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所属行业:文化、体育和娱乐业

  • 71.全球混合武术设备市场报告(2024-2028年)

    [电气机械和器材制造业,文化、体育和娱乐业] [2024-10-28]

    Mixed martial arts equipment (MMA) is an extreme combat sport in which participants are permitted to use not only the fighting techniques of wrestling and boxing but also those of martial arts such as kickboxing, judo, and karate. MMA equipment includes equipment that is used for MMA training and protection.

    关键词:综合格斗 (MMA) ;极限格斗运动;摔跤和拳击;格斗技巧;训练和保护的装备
  • 72.全球电子学习市场报告(2024-2028年)

    [信息传输、软件和信息技术服务业,文化、体育和娱乐业] [2024-09-30]

    E-learning refers to the use of electronic technology to access educational curriculum outside of a traditional classroom. It encompasses a wide range of educational activities that are delivered electronically, from interactive online courses to virtual classrooms. E-learning utilizes various digital resources such as multimedia, audio, video, and web-based platforms to facilitate learning. This approach enables learners to access educational content from anywhere, at any time, using internet-connected devices. It offers a flexible and personalized learning experience, allowing individuals to acquire new skills and knowledge at their own pace.

    关键词:电子学习;电子技术;传统课堂;获取教育课程;广泛教育活动;虚拟教室
  • 73.全球直升机旅游市场报告(2024-2028年)

    [文化、体育和娱乐业,铁路、船舶、航空航天和其他运输设备制造业] [2024-09-30]

    Helicopter tourism is a new dimension of the tourism industry that allows passengers/tourists to reach spots difficult to reach by other means of transport and to enjoy views of tourist destinations from the air.

    关键词:直升机旅游;新领域;乘客/游客;交通工具;空中欣赏;旅游目的地;风景
  • 74.全球高尔夫设备市场规模和份额分析增长趋势和预测(2023-2028年)

    [文化、体育和娱乐业] [2024-09-29]

    Over the past few years, there has been an upsurge in the number of golf courses, especially in the top golfing nations, such as the United States, the United Kingdom, Japan, Germany, Canada, South Korea, Sweden, France, and Italy. These countries are some of the most prominent golfing locations worldwide and account for more than 50% of all golf courses worldwide.

    关键词:高尔夫球场;数量激增;高尔夫球场所在地
  • 75.全球游戏市场报告(2024-2028年)

    [文化、体育和娱乐业] [2024-09-29]

    The gaming market is defined as a running of gaming applications known as electronic games or video games on game consoles, such as Xbox and PlayStations, personal computers (PCs), or mobile devices. The market includes console gaming, mobile gaming, and PC gaming.

    关键词:游戏市场;游戏机;个人电脑 (PC) ;移动设备上运行;游戏应用程序
  • 76.旅游景区行业:策略视角下的景区投资-旅游景区专题,大数据分析

    [文化、体育和娱乐业] [2024-09-14]

    随着出行链的复苏,旅游热度的提高,人群的扩容,旅游景区的关注度在不断提升。市场更多采用基本面的研究方式,对个股未来的客流催化, 经营杠杆下利润的增长进行研究。
    关键词:旅游景区;景区投资;大数据;
  • 77.衍生品市场起势,隐形的百亿赛道-IP 卡牌强 势爆发

    [文化、体育和娱乐业] [2024-09-04]

    IP 指有较大影响力的文化产品或文化形象。IP 之于泛娱乐产品,类似于品牌之于消费品。IP 所有者,背靠其凝聚起来的一批特定受众,向下游的泛娱乐商品或内容进行授权,形成国内近5,000亿规模的文娱 IP 市场。
    关键词:衍生品市场;文化产品;娱乐产品;
  • 78.全球证书颁发机构市场规模和份额分析增长趋势和预测(2024-2029年)

    [文化、体育和娱乐业] [2024-08-31]

    Carbon fibers are fibers composed mostly of carbon atoms and have a diameter of about 3-15 micrometers. The carbon atoms are bonded together in crystals, which are aligned parallel to the long axis of the fiber. This alignment gives the fiber a high strength-to-volume ratio.

    关键词:全球证书颁发机构;市场规模;份额分析增长;趋势和预测
  • 79.全球游乐园市场报告(2024-2028年)

    [文化、体育和娱乐业] [2024-08-31]

    An amusement park is a type of entertainment venue that offers a variety of attractions, rides, games, and experiences designed to entertain visitors of all ages. Typically, amusement parks feature a combination of thrill rides, family attractions, themed areas, shows, live entertainment, and dining options within a designated area or complex.

    关键词:游乐园;娱乐场所;景点;游乐设施;游戏和体验
  • 80.全球背景音乐市场报告(2024-2028年)

    [文化、体育和娱乐业] [2024-08-31]

    BGM refers to any type of music that is played at low volume in various retail, commercial, and public venues and is mainly intended for passive listening. BGM is not intended to be the primary focus of the target audience and is mainly used for improving the ambiance of the space.

    关键词:BGM;被动聆听;主要关注点;改善空间氛围
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