Theme Parks & Attractions Demand Outlook 2027 | Sample Report Ken Research


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Rising demand for entertainment experiences fuels new park investments and expansions across major cities. Read full report: https://www.kenresearch.com/industry-reports/asia-media-entertainment-market?utm_source=PDF&utm_medium=Referral+&utm_campaign=Krishi

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Theme Parks & Attractions Demand Outlook 2027 | Sample Report Ken Research

September 2025 Asia Media And Entertainment Market Outlook To 2027 Driven by Increased Consumer Spending & Government Investments, and Entry of International Brands Author: Rajat Goyal and Astha Garg | Vertical: Media and Entertainment | Region: Asia Shaped by Rising Internet & Smartphone Penetration, Proliferation of OTT Platforms, Increasing Advertising Spend. Table of Contents 1 1. Executive Summary 1.1 Executive Summary of Asia Media And Entertainment Market 2 2. Market Overview 1. Asia Media & Entertainment Market Size, 2017–2021 (Historical) 2. Asia Media & Entertainment Market Size, 2022–2027 (Forecast) 3. Five-Year CAGR Analysis (2022–2027) 4. Market Volume vs. Market Value Trends 5. Regional Share Breakdown (East Asia, South Asia, Southeast Asia, Central Asia) 6. Segment-Level Revenue Comparison 3 3. Market Segmentation of Asia Media And Entertainment, 2025 1. Segmentation by Media Type: (Television, Digital Media, Gaming & eSports, Film & Home Video) 2.Segmentation by Revenue Model: (Advertising, Subscription, In-App Purchases & Virtual Goods, Sponsorship & Ticketing) 3. Segmentation by Distribution Platform: (Linear, Digital, Mobile, Connected Devices) 4. Segmentation by Geography: (East Asia, South Asia, Southeast Asia, West Asia) 5. Segmentation by Device Type: (Television Sets, Smartphones, PCs & Laptops, Tablets) 4 4. Industry Analysis 1. Growth Value Drivers 1. Rising Internet & Smartphone Penetration 2. Proliferation of OTT Platforms 3. Increasing Advertising Spend 4. Technological Innovations (AI/ML, AR/VR) 2. Industry Challenges 1. Piracy & Content Protection 2. Regulatory & Censorship Hurdles 3. Intense Competition & Price Wars 4. Monetization of Niche Content 3. Market Opportunities 1. Regional Content Localization 2. Strategic Partnerships & M&A 3. Emerging Formats (Interactive, Live Commerce) 4. Expansion into Underserved Markets 4. Key Industry Trends 1. Shift from Linear to On-Demand Consumption 2. Rise of Short-Form & User-Generated Content 3. Integration of Social Commerce 4. Sustainability & Green Production Practices 5 5. Value Chain & Industry Taxonomy 1. Content Creation & Development 2. Production & Post-Production 3. Aggregation & Licensing 4. Distribution & Delivery 5. Monetization (Advertising, Subscriptions, Transactions) 6. After-Sales & Customer Support 7. Taxonomy Framework (Definitions & Scope of Each Segment) 6 6. Regulatory Framework 1. Cross-Country Media Ownership Rules 2. Content Classification & Censorship Guidelines 3. Data Privacy & Consumer Protection Laws 4. Digital Broadcasting & Spectrum Allocation 5. Intellectual Property Rights & Anti-Piracy Measures 6. Advertising Standards & Influencer 7 7. CompReetigtivuela Ltainodnsscape of the Asia Media And Entertainment 1. Major Companies Covered: (Tencent Holdings, The Walt Disney Company, Sony Corporation, Comcast Corporation, Netflix, Inc., and Others) 2.Operational Parameters: (Company, Headquarter, Market Share (%), Revenue Growth Rate (%), EBITDA Margin (%), Digital Revenue (%), and Others) 3. Financial Parameters: Market Shares, Revenues, and Profit Margins 8 8. Future Market Segmentation of Asia Media And Entertainment, 2030 1. Segmentation by Media Type: (Television, Digital Media, Gaming & eSports, Film & Home Video) 2.Segmentation by Revenue Model: (Advertising, Subscription, In-App Purchases & Virtual Goods, Sponsorship & Ticketing) 3. Segmentation by Distribution Platform: (Linear, Digital, Mobile, Connected Devices) 4. Segmentation by Geography: (East Asia, South Asia, Southeast Asia, West Asia) 5. Segmentation by Device Type: (Television Sets, Smartphones, PCs & Laptops, Tablets) 9 9. Analyst Recommendations 1. Total Addressable Market (TAM), Serviceable Available Market (SAM), Serviceable Obtainable Market (SOM) Analysis 2. Go-to-Market & Monetization Strategies 3. M&A and Partnership Roadmap 4. Investment & CapEx Priorities 1 10. Research Methodology 0 1. Primary Research (Expert Interviews, Surveys) 2. Secondary Research (Company Reports, Industry Databases) 3. Data Validation & Triangulation 4. Forecasting Techniques & Assumptions 5. Limitations & Data Gaps 1 11. Disclaimer 1 12. Contact Us 1 2 0 1 Executive Summary Executive Summary Exhibit 1.1 Taxonomy & Market Size of Asia Media And Entertainment Market Asia Media And Entertainment Market (USD XX Bn) By Media Type By Revenue Model Television Digital Media Gaming & eSports Advertising Subscription In-App XX% XX% XX% XX% XX% Purchases & Virtual Goods Television Digital Media Gaming & Advertising XX% dominates rapidly grows eSports leads with TV with linear with OTT and expand with and digital Subscription In-App and non- social mobile and ads. grows with Purchases linear platforms. cloud gaming. video and surge with broadcasts. music game skins and streaming. virtual goods. TV OTT Console Advertisi Broadcast Video Gamin ng (XX%) TV (XX%) (XX%) g (XX SVOD Game %) (XX Skins (XX Digital %) %) Display Social (XX%) PC Cable Video Music Virtual Gaming TV (XX Platforms Streamin Concert (XX%) %) (XX%) Digital g (XX%) Tickets Video (XX%) Ads Gaming Online News Mobile (XX%) Subscription Satellite Digital & Magazines Gaming s TV (XX Collectible (XX%) (XX%) %) (XX%) s (XX%) By Distribution Linear Digital Connected Platform Mobile Devices By East South Southeast West Geography Asia Asia Asia Asia By Device Television Sets Smartphones PCs & Tablets Type Laptops Source: Ken Research Analysis Note 1: Exhibits are illustrative; detailed numbers appear in the full report. Note 2: XX% denotes CAGR. COPYRIGHT KEN RESEARCH. ALL RIGHTS RESERVED 02 Asia Media And Entertainment Market Outlook Asia Media And Entertainment Market Outlook Asia Media And Entertainment Market Scenario Asia’s media and entertainment sector is experiencing robust transformation driven by digital convergence, rising consumer demand for streaming content and expanding broadband penetration. Leading trends include localized content production, immersive experiences via AR/VR and interactive formats, and AI- powered personalization. Key value drivers encompass mobile adoption, innovative monetization models such as freemium and ad-supported tiers, and strategic partnerships across technology and entertainment players. Tailwinds include favorable regulatory reforms and rising disposable incomes, while catalysts like 5G rollout and cloud-native production will accelerate growth. Over the next five years, scenarios may range from hyper-localized niche ecosystems to region-wide super-aggregators, unlocking new revenue streams and audience engagement paradigms. Exhibit 2.1 Illustrative Asia Media And Entertainment Market Overview CAGR: XX% XX% XX% XX% XX% XX% XX% XX% XX% XX% XX% XX% XX% 2025 2030 By Media Type Television Digital Gaming & Media eSports By Revenue Model Advertisin Subscription In-App Purchases & Virtual g Goods Source: Ken Research Analysis Note 1: The exhibit serves as an illustration, with numbers currently masked. The detailed statistics will be included in the final report. Note 2: All revenue and financial numbers are for current year and financial year, i.e., 2025 & 2030. Note 3: XX% in the above exhibit denotes market size. COPYRIGHT KEN RESEARCH. ALL RIGHTS RESERVED 03 Market Segmentation of Asia Media And Entertainment Market Market Segmentation of Asia Media And Entertainment Market Asia Media And Entertainment Market Segmentation By Media Type segmentation splits the Asia Media and Entertainment market into Television (Broadcast TV (XX%), Cable TV (XX%), Satellite TV (XX%), Non-linear TV (XX%)) and Digital Media (OTT Video (XX%), Social Video Platforms (XX%), Online News & Magazines (XX%), Digital Music Platforms (XX%), Gaming & eSports (XX%)). Television remains the largest contributor, led by Broadcast TV, while OTT Video is the fastest-growing. Non-linear TV is rapidly gaining youth viewership. Digital Media’s Social Video Platforms and Gaming & eSports offer significant growth opportunities. Recent developments include expanded localized OTT libraries, strategic platform partnerships, 5G- enabled streaming rollouts, and immersive eSports tournaments. Exhibit 3.1 Illustrative Market Segmentation of Asia Media And Entertainment Market Connected West Tablets In-App Devices Film & Home Satellite Digital Video Asia XX XX% Purchases & XX% % Video XX TV (XX Ads (XX Virtual Goods % %) %) XX% PCs & Laptops XX% Mobil e XX Southeast % Asia XX% Smartphone Digital Cable Subscriptio Digital s XX% Media TV n XX% Display XX% (XX%) (XX%) Digita South l XX Asia % XX% Television Televisio Sets XX n XX % % Advertisin Broadcast g XX% TV TV (XX Advertisin Linea East %) g (XX%) r XX Asia % XX% By Media Type Television By Revenue Advertising By Distribution By Geography By Device Type Model Platform Key Takeaways: Television remains the largest contributor to the market. OTT Video is the fastest-growing segment. Non-linear TV is rapidly gaining youth viewership. Social Video Platforms and Gaming & eSports offer significant growth opportunities. Source: Ken Research Analysis Note 1: This exhibit serves as a visual representation. The final chart will include additional segments along with detailed statistics in the final report. Note 2: All revenue and financial numbers are for the current year. Note 3: "XX%" in the above exhibit denotes market shares. COPYRIGHT KEN RESEARCH. ALL RIGHTS RESERVED 04 Overview And Genesis Of The Asia Media And Entertainment Market Overview And Genesis Of The Asia Media And Entertainment Market Asia Media And Entertainment Market Ecosystem Asia’s media and entertainment ecosystem features large enterprises (e.g., Netflix, Disney+), medium players (regional production houses), and small startups (digital content creators). Large firms’ business model canvas hinges on partnerships with global studios, in-house content production, premium subscription and ad revenues, mass-market reach via TV and OTT platforms, and heavy R&D investments. Medium enterprises rely on local studios and advertisers, targeted multilingual content, freemium and pay-per-view revenues, distribution through regional OTT and social channels, and community engagement. Small players partner with influencers and tech platforms, focus on micro- content creation, social media distribution, niche audiences, revenue from sponsored posts and in-app purchases, and lean cost structures. Exhibit 4.1 Illustrative Ecosystem of Asia Media And Entertainment Market Entity type Revenue Streams Players ▶ Box-offi ce ticket sales China Film ▶ Theatrical distribution licensing Group PVR Film & Cinema ▶ Home video (DVD/Blu-ray) & PPV Cinemas Inox Leisure ▶ Ancillary merchandizing & product CGV Cinemas placement ▶ Advertising (spot, sponsorship, product Star India placement) Television Broadcasting & Pay- (Disney) Zee TV ▶ Subscription & carriage fees (cable, satellite, Entertainment IPTV) CCTV ▶ Pay-per-view & transactional revenues NHK ▶▶ ISnVtOerDn (astuiobnsaclr ispytniodnic)ation/licensing Netfl ix ▶ AVOD (ad-supported) Amazon Prime OTT & Digital Video Streaming ▶ TVOD (transactional/PPV) Video Disney+ Hotstar iQiyi ▶ Hybrid (freemium + add- ons) ▶ Subscription streaming (premium Spotify tiers) Apple Music & Audio ▶ Ad-supported streaming Music Tencent Music ▶ Digital downloads & ringtones (QQ, Kugou) ▶ Performance & mechanical JOOX ▶ro y Galatimese sales (digital/retail) Tencent ▶ In-app purchases & Games Gaming & microtransactions NetEase eSports ▶ Subscription passes/Battle Nexon Passes Garen a ▶▶ IDn-iggiatmale ( saedavrecrht,i sdiinsgp la&y , social, spproognrsaomrship Google matic) Faceboo Advertising & Marketing ▶ TV & radio spot sales k ▶ Out-of-home (OOH) media Alibaba (Alimama) Baidu ▶ Influencer & content marketing ▶ Print/digital subscriptions Nikkei ▶ Single-copy sales South China Publishing & Print Media Morning Post ▶ Display & classified Times advertising Group ▶ Syndication & licensing Shueisha COPYRIGHT KEN RESEARCH. ALL RIGHTS RESERVED Entity type Revenue Streams Players ▶ Ticket sales & hospitality Live Nation India packages Cirque du Soleil Live Entertainment & ▶ Sponsorship & naming rights Asia CTM Events Events ▶ Concessions & on-site Mera Events merchandising ▶ Broadcast/streaming rights Universal ▶ Park/cinema/arcade admissions Studios Out-of-Home & Location- ▶ F&B & retail on-site sales Singapore Based Entertainment ▶ Sponsorship & branded Shanghai attractions Disney Resort Chimelong ▶ VR/AR experience fees Group Timezone ▶ Project-based service fees (VFX, post- Framestore prod) (China) MPC Animation, VFX & Immersive Media ▶ IP licensing & merchandising (Shanghai) Industrial Light & ▶ Software/tool licensing Magic China ▶ AR/VR content sales & in-app Digital Frontier purchases COPYRIGHT KEN RESEARCH. ALL RIGHTS RESERVED 05 Competitive Landscape Competitive Landscape (1/3) Competitive Landscape Overview Major players in Asia’s media and entertainment sector adopt distinct canvases: Tencent combines social media, gaming and video streaming (WeChat, Tencent Video), targeting mass consumers via mobile channels; revenues derive from advertising, subscriptions and in-app purchases; key partners include studios and telecoms; cost centers are content licensing and platform development. Alibaba leverages e- commerce synergies with Youku and Alibaba Pictures, focusing on ad-supported and subscription models; partners with brands and merchants. Sony focuses on content creation/ licensing for film, TV and gaming, distributing through theaters and digital platforms, monetizing via box-offi ce and licensing. Disney’s IP- driven Disney+ uses subscription and merchandising revenues, partnering with telcos. Netflix relies on SVOD subscriptions and local production partnerships. Exhibit 5.1 Illustrative Market Shares of Key Players in Asia Media And Entertainment Market Note: These are illustrative representations and do not reflect actual data or real-world figures Source: Ken Research Analysis Note 1: The XX% in the exhibit represents the market share of each company. Note 2: The exhibit serves as an illustration, with numbers currently masked. Note 3: All revenue and financial numbers are for the current year. COPYRIGHT KEN RESEARCH. ALL RIGHTS RESERVED Competitive Landscape (2/3) Exhibit 5.2 Illustrative Competition Matrix of Asia Media And Entertainment Market Major Players in Asia Media And Entertainment Market Figure represents cumulative market share for only the product segment.: Asia Media And Entertainment Market: USD XX Bn Note: These are illustrative representations and do not reflect actual data or real-world figures Large Medium Small Players Players Players Source: Ken Research Analysis Note 1: The XX% in the exhibit shows the market share of each company, which represents the company’s contribution to the total market. Note 2: The exhibit serves as an illustration, with numbers currently masked. Note 3: All revenue and financial numbers are for the current year. Note 4: Enterprise size categories based on annual revenue (US€)—Large > US€500Mn; Medium US€100Mn–US€500Mn; Small < US€100Mn. COPYRIGHT KEN RESEARCH. ALL RIGHTS RESERVED Competitive Landscape (3/3) Exhibit 5.3 Illustrative Cross Comparison of Key Players in Asia Media And Entertainment Market Net Capex Market Revenue EBITDA Digital Profit ARPU Intensity Company Headquarter Share Growth Margin Revenue Margin (USD ( % of (%) Rate (%) (%) (%) ) Revenue) (%) Tencent Shenzhe XX% XX% XX% XX% XX% XX XX% Holding n, China s The Walt Burbank, Disney XX% XX% XX% XX% XX% XX XX% California, Compan USA y Sony Tokyo, Japan XX% XX% XX% XX% XX% XX XX% Corporatio n Philadelphia Comcast , XX% XX% XX% XX% XX% XX XX% Corporatio Pennsylvani n a, USA Los Gatos, Netflix, Inc. XX% XX% XX% XX% XX% XX XX% California, USA Seattle, Amazon.co Washingto XX% XX% XX% XX% XX% XX XX% m, Inc. n, USA Alibaba Hangzho XX% XX% XX% XX% XX% XX XX% Group u, China Holding Ltd Baidu, Inc. Beijing, China XX% XX% XX% XX% XX% XX XX% iQIYI, Inc. Beijing, China XX% XX% XX% XX% XX% XX XX% Zee Entertainment Mumbai, India XX% XX% XX% XX% XX% XX XX% Enterprises Limited Source: Ken Research Analysis Note 1: The XX% and XX values in the exhibit represent placeholder data and will be replaced with actual figures in the final report. Note 2: All revenue and financial numbers are for the current year. COPYRIGHT KEN RESEARCH. ALL RIGHTS RESERVED 06 Analyst Recommendation Analyst Recommendation TAM/SAM & SOM Analysis Exhibit 6.1 Target Addressable Asia Media And Entertainment Market Outlook To 2027 TAM = USD XX Bn (Sum of forecast regional M&E revenues across film, TV, music, digital, gaming sectors by 2027.) SAM = USD XX Bn (Target segment revenue potential in digital streaming, gaming, and advertising within Asia markets by 2027.) SOM = USD XX Bn (Realistically obtainable revenue share based on client’s distribution reach and market penetration by 2027.) Source: Ken Research Analysis Note 1: The exhibit serves as an illustration, with numbers currently masked. The detailed statistics will be included in the final report. Note 2: All revenue and financial numbers are for the current year. COPYRIGHT KEN RESEARCH. ALL RIGHTS RESERVED 0 7 Ken Research Offerings How can we add value ? Ken Research Strategy & Transformation ▶ Digital transformation ▶ Portfolio & Growth strategy Growth and Scale-Up Cost and Performance Excellence Customer Loyalty and Experience Investment Advisory Audience engagement strategies Reduction in operational costs Fan engagement and retention ▶ Commercial due diligence ▶ Target screening ▶ Domestic and ▶ Procurement cost optimization ▶ Loyalty programs international market and memberships ▶ Ticket pricing optimization expansion ▶ Resource allocation Digital integration with fans and ▶ Venue and event optimization sponsors expansion ▶ Merchandising and Venue and performance efficiency Personalization of experiences licensing Technology integration Expansion into digital streaming for operational and OTT excellence Monetizing Digital Content Enablement and Implementation ▶ Post-merger integration ▶ Event execution and management ▶ Sponsorship and partnership execution COPYRIGHT KEN RESEARCH. ALL RIGHTS RESERVED Ken Offerings Our Solutions to Help Increase Stakeholder Value Audience Engagement Operational Efficiency Market Expansion & Growth & Retention > Optimize venue > Expand global reach through > Improve ticket sales & utilization & event digital streaming & event attendance rates. scheduling. partnerships. > Increase fan > Reduce event setup > Increase new engagement & social time & operational sponsorships & brand media interactions. costs. collaborations. > Enhance loyalty program > Improve staff > Grow international participation & productivity & security tours & franchise merchandise sales. management. expansions. Revenue & Monetization Quality & Compliance Technology & Digital Strategies Integration > Ensure safety > Maximize ticket revenue & regulations & event > Implement AI for VIP experience sales. licensing compliance. audience analytics & ticket pricing. > Improve > Reduce legal disputes & advertising & contract violations. > Increase AR/VR fan sponsorship ROI. > Improve customer experiences & live > Expand pay per view, OTT, experience & service streaming capabilities. and digital content quality ratings. > Enhance blockchain for monetization. ticketing security & anti scalping measures. Board to Event KPI Alignment > Align cost per event & profitability margins. > Set performance benchmarks for talent & content success. > Track brand value, viewership growth & sponsorship impact COPYRIGHT KEN RESEARCH. ALL RIGHTS RESERVED ▶Ken Research brings you industry-leading brand THOUGHT LEADERSHIP valuation, combined with research from the world’s PATHWAYS This report is just the beginning. Connect with Ken Research experts, who track macroeconomic trends impacting global brands. Our library of over 20,000 TO reports spans key markets like China, France, and the US, offering deep insights at kenresearch.com. EXCEPTIONAL With over 200 experts and insights from 80+ countries, Ken Research provides the knowledge you need. Our GROWTH comprehensive approach combines innovative methodologies, consumer insights, creative content, and strategic media investments, optimizing your market presence and driving growth. We are available to personally discuss how we can support you and your brand’s success. Feel free to contact me Sincerely, Ankur Namit Gupta Goel Partner & Founder Partner & Founder [email protected] [email protected] m m COPYRIGHT KEN RESEARCH. ALL RIGHTS RESERVED Research Methodology 1. Desk 2. Expert Interviews 3. Sanity Check 4. Forecasting Research Models Modeling Conducted interviews Sources with industry experts Employed a proxy model Developed future market and key stakeholders to using metrics such as forecasts using Utilized industry reports, gain insights into market number of users, statistical models and market databases, and dynamics, emerging frequency of media trend analysis, academic journals to trends, and potential consumption, and incorporating historical gather data on the Asia growth opportunities. average spend to data and expert insights Media and Entertainment estimate the to predict growth Market, including market addressable market size, trajectories and market trends, consumer cross-verifi ed with potential. behavior, and supply-side data on competitive landscape. company sizes and revenues. SAMPLE SIZE BY STAKEHOLDERS By Stakeholders Number of Respondents C Level Executive ~ Respondents Operational/Regional ~ Managers Respondents Business Development / Sales ~ Manager Respondents Other -Key opinion leaders from Associations, Warehouses, and s Manufacturing firms. SAMPLE SIZE BY RESPONDENT CATEGORY IN PERCENTAGE (%) C Level Executive - XX % Operational/Region al Managers - XX% Business Development / Sales Manager - XX% Others - XX% COPYRIGHT KEN RESEARCH. ALL RIGHTS RESERVED COPYRIGHT KEN RESEARCH. ALL RIGHTS RESERVED COPYRIGHT KEN RESEARCH. ALL RIGHTS RESERVED COPYRIGHT KEN RESEARCH. ALL RIGHTS RESERVED CATEGORIE S AGRICULTURE AND ANIMAL CARE AUTOMOTIVE, TRANSPORTATION BANKING FINANCIAL SERVICES AND WAREHOUSING AND INSURANCE ▶ Agriculture Equipment ▶ Animal Care ▶ Automotive and Automotive ▶ Banking Components ▶ Crop Protection ▶ Financial Services ▶ General Transportation ▶ Farming ▶ Insurance ▶ Logistics and Shipping ▶ Seed ▶ Loans and Advances See More > See More > See More > PUBLIC SECTOR AND ADMINISTRATION ENERGY AND UTILITIES HEALTHCARE ▶ Legal Services ▶ Clean Technology ▶ Diagnostics ▶ Public Services ▶ Gas ▶ General Healthcare ▶ Religion ▶ Oil ▶ Medical Devices ▶ Power ▶ Pharmaceuticals See More > See More > See More > DEFENSE AND SECURITY METAL, MINING AND CHEMICALS Technology AND TELECOM ▶ Defense ▶ Chemicals ▶ IT and ITES ▶ Security Devices ▶ Metals & Minerals ▶ Telecommunications and Networking ▶ Weapon ▶ Mining See More > See More > See More > COPYRIGHT KEN RESEARCH. ALL RIGHTS RESERVED CATEGORIE S EDUCATION AND RECRUITMENT FOOD, BEVERAGE AND TOBACCO MEDIA AND ENTERTAINMENT ▶ Education ▶ Alcoholic Beverages ▶ Advertising ▶ Recruitment ▶ Dairy Products ▶ Films and Animation ▶ Food Services ▶ Gaming and ▶ General Food Gambling Information Services, Newspaper ▶ Non Alcoholic Beverages ▶ Magazines and ▶ Tobacco Products ▶ Tourism ▶ TV, Radio and Broadcasting See More > See More > See More > MANUFACTURING AND CONSTRUCTION CONSUMER PRODUCTS AND RETAIL MARKET ▶ Construction Materials ▶ Industrial Engineering ▶ Baby Care ▶ Infrastructure ▶ Consumer Electronics ▶ Machinery and Parts ▶ Consumer Services ▶ Other Manufacturing Activities ▶ Cosmetics and Personal Care ▶ Real Estate ▶ Home and Office Furnishings ▶ Luxury Goods ▶ Sports Equipment ▶ Textile, Apparel and Footwear ▶ Wholesale and Retail See More > See More > COPYRIGHT KEN RESEARCH. ALL RIGHTS RESERVED COPYRIGHT KEN RESEARCH. 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