The amusement machine market size is expected to see rapid growth in the next few years. It will grow to $26.91 billion in 2029 at a compound annual growth rate (CAGR) of 11.3%. The projected growth in the forecast period can be linked to the rising adoption of virtual reality gaming machines, the growing demand for location-based entertainment, the increasing preference for interactive gaming experiences, higher consumer spending on leisure activities, and the wider integration of cashless payment systems. Key trends expected in this period include advancements in motion-sensing gaming technologies, innovations in immersive multiplayer experiences, investments in augmented reality gaming platforms, progress in cloud-connected gaming networks, and the development of AI-driven game customization.
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 players 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, and PALM FUN Electronics Co. Ltd.
North America was the largest region in the amusement machine market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in amusement machine report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa. The countries covered in the amusement machine market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report’s Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.
The sudden escalation of U.S. tariffs and the consequent trade frictions in spring 2025 are severely impacting the recreation sector, particularly in the supply of imported sports equipment, outdoor gear, and leisure products. Manufacturers and retailers are facing higher costs for items such as bicycles, camping gear, fitness machines, and gaming consoles, much of which are sourced from overseas with limited domestic alternatives. Small businesses operating in the recreational retail space are especially affected, with some reducing inventory or increasing prices to offset margin pressure. Event organizers and recreational facilities are also facing cost hikes for imported equipment and infrastructure materials. In response, the industry is exploring alternative sourcing from tariff-free regions, increasing reliance on local suppliers, and urging policymakers to consider exemptions for non-essential but widely used recreational products.
An amusement machine is a device created to deliver entertainment through interactive and engaging features. It reacts to user input with visual, audio, or mechanical responses, providing a lively and dynamic experience. Designed with precise components and advanced technology, its purpose is to attract attention, sustain interest, and offer an enjoyable and immersive form of recreation.
The primary categories of amusement machines include arcade, pinball, redemption, and others. An arcade refers to a venue that hosts a variety of coin-operated or electronic entertainment machines, such as video games, pinball, and skill-based attractions. These machines cover multiple genres, including action, racing, shooting, sports, and more. Their applications extend to amusement and theme parks, indoor entertainment centers, and game zones, serving both residential and commercial users.
The amusement machine market research report is one of a series of new reports that provides amusement machine market statistics, including the amusement machine industry global market size, regional shares, competitors with the amusement machine market share, detailed amusement machine market segments, market trends, and opportunities, and any further data you may need to thrive in the amusement machine industry. This amusement machine market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.
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 Global Market Report 2025 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on 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, competitive landscape, market shares, 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.
- 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.
- 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.
- 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 trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
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; Russia; South Korea; UK; USA; Canada; Italy; Spain.
Regions: Asia-Pacific; 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: PDF, Word and Excel Data Dashboard.
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 | October 2025 |
Forecast Period | 2025 - 2029 |
Estimated Market Value ( USD | $ 17.54 Billion |
Forecasted Market Value ( USD | $ 26.91 Billion |
Compound Annual Growth Rate | 11.3% |
Regions Covered | Global |
No. of Companies Mentioned | 21 |