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PUBLISHER: Bizwit Research & Consulting LLP | PRODUCT CODE: 1744449

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PUBLISHER: Bizwit Research & Consulting LLP | PRODUCT CODE: 1744449

Global Amusement Machine Market Size Study & Forecast, by Game Type and Application, and Regional Forecasts 2025-2035

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Global Amusement Machine Market is valued at approximately USD 16.5 billion in 2024 and is anticipated to expand at a robust CAGR of 11.00% over the forecast period 2025-2035. Amusement machines-once confined to traditional arcades and coin-operated novelties-are now evolving into immersive, multi-sensory entertainment platforms. These machines, ranging from state-of-the-art video games to cutting-edge simulation and AR/VR experiences, are rapidly transforming how consumers engage with leisure environments. The market has become a convergence point for gaming technology, storytelling innovation, and experiential consumer demand, driven by a population that increasingly seeks memorable, tech-infused recreational activities. The upward trajectory is fueled by surging investments in entertainment infrastructure, integration of gamification into lifestyle offerings, and the proliferation of next-generation digital interfaces.

As consumers' appetite for interactive experiences continues to surge, key amusement destinations such as theme parks, indoor gaming centers, and recreational hubs are capitalizing on sophisticated amusement machines to drive foot traffic and enhance engagement. The rise of AR/VR-powered gaming arenas and location-based entertainment is redefining the market's boundaries. Furthermore, advancements in haptic feedback, motion tracking, and real-time graphics rendering have propelled simulation-based games to new levels of realism, attracting both casual users and competitive gamers. Industry players are also leveraging analytics and IoT integration to monitor machine usage patterns and performance, ensuring predictive maintenance and optimal user satisfaction. Despite economic headwinds, consumers have shown a consistent willingness to spend on premium leisure experiences-reinforcing the market's resilience and future potential.

Regionally, North America holds a strong position in the global amusement machine market owing to its mature entertainment economy, high disposable income levels, and innovation in gaming technologies. The U.S. leads with widespread deployment of interactive machines in shopping malls, family entertainment centers, and theme parks. Meanwhile, Asia Pacific is witnessing exponential growth, particularly in China, Japan, and South Korea, driven by a youthful demographic and an expanding network of game arcades and VR-based attractions. These nations are not only consuming imported entertainment hardware but are also producing indigenous gaming systems customized to local preferences. In Europe, regulatory standards around public amusement systems have encouraged the use of high-quality, compliant machines, fostering a competitive market of manufacturers and operators. Emerging economies across Latin America and the Middle East & Africa are tapping into rising urbanization trends and digital literacy to develop modern amusement ecosystems that incorporate these machines.

Major market player included in this report are:

  • Sega Sammy Holdings Inc.
  • Konami Holdings Corporation
  • Bandai Namco Holdings Inc.
  • Raw Thrills Inc.
  • Adrenaline Amusements Inc.
  • LAI Games
  • UNIS Technology Ltd.
  • Betson Enterprises
  • TouchMagix Media Pvt. Ltd.
  • Nintendo Co., Ltd.
  • Capcom Co., Ltd.
  • Coastal Amusements Inc.
  • ICE (Innovative Concepts in Entertainment)
  • Andamiro Co. Ltd.
  • Wahlap Technology Co., Ltd.

Global Amusement Machine Market Report Scope:

  • Historical Data - 2023, 2024
  • Base Year for Estimation - 2024
  • Forecast period - 2025-2035
  • Report Coverage - Revenue forecast, Company Ranking, Competitive Landscape, Growth factors, and Trends
  • Regional Scope - North America; Europe; Asia Pacific; Latin America; Middle East & Africa
  • Customization Scope - Free report customization (equivalent up to 8 analysts' working hours) with purchase. Addition or alteration to country, regional & segment scope*

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values for the coming years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within the countries involved in the study. The report also provides detailed information about crucial aspects, such as driving factors and challenges, which will define the future growth of the market. Additionally, it incorporates potential opportunities in micro-markets for stakeholders to invest, along with a detailed analysis of the competitive landscape and product offerings of key players. The detailed segments and sub-segments of the market are explained below:

By Game Type:

  • Video Games
  • Simulation/AR-VR Games

By Application:

  • Amusement & Recreational Theme Park
  • Indoor Specialty Centers
  • Game Centers

By Region:

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Spain
  • Italy
  • Rest of Europe
  • Asia Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • Rest of Asia Pacific
  • Latin America
  • Brazil
  • Mexico
  • Middle East & Africa
  • UAE
  • Saudi Arabia
  • South Africa
  • Rest of Middle East & Africa

Key Takeaways:

  • Market Estimates & Forecast for 10 years from 2025 to 2035.
  • Annualized revenues and regional level analysis for each market segment.
  • Detailed analysis of geographical landscape with Country level analysis of major regions.
  • Competitive landscape with information on major players in the market.
  • Analysis of key business strategies and recommendations on future market approach.
  • Analysis of competitive structure of the market.
  • Demand side and supply side analysis of the market.

Table of Contents

Chapter 1. Global Amusement Machine Market Report Scope & Methodology

  • 1.1. Research Objective
  • 1.2. Research Methodology
    • 1.2.1. Forecast Model
    • 1.2.2. Desk Research
    • 1.2.3. Top-Down and Bottom-Up Approach
  • 1.3. Research Attributes
  • 1.4. Scope of the Study
    • 1.4.1. Market Definition
    • 1.4.2. Market Segmentation
  • 1.5. Research Assumption
    • 1.5.1. Inclusion & Exclusion
    • 1.5.2. Limitations
    • 1.5.3. Years Considered for the Study

Chapter 2. Executive Summary

  • 2.1. CEO/CXO Standpoint
  • 2.2. Strategic Insights
  • 2.3. ESG Analysis
  • 2.4. Key Findings

Chapter 3. Global Amusement Machine Market Forces Analysis

  • 3.1. Market Forces Shaping the Global Amusement Machine Market (2024-2035)
  • 3.2. Drivers
    • 3.2.1. Growing Demand for Immersive Recreational Experiences
    • 3.2.2. Surge in Theme Park and Location-Based Entertainment Investments
    • 3.2.3. Technological Advancements in AR/VR and Haptic Interfaces
  • 3.3. Restraints
    • 3.3.1. High Capital Expenditure on Advanced Machines
    • 3.3.2. Regulatory Compliance and Safety Standards
  • 3.4. Opportunities
    • 3.4.1. Expansion of Indoor Specialty Centers
    • 3.4.2. Integration of IoT and Analytics for Predictive Maintenance
    • 3.4.3. Emerging Markets in Latin America and Middle East & Africa

Chapter 4. Global Amusement Machine Industry Analysis

  • 4.1. Porter's Five Forces Model
    • 4.1.1. Bargaining Power of Buyers
    • 4.1.2. Bargaining Power of Suppliers
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
  • 4.2. Porter's Five Forces Forecast Model (2024-2035)
  • 4.3. PESTEL Analysis
    • 4.3.1. Political
    • 4.3.2. Economic
    • 4.3.3. Social
    • 4.3.4. Technological
    • 4.3.5. Environmental
    • 4.3.6. Legal
  • 4.4. Top Investment Opportunities
  • 4.5. Top Winning Strategies (2025)
  • 4.6. Market Share Analysis (2024-2025)
  • 4.7. Global Pricing Analysis and Trends (2025)
  • 4.8. Analyst Recommendation & Conclusion

Chapter 5. Global Amusement Machine Market Size & Forecasts by Game Type 2025-2035

  • 5.1. Market Overview
  • 5.2. Video Games
    • 5.2.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 5.2.2. Market Size Analysis by Region, 2025-2035
  • 5.3. Simulation/AR-VR Games
    • 5.3.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 5.3.2. Market Size Analysis by Region, 2025-2035

Chapter 6. Global Amusement Machine Market Size & Forecasts by Application 2025-2035

  • 6.1. Market Overview
  • 6.2. Amusement & Recreational Theme Park
    • 6.2.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 6.2.2. Market Size Analysis by Region, 2025-2035
  • 6.3. Indoor Specialty Centers
    • 6.3.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 6.3.2. Market Size Analysis by Region, 2025-2035
  • 6.4. Game Centers
    • 6.4.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 6.4.2. Market Size Analysis by Region, 2025-2035

Chapter 7. Global Amusement Machine Market Size & Forecasts by Region 2025-2035

  • 7.1. Regional Market Snapshot
  • 7.2. Top Leading & Emerging Countries
  • 7.3. North America
    • 7.3.1. U.S.
      • 7.3.1.1. Game Type Breakdown Estimates & Forecasts, 2025-2035
      • 7.3.1.2. Application Breakdown Estimates & Forecasts, 2025-2035
    • 7.3.2. Canada
      • 7.3.2.1. Game Type Breakdown Estimates & Forecasts, 2025-2035
      • 7.3.2.2. Application Breakdown Estimates & Forecasts, 2025-2035
  • 7.4. Europe
    • 7.4.1. UK
      • 7.4.1.1. Game Type Breakdown Estimates & Forecasts, 2025-2035
      • 7.4.1.2. Application Breakdown Estimates & Forecasts, 2025-2035
    • 7.4.2. Germany
      • 7.4.2.1. Game Type Breakdown Estimates & Forecasts, 2025-2035
      • 7.4.2.2. Application Breakdown Estimates & Forecasts, 2025-2035
    • 7.4.3. France
      • 7.4.3.1. Game Type Breakdown Estimates & Forecasts, 2025-2035
      • 7.4.3.2. Application Breakdown Estimates & Forecasts, 2025-2035
    • 7.4.4. Spain
      • 7.4.4.1. Game Type Breakdown Estimates & Forecasts, 2025-2035
      • 7.4.4.2. Application Breakdown Estimates & Forecasts, 2025-2035
    • 7.4.5. Italy
      • 7.4.5.1. Game Type Breakdown Estimates & Forecasts, 2025-2035
      • 7.4.5.2. Application Breakdown Estimates & Forecasts, 2025-2035
    • 7.4.6. Rest of Europe
      • 7.4.6.1. Game Type Breakdown Estimates & Forecasts, 2025-2035
      • 7.4.6.2. Application Breakdown Estimates & Forecasts, 2025-2035
  • 7.5. Asia Pacific
    • 7.5.1. China
      • 7.5.1.1. Game Type Breakdown Estimates & Forecasts, 2025-2035
      • 7.5.1.2. Application Breakdown Estimates & Forecasts, 2025-2035
    • 7.5.2. India
      • 7.5.2.1. Game Type Breakdown Estimates & Forecasts, 2025-2035
      • 7.5.2.2. Application Breakdown Estimates & Forecasts, 2025-2035
    • 7.5.3. Japan
      • 7.5.3.1. Game Type Breakdown Estimates & Forecasts, 2025-2035
      • 7.5.3.2. Application Breakdown Estimates & Forecasts, 2025-2035
    • 7.5.4. Australia
      • 7.5.4.1. Game Type Breakdown Estimates & Forecasts, 2025-2035
      • 7.5.4.2. Application Breakdown Estimates & Forecasts, 2025-2035
    • 7.5.5. South Korea
      • 7.5.5.1. Game Type Breakdown Estimates & Forecasts, 2025-2035
      • 7.5.5.2. Application Breakdown Estimates & Forecasts, 2025-2035
    • 7.5.6. Rest of Asia Pacific
      • 7.5.6.1. Game Type Breakdown Estimates & Forecasts, 2025-2035
      • 7.5.6.2. Application Breakdown Estimates & Forecasts, 2025-2035
  • 7.6. Latin America
    • 7.6.1. Brazil
      • 7.6.1.1. Game Type Breakdown Estimates & Forecasts, 2025-2035
      • 7.6.1.2. Application Breakdown Estimates & Forecasts, 2025-2035
    • 7.6.2. Mexico
      • 7.6.2.1. Game Type Breakdown Estimates & Forecasts, 2025-2035
      • 7.6.2.2. Application Breakdown Estimates & Forecasts, 2025-2035
  • 7.7. Middle East & Africa
    • 7.7.1. UAE
      • 7.7.1.1. Game Type Breakdown Estimates & Forecasts, 2025-2035
      • 7.7.1.2. Application Breakdown Estimates & Forecasts, 2025-2035
    • 7.7.2. Saudi Arabia
      • 7.7.2.1. Game Type Breakdown Estimates & Forecasts, 2025-2035
      • 7.7.2.2. Application Breakdown Estimates & Forecasts, 2025-2035
    • 7.7.3. South Africa
      • 7.7.3.1. Game Type Breakdown Estimates & Forecasts, 2025-2035
      • 7.7.3.2. Application Breakdown Estimates & Forecasts, 2025-2035
    • 7.7.4. Rest of Middle East & Africa
      • 7.7.4.1. Game Type Breakdown Estimates & Forecasts, 2025-2035
      • 7.7.4.2. Application Breakdown Estimates & Forecasts, 2025-2035

Chapter 8. Competitive Intelligence

  • 8.1. Top Market Strategies
  • 8.2. Sega Sammy Holdings Inc.
    • 8.2.1. Company Overview
    • 8.2.2. Key Executives
    • 8.2.3. Company Snapshot
    • 8.2.4. Financial Performance (Subject to Data Availability)
    • 8.2.5. Product/Services Portfolio
    • 8.2.6. Recent Development
    • 8.2.7. Market Strategies
    • 8.2.8. SWOT Analysis
  • 8.3. Konami Holdings Corporation
  • 8.4. Bandai Namco Holdings Inc.
  • 8.5. Raw Thrills Inc.
  • 8.6. Adrenaline Amusements Inc.
  • 8.7. LAI Games
  • 8.8. UNIS Technology Ltd.
  • 8.9. Betson Enterprises
  • 8.10. TouchMagix Media Pvt. Ltd.
  • 8.11. Nintendo Co., Ltd.
  • 8.12. Capcom Co., Ltd.
  • 8.13. Coastal Amusements Inc.
  • 8.14. ICE (Innovative Concepts in Entertainment)
  • 8.15. Andamiro Co. Ltd.
  • 8.16. Wahlap Technology Co., Ltd.
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+32-2-535-7543

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