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Amusements Global Market Report 2021: COVID 19 Impact and Recovery to 2030

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Amusements Global Market Report 2021: COVID 19 Impact and Recovery to 2030
Amusements Global Market Report 2021: COVID 19 Impact and Recovery to 2030Reading Time: 3 minutes

 

Major companies in the amusements market include The Walt Disney Company; Las Vegas Sands Corp; Universal Studios Inc; MGM Resorts and Merlin Entertainment Group. The global amusements market is expected to grow from $517.

Reportlinker.com announces the release of the report “Amusements Global Market Report 2021: COVID 19 Impact and Recovery to 2030”

44 billion in 2020 to $579.92 billion in 2021 at a compound annual growth rate (CAGR) of 12.1%. The growth is mainly due to the companies rearranging their operations and recovering from the COVID-19 impact, which had earlier led to restrictive containment measures involving social distancing, remote working, and the closure of commercial activities that resulted in operational challenges. The market is expected to reach $763.88 billion in 2025 at a CAGR of 7%.

The amusements market consists of sales of amusements services such as amusement parks entertainments and gambling services and related goods by entities (organizations, sole traders and partnerships) that operate amusements facilities such as theme parks, water parks, amusement arcades, casinos, and sports betting facilities. The amusements market is segmented into amusement parks and gambling.

Asia Pacific was the largest region in the global amusements market, accounting for 37% of the market in 2020. North America was the second largest region accounting for 29% of the global amusements market. Middle East was the smallest region in the global amusements market.

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.

The outbreak of Coronavirus disease (COVID-19) has acted as a massive restraint on the amusements market in 2020 as governments globally imposed lockdowns and restricted domestic and international travel limiting the need for services offered by these establishments. COVID 19 is an infectious disease with flu-like symptoms including fever, cough, and difficulty in breathing. The virus was first identified in 2019 in Wuhan, Hubei province of the People’s Republic of China and spread globally including Western Europe, North America and Asia. Steps by national governments to contain the transmission have resulted in closure of recreational facilities such as amusement parks, museums and casinos with countries entering a state of ’lock down’ and the outbreak is expected to continue to have a negative impact on businesses throughout 2020 and into 2021. However, it is expected that the amusements 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.

Increasing use of social media and access to mass media is positively influencing the amusements market. Visitors in amusements facilities such as amusement parks like sharing their experiences, photographs and videos on social media platforms which helps other people know the experiences offered by the amusement parks. According to a study conducted by Visa, a cards and payments company, 73% of Asians check-in online while on a holiday and as many as 71% people share their experiences on social media sites. Social media is the most effective marketing tool for amusements facilities such as casinos and amusement parks to acquire new customers. Extensive use of social media is expected to drive the amusements market going forward.

 


Source: Latest News on European Gaming Media Network
This is a Syndicated News piece. Photo credits or photo sources can be found on the source article: Amusements Global Market Report 2021: COVID 19 Impact and Recovery to 2030

George Miller (Gyorgy Molnar) started his career in content marketing and has started working as an Editor/Content Manager for our company in 2016. George has acquired many experiences when it comes to interviews and newsworthy content becoming Head of Content in 2017. He is responsible for the news being shared on multiple websites that are part of the European Gaming Media Network.

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Orange Digital Seal

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Transition Period

  • All NOOGH-licenses already in place as of December 24, 2024 →
    Provisional LOK-licenses for 6 months (until June 24, 2025)
  • Possible to extend with 6 months BUT subject to compliance with
    special conditions (checklist on portal) and additional requirements
    LOK
  • Applications in progress – no change required.
  • New applications will follow LOK application process
    (when portal re-opens in upcoming weeks)

Fees – Application

B2C and B2B License Application: EUR 4,592
plus

  • EUR 150 per UBO (2nd and above)
  • EUR 128 per holder of a qualifying position
  • EUR 2,551 per exchange listed UBO

Add/Change UBO or holder of qualifying interest

  • EUR 128
    Domains (B2C only)
  • EUR 250 per

Fees – B2C

  • Annual License Fee: EUR 24,490
    Plus
  • Annual Supervisory Fee: EUR 22,960
  • Annual Total – EUR 47,450

Payable pro-rata on issuance and <19th Jan annually

Fees – B2C 2025

End January/ beginning February:

  • Invoiced:
  • Lok provisional licensees already in place as of Dec 24, 2024: half of
    license fee and half of supervisory fee

At approval of NOOGH-applications in progress:

  • First invoice received of half of license fee and half of supervisory fee
  • After payment is received, provisional LOK license will be granted

Fees – B2B
• Annual Supervisory Fee: EUR 24,490

Fees B2B 2025:
Lok provisional licensees already in place as of Dec 24, 2024: half of supervisory fee invoiced as of end of January/ beginning February

At approval of NOOGH-applications in progress:
First invoice received of half of license fee and half of supervisory fee
After payment is received, provisional LOK license will be granted

The post Orange Digital Seal appeared first on European Gaming Industry News.

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ZettaOnline Wraps Up a Successful Experience at the ICE Event in Barcelona

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ZettaOnline, a fintech service provider and innovative technology strategist in IT Managed Services, has successfully concluded its participation in the prestigious ICE Event held in Barcelona. Representing the company, Chief Commercial and Marketing Officer, Milena Tsankarska, has returned with promising insights and opportunities from this pivotal industry gathering.

The ICE Barcelona event is an annual exhibition showcasing the world’s best-in-class iGaming companies. Once again, it provided a remarkable platform to engage with industry leaders and explore the latest advancements in gaming technologies, AI-driven tools, and digital transformation.

ZettaOnline’s portfolio of products and services garnered significant interest among attendees, further cementing its reputation as a trusted partner in the fintech and gaming sectors. These discussions align closely with ZettaOnline’s mission to empower businesses with cutting-edge IT solutions designed to meet the evolving demands of the industry.

Reflecting on the event, Milena Tsankarska shared:

The ICE Event offered a dynamic environment to connect with inspiring professionals and discuss transformative trends that will shape the future of the tech industry. We are optimistic that these engagements will lead to impactful collaborations in the months ahead.”

The company extends its gratitude to the event organizers for creating an atmosphere of collaboration and innovation, bringing together some of the brightest minds in the field. As ZettaOnline continues to drive technological advancement, the insights and connections gained at the ICE Event will inspire exciting initiatives and partnerships, fueling the company’s growth and influence in the industry.

Stay tuned for updates on ZettaOnline’s upcoming projects and success stories as we continue to lead the way in delivering innovative IT solutions for businesses worldwide.

Find out more here: https://zettaonline.com/zettaonline-at-ice-event-barcelona/

The post ZettaOnline Wraps Up a Successful Experience at the ICE Event in Barcelona appeared first on European Gaming Industry News.

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Fast Track Supports Employee Well-being With New Paid Menstrual Leave Policy

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Fast Track is proud to announce that it has introduced Paid Menstrual Leave across its offices in Malta, Sweden, Spain, and the United States, reflecting the organisation’s commitment to employee well-being. This policy aims to recognise and address the impact of menstrual and menopause-related health in the workplace, fostering inclusivity and support.

Workplaces have historically been slow to recognise the challenges surrounding menstrual health and how they impact women’s ability to perform at their best. By implementing Menstrual Leave, the company is not only addressing a real need but also setting a standard for other employers to prioritise empathy, inclusion, and flexibility.

The efforts of the Fast Track go beyond this policy, with initiatives such as the female mentorship pilot with Signe, an internal female-only ESG group, and a series of new programs launching in 2025. Fast Track has recently been certified as a Great Place to Work® in the technology sector for the third consecutive year.

“How we feel impacts us at work, influences our working environment, and affects our colleagues. Therefore, it makes a lot of sense to me that employers should seek to spread awareness about, and normalise talking about how menstrual and menopause-related issues might affect us directly or indirectly, to ensure that the right support is in place, and when needed, appropriate workplace adjustments can be made,” says Jenny Arnell, Chief People Officer at Fast Track.

“Imagine how different our work experience would be if it was as normal to talk about how our bodies and minds affect our moods and ability to work as we do when we talk about the weather? Our reproductive systems are as normal as the weather, yet we treat these topics as something ‘private’.”

The decision follows a growing global conversation about reproductive health and its effects on work, with Spain being the first European country to adopt a Menstrual Leave policy in February 2023. Fast Track sees this as a meaningful step in creating equitable opportunities and promoting workplace health and inclusion.

Ellinor OtterWell-being & Female Empowerment Coach, remarks: “Menstrual health is often overlooked in professional spaces, even though it impacts millions of women daily. A policy like Menstrual Leave is a simple yet powerful way to affirm that employees are valued, that their needs are acknowledged, and that their health is a priority. It empowers women to listen to their bodies without shame or fear for simply being women, creating a culture of understanding and support.”

Ellinor Otter is a female empowerment coach based in Stockholm, Sweden. She has conducted a webinar with the Fast Track team, providing valuable insights and advice on managing menstruation, empowering employees to approach these conversations with openness and understanding.

The post Fast Track Supports Employee Well-being With New Paid Menstrual Leave Policy appeared first on European Gaming Industry News.

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