封面
市场调查报告书
商品编码
1699469

游乐设备市场:按游戏类型、应用程式和地区划分

Amusement Machine Market, By Game Type, By Application, By Geography

出版日期: | 出版商: Coherent Market Insights | 英文 167 Pages | 商品交期: 2-3个工作天内

价格
简介目录

2025年全球游乐设备市场规模预计为73.2亿美元,预计到2032年将达到113亿美元,2025年至2032年的年复合成长率(CAGR)为6.4%。

报告范围 报告详细信息
基准年 2024 2025年的市场规模 73.2亿美元
效能资料 2020-2024 预测期 2025-2032
预测期:2025-2032年复合年增长率: 6.40% 2032年价值预测 113亿美元
数字。游乐设备市场占有率(按地区划分)(2025年)
游艺机市场-IMG1

由于消费者对娱乐和休閒活动的兴趣日益浓厚,市场正在稳步增长。家庭娱乐中心 (FEC)、游乐园和游戏区的兴起对全球游乐机的扩张做出了重大贡献。此外,扩增实境(AR)、虚拟实境 (VR) 和无现金付款系统等技术进步正在增强游戏体验并吸引更广泛的用户。然而,高额的初始投资成本、监管限制和维护成本等挑战仍然是市场参与者的主要担忧。

市场动态:

全球游乐设备市场主要受到主题乐园、购物中心、饭店和游戏中心等各个场所对互动式和沈浸式游戏体验日益增长的需求的推动。 VR游乐场、基于模拟的景点和 AI主导的游戏玩法等高科技游戏解决方案的引入进一步推动了市场扩张。此外,可支配收入的增加和无现金交易的普及也增加了消费者对娱乐游戏的参与。然而,该行业面临的挑战包括营运成本上升、空间限制以及对游戏和赌博相关设备的监管限制。此外,游乐设备的高维护和更换成本也是营运商的财务问题。儘管有这些挑战,亚太、拉丁美洲和中东的新兴市场仍提供了有利可图的成长机会。数付款解决方案、基于人工智慧的游戏分析和创新游戏设计的整合有望透过提供更好的用户体验和业务扩展机会来塑造游乐设备产业的未来。

本研究的主要特点

本报告对全球游乐设备市场进行了详细分析,并以 2024 年为基准年,给出了预测期(2025-2032 年)的市场规模和年复合成长率(CAGR%)。

它还强调了各个领域的潜在商机,并说明了该市场的有吸引力的投资提案矩阵。

它还提供了有关市场驱动因素、限制因素、机会、新产品发布和核准、市场趋势、区域前景和主要企业采用的竞争策略的重要见解。

全球游乐设备市场的主要企业是根据公司亮点、产品系列、关键亮点、性能和策略等参数进行的分析。

本研究涉及的主要企业包括 Adrenaline Amusements、Bandai Namco Entertainment America Inc.(Bandai Namco Holdings Inc.)、Bay Tek Entertainment, Inc.、Bob's Space Racer、Capcom Co、Coastal Amusements Inc.、Elaut Group、Innovative Concepts in Entertainment, Inc.、Konamiami Group、Lcot Group、Lapome Group, Alet. Inc.、TAITO CORPORATION(SQUARE ENIX)、TrioTech Amusement 等。

本报告的见解将使负责人和公司经营团队能够就未来的产品发布、类型升级、市场扩张和行销策略做出明智的决策。

本研究报告针对该产业的各个相关人员,包括投资者、供应商、产品製造商、经销商、新进业者和财务分析师。

目录

第一章 研究目的与前提

  • 研究目标
  • 先决条件
  • 简称

第二章 市场展望

  • 报告描述
    • 市场定义和范围
  • 执行摘要

第三章市场动态、法规与趋势分析

  • 市场动态
  • 影响分析
  • 主要亮点
  • 监管情景
  • 产品发布/核准
  • PEST分析
  • 波特分析
  • 市场机会
  • 监管情景
  • 主要进展
  • 产业趋势

第四章。 2020 年至 2032 年按游戏类型分類的全球游乐设备市场

  • 室内卡丁车
  • 电子游戏
  • 模拟/AR-VR游戏
  • 救赎游戏
  • 抓娃娃游戏
  • 照相亭
  • 电子机械游戏
  • 其他的

第五章 全球游乐设备市场(按应用)2020 年至 2032 年

  • 游乐园与休閒主题乐园
  • 室内专科中心
  • 游戏中心
  • 饭店酒吧
  • 其他的

第六章 全球游乐设备市场(按地区),2020-2032

  • 北美洲
  • 拉丁美洲
  • 欧洲
  • 亚太地区
  • 中东
  • 非洲

第七章竞争格局

  • Adrenaline Amusements
  • Bandai Namco Entertainment America Inc.(Bandai Namco Holdings Inc.)
  • Bay Tek Entertainment, Inc.
  • Bob's Space Racer
  • Capcom Co., Ltd.
  • Coastal Amusements Inc.
  • Elaut Group
  • Innovative Concepts in Entertainment, Inc.
  • Konami Group
  • LAI Games
  • Player One Amusement Group
  • Raw Thrills, Inc.
  • SEGA SAMMY HOLDINGS Inc.
  • TAITO CORPORATION(SQUARE ENIX)
  • TrioTech Amusement

第八章分析师建议

  • 命运之轮
  • 分析师观点
  • Coherent Opportunity Map

第九章参考文献与调查方法

  • 参考
  • 调查方法
  • 关于出版商
简介目录
Product Code: CMI7816

Global Amusement Machine Market is estimated to be valued at US$ 7.32 Bn in 2025 and is expected to reach US$ 11.30 Bn by 2032, growing at a compound annual growth rate (CAGR) of 6.4% from 2025 to 2032.

Report Coverage Report Details
Base Year: 2024 Market Size in 2025: USD 7.32 Bn
Historical Data for: 2020 To 2024 Forecast Period: 2025 To 2032
Forecast Period 2025 to 2032 CAGR: 6.40% 2032 Value Projection: USD 11.30 Bn
Figure. Amusement Machine Market Share (%), By Region 2025
Amusement Machine Market - IMG1

The market has witnessed steady growth due to increasing consumer interest in entertainment and recreational activities. The rise of family entertainment centers (FECs), amusement parks, and gaming zones has significantly contributed to the expansion of amusement machines worldwide. Additionally, technological advancements, such as augmented reality (AR), virtual reality (VR), and cashless payment systems, have enhanced the gaming experience, attracting a broader audience. However, challenges, such as high initial investment costs, regulatory restrictions, and maintenance expenses, remain key concerns for market players.

Market Dynamics:

The global amusement machine market is primarily driven by the growing demand for interactive and immersive gaming experiences across different venues including theme parks, shopping malls, hotels, and gaming centers. The introduction of high-tech gaming solutions, including VR arcades, simulation-based attractions, and AI-driven gameplay, has further propelled market expansion. Additionally, increasing disposable incomes and the popularity of cashless transactions have enhanced consumer engagement in amusement gaming. However, the industry faces challenges, such as rising operational costs, space constraints, and regulatory restrictions on gaming and gambling-related machines. Furthermore, the high maintenance and replacement costs of amusement machines pose financial concerns for operators. Despite these challenges, emerging markets in Asia Pacific, Latin America, and the Middle East present lucrative growth opportunities. The integration of digital payment solutions, AI-based gaming analytics, and innovative game designs is expected to shape the future of the amusement machine industry, offering enhanced user experiences and business expansion opportunities.

Key Features of the Study:

This report provides in-depth analysis of the global amusement machine market, and provides market size (US$ Billion) and compound annual growth rate (CAGR%) for the forecast period (2025-2032), considering 2024 as the base year

It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market

This study also provides key insights about market drivers, restraints, opportunities, new product launches or approvals, market trends, regional outlook, and competitive strategies adopted by key players

It profiles key players in the global amusement machine market based on the following parameters - company highlights, products portfolio, key highlights, financial performance, and strategies

Key companies covered as a part of this study include Adrenaline Amusements, Bandai Namco Entertainment America Inc. (Bandai Namco Holdings Inc.), Bay Tek Entertainment, Inc., Bob's Space Racer, Capcom Co., Ltd., Coastal Amusements Inc., Elaut Group, Innovative Concepts in Entertainment, Inc., Konami Group, LAI Games, Player One Amusement Group, Raw Thrills, Inc., SEGA SAMMY HOLDINGS Inc., TAITO CORPORATION (SQUARE ENIX), and TrioTech Amusement

Insights from this report would allow marketers and the management authorities of the companies to make informed decisions regarding their future product launches, type up-gradation, market expansion, and marketing tactics

The global amusement machine market report caters to various stakeholders in this industry including investors, suppliers, product manufacturers, distributors, new entrants, and financial analysts

Market Segmentation

  • Game Type Insights (Revenue, USD Bn, 2020 - 2032)
    • Indoor Go-Karts
    • Video Games
    • Simulation/AR-VR Games
    • Redemption Games
    • Claw Machine Games
    • Photo Booths
    • Electro-Mechanical Games
    • Others
  • Application Insights (Revenue, USD Bn, 2020 - 2032)
    • Amusement & Recreational Theme Parks
    • Indoor Specialty Centers
    • Game Centers
    • Hotels & Bars
    • Others
  • Regional Insights (Revenue, USD Bn, 2020 - 2032)
    • North America
    • U.S.
    • Canada
    • Latin America
    • Brazil
    • Argentina
    • Mexico
    • Rest of Latin America
    • Europe
    • Germany
    • U.K.
    • Spain
    • France
    • Italy
    • Russia
    • Rest of Europe
    • Asia Pacific
    • China
    • India
    • Japan
    • Australia
    • South Korea
    • ASEAN
    • Rest of Asia Pacific
    • Middle East
    • GCC Countries
    • Israel
    • Rest of Middle East
    • Africa
    • South Africa
    • North Africa
    • Central Africa
  • Key Players Insights
    • Adrenaline Amusements
    • Bandai Namco Entertainment America Inc. (Bandai Namco Holdings Inc.)
    • Bay Tek Entertainment, Inc.
    • Bob's Space Racer
    • Capcom Co., Ltd.
    • Coastal Amusements Inc.
    • Elaut Group
    • Innovative Concepts in Entertainment, Inc.
    • Konami Group
    • LAI Games
    • Player One Amusement Group
    • Raw Thrills, Inc.
    • SEGA SAMMY HOLDINGS Inc.
    • TAITO CORPORATION (SQUARE ENIX)
    • TrioTech Amusement

Table of Contents

1. Research Objectives and Assumptions

  • Research Objectives
  • Assumptions
  • Abbreviations

2. Market Purview

  • Report Description
    • Market Definition and Scope
  • Executive Summary
    • Global Amusement Machine Market, By Game Type
    • Global Amusement Machine Market, By Application
    • Global Amusement Machine Market, By Region

3. Market Dynamics, Regulations, and Trends Analysis

  • Market Dynamics
  • Impact Analysis
  • Key Highlights
  • Regulatory Scenario
  • Product Launches/Approvals
  • PEST Analysis
  • PORTER's Analysis
  • Market Opportunities
  • Regulatory Scenario
  • Key Developments
  • Industry Trends

4. Global Amusement Machine Market, By Game Type, 2020-2032, (USD Bn)

  • Introduction
    • Market Share Analysis, 2025 and 2032 (%)
    • Y-o-Y Growth Analysis, 2021 - 2032
    • Segment Trends
  • Indoor Go-Karts
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (USD Bn)
  • Video Games
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (USD Bn)
  • Simulation/AR-VR Games
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (USD Bn)
  • Redemption Games
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (USD Bn)
  • Claw Machine Games
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (USD Bn)
  • Photo Booths
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (USD Bn)
  • Electro-Mechanical Games
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (USD Bn)
  • Others
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (USD Bn)

5. Global Amusement Machine Market, By Application, 2020-2032, (USD Bn)

  • Introduction
    • Market Share Analysis, 2025 and 2032 (%)
    • Y-o-Y Growth Analysis, 2021 - 2032
    • Segment Trends
  • Amusement & Recreational Theme Parks
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (USD Bn)
  • Indoor Specialty Centers
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (USD Bn)
  • Game Centers
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (USD Bn)
  • Hotels & Bars
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (USD Bn)
  • Others
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (USD Bn)

6. Global Amusement Machine Market, By Region, 2020 - 2032, Value (USD Bn)

  • Introduction
    • Market Share (%) Analysis, 2025, 2028 & 2032, Value (USD Bn)
    • Market Y-o-Y Growth Analysis (%), 2021 - 2032, Value (USD Bn)
    • Regional Trends
  • North America
    • Introduction
    • Market Size and Forecast, By Game Type, 2020 - 2032, Value (USD Bn)
    • Market Size and Forecast, By Application, 2020 - 2032, Value (USD Bn)
    • Market Size and Forecast, By Country, 2020 - 2032, Value (USD Bn)
      • U.S.
      • Canada
  • Latin America
    • Introduction
    • Market Size and Forecast, By Game Type, 2020 - 2032, Value (USD Bn)
    • Market Size and Forecast, By Application, 2020 - 2032, Value (USD Bn)
    • Market Size and Forecast, By Country, 2020 - 2032, Value (USD Bn)
      • Brazil
      • Argentina
      • Mexico
      • Rest of Latin America
  • Europe
    • Introduction
    • Market Size and Forecast, By Game Type, 2020 - 2032, Value (USD Bn)
    • Market Size and Forecast, By Application, 2020 - 2032, Value (USD Bn)
    • Market Size and Forecast, By Country, 2020 - 2032, Value (USD Bn)
      • Germany
      • U.K.
      • Spain
      • France
      • Italy
      • Russia
      • Rest of Europe
  • Asia Pacific
    • Introduction
    • Market Size and Forecast, By Game Type, 2020 - 2032, Value (USD Bn)
    • Market Size and Forecast, By Application, 2020 - 2032, Value (USD Bn)
    • Market Size and Forecast, By Country, 2020 - 2032, Value (USD Bn)
      • China
      • India
      • Japan
      • Australia
      • South Korea
      • ASEAN
      • Rest of Asia Pacific
  • Middle East
    • Introduction
    • Market Size and Forecast, By Game Type, 2020 - 2032, Value (USD Bn)
    • Market Size and Forecast, By Application, 2020 - 2032, Value (USD Bn)
    • Market Size and Forecast, By Country, 2020 - 2032, Value (USD Bn)
      • GCC Countries
      • Israel
      • Rest of Middle East
  • Africa
    • Introduction
    • Market Size and Forecast, By Game Type, 2020 - 2032, Value (USD Bn)
    • Market Size and Forecast, By Application, 2020 - 2032, Value (USD Bn)
    • Market Size and Forecast, By Country/Region, 2020 - 2032, Value (USD Bn)
      • South Africa
      • North Africa
      • Central Africa

7. Competitive Landscape

  • Adrenaline Amusements
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Bandai Namco Entertainment America Inc. (Bandai Namco Holdings Inc.)
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Bay Tek Entertainment, Inc.
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Bob's Space Racer
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Capcom Co., Ltd.
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Coastal Amusements Inc.
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Elaut Group
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Innovative Concepts in Entertainment, Inc.
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Konami Group
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • LAI Games
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Player One Amusement Group
  • Raw Thrills, Inc.
  • SEGA SAMMY HOLDINGS Inc.
  • TAITO CORPORATION (SQUARE ENIX)
  • TrioTech Amusement

8. Analyst Recommendations

  • Wheel of Fortune
  • Analyst View
  • Coherent Opportunity Map

9. References and Research Methodology

  • References
  • Research Methodology
  • About us