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.
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Table of Contents
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.
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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 Types2) 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 Games2) 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
| Report Attribute | Details |
|---|---|
| No. of Pages | 250 |
| Published | January 2026 |
| Forecast Period | 2026 - 2030 |
| Estimated Market Value ( USD | $ 19.55 Billion |
| Forecasted Market Value ( USD | $ 29.9 Billion |
| Compound Annual Growth Rate | 11.2% |
| Regions Covered | Global |
| No. of Companies Mentioned | 21 |


