2023-2028 Global and Regional Amusement Park and Attraction Software Industry Status and Prospects Professional Market Research Report Standard Version

  • Report Code : 896136
  • Pages : 141
  • Published On : Mar 2023
  • Industry : Services
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The global Amusement Park and Attraction Software market is expected to reach US$ XX Million by 2028, with a CAGR of XX% from 2023 to 2028, based on HNY Research newly published report.
The prime objective of this report is to provide the insights on the post COVID-19 impact which will help market players in this field evaluate their business approaches. Also, this report covers market segmentation by major market verdors, types, applications/end users and geography(North America, East Asia, Europe, South Asia, Southeast Asia, Middle East, Africa, Oceania, South America).

By Market Verdors:
Aluvii
KMIT Solutions
eTracktion
CenterEdge Advantage
GoPhoto
dexpos
LilYPad
Gateway Ticketing Systems
Gatemaster
KORONA
NorthStar
ROLLER
Qweekle
ReCPro

By Types:
Cloud Based
Web Based

By Applications:
Large Enterprises
SMEs

Key Indicators Analysed
Market Players & Competitor Analysis: The report covers the key players of the industry including Company Profile, Product Specifications, Production Capacity/Sales, Revenue, Price and Gross Margin 2017-2028 & Sales with a thorough analysis of the market's competitive landscape and detailed information on vendors and comprehensive details of factors that will challenge the growth of major market vendors.
Global and Regional Market Analysis: The report includes Global & Regional market status and outlook 2017-2028. Further the report provides break down details about each region & countries covered in the report. Identifying its sales, sales volume & revenue forecast. With detailed analysis by types and applications.
Market Trends: Market key trends which include Increased Competition and Continuous Innovations.
Opportunities and Drivers: Identifying the Growing Demands and New Technology
Porters Five Force Analysis: The report provides with the state of competition in industry depending on five basic forces: threat of new entrants, bargaining power of suppliers, bargaining power of buyers, threat of substitute products or services, and existing industry rivalry.

Key Reasons to Purchase
To gain insightful analyses of the market and have comprehensive understanding of the global market and its commercial landscape.
Assess the production processes, major issues, and solutions to mitigate the development risk.
To understand the most affecting driving and restraining forces in the market and its impact in the global market.
Learn about the market strategies that are being adopted by leading respective organizations.
To understand the future outlook and prospects for the market.
Besides the standard structure reports, we also provide custom research according to specific requirements.
Chapter 1 Industry Overview
1.1 Definition
1.2 Assumptions
1.3 Research Scope
1.4 Market Analysis by Regions
1.4.1 North America Market States and Outlook (2023-2028)
1.4.2 East Asia Market States and Outlook (2023-2028)
1.4.3 Europe Market States and Outlook (2023-2028)
1.4.4 South Asia Market States and Outlook (2023-2028)
1.4.5 Southeast Asia Market States and Outlook (2023-2028)
1.4.6 Middle East Market States and Outlook (2023-2028)
1.4.7 Africa Market States and Outlook (2023-2028)
1.4.8 Oceania Market States and Outlook (2023-2028)
1.4.9 South America Market States and Outlook (2023-2028)
1.5 Global Amusement Park and Attraction Software Market Size Analysis from 2023 to 2028
1.5.1 Global Amusement Park and Attraction Software Market Size Analysis from 2023 to 2028 by Consumption Volume
1.5.2 Global Amusement Park and Attraction Software Market Size Analysis from 2023 to 2028 by Value
1.5.3 Global Amusement Park and Attraction Software Price Trends Analysis from 2023 to 2028
1.6 COVID-19 Outbreak: Amusement Park and Attraction Software Industry Impact
Chapter 2 Global Amusement Park and Attraction Software Competition by Types, Applications, and Top Regions and Countries
2.1 Global Amusement Park and Attraction Software (Volume and Value) by Type
2.1.1 Global Amusement Park and Attraction Software Consumption and Market Share by Type (2017-2022)
2.1.2 Global Amusement Park and Attraction Software Revenue and Market Share by Type (2017-2022)
2.2 Global Amusement Park and Attraction Software (Volume and Value) by Application
2.2.1 Global Amusement Park and Attraction Software Consumption and Market Share by Application (2017-2022)
2.2.2 Global Amusement Park and Attraction Software Revenue and Market Share by Application (2017-2022)
2.3 Global Amusement Park and Attraction Software (Volume and Value) by Regions
2.3.1 Global Amusement Park and Attraction Software Consumption and Market Share by Regions (2017-2022)
2.3.2 Global Amusement Park and Attraction Software Revenue and Market Share by Regions (2017-2022)
Chapter 3 Production Market Analysis
3.1 Global Production Market Analysis
3.1.1 2017-2022 Global Capacity, Production, Capacity Utilization Rate, Ex-Factory Price, Revenue, Cost, Gross and Gross Margin Analysis
3.1.2 2017-2022 Major Manufacturers Performance and Market Share
3.2 Regional Production Market Analysis
3.2.1 2017-2022 Regional Market Performance and Market Share
3.2.2 North America Market
3.2.3 East Asia Market
3.2.4 Europe Market
3.2.5 South Asia Market
3.2.6 Southeast Asia Market
3.2.7 Middle East Market
3.2.8 Africa Market
3.2.9 Oceania Market
3.2.10 South America Market
3.2.11 Rest of the World Market
Chapter 4 Global Amusement Park and Attraction Software Sales, Consumption, Export, Import by Regions (2017-2022)
4.1 Global Amusement Park and Attraction Software Consumption by Regions (2017-2022)
4.2 North America Amusement Park and Attraction Software Sales, Consumption, Export, Import (2017-2022)
4.3 East Asia Amusement Park and Attraction Software Sales, Consumption, Export, Import (2017-2022)
4.4 Europe Amusement Park and Attraction Software Sales, Consumption, Export, Import (2017-2022)
4.5 South Asia Amusement Park and Attraction Software Sales, Consumption, Export, Import (2017-2022)
4.6 Southeast Asia Amusement Park and Attraction Software Sales, Consumption, Export, Import (2017-2022)
4.7 Middle East Amusement Park and Attraction Software Sales, Consumption, Export, Import (2017-2022)
4.8 Africa Amusement Park and Attraction Software Sales, Consumption, Export, Import (2017-2022)
4.9 Oceania Amusement Park and Attraction Software Sales, Consumption, Export, Import (2017-2022)
4.10 South America Amusement Park and Attraction Software Sales, Consumption, Export, Import (2017-2022)
Chapter 5 North America Amusement Park and Attraction Software Market Analysis
5.1 North America Amusement Park and Attraction Software Consumption and Value Analysis
5.1.1 North America Amusement Park and Attraction Software Market Under COVID-19
5.2 North America Amusement Park and Attraction Software Consumption Volume by Types
5.3 North America Amusement Park and Attraction Software Consumption Structure by Application
5.4 North America Amusement Park and Attraction Software Consumption by Top Countries
5.4.1 United States Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
5.4.2 Canada Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
5.4.3 Mexico Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
Chapter 6 East Asia Amusement Park and Attraction Software Market Analysis
6.1 East Asia Amusement Park and Attraction Software Consumption and Value Analysis
6.1.1 East Asia Amusement Park and Attraction Software Market Under COVID-19
6.2 East Asia Amusement Park and Attraction Software Consumption Volume by Types
6.3 East Asia Amusement Park and Attraction Software Consumption Structure by Application
6.4 East Asia Amusement Park and Attraction Software Consumption by Top Countries
6.4.1 China Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
6.4.2 Japan Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
6.4.3 South Korea Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
Chapter 7 Europe Amusement Park and Attraction Software Market Analysis
7.1 Europe Amusement Park and Attraction Software Consumption and Value Analysis
7.1.1 Europe Amusement Park and Attraction Software Market Under COVID-19
7.2 Europe Amusement Park and Attraction Software Consumption Volume by Types
7.3 Europe Amusement Park and Attraction Software Consumption Structure by Application
7.4 Europe Amusement Park and Attraction Software Consumption by Top Countries
7.4.1 Germany Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
7.4.2 UK Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
7.4.3 France Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
7.4.4 Italy Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
7.4.5 Russia Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
7.4.6 Spain Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
7.4.7 Netherlands Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
7.4.8 Switzerland Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
7.4.9 Poland Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
Chapter 8 South Asia Amusement Park and Attraction Software Market Analysis
8.1 South Asia Amusement Park and Attraction Software Consumption and Value Analysis
8.1.1 South Asia Amusement Park and Attraction Software Market Under COVID-19
8.2 South Asia Amusement Park and Attraction Software Consumption Volume by Types
8.3 South Asia Amusement Park and Attraction Software Consumption Structure by Application
8.4 South Asia Amusement Park and Attraction Software Consumption by Top Countries
8.4.1 India Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
8.4.2 Pakistan Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
8.4.3 Bangladesh Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
Chapter 9 Southeast Asia Amusement Park and Attraction Software Market Analysis
9.1 Southeast Asia Amusement Park and Attraction Software Consumption and Value Analysis
9.1.1 Southeast Asia Amusement Park and Attraction Software Market Under COVID-19
9.2 Southeast Asia Amusement Park and Attraction Software Consumption Volume by Types
9.3 Southeast Asia Amusement Park and Attraction Software Consumption Structure by Application
9.4 Southeast Asia Amusement Park and Attraction Software Consumption by Top Countries
9.4.1 Indonesia Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
9.4.2 Thailand Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
9.4.3 Singapore Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
9.4.4 Malaysia Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
9.4.5 Philippines Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
9.4.6 Vietnam Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
9.4.7 Myanmar Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
Chapter 10 Middle East Amusement Park and Attraction Software Market Analysis
10.1 Middle East Amusement Park and Attraction Software Consumption and Value Analysis
10.1.1 Middle East Amusement Park and Attraction Software Market Under COVID-19
10.2 Middle East Amusement Park and Attraction Software Consumption Volume by Types
10.3 Middle East Amusement Park and Attraction Software Consumption Structure by Application
10.4 Middle East Amusement Park and Attraction Software Consumption by Top Countries
10.4.1 Turkey Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
10.4.2 Saudi Arabia Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
10.4.3 Iran Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
10.4.4 United Arab Emirates Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
10.4.5 Israel Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
10.4.6 Iraq Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
10.4.7 Qatar Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
10.4.8 Kuwait Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
10.4.9 Oman Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
Chapter 11 Africa Amusement Park and Attraction Software Market Analysis
11.1 Africa Amusement Park and Attraction Software Consumption and Value Analysis
11.1.1 Africa Amusement Park and Attraction Software Market Under COVID-19
11.2 Africa Amusement Park and Attraction Software Consumption Volume by Types
11.3 Africa Amusement Park and Attraction Software Consumption Structure by Application
11.4 Africa Amusement Park and Attraction Software Consumption by Top Countries
11.4.1 Nigeria Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
11.4.2 South Africa Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
11.4.3 Egypt Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
11.4.4 Algeria Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
11.4.5 Morocco Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
Chapter 12 Oceania Amusement Park and Attraction Software Market Analysis
12.1 Oceania Amusement Park and Attraction Software Consumption and Value Analysis
12.2 Oceania Amusement Park and Attraction Software Consumption Volume by Types
12.3 Oceania Amusement Park and Attraction Software Consumption Structure by Application
12.4 Oceania Amusement Park and Attraction Software Consumption by Top Countries
12.4.1 Australia Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
12.4.2 New Zealand Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
Chapter 13 South America Amusement Park and Attraction Software Market Analysis
13.1 South America Amusement Park and Attraction Software Consumption and Value Analysis
13.1.1 South America Amusement Park and Attraction Software Market Under COVID-19
13.2 South America Amusement Park and Attraction Software Consumption Volume by Types
13.3 South America Amusement Park and Attraction Software Consumption Structure by Application
13.4 South America Amusement Park and Attraction Software Consumption Volume by Major Countries
13.4.1 Brazil Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
13.4.2 Argentina Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
13.4.3 Columbia Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
13.4.4 Chile Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
13.4.5 Venezuela Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
13.4.6 Peru Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
13.4.7 Puerto Rico Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
13.4.8 Ecuador Amusement Park and Attraction Software Consumption Volume from 2017 to 2022
Chapter 14 Company Profiles and Key Figures in Amusement Park and Attraction Software Business
14.1 Aluvii
14.1.1 Aluvii Company Profile
14.1.2 Aluvii Amusement Park and Attraction Software Product Specification
14.1.3 Aluvii Amusement Park and Attraction Software Production Capacity, Revenue, Price and Gross Margin (2017-2022)
14.2 KMIT Solutions
14.2.1 KMIT Solutions Company Profile
14.2.2 KMIT Solutions Amusement Park and Attraction Software Product Specification
14.2.3 KMIT Solutions Amusement Park and Attraction Software Production Capacity, Revenue, Price and Gross Margin (2017-2022)
14.3 eTracktion
14.3.1 eTracktion Company Profile
14.3.2 eTracktion Amusement Park and Attraction Software Product Specification
14.3.3 eTracktion Amusement Park and Attraction Software Production Capacity, Revenue, Price and Gross Margin (2017-2022)
14.4 CenterEdge Advantage
14.4.1 CenterEdge Advantage Company Profile
14.4.2 CenterEdge Advantage Amusement Park and Attraction Software Product Specification
14.4.3 CenterEdge Advantage Amusement Park and Attraction Software Production Capacity, Revenue, Price and Gross Margin (2017-2022)
14.5 GoPhoto
14.5.1 GoPhoto Company Profile
14.5.2 GoPhoto Amusement Park and Attraction Software Product Specification
14.5.3 GoPhoto Amusement Park and Attraction Software Production Capacity, Revenue, Price and Gross Margin (2017-2022)
14.6 dexpos
14.6.1 dexpos Company Profile
14.6.2 dexpos Amusement Park and Attraction Software Product Specification
14.6.3 dexpos Amusement Park and Attraction Software Production Capacity, Revenue, Price and Gross Margin (2017-2022)
14.7 LilYPad
14.7.1 LilYPad Company Profile
14.7.2 LilYPad Amusement Park and Attraction Software Product Specification
14.7.3 LilYPad Amusement Park and Attraction Software Production Capacity, Revenue, Price and Gross Margin (2017-2022)
14.8 Gateway Ticketing Systems
14.8.1 Gateway Ticketing Systems Company Profile
14.8.2 Gateway Ticketing Systems Amusement Park and Attraction Software Product Specification
14.8.3 Gateway Ticketing Systems Amusement Park and Attraction Software Production Capacity, Revenue, Price and Gross Margin (2017-2022)
14.9 Gatemaster
14.9.1 Gatemaster Company Profile
14.9.2 Gatemaster Amusement Park and Attraction Software Product Specification
14.9.3 Gatemaster Amusement Park and Attraction Software Production Capacity, Revenue, Price and Gross Margin (2017-2022)
14.10 KORONA
14.10.1 KORONA Company Profile
14.10.2 KORONA Amusement Park and Attraction Software Product Specification
14.10.3 KORONA Amusement Park and Attraction Software Production Capacity, Revenue, Price and Gross Margin (2017-2022)
14.11 NorthStar
14.11.1 NorthStar Company Profile
14.11.2 NorthStar Amusement Park and Attraction Software Product Specification
14.11.3 NorthStar Amusement Park and Attraction Software Production Capacity, Revenue, Price and Gross Margin (2017-2022)
14.12 ROLLER
14.12.1 ROLLER Company Profile
14.12.2 ROLLER Amusement Park and Attraction Software Product Specification
14.12.3 ROLLER Amusement Park and Attraction Software Production Capacity, Revenue, Price and Gross Margin (2017-2022)
14.13 Qweekle
14.13.1 Qweekle Company Profile
14.13.2 Qweekle Amusement Park and Attraction Software Product Specification
14.13.3 Qweekle Amusement Park and Attraction Software Production Capacity, Revenue, Price and Gross Margin (2017-2022)
14.14 ReCPro
14.14.1 ReCPro Company Profile
14.14.2 ReCPro Amusement Park and Attraction Software Product Specification
14.14.3 ReCPro Amusement Park and Attraction Software Production Capacity, Revenue, Price and Gross Margin (2017-2022)
Chapter 15 Global Amusement Park and Attraction Software Market Forecast (2023-2028)
15.1 Global Amusement Park and Attraction Software Consumption Volume, Revenue and Price Forecast (2023-2028)
15.1.1 Global Amusement Park and Attraction Software Consumption Volume and Growth Rate Forecast (2023-2028)
15.1.2 Global Amusement Park and Attraction Software Value and Growth Rate Forecast (2023-2028)
15.2 Global Amusement Park and Attraction Software Consumption Volume, Value and Growth Rate Forecast by Region (2023-2028)
15.2.1 Global Amusement Park and Attraction Software Consumption Volume and Growth Rate Forecast by Regions (2023-2028)
15.2.2 Global Amusement Park and Attraction Software Value and Growth Rate Forecast by Regions (2023-2028)
15.2.3 North America Amusement Park and Attraction Software Consumption Volume, Revenue and Growth Rate Forecast (2023-2028)
15.2.4 East Asia Amusement Park and Attraction Software Consumption Volume, Revenue and Growth Rate Forecast (2023-2028)
15.2.5 Europe Amusement Park and Attraction Software Consumption Volume, Revenue and Growth Rate Forecast (2023-2028)
15.2.6 South Asia Amusement Park and Attraction Software Consumption Volume, Revenue and Growth Rate Forecast (2023-2028)
15.2.7 Southeast Asia Amusement Park and Attraction Software Consumption Volume, Revenue and Growth Rate Forecast (2023-2028)
15.2.8 Middle East Amusement Park and Attraction Software Consumption Volume, Revenue and Growth Rate Forecast (2023-2028)
15.2.9 Africa Amusement Park and Attraction Software Consumption Volume, Revenue and Growth Rate Forecast (2023-2028)
15.2.10 Oceania Amusement Park and Attraction Software Consumption Volume, Revenue and Growth Rate Forecast (2023-2028)
15.2.11 South America Amusement Park and Attraction Software Consumption Volume, Revenue and Growth Rate Forecast (2023-2028)
15.3 Global Amusement Park and Attraction Software Consumption Volume, Revenue and Price Forecast by Type (2023-2028)
15.3.1 Global Amusement Park and Attraction Software Consumption Forecast by Type (2023-2028)
15.3.2 Global Amusement Park and Attraction Software Revenue Forecast by Type (2023-2028)
15.3.3 Global Amusement Park and Attraction Software Price Forecast by Type (2023-2028)
15.4 Global Amusement Park and Attraction Software Consumption Volume Forecast by Application (2023-2028)
15.5 Amusement Park and Attraction Software Market Forecast Under COVID-19
Chapter 16 Conclusions
Research Methodology

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