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所属行业:文化、体育和娱乐业

  • 501.双面“绣”姑苏

    [文化、体育和娱乐业] [2023-05-31]

    关键词:江南文化;姑苏;工业园;前沿产业
  • 502.湖北嘉鱼:擦亮“文化名片”,推动非遗传承

    [文化、体育和娱乐业] [2023-05-31]

    关键词:湖北嘉鱼;文化名片;非遗传承
  • 503.全球电子竞技市场预测(2024-2029年)

    [信息传输、软件和信息技术服务业,文化、体育和娱乐业] [2023-05-31]

    Barnes Reports' Global Manufacturing & Makets report series provide estimates of the size and characteristics of the largest equipment, materials and consumables by manufacturing industries in the largest 140 global countries. These estimates are produced by a proprietary economic model that is based on a number of sources and factors

    关键词:制造业;最大的设备;材料和消耗品;全球电子竞技市场;金融业
  • 504.天水工业博物馆正式开放

    [文化、体育和娱乐业] [2023-05-30]

    关键词:天水;工业博物馆;
  • 505.让更多音符跳动在广袤乡土

    [文化、体育和娱乐业,文教、工美、体育和娱乐用品制造业] [2023-05-30]

    关键词:民族乐器;乡村振兴
  • 506.河南兰考发展民族乐器产业,带动乡村振兴 悠远琴音 富民润心

    [文教、工美、体育和娱乐用品制造业,文化、体育和娱乐业,农、林、牧、渔业] [2023-05-30]

    关键词:河南兰考;民族乐器产业;乡村振兴;文化产业;
  • 507.齐白石等41名大师作品不准出境

    [文化、体育和娱乐业,公共管理、社会保障和社会组织] [2023-05-30]

    关键词:大师作品;作品限制出境
  • 508.印度尼西亚旅游和休闲行业报告(2023-2024年)

    [文化、体育和娱乐业,金融业] [2023-05-30]

    Tourism is an important contributor to Indonesia's economy, with the sector providing employment to some 11mn people as of end-2021, equivalent to 8.3% of the country’s total workforce. The COVID-19 pandemic, however, hit the sector hard and, as a result, its contribution to Indonesia’s economy fell sharply. The total contribution of travel and tourism to Indonesia’s GDP fell from 5.9% in 2019 to 3.2% in 2020 and further to 2.4% in 2021, according to estimates by the World Travel and Tourism Council (WTTC). Data from the UNWTO showed that international tourist arrivals in the first nine months of 2022 were still 80% below pre-pandemic levels. However, with the relaxation of travel restrictions in mid-2022, Indonesia hopes to lure back tourists.

    关键词:旅游业;印度尼西亚经济;重要贡献者;贡献下降
  • 509.全球棋盘游戏市场报告前景预测(2023-2028年)

    [金融业,文化、体育和娱乐业] [2023-05-29]

    Board games are tabletop games that typically involve players moving pieces around a board to achieve a specific objective or goal. These games often incorporate elements of strategy, luck, and social interaction, and can be enjoyed by players of all ages. Some popular examples of board games include Chess, Monopoly, Scrabble, and Settlers of Catan. These games have been played for centuries and continue to be a popular form of entertainment and social activity today. These games are known to enhance science, technology, engineering, and math (STEM) skills and act as a tool to provide knowledge and learning experiences to people of every age. These games require active participation from individual players and are quite engrossing. Also, board games can reduce stress, strengthen relationships, and offer entertainment.

    关键词:棋盘游戏;桌面游戏;四处移动棋子;策略运气;社交互动
  • 510.全球桌游市场报告前景预测(2023-2028年)

    [文化、体育和娱乐业] [2023-05-29]

    The tabletop games market is diverse, with a variety of tabletop games available both for kids and adults as well as families & gatherings. The market offers huge potential owing to the increased adoption of tabletop games across countries. The global tabletop games market is bifurcated into six segments, namely, board games, card games, dice games, miniature games, tabletop RPG games, tile-based games, and other tabletop games. Based on themes, the global tabletop games market is divided into educational, strategy and war, fantasy, sports, historical, and others. Tabletop games are normally sold via two prime modes, i.e., offline and online.

    关键词:桌游市场多元化;桌游应有尽有;市场潜力巨大;棋盘游戏;纸牌游戏;骰子游戏;微型游戏
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