封面
市场调查报告书
商品编码
1551752

全球游乐场游戏市场

Arcade Gaming

出版日期: | 出版商: Global Industry Analysts, Inc. | 英文 190 Pages | 商品交期: 最快1-2个工作天内

价格

本网页内容可能与最新版本有所差异。详细情况请与我们联繫。

简介目录

到 2030 年,全球游乐场游戏市场预计将达到 212 亿美元

预计2023年全球游乐场游戏市场规模将达190亿美元,预估2023年至2030年复合年增长率为1.6%,2030年将达212亿美元。游戏中心最终用途是本报告分析的细分市场之一,预计复合年增长率为 1.9%,到分析期结束时将达到 105 亿美元。分析期间,半商业最终用途细分市场的复合年增长率预计为 1.4%。

美国市场预估成长52亿美元,中国复合年增长率3.5%

预计 2023 年美国游乐场游戏市场规模将达 52 亿美元。中国作为世界第二大经济体,预计2030年市场规模将达41亿美元,2023-2030年分析期间复合年增长率为3.5%。其他值得注意的区域市场包括日本和加拿大,在分析期间预计复合年增长率分别为 0.2% 和 1.1%。在欧洲,德国的复合年增长率预计约为 0.7%。

全球游乐场游戏市场 - 主要趋势和驱动因素总结

游乐场游戏如何塑造娱乐格局?

游乐场游戏透过提供超越几代人的怀旧和动态游戏体验,继续塑造娱乐格局。游乐场游戏诞生于 20 世纪下半叶,是游戏文化的核心部分,是人们熟悉的享受竞争和合作游戏的平台。如今,游乐场游戏已经发展,但它们的吸引力仍然强劲,吸引着新的受众和经验丰富的玩家。现代游乐场吸引了广泛的口味,将吃豆人和街头霸王等经典游戏与虚拟实境 (VR) 和动作感测器游戏等创新的沉浸式体验融为一体,我们正在创造一个多元化的娱乐场所。游乐场游戏的社交方面,无论是多人游戏设定还是共用公共空间,都增加了主机游戏通常缺乏的互动层,使它们成为游戏产业独特且持久的一部分。

哪些创新让游乐场游戏更具吸引力?

游乐场游戏的创新透过融合最尖端科技和多样化的体验来增加其吸引力。 VR 和 AR(扩增实境)提供了超越传统游戏的沉浸式环境,并且在游乐场中变得越来越普遍。这些技术允许玩家与游戏空间进行物理交互,创造更具吸引力和丰富的体验。此外,触觉回馈和动作感测器的进步正在推动结合娱乐和锻炼并需要身体参与的游戏的发展,例如舞蹈游戏和运动模拟器。它还透过以现代风格復兴復古风格的游乐场游戏,包括增强的图形和大型多人线上功能,吸引了怀旧的游戏玩家和新玩家。此外,更多的游乐场中心正在融入社交和竞争元素,例如排行榜和锦标赛设置,创建定期来测试自己技能的游戏玩家社群。

游乐场游戏如何影响社交互动和社区形成?

游乐场游戏透过提供玩家可以聚集、竞争和协作的实体空间,对社交互动和社区建设产生巨大影响。与单独的家庭游戏不同,游乐场提供了一个公共环境,玩家可以在其中共用经验并透过友好的竞争来提升自己。游乐场游戏典型的面对面互动可以培养友情,并形成游戏社区,普通玩家可以在其中建立联繫和友谊。多人游戏,尤其是那些需要团队合作的游戏,透过共同努力实现通用目标来加强这些社会纽带。此外,锦标赛和主题之夜等游乐场游戏活动将热情的玩家聚集在一起庆祝通用的热情,进一步培养了社区意识。即使在网路游戏已成为主流的时代,这种社交方面也是游乐场持续流行的重要因素。

哪些趋势正在推动游乐场游戏市场的成长?

多种趋势正在推动游乐场游戏市场的成长,包括復古游戏的復兴、先进技术的整合以及基于位置的娱乐的兴起。对经典游乐场游戏的怀念导致了復古风格游戏的復兴,而现代游乐场迎合了那些想要重温童年经历或发现老游戏魅力的人。同时,透过整合 VR、AR 和动作感测器游戏等最尖端科技,我们正在吸引寻求更身临其境、更具物理吸引力的体验的新一代玩家。此外,将游乐场游戏与餐饮以及保龄球和迷你高尔夫等其他活动相结合的基于位置的娱乐的扩展也通过提供更全面的娱乐体验来促进市场增长。这些趋势凸显了游乐场游戏的可塑性,并确保了它们在快速发展的游乐场产业中持续的相关性和吸引力。

受访企业范例(共49例)

  • Bandai Namco Holdings Inc.
  • Bay Tek Entertainment, Inc.
  • Chicago Gaming Company
  • Dream Arcades Inc.
  • Global VR Inc.
  • Helix Leisure
  • Innovative Concepts in Entertainment, Inc.(ICE)
  • International Games System Co. Ltd.
  • Melco International Development Limited
  • Neofuns Amusement Equipment Co. Ltd.
  • PrimeTime Amusements
  • Raw Thrills, Inc.
  • Sega Sammy Holdings Inc.
  • Square Enix Holdings Co. Ltd.
  • Valley-Dynamo, Inc.;

目录

第一章调查方法

第 2 章执行摘要

  • 市场概况
  • 主要企业
  • 市场趋势和驱动因素
  • 全球市场展望

第三章市场分析

  • 美国
  • 加拿大
  • 日本
  • 中国
  • 欧洲
  • 法国
  • 德国
  • 义大利
  • 英国
  • 西班牙
  • 俄罗斯
  • 其他欧洲国家
  • 亚太地区
  • 澳洲
  • 印度
  • 韩国
  • 其他亚太地区
  • 拉丁美洲
  • 阿根廷
  • 巴西
  • 墨西哥
  • 其他拉丁美洲
  • 中东
  • 伊朗
  • 以色列
  • 沙乌地阿拉伯
  • 阿拉伯聯合大公国
  • 其他中东地区
  • 非洲

第四章 比赛

简介目录
Product Code: MCP24269

Global Arcade Gaming Market to Reach US$21.2 Billion by 2030

The global market for Arcade Gaming estimated at US$19.0 Billion in the year 2023, is expected to reach US$21.2 Billion by 2030, growing at a CAGR of 1.6% over the analysis period 2023-2030. Gaming Hubs End-Use, one of the segments analyzed in the report, is expected to record a 1.9% CAGR and reach US$10.5 Billion by the end of the analysis period. Growth in the Semi-Commercial End-Use segment is estimated at 1.4% CAGR over the analysis period.

The U.S. Market is Estimated at US$5.2 Billion While China is Forecast to Grow at 3.5% CAGR

The Arcade Gaming market in the U.S. is estimated at US$5.2 Billion in the year 2023. China, the world's second largest economy, is forecast to reach a projected market size of US$4.1 Billion by the year 2030 trailing a CAGR of 3.5% over the analysis period 2023-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 0.2% and 1.1% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 0.7% CAGR.

Global Arcade Gaming Market - Key Trends and Drivers Summarized

How Is Arcade Gaming Shaping the Entertainment Landscape?

Arcade gaming continues to shape the entertainment landscape by offering a nostalgic yet dynamic gaming experience that bridges generations. Originating in the late 20th century, arcade games were the epicenter of gaming culture, providing an accessible platform for gamers to engage in competitive and cooperative play. Today, arcade gaming has evolved but still retains its charm, drawing in both seasoned players and new audiences. Modern arcades blend classic games like Pac-Man and Street Fighter with innovative, immersive experiences such as virtual reality (VR) and motion-sensing games, creating diverse entertainment venues that appeal to a wide range of interests. The social aspect of arcade gaming—whether through multiplayer setups or shared communal spaces—adds a layer of interaction that is often missing in home gaming, making it a unique and enduring part of the gaming industry.

What Innovations Are Enhancing the Appeal of Arcade Gaming?

Innovations in arcade gaming are enhancing its appeal by integrating cutting-edge technology and diversifying the types of experiences available. VR and augmented reality (AR) are becoming increasingly common in arcades, offering fully immersive environments that go beyond traditional gaming. These technologies allow players to physically interact with the game space, creating a more engaging and intense experience. Additionally, advancements in haptic feedback and motion sensors have led to the development of games that require physical participation, such as dance games and sports simulators, which combine entertainment with exercise. The revival of retro-style arcade machines with modern twists—such as enhanced graphics or multiplayer online capabilities—also attracts both nostalgic gamers and new players. Moreover, arcade centers are increasingly incorporating social and competitive elements, such as leaderboards and tournament setups, fostering a community of gamers who return regularly to test their skills.

How Does Arcade Gaming Impact Social Interaction and Community Building?

Arcade gaming significantly impacts social interaction and community building by providing a physical space where players can gather, compete, and collaborate. Unlike home gaming, which can often be a solitary activity, arcades offer a communal environment where players share experiences and engage in friendly competition. The face-to-face interaction inherent in arcade gaming fosters a sense of camaraderie and can lead to the formation of gaming communities, where regular players develop connections and friendships. Multiplayer games, particularly those that require teamwork, enhance these social bonds by encouraging players to work together to achieve common goals. Additionally, arcade gaming events, such as tournaments and themed nights, further cultivate a sense of community by bringing together enthusiasts to celebrate their shared passion. This social aspect is a key factor in the enduring popularity of arcades, even in an era dominated by online gaming.

What Trends Are Driving Growth in the Arcade Gaming Market?

Several trends are driving growth in the arcade gaming market, including the resurgence of retro gaming, the integration of advanced technology, and the rise of location-based entertainment. The nostalgia for classic arcade games has led to a revival of retro-style gaming, with modern arcades catering to those who seek to relive their childhood experiences or discover the charm of older games. At the same time, the incorporation of cutting-edge technology like VR, AR, and motion-sensing games is attracting a new generation of players who are looking for more immersive and physically engaging experiences. The expansion of location-based entertainment, where arcade games are featured in combination with other activities like dining, bowling, or mini-golf, is also contributing to the growth of the market by offering a more comprehensive entertainment experience. These trends highlight the adaptability of arcade gaming, ensuring its continued relevance and appeal in the rapidly evolving entertainment industry.

Select Competitors (Total 49 Featured) -

  • Bandai Namco Holdings Inc.
  • Bay Tek Entertainment, Inc.
  • Chicago Gaming Company
  • Dream Arcades Inc.
  • Global VR Inc.
  • Helix Leisure
  • Innovative Concepts in Entertainment, Inc. (ICE)
  • International Games System Co. Ltd.
  • Melco International Development Limited
  • Neofuns Amusement Equipment Co. Ltd.
  • PrimeTime Amusements
  • Raw Thrills, Inc.
  • Sega Sammy Holdings Inc.
  • Square Enix Holdings Co. Ltd.
  • Valley-Dynamo, Inc. ;

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Global Economic Update
    • Arcade Gaming - Global Key Competitors Percentage Market Share in 2024 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2024 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Retro Gaming Revival Fuels Interest and Expansion in the Arcade Gaming Market
    • Integration of VR and AR in Arcade Games Drives New User Engagement
    • Rising Popularity of Family Entertainment Centers Supports Growth in Arcade Installations
    • Global Increase in Mall Culture Propels Arcade Gaming Spaces
    • Competitive Gaming and Arcade Tournaments Create a Thriving Community
    • Investment in Immersive and Interactive Gaming Experiences Grows
    • Technological Advances in Payment Systems Streamline Arcade Operations
    • Expansion of Food and Beverage Services in Arcades Enhances Visitor Retention
    • Educational and Skill-Based Game Development Trends in Arcades
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Arcade Gaming Market Analysis of Annual Sales in US$ Million for Years 2014 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Arcade Gaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 3: World Historic Review for Arcade Gaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 4: World 16-Year Perspective for Arcade Gaming by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets for Years 2014, 2024 & 2030
    • TABLE 5: World Recent Past, Current & Future Analysis for Gaming Hubs End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 6: World Historic Review for Gaming Hubs End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 7: World 16-Year Perspective for Gaming Hubs End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for Semi-Commercial End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 9: World Historic Review for Semi-Commercial End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 10: World 16-Year Perspective for Semi-Commercial End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
    • TABLE 11: World Recent Past, Current & Future Analysis for Residential End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 12: World Historic Review for Residential End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 13: World 16-Year Perspective for Residential End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2024 (E)
    • TABLE 14: USA Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 15: USA Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 16: USA 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • CANADA
    • TABLE 17: Canada Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 18: Canada Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 19: Canada 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • JAPAN
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2024 (E)
    • TABLE 20: Japan Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 21: Japan Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 22: Japan 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • CHINA
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2024 (E)
    • TABLE 23: China Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 24: China Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 25: China 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • EUROPE
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2024 (E)
    • TABLE 26: Europe Recent Past, Current & Future Analysis for Arcade Gaming by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 27: Europe Historic Review for Arcade Gaming by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 28: Europe 16-Year Perspective for Arcade Gaming by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2014, 2024 & 2030
    • TABLE 29: Europe Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 30: Europe Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 31: Europe 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • FRANCE
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2024 (E)
    • TABLE 32: France Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 33: France Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 34: France 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • GERMANY
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2024 (E)
    • TABLE 35: Germany Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 36: Germany Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 37: Germany 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • ITALY
    • TABLE 38: Italy Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 39: Italy Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 40: Italy 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • UNITED KINGDOM
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2024 (E)
    • TABLE 41: UK Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 42: UK Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 43: UK 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • SPAIN
    • TABLE 44: Spain Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 45: Spain Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 46: Spain 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • RUSSIA
    • TABLE 47: Russia Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 48: Russia Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 49: Russia 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • REST OF EUROPE
    • TABLE 50: Rest of Europe Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 51: Rest of Europe Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 52: Rest of Europe 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • ASIA-PACIFIC
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2024 (E)
    • TABLE 53: Asia-Pacific Recent Past, Current & Future Analysis for Arcade Gaming by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 54: Asia-Pacific Historic Review for Arcade Gaming by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 55: Asia-Pacific 16-Year Perspective for Arcade Gaming by Geographic Region - Percentage Breakdown of Value Sales for Australia, India, South Korea and Rest of Asia-Pacific Markets for Years 2014, 2024 & 2030
    • TABLE 56: Asia-Pacific Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 57: Asia-Pacific Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 58: Asia-Pacific 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • AUSTRALIA
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Australia for 2024 (E)
    • TABLE 59: Australia Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 60: Australia Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 61: Australia 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • INDIA
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in India for 2024 (E)
    • TABLE 62: India Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 63: India Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 64: India 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • SOUTH KOREA
    • TABLE 65: South Korea Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 66: South Korea Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 67: South Korea 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • REST OF ASIA-PACIFIC
    • TABLE 68: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 69: Rest of Asia-Pacific Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 70: Rest of Asia-Pacific 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • LATIN AMERICA
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Latin America for 2024 (E)
    • TABLE 71: Latin America Recent Past, Current & Future Analysis for Arcade Gaming by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 72: Latin America Historic Review for Arcade Gaming by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 73: Latin America 16-Year Perspective for Arcade Gaming by Geographic Region - Percentage Breakdown of Value Sales for Argentina, Brazil, Mexico and Rest of Latin America Markets for Years 2014, 2024 & 2030
    • TABLE 74: Latin America Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 75: Latin America Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 76: Latin America 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • ARGENTINA
    • TABLE 77: Argentina Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 78: Argentina Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 79: Argentina 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • BRAZIL
    • TABLE 80: Brazil Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 81: Brazil Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 82: Brazil 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • MEXICO
    • TABLE 83: Mexico Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 84: Mexico Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 85: Mexico 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • REST OF LATIN AMERICA
    • TABLE 86: Rest of Latin America Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 87: Rest of Latin America Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 88: Rest of Latin America 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • MIDDLE EAST
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Middle East for 2024 (E)
    • TABLE 89: Middle East Recent Past, Current & Future Analysis for Arcade Gaming by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 90: Middle East Historic Review for Arcade Gaming by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 91: Middle East 16-Year Perspective for Arcade Gaming by Geographic Region - Percentage Breakdown of Value Sales for Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets for Years 2014, 2024 & 2030
    • TABLE 92: Middle East Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 93: Middle East Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 94: Middle East 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • IRAN
    • TABLE 95: Iran Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 96: Iran Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 97: Iran 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • ISRAEL
    • TABLE 98: Israel Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 99: Israel Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 100: Israel 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • SAUDI ARABIA
    • TABLE 101: Saudi Arabia Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 102: Saudi Arabia Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 103: Saudi Arabia 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • UNITED ARAB EMIRATES
    • TABLE 104: UAE Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 105: UAE Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 106: UAE 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • REST OF MIDDLE EAST
    • TABLE 107: Rest of Middle East Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 108: Rest of Middle East Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 109: Rest of Middle East 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • AFRICA
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Africa for 2024 (E)
    • TABLE 110: Africa Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 111: Africa Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 112: Africa 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030

IV. COMPETITION