Bahrain Location Based Entertainment Market Report Size Share Growth Drivers Trends Opportunities & Forecast 2025–2030

The Bahrain location based entertainment market, valued at USD 900 million, is driven by tourism inflows, young population, and investments in entertainment infrastructure.

Region:Middle East

Author(s):Shubham

Product Code:KRAC5288

Pages:80

Published On:January 2026

About the Report

Base Year 2024

Bahrain Location Based Entertainment Market Overview

  • The Bahrain Location Based Entertainment Market is valued at USD 900 million, based on a five-year historical analysis and benchmarking against the Middle East and Africa location-based entertainment market size and Bahrain’s share in the regional media and entertainment sector. This growth is primarily driven by increasing disposable incomes, a growing young population, sustained tourism inflows, and a rising demand for leisure activities among residents and tourists. The market has seen a significant uptick in investments in entertainment infrastructure, including theme parks, waterparks, family entertainment centers, and mall-based attractions as part of Bahrain’s tourism and economic diversification agenda.
  • Key cities such as Manama and Muharraq dominate the market due to their strategic locations, robust tourism infrastructure, and a high concentration of entertainment venues anchored in major malls, waterfront destinations, and tourism districts. The presence of international brands and local operators in these cities, including large shopping malls with integrated FECs, cinemas, VR arenas, indoor skydiving, and waterparks, enhances their appeal, making them prime destinations for both local residents and international visitors seeking entertainment options.
  • The Bahraini government has introduced several policy initiatives to support tourism, leisure, and entertainment as part of its broader economic diversification efforts, including measures that improve investment attractiveness for entertainment projects. In this context, location-based entertainment venues benefit from incentives and facilitation mechanisms tied to tourism, culture, and commercial real estate development, which encourage private and foreign investment into theme parks, family entertainment centers, and immersive attractions. A key framework is the Entertainment Events Permits Regulations 2022 issued by the Ministry of Information Affairs, which sets licensing and operational requirements for organizing entertainment events and activities, including venue standards, safety, and compliance obligations for operators.
Bahrain Location Based Entertainment Market Size

Bahrain Location Based Entertainment Market Segmentation

By Venue Type:The venue type segmentation includes various subsegments such as Amusement and Theme Parks, Family Entertainment Centers (FECs), VR/AR Arcades and Gaming Zones, Escape Rooms and Adventure Games, Edutainment & Interactive Museums, Mixed-Use Retail & Mall Entertainment Zones, Esports & Competitive Gaming Arenas, and Others. This structure aligns with global location-based entertainment formats, where theme parks, FECs, VR/AR venues, and immersive experiences form the core of physical, out?of?home entertainment offerings. Among these, Family Entertainment Centers (FECs) are currently dominating the market in Bahrain, reflecting the country’s strong mall culture and preference for indoor, family?oriented leisure that combines arcade games, rides, soft play, bowling, and edutainment under one roof. The trend towards experiential entertainment, including interactive attractions, themed zones, and gamified experiences, has led to increased footfall in FECs and mall?integrated venues, making them a preferred choice for leisure activities for families, youth, and tourists.

Bahrain Location Based Entertainment Market segmentation by Venue Type.

By Technology:The technology segmentation encompasses Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR), Projection Mapping & Immersive Screens, and Other Interactive Technologies, mirroring the technology mix observed in the global location?based entertainment industry. Virtual Reality (VR) is leading this segment, driven by advancements in immersive hardware and content, and by the popularity of VR gaming arenas, motion platforms, and free?roam VR attractions deployed in malls, FECs, and dedicated VR centers. The growing popularity of VR gaming and immersive experiences in entertainment venues has significantly contributed to its dominance, as consumers seek more engaging, social, and interactive forms of out?of?home entertainment that are difficult to replicate at home; at the same time, AR, projection mapping, and mixed reality are increasingly used in themed attractions, museums, and events in Bahrain to enhance storytelling and visitor engagement.

Bahrain Location Based Entertainment Market segmentation by Technology.

Bahrain Location Based Entertainment Market Competitive Landscape

The Bahrain Location Based Entertainment Market is characterized by a dynamic mix of regional and international players. Leading participants such as Funland Centre Bahrain, Magic Planet Bahrain, Bahrain Cinema Company (Cineco), Adhari Park, Escape Code Bahrain, Virtual Reality Gaming Centers (e.g., VR Gaming Bahrain), Bahrain International Circuit (BIC), Wahooo! Waterpark (City Centre Bahrain), Funscape World (The Avenues – Bahrain), Gravity Indoor Skydiving Bahrain, Bahrain International Exhibition & Convention Centre (as LBE event hub), The Avenues – Bahrain (Leisure & Entertainment Zone), Seef Mall (Entertainment & FEC Tenants), City Centre Bahrain, Al Areen Wildlife Park & Reserve contribute to innovation, geographic expansion, and service delivery in this space.

Funland Centre Bahrain

1979

Manama, Bahrain

Magic Planet Bahrain

1995

Manama, Bahrain

Bahrain Cinema Company (Cineco)

1968

Manama, Bahrain

Adhari Park

2006

Manama, Bahrain

Escape Code Bahrain

2016

Manama, Bahrain

Company

Establishment Year

Headquarters

Scale of Operations (Number of Locations / Total Floor Area)

Annual Revenue from LBE Operations

3-Year Revenue CAGR

EBITDA Margin from LBE Business

Average Revenue per Visitor / per Square Meter

Footfall Growth Rate

Bahrain Location Based Entertainment Market Industry Analysis

Growth Drivers

  • Increasing Disposable Income:The average disposable income in Bahrain is projected to reach approximately BHD 1,600 per month in future, reflecting a 7% increase from current levels. This rise in disposable income enables families to allocate more funds towards leisure activities, including location-based entertainment. As more residents can afford entertainment options, the demand for diverse attractions, such as amusement parks and family entertainment centers, is expected to grow significantly, driving market expansion.
  • Rising Tourism and Expatriate Population:In future, Bahrain anticipates welcoming over 14 million tourists, a notable increase from 10 million in current levels. The expatriate population is also projected to reach 1.6 million, contributing to a vibrant cultural mix. This influx of visitors and residents creates a robust market for location-based entertainment, as both tourists and expatriates seek engaging experiences, thereby enhancing the overall market landscape in Bahrain.
  • Technological Advancements in Entertainment:The integration of advanced technologies, such as augmented reality (AR) and virtual reality (VR), is transforming the entertainment landscape in Bahrain. By future, investments in entertainment technology are expected to exceed BHD 250 million, facilitating the development of immersive experiences. These innovations not only attract tech-savvy consumers but also enhance the overall appeal of location-based entertainment venues, driving growth in the sector.

Market Challenges

  • High Operational Costs:The operational costs for location-based entertainment venues in Bahrain are projected to rise by 10% in future, primarily due to increased utility expenses and labor costs. This financial burden can deter new entrants and challenge existing operators, limiting their ability to invest in marketing and innovation. Consequently, high operational costs may hinder the overall growth of the location-based entertainment market in the region.
  • Limited Market Awareness:Despite the growing entertainment sector, market awareness remains low among potential consumers. A recent survey indicated that only 35% of residents are aware of the available location-based entertainment options. This lack of awareness can restrict foot traffic and patronage, making it challenging for businesses to thrive. Effective marketing strategies are essential to educate the public and stimulate interest in these entertainment offerings.

Bahrain Location Based Entertainment Market Future Outlook

As Bahrain's location-based entertainment market evolves, several trends are expected to shape its future. The increasing integration of immersive technologies will enhance visitor experiences, while a growing emphasis on sustainability will drive the development of eco-friendly attractions. Additionally, the collaboration with international entertainment brands will likely introduce innovative concepts, further enriching the local market. These factors combined will create a dynamic environment for growth and diversification in the entertainment sector.

Market Opportunities

  • Expansion of Family Entertainment Centers:The demand for family entertainment centers is on the rise, with an expected increase in new facilities by 25% in future. This expansion presents a significant opportunity for investors to capitalize on the growing preference for family-oriented activities, catering to both local residents and tourists seeking engaging experiences.
  • Development of Themed Attractions:Themed attractions are gaining popularity, with projected investments of BHD 60 million in future. This trend offers opportunities for developers to create unique experiences that resonate with diverse audiences, enhancing Bahrain's appeal as a premier entertainment destination and driving increased visitor engagement.

Scope of the Report

SegmentSub-Segments
By Venue Type

Amusement and Theme Parks

Family Entertainment Centers (FECs)

VR/AR Arcades and Gaming Zones

Escape Rooms and Adventure Games

Edutainment & Interactive Museums

Mixed-Use Retail & Mall Entertainment Zones

Esports & Competitive Gaming Arenas

Others

By Technology

Virtual Reality (VR)

Augmented Reality (AR)

Mixed Reality (MR)

Projection Mapping & Immersive Screens

Other Interactive Technologies

By Customer Segment

Families and Groups

Youth and Young Adults

Tourists and Visitors

Corporate and MICE (Meetings, Incentives, Conferences, Exhibitions)

Schools and Educational Institutions

High-Net-Worth and Premium Customers

Others

By Location Format

Shopping Malls

Standalone Destination Venues

Hotels and Resorts

Tourist and Leisure Districts

Mixed-Use Developments

Others

By Revenue Model

Ticketing and Pay-per-Visit

Membership and Subscription Passes

In-Venue F&B and Retail Spend

Events, Parties, and Corporate Bookings

Sponsorships & Brand Activations

Others

By Ownership / Operating Model

Independently Owned Venues

Franchise and Chain Concepts

Joint Ventures and Public-Private Partnerships (PPP)

Government / Municipality Operated Venues

Others

By Component

Hardware (Devices, Rides, VR/AR Equipment)

Software and Content

Services (Operations, Maintenance, Managed Services)

Others

Key Target Audience

Investors and Venture Capitalist Firms

Government and Regulatory Bodies (e.g., Bahrain Tourism and Exhibitions Authority, Bahrain Economic Development Board)

Manufacturers and Producers of Entertainment Equipment

Distributors and Retailers of Entertainment Products

Real Estate Developers and Property Management Firms

Technology Providers and Software Developers

Industry Associations and Trade Organizations

Financial Institutions and Investment Banks

Players Mentioned in the Report:

Funland Centre Bahrain

Magic Planet Bahrain

Bahrain Cinema Company (Cineco)

Adhari Park

Escape Code Bahrain

Virtual Reality Gaming Centers (e.g., VR Gaming Bahrain)

Bahrain International Circuit (BIC)

Wahooo! Waterpark (City Centre Bahrain)

Funscape World (The Avenues Bahrain)

Gravity Indoor Skydiving Bahrain

Bahrain International Exhibition & Convention Centre (as LBE event hub)

The Avenues Bahrain (Leisure & Entertainment Zone)

Seef Mall (Entertainment & FEC Tenants)

City Centre Bahrain

Al Areen Wildlife Park & Reserve

Table of Contents

Market Assessment Phase

1. Executive Summary and Approach


2. Bahrain Location Based Entertainment Market Overview

2.1 Key Insights and Strategic Recommendations

2.2 Bahrain Location Based Entertainment Market Overview

2.3 Definition and Scope

2.4 Evolution of Market Ecosystem

2.5 Timeline of Key Regulatory Milestones

2.6 Value Chain & Stakeholder Mapping

2.7 Business Cycle Analysis

2.8 Policy & Incentive Landscape


3. Bahrain Location Based Entertainment Market Analysis

3.1 Growth Drivers

3.1.1 Increasing disposable income
3.1.2 Rising tourism and expatriate population
3.1.3 Technological advancements in entertainment
3.1.4 Government support for entertainment initiatives

3.2 Market Challenges

3.2.1 High operational costs
3.2.2 Limited market awareness
3.2.3 Regulatory hurdles
3.2.4 Competition from online entertainment

3.3 Market Opportunities

3.3.1 Expansion of family entertainment centers
3.3.2 Development of themed attractions
3.3.3 Integration of virtual reality experiences
3.3.4 Collaborations with international entertainment brands

3.4 Market Trends

3.4.1 Growth of immersive experiences
3.4.2 Increasing focus on sustainability
3.4.3 Rise of mobile gaming and AR applications
3.4.4 Shift towards experiential marketing

3.5 Government Regulation

3.5.1 Licensing requirements for entertainment venues
3.5.2 Safety and health regulations
3.5.3 Tax incentives for entertainment investments
3.5.4 Regulations on foreign investments in entertainment

4. SWOT Analysis


5. Stakeholder Analysis


6. Porter's Five Forces Analysis


7. Bahrain Location Based Entertainment Market Market Size, 2019-2024

7.1 By Value

7.2 By Volume

7.3 By Average Selling Price


8. Bahrain Location Based Entertainment Market Segmentation

8.1 By Venue Type

8.1.1 Amusement and Theme Parks
8.1.2 Family Entertainment Centers (FECs)
8.1.3 VR/AR Arcades and Gaming Zones
8.1.4 Escape Rooms and Adventure Games
8.1.5 Edutainment & Interactive Museums
8.1.6 Mixed-Use Retail & Mall Entertainment Zones
8.1.7 Esports & Competitive Gaming Arenas
8.1.8 Others

8.2 By Technology

8.2.1 Virtual Reality (VR)
8.2.2 Augmented Reality (AR)
8.2.3 Mixed Reality (MR)
8.2.4 Projection Mapping & Immersive Screens
8.2.5 Other Interactive Technologies

8.3 By Customer Segment

8.3.1 Families and Groups
8.3.2 Youth and Young Adults
8.3.3 Tourists and Visitors
8.3.4 Corporate and MICE (Meetings, Incentives, Conferences, Exhibitions)
8.3.5 Schools and Educational Institutions
8.3.6 High-Net-Worth and Premium Customers
8.3.7 Others

8.4 By Location Format

8.4.1 Shopping Malls
8.4.2 Standalone Destination Venues
8.4.3 Hotels and Resorts
8.4.4 Tourist and Leisure Districts
8.4.5 Mixed-Use Developments
8.4.6 Others

8.5 By Revenue Model

8.5.1 Ticketing and Pay-per-Visit
8.5.2 Membership and Subscription Passes
8.5.3 In-Venue F&B and Retail Spend
8.5.4 Events, Parties, and Corporate Bookings
8.5.5 Sponsorships & Brand Activations
8.5.6 Others

8.6 By Ownership / Operating Model

8.6.1 Independently Owned Venues
8.6.2 Franchise and Chain Concepts
8.6.3 Joint Ventures and Public-Private Partnerships (PPP)
8.6.4 Government / Municipality Operated Venues
8.6.5 Others

8.7 By Component

8.7.1 Hardware (Devices, Rides, VR/AR Equipment)
8.7.2 Software and Content
8.7.3 Services (Operations, Maintenance, Managed Services)
8.7.4 Others

9. Bahrain Location Based Entertainment Market Competitive Analysis

9.1 Market Share of Key Players

9.2 Cross Comparison of Key Players

9.2.1 Company Name
9.2.2 Scale of Operations (Number of Locations / Total Floor Area)
9.2.3 Annual Revenue from LBE Operations
9.2.4 3-Year Revenue CAGR
9.2.5 EBITDA Margin from LBE Business
9.2.6 Average Revenue per Visitor / per Square Meter
9.2.7 Footfall Growth Rate
9.2.8 Capacity Utilization (Peak vs Off-Peak)
9.2.9 Customer Retention / Repeat Visit Rate
9.2.10 Average Ticket Size and Ancillary Spend per Visitor
9.2.11 Capex per Site and Payback Period
9.2.12 Return on Invested Capital (ROIC)
9.2.13 Occupancy Cost Ratio (Rent as % of Revenue)
9.2.14 Digital Engagement Metrics (App Usage, Online Bookings Share)

9.3 SWOT Analysis of Top Players

9.4 Pricing Analysis

9.5 Detailed Profile of Major Companies

9.5.1 Funland Centre Bahrain
9.5.2 Magic Planet Bahrain
9.5.3 Bahrain Cinema Company (Cineco)
9.5.4 Adhari Park
9.5.5 Escape Code Bahrain
9.5.6 Virtual Reality Gaming Centers (e.g., VR Gaming Bahrain)
9.5.7 Bahrain International Circuit (BIC)
9.5.8 Wahooo! Waterpark (City Centre Bahrain)
9.5.9 Funscape World (The Avenues – Bahrain)
9.5.10 Gravity Indoor Skydiving Bahrain
9.5.11 Bahrain International Exhibition & Convention Centre (as LBE event hub)
9.5.12 The Avenues – Bahrain (Leisure & Entertainment Zone)
9.5.13 Seef Mall (Entertainment & FEC Tenants)
9.5.14 City Centre Bahrain
9.5.15 Al Areen Wildlife Park & Reserve

10. Bahrain Location Based Entertainment Market End-User Analysis

10.1 Procurement Behavior of Key Ministries

10.1.1 Engagement with local entertainment providers
10.1.2 Budget allocation for public entertainment projects
10.1.3 Collaboration with private sector
10.1.4 Evaluation of entertainment proposals

10.2 Corporate Spend on Infrastructure & Energy

10.2.1 Investment in entertainment infrastructure
10.2.2 Budgeting for corporate events
10.2.3 Partnerships with entertainment venues
10.2.4 Sponsorship of local events

10.3 Pain Point Analysis by End-User Category

10.3.1 Accessibility of entertainment venues
10.3.2 Quality of entertainment offerings
10.3.3 Pricing concerns
10.3.4 Variety of experiences available

10.4 User Readiness for Adoption

10.4.1 Awareness of new entertainment options
10.4.2 Willingness to spend on experiences
10.4.3 Feedback on existing offerings
10.4.4 Interest in innovative experiences

10.5 Post-Deployment ROI and Use Case Expansion

10.5.1 Evaluation of entertainment investments
10.5.2 Expansion of successful concepts
10.5.3 Customer feedback integration
10.5.4 Long-term sustainability assessments

11. Bahrain Location Based Entertainment Market Future Size, 2025-2030

11.1 By Value

11.2 By Volume

11.3 By Average Selling Price


Go-To-Market Strategy Phase

1. Whitespace Analysis + Business Model Canvas

1.1 Identification of market gaps

1.2 Value proposition development

1.3 Revenue model exploration

1.4 Customer segmentation analysis

1.5 Competitive landscape overview

1.6 Key partnerships identification

1.7 Risk assessment


2. Marketing and Positioning Recommendations

2.1 Branding strategies

2.2 Product USPs

2.3 Target audience identification

2.4 Marketing channels selection

2.5 Promotional strategies

2.6 Customer engagement tactics

2.7 Performance metrics


3. Distribution Plan

3.1 Urban retail vs rural NGO tie-ups

3.2 Distribution channel optimization

3.3 Partnership opportunities

3.4 Logistics and supply chain management

3.5 Customer access strategies

3.6 Technology integration in distribution

3.7 Performance tracking


4. Channel & Pricing Gaps

4.1 Underserved routes

4.2 Pricing bands

4.3 Competitive pricing analysis

4.4 Customer willingness to pay

4.5 Pricing strategy recommendations

4.6 Value-based pricing considerations

4.7 Price elasticity assessment


5. Unmet Demand & Latent Needs

5.1 Category gaps

5.2 Consumer segments

5.3 Emerging trends analysis

5.4 Customer feedback incorporation

5.5 Market research findings

5.6 Future demand forecasting

5.7 Innovation opportunities


6. Customer Relationship

6.1 Loyalty programs

6.2 After-sales service

6.3 Customer feedback mechanisms

6.4 Engagement strategies

6.5 Relationship management tools

6.6 Performance evaluation

6.7 Customer retention strategies


7. Value Proposition

7.1 Sustainability

7.2 Integrated supply chains

7.3 Unique selling points

7.4 Customer-centric approach

7.5 Competitive advantages

7.6 Value delivery mechanisms

7.7 Performance metrics


8. Key Activities

8.1 Regulatory compliance

8.2 Branding

8.3 Distribution setup

8.4 Marketing execution

8.5 Customer service enhancement

8.6 Performance monitoring

8.7 Continuous improvement initiatives


9. Entry Strategy Evaluation

9.1 Domestic Market Entry Strategy

9.1.1 Product mix
9.1.2 Pricing band
9.1.3 Packaging

9.2 Export Entry Strategy

9.2.1 Target countries
9.2.2 Compliance roadmap

10. Entry Mode Assessment

10.1 JV

10.2 Greenfield

10.3 M&A

10.4 Distributor Model


11. Capital and Timeline Estimation

11.1 Capital requirements

11.2 Timelines


12. Control vs Risk Trade-Off

12.1 Ownership vs Partnerships


13. Profitability Outlook

13.1 Breakeven analysis

13.2 Long-term sustainability


14. Potential Partner List

14.1 Distributors

14.2 JVs

14.3 Acquisition targets


15. Execution Roadmap

15.1 Phased Plan for Market Entry

15.1.1 Market Setup
15.1.2 Market Entry
15.1.3 Growth Acceleration
15.1.4 Scale & Stabilize

15.2 Key Activities and Milestones

15.2.1 Activity planning
15.2.2 Milestone tracking

Research Methodology

ApproachModellingSample

Phase 1: Approach1

Desk Research

  • Analysis of industry reports from local and regional entertainment associations
  • Review of government publications and tourism statistics related to entertainment
  • Examination of market trends through online databases and trade journals

Primary Research

  • Interviews with key stakeholders in the location-based entertainment sector, including operators and investors
  • Surveys conducted with consumers to gauge preferences and spending habits in entertainment venues
  • Focus groups with families and young adults to understand engagement with location-based entertainment

Validation & Triangulation

  • Cross-validation of findings through multiple data sources, including consumer surveys and industry reports
  • Triangulation of qualitative insights from interviews with quantitative data from surveys
  • Sanity checks through expert panel reviews comprising industry veterans and market analysts

Phase 2: Market Size Estimation1

Top-down Assessment

  • Estimation of market size based on national entertainment spending and tourism influx
  • Segmentation of the market by type of entertainment (e.g., theme parks, arcades, VR experiences)
  • Incorporation of demographic trends and consumer behavior analysis in Bahrain

Bottom-up Modeling

  • Collection of revenue data from leading location-based entertainment venues in Bahrain
  • Estimation of average ticket prices and visitor numbers to derive total market revenue
  • Analysis of operational costs and profit margins for various entertainment formats

Forecasting & Scenario Analysis

  • Multi-factor regression analysis incorporating economic indicators and tourism growth rates
  • Scenario modeling based on potential regulatory changes and consumer trends
  • Development of baseline, optimistic, and pessimistic forecasts through 2030

Phase 3: CATI Sample Composition1

Scope Item/SegmentSample SizeTarget Respondent Profiles
Theme Park Visitors120Families, Young Adults
Arcade and Gaming Center Users80Teenagers, College Students
Virtual Reality Experience Participants60Tech Enthusiasts, Gamers
Event and Concert Attendees100Music Lovers, Event Goers
Family Entertainment Center Visitors70Parents, Children

Frequently Asked Questions

What is the current value of the Bahrain Location Based Entertainment Market?

The Bahrain Location Based Entertainment Market is valued at approximately USD 900 million, reflecting significant growth driven by increasing disposable incomes, a young population, and rising tourism inflows, alongside investments in entertainment infrastructure.

What factors are driving the growth of the Bahrain Location Based Entertainment Market?

Which cities in Bahrain are the primary hubs for location-based entertainment?

What types of venues are included in the Bahrain Location Based Entertainment Market?

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