Report Code: CMI57438

Category: Machinery & Equipment

Reports Description

According to current market research conducted by the CMI Team, the global Amusement Machine Market is expected to record a CAGR of 3.7% from 2024 to 2033. In 2024, the market size is projected to reach a valuation of USD 399 Billion. By 2033, the valuation is anticipated to reach USD 540 Billion.

The global Amusement Machine Market has decent employment in different industries. The Food and Beverage Retailers sector tops the list with 9,750 employees since amusement machines are required in restaurants and bars.

The Gambling industry has a population of 5,540, which clearly shows that the sector is pretty strong in terms of employment. Merchant Wholesalers, Nondurable Goods has 3,220 workers, while Beverage Manufacturing uses 1,630 people.

Amusement Parks and Arcades are the largest personnel consumers, employing 1,400 people, which also proves the role of entertainment establishments in the market. The data pointed out here also show that the amusement machine industry can greatly be used and has great employment influences.

The employment distribution also depicts the diversified nature of market segments where amusement machines find use, including retail, manufacturing, and entertainment. This diversity not only makes job opportunities very diverse but also shows that the market for this type of job is stable and could conveniently adjust to any economic changes and consumer preferences.

The consistency in the demands throughout these sectors guarantees everlasting progression and development within the amusement machine market, the promotion of economic returns, and technological advancements.

Amusement Machine Market – Significant Growth Factors

The Amusement Machine Market presents significant growth opportunities due to several factors:

  • Increasing Consumer Demand for Entertainment: Consumer trend analysis revealed increasing demand for easy, aesthetic home and public space amusement and entertainment. Games using amusement machines are convenient because they can be programmed, engaged interactively, and are of high and constant quality, thus making them popular.
  • Rising Disposable Incomes Globally: Increasing disposable income worldwide due to improvements in economic conditions and increasing urbanization hastens the amusement machine market. These machines meet various arcade, pinball, and redemption game aspirations, improving the consumer’s fun experience.
  • Technological Advancements: Newer entertainment technologies, such as improvements in the corresponding displays, motion sensors, AI features, and other variations, are constantly available, providing superior performance and consumer satisfaction to newer amusement machines and appealing to technologically inclined consumers.
  • Expansion of Entertainment Venues: The growth of entertainment facilities, including amusement parks, game rooms, and family entertainment centers, globally fuels the need for commercial-use amusement machines. These machines need to provide quantity as well as quality because such venues must offer entertainment that is as consistent as it is fun, but they must do it on a large scale.
  • Growth in Home Entertainment Culture: The culture of home entertainment due to consumers’ preference for personal and enhanced game console environments in their homes fuels the style and small-sized amusement machines whose demand is increasing in the residential sector.
  • Health and Wellness Trends: Consumer knowledge of the rewards that extend from active amusement also propels the market for amusement machines that promote active engagement in gameplay.
  • Urbanization and Changing Lifestyles: Trends witnessed include rapid urbanization and increased work and family obligations, which see people prefer casual entertainment through amusement machines within urban areas. These machines serve consumers who cannot afford to indulge in watching movies for a long time and urbanites who need quick solutions to their entertainment needs.
  • Increasing Disposable Incomes: Discounted incomes globally, particularly in emergent regions and developing countries, create the individual’s potential to spend on superior entertainment facilities such as amusement machines. This economic factor expands the customer base beyond the regions where entertainment goods are usually consumed, thus stimulating market development.

Amusement Machine Market – New Launches

The Amusement Machine Market has seen several new launches in recent years, with companies seeking to expand their market presence and leverage synergies to improve their product offerings and profitability. Some notable examples of product launches in the Amusement Machine Market include:

  • In March 2024, Family Fun and Games acquired CandyMachines.com, expanding its presence in the amusement and vending machine industry. This strategic move enhances Family Fun and Games’ product portfolio, offering a wider range of amusement and vending solutions to meet diverse customer needs. The acquisition also strengthens the company’s market position and drives growth through an expanded distribution network and increased operational efficiencies.
  • In March 2024, TouchTunes launched FunWallet, a first-of-its-kind cashless payment platform in the amusement industry. Designed to enhance user convenience and streamline transactions, FunWallet allows users to make quick and secure payments at amusement venues. This innovative platform supports various payment methods and aims to transform the customer experience by offering seamless and efficient cashless payment options.
  • In December 2023, Bravery Gaming LLC launched new COAM games in Georgia via an exclusive partnership with Gaming Arts LLC. This collaboration aims to bring innovative gaming experiences to players, leveraging Gaming Arts’ expertise and advanced technology. The new games are designed to enhance player engagement and offer various entertaining options, reflecting Bravery Gaming’s commitment to delivering high-quality amusement experiences.

These product launches helped companies expand their product offerings, improve their market presence, and capitalize on growth opportunities in the Amusement Machine Market. The trend is expected to continue as companies seek a competitive edge.

COMPARATIVE ANALYSIS OF THE RELATED MARKET

Amusement Machine Market Machinery and Equipment Market Fire Pump Test Meter Market
CAGR 4.06% (Approx) CAGR 6.57% (Approx) CAGR 4.8% (Approx)
USD 540 Billion by 2033 USD 364.66 Billion by 2033 USD 561.3 Million by 2033

Amusement Machine Market – Significant Threats

The Amusement Machine Market faces several significant threats that could impact its growth and profitability in the future. Some of these threats include:

  • Economic Downturns: Economic fluctuations such as recessions or downturns affect consumers’ spending capacity on products that are considered less essential, such as amusement machines, reducing the size of the market.
  • Intense Competition: This has reflected crippling competition from the already established brands and other new entrants in the market, high levels of price competition that ordinarily lead to deteriorating profit margins, and; of course, constantly shifting market needs that require brands to be able to adapt quickly to the emerging trends.
  • Technological Obsolescence: This means that changes could be made frequently to meet the existing demand for technology, thus making earlier models obsolete in the market.
  • Supply Chain Disruptions: Sourcing from the external environment, disruptions include the availability of raw materials for production or supply chain disruptions caused by logistical hurdles or even political conflict, which, among other things, causes an increase in production cost, prolonged stock delivery, or general scarcity that affects market availability.
  • Health and Safety Regulations: More specifically, tighter rules on health and safety concerns for amusement machines and products and environmental matters may result in higher compliance costs and restrictions on product characteristics and functionalities that may affect market entry and product differentiation.

Category-Wise Insights

By Type:

  • Arcade: Game machines are still arcade-style since they offer fun and challenging games with programmable levels. Examples of recent innovations are incorporating the smartphone to control options in the kind of games and advanced energy-saving features into the designs. Currently, stylish compact models for modern territories of household entertainment are in demand.
  • Pinball: Pinball machines serve home users who wish to have professional quality pinball games with IoT capability for touch control through a smartphone. These are special and better sensors and mechanical parts, where an effort has been made to use less complicated elegant design that looks better in today’s recreation zones.
  • Redemption: Crane games and the skill-based redemption game are other types of games found in amusement Facilities such as family entertainment centers. Small entertainment outlets prefer energy savers with cutting-edge features like setting programmable timers and shut-off mechanisms, and sleek, compact appliances are in vogue.
  • Others: Members of this genre range from VR systems to multiplayer arrangements and interactive machines. VR games are shifting toward environmentally friendly material, while the multiplayer models are suitable for groups with simple, engaging settings. As for the interactive machines, those machines do pay much attention to how to make the operating interface and the game process simple and convenient for the users.

By Component:

  • Hardware: Hardware refers to the display, monitor, sensor, and control system. In trends, a high pixel density is important, as are precision sensors and the resilience of parts to prevent more frequent replacement.
  • Software: Software is concentrated on workflows and purely interesting game concepts in the context of variables. Maintenance involves updates to guarantee the best functions. Improvement of new software features means better user interactivity and compatibility with the latest hardware assets.
  • Services: Services include installation, maintenance, and repair, with an increasing focus on arranging complete service packages. Telemonitoring and telediagnosis are more relevant today when the need for optimizing processes and reducing the time that the systems are out of action is critical.

By Installation:

  • Indoor: Indoor models are intended for arcades and domestic use. Today trends lean towards a slim, attractive appearance that blends with interiors. There is an increasing trend towards environmental sensitivity and energy conservation.
  • Outdoor: Outdoor machines are designed to be rugged and waterproof and are, therefore, ideal for parks and fairs. Two of these trends relate to the machine’s security and gameplay, which make the machine attractive and exciting to use in densely populated outdoor spaces.

By End Use

  • Residential: There are Wi-Fi-connected, home-use machines with smartphones or even voice control, like those from smart homes. They call trends that became popular during recent years the increase in the usage of sustainable elements at construction projects and the non-violation of energy usage.
  • Commercial: These are typically meant to handle high-use environments such as game parlours, with special emphasis on artificial intelligence and the use of the Internet of Things for predictive maintenance. This is basically achieved through the use of modular designs, which make it possible for businesses to modify the machines to enhance smooth and continuous operation.

By Distribution Channel

  • Online: The opportunity to purchase amusement machines is growing incredibly fast owing to the availability of e-commerce platforms, where people can find a more significant number of products, as well as deals and promotions that physical stores cannot provide. Manufacturers facilitate consumer purchases directly by providing in-depth product information, customer reviews, and options for comparing similar products.
  • Offline: The establishment of physical stores enables customers to view and test amusement machines before purchasing the products; most of them are available immediately, while service may be personalized. They also provide support in the form of service support like installation services and maintenance, making the situation within various stores as perfect as it is for expensive commodities.

Report Scope

Feature of the Report Details
Market Size in 2024 USD 399 Billion
Projected Market Size in 2033 USD 540 Billion
Market Size in 2023 USD 385 Billion
CAGR Growth Rate 3.7% CAGR
Base Year 2023
Forecast Period 2024-2033
Key Segment By Type, Component, Installation, End Use, Distribution Channel and Region
Report Coverage Revenue Estimation and Forecast, Company Profile, Competitive Landscape, Growth Factors and Recent Trends
Regional Scope North America, Europe, Asia Pacific, Middle East & Africa, and South & Central America
Buying Options Request tailored purchasing options to fulfil your research requirements.

Amusement Machine Market – Regional Analysis

The Amusement Machine Market is segmented into various regions: North America, Europe, Asia-Pacific, and LAMEA. Here is a brief overview of each region:

  • North America: Amusement machines are quite popular in the North American region due to good entertainment standards and the high popularity of new types of games. Customers in this area expect features like virtual reality and augmented reality, as well as touch screens. Speaking of trends, there is an increasing demand for energy-efficient models and environmentally friendly materials. Thirdly, the availability of key amusement machine producers and higher disposable income are also challenging the growth of this market segment.
  • Europe: The United Kingdom, Germany, and France, among other European countries, remain significant markets for amusement machines, given their social-cultural history that dignifies amusement arcades and gaming centres. This is due to high leisure literacy and the desire for premium and engaging situations. Some trends evident in this region are Downsized machines that are stylish and appropriate for contemporary recreation facilities, and greater demand for new-generation machines that support multi-player games and network games. Another product innovation is IoT-enabled machines for operations and maintenance over the market.
  • Asia-Pacific: The Asia-Pacific is currently the fastest-growing market for amusement machines, including PR, pinball machines, toilet bowl, and multi-game machines. Consumers look for the most sophisticated, high-quality, and cutting-edge gaming systems in nations like China, Japan, and South Korea, which are leading these. Some current tendencies in this area comprise ever-more-compact models specific for such a city’s entertainment. Smart technology and its mobile application control integration are also being adopted in the passive electronic system.
  • LAMEA: Since the market is still developing, increased urbanization and an expanding middle class drive growth in the LAMEA amusement machine market. In Latin American countries such as Brazil and Mexico, more people are now turning to automated and small interactive machines for home and commercial use. Middle Eastern and African markets are gradually opening up for luxurious gaming devices, especially with large capacities suitable for commercial use. The current trends include high demand for machines that can endure high usage and an emerging market for green and energy-efficient machines.

Competitive Landscape: Amusement Machine Market

The Amusement Machine Market is highly competitive, with many manufacturers and retailers operating globally. Some of the key players in the market include:

  • Bandai Namco Holdings Inc.
  • Sega Sammy Holdings Inc.
  • Konami Holdings Corporation
  • Nintendo Co. Ltd.
  • Sony Interactive Entertainment LLC
  • Microsoft Corporation
  • Universal Space Amusement
  • Adrenaline Amusements
  • LAI Games
  • ICE (Innovative Concepts in Entertainment)
  • Raw Thrills Inc.
  • Andamiro USA Corp.
  • Elaut Group
  • Triotech Amusement
  • Cogan Leisure
  • Others

These companies apply several techniques in the market for instance new product development, acquisitions, and alliances.

The new entrants in the Amusement Machine Market are using various developmental strategies to gain market shares and effectively compete with industry players. These strategies shape the patterns of technologies, meet market challenges, and establish competitiveness.

Such players are inclined to develop differentiated products, target a new segment, establish equivalent prices, take a customer-oriented approach, provide environmental solutions, and invest resources into marketing and branding. By emphasizing innovation and sustainability, new entrants can gain market share and also respond to the continuing changes in consumers’ requirements for consuming more exciting and novel content.

The Amusement Machine Market is segmented as follows:

By Type

  • Arcade
  • Pinball
  • Redemption
  • Others

By Component

  • Hardware
  • Software
  • Services

By Installation

  • Indoor
  • Outdoor

By End Use

  • Residential
  • Commercial

By Distribution Channel

  • Online
  • Offline

Regional Coverage:

North America

  • U.S.
  • Canada
  • Mexico
  • Rest of North America

Europe

  • Germany
  • France
  • U.K.
  • Russia
  • Italy
  • Spain
  • Netherlands
  • Rest of Europe

Asia Pacific

  • China
  • Japan
  • India
  • New Zealand
  • Australia
  • South Korea
  • Taiwan
  • Rest of Asia Pacific

The Middle East & Africa

  • Saudi Arabia
  • UAE
  • Egypt
  • Kuwait
  • South Africa
  • Rest of the Middle East & Africa

Latin America

  • Brazil
  • Argentina
  • Rest of Latin America

Table of Contents

  • Chapter 1. Preface
    • 1.1 Report Description and Scope
    • 1.2 Research scope
    • 1.3 Research methodology
      • 1.3.1 Market Research Type
      • 1.3.2 Market Research Methodology
  • Chapter 2. Executive Summary
    • 2.1 Global Amusement Machine Market (2024 – 2033) (USD Billion)
    • 2.2 Global Amusement Machine Market: snapshot
  • Chapter 3. Global Amusement Machine Market – Industry Analysis
    • 3.1 Amusement Machine Market: Market Dynamics
    • 3.2 Market Drivers
      • 3.2.1 Increasing Consumer Demand for Entertainment
      • 3.2.2 Rising Disposable Incomes Globally
      • 3.2.3 Technological Advancements
      • 3.2.4 Expansion of Entertainment Venues
      • 3.2.5 Growth in Home Entertainment Culture
      • 3.2.6 Health and Wellness Trends
      • 3.2.7 Urbanization and Changing Lifestyles
      • 3.2.8 Increasing Disposable Incomes.
    • 3.3 Market Restraints
    • 3.4 Market Opportunities
    • 3.5 Market Challenges
    • 3.6 Porter’s Five Forces Analysis
    • 3.7 Market Attractiveness Analysis
      • 3.7.1 Market Attractiveness Analysis By Type
      • 3.7.2 Market Attractiveness Analysis By Component
      • 3.7.3 Market Attractiveness Analysis By Installation
      • 3.7.4 Market Attractiveness Analysis By End Use
      • 3.7.5 Market Attractiveness Analysis By Distribution Channel
  • Chapter 4. Global Amusement Machine Market: Competitive Landscape
    • 4.1 Company market share analysis
      • 4.1.1 Global Amusement Machine Market: Company Market Share, 2023
    • 4.2 Strategic development
      • 4.2.1 Acquisitions & mergers
      • 4.2.2 New Product launches
      • 4.2.3 Agreements, partnerships, collaboration, and joint ventures
      • 4.2.4 Research and development and Regional expansion
    • 4.3 Price trend analysis
  • Chapter 5. Global Amusement Machine Market: Type Analysis
    • 5.1 Global Amusement Machine Market Overview: By Type
      • 5.1.1 Global Amusement Machine Market Share, By Type, 2023 and 2033
    • 5.2 Arcade
      • 5.2.1 Global Amusement Machine Market by Arcade, 2024 – 2033 (USD Billion)
    • 5.3 Pinball
      • 5.3.1 Global Amusement Machine Market by Pinball, 2024 – 2033 (USD Billion)
    • 5.4 Redemption
      • 5.4.1 Global Amusement Machine Market by Redemption, 2024 – 2033 (USD Billion)
    • 5.5 Others
      • 5.5.1 Global Amusement Machine Market by Others, 2024 – 2033 (USD Billion)
  • Chapter 6. Global Amusement Machine Market – Component Analysis
    • 6.1 Global Amusement Machine Market Overview: By Component
      • 6.1.1 Global Amusement Machine Market Share, By Component, 2023 and 2033
    • 6.2 Hardware
      • 6.2.1 Global Amusement Machine Market by Hardware, 2024 – 2033 (USD Billion)
    • 6.3 Software
      • 6.3.1 Global Amusement Machine Market by Software, 2024 – 2033 (USD Billion)
    • 6.4 Services
      • 6.4.1 Global Amusement Machine Market by Services, 2024 – 2033 (USD Billion)
  • Chapter 7. Global Amusement Machine Market: Installation Analysis
    • 7.1 Global Amusement Machine Market Overview: By Installation
      • 7.1.1 Global Amusement Machine Market Share, By Installation, 2023 and 2033
    • 7.2 Indoor
      • 7.2.1 Global Amusement Machine Market by Indoor, 2024 – 2033 (USD Billion)
    • 7.3 Outdoor
      • 7.3.1 Global Amusement Machine Market by Outdoor, 2024 – 2033 (USD Billion)
  • Chapter 8. Global Amusement Machine Market: End Use Analysis
    • 8.1 Global Amusement Machine Market Overview: By End Use
      • 8.1.1 Global Amusement Machine Market Share, By End Use, 2023 and 2033
    • 8.2 Residential
      • 8.2.1 Global Amusement Machine Market by Residential, 2024 – 2033 (USD Billion)
    • 8.3 Commercial
      • 8.3.1 Global Amusement Machine Market by Commercial, 2024 – 2033 (USD Billion)
  • Chapter 9. Global Amusement Machine Market: Distribution Channel Analysis
    • 9.1 Global Amusement Machine Market Overview: By Distribution Channel
      • 9.1.1 Global Amusement Machine Market Share, By Distribution Channel, 2023 and 2033
    • 9.2 Online
      • 9.2.1 Global Amusement Machine Market by Online, 2024 – 2033 (USD Billion)
    • 9.3 Offline
      • 9.3.1 Global Amusement Machine Market by Offline, 2024 – 2033 (USD Billion)
  • Chapter 10. Amusement Machine Market: Regional Analysis
    • 10.1 Global Amusement Machine Market Regional Overview
    • 10.2 Global Amusement Machine Market Share, by Region, 2023 & 2033 (USD Billion)
    • 10.3. North America
      • 10.3.1 North America Amusement Machine Market, 2024 – 2033 (USD Billion)
        • 10.3.1.1 North America Amusement Machine Market, by Country, 2024 – 2033 (USD Billion)
    • 10.4 North America Amusement Machine Market, by Type, 2024 – 2033
      • 10.4.1 North America Amusement Machine Market, by Type, 2024 – 2033 (USD Billion)
    • 10.5 North America Amusement Machine Market, by Component, 2024 – 2033
      • 10.5.1 North America Amusement Machine Market, by Component, 2024 – 2033 (USD Billion)
    • 10.6 North America Amusement Machine Market, by Installation, 2024 – 2033
      • 10.6.1 North America Amusement Machine Market, by Installation, 2024 – 2033 (USD Billion)
    • 10.7 North America Amusement Machine Market, by End Use, 2024 – 2033
      • 10.7.1 North America Amusement Machine Market, by End Use, 2024 – 2033 (USD Billion)
    • 10.8 North America Amusement Machine Market, by Distribution Channel, 2024 – 2033
      • 10.8.1 North America Amusement Machine Market, by Distribution Channel, 2024 – 2033 (USD Billion)
    • 10.9. Europe
      • 10.9.1 Europe Amusement Machine Market, 2024 – 2033 (USD Billion)
        • 10.9.1.1 Europe Amusement Machine Market, by Country, 2024 – 2033 (USD Billion)
    • 10.10 Europe Amusement Machine Market, by Type, 2024 – 2033
      • 10.10.1 Europe Amusement Machine Market, by Type, 2024 – 2033 (USD Billion)
    • 10.11 Europe Amusement Machine Market, by Component, 2024 – 2033
      • 10.11.1 Europe Amusement Machine Market, by Component, 2024 – 2033 (USD Billion)
    • 10.12 Europe Amusement Machine Market, by Installation, 2024 – 2033
      • 10.12.1 Europe Amusement Machine Market, by Installation, 2024 – 2033 (USD Billion)
    • 10.13 Europe Amusement Machine Market, by End Use, 2024 – 2033
      • 10.13.1 Europe Amusement Machine Market, by End Use, 2024 – 2033 (USD Billion)
    • 10.14 Europe Amusement Machine Market, by Distribution Channel, 2024 – 2033
      • 10.14.1 Europe Amusement Machine Market, by Distribution Channel, 2024 – 2033 (USD Billion)
    • 10.15. Asia Pacific
      • 10.15.1 Asia Pacific Amusement Machine Market, 2024 – 2033 (USD Billion)
        • 10.15.1.1 Asia Pacific Amusement Machine Market, by Country, 2024 – 2033 (USD Billion)
    • 10.16 Asia Pacific Amusement Machine Market, by Type, 2024 – 2033
      • 10.16.1 Asia Pacific Amusement Machine Market, by Type, 2024 – 2033 (USD Billion)
    • 10.17 Asia Pacific Amusement Machine Market, by Component, 2024 – 2033
      • 10.17.1 Asia Pacific Amusement Machine Market, by Component, 2024 – 2033 (USD Billion)
    • 10.18 Asia Pacific Amusement Machine Market, by Installation, 2024 – 2033
      • 10.18.1 Asia Pacific Amusement Machine Market, by Installation, 2024 – 2033 (USD Billion)
    • 10.19 Asia Pacific Amusement Machine Market, by End Use, 2024 – 2033
      • 10.19.1 Asia Pacific Amusement Machine Market, by End Use, 2024 – 2033 (USD Billion)
    • 10.20 Asia Pacific Amusement Machine Market, by Distribution Channel, 2024 – 2033
      • 10.20.1 Asia Pacific Amusement Machine Market, by Distribution Channel, 2024 – 2033 (USD Billion)
    • 10.21. Latin America
      • 10.21.1 Latin America Amusement Machine Market, 2024 – 2033 (USD Billion)
        • 10.21.1.1 Latin America Amusement Machine Market, by Country, 2024 – 2033 (USD Billion)
    • 10.22 Latin America Amusement Machine Market, by Type, 2024 – 2033
      • 10.22.1 Latin America Amusement Machine Market, by Type, 2024 – 2033 (USD Billion)
    • 10.23 Latin America Amusement Machine Market, by Component, 2024 – 2033
      • 10.23.1 Latin America Amusement Machine Market, by Component, 2024 – 2033 (USD Billion)
    • 10.24 Latin America Amusement Machine Market, by Installation, 2024 – 2033
      • 10.24.1 Latin America Amusement Machine Market, by Installation, 2024 – 2033 (USD Billion)
    • 10.25 Latin America Amusement Machine Market, by End Use, 2024 – 2033
      • 10.25.1 Latin America Amusement Machine Market, by End Use, 2024 – 2033 (USD Billion)
    • 10.26 Latin America Amusement Machine Market, by Distribution Channel, 2024 – 2033
      • 10.26.1 Latin America Amusement Machine Market, by Distribution Channel, 2024 – 2033 (USD Billion)
    • 10.27. The Middle-East and Africa
      • 10.27.1 The Middle-East and Africa Amusement Machine Market, 2024 – 2033 (USD Billion)
        • 10.27.1.1 The Middle-East and Africa Amusement Machine Market, by Country, 2024 – 2033 (USD Billion)
    • 10.28 The Middle-East and Africa Amusement Machine Market, by Type, 2024 – 2033
      • 10.28.1 The Middle-East and Africa Amusement Machine Market, by Type, 2024 – 2033 (USD Billion)
    • 10.29 The Middle-East and Africa Amusement Machine Market, by Component, 2024 – 2033
      • 10.29.1 The Middle-East and Africa Amusement Machine Market, by Component, 2024 – 2033 (USD Billion)
    • 10.30 The Middle-East and Africa Amusement Machine Market, by Installation, 2024 – 2033
      • 10.30.1 The Middle-East and Africa Amusement Machine Market, by Installation, 2024 – 2033 (USD Billion)
    • 10.31 The Middle-East and Africa Amusement Machine Market, by End Use, 2024 – 2033
      • 10.31.1 The Middle-East and Africa Amusement Machine Market, by End Use, 2024 – 2033 (USD Billion)
    • 10.32 The Middle-East and Africa Amusement Machine Market, by Distribution Channel, 2024 – 2033
      • 10.32.1 The Middle-East and Africa Amusement Machine Market, by Distribution Channel, 2024 – 2033 (USD Billion)
  • Chapter 11. Company Profiles
    • 11.1 Bandai Namco Holdings Inc.
      • 11.1.1 Overview
      • 11.1.2 Financials
      • 11.1.3 Product Portfolio
      • 11.1.4 Business Strategy
      • 11.1.5 Recent Developments
    • 11.2 Sega Sammy Holdings Inc.
      • 11.2.1 Overview
      • 11.2.2 Financials
      • 11.2.3 Product Portfolio
      • 11.2.4 Business Strategy
      • 11.2.5 Recent Developments
    • 11.3 Konami Holdings Corporation
      • 11.3.1 Overview
      • 11.3.2 Financials
      • 11.3.3 Product Portfolio
      • 11.3.4 Business Strategy
      • 11.3.5 Recent Developments
    • 11.4 Nintendo Co. Ltd.
      • 11.4.1 Overview
      • 11.4.2 Financials
      • 11.4.3 Product Portfolio
      • 11.4.4 Business Strategy
      • 11.4.5 Recent Developments
    • 11.5 Sony Interactive Entertainment LLC
      • 11.5.1 Overview
      • 11.5.2 Financials
      • 11.5.3 Product Portfolio
      • 11.5.4 Business Strategy
      • 11.5.5 Recent Developments
    • 11.6 Microsoft Corporation
      • 11.6.1 Overview
      • 11.6.2 Financials
      • 11.6.3 Product Portfolio
      • 11.6.4 Business Strategy
      • 11.6.5 Recent Developments
    • 11.7 Universal Space Amusement
      • 11.7.1 Overview
      • 11.7.2 Financials
      • 11.7.3 Product Portfolio
      • 11.7.4 Business Strategy
      • 11.7.5 Recent Developments
    • 11.8 Adrenaline Amusements
      • 11.8.1 Overview
      • 11.8.2 Financials
      • 11.8.3 Product Portfolio
      • 11.8.4 Business Strategy
      • 11.8.5 Recent Developments
    • 11.9 LAI Games
      • 11.9.1 Overview
      • 11.9.2 Financials
      • 11.9.3 Product Portfolio
      • 11.9.4 Business Strategy
      • 11.9.5 Recent Developments
    • 11.10 ICE (Innovative Concepts in Entertainment)
      • 11.10.1 Overview
      • 11.10.2 Financials
      • 11.10.3 Product Portfolio
      • 11.10.4 Business Strategy
      • 11.10.5 Recent Developments
    • 11.11 Raw Thrills Inc.
      • 11.11.1 Overview
      • 11.11.2 Financials
      • 11.11.3 Product Portfolio
      • 11.11.4 Business Strategy
      • 11.11.5 Recent Developments
    • 11.12 Andamiro USA Corp.
      • 11.12.1 Overview
      • 11.12.2 Financials
      • 11.12.3 Product Portfolio
      • 11.12.4 Business Strategy
      • 11.12.5 Recent Developments
    • 11.13 Elaut Group
      • 11.13.1 Overview
      • 11.13.2 Financials
      • 11.13.3 Product Portfolio
      • 11.13.4 Business Strategy
      • 11.13.5 Recent Developments
    • 11.14 Triotech Amusement
      • 11.14.1 Overview
      • 11.14.2 Financials
      • 11.14.3 Product Portfolio
      • 11.14.4 Business Strategy
      • 11.14.5 Recent Developments
    • 11.15 Cogan Leisure
      • 11.15.1 Overview
      • 11.15.2 Financials
      • 11.15.3 Product Portfolio
      • 11.15.4 Business Strategy
      • 11.15.5 Recent Developments
    • 11.16 Others.
      • 11.16.1 Overview
      • 11.16.2 Financials
      • 11.16.3 Product Portfolio
      • 11.16.4 Business Strategy
      • 11.16.5 Recent Developments
List Of Figures

Figures No 1 to 33

List Of Tables

Tables No 1 to 127

Report Methodology

In order to get the most precise estimates and forecasts possible, Custom Market Insights applies a detailed and adaptive research methodology centered on reducing deviations. For segregating and assessing quantitative aspects of the market, the company uses a combination of top-down and bottom-up approaches. Furthermore, data triangulation, which examines the market from three different aspects, is a recurring theme in all of our research reports. The following are critical components of the methodology used in all of our studies:

Preliminary Data Mining

On a broad scale, raw market information is retrieved and compiled. Data is constantly screened to make sure that only substantiated and verified sources are taken into account. Furthermore, data is mined from a plethora of reports in our archive and also a number of reputed & reliable paid databases. To gain a detailed understanding of the business, it is necessary to know the entire product life cycle and to facilitate this, we gather data from different suppliers, distributors, and buyers.

Surveys, technological conferences, and trade magazines are used to identify technical issues and trends. Technical data is also gathered from the standpoint of intellectual property, with a focus on freedom of movement and white space. The dynamics of the industry in terms of drivers, restraints, and valuation trends are also gathered. As a result, the content created contains a diverse range of original data, which is then cross-validated and verified with published sources.

Statistical Model

Simulation models are used to generate our business estimates and forecasts. For each study, a one-of-a-kind model is created. Data gathered for market dynamics, the digital landscape, development services, and valuation patterns are fed into the prototype and analyzed concurrently. These factors are compared, and their effect over the projected timeline is quantified using correlation, regression, and statistical modeling. Market forecasting is accomplished through the use of a combination of economic techniques, technical analysis, industry experience, and domain knowledge.

Short-term forecasting is typically done with econometric models, while long-term forecasting is done with technological market models. These are based on a synthesis of the technological environment, legal frameworks, economic outlook, and business regulations. Bottom-up market evaluation is favored, with crucial regional markets reviewed as distinct entities and data integration to acquire worldwide estimates. This is essential for gaining a thorough knowledge of the industry and ensuring that errors are kept to a minimum.

Some of the variables taken into account for forecasting are as follows:

• Industry drivers and constraints, as well as their current and projected impact

• The raw material case, as well as supply-versus-price trends

• Current volume and projected volume growth through 2033

We allocate weights to these variables and use weighted average analysis to determine the estimated market growth rate.

Primary Validation

This is the final step in our report’s estimating and forecasting process. Extensive primary interviews are carried out, both in-person and over the phone, to validate our findings and the assumptions that led to them.
Leading companies from across the supply chain, including suppliers, technology companies, subject matter experts, and buyers, use techniques like interviewing to ensure a comprehensive and non-biased overview of the business. These interviews are conducted all over the world, with the help of local staff and translators, to overcome language barriers.

Primary interviews not only aid with data validation, but also offer additional important insight into the industry, existing business scenario, and future projections, thereby improving the quality of our reports.

All of our estimates and forecasts are validated through extensive research work with key industry participants (KIPs), which typically include:

• Market leaders

• Suppliers of raw materials

• Suppliers of raw materials

• Buyers.

The following are the primary research objectives:

• To ensure the accuracy and acceptability of our data.

• Gaining an understanding of the current market and future projections.

Data Collection Matrix

Perspective Primary research Secondary research
Supply-side
  • Manufacturers
  • Technology distributors and wholesalers
  • Company reports and publications
  • Government publications
  • Independent investigations
  • Economic and demographic data
Demand-side
  • End-user surveys
  • Consumer surveys
  • Mystery shopping
  • Case studies
  • Reference customers


Market Analysis Matrix

Qualitative analysis Quantitative analysis
  • Industry landscape and trends
  • Market dynamics and key issues
  • Technology landscape
  • Market opportunities
  • Porter’s analysis and PESTEL analysis
  • Competitive landscape and component benchmarking
  • Policy and regulatory scenario
  • Market revenue estimates and forecast up to 2033
  • Market revenue estimates and forecasts up to 2033, by technology
  • Market revenue estimates and forecasts up to 2033, by application
  • Market revenue estimates and forecasts up to 2033, by type
  • Market revenue estimates and forecasts up to 2033, by component
  • Regional market revenue forecasts, by technology
  • Regional market revenue forecasts, by application
  • Regional market revenue forecasts, by type
  • Regional market revenue forecasts, by component

Prominent Player

  • Bandai Namco Holdings Inc.
  • Sega Sammy Holdings Inc.
  • Konami Holdings Corporation
  • Nintendo Co. Ltd.
  • Sony Interactive Entertainment LLC
  • Microsoft Corporation
  • Universal Space Amusement
  • Adrenaline Amusements
  • LAI Games
  • ICE (Innovative Concepts in Entertainment)
  • Raw Thrills Inc.
  • Andamiro USA Corp.
  • Elaut Group
  • Triotech Amusement
  • Cogan Leisure
  • Others

FAQs

The key factors driving the Market are Increasing Consumer Demand for Entertainment, Rising Disposable Incomes Globally, Technological Advancements, Expansion of Entertainment Venues, Growth in Home Entertainment Culture, Health and Wellness Trends, Urbanization and Changing Lifestyles, Increasing Disposable Incomes.

The “Arcade” category dominated the market in 2023.

The key players in the market are Bandai Namco Holdings Inc., Sega Sammy Holdings Inc., Konami Holdings Corporation, Nintendo Co. Ltd., Sony Interactive Entertainment LLC, Microsoft Corporation, Universal Space Amusement, Adrenaline Amusements, LAI Games, ICE (Innovative Concepts in Entertainment), Raw Thrills Inc., Andamiro USA Corp., Elaut Group, Triotech Amusement, Cogan Leisure, Others.

“North America” had the largest share in the Amusement Machine Market.

The global market is projected to grow at a CAGR of 3.7% during the forecast period, 2024-2033.

The Amusement Machine Market size was valued at USD 399 Billion in 2024.

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