Market Research Report

Global Amusement Park and Arcade Admission Market Insights, Size, and Forecast By Consumer Age Group (Children, Teens, Adults, Families), By Ticket Type (Single Entry Tickets, Season Passes, Group Tickets, VIP Packages), By Attraction Type (Roller Coasters, Water Rides, Family Rides, Arcade Games, Live Shows), By Business Model (Standalone Amusement Parks, Mixed-Use Developments, Arcade Centers), By Region (North America, Europe, Asia-Pacific, Latin America, Middle East and Africa), Key Companies, Competitive Analysis, Trends, and Projections for 2026-2035

Report ID:93963
Published Date:Jan 2026
No. of Pages:219
Base Year for Estimate:2025
Format:
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Key Market Insights

Global Amusement Park and Arcade Admission Market is projected to grow from USD 68.4 Billion in 2025 to USD 115.7 Billion by 2035, reflecting a compound annual growth rate of 6.2% from 2026 through 2035. This market encompasses revenue generated from all forms of admission to amusement parks, theme parks, water parks, and arcade entertainment centers worldwide. It includes sales of single entry tickets, season passes, bundled packages, and memberships across various attraction types, consumer age groups, and business models. A primary driver for this growth is the increasing consumer disposable income and a rising global emphasis on experiential entertainment and leisure activities. Technological advancements, particularly in virtual reality and augmented reality, are also fueling innovation within attractions, attracting new visitors and enhancing guest experiences. However, the market faces restraints such as economic downturns impacting discretionary spending and the inherent seasonality of outdoor attractions, which can affect revenue streams.

Global Amusement Park and Arcade Admission Market Value (USD Billion) Analysis, 2025-2035

maklogo
6.2%
CAGR from
2025 - 2035
Source:
www.makdatainsights.com

Key trends shaping the industry include a heightened focus on immersive storytelling within park design and new ride development, catering to a desire for unique and memorable experiences. The integration of digital technologies for streamlined ticketing, personalized guest services, and interactive in-park experiences is becoming standard. Furthermore, there's a growing inclination towards intellectual property based attractions, leveraging popular movie franchises, video games, and comic book characters to draw larger crowds. Single entry tickets remain the leading segment, underscoring their accessibility and appeal for one-off visits. Market opportunities lie in the expansion into emerging economies with growing middle classes and the development of year round indoor entertainment options to mitigate seasonality. Strategic partnerships with travel and tourism agencies also present avenues for market penetration and increased visitor numbers.

North America stands as the dominant region in the global market, driven by a mature entertainment industry, high consumer spending on leisure, and the presence of numerous iconic amusement park brands. The region benefits from a well-established infrastructure supporting tourism and a strong culture of theme park visitation. Conversely, the Middle East and Africa is projected to be the fastest growing region, fueled by significant investment in large scale tourism and entertainment projects, rapid urbanization, and an expanding young population with increasing discretionary income. Key players such as The Walt Disney Company, Universal Parks and Resorts, and Merlin Entertainments Group are continuously innovating with new attractions, technological integrations, and geographical expansions to maintain their competitive edge. Others like Airtopia, Fastrack, and Lotte Attractions focus on localized experiences and diversified entertainment offerings to capture regional market share. Strategic acquisitions and collaborations are also prevalent as companies seek to consolidate their positions and broaden their reach within this dynamic market.

Quick Stats

  • Market Size (2025):

    USD 68.4 Billion
  • Projected Market Size (2035):

    USD 115.7 Billion
  • Leading Segment:

    Single Entry Tickets (62.5% Share)
  • Dominant Region (2025):

    North America (38.2% Share)
  • CAGR (2026-2035):

    6.2%

What is Amusement Park and Arcade Admission?

Amusement Park and Arcade Admission represents the direct cost individuals pay for entry into these entertainment venues. It is the ticket price, or fee, granting access to the park's rides, shows, and attractions, or to an arcade's collection of coin operated games. This admission covers the overall experience, not necessarily individual rides or games within the location. Its significance lies in being the primary revenue stream for many amusement parks and arcades, funding operations, maintenance, and future expansions. For consumers, it signifies the gateway to a day or period of recreational entertainment and leisure activities, offering a defined package for a set price.

What are the Key Drivers Shaping the Global Amusement Park and Arcade Admission Market

  • Rising Disposable Incomes and Leisure Spending

  • Increasing Demand for Experiential Entertainment

  • Technological Advancements and Innovation in Attractions

  • Urbanization and Development of Entertainment Hubs

  • Growing Popularity of Themed Events and IP Collaborations

Rising Disposable Incomes and Leisure Spending

As global incomes climb, consumers possess more discretionary funds, fueling a significant increase in leisure spending. This rise directly translates into greater attendance and expenditure at amusement parks and arcades. Higher disposable incomes allow families and individuals to allocate more of their budget towards entertainment experiences, transforming occasional visits into more regular outings. This trend is amplified by a growing desire for immersive and novel leisure activities, which amusement parks and modern arc2024:ades readily provide. Consumers are willing to spend on tickets, concessions, merchandise, and additional attractions, perceiving these experiences as valuable investments in enjoyment and family bonding. The enhanced financial capacity of households therefore underpins a sustained expansion in the demand for out of home entertainment.

Increasing Demand for Experiential Entertainment

Consumers increasingly prioritize experiences over material goods, fueling a significant shift in entertainment preferences. This translates into a heightened desire for immersive, interactive, and memorable leisure activities that offer unique emotional connections and opportunities for personal growth or social engagement. Amusement parks and arcades are uniquely positioned to meet this demand by delivering innovative rides, themed environments, virtual reality experiences, and interactive games that go beyond passive entertainment. The thrill of shared adventures, the excitement of cutting edge technology, and the creation of lasting memories are powerful draws for individuals and families seeking more meaningful and engaging ways to spend their free time. This burgeoning appetite for experiential entertainment is a primary catalyst for growth in the amusement sector.

Technological Advancements and Innovation in Attractions

Technological advancements significantly propel the amusement park and arcade market forward. Virtual reality VR and augmented reality AR experiences, now common in attractions, offer immersive and unique entertainment that captivates visitors. Robotics and animatronics enhance ride experiences and create lifelike characters, adding to the spectacle. Interactive games powered by advanced sensors and AI provide personalized challenges and engaging gameplay in arcades. Immersive storytelling through sophisticated projection mapping, haptic feedback, and multi sensory effects transports guests into new worlds. These innovations drive repeat visits and attract new demographics by continually elevating the entertainment value and delivering novel, memorable experiences that were previously unimaginable. Parks and arcades must embrace these technologies to stay competitive and relevant.

Global Amusement Park and Arcade Admission Market Restraints

Geographic Market Segmentation for Amusement Parks

Geographic market segmentation, while common, presents a significant restraint for the global amusement park industry. This approach often leads parks to primarily target visitors within a limited radius, typically a few hours' drive. Such a localized focus overlooks the vast potential of international tourism and cross regional visitation. Parks might fail to invest in multilingual marketing, develop culturally relevant attractions, or establish partnerships with global travel agencies. This narrow geographic lens restricts their ability to capture a wider audience, limiting overall attendance and revenue generation. It also hinders strategic expansion into new territories by preventing a holistic understanding of global demand and diverse consumer preferences beyond immediate borders.

Product Market Segmentation for Arcade Admissions

Product market segmentation for arcade admissions functions as a significant restraint by fragmenting the potential customer base. Rather than appealing to a broad demographic, amusement parks and arcades often segment their offerings, for instance, by creating specific arcade experiences for families with young children, teenagers, or adults seeking retro games. This specialization limits the market reach of any single arcade admission product. While beneficial for targeting specific niches, it simultaneously restricts the overall volume of admissions each segmented product can achieve. Each segment then competes within its smaller, defined market, hindering a unified strategy to capture a larger share of the general amusement and arcade admission market. This approach can lead to inefficiencies in marketing and resource allocation across diverse, smaller segments.

Global Amusement Park and Arcade Admission Market Opportunities

Integrating Hyper-Immersive XR Technologies for Premium Admissions Growth

Amusement parks can capitalize on the evolving desire for extraordinary entertainment by integrating hyper immersive extended reality XR technologies. This presents a prime opportunity for truly significant premium admissions growth globally. Imagine guests stepping into unparalleled virtual worlds or interacting with augmented characters in physical spaces, transforming traditional rides and attractions into bespoke, cutting edge adventures. These advanced experiences offer a significant uplift in perceived value, allowing parks to justify higher ticket prices or introduce exclusive, upcharge attractions. Visitors are increasingly seeking unique, shareable moments that transcend conventional thrills. XR provides this distinction, attracting new demographics and encouraging existing patrons to pay more for access to these innovative, unforgettable journeys. It is about creating next generation entertainment that commands a higher price point due to its novelty and depth of engagement, driving significant revenue increases per visitor across the board. This strategy positions parks as leaders in experiential entertainment.

Developing Hybrid 'Eatertainment' & Social Gaming Hubs for Diversified Revenue Streams

The opportunity involves developing innovative hubs that seamlessly merge high quality dining, social interaction, and engaging entertainment. These hybrid eatertainment and social gaming destinations move beyond traditional arcades or restaurants, offering a comprehensive experience designed to appeal to diverse age groups and foster communal leisure.

Operators can diversify revenue streams significantly through this model. Income stems not only from admission or game play, but also from extensive food and beverage sales, private event bookings, merchandise, and premium interactive experiences like virtual reality or esports. These multifaceted venues encourage longer customer dwell times and promote repeat visits by becoming a complete social destination. This approach is particularly resonant in dynamic markets like the Middle East and Africa, where there is substantial demand for novel, immersive, and socially oriented entertainment options. It provides a robust pathway for market expansion and sustained profitability by catering to evolving consumer desires for integrated, shared experiences.

Global Amusement Park and Arcade Admission Market Segmentation Analysis

Key Market Segments

By Attraction Type

  • Roller Coasters
  • Water Rides
  • Family Rides
  • Arcade Games
  • Live Shows

By Ticket Type

  • Single Entry Tickets
  • Season Passes
  • Group Tickets
  • VIP Packages

By Consumer Age Group

  • Children
  • Teens
  • Adults
  • Families

By Business Model

  • Standalone Amusement Parks
  • Mixed-Use Developments
  • Arcade Centers

Segment Share By Attraction Type

Share, By Attraction Type, 2025 (%)

  • Roller Coasters
  • Water Rides
  • Family Rides
  • Arcade Games
  • Live Shows
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$68.4BGlobal Market Size, 2025
Source:
www.makdatainsights.com

Why are Single Entry Tickets dominating the Global Amusement Park and Arcade Admission Market?

Single Entry Tickets hold the largest share due to their accessibility and flexibility, appealing to a broad spectrum of consumers. Many visitors are tourists or infrequent attendees who prefer a one-time purchase without commitment. This option caters to spontaneous visits and allows consumers to choose specific dates without needing long-term planning, making it the most straightforward and immediate way to experience attractions for a majority of guests.

Which Attraction Type segment significantly influences market admissions?

Within the Attraction Type segmentation, Roller Coasters and Water Rides often serve as primary draws, generating substantial admissions. These high-thrill experiences and immersive water park offerings are frequently the main reasons guests visit, influencing their decision to purchase tickets. Family Rides also contribute significantly by catering to broader demographics, ensuring repeat visits and widespread appeal across age groups.

How do different Business Models shape the market landscape?

Standalone Amusement Parks and Mixed-Use Developments fundamentally shape the market by offering distinct consumer experiences and revenue streams. Standalone parks focus purely on admissions and in-park spending, while Mixed-Use Developments integrate entertainment with retail, dining, and lodging, potentially attracting visitors for longer stays and diversified spending beyond just admission tickets. Arcade Centers carve out a niche, focusing specifically on gaming enthusiasts.

What Regulatory and Policy Factors Shape the Global Amusement Park and Arcade Admission Market

The global amusement park and arcade admission market operates within diverse regulatory frameworks focused primarily on safety, consumer protection, and land use. Key areas include stringent ride safety inspections, building codes, and emergency preparedness protocols enforced by local and national authorities to safeguard visitors. Health and hygiene standards, particularly amplified post pandemic, are critical for operations and crowd management. Labor laws govern employment practices, impacting operational costs and staffing policies. Environmental regulations dictate waste management, noise levels, and sustainable resource use, often requiring extensive impact assessments for new developments. Furthermore, consumer protection laws influence ticketing, accessibility, and dispute resolution. Arcade admissions face additional scrutiny regarding gambling laws, prize redemption, and age restrictions. Data privacy legislation, like GDPR, impacts visitor information handling. This multifaceted regulatory landscape necessitates continuous compliance and adaptability for operators globally.

What New Technologies are Shaping Global Amusement Park and Arcade Admission Market?

The global amusement park and arcade market is experiencing significant transformation, propelled by a wave of innovative technologies enhancing guest experiences. Virtual and augmented reality are paramount, creating hyper realistic simulations and interactive narratives that blur the lines between physical and digital worlds. Immersive storytelling, often enhanced by haptic feedback and scent technology, deepens engagement, offering visitors unique adventures beyond traditional rides.

Artificial intelligence optimizes park operations, from predictive maintenance and personalized guest itineraries to dynamic pricing and queue management. Robotics are increasingly integrated for entertainment, character interaction, and even service roles. Advanced ride systems leverage magnetic levitation and projection mapping, delivering thrilling, customizable journeys. Contactless payment systems and IoT enabled wearables streamline access and purchases, elevating convenience. These technological advancements are pivotal in attracting new visitors and fostering repeat attendance, redefining entertainment industry benchmarks with increasingly personalized and captivating offerings.

Global Amusement Park and Arcade Admission Market Regional Analysis

Global Amusement Park and Arcade Admission Market

Trends, by Region

Largest Market
Fastest Growing Market
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38.2%

North America Market
Revenue Share, 2025

Source:
www.makdatainsights.com

Dominant Region

North America · 38.2% share

North America stands out as the dominant region in the Global Amusement Park and Arcade Admission Market, commanding an impressive 38.2% market share. This leadership is largely attributed to several key factors. The region boasts a high concentration of established, world renowned theme parks and entertainment complexes that consistently draw large visitor numbers. A strong consumer base with significant disposable income contributes to frequent visits and higher per capita spending on admission and related experiences. Furthermore, continuous innovation in ride technology, immersive attractions, and seasonal events keeps the market vibrant and appealing to a diverse audience, solidifying North America’s prominent position within the global landscape.

Fastest Growing Region

Middle East and Africa · 9.2% CAGR

The Middle East and Africa is poised to be the fastest growing region in the global amusement park and arcade admission market, exhibiting a robust Compound Annual Growth Rate of 9.2% from 2026 to 2035. This significant expansion is fueled by several key factors. Rising disposable incomes across Gulf Cooperation Council countries and parts of Africa are driving increased consumer spending on leisure activities. Government initiatives supporting tourism and entertainment infrastructure development, particularly in Saudi Arabia and the UAE, are creating new attractions and enhancing existing ones. A youthful demographic with a high propensity for experiential entertainment further contributes to the burgeoning demand. Major upcoming projects and the diversification of entertainment offerings beyond traditional theme parks are attracting both domestic and international visitors, cementing the region's rapid growth trajectory.

Top Countries Overview

The U.S. is a cornerstone of the global amusement park and arcade market, representing a significant portion of its overall value. With major theme park brands and a widespread independent arcade culture, it drives innovation and revenue. Consumer spending on entertainment, combined with a large population, solidifies its position as a key market for admissions, attracting both domestic visitors and international tourists seeking diverse amusement options.

China is a burgeoning force in the global amusement park and arcade market. Rapid urbanization, a growing middle class, and increasing discretionary income are fueling significant expansion. Domestic operators are expanding while international brands like Universal and Disney thrive. The market is competitive, focusing on diverse attractions, IPs, and technology to draw a youthful, digitally-savvy population. Further growth is anticipated, cementing China's critical role.

India is a burgeoning market in global amusement and arcade admissions, driven by a young population and rising disposable incomes. While traditional parks are growing, the arcade sector is experiencing a significant surge, especially with the influx of international franchises and innovative VR/AR experiences catering to diverse demographics. This positions India as a high-potential growth region within the global market.

Impact of Geopolitical and Macroeconomic Factors

Geopolitical stability directly impacts tourism flows crucial for amusement parks, with international visitors being a key revenue driver. Regional conflicts or political unrest in popular tourist regions can significantly depress attendance. Conversely, peaceful periods and successful international relations foster increased travel, benefiting park operators. Government regulations concerning land use, environmental impact, and safety standards also shape market entry and operational costs for new and existing parks, influencing expansion and investment decisions.

Macroeconomic factors like disposable income and consumer confidence are paramount. Higher discretionary spending directly translates to increased amusement park and arcade visits. Inflation, particularly rising energy and labor costs, can erode profitability for park operators, potentially leading to price increases that deter consumers. Exchange rate fluctuations affect the purchasing power of international tourists and the cost of imported equipment, impacting operational expenses and attractiveness of different park locations. Recessionary pressures would inevitably lead to a decline in discretionary spending, negatively affecting market growth.

Recent Developments

  • March 2025

    The Walt Disney Company announced a strategic initiative to integrate advanced AI-driven personalized experiences across its flagship parks. This will allow for dynamic adjustments to ride queues, character interactions, and food recommendations based on real-time guest behavior and preferences.

  • July 2024

    Merlin Entertainments Group acquired a majority stake in a growing chain of indoor adventure parks in Southeast Asia. This acquisition expands Merlin's global footprint and diversifies its portfolio into the burgeoning indoor entertainment market.

  • September 2025

    Universal Parks and Resorts launched a new immersive dark ride technology, 'Chrono-Shift,' at one of its major US parks. This product launch features groundbreaking holographic projections and haptic feedback systems, aiming to revolutionize the guest experience.

  • February 2025

    Cedar Fair Entertainment Company entered into a partnership with a leading virtual reality content developer to introduce premium VR arcade experiences across several of its amusement parks. This strategic initiative aims to attract a younger demographic and offer cutting-edge entertainment options beyond traditional rides.

  • November 2024

    Lotte Attractions unveiled a new generation of smart wristbands integrated with mobile payment and park navigation features. This product launch enhances guest convenience and streamlines operations, offering a seamless experience from entry to exit.

Key Players Analysis

The Global Amusement Park and Arcade Admission Market is dominated by key players leveraging diverse strategies. The Walt Disney Company, Universal Parks and Resorts, SeaWorld Parks and Entertainment, and Merlin Entertainments Group are global leaders, offering extensive theme parks, rides, and immersive experiences driven by intellectual property and advanced entertainment technologies. Cedar Fair Entertainment Company and Herschend Family Entertainment focus on regional parks, often expanding through acquisitions and investing in new thrill rides. Lotte Attractions and Ocean Park Corporation are prominent in Asia, adapting global trends to local preferences. Airtopia and Fastrack represent niche players, potentially offering VR/AR experiences or ticketing solutions, indicating a shift towards technology integration as a market growth driver alongside new attraction development and strategic partnerships.

List of Key Companies:

  1. Airtopia
  2. Fastrack
  3. SeaWorld Parks and Entertainment
  4. Herschend Family Entertainment
  5. Lotte Attractions
  6. The Walt Disney Company
  7. Merlin Entertainments Group
  8. Universal Parks and Resorts
  9. Cedar Fair Entertainment Company
  10. Ocean Park Corporation
  11. Loopit
  12. EAU D'HEURE STRETCH
  13. Funtopia
  14. Parques Reunidos
  15. Six Flags Entertainment Corporation

Report Scope and Segmentation

Report ComponentDescription
Market Size (2025)USD 68.4 Billion
Forecast Value (2035)USD 115.7 Billion
CAGR (2026-2035)6.2%
Base Year2025
Historical Period2020-2025
Forecast Period2026-2035
Segments Covered
  • By Attraction Type:
    • Roller Coasters
    • Water Rides
    • Family Rides
    • Arcade Games
    • Live Shows
  • By Ticket Type:
    • Single Entry Tickets
    • Season Passes
    • Group Tickets
    • VIP Packages
  • By Consumer Age Group:
    • Children
    • Teens
    • Adults
    • Families
  • By Business Model:
    • Standalone Amusement Parks
    • Mixed-Use Developments
    • Arcade Centers
Regional Analysis
  • North America
  • • United States
  • • Canada
  • Europe
  • • Germany
  • • France
  • • United Kingdom
  • • Spain
  • • Italy
  • • Russia
  • • Rest of Europe
  • Asia-Pacific
  • • China
  • • India
  • • Japan
  • • South Korea
  • • New Zealand
  • • Singapore
  • • Vietnam
  • • Indonesia
  • • Rest of Asia-Pacific
  • Latin America
  • • Brazil
  • • Mexico
  • • Rest of Latin America
  • Middle East and Africa
  • • South Africa
  • • Saudi Arabia
  • • UAE
  • • Rest of Middle East and Africa

Table of Contents:

1. Introduction
1.1. Objectives of Research
1.2. Market Definition
1.3. Market Scope
1.4. Research Methodology
2. Executive Summary
3. Market Dynamics
3.1. Market Drivers
3.2. Market Restraints
3.3. Market Opportunities
3.4. Market Trends
4. Market Factor Analysis
4.1. Porter's Five Forces Model Analysis
4.1.1. Rivalry among Existing Competitors
4.1.2. Bargaining Power of Buyers
4.1.3. Bargaining Power of Suppliers
4.1.4. Threat of Substitute Products or Services
4.1.5. Threat of New Entrants
4.2. PESTEL Analysis
4.2.1. Political Factors
4.2.2. Economic & Social Factors
4.2.3. Technological Factors
4.2.4. Environmental Factors
4.2.5. Legal Factors
4.3. Supply and Value Chain Assessment
4.4. Regulatory and Policy Environment Review
4.5. Market Investment Attractiveness Index
4.6. Technological Innovation and Advancement Review
4.7. Impact of Geopolitical and Macroeconomic Factors
4.8. Trade Dynamics: Import-Export Assessment (Where Applicable)
5. Global Amusement Park and Arcade Admission Market Analysis, Insights 2020 to 2025 and Forecast 2026-2035
5.1. Market Analysis, Insights and Forecast, 2020-2035, By Attraction Type
5.1.1. Roller Coasters
5.1.2. Water Rides
5.1.3. Family Rides
5.1.4. Arcade Games
5.1.5. Live Shows
5.2. Market Analysis, Insights and Forecast, 2020-2035, By Ticket Type
5.2.1. Single Entry Tickets
5.2.2. Season Passes
5.2.3. Group Tickets
5.2.4. VIP Packages
5.3. Market Analysis, Insights and Forecast, 2020-2035, By Consumer Age Group
5.3.1. Children
5.3.2. Teens
5.3.3. Adults
5.3.4. Families
5.4. Market Analysis, Insights and Forecast, 2020-2035, By Business Model
5.4.1. Standalone Amusement Parks
5.4.2. Mixed-Use Developments
5.4.3. Arcade Centers
5.5. Market Analysis, Insights and Forecast, 2020-2035, By Region
5.5.1. North America
5.5.2. Europe
5.5.3. Asia-Pacific
5.5.4. Latin America
5.5.5. Middle East and Africa
6. North America Amusement Park and Arcade Admission Market Analysis, Insights 2020 to 2025 and Forecast 2026-2035
6.1. Market Analysis, Insights and Forecast, 2020-2035, By Attraction Type
6.1.1. Roller Coasters
6.1.2. Water Rides
6.1.3. Family Rides
6.1.4. Arcade Games
6.1.5. Live Shows
6.2. Market Analysis, Insights and Forecast, 2020-2035, By Ticket Type
6.2.1. Single Entry Tickets
6.2.2. Season Passes
6.2.3. Group Tickets
6.2.4. VIP Packages
6.3. Market Analysis, Insights and Forecast, 2020-2035, By Consumer Age Group
6.3.1. Children
6.3.2. Teens
6.3.3. Adults
6.3.4. Families
6.4. Market Analysis, Insights and Forecast, 2020-2035, By Business Model
6.4.1. Standalone Amusement Parks
6.4.2. Mixed-Use Developments
6.4.3. Arcade Centers
6.5. Market Analysis, Insights and Forecast, 2020-2035, By Country
6.5.1. United States
6.5.2. Canada
7. Europe Amusement Park and Arcade Admission Market Analysis, Insights 2020 to 2025 and Forecast 2026-2035
7.1. Market Analysis, Insights and Forecast, 2020-2035, By Attraction Type
7.1.1. Roller Coasters
7.1.2. Water Rides
7.1.3. Family Rides
7.1.4. Arcade Games
7.1.5. Live Shows
7.2. Market Analysis, Insights and Forecast, 2020-2035, By Ticket Type
7.2.1. Single Entry Tickets
7.2.2. Season Passes
7.2.3. Group Tickets
7.2.4. VIP Packages
7.3. Market Analysis, Insights and Forecast, 2020-2035, By Consumer Age Group
7.3.1. Children
7.3.2. Teens
7.3.3. Adults
7.3.4. Families
7.4. Market Analysis, Insights and Forecast, 2020-2035, By Business Model
7.4.1. Standalone Amusement Parks
7.4.2. Mixed-Use Developments
7.4.3. Arcade Centers
7.5. Market Analysis, Insights and Forecast, 2020-2035, By Country
7.5.1. Germany
7.5.2. France
7.5.3. United Kingdom
7.5.4. Spain
7.5.5. Italy
7.5.6. Russia
7.5.7. Rest of Europe
8. Asia-Pacific Amusement Park and Arcade Admission Market Analysis, Insights 2020 to 2025 and Forecast 2026-2035
8.1. Market Analysis, Insights and Forecast, 2020-2035, By Attraction Type
8.1.1. Roller Coasters
8.1.2. Water Rides
8.1.3. Family Rides
8.1.4. Arcade Games
8.1.5. Live Shows
8.2. Market Analysis, Insights and Forecast, 2020-2035, By Ticket Type
8.2.1. Single Entry Tickets
8.2.2. Season Passes
8.2.3. Group Tickets
8.2.4. VIP Packages
8.3. Market Analysis, Insights and Forecast, 2020-2035, By Consumer Age Group
8.3.1. Children
8.3.2. Teens
8.3.3. Adults
8.3.4. Families
8.4. Market Analysis, Insights and Forecast, 2020-2035, By Business Model
8.4.1. Standalone Amusement Parks
8.4.2. Mixed-Use Developments
8.4.3. Arcade Centers
8.5. Market Analysis, Insights and Forecast, 2020-2035, By Country
8.5.1. China
8.5.2. India
8.5.3. Japan
8.5.4. South Korea
8.5.5. New Zealand
8.5.6. Singapore
8.5.7. Vietnam
8.5.8. Indonesia
8.5.9. Rest of Asia-Pacific
9. Latin America Amusement Park and Arcade Admission Market Analysis, Insights 2020 to 2025 and Forecast 2026-2035
9.1. Market Analysis, Insights and Forecast, 2020-2035, By Attraction Type
9.1.1. Roller Coasters
9.1.2. Water Rides
9.1.3. Family Rides
9.1.4. Arcade Games
9.1.5. Live Shows
9.2. Market Analysis, Insights and Forecast, 2020-2035, By Ticket Type
9.2.1. Single Entry Tickets
9.2.2. Season Passes
9.2.3. Group Tickets
9.2.4. VIP Packages
9.3. Market Analysis, Insights and Forecast, 2020-2035, By Consumer Age Group
9.3.1. Children
9.3.2. Teens
9.3.3. Adults
9.3.4. Families
9.4. Market Analysis, Insights and Forecast, 2020-2035, By Business Model
9.4.1. Standalone Amusement Parks
9.4.2. Mixed-Use Developments
9.4.3. Arcade Centers
9.5. Market Analysis, Insights and Forecast, 2020-2035, By Country
9.5.1. Brazil
9.5.2. Mexico
9.5.3. Rest of Latin America
10. Middle East and Africa Amusement Park and Arcade Admission Market Analysis, Insights 2020 to 2025 and Forecast 2026-2035
10.1. Market Analysis, Insights and Forecast, 2020-2035, By Attraction Type
10.1.1. Roller Coasters
10.1.2. Water Rides
10.1.3. Family Rides
10.1.4. Arcade Games
10.1.5. Live Shows
10.2. Market Analysis, Insights and Forecast, 2020-2035, By Ticket Type
10.2.1. Single Entry Tickets
10.2.2. Season Passes
10.2.3. Group Tickets
10.2.4. VIP Packages
10.3. Market Analysis, Insights and Forecast, 2020-2035, By Consumer Age Group
10.3.1. Children
10.3.2. Teens
10.3.3. Adults
10.3.4. Families
10.4. Market Analysis, Insights and Forecast, 2020-2035, By Business Model
10.4.1. Standalone Amusement Parks
10.4.2. Mixed-Use Developments
10.4.3. Arcade Centers
10.5. Market Analysis, Insights and Forecast, 2020-2035, By Country
10.5.1. South Africa
10.5.2. Saudi Arabia
10.5.3. UAE
10.5.4. Rest of Middle East and Africa
11. Competitive Analysis and Company Profiles
11.1. Market Share of Key Players
11.1.1. Global Company Market Share
11.1.2. Regional/Sub-Regional Company Market Share
11.2. Company Profiles
11.2.1. Airtopia
11.2.1.1. Business Overview
11.2.1.2. Products Offering
11.2.1.3. Financial Insights (Based on Availability)
11.2.1.4. Company Market Share Analysis
11.2.1.5. Recent Developments (Product Launch, Mergers and Acquisition, etc.)
11.2.1.6. Strategy
11.2.1.7. SWOT Analysis
11.2.2. Fastrack
11.2.2.1. Business Overview
11.2.2.2. Products Offering
11.2.2.3. Financial Insights (Based on Availability)
11.2.2.4. Company Market Share Analysis
11.2.2.5. Recent Developments (Product Launch, Mergers and Acquisition, etc.)
11.2.2.6. Strategy
11.2.2.7. SWOT Analysis
11.2.3. SeaWorld Parks and Entertainment
11.2.3.1. Business Overview
11.2.3.2. Products Offering
11.2.3.3. Financial Insights (Based on Availability)
11.2.3.4. Company Market Share Analysis
11.2.3.5. Recent Developments (Product Launch, Mergers and Acquisition, etc.)
11.2.3.6. Strategy
11.2.3.7. SWOT Analysis
11.2.4. Herschend Family Entertainment
11.2.4.1. Business Overview
11.2.4.2. Products Offering
11.2.4.3. Financial Insights (Based on Availability)
11.2.4.4. Company Market Share Analysis
11.2.4.5. Recent Developments (Product Launch, Mergers and Acquisition, etc.)
11.2.4.6. Strategy
11.2.4.7. SWOT Analysis
11.2.5. Lotte Attractions
11.2.5.1. Business Overview
11.2.5.2. Products Offering
11.2.5.3. Financial Insights (Based on Availability)
11.2.5.4. Company Market Share Analysis
11.2.5.5. Recent Developments (Product Launch, Mergers and Acquisition, etc.)
11.2.5.6. Strategy
11.2.5.7. SWOT Analysis
11.2.6. The Walt Disney Company
11.2.6.1. Business Overview
11.2.6.2. Products Offering
11.2.6.3. Financial Insights (Based on Availability)
11.2.6.4. Company Market Share Analysis
11.2.6.5. Recent Developments (Product Launch, Mergers and Acquisition, etc.)
11.2.6.6. Strategy
11.2.6.7. SWOT Analysis
11.2.7. Merlin Entertainments Group
11.2.7.1. Business Overview
11.2.7.2. Products Offering
11.2.7.3. Financial Insights (Based on Availability)
11.2.7.4. Company Market Share Analysis
11.2.7.5. Recent Developments (Product Launch, Mergers and Acquisition, etc.)
11.2.7.6. Strategy
11.2.7.7. SWOT Analysis
11.2.8. Universal Parks and Resorts
11.2.8.1. Business Overview
11.2.8.2. Products Offering
11.2.8.3. Financial Insights (Based on Availability)
11.2.8.4. Company Market Share Analysis
11.2.8.5. Recent Developments (Product Launch, Mergers and Acquisition, etc.)
11.2.8.6. Strategy
11.2.8.7. SWOT Analysis
11.2.9. Cedar Fair Entertainment Company
11.2.9.1. Business Overview
11.2.9.2. Products Offering
11.2.9.3. Financial Insights (Based on Availability)
11.2.9.4. Company Market Share Analysis
11.2.9.5. Recent Developments (Product Launch, Mergers and Acquisition, etc.)
11.2.9.6. Strategy
11.2.9.7. SWOT Analysis
11.2.10. Ocean Park Corporation
11.2.10.1. Business Overview
11.2.10.2. Products Offering
11.2.10.3. Financial Insights (Based on Availability)
11.2.10.4. Company Market Share Analysis
11.2.10.5. Recent Developments (Product Launch, Mergers and Acquisition, etc.)
11.2.10.6. Strategy
11.2.10.7. SWOT Analysis
11.2.11. Loopit
11.2.11.1. Business Overview
11.2.11.2. Products Offering
11.2.11.3. Financial Insights (Based on Availability)
11.2.11.4. Company Market Share Analysis
11.2.11.5. Recent Developments (Product Launch, Mergers and Acquisition, etc.)
11.2.11.6. Strategy
11.2.11.7. SWOT Analysis
11.2.12. EAU D'HEURE STRETCH
11.2.12.1. Business Overview
11.2.12.2. Products Offering
11.2.12.3. Financial Insights (Based on Availability)
11.2.12.4. Company Market Share Analysis
11.2.12.5. Recent Developments (Product Launch, Mergers and Acquisition, etc.)
11.2.12.6. Strategy
11.2.12.7. SWOT Analysis
11.2.13. Funtopia
11.2.13.1. Business Overview
11.2.13.2. Products Offering
11.2.13.3. Financial Insights (Based on Availability)
11.2.13.4. Company Market Share Analysis
11.2.13.5. Recent Developments (Product Launch, Mergers and Acquisition, etc.)
11.2.13.6. Strategy
11.2.13.7. SWOT Analysis
11.2.14. Parques Reunidos
11.2.14.1. Business Overview
11.2.14.2. Products Offering
11.2.14.3. Financial Insights (Based on Availability)
11.2.14.4. Company Market Share Analysis
11.2.14.5. Recent Developments (Product Launch, Mergers and Acquisition, etc.)
11.2.14.6. Strategy
11.2.14.7. SWOT Analysis
11.2.15. Six Flags Entertainment Corporation
11.2.15.1. Business Overview
11.2.15.2. Products Offering
11.2.15.3. Financial Insights (Based on Availability)
11.2.15.4. Company Market Share Analysis
11.2.15.5. Recent Developments (Product Launch, Mergers and Acquisition, etc.)
11.2.15.6. Strategy
11.2.15.7. SWOT Analysis

List of Figures

List of Tables

Table 1: Global Amusement Park and Arcade Admission Market Revenue (USD billion) Forecast, by Attraction Type, 2020-2035

Table 2: Global Amusement Park and Arcade Admission Market Revenue (USD billion) Forecast, by Ticket Type, 2020-2035

Table 3: Global Amusement Park and Arcade Admission Market Revenue (USD billion) Forecast, by Consumer Age Group, 2020-2035

Table 4: Global Amusement Park and Arcade Admission Market Revenue (USD billion) Forecast, by Business Model, 2020-2035

Table 5: Global Amusement Park and Arcade Admission Market Revenue (USD billion) Forecast, by Region, 2020-2035

Table 6: North America Amusement Park and Arcade Admission Market Revenue (USD billion) Forecast, by Attraction Type, 2020-2035

Table 7: North America Amusement Park and Arcade Admission Market Revenue (USD billion) Forecast, by Ticket Type, 2020-2035

Table 8: North America Amusement Park and Arcade Admission Market Revenue (USD billion) Forecast, by Consumer Age Group, 2020-2035

Table 9: North America Amusement Park and Arcade Admission Market Revenue (USD billion) Forecast, by Business Model, 2020-2035

Table 10: North America Amusement Park and Arcade Admission Market Revenue (USD billion) Forecast, by Country, 2020-2035

Table 11: Europe Amusement Park and Arcade Admission Market Revenue (USD billion) Forecast, by Attraction Type, 2020-2035

Table 12: Europe Amusement Park and Arcade Admission Market Revenue (USD billion) Forecast, by Ticket Type, 2020-2035

Table 13: Europe Amusement Park and Arcade Admission Market Revenue (USD billion) Forecast, by Consumer Age Group, 2020-2035

Table 14: Europe Amusement Park and Arcade Admission Market Revenue (USD billion) Forecast, by Business Model, 2020-2035

Table 15: Europe Amusement Park and Arcade Admission Market Revenue (USD billion) Forecast, by Country/ Sub-region, 2020-2035

Table 16: Asia Pacific Amusement Park and Arcade Admission Market Revenue (USD billion) Forecast, by Attraction Type, 2020-2035

Table 17: Asia Pacific Amusement Park and Arcade Admission Market Revenue (USD billion) Forecast, by Ticket Type, 2020-2035

Table 18: Asia Pacific Amusement Park and Arcade Admission Market Revenue (USD billion) Forecast, by Consumer Age Group, 2020-2035

Table 19: Asia Pacific Amusement Park and Arcade Admission Market Revenue (USD billion) Forecast, by Business Model, 2020-2035

Table 20: Asia Pacific Amusement Park and Arcade Admission Market Revenue (USD billion) Forecast, by Country/ Sub-region, 2020-2035

Table 21: Latin America Amusement Park and Arcade Admission Market Revenue (USD billion) Forecast, by Attraction Type, 2020-2035

Table 22: Latin America Amusement Park and Arcade Admission Market Revenue (USD billion) Forecast, by Ticket Type, 2020-2035

Table 23: Latin America Amusement Park and Arcade Admission Market Revenue (USD billion) Forecast, by Consumer Age Group, 2020-2035

Table 24: Latin America Amusement Park and Arcade Admission Market Revenue (USD billion) Forecast, by Business Model, 2020-2035

Table 25: Latin America Amusement Park and Arcade Admission Market Revenue (USD billion) Forecast, by Country/ Sub-region, 2020-2035

Table 26: Middle East & Africa Amusement Park and Arcade Admission Market Revenue (USD billion) Forecast, by Attraction Type, 2020-2035

Table 27: Middle East & Africa Amusement Park and Arcade Admission Market Revenue (USD billion) Forecast, by Ticket Type, 2020-2035

Table 28: Middle East & Africa Amusement Park and Arcade Admission Market Revenue (USD billion) Forecast, by Consumer Age Group, 2020-2035

Table 29: Middle East & Africa Amusement Park and Arcade Admission Market Revenue (USD billion) Forecast, by Business Model, 2020-2035

Table 30: Middle East & Africa Amusement Park and Arcade Admission Market Revenue (USD billion) Forecast, by Country/ Sub-region, 2020-2035

Frequently Asked Questions

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