游乐场游戏市场规模、份额及成长分析(按类型、控制方式、技术、年龄层、最终用户和地区划分)-产业预测,2026-2033年
市场调查报告书
商品编码
1896041

游乐场游戏市场规模、份额及成长分析(按类型、控制方式、技术、年龄层、最终用户和地区划分)-产业预测,2026-2033年

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 2026-2033

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

预计到 2024 年,游乐场游戏市场价值将达到 47.5 亿美元,到 2025 年将成长至 50.1 亿美元,到 2033 年将成长至 76.9 亿美元,在预测期(2026-2033 年)内复合年增长率为 5.5%。

游乐场游戏通常在公共场所安装的游乐场上进行,玩家可以无限畅玩,没有明确的终点,这有助于提高玩家的留存率。商业游戏场所的激增以及游乐场在购物中心等公共区域的安装预计将推动市场扩张。一个值得关注的趋势是将虚拟实境(VR)技术融入游乐场体验,这增强了沉浸感,并推动了对VR游戏的需求。为了抓住这一趋势,游乐场营运商必须进行调整和创新。然而,游乐场的高成本和安装所需的大面积空间等挑战限制市场成长。应对这些挑战对于在不断发展的游乐场游戏环境中保持成长势头至关重要。

游乐场游戏市场驱动因素

怀旧情怀是復古游戏復兴的关键催化剂,许多成年人希望透过经典游乐场游戏重温童年时光。这些游戏简单易上手、趣味十足,大大促进了復古游戏的流行,最终推动了游乐场游戏市场的扩张。随着人们重拾美好回忆,这些游戏的魅力愈发凸显,吸引老玩家和新玩家的加入。这种怀旧情怀与纯粹娱乐的完美融合,是推动人们对游乐场游戏产生兴趣和参与的根本因素,也围绕着这些经典体验,孕育出充满活力的社群。

游乐场游戏市场的限制

由于网路游戏的广泛普及和强大吸引力,游乐场游戏市场面临严峻的挑战,因为网路游戏提供的独特体验难以在游乐场环境中复製。玩家们被网路游戏的便利性和多样性所吸引,纷纷转向网路平台,这可能会阻碍游乐场游戏产业的成长。消费者偏好的转变,尤其是对网路游戏的青睐,可能会导致传统游乐场厅的客流量和收入下降。因此,数位游戏的兴起可能会对整个游乐场游戏产业的扩张构成重大限制。

游乐场游戏市场趋势

随着虚拟实境(VR)技术的引入,游乐场游戏市场正经历着一股重大变革,为更具沉浸感和互动性的游戏体验铺路。随着VR技术的普及,游乐场业者正越来越多地推出以VR为核心的游戏,以吸引更广泛的客户群并鼓励玩家互动。 《VR360恐龙攻击》和SEGA的《VR特工》等游戏便是这一转变的典型代表,它们以逼真的画面和互动性极强的游戏玩法吸引了众多玩家。对VR技术的日益重视不仅将重振传统游乐场市场,还将催生产业内的新兴领域,并最终重塑游乐场游戏的未来。

目录

介绍

  • 调查目标
  • 调查范围
  • 定义

调查方法

  • 资讯收集
  • 二手资料和一手资料方法
  • 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
  • 细分市场机会分析

市场动态与展望

  • 市场规模
  • 市场动态
    • 驱动因素和机会
    • 限制与挑战
  • 波特分析

关键市场考察

  • 关键成功因素
  • 竞争程度
  • 关键投资机会
  • 市场生态系统
  • 市场吸引力指数(2025)
  • PESTEL 分析
  • 总体经济指标
  • 价值链分析
  • 定价分析

全球游乐场游戏市场规模:按类型和复合年增长率划分(2026-2033 年)

  • 动作游戏
  • 益智游戏
  • 射击游戏
  • 体育比赛

全球游乐场游戏市场规模(按控制类型和复合年增长率划分)(2026-2033 年)

  • 按钮
  • 摇桿
  • 动作感测器
  • 触控萤幕

全球游乐场游戏市场规模(依技术划分)及复合年增长率(2026-2033 年)

  • 非电子游戏
    • 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
    • 游乐场游戏
    • 格斗游戏
    • 音乐和节奏游戏
    • 益智游戏
    • 赛车游戏
    • 射击游戏
    • 电子游戏

全球游乐场游戏市场规模:依年龄层及复合年增长率划分(2026-2033 年)

  • 19至35岁
  • 36岁或以上
  • 未满18岁

全球游乐场游戏市场规模:依最终用户和复合年增长率划分(2026-2033 年)

  • 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场地
  • 活动和派对策划师
  • 普通家庭用户
  • 饭店和度假村
  • 连锁餐厅/咖啡馆
  • 购物中心和零售中心
  • 独立式游乐场及娱乐中心

全球游乐场游戏市场规模及复合年增长率(2026-2033)

  • 北美洲
    • 美国
    • 加拿大
  • 欧洲
    • 德国
    • 西班牙
    • 法国
    • 英国
    • 义大利
    • 其他欧洲地区
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 亚太其他地区
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲地区
  • 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

  • 前五大公司对比
  • 主要企业的市场定位(2025 年)
  • 主要市场参与者所采取的策略
  • 近期市场趋势
  • 公司市占率分析(2025 年)
  • 主要企业公司简介
    • 公司详情
    • 产品系列分析
    • 依业务板块进行公司股票分析
    • 2023-2025年营收年比比较

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)

结论与建议

简介目录
Product Code: SQMIG25N2012

Arcade Gaming Market size was valued at USD 4.75 Billion in 2024 and is poised to grow from USD 5.01 Billion in 2025 to USD 7.69 Billion by 2033, growing at a CAGR of 5.5% during the forecast period (2026-2033).

Arcade gaming involves engaging with arcade machines located in public venues, offering endless play without definitive conclusions, which enhances player retention. The proliferation of commercial gaming parlors and the installation of arcade machines in malls and other communal areas are expected to drive market expansion. A notable trend is the integration of virtual reality (VR) into arcade experiences, enhancing immersion and fueling demand for VR-based games. To capitalize on this trend, arcade businesses must adapt and innovate. However, challenges such as high costs associated with arcade machines and the significant space requirements for their installation pose constraints to the market's growth. Addressing these issues will be critical for sustaining momentum in the evolving arcade gaming landscape.

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 serves as a significant catalyst for the resurgence of retro gaming, as many adults seek to relive their childhood experiences through classic arcade games. The simplicity and enjoyment that these games offer contribute substantially to the growing trend of retro gaming, ultimately fueling the expansion of the arcade gaming market. As individuals reconnect with cherished memories, the appeal of these games becomes more pronounced, attracting both seasoned players and newcomers alike. This blend of nostalgia and straightforward entertainment is a fundamental aspect driving interest and participation in arcade gaming, fostering a vibrant community around these beloved experiences.

Restraints in the Arcade Gaming Market

The arcade gaming market faces significant challenges due to the widespread accessibility and appeal of online gaming, which offers unique experiences that arcade settings struggle to replicate. As more players gravitate towards online platforms, drawn by the convenience and variety they present, the growth of the arcade gaming sector may be hindered. This shift in consumer preference can lead to a decline in foot traffic and revenue for traditional arcades, as the allure of online gameplay takes precedence. Consequently, the rise of digital gaming could pose a substantial restraint on the overall expansion of the arcade gaming industry.

Market Trends of the Arcade Gaming Market

The arcade gaming market is experiencing a significant trend driven by the incorporation of virtual reality (VR) technology, paving the way for a more immersive and engaging gaming experience. As VR becomes more mainstream, arcade operators are increasingly adopting VR-centric games to attract a wider audience and enhance player interaction. Titles like VR360 Dinosaur Attack and Sega's VR Agent exemplify this shift, captivating players with their lifelike graphics and interactive gameplay. This growing emphasis on VR not only revitalizes traditional arcade spaces but also fosters a new segment within the industry, ultimately reshaping the future of arcade gaming.

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, 2025
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis

Global Arcade Gaming Market Size by Genre & CAGR (2026-2033)

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

Global Arcade Gaming Market Size by Control Mechanism & CAGR (2026-2033)

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

Global Arcade Gaming Market Size by Technology & CAGR (2026-2033)

  • 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 (2026-2033)

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

Global Arcade Gaming Market Size by End-users & CAGR (2026-2033)

  • 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 (2026-2033)

  • 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, 2025
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2025
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2023-2025)

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