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9 segments · 22 companies

Travel, Leisure & Entertainment

+5.0%chain · 1M

Booking connects transport and lodging; cruises, gaming and live events are parallel experiences driven by income and capacity.

  • The Travel, Leisure & Entertainment covers 9 segments and 22 companies, 0 of them chokepoints.
  • Over the past month the chain's median listed company returned +5.0%, against 0.0% for the S&P 500.
  • The strongest segment is Toys & entertainment IP (+29.8%) and the weakest Air transport (−8.8%), a 38.6-point spread.

The chain, stage by stage

Upstream on the left, end demand on the right. Figures are 1-month returns; the segment shows its median.

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Travel & lodgingEntertainment
Costs & inputs
Jet & marine fuel+12.1%
Booking & content
Booking & lodging platforms+4.5%
Travel & experience operations
Air transport−8.8%
Cruise vacations+22.5%
Hotel brands & operators+16.8%
Gaming & integrated resorts−8.2%
Live events & sports−1.6%
Toys & entertainment IP+29.8%
HAS+31.2%MAT+28.3%
Consumer demand
Travelers & entertainment consumers

Which segments are leading

Median price return of the listed companies in each segment.

Toys & entertainment IP+29.8%
Cruise vacations+22.5%
Hotel brands & operators+16.8%
Jet & marine fuel+12.1%
Booking & lodging platforms+4.5%
Live events & sports−1.6%
Gaming & integrated resorts−8.2%
Air transport−8.8%
S&P 5000.0%
Toys & entertainment IP+24.8%
Jet & marine fuel+15.1%
Hotel brands & operators+11.9%
Cruise vacations+1.8%
Booking & lodging platforms+1.3%
Live events & sports−0.9%
Air transport−10.3%
Gaming & integrated resorts−21.7%
S&P 500+4.7%
Jet & marine fuel+55.2%
Hotel brands & operators+47.5%
Toys & entertainment IP+23.6%
Air transport+8.7%
Booking & lodging platforms+4.3%
Live events & sports+3.6%
Cruise vacations−5.0%
Gaming & integrated resorts−23.4%
S&P 500+15.8%

Key numbers

2025 global cruise passengers (record)37.2MCLIA · State of the Cruise Industry 2026

Sources

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