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Asia Pacific Amusement Machine Market Size, Share & Trends Analysis Report By Application (Indoor Specialty Centers, Amusement & Recreational Theme Park) By Game Type, By Country and Growth Forecast, 2024 - 2031

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    Report

  • 90 Pages
  • April 2025
  • Region: Asia Pacific
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 6077218
The Asia Pacific Amusement Machine Market is expected to witness market growth of 10.9% CAGR during the forecast period (2024-2031).

The China market dominated the Asia Pacific Amusement Machine Market by country in 2023, and is expected to continue to be a dominant market till 2031; thereby, achieving a market value of $1.99 billion by 2031. The Japan market is registering a CAGR of 10.3% during 2024-2031. Additionally, the India market is expected to showcase a CAGR of 11.6% during 2024-2031.



Countries like China and Japan have embraced amusement machines as entertainment devices and cultural phenomena, with claw machines (known as UFO catchers in Japan) evolving into hybrid retail experiences offering exclusive merchandise. Meanwhile, Europe is witnessing a resurgence of retro arcade gaming, with bar arcades and social gaming lounges capitalizing on nostalgia to draw millennials and Gen Z consumers.

The adoption process is thriving, propelled by enthusiasm and opportunity across the industry. Affordable technological advancements, a growing appetite for unique out-of-home entertainment, and stable demand in key markets are accelerating their uptake, even in smaller venues and emerging regions.

The market, which includes arcade games, vending machines, and interactive entertainment solutions, is expanding due to economic growth, rising tourism, and advancements in digital production. Furethermore, this market in India is growing, driven by increasing Gross National Disposable Income (GNDI). The Ministry of Statistics & Programme Implementation estimates GNDI for 2021-22 at ₹236.07 lakh crore, reflecting a 17.4% increase from ₹201.15 lakh crore in 2020-21. Also, market in China is growing rapidly, fuelled by the expansion of theme parks. Between 2020 and 2023, Fantawild, a leading theme park brand, launched 10 new parks, with further growth expected. Seven Fantawild parks are among the top 20 in the Asia-Pacific region regarding visitor numbers. This market in Australia is benefiting from advancements in digital production, particularly in New South Wales (NSW). The state accounted for 45% of the $2.29 billion spent on film production in Australia in 2022, exceeding $1 billion in expenditure. With Sydney’s Fox Studios being the largest production facility in the southern hemisphere, the strong presence of CGI and post-production work is accelerating the development of high-quality gaming content. In conclusion, economic expansion in India, theme park growth in China, and digital innovation in Australia are driving this market.

List of Key Companies Profiled

  • Adrenaline Amusements Inc.
  • Bay Tek Entertainment, Inc.
  • Bob’s Space Racer
  • CAPCOM Group
  • Coastal Amusements Inc.
  • Elaut Group
  • Innovative Concepts in Entertainment, Inc.
  • Konami Holdings Corporation
  • LAI Games Pty. Ltd.
  • Player One Amusement Group Inc.

Market Report Segmentation

By Application

  • Indoor Specialty Centers
  • Amusement & Recreational Theme Park
  • Game Centers
  • Hotel & Bars
  • Other Application

By Game Type

  • Indoor Go-Karts
  • Simulation & AR-VR Games
  • Redemption Games
  • Video Games
  • Electro-Mechanical Games
  • Claw Machine Games
  • Photo Booths
  • Others

By Country

  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Asia Pacific Amusement Machine Market, by Application
1.4.2 Asia Pacific Amusement Machine Market, by Game Type
1.4.3 Asia Pacific Amusement Machine Market, by Country
1.5 Methodology for the Research
Chapter 2. Market at a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
3.2.3 Market Opportunities
3.2.4 Market Challenges
3.3 Porter Five Forces Analysis
Chapter 4. Asia Pacific Amusement Machine Market by Application
4.1 Asia Pacific Indoor Specialty Centers Market by Country
4.2 Asia Pacific Amusement & Recreational Theme Park Market by Country
4.3 Asia Pacific Game Centers Market by Country
4.4 Asia Pacific Hotel & Bars Market by Country
4.5 Asia Pacific Other Application Market by Country
Chapter 5. Asia Pacific Amusement Machine Market by Game Type
5.1 Asia Pacific Indoor Go-Karts Market by Country
5.2 Asia Pacific Simulation & AR-VR Games Market by Country
5.3 Asia Pacific Redemption Games Market by Country
5.4 Asia Pacific Video Games Market by Country
5.5 Asia Pacific Electro-Mechanical Games Market by Country
5.6 Asia Pacific Claw Machine Games Market by Country
5.7 Asia Pacific Photo Booths Market by Country
5.8 Asia Pacific Others Market by Country
Chapter 6. Asia Pacific Amusement Machine Market by Country
6.1 China Amusement Machine Market
6.1.1 China Amusement Machine Market by Application
6.1.2 China Amusement Machine Market by Game Type
6.2 Japan Amusement Machine Market
6.2.1 Japan Amusement Machine Market by Application
6.2.2 Japan Amusement Machine Market by Game Type
6.3 India Amusement Machine Market
6.3.1 India Amusement Machine Market by Application
6.3.2 India Amusement Machine Market by Game Type
6.4 South Korea Amusement Machine Market
6.4.1 South Korea Amusement Machine Market by Application
6.4.2 South Korea Amusement Machine Market by Game Type
6.5 Singapore Amusement Machine Market
6.5.1 Singapore Amusement Machine Market by Application
6.5.2 Singapore Amusement Machine Market by Game Type
6.6 Malaysia Amusement Machine Market
6.6.1 Malaysia Amusement Machine Market by Application
6.6.2 Malaysia Amusement Machine Market by Game Type
6.7 Rest of Asia Pacific Amusement Machine Market
6.7.1 Rest of Asia Pacific Amusement Machine Market by Application
6.7.2 Rest of Asia Pacific Amusement Machine Market by Game Type
Chapter 7. Company Profiles
7.1 Adrenaline Amusements Inc.
7.1.1 Company Overview
7.2 Bay Tek Entertainment, Inc.
7.2.1 Company Overview
7.3 Bob’s Space Racer
7.3.1 Company Overview
7.4 CAPCOM Group
7.4.1 Company Overview
7.4.2 Financial Analysis
7.4.3 Segmental Analysis
7.4.4 Research & Development Expenses
7.5 Coastal Amusements Inc.
7.5.1 Company Overview
7.6 Elaut Group
7.6.1 Company Overview
7.7 Innovative Concepts in Entertainment, Inc.
7.7.1 Company Overview
7.8 Konami Holdings Corporation
7.8.1 Company Overview
7.8.2 Financial Analysis
7.8.3 Segmental Analysis
7.8.4 SWOT Analysis
7.9 LAI Games Pty. Ltd.
7.9.1 Company Overview
7.10. Player One Amusement Group Inc.
7.10.1 Company Overview

Companies Mentioned

  • Adrenaline Amusements Inc.
  • Bay Tek Entertainment, Inc.
  • Bob’s Space Racer
  • CAPCOM Group
  • Coastal Amusements Inc.
  • Elaut Group
  • Innovative Concepts in Entertainment, Inc.
  • Konami Holdings Corporation
  • LAI Games Pty. Ltd.
  • Player One Amusement Group Inc.

Methodology

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