent to other promoters.

The different revenue sources include media rights, merchandising, tickets, and sponsorship which are used by individuals, companies, and others.

The arts market covered in this report is segmented — 1 By Type: Museums, Historical Sites, Zoos, And Nature Parks, Independent Artists And Performing Art Companies, Sports And Arts Promoters 2 By Revenue: Media Rights, Merchandising, Tickets, Sponsorship 3 By End User: Individuals, Companies, Other End Users Sub segments: Museums, Historical Sites, Zoos and Botanical Gardens, Nature Parks And Other Similar Institutions, Visual Arts, Performing Arts, Sports Promoters, Arts Promoters The arts market size has grown strongly in recent years.

The growth in the historic period can be attributed to strong emerging markets growth, growth in world population, government initiatives, growth of the experience economy, rising tourism, increase in concerts, increased internet penetration, and increased availability of mobile devices.

The arts market size is expected to see strong growth in the next few years. The growth in the forecast period can be attributed to the emergence of independent artists, an increase in arts e-commerce purchases, economic growth, increase in internet penetration, and an increase in the use of social media.

Major trends in the forecast period include adopting augmented reality to introduce a better experience and entertain the audience, adopting virtual reality to offer a more immersive experience for customers, adapting to new music platforms to gain more opportunities, offering digital streaming of content, adopting to mobile ticketing, offering ambient scenting in live performances, investing in IoT solutions to increase efficiency and introducing blockchain-based platforms.

Enhancing Customer Experiences With Augmented Reality In Museums And Zoos Art organizers are using augmented reality AR technology to create real-world experiences for customers. Augmented reality is the integration of digital information with the user's environment in real-time.

In the Acropolis Museum in Athens, Greece, the team used AR technology to bring a collection of architectural and sculptural remains to life.

The Role Of Paintings In Fueling Art Market Growth The growing demand for paintings is expected to propel the growth of the art market going forward.

Paintings describe a type of visual art that depicts the expression of thoughts and feelings on a two-dimensional surface. Paintings are closely related to the arts as the purchase will help to support artists and the arts community.

Therefore, growing painting auctions drive the growth of the art market. Major companies operating in the arts market report are Live Nation Entertainment Inc. The Role Of Social Media And Streaming Platforms In Music Promotion Independent formats are offering new platforms for new talent to promote their music.

Since music recording companies are often averse to taking risks with new talent, artists are making use of social media and music streaming platforms and are taking charge of their marketing and distribution. Social media platforms have created a new means of connectivity and marketing opportunities for artists.

For instance, iTunes, Spotify, Pandora, and YouTube are some platforms widely used by music artists to promote their work. Innovative Strategies In The Art Market Major companies operating in the art market are focusing on the development of innovative products, such as digital art platforms, to provide reliable services to customers.

A digital art platform is a software application or online service that provides artists with the tools and features they need to create digital art. For instance, in October , Sotheby's, a UK-based broker for auctions and private sales, launched Metaverse, a dedicated NFT marketplace for digital artists.

The platform is a bridge between the traditional art auction model and a rapidly growing web3 audience. Sotheby's Metaverse is a completely on-chain, meticulously curated secondary market for digital collectibles and art.

It allows users to buy, sell, and auction digital artworks using cryptocurrency. The platform also features a variety of educational resources and a community forum where users can discuss and learn about digital art.

Asia-Pacific was the largest region in the art market in The regions covered in the arts market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa The countries covered in the arts market report are Australia, China, India, Indonesia, Japan, South Korea, Bangladesh, Thailand, Vietnam, Malaysia, Singapore, Philippines, Hong Kong, New Zealand, USA, Canada, Mexico, Brazil, Chile, Argentina, Colombia, Peru, France, Germany, UK, Austria, Belgium, Denmark, Finland, Ireland, Italy, Netherlands, Norway, Portugal, Spain, Sweden, Switzerland, Russia, Czech Republic, Poland, Romania, Ukraine, Saudi Arabia, Israel, Iran, Turkey, UAE, Egypt, Nigeria, South Africa The art services market includes revenues earned by entities by operating facilities or providing services for cultural, entertainment, and recreational interests such as producing live performances or events and preserving and exhibiting objects of the art-related interests of patrons.

Revenues in this market include entry fees to theatres, art galleries, and royalties. The market covered in this report does not include revenues from selling artwork and antiques i.

The art market research report is one of a series of new reports from The Business Research Company that provides arts services market statistics, including arts services industry global market size, regional shares, competitors with an art market share, detailed arts market segments, market trends and opportunities, and any further data you may need to thrive in the art services industry.

This art market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

For further insights on the gambling market, request a sample here. The gambling market growth is aided by increasing adoption of mobile devices and increasing internet penetration. However, some gambling market restraints include the COVID outbreak as governments globally imposed lockdowns and restricted domestic and international travel limiting the need for services offered by these establishments.

The global gambling market is segmented as 1 By Type: Casino, Lotteries, Sports Betting, Other Gambling 2 By Channel Type: Offline, Online, Virtual Reality VR 3 By End-User: Gambling Enthusiasts, Social Exuberant, Other End-Users For further insights on the gambling market, request a sample here.

For detailed insights on the largest region's market size and growth rate, request a sample here request a sample here. Key competitors in the gambling market are, China Sports Lottery, China Welfare Lottery, Sociedad Estatal Loterías y Apuestas del Estado S.

Major trends influencing the gambling market include increasing populararity of branded slots in the gambling industry. For further insights on the gambling, request a sample here. For detailed insights on the major opportunities and strategies in the gambling market, request a sample here.

For detailed insights on gambling market's relation to the overall economy and other similar markets, request a sample here. For detailed insights on the mergers and acquisitions in the gambling industry, request a sample here.

For detailed insights on the key dynamics influencing the gambling market growth and SWOT analysis of the gambling industry, request a sample here. Reports Store Top 11 Hot Markets NEW. Healthcare Services Hospitality Information Technology Machinery Paper, Plastics, Rubber, Wood And Textile Media Medical Equipment.

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Gambling Global Market Report Request Free Sample Buy Report. Gambling Global Market Report — By Type Casino, Lotteries, Sports betting, Others , By Channel Offline, Online, Virtual Reality , By End User Gambling Enthusiasts, Social Exuberant, Others — Market Size, Trends, And Global Forecast Purchase Options.

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Enquire Before Buying. Gaming industry ETFs generally offer investors the same benefits as broad market ETFs such as low expense ratios, decent liquidity, flexibility, and tax efficiency. They are traded on major national exchanges and can be sold short or bought on margin. Investors who want exposure to the gaming sector might consider a gaming ETF rather than putting all their eggs in one basket.

However, while ETFs are associated with lower risks and volatility compared with individual stocks, investors should still perform due diligence before buying. The goal and function of each ETF, together with the constituents of the benchmarks they track, should be scrutinized to verify they match an individual's investment goals.

Costs should be calculated to ensure they don't eat into returns. Though ETFs are considered less expensive than mutual funds, some come with exorbitantly high fees. Investors should also consider the state of the economy before throwing their support behind the gaming sector.

The global lockdowns in to curtail the spread of the pandemic hit broad swathes of the economy, and casinos and resorts were no exception. In addition, consumers tend to cut back on discretionary spending when disposable income dwindles.

Finally, investors should pay careful attention to conditions and developments in Las Vegas and Macau, two cities where many listed casino companies generate a large portion of revenue. For example, Macau primarily relies on visitors from mainland China.

In , China changed its travel rules so that mainland Chinese visiting Macau could only stay for five days, down from seven previously. Share prices of Macau casino operators fell following the announcement. The easiest way to gain exposure to the gambling industry is to invest in an ETF that buys shares of gaming and casino-related companies.

You can also buy the individual stocks of companies that profit from gambling, such as DraftKings, although this takes more research and comes with company-specific risk. This includes publicly traded resort companies as well as private and tribal casinos. A gaming industry ETF is a fund that provides exposure to companies involved in casinos, gambling, sports betting, or other aspects of the gaming economy.

These funds allow investors to gain exposure to the wider gambling industry, without having to buy shares in specific companies. Yahoo Finance. Macao Government Tourism Office. You may accept or manage your choices by clicking below, including your right to object where legitimate interest is used, or at any time in the privacy policy page.

These choices will be signaled to our partners and will not affect browsing data. Accept All Reject All Show Purposes. Table of Contents Expand. Table of Contents. What Is a Gaming Industry ETF? How It Works. Special Considerations. Gaming Industry ETF FAQs. The Bottom Line.

Investing ETFs. Trending Videos. Key Takeaways Gaming Industry ETFs track companies involved with casino and sports gambling, but can also include video games and similar forms of electronic entertainment.

One of the biggest gaming ETFs is the VanEck Video Gaming and eSports ETF, which has a portfolio of companies involved in the video game industry, as well as hardware manufacturers.

The VanEck Gaming ETF invests in companies involved in casinos and casino hotels, sports betting, lotteries, gaming services, gaming technology, and gaming equipment. Casino and gambling companies are largely dependent on robust consumer discretionary spending.

Though gaming industry ETFs offer lower fees and convenient trading, investors should still perform due diligence. How Do You Invest in Gambling? How Big Is the Gambling Industry in the United States?

What Are the Biggest Gambling Companies? Article Sources. Investopedia requires writers to use primary sources to support their work. These include white papers, government data, original reporting, and interviews with industry experts.

We also reference original research from other reputable publishers where appropriate.

Gambling Global Market Indusyry Gambling Market Gqmbling And Segments. Gambling is the act of gambling industry money or something of value on an event with an uncertain outcome that is not under the gambler's control, with the intent of winning something else of value, often money. Gambling can teach a valuable lesson about the relationship between risk and reward. The main types of gambling are casino lotteries, sports betting, and other gambling. gambling industry

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