市场调查报告书
商品编码
1492287
游乐场游戏市场:按类型、控制机制、技术、年龄组别划分 - 2024-2030 年全球预测Arcade Gaming Market by Genre (Action Games, Puzzle Games, Shooter Games), Control Mechanism (Buttons, Joystick, Motion Sensors), Technology, Age Group - Global Forecast 2024-2030 |
※ 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。
预计2023年游乐场游戏市场规模为52.7亿美元,2024年预计将达55.6亿美元,2030年将达到77.3亿美元,复合年增长率为5.62%。
游乐场游戏是指在游乐场、游乐园和各种娱乐中心等公共设施中安装投币游戏机的电玩游戏形式。这些游戏以其游戏时间短、挑战性高以及旨在吸引玩家的视觉吸引力介面而闻名。游乐场游戏旨在提供即时的游戏乐趣,重点是玩家的分数和成就。消费者在娱乐和休閒活动上的支出不断增加,以及对互动和沈浸式娱乐体验的需求不断增长,正在推动市场的成长。然而,开发和维护游乐场的高昂成本阻碍了其全球扩张。此外,VR和AR技术的扩展提供了更身临其境的游戏体验,是市场成长的重大机会。
主要市场统计 | |
---|---|
基准年[2023] | 52.7亿美元 |
预测年份 [2024] | 55.6亿美元 |
预测年份 [2030] | 77.3亿美元 |
复合年增长率(%) | 5.62% |
区域洞察
在美国和加拿大,游乐场游戏市场正在经历復兴,将怀旧游乐场体验与餐饮和夜生活结合的街机越来越受欢迎。北美消费者对復古游戏表现出强烈的偏好,推动了对经典和现代游乐场的需求。该创新重点关注VR和AR技术在游乐场游戏中的进步,旨在提供身临其境型的体验。欧盟 (EU) 呈现多样化的客户购买行为,尤其偏向游乐场竞和竞技游戏。欧盟对数位创新的关注也体现在其将区块链技术纳入游乐场系统中安全、透明的游戏内购买和奖励的研究中。由于年轻人口的扩大和都市化的进步,中东和非洲的游乐场游戏市场正在快速成长。中国、日本和印度占据了全球游乐场游戏市场的大部分,每个国家都有独特的消费者需求和行为模式。日本以许多标誌性游乐场游戏的诞生地而闻名,并在这一领域不断创新。
FPNV定位矩阵
FPNV 定位矩阵对于评估供应商在游乐场游戏市场的定位至关重要。此矩阵提供了对供应商的全面评估,并检验了与商务策略和产品满意度相关的关键指标。这种详细的评估使用户能够根据自己的要求做出明智的决定。根据评估结果,供应商被分为代表其成功程度的四个像限:前沿(F)、探路者(P)、利基(N)和重要(V)。
市场占有率分析
市场占有率分析是一种综合工具,可以对游乐场游戏市场中供应商的当前状态进行深入而详细的评估。透过仔细比较和分析供应商的贡献,您可以更深入地了解每个供应商的绩效以及他们在争夺市场占有率时面临的挑战。这些贡献包括整体收益、客户群和其他关键指标。此外,该分析还提供了对该行业竞争性质的宝贵见解,包括在研究基准年期间观察到的累积、分散主导地位和合併特征等因素。有了这些详细信息,供应商可以做出更明智的决策并製定有效的策略,以在市场竞争中保持领先地位。
策略分析与建议
策略分析对于寻求在全球市场站稳脚跟的组织至关重要。对目前在游乐场游戏市场中的地位进行全面评估,使公司能够做出符合其长期愿望的明智决策。此关键评估涉及对组织的资源、能力和整体绩效进行彻底分析,以确定核心优势和需要改进的领域。
[186 Pages Report] The Arcade Gaming Market size was estimated at USD 5.27 billion in 2023 and expected to reach USD 5.56 billion in 2024, at a CAGR 5.62% to reach USD 7.73 billion by 2030.
Arcade gaming refers to a form of video gaming that is typically characterized by coin-operated machines located in public venues such as gaming arcades, amusement parks, and various entertainment centers. These games are known for their short play times, challenging levels, and visually appealing interfaces designed to attract players. Arcade games are designed for the immediate accessibility of gameplay, with emphasis on the player's score and achievements. Rising consumer spending on entertainment and leisure activities coupled with the growing demand for interactive & immersive entertainment experiences driving the market growth. However, high costs associated with the development and maintenance of arcade machines hamper their deployment globally. Furthermore, expansion into VR and AR technologies, offering more immersive gaming experiences, poses a significant opportunity for market growth.
KEY MARKET STATISTICS | |
---|---|
Base Year [2023] | USD 5.27 billion |
Estimated Year [2024] | USD 5.56 billion |
Forecast Year [2030] | USD 7.73 billion |
CAGR (%) | 5.62% |
Regional Insights
In the United States and Canada, the arcade gaming market has seen a renaissance with the rise in popularity of "barcades," blending nostalgic arcade experiences with dining and nightlife. North American consumers show a strong preference for retro gaming, driving demand for both classic and updated arcade machines. Innovations focus on advancing VR and AR technologies in arcade games, aiming to offer immersive experiences. The European Union exhibits diverse customer purchasing behavior with a strong inclination towards arcade esports and competitive gaming. The EU's focus on digital innovation is mirrored in the research on incorporating blockchain technology for secure, transparent in-game purchases and rewards within arcade systems. The arcade gaming market in the Middle East and Africa is rapidly growing, driven by an expanding young population and increasing urbanization. China, Japan, and India collectively represent a significant portion of the global arcade gaming market, each with unique consumer needs and behaviors. Japan, renowned as the birthplace of many iconic arcade games, continues to innovate in this field.
Market Insights
The market dynamics represent an ever-changing landscape of the Arcade Gaming Market by providing actionable insights into factors, including supply and demand levels. Accounting for these factors helps design strategies, make investments, and formulate developments to capitalize on future opportunities. In addition, these factors assist in avoiding potential pitfalls related to political, geographical, technical, social, and economic conditions, highlighting consumer behaviors and influencing manufacturing costs and purchasing decisions.
FPNV Positioning Matrix
The FPNV positioning matrix is essential in evaluating the market positioning of the vendors in the Arcade Gaming Market. This matrix offers a comprehensive assessment of vendors, examining critical metrics related to business strategy and product satisfaction. This in-depth assessment empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success, namely Forefront (F), Pathfinder (P), Niche (N), or Vital (V).
Market Share Analysis
The market share analysis is a comprehensive tool that provides an insightful and in-depth assessment of the current state of vendors in the Arcade Gaming Market. By meticulously comparing and analyzing vendor contributions, companies are offered a greater understanding of their performance and the challenges they face when competing for market share. These contributions include overall revenue, customer base, and other vital metrics. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With these illustrative details, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.
Recent Developments
Samsung Gaming Hub Portfolio Expands to Nearly 3,000 Games With Launch of Antstream Arcade and Blacknut
The Samsung Gaming Hub ushers in a transformative era of gaming, eliminating the need for traditional consoles by offering seamless access to beloved titles through prestigious streaming partners Antstream Arcade and Blacknut. This platform allows users to dive into an expansive universe of games with a Samsung TV remote & a Bluetooth controller. [Published On: 2023-06-01]
Atari Announces Acquisition of 12 Classic Arcade Properties, Including Berzerk and Frenzy
Atari, an interactive entertainment and iconic consumer brands, has announced its acquisition of twelve cherished retro arcade games, including the 1980s phenomena Berzerk and Frenzy. With plans to broaden both digital and physical distribution channels, Atari is set to breathe new life into these classic titles through innovative game development, and exploring potential brand and merchandising synergies. [Published On: 2023-03-16]
Mysten Labs and BlueJay Games Announce Partnership for Launch of Arcade Champion on Sui
Mysten Labs is thrilled to reveal its new alliance with gaming powerhouse BlueJay Games. Together, they unveil "Arcade Champion," a mobile Web3 arcade game developed on the Sui platform. This game breathes life into a time-honored arcade tradition by incorporating a confluence of NFTs and play-to-own dynamics within its diverse array of both single and multiplayer minigames. [Published On: 2023-03-15]
Strategy Analysis & Recommendation
The strategic analysis is essential for organizations seeking a solid foothold in the global marketplace. Companies are better positioned to make informed decisions that align with their long-term aspirations by thoroughly evaluating their current standing in the Arcade Gaming Market. This critical assessment involves a thorough analysis of the organization's resources, capabilities, and overall performance to identify its core strengths and areas for improvement.
Key Company Profiles
The report delves into recent significant developments in the Arcade Gaming Market, highlighting leading vendors and their innovative profiles. These include Activision Blizzard, Inc., Atari SA, Bandai Namco Studios Inc., Bay Tek Entertainment, Inc., Bowlero Corp., Brunswick Corporation, Capcom Co., Ltd., CXC Simulations, D-BOX Technologies Inc., Gameloft SE, Helix Leisure USA, Inc., International Games System Co., Ltd., Microsoft Corporation, NetEase, Inc., Netmarble Corp., Nexon Co., Ltd., Nintendo Co., Ltd., Sega Sammy Holdings Inc., Sony Interactive Entertainment LLC, Square Enix Holdings Co., Ltd., Take-Two Interactive Software, Inc., Tencent Holdings Ltd., TouchMagix Media Pvt. Ltd. Pty. Ltd., Ubisoft Entertainment SA, and Valley-Dynamo, Inc..
Market Segmentation & Coverage