PUBLISHER: The Business Research Company | PRODUCT CODE: 1989575
PUBLISHER: The Business Research Company | PRODUCT CODE: 1989575
Amusement refers to the state of experiencing enjoyable and entertaining events or circumstances, often leading to satisfaction, happiness, laughter, and pleasure. Amusement plays a significant role in enabling individuals, including children, to have fun and derive enjoyment from various activities.
The primary categories of amusement include amusement parks and gambling. Amusement parks are businesses that offer a range of rides, games, and other forms of entertainment. Different age groups are typically catered to, including those below 25 years, individuals aged 26 to 39 years, those between 40 to 59 years, and those in the 60 to 74 years age range. Visitors to these amusement venues come from various gender groups, including males and females.
Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report's Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.
Tariffs are impacting the amusements market by increasing costs of imported gaming machines, electronic components, mechanical systems, and venue infrastructure equipment. Operators in North America and Europe are most affected due to reliance on imported amusement hardware, while Asia-Pacific faces cost pressures on manufacturing and exports. These tariffs raise setup and upgrade costs for venues. However, they also encourage local manufacturing, refurbishment of existing equipment, and regional innovation in amusement technologies.
The amusements market research report is one of a series of new reports from The Business Research Company that provides amusements market statistics, including amusements industry global market size, regional shares, competitors with a amusements market share, detailed amusements market segments, market trends and opportunities, and any further data you may need to thrive in the amusements industry. This amusements 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.
The amusements market size has grown steadily in recent years. It will grow from $672.05 billion in 2025 to $701.78 billion in 2026 at a compound annual growth rate (CAGR) of 4.4%. The growth in the historic period can be attributed to increasing consumer spending on leisure activities, expansion of entertainment venues in urban areas, growth of gambling and amusement centers, rising tourism-driven footfall, development of indoor entertainment formats.
The amusements market size is expected to see steady growth in the next few years. It will grow to $845.7 billion in 2030 at a compound annual growth rate (CAGR) of 4.8%. The growth in the forecast period can be attributed to increasing convergence of digital and physical entertainment, rising demand for immersive leisure experiences, expansion of regulated gaming markets, growing investments in entertainment infrastructure, increasing focus on personalized amusement offerings. Major trends in the forecast period include growing demand for location-based entertainment, rising popularity of integrated amusement offerings, expansion of digital and cashless payment systems, increasing focus on multi-generational entertainment, higher emphasis on safety and regulatory compliance.
The continued rise in the use of social media is expected to be a significant driver of growth for the amusement market in the future. Social media, a digital technology that facilitates the sharing of ideas and information, including text and images, through online networks and communities, plays a crucial role in connecting attractions with potential and existing customers. For instance, as of April 2023, there were 4.8 billion active social media users globally, and the average daily time spent online was approximately 6 hours and 35 minutes, as reported by Social Media Perth, an Australia-based provider of marketing strategy. This surge in social media usage is a key factor contributing to the growth of the amusement market.
Leading companies in the amusement market are dedicating their efforts to the development of innovative products, notably steel roller coasters, as a means to provide customers with more reliable and thrilling services. Steel roller coasters, characterized by tubular steel tracks and polyurethane-coated wheels, offer the advantages of increased height, speed, and smoothness compared to traditional wooden roller coasters. For instance, in May 2023, Dollywood Parks & Resorts, a United States-based family amusement park, introduced the 'Big Bear Mountain' coaster. This family-friendly roller coaster reaches speeds of up to 45 mph and features three launches, multiple drops, and an array of turns and twists. Passengers are accommodated in two-across trains with a single row of seats, and the coaster is equipped with onboard audio, encompassing music and announcements. The ride spans almost 4,000 feet of track, taking passengers on an exhilarating journey around Wildwood Grove for approximately two minutes. This highlights the industry's commitment to offering new and exciting experiences to amusement park visitors.
In February 2024, OpenGate Capital, a US-based private equity firm, acquired Player One Amusement Group Inc. for an undisclosed amount. This acquisition allows OpenGate Capital to strengthen its portfolio in the out-of-home entertainment sector by expanding its presence in the amusement services market and supporting Player One's growth through operational expertise and strategic investments. Player One Amusement Group Inc., based in Canada, specializes in arcade games, interactive amusement solutions, and family entertainment center services, including game distribution, installation, maintenance, and route operations across cinemas, leisure venues, and entertainment destinations.
Major companies operating in the amusements market are The Walt Disney Company, Oriental Land Company Ltd., Comcast Corporation, Six Flags Entertainment Corporation, Cedar Fair Entertainment Company, SeaWorld Entertainment Inc., Merlin Entertainments, LEGOLAND Parks, Palace Entertainment, Parques Reunidos, Vail Resorts Inc., Dalian Wanda Group, Dave & Buster's Entertainment Inc, China Sports Lottery, China Welfare Lottery, Sociedad Estatal Loterias y Apuestas del Estado S.A., Maruhan, Flutter Entertainment plc, The Hong Kong Jockey Club, Tabcorp Holdings Ltd., Penn National Gaming Inc, AMC Entertainment Holdings Inc, Cineworld Group, Carnival Corporation, Royal Caribbean Group, SeaDream Yacht Club
Asia-Pacific was the largest region in the amusements market in 2025. Eastern Europe is expected to be the fastest-growing region in the forecast period. The regions covered in the amusements market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa
The countries covered in the amusements market report are China, India, Japan, Australia, Indonesia, South Korea, Bangladesh, Thailand, Vietnam, Malaysia, Singapore, Philippines, Hong Kong, Taiwan, New Zealand, UK, Germany, France, Italy, Spain, Austria, Belgium, Denmark, Finland, Ireland, Netherlands, Norway, Portugal, Sweden, Switzerland, Russia, Czech Republic, Poland, Romania, Ukraine, USA, Canada, Mexico, Brazil, Chile, Argentina, Colombia, Peru, Saudi Arabia, Israel, Iran, Turkey, UAE, Egypt, Nigeria, South Africa.
The amusements market includes revenues earned by entities by operating amusements facilities such as theme parks, water parks, amusement arcades, casinos, and sports betting facilities. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
Amusements Market Global Report 2026 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.
This report focuses amusements market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
Where is the largest and fastest growing market for amusements ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The amusements market global report from the Business Research Company answers all these questions and many more.
The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.
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