Travel & Leisure
Gambling Global Market Opportunities And Strategies To 2032
Gambling Global Market Opportunities And Strategies To 2032
Gambling Global Market Opportunities And Strategies To 2032
Gambling Global Market Opportunities And Strategies To 2032 from The Business Research Company provides the strategists; marketers and senior management with the critical information they need to assess the global gambling market as it emerges from the COVID-19 shut down.
Reasons to PurchaseGain a truly global perspective with the most comprehensive report available on this market covering 50 geographies. Understand how the market is being affected by the coronavirus and how it is likely to emerge and grow as the impact of the virus abates. Create regional and country strategies on the basis of local data and analysis. Identify growth segments for investment.Outperform competitors using forecast data and the drivers and trends shaping the market. Understand customers based on the latest market research findings. Benchmark performance against key competitors.Utilize the relationships between key data sets for superior strategizing.Suitable for supporting your internal and external presentations with reliable high-quality data and analysisReport will be updated with the latest data and delivered to you within 3-5 working days of order.Description:
Where is the largest and fastest-growing market for gambling? How does the market relate to the overall economy; demography and other similar markets? What forces will shape the market going forward? The gambling 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; competitive landscape; market shares; trends and strategies for this market. It traces the market’s history and forecasts market growth by geography. It places the market within the context of the wider gambling market; and compares it with other markets.
The report covers the following chaptersIntroduction and Market CharacteristicsBrief introduction to the segmentations covered in the market, definitions and explanations about gambling market. Product AnalysisThe product analysis section of the report describes the leading products in the gambling market along with key features and differentiators for those products.Supply ChainThe supply chain section of the report defines and explains the key players in the gambling industry supply chain.Customer InformationThis chapter covers recent customers’ trends/preferences in the global gambling market.Key TrendsHighlights the major trends shaping the global gambling market. This section also highlights likely future developments in the market. Global Market Size and GrowthGlobal historic (2017-2022) and forecast (2022-2027), and (2027-2032) market values, and drivers and restraints that support and control the growth of the market in the historic and forecast periods. Regional AnalysisHistoric (2017-2022) and forecast (2022-2027), and (2027-2032) market values and growth and market share comparison by region.Market SegmentationContains the market values (2017-2032) and analysis for each segment by type, by product and by application in the market. Regional Market Size and GrowthRegional market size (2022), historic (2017-2022) and forecast (2022-2027), and (2027-2032) market values, and growth and market share comparison of countries within the region. This report includes information on the regions Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa and major countries within each region.Competitive LandscapeDetails on the competitive landscape of the market, estimated market shares and company profiles of the leading players.Key Mergers and AcquisitionsInformation on recent mergers and acquisitions in the market covered in the report. This section gives key financial details of mergers and acquisitions, which have shaped the market in recent years. Market Background Amusements MarketThis chapter describes the amusements market of which the gambling market is a segment. This chapter includes the global amusements market 2017-27 values, and regional and country analyses for the amusements market.Market Opportunities And StrategiesDescribes market opportunities and strategies based on findings of the research, with information on growth opportunities across countries, segments and strategies to be followed in those markets.Conclusions And RecommendationsIncludes recommendations for gambling providers in terms of product/service offerings geographic expansion, marketing strategies and target groups.AppendixThis section includes details on the NAICS codes covered, abbreviations and currencies codes used in this report.
Scope
Markets Covered:
1) By Type: Casino; Lotteries; Sports betting; Others
2) By Channel: Offline; Online; Virtual Reality
3) By End User: Gambling Enthusiasts; Social Exuberant; Others
Companies Mentioned: China Welfare Lottery; Flutter Entertainment plc; Caesars Entertainment Corporation; MGM Resorts International; The Hong Kong Jockey Club
Countries: Australia; China; Bangladesh; India; Indonesia; Japan; South Korea; 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
Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time-series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets; GDP proportions; expenditure per capita; indicators comparison.
Data segmentations: country and regional historic and forecast data; market share of competitors; gambling market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.