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

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    Report

  • 207 Pages
  • April 2025
  • Region: Global
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 6077397
The Global Amusement Machine Market size is expected to reach $31.28 billion by 2031, rising at a market growth of 10.2% CAGR during the forecast period.

The North America segment recorded 41% revenue share in the market in 2023. This dominance is driven by the high concentration of amusement parks, family entertainment centers (FECs), and regional gaming arcades. The increasing adoption of advanced amusement technologies, including AR-VR gaming, interactive simulation machines, and indoor go-karting, has further fuelled market growth.



The rise of esports and competitive gaming has created new opportunities for arcade-style amusement machines. With the increasing popularity of professional gaming tournaments, players seek immersive and skill-based experiences beyond traditional arcade games. Many amusement centers are capitalizing on this trend by integrating competitive gaming features such as real-time leaderboards, tournament modes, and multiplayer options, attracting a new generation of gamers. Hence, the growth of esports and competitive gaming is driving arcade machine popularity.

Additionally, the transition to digital transactions has significantly impacted the market. With the increasing adoption of mobile wallets, NFC payments, and QR code-based transactions, cashless payment systems have become essential for gaming machines. Consumers prefer the convenience and security of cashless transactions, leading to increased spending per session and improved revenue for arcade operators. In conclusion, the rising demand for cashless and contactless payment solutions in gaming machines drives the market's growth.

However, one of the biggest challenges in the market is the high upfront cost of acquiring and installing machines. Advanced gaming machines with VR, motion sensors, and high-definition displays require significant capital investment, making it difficult for small businesses and independent arcade operators to enter the market. The costs include purchasing the machines and setting up infrastructure, such as seating, lighting, and payment systems. Thus, amusement machines' high initial investment and maintenance costs are hindering market growth.

Driving and Restraining Factors

Drivers

  • Growth of Esports and Competitive Gaming Driving Arcade Machine Popularity
  • Rising Demand for Cashless and Contactless Payment Solutions in Gaming Machines
  • Increasing Disposable Income Worldwide and Increased Consumer Spending on Entertainment

Restraints

  • High Initial Investment and Maintenance Costs of Amusement Machines
  • Significant Dependence on Foot Traffic and Seasonal Variations Affecting Revenue

Opportunities

  • Development of Eco-Friendly and Energy-Efficient Amusement Machines to Meet Sustainability Goals
  • Integration of Virtual Reality (VR) and Augmented Reality (AR) to Enhance Gaming Experiences

Challenges

  • Growing Concerns Over Screen Time and Potential Health Risks of Gaming Machines
  • Risk of Vandalism, Theft, and Wear-and-Tear Affecting Machine Longevity

Application Type Outlook

On the basis of application, the market is classified into amusement & recreational theme park, indoor specialty centers, game centers, hotel & bars, and others. The amusement & recreational theme park segment recorded 25% revenue share in the market in 2023. Large-scale theme parks and amusement parks continue to invest in advanced gaming and interactive entertainment options to enhance visitor engagement. The demand for high-end simulation games, virtual reality attractions, and interactive arcade experiences within these parks has fuelled the growth of this segment.



Game Type Outlook

Based on game type, the market is characterized into video games, simulation/AR-VR games, electro-mechanical games, redemption games, claw machine games, photo booths, indoor go-karts, and others. The simulation/AR-VR games segment procured 15% revenue share in the market in 2023. The growing adoption of immersive gaming experiences and technological advancements in virtual reality (VR) and augmented reality (AR) have fuelled the expansion of this segment. AR-VR simulation games provide users with highly interactive and engaging gameplay, making them popular attractions in amusement parks, gaming arcades, and entertainment centers.

Regional Outlook

Region-wise, the market is analyzed across North America, Europe, Asia Pacific, and LAMEA. The Asia Pacific segment procured 29% revenue share in the market in 2023. Countries such as India, China, Japan, and Australia are seeing explosive growth in digital content consumption, with sports being a major contributor. Events like the Indian Premier League (IPL), cricket World Cups, and regional football leagues attract millions of online viewers.

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 Geography

  • North America
  • US
  • Canada
  • Mexico
  • Rest of North America
  • Europe
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe
  • Asia Pacific
  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific
  • LAMEA
  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA

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 Global Amusement Machine Market, by Application
1.4.2 Global Amusement Machine Market, by Game Type
1.4.3 Global Amusement Machine Market, by Geography
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. Global Amusement Machine Market by Application
4.1 Global Indoor Specialty Centers Market by Region
4.2 Global Amusement & Recreational Theme Park Market by Region
4.3 Global Game Centers Market by Region
4.4 Global Hotel & Bars Market by Region
4.5 Global Other Application Market by Region
Chapter 5. Global Amusement Machine Market by Game Type
5.1 Global Indoor Go-Karts Market by Region
5.2 Global Simulation & AR-VR Games Market by Region
5.3 Global Redemption Games Market by Region
5.4 Global Video Games Market by Region
5.5 Global Electro-Mechanical Games Market by Region
5.6 Global Claw Machine Games Market by Region
5.7 Global Photo Booths Market by Region
5.8 Global Others Market by Region
Chapter 6. Global Amusement Machine Market by Region
6.1 North America Amusement Machine Market
6.1.1 North America Amusement Machine Market by Application
6.1.1.1 North America Indoor Specialty Centers Market by Country
6.1.1.2 North America Amusement & Recreational Theme Park Market by Country
6.1.1.3 North America Game Centers Market by Country
6.1.1.4 North America Hotel & Bars Market by Country
6.1.1.5 North America Other Application Market by Country
6.1.2 North America Amusement Machine Market by Game Type
6.1.2.1 North America Indoor Go-Karts Market by Country
6.1.2.2 North America Simulation & AR-VR Games Market by Country
6.1.2.3 North America Redemption Games Market by Country
6.1.2.4 North America Video Games Market by Country
6.1.2.5 North America Electro-Mechanical Games Market by Country
6.1.2.6 North America Claw Machine Games Market by Country
6.1.2.7 North America Photo Booths Market by Country
6.1.2.8 North America Others Market by Country
6.1.3 North America Amusement Machine Market by Country
6.1.3.1 US Amusement Machine Market
6.1.3.1.1 US Amusement Machine Market by Application
6.1.3.1.2 US Amusement Machine Market by Game Type
6.1.3.2 Canada Amusement Machine Market
6.1.3.2.1 Canada Amusement Machine Market by Application
6.1.3.2.2 Canada Amusement Machine Market by Game Type
6.1.3.3 Mexico Amusement Machine Market
6.1.3.3.1 Mexico Amusement Machine Market by Application
6.1.3.3.2 Mexico Amusement Machine Market by Game Type
6.1.3.4 Rest of North America Amusement Machine Market
6.1.3.4.1 Rest of North America Amusement Machine Market by Application
6.1.3.4.2 Rest of North America Amusement Machine Market by Game Type
6.2 Europe Amusement Machine Market
6.2.1 Europe Amusement Machine Market by Application
6.2.1.1 Europe Indoor Specialty Centers Market by Country
6.2.1.2 Europe Amusement & Recreational Theme Park Market by Country
6.2.1.3 Europe Game Centers Market by Country
6.2.1.4 Europe Hotel & Bars Market by Country
6.2.1.5 Europe Other Application Market by Country
6.2.2 Europe Amusement Machine Market by Game Type
6.2.2.1 Europe Indoor Go-Karts Market by Country
6.2.2.2 Europe Simulation & AR-VR Games Market by Country
6.2.2.3 Europe Redemption Games Market by Country
6.2.2.4 Europe Video Games Market by Country
6.2.2.5 Europe Electro-Mechanical Games Market by Country
6.2.2.6 Europe Claw Machine Games Market by Country
6.2.2.7 Europe Photo Booths Market by Country
6.2.2.8 Europe Others Market by Country
6.2.3 Europe Amusement Machine Market by Country
6.2.3.1 Germany Amusement Machine Market
6.2.3.1.1 Germany Amusement Machine Market by Application
6.2.3.1.2 Germany Amusement Machine Market by Game Type
6.2.3.2 UK Amusement Machine Market
6.2.3.2.1 UK Amusement Machine Market by Application
6.2.3.2.2 UK Amusement Machine Market by Game Type
6.2.3.3 France Amusement Machine Market
6.2.3.3.1 France Amusement Machine Market by Application
6.2.3.3.2 France Amusement Machine Market by Game Type
6.2.3.4 Russia Amusement Machine Market
6.2.3.4.1 Russia Amusement Machine Market by Application
6.2.3.4.2 Russia Amusement Machine Market by Game Type
6.2.3.5 Spain Amusement Machine Market
6.2.3.5.1 Spain Amusement Machine Market by Application
6.2.3.5.2 Spain Amusement Machine Market by Game Type
6.2.3.6 Italy Amusement Machine Market
6.2.3.6.1 Italy Amusement Machine Market by Application
6.2.3.6.2 Italy Amusement Machine Market by Game Type
6.2.3.7 Rest of Europe Amusement Machine Market
6.2.3.7.1 Rest of Europe Amusement Machine Market by Application
6.2.3.7.2 Rest of Europe Amusement Machine Market by Game Type
6.3 Asia Pacific Amusement Machine Market
6.3.1 Asia Pacific Amusement Machine Market by Application
6.3.1.1 Asia Pacific Indoor Specialty Centers Market by Country
6.3.1.2 Asia Pacific Amusement & Recreational Theme Park Market by Country
6.3.1.3 Asia Pacific Game Centers Market by Country
6.3.1.4 Asia Pacific Hotel & Bars Market by Country
6.3.1.5 Asia Pacific Other Application Market by Country
6.3.2 Asia Pacific Amusement Machine Market by Game Type
6.3.2.1 Asia Pacific Indoor Go-Karts Market by Country
6.3.2.2 Asia Pacific Simulation & AR-VR Games Market by Country
6.3.2.3 Asia Pacific Redemption Games Market by Country
6.3.2.4 Asia Pacific Video Games Market by Country
6.3.2.5 Asia Pacific Electro-Mechanical Games Market by Country
6.3.2.6 Asia Pacific Claw Machine Games Market by Country
6.3.2.7 Asia Pacific Photo Booths Market by Country
6.3.2.8 Asia Pacific Others Market by Country
6.3.3 Asia Pacific Amusement Machine Market by Country
6.3.3.1 China Amusement Machine Market
6.3.3.1.1 China Amusement Machine Market by Application
6.3.3.1.2 China Amusement Machine Market by Game Type
6.3.3.2 Japan Amusement Machine Market
6.3.3.2.1 Japan Amusement Machine Market by Application
6.3.3.2.2 Japan Amusement Machine Market by Game Type
6.3.3.3 India Amusement Machine Market
6.3.3.3.1 India Amusement Machine Market by Application
6.3.3.3.2 India Amusement Machine Market by Game Type
6.3.3.4 South Korea Amusement Machine Market
6.3.3.4.1 South Korea Amusement Machine Market by Application
6.3.3.4.2 South Korea Amusement Machine Market by Game Type
6.3.3.5 Singapore Amusement Machine Market
6.3.3.5.1 Singapore Amusement Machine Market by Application
6.3.3.5.2 Singapore Amusement Machine Market by Game Type
6.3.3.6 Malaysia Amusement Machine Market
6.3.3.6.1 Malaysia Amusement Machine Market by Application
6.3.3.6.2 Malaysia Amusement Machine Market by Game Type
6.3.3.7 Rest of Asia Pacific Amusement Machine Market
6.3.3.7.1 Rest of Asia Pacific Amusement Machine Market by Application
6.3.3.7.2 Rest of Asia Pacific Amusement Machine Market by Game Type
6.4 LAMEA Amusement Machine Market
6.4.1 LAMEA Amusement Machine Market by Application
6.4.1.1 LAMEA Indoor Specialty Centers Market by Country
6.4.1.2 LAMEA Amusement & Recreational Theme Park Market by Country
6.4.1.3 LAMEA Game Centers Market by Country
6.4.1.4 LAMEA Hotel & Bars Market by Country
6.4.1.5 LAMEA Other Application Market by Country
6.4.2 LAMEA Amusement Machine Market by Game Type
6.4.2.1 LAMEA Indoor Go-Karts Market by Country
6.4.2.2 LAMEA Simulation & AR-VR Games Market by Country
6.4.2.3 LAMEA Redemption Games Market by Country
6.4.2.4 LAMEA Video Games Market by Country
6.4.2.5 LAMEA Electro-Mechanical Games Market by Country
6.4.2.6 LAMEA Claw Machine Games Market by Country
6.4.2.7 LAMEA Photo Booths Market by Country
6.4.2.8 LAMEA Others Market by Country
6.4.3 LAMEA Amusement Machine Market by Country
6.4.3.1 Brazil Amusement Machine Market
6.4.3.1.1 Brazil Amusement Machine Market by Application
6.4.3.1.2 Brazil Amusement Machine Market by Game Type
6.4.3.2 Argentina Amusement Machine Market
6.4.3.2.1 Argentina Amusement Machine Market by Application
6.4.3.2.2 Argentina Amusement Machine Market by Game Type
6.4.3.3 UAE Amusement Machine Market
6.4.3.3.1 UAE Amusement Machine Market by Application
6.4.3.3.2 UAE Amusement Machine Market by Game Type
6.4.3.4 Saudi Arabia Amusement Machine Market
6.4.3.4.1 Saudi Arabia Amusement Machine Market by Application
6.4.3.4.2 Saudi Arabia Amusement Machine Market by Game Type
6.4.3.5 South Africa Amusement Machine Market
6.4.3.5.1 South Africa Amusement Machine Market by Application
6.4.3.5.2 South Africa Amusement Machine Market by Game Type
6.4.3.6 Nigeria Amusement Machine Market
6.4.3.6.1 Nigeria Amusement Machine Market by Application
6.4.3.6.2 Nigeria Amusement Machine Market by Game Type
6.4.3.7 Rest of LAMEA Amusement Machine Market
6.4.3.7.1 Rest of LAMEA Amusement Machine Market by Application
6.4.3.7.2 Rest of LAMEA 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
Chapter 8. Winning Imperatives of Amusement Machine Market

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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