封面
市场调查报告书
商品编码
1658128

游乐场游戏市场规模、份额和成长分析(按类型、控制机制、技术、年龄层、最终用户和地区)—2025-2032 年产业预测

Arcade Gaming Market Size, Share, and Growth Analysis, By Genre (Action Games, Puzzle Games), By Control Mechanism (Buttons, Joystick), By Technology, By Age Group, By End-users, By Region - Industry Forecast 2025-2032

出版日期: | 出版商: SkyQuest | 英文 223 Pages | 商品交期: 3-5个工作天内

价格
简介目录

游乐场游戏市场规模预计在 2023 年达到 45 亿美元,并从 2024 年的 47.5 亿美元增长到 2032 年的 72.9 亿美元,预测期内(2025-2032 年)的复合年增长率为 5.5%。

游乐场游戏的特点是在公共运营的游戏机上无休止地进行游戏,并且由于商务用游戏厅的普及和购物中心安装的游戏机数量的增加,预计街机游戏将实现显着增长。虚拟实境技术与游乐场游戏的整合成为主要的市场趋势,它提供的身临其境的体验推动了对基于虚拟实境的游戏的需求。为了利用这一趋势,街机厅营运商需要调整和创新其游戏产品。然而,游乐场游戏机的高成本以及安装所需的巨大空间等挑战可能会阻碍潜在的成长。总体而言,如果营运商能够有效突破这些限制,游乐场游戏市场将提供扩张的机会。

目录

介绍

  • 调查目的
  • 研究范围
  • 定义

调查方法

  • 资讯采购
  • 次要和主要资料方法
  • 市场规模预测
  • 市场假设与限制

执行摘要

  • 全球市场展望
  • 供需趋势分析
  • 细分机会分析

市场动态及展望

  • 市场概况
  • 市场规模
  • 市场动态
    • 驱动因素和机会
    • 限制与挑战
  • 波特的分析

主要市场考察

  • 关键成功因素
  • 竞争程度
  • 主要投资机会
  • 市场生态系统
  • 市场吸引力指数(2024 年)
  • PESTEL 分析
  • 总体经济指标
  • 价值链分析
  • 定价分析

游乐场游戏市场规模(按类型划分)及复合年增长率(2025-2032)

  • 市场概况
  • 动作游戏
  • 益智游戏
  • 射击游戏
  • 体育游戏

游乐场游戏市场规模(按控制机制和复合年增长率) (2025-2032)

  • 市场概况
  • 按钮
  • 摇桿
  • 动作感测器
  • 触控萤幕

游乐场游戏市场规模(依技术及复合年增长率) (2025-2032)

  • 市场概况
  • 非电玩游戏
    • 空气曲棍球
    • 击球笼
    • 英式撞球
    • 图板游戏/奖品游戏
    • 保龄球游戏
    • 飞镖游戏
    • 儿童游乐设施
  • 电子游戏
    • 游乐场电玩游戏
    • 格斗游戏
    • 音乐/节奏游戏
    • 益智游戏
    • 赛车游戏
    • 射击游戏
    • 电子游戏

游乐场游戏市场规模:依年龄层及复合年增长率(2025-2032)

  • 市场概况
  • 18 岁以下
  • 19 至 35 岁
  • 年龄 36 岁或以上

游乐场游戏市场规模(按最终用户和复合年增长率) (2025-2032)

  • 市场概况
  • 游乐园及家庭娱乐中心
  • 电影院和剧院
  • 公司办公室及商务中心
  • 邮轮
  • 教育机构
  • 电子竞技场馆和竞技游戏竞技场
  • 活动和聚会策划师
  • 家庭用户
  • 饭店和度假村
  • 餐厅/咖啡连锁店
  • 购物中心和零售中心
  • 独立游乐场及娱乐厅

游乐场游戏市场规模(按地区)及复合年增长率(2025-2032)

  • 北美洲
    • 美国
    • 加拿大
  • 欧洲
    • 德国
    • 西班牙
    • 法国
    • 英国
    • 义大利
    • 其他欧洲国家地区
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 其他亚太地区
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲国家
  • 中东和非洲
    • 海湾合作委员会国家
    • 南非
    • 其他中东和非洲地区

竞争资讯

  • 前 5 家公司对比
  • 主要企业市场定位(2024年)
  • 主要市场参与者所采用的策略
  • 近期市场趋势
  • 公司市场占有率分析(2024 年)
  • 主要企业简介
    • 公司详细信息
    • 产品系列分析
    • 公司分部份额分析
    • 收益与前一年同期比较对比(2022-2024 年)

主要企业简介

  • Bandai Namco Entertainment(Japan)
  • Sega(Japan)
  • Raw Thrills(United States)
  • Taito(Japan)
  • Konami(Japan)
  • Capcom(Japan)
  • LAI Games(United States)
  • Adrenaline Amusements(United States)
  • Andamiro(South Korea)
  • ICE(Innovative Concepts in Entertainment)(United States)
  • Bay Tek(United States)
  • UNIS(United States)
  • Wahlap(Taiwan)
  • Bandai Namco Amusement America(United States)
  • Benchmark Games(United States)
  • Play Mechanix(United States)
  • Game Play Network(United States)
  • Global VR(United States)
  • Golden Tee Golf(Incredible Technologies)(United States)
  • Stern Pinball(United States)

结论和建议

简介目录
Product Code: SQMIG25N2012

Arcade Gaming Market size was valued at USD 4.5 billion in 2023 and is poised to grow from USD 4.75 billion in 2024 to USD 7.29 billion by 2032, growing at a CAGR of 5.5% during the forecast period (2025-2032).

Arcade gaming, characterized by its endless gameplay on public machines, is set to experience significant growth driven by the proliferation of commercial gaming parlors and increased machine installations in malls. The integration of virtual reality technology into arcade games stands out as a key market trend, offering an immersive experience that boosts demand for VR-based games. To capitalize on this trend, arcade businesses must adapt and innovate their offerings. However, potential growth may be hindered by challenges such as the high costs associated with arcade machines and the substantial space required for their placement. Overall, the arcade gaming market presents opportunities for expansion, provided that businesses navigate these constraints effectively.

Top-down and bottom-up approaches were used to estimate and validate the size of the Arcade Gaming market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Arcade Gaming Market Segments Analysis

Global Arcade Gaming Market is segmented by Genre, Control Mechanism, Technology, Age Group, End-users and region. Based on Genre, the market is segmented into Action Games, Puzzle Games, Shooter Games and Sports Games. Based on Control Mechanism, the market is segmented into Buttons, Joystick, Motion Sensors and Touch Screens. Based on Technology, the market is segmented into Non-Video Game and Video Games. Based on Age Group, the market is segmented into 19 to 35 Years, 36 Years & Above and Less 18 Years. Based on End-users, the market is segmented into Amusement Parks and Family Entertainment Centers, Cinemas and Theaters, Corporate Offices and Business Centers, Cruise Ships, Educational Institutions, Esports Venues and Competitive Gaming Arenas, Event and Party Planners, Home Users, Hotels and Resorts, Restaurant and Cafe Chains, Shopping Malls and Retail Centers and Standalone Arcades and Amusement Parlors. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Arcade Gaming Market

Nostalgia is a significant factor fueling the resurgence of retro gaming, as individuals from older generations seek to relive cherished memories associated with arcade games. The simplicity and enjoyment that arcade games offer contribute to their appeal, making them a central element of the growing retro gaming trend. This demand for classic gaming experiences is a primary driver of expansion within the arcade gaming market, attracting new players as well as rekindling the passions of those who played these games in their youth. As nostalgia continues to capture the hearts of gamers, the arcade gaming market is poised for considerable growth.

Restraints in the Arcade Gaming Market

The arcade gaming market faces significant challenges due to the growing allure of online gaming, which can be accessed from virtually any location worldwide. Online platforms offer unique experiences that traditional arcade gaming struggles to match, attracting a larger pool of gamers. As more individuals opt for the convenience and variety of online games, this trend may impede the long-term growth of the arcade gaming sector. The shift in consumer preference towards digital experiences over physical arcade settings poses a potential constraint on the expansion and sustainability of the arcade gaming market as it adapts to these changing dynamics.

Market Trends of the Arcade Gaming Market

The arcade gaming market is witnessing a significant trend towards the incorporation of virtual reality (VR), transforming traditional gaming experiences into immersive adventures that attract a broader audience. As VR technology progresses and becomes more mainstream, demand for VR-based arcade games has surged, offering players compelling experiences and interactive environments. Popular titles like the VR360 Dinosaur Attack and Sega's VR Agent exemplify this shift, drawing players in with their lifelike graphics and engaging gameplay. This trend not only enhances player engagement but also revitalizes arcade establishments, positioning them as key destinations for cutting-edge entertainment in an increasingly digital world.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis

Global Arcade Gaming Market Size by Genre & CAGR (2025-2032)

  • Market Overview
  • Action Games
  • Puzzle Games
  • Shooter Games
  • Sports Games

Global Arcade Gaming Market Size by Control Mechanism & CAGR (2025-2032)

  • Market Overview
  • Buttons
  • Joystick
  • Motion Sensors
  • Touch Screens

Global Arcade Gaming Market Size by Technology & CAGR (2025-2032)

  • Market Overview
  • Non-Video Game
    • Air Hockey
    • Batting Cages
    • Billiards
    • Board Games/Prize games
    • Bowling Games
    • Darts games
    • Kiddie Rides
  • Video Games
    • Arcade Video Games
    • Fighting Games
    • Music/rhythm Games
    • Puzzle Games
    • Racing Games
    • Shooting Games
    • Video Games

Global Arcade Gaming Market Size by Age Group & CAGR (2025-2032)

  • Market Overview
  • 19 to 35 Years
  • 36 Years & Above
  • Less 18 Years

Global Arcade Gaming Market Size by End-users & CAGR (2025-2032)

  • Market Overview
  • Amusement Parks and Family Entertainment Centers
  • Cinemas and Theaters
  • Corporate Offices and Business Centers
  • Cruise Ships
  • Educational Institutions
  • Esports Venues and Competitive Gaming Arenas
  • Event and Party Planners
  • Home Users
  • Hotels and Resorts
  • Restaurant and Cafe Chains
  • Shopping Malls and Retail Centers
  • Standalone Arcades and Amusement Parlors

Global Arcade Gaming Market Size & CAGR (2025-2032)

  • North America (Genre, Control Mechanism, Technology, Age Group, End-users)
    • US
    • Canada
  • Europe (Genre, Control Mechanism, Technology, Age Group, End-users)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Genre, Control Mechanism, Technology, Age Group, End-users)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Genre, Control Mechanism, Technology, Age Group, End-users)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Genre, Control Mechanism, Technology, Age Group, End-users)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • Bandai Namco Entertainment (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sega (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Raw Thrills (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Taito (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Konami (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Capcom (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • LAI Games (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Adrenaline Amusements (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Andamiro (South Korea)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • ICE (Innovative Concepts in Entertainment) (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Bay Tek (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • UNIS (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Wahlap (Taiwan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Bandai Namco Amusement America (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Benchmark Games (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Play Mechanix (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Game Play Network (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Global VR (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Golden Tee Golf (Incredible Technologies) (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Stern Pinball (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations