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Amusement Machine Market Report 2026

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    Report

  • 250 Pages
  • January 2026
  • Region: Global
  • The Business Research Company
  • ID: 6177653
The amusement machine market size has grown rapidly in recent years. It will grow from $17.54 billion in 2025 to $19.55 billion in 2026 at a compound annual growth rate (CAGR) of 11.5%. The growth in the historic period can be attributed to expansion of commercial entertainment venues, growth of arcade and game center culture, rising disposable income for recreational spending, advancements in electronic gaming hardware, increasing popularity of indoor entertainment.

The amusement machine market size is expected to see rapid growth in the next few years. It will grow to $29.9 billion in 2030 at a compound annual growth rate (CAGR) of 11.2%. The growth in the forecast period can be attributed to increasing adoption of VR-based amusement machines, rising demand for socially interactive gaming experiences, expansion of location-based entertainment centers, growing focus on sustainable amusement equipment, increasing use of data analytics for player engagement. Major trends in the forecast period include increasing integration of immersive gameplay technologies, rising demand for interactive and skill-based machines, expansion of digitally connected amusement systems, growing focus on energy-efficient machine design, enhanced customization of user experiences.

The rise in investments in family entertainment centers is expected to drive the growth of the amusement machine market in the coming years. Family entertainment center (FEC) investments involve allocating resources and capital into recreational and amusement facilities designed for families. This trend is increasing as consumers show greater demand for leisure and recreational experiences, prioritizing memorable activities over material possessions. Investments in these centers fuel the demand for amusement machines, as they depend on a variety of engaging devices to attract visitors and ensure consistent use, thereby generating steady revenue from the machines. For example, in January 2025, the New Jersey Economic Development Authority, a US-based government agency, approved a $4.2 million grant to expand the Showboat Family Entertainment Center in Atlantic City. As a result, the growth in family entertainment center investments is contributing to the expansion of the amusement machine market.

Companies in the amusement machine market are advancing new technologies such as immersive motion simulators to enhance multisensory experiences by combining motion, sound, and visuals. Immersive motion simulators integrate synchronized platforms with virtual reality visuals to deliver realistic, interactive environments. For instance, in October 2024, FuninVR, a China-based manufacturer of virtual reality entertainment equipment, unveiled the VR Skyship game ride at the 2024 Canton Fair. VR Skyship incorporates advanced motion simulation with 360° rotation and ±12° wide-angle tilting, offering immersive experiences ranging from sci-fi battles to dinosaur adventures. The ride includes over ten high-end special effects and precise motion capture, creating an intense multisensory atmosphere. With regularly updated content, including deep-sea exploration and horror themes, this innovation highlights China’s progress in intelligent manufacturing and immersive digital entertainment.

In July 2025, GENDA Inc., a Japan-based amusement arcade company, acquired Player One Amusement Group for an undisclosed sum. This acquisition is expected to significantly increase GENDA’s sales across North America while supporting its strategy to strengthen regional operations and improve profitability within the company group. Player One Amusement Group, headquartered in Canada, specializes in providing amusement machines.

Major companies operating in the amusement machine market are Bandai Namco Holdings Inc., Sega Sammy Holdings Inc., Konami Holdings Corporation, Incredible Technologies Inc., SINORIDES, ELAUT GROUP, HY Technology, Adrenaline Amusements Inc., LAI Games, Andamiro USA Corp., Raw Thrills Inc., Guangzhou EPARK Electronic Technology Co. Ltd., Benchmark Games, Neofuns Amusement Equipment Co. Ltd., JAKAR SP. Z O.O., American Pinball Inc., Yuto Games, Coastal Amusements Inc., Zoom Studios, PALM FUN Electronics Co. Ltd.

North America was the largest region in the amusement machine market in 2025. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the amusement machine market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the amusement machine market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The amusement machine market consists of sales of claw crane machines, photo booth machines, basketball arcade machines, dance simulation machines, and air hockey tables. Values in this market are ‘factory gate’ values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

This product will be delivered within 1-3 business days.

Table of Contents

1. Executive Summary
1.1. Key Market Insights (2020-2035)
1.2. Visual Dashboard: Market Size, Growth Rate, Hotspots
1.3. Major Factors Driving the Market
1.4. Top Three Trends Shaping the Market
2. Amusement Machine Market Characteristics
2.1. Market Definition & Scope
2.2. Market Segmentations
2.3. Overview of Key Products and Services
2.4. Global Amusement Machine Market Attractiveness Scoring and Analysis
2.4.1. Overview of Market Attractiveness Framework
2.4.2. Quantitative Scoring Methodology
2.4.3. Factor-Wise Evaluation
Growth Potential Analysis, Competitive Dynamics Assessment, Strategic Fit Assessment and Risk Profile Evaluation
2.4.4. Market Attractiveness Scoring and Interpretation
2.4.5. Strategic Implications and Recommendations
3. Amusement Machine Market Supply Chain Analysis
3.1. Overview of the Supply Chain and Ecosystem
3.2. List of Key Raw Materials, Resources & Suppliers
3.3. List of Major Distributors and Channel Partners
3.4. List of Major End Users
4. Global Amusement Machine Market Trends and Strategies
4.1. Key Technologies & Future Trends
4.1.1 Immersive Technologies (Ar/Vr/Xr)
4.1.2 Digitalization, Cloud, Big Data & Cybersecurity
4.1.3 Artificial Intelligence & Autonomous Intelligence
4.1.4 Industry 4.0 & Intelligent Manufacturing
4.1.5 Sustainability, Climate Tech & Circular Economy
4.2. Major Trends
4.2.1 Increasing Integration of Immersive Gameplay Technologies
4.2.2 Rising Demand for Interactive and Skill-Based Machines
4.2.3 Expansion of Digitally Connected Amusement Systems
4.2.4 Growing Focus on Energy-Efficient Machine Design
4.2.5 Enhanced Customization of User Experiences
5. Amusement Machine Market Analysis of End Use Industries
5.1 Theme Park Operators
5.2 Game Center Operators
5.3 Indoor Entertainment Centers
5.4 Commercial Arcade Owners
5.5 Residential Consumers
6. Amusement Machine Market - Macro Economic Scenario Including the Impact of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, Supply Chain Impact from Tariff War & Trade Protectionism, and Covid and Recovery on the Market
7. Global Amusement Machine Strategic Analysis Framework, Current Market Size, Market Comparisons and Growth Rate Analysis
7.1. Global Amusement Machine PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
7.2. Global Amusement Machine Market Size, Comparisons and Growth Rate Analysis
7.3. Global Amusement Machine Historic Market Size and Growth, 2020-2025, Value ($ Billion)
7.4. Global Amusement Machine Forecast Market Size and Growth, 2025-2030, 2035F, Value ($ Billion)
8. Global Amusement Machine Total Addressable Market (TAM) Analysis for the Market
8.1. Definition and Scope of Total Addressable Market (TAM)
8.2. Methodology and Assumptions
8.3. Global Total Addressable Market (TAM) Estimation
8.4. TAM vs. Current Market Size Analysis
8.5. Strategic Insights and Growth Opportunities from TAM Analysis
9. Amusement Machine Market Segmentation
9.1. Global Amusement Machine Market, Segmentation by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Arcade, Pinball, Redemption, Other Types
9.2. Global Amusement Machine Market, Segmentation by Genre, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Action, Racing, Shooting, Sports, Other Genres
9.3. Global Amusement Machine Market, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Amusement and Recreational Theme Park, Indoor Specialty Centers, Game Centers
9.4. Global Amusement Machine Market, Segmentation by End Use, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Residential, Commercial
9.5. Global Amusement Machine Market, Sub-Segmentation of Arcade, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Video Arcade Machines, Shooting Games, Racing Simulators, Sports Games, Dance and Music Games
9.6. Global Amusement Machine Market, Sub-Segmentation of Pinball, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Electromechanical Pinball, Solid-State Pinball, Digital Pinball, Custom-Themed Pinball
9.7. Global Amusement Machine Market, Sub-Segmentation of Redemption, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Ticket Redemption Games, Prize Redemption Games, Skill-Based Redemption Games, Crane Machines
9.8. Global Amusement Machine Market, Sub-Segmentation of Other Types, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Virtual Reality Machines, Interactive Simulation Games, Mechanical Amusement Machines, Mixed Reality Games
10. Amusement Machine Market Regional and Country Analysis
10.1. Global Amusement Machine Market, Split by Region, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
10.2. Global Amusement Machine Market, Split by Country, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
11. Asia-Pacific Amusement Machine Market
11.1. Asia-Pacific Amusement Machine Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
11.2. Asia-Pacific Amusement Machine Market, Segmentation by Type, Segmentation by Genre, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
12. China Amusement Machine Market
12.1. China Amusement Machine Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
12.2. China Amusement Machine Market, Segmentation by Type, Segmentation by Genre, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
13. India Amusement Machine Market
13.1. India Amusement Machine Market, Segmentation by Type, Segmentation by Genre, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
14. Japan Amusement Machine Market
14.1. Japan Amusement Machine Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
14.2. Japan Amusement Machine Market, Segmentation by Type, Segmentation by Genre, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
15. Australia Amusement Machine Market
15.1. Australia Amusement Machine Market, Segmentation by Type, Segmentation by Genre, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
16. Indonesia Amusement Machine Market
16.1. Indonesia Amusement Machine Market, Segmentation by Type, Segmentation by Genre, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
17. South Korea Amusement Machine Market
17.1. South Korea Amusement Machine Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
17.2. South Korea Amusement Machine Market, Segmentation by Type, Segmentation by Genre, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
18. Taiwan Amusement Machine Market
18.1. Taiwan Amusement Machine Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
18.2. Taiwan Amusement Machine Market, Segmentation by Type, Segmentation by Genre, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
19. South East Asia Amusement Machine Market
19.1. South East Asia Amusement Machine Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
19.2. South East Asia Amusement Machine Market, Segmentation by Type, Segmentation by Genre, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
20. Western Europe Amusement Machine Market
20.1. Western Europe Amusement Machine Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
20.2. Western Europe Amusement Machine Market, Segmentation by Type, Segmentation by Genre, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
21. UK Amusement Machine Market
21.1. UK Amusement Machine Market, Segmentation by Type, Segmentation by Genre, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
22. Germany Amusement Machine Market
22.1. Germany Amusement Machine Market, Segmentation by Type, Segmentation by Genre, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
23. France Amusement Machine Market
23.1. France Amusement Machine Market, Segmentation by Type, Segmentation by Genre, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
24. Italy Amusement Machine Market
24.1. Italy Amusement Machine Market, Segmentation by Type, Segmentation by Genre, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
25. Spain Amusement Machine Market
25.1. Spain Amusement Machine Market, Segmentation by Type, Segmentation by Genre, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
26. Eastern Europe Amusement Machine Market
26.1. Eastern Europe Amusement Machine Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
26.2. Eastern Europe Amusement Machine Market, Segmentation by Type, Segmentation by Genre, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
27. Russia Amusement Machine Market
27.1. Russia Amusement Machine Market, Segmentation by Type, Segmentation by Genre, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
28. North America Amusement Machine Market
28.1. North America Amusement Machine Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
28.2. North America Amusement Machine Market, Segmentation by Type, Segmentation by Genre, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
29. USA Amusement Machine Market
29.1. USA Amusement Machine Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
29.2. USA Amusement Machine Market, Segmentation by Type, Segmentation by Genre, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
30. Canada Amusement Machine Market
30.1. Canada Amusement Machine Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
30.2. Canada Amusement Machine Market, Segmentation by Type, Segmentation by Genre, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
31. South America Amusement Machine Market
31.1. South America Amusement Machine Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
31.2. South America Amusement Machine Market, Segmentation by Type, Segmentation by Genre, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
32. Brazil Amusement Machine Market
32.1. Brazil Amusement Machine Market, Segmentation by Type, Segmentation by Genre, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
33. Middle East Amusement Machine Market
33.1. Middle East Amusement Machine Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
33.2. Middle East Amusement Machine Market, Segmentation by Type, Segmentation by Genre, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
34. Africa Amusement Machine Market
34.1. Africa Amusement Machine Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
34.2. Africa Amusement Machine Market, Segmentation by Type, Segmentation by Genre, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
35. Amusement Machine Market Regulatory and Investment Landscape
36. Amusement Machine Market Competitive Landscape and Company Profiles
36.1. Amusement Machine Market Competitive Landscape and Market Share 2024
36.1.1. Top 10 Companies (Ranked by revenue/share)
36.2. Amusement Machine Market - Company Scoring Matrix
36.2.1. Market Revenues
36.2.2. Product Innovation Score
36.2.3. Brand Recognition
36.3. Amusement Machine Market Company Profiles
36.3.1. Bandai Namco Holdings Inc. Overview, Products and Services, Strategy and Financial Analysis
36.3.2. Sega Sammy Holdings Inc. Overview, Products and Services, Strategy and Financial Analysis
36.3.3. Konami Holdings Corporation Overview, Products and Services, Strategy and Financial Analysis
36.3.4. Incredible Technologies Inc. Overview, Products and Services, Strategy and Financial Analysis
36.3.5. SINORIDES Overview, Products and Services, Strategy and Financial Analysis
37. Amusement Machine Market Other Major and Innovative Companies
ELAUT GROUP, HY Technology, Adrenaline Amusements Inc., LAI Games, Andamiro USA Corp., Raw Thrills Inc., Guangzhou EPARK Electronic Technology Co. Ltd., Benchmark Games, Neofuns Amusement Equipment Co. Ltd., JAKAR SP. Z O.O., American Pinball Inc., Yuto Games, Coastal Amusements Inc., Zoom Studios, PALM FUN Electronics Co. Ltd.
38. Global Amusement Machine Market Competitive Benchmarking and Dashboard39. Key Mergers and Acquisitions in the Amusement Machine Market
40. Amusement Machine Market High Potential Countries, Segments and Strategies
40.1 Amusement Machine Market in 2030 - Countries Offering Most New Opportunities
40.2 Amusement Machine Market in 2030 - Segments Offering Most New Opportunities
40.3 Amusement Machine Market in 2030 - Growth Strategies
40.3.1 Market Trend Based Strategies
40.3.2 Competitor Strategies
41. Appendix
41.1. Abbreviations
41.2. Currencies
41.3. Historic and Forecast Inflation Rates
41.4. Research Inquiries
41.5. About the Analyst
41.6. Copyright and Disclaimer

Executive Summary

Amusement Machine Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses amusement machine market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase::

  • Gain a truly global perspective with the most comprehensive report available on this market covering 16 geographies.
  • Assess the impact of key macro factors such as geopolitical conflicts, trade policies and tariffs, inflation and interest rate fluctuations, and evolving regulatory landscapes.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on end user analysis.
  • Benchmark performance against key competitors based on market share, innovation, and brand strength.
  • Evaluate the total addressable market (TAM) and market attractiveness scoring to measure market potential.
  • Suitable for supporting your internal and external presentations with reliable high-quality data and analysis
  • Report will be updated with the latest data and delivered to you along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

Description

Where is the largest and fastest growing market for amusement machine? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The amusement machine market global report answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
  • The market characteristics section of the report defines and explains the market. This section also examines key products and services offered in the market, evaluates brand-level differentiation, compares product features, and highlights major innovation and product development trends.
  • The supply chain analysis section provides an overview of the entire value chain, including key raw materials, resources, and supplier analysis. It also provides a list competitor at each level of the supply chain.
  • The updated trends and strategies section analyses the shape of the market as it evolves and highlights emerging technology trends such as digital transformation, automation, sustainability initiatives, and AI-driven innovation. It suggests how companies can leverage these advancements to strengthen their market position and achieve competitive differentiation.
  • The regulatory and investment landscape section provides an overview of the key regulatory frameworks, regularity bodies, associations, and government policies influencing the market. It also examines major investment flows, incentives, and funding trends shaping industry growth and innovation.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
  • The total addressable market (TAM) analysis section defines and estimates the market potential compares it with the current market size, and provides strategic insights and growth opportunities based on this evaluation.
  • The market attractiveness scoring section evaluates the market based on a quantitative scoring framework that considers growth potential, competitive dynamics, strategic fit, and risk profile. It also provides interpretive insights and strategic implications for decision-makers.
  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
  • Expanded geographical coverage includes Taiwan and Southeast Asia, reflecting recent supply chain realignments and manufacturing shifts in the region. This section analyzes how these markets are becoming increasingly important hubs in the global value chain.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The company scoring matrix section evaluates and ranks leading companies based on a multi-parameter framework that includes market share or revenues, product innovation, and brand recognition.

Report Scope

Markets Covered:

1) By Type: Arcade; Pinball; Redemption; Other Types
2) By Genre: Action; Racing; Shooting; Sports; Other Genres
3) By Application: Amusement and Recreational Theme Park; Indoor Specialty Centers; Game Centers
4) By End Use: Residential; Commercial

Subsegments:

1) By Arcade: Video Arcade Machines; Shooting Games; Racing Simulators; Sports Games; Dance and Music Games
2) By Pinball: Electromechanical Pinball; Solid-State Pinball; Digital Pinball; Custom-Themed Pinball
3) By Redemption: Ticket Redemption Games; Prize Redemption Games; Skill-Based Redemption Games; Crane Machines
4) By Other Types: Virtual Reality Machines; Interactive Simulation Games; Mechanical Amusement Machines; Mixed Reality Games

Companies Mentioned: Bandai Namco Holdings Inc.; Sega Sammy Holdings Inc.; Konami Holdings Corporation; Incredible Technologies Inc.; SINORIDES; ELAUT GROUP; HY Technology; Adrenaline Amusements Inc.; LAI Games; Andamiro USA Corp.; Raw Thrills Inc.; Guangzhou EPARK Electronic Technology Co. Ltd.; Benchmark Games; Neofuns Amusement Equipment Co. Ltd.; JAKAR SP. Z O.O.; American Pinball Inc.; Yuto Games; Coastal Amusements Inc.; Zoom Studios; PALM FUN Electronics Co. Ltd.

Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Taiwan; Russia; South Korea; UK; USA; Canada; Italy; Spain.

Regions: Asia-Pacific; South East Asia; Western Europe; Eastern Europe; North America; South America; Middle East; Africa

Time Series: Five years historic and ten years forecast.

Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.

Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.

Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.

Delivery Format: Word, PDF or Interactive Report + Excel Dashboard

Added Benefits:

  • Bi-Annual Data Update
  • Customisation
  • Expert Consultant Support

Companies Mentioned

The companies featured in this Amusement Machine market report include:
  • Bandai Namco Holdings Inc.
  • Sega Sammy Holdings Inc.
  • Konami Holdings Corporation
  • Incredible Technologies Inc.
  • SINORIDES
  • ELAUT GROUP
  • HY Technology
  • Adrenaline Amusements Inc.
  • LAI Games
  • Andamiro USA Corp.
  • Raw Thrills Inc.
  • Guangzhou EPARK Electronic Technology Co. Ltd.
  • Benchmark Games
  • Neofuns Amusement Equipment Co. Ltd.
  • JAKAR SP. Z O.O.
  • American Pinball Inc.
  • Yuto Games
  • Coastal Amusements Inc.
  • Zoom Studios
  • PALM FUN Electronics Co. Ltd.

Table Information