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CORPORATE ENTERTAINMENT MARKET REPORT OVERVIEW
The global corporate entertainment market size was 760.8 million in 2021 and will touch USD 1069.7 million by 2028, exhibiting a CAGR of 4.9% during the forecast period.
Corporate recreation can be defined as a form of recreation or leisure organized by employers and provided to employees. This ranges from simple activities like team building exercises to more complex things like annual meetings or retreats. In most cases, the purpose of corporate entertainment is to increase employee morale and productivity. The corporate events market includes planners and suppliers involved in the management and delivery of conferences, seminars, trade fairs, exhibitions, incentive programs, corporate meetings and other events organized to achieve various business and professional goals. The operation of the corporate event industry is essential for the future development of companies, cities, resorts and other related industries. Popular events include conferences and exhibitions, corporate events and seminars, advertising and fundraising campaigns, musical and artistic performances, sporting events, festivals, fairs, product launches and similar events. Understanding the audience and the behaviors that emotionally excite and influence them is important in the early stages of a major event, and the last stage is to execute the event correctly.
The demand for company events is increasing due to the density of the internet in various countries, which provides the basis for organizing hybrid events. Transnational organizations are more adaptable to hybrid events. Distance and time constraints increase market demand for semi-online and full-online events.
COVID-19 Impact: Market Growth Restrained by Pandemic due to Supply Chain Disruptions
The global COVID-19 pandemic has been unprecedented and staggering, with the market experiencing lower-than-anticipated demand across all regions compared to pre-pandemic levels. The sudden market growth reflected by the rise in CAGR is attributable to market’s growth and demand returning to pre-pandemic levels.
The COVID-19 pandemic has had a profound and far-reaching impact on the events industry. Lockdowns, social distancing restrictions and gathering restrictions imposed to prevent the spread of the virus have led to the cancellation or postponement of countless events around the world. In addition, the pandemic caused changes in consumer behavior, as many people stayed at home and there was no demand to organize events.
LATEST TRENDS
"Growing Demand For Virtual Activities Leading Market Expansion"
Growing demand for virtual activities is a major trend in the global corporate entertainment market. Technological advances have led to the introduction of Virtual Reality (VR). It is one of the latest trends in the entertainment industry and is mainly used in digital games. Investments in VR hardware and software have already crossed the $20 billion mark by 2022. Vendors such as HTC, Facebook, and Sony offer their leading VR devices, i.e. Vive, Morpheus, and Oculus Rift. Producers have adopted crowdfunding strategies to raise money for their projects, which increases awareness among potential customers and provides many opportunities for smaller customers sellers to innovate and become very successful. In addition, VR devices encourage new vendors to enter the market, which increases competition and lowers the cost of services. Therefore, the business entertainment market is expected to see high demand for VR devices, especially games, during the forecast period.
CORPORATE ENTERTAINMENT MARKET SEGMENTATION
By Type
Based on type the global market can be categorized into Conventions, Retreats, Office Parties, Others.
- Conventions: Deals in the global corporate entertainment market can be for businesses, consumers or both. They can focus on a specific topic or industry or cover several topics. Conventions usually have a program of events that includes talks, panel discussions and networking opportunities. Participants can also participate in workshops and other activities.
- Retreats: A retreat is a corporate retreat that usually includes a team building activity or workshop followed by some relaxation time. It offers employees a chance to get away from their work and focus on developing relationships with their co-workers in a more relaxed environment.
- Office Parties: A party is an event usually organized by an employer to celebrate special occasions such as Christmas. Halloween or an employee's birthday. They can also be considered to complete a project or to reward employees for their hard work. Office parties usually include food, drinks and games.
By Application
- Based on application the global market can be categorized into Under 25 Years, 25-55 Years, Over 55 Years.
- Under 25 Years: Corporate entertainment has the different category in which Under 25 Years specifically for below 25 years.
- Over 55 Years: Corporate entertainment has the different category in which Under 55 Years specifically for above 55 years.
DRIVING FACTORS
"Growing Popularity Of Interactive Videos to Boost The Market Growth"
The growing popularity of interactive videos is a key factor in the corporate entertainment market growth. Interactive videos promote professional development. The skills development programs shown in these videos facilitate distance learning. At company conferences and annual meetings, organizers share their content through interactive videos that employees can access from anywhere in the world. In addition, these videos help employees to understand the future growth of the company. corporate plans. Interactive videos are in high demand because of the flexibility they offer consumers. Coursera and edX are popular platforms that offer interactive learning opportunities. Increasing demand for interactive videos in the corporate entertainment market when the combination is used for corporate advertising and marketing. Therefore, these factors influence the growth of the market during the forecast period.
"Continuous Development Of Technology to Expand The Market Growth"
The continuous development of technology has played a key role in the corporate entertainment market growth. Innovations in streaming platforms, virtual reality, augmented reality and high-definition displays, among others, have revolutionized the way audiences consume entertainment content. These advances not only improved the visual and audio experience for users, but also opened up new opportunities for content creators and distributors.
RESTRAINING FACTORS
"Uncertainty about Return On Investment Potentially Impede Market Growth"
Uncertainty about return on investment is a major challenge to the growth of the global corporate entertainment market. Companies are focusing on corporate events to increase their productivity by entertaining employees and thus increase their revenues. Although these events require a lot of initial investment. in terms of technologies and platforms, the budgets are decided by the organizing companies. Before organizing the event, the companies must analyze the service provider and check whether the goals of the event are compatible with the workforce, and also the companies must check which services are the organizers of the event.
CORPORATE ENTERTAINMENT MARKET REGIONAL INSIGHTS
"North America to Dominate the Market Due To Demand For Rapid Enterprise Entertainment Solutions "
The market is primarily segregated into Europe, Latin America, Asia Pacific, North America, and Middle East & Africa.
North America is expected to hold the largest corporate entertainment market share during the forecast period. The North American corporate entertainment market is mature. Factors such as a large target audience and large budgets help companies in the area bring many recreational activities to their employees. Corporate entertainment events are an important part of employee wellness in North America. These events range from live performances to interactive entertainment. Many MNCs in the region are increasingly focusing on expanding their geographic presence as the demand for enterprise entertainment solutions is rapid. In addition, the expansion of the business operations of organizations into emerging economies creates a need to increase staff strength. These companies want to retain current employees and attract new ones. Thus, these factors will drive the growth of the North American corporate entertainment market during the forecast period.
KEY INDUSTRY PLAYERS
"Key Industry Players Shaping the Market through Innovation and Market Expansion"
The corporate entertainment market is significantly influenced by key industry players that play a pivotal role in driving market dynamics and shaping consumer preferences. These key players possess extensive retail networks and online platforms, providing consumers with easy access to a wide variety of options. Their strong global presence and brand recognition have contributed to increased consumer trust and loyalty, driving product adoption. Moreover, these industry giants continually invest in research and development, introducing innovative designs, materials, and smart features, catering to evolving consumer needs and preferences. The collective efforts of these major players significantly impact the competitive landscape and future trajectory of the market.
List of Market Players Profiled
- DNA Entertainment Networks (India)
- Eventive Marketing (U.K.)
- Quintessentially Events (U.K.)
- WPP (U.K.)
- Cvent (U.S.)
- Berkeley City Club (U.S.)
- Eventbrite (U.S.)
- Bassett Events (Canada)
- XING (Germany)
- Wizcraft (India)
INDUSTRIAL DEVELOPMENT
January 2023: Creative Group announced the acquisition of Strategic Meetings and Incentives, a Scottsdale, Arizona-based meetings, events and incentives agency.
REPORT COVERAGE
The study encompasses a comprehensive SWOT analysis and provides insights into future developments within the market. It examines various factors that contribute to the growth of the market, exploring a wide range of market categories and potential applications that may impact its trajectory in the coming years. The analysis takes into account both current trends and historical turning points, providing a holistic understanding of the market's components and identifying potential areas for growth.
The research report delves into market segmentation, utilizing both qualitative and quantitative research methods to provide a thorough analysis. It also evaluates the impact of financial and strategic perspectives on the market. Furthermore, the report presents national and regional assessments, considering the dominant forces of supply and demand that influence market growth. The competitive landscape is meticulously detailed, including market shares of significant competitors. The report incorporates novel research methodologies and player strategies tailored for the anticipated timeframe. Overall, it offers valuable and comprehensive insights into the market dynamics in a formal and easily understandable manner.
REPORT COVERAGE | DETAILS |
---|---|
Market Size Value In |
US$ 760.8 Million in 2021 |
Market Size Value By |
US$ 1069.7 Million by 2028 |
Growth Rate |
CAGR of 4.9% from 2021 to 2028 |
Forecast Period |
2022-2028 |
Base Year |
2023 |
Historical Data Available |
Yes |
Regional Scope |
Global |
Segments Covered |
Types & Application |
Frequently Asked Questions
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What value is the corporate entertainment market expected to touch by 2028?
The corporate entertainment market is expected to reach USD 1069.7 million by 2028.
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What CAGR is the corporate entertainment market expected to exhibit by 2028?
The corporate entertainment market is expected to exhibit a CAGR of 4.9% by 2028.
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Which are the driving factors of the corporate entertainment market?
Growing popularity of interactive videos, and continuous development of technology are some of the driving factors of the corporate entertainment market.
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What are the corporate entertainment market segments?
The corporate entertainment market segmentation that you should be aware of, which include, Based on type the corporate entertainment market is classified as Conventions, Retreats, Office Parties, Others. Based on application the corporate entertainment market is classified as Under 25 Years, 25-55 Years, Over 55 Years.