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PUBLISHER: TechNavio | PRODUCT CODE: 2030483

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PUBLISHER: TechNavio | PRODUCT CODE: 2030483

Global Arcade Gaming Market 2026-2030

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PAGES: 294 Pages
DELIVERY TIME: 1-2 business days
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The global arcade gaming market is forecasted to grow by USD 2066.7 mn during 2025-2030, accelerating at a CAGR of 2% during the forecast period. The report on the global arcade gaming market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by rise of immersive and competitive socializing hubs, technological integration of ai and virtual reality, adoption of cashless payment and digital ecosystems.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

Market Scope
Base Year2025
End Year2030
Series Year2026-2030
Growth MomentumAccelerate
YOY 20261.9%
CAGR2%
Incremental Value$2066.7 mn

Technavio's global arcade gaming market is segmented as below:

By End-User

  • Gaming hubs
  • Semi-commercial
  • Residential

By Genre

  • Racing
  • Shooting
  • Sports
  • Action

By Type

  • Video games
  • Simulation games
  • Mechanical games

Geography

  • APAC
    • Japan
    • China
    • South Korea
    • India
    • Australia
    • Indonesia
  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • UK
    • Germany
    • France
    • Italy
    • Spain
    • The Netherlands
  • Middle East and Africa
    • UAE
    • South Africa
    • Turkey
  • South America
    • Brazil
    • Argentina
    • Colombia
  • Rest of World (ROW)

This study identifies the expansion of hybrid family entertainment centers and social amusement hubs as one of the prime reasons driving the global arcade gaming market growth during the next few years. Also, integration of immersive technologies and hyper realistic simulation and digital transformation and data driven operational management will lead to sizable demand in the market.

The report on the global arcade gaming market covers the following areas:

  • Global arcade gaming market sizing
  • Global arcade gaming market forecast
  • Global arcade gaming market industry analysis

The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading global arcade gaming market vendors that include Adrenaline Amusements Inc., Andamiro Co. Ltd., Bandai Namco Amusement Inc., Barron Games International, Bay Tek Entertainment Inc., Benchmark Games Inc., Bobs Space Racers Inc., Chicago Gaming Co., Coastal Amusements Inc., Elaut Group, Incredible Technologies Inc., Jersey Jack Pinball Inc., LAI Games, Play Mechanix Inc., Raw Thrills Inc., Sega Amusements International, Smart Industries Corporation, Stern Pinball Inc., TouchMagix Media Pvt. Ltd., UNIS Technology Ltd.. Also, the global arcade gaming market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Product Code: IRTNTR43930

Table of Contents

1 Executive Summary

  • 1.1 Market overview
    • Executive Summary - Chart on Market Overview
    • Executive Summary - Data Table on Market Overview
    • Executive Summary - Chart on Global Market Characteristics
    • Executive Summary - Chart on Market by Geography
    • Executive Summary - Chart on Market Segmentation by End-user
    • Executive Summary - Chart on Market Segmentation by Genre
    • Executive Summary - Chart on Market Segmentation by Type
    • Executive Summary - Chart on Incremental Growth
    • Executive Summary - Data Table on Incremental Growth
    • Executive Summary - Chart on Company Market Positioning

2 Technavio Analysis

  • 2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
  • 2.2 Criticality of inputs and Factors of differentiation
  • 2.3 Factors of disruption
  • 2.4 Impact of drivers and challenges

3 Market Landscape

  • 3.1 Market ecosystem
  • 3.2 Market characteristics
  • 3.3 Value chain analysis

4 Market Sizing

  • 4.1 Market definition
  • 4.2 Market segment analysis
    • Market segments
  • 4.3 Market size 2025
  • 4.4 Market outlook: Forecast for 2025-2030

5 Historic Market Size

  • 5.1 Global Arcade Gaming Market 2020 - 2024
    • Historic Market Size - Data Table on Global Arcade Gaming Market 2020 - 2024 ($ million)
  • 5.2 End-user segment analysis 2020 - 2024
    • Historic Market Size - End-user Segment 2020 - 2024 ($ million)
  • 5.3 Genre segment analysis 2020 - 2024
    • Historic Market Size - Genre Segment 2020 - 2024 ($ million)
  • 5.4 Type segment analysis 2020 - 2024
    • Historic Market Size - Type Segment 2020 - 2024 ($ million)
  • 5.5 Geography segment analysis 2020 - 2024
    • Historic Market Size - Geography Segment 2020 - 2024 ($ million)
  • 5.6 Country segment analysis 2020 - 2024
    • Historic Market Size - Country Segment 2020 - 2024 ($ million)

6 Qualitative Analysis

  • 6.1 Impact of AI on global arcade gaming market
  • 6.2 Impact of geopolitical conflicts on global arcade gaming market

7 Five Forces Analysis

  • 7.1 Five forces summary
    • Five forces analysis - Comparison between 2025 and 2030
  • 7.2 Bargaining power of buyers
    • Bargaining power of buyers - Impact of key factors 2025 and 2030
  • 7.3 Bargaining power of suppliers
    • Bargaining power of suppliers - Impact of key factors in 2025 and 2030
  • 7.4 Threat of new entrants
    • Threat of new entrants - Impact of key factors in 2025 and 2030
  • 7.5 Threat of substitutes
    • Threat of substitutes - Impact of key factors in 2025 and 2030
  • 7.6 Threat of rivalry
    • Threat of rivalry - Impact of key factors in 2025 and 2030
  • 7.7 Market condition

8 Market Segmentation by End-user

  • 8.1 Market segments
  • 8.2 Comparison by End-user
  • 8.3 Gaming hubs - Market size and forecast 2025-2030
  • 8.4 Semi-commercial - Market size and forecast 2025-2030
  • 8.5 Residential - Market size and forecast 2025-2030
  • 8.6 Market opportunity by End-user
    • Market opportunity by End-user ($ million)

9 Market Segmentation by Genre

  • 9.1 Market segments
  • 9.2 Comparison by Genre
  • 9.3 Racing - Market size and forecast 2025-2030
  • 9.4 Shooting - Market size and forecast 2025-2030
  • 9.5 Sports - Market size and forecast 2025-2030
  • 9.6 Action - Market size and forecast 2025-2030
  • 9.7 Market opportunity by Genre
    • Market opportunity by Genre ($ million)

10 Market Segmentation by Type

  • 10.1 Market segments
  • 10.2 Comparison by Type
  • 10.3 Video games - Market size and forecast 2025-2030
  • 10.4 Simulation games - Market size and forecast 2025-2030
  • 10.5 Mechanical games - Market size and forecast 2025-2030
  • 10.6 Market opportunity by Type
    • Market opportunity by Type ($ million)

11 Customer Landscape

  • 11.1 Customer landscape overview
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

12 Geographic Landscape

  • 12.1 Geographic segmentation
  • 12.2 Geographic comparison
  • 12.3 APAC - Market size and forecast 2025-2030
    • 12.3.1 Japan - Market size and forecast 2025-2030
    • 12.3.2 China - Market size and forecast 2025-2030
    • 12.3.3 South Korea - Market size and forecast 2025-2030
    • 12.3.4 India - Market size and forecast 2025-2030
    • 12.3.5 Australia - Market size and forecast 2025-2030
    • 12.3.6 Indonesia - Market size and forecast 2025-2030
  • 12.4 North America - Market size and forecast 2025-2030
    • 12.4.1 US - Market size and forecast 2025-2030
    • 12.4.2 Canada - Market size and forecast 2025-2030
    • 12.4.3 Mexico - Market size and forecast 2025-2030
  • 12.5 Europe - Market size and forecast 2025-2030
    • 12.5.1 UK - Market size and forecast 2025-2030
    • 12.5.2 Germany - Market size and forecast 2025-2030
    • 12.5.3 France - Market size and forecast 2025-2030
    • 12.5.4 Italy - Market size and forecast 2025-2030
    • 12.5.5 Spain - Market size and forecast 2025-2030
    • 12.5.6 The Netherlands - Market size and forecast 2025-2030
  • 12.6 Middle East and Africa - Market size and forecast 2025-2030
    • 12.6.1 UAE - Market size and forecast 2025-2030
    • 12.6.2 South Africa - Market size and forecast 2025-2030
    • 12.6.3 Saudi Arabia - Market size and forecast 2025-2030
    • 12.6.4 Turkey - Market size and forecast 2025-2030
    • 12.6.5 Israel - Market size and forecast 2025-2030
  • 12.7 South America - Market size and forecast 2025-2030
    • 12.7.1 Brazil - Market size and forecast 2025-2030
    • 12.7.2 Argentina - Market size and forecast 2025-2030
    • 12.7.3 Colombia - Market size and forecast 2025-2030
  • 12.8 Market opportunity by geography
    • Market opportunity by geography ($ million)
    • Data Tables on Market opportunity by geography ($ million)

13 Drivers, Challenges, and Opportunity

  • 13.1 Market drivers
    • Rise of immersive and competitive socializing hubs
    • Technological integration of AI and virtual reality
    • Adoption of cashless payment and digital ecosystems
  • 13.2 Market challenges
    • Escalating supply chain costs and trade restrictions
    • Intense competition from ubiquitous digital and cloud gaming platforms
    • Operational margin compression and rising utility overheads
  • 13.3 Impact of drivers and challenges
    • Impact of drivers and challenges in 2025 and 2030
  • 13.4 Market opportunities
    • Expansion of hybrid family entertainment centers and social amusement hubs
    • Integration of immersive technologies and hyper realistic simulation
    • Digital transformation and data driven operational management

14 Competitive Landscape

  • 14.1 Overview
  • 14.2 Competitive Landscape
    • Overview on criticality of inputs and factors of differentiation
  • 14.3 Landscape disruption
    • Overview on factors of disruption
  • 14.4 Industry risks
    • Impact of key risks on business

15 Competitive Analysis

  • 15.1 Companies profiled
    • Companies covered
  • 15.2 Company ranking index
    • Company ranking index
  • 15.3 Market positioning of companies
    • Matrix on companies position and classification
  • 15.4 Adrenaline Amusements Inc.
    • Adrenaline Amusements Inc. - Overview
    • Adrenaline Amusements Inc. - Product / Service
    • Adrenaline Amusements Inc. - Key offerings
    • SWOT
  • 15.5 Andamiro Co. Ltd.
    • Andamiro Co. Ltd. - Overview
    • Andamiro Co. Ltd. - Product / Service
    • Andamiro Co. Ltd. - Key offerings
    • SWOT
  • 15.6 Bandai Namco Amusement Inc.
    • Bandai Namco Amusement Inc. - Overview
    • Bandai Namco Amusement Inc. - Product / Service
    • Bandai Namco Amusement Inc. - Key offerings
    • SWOT
  • 15.7 Barron Games International
    • Barron Games International - Overview
    • Barron Games International - Product / Service
    • Barron Games International - Key offerings
    • SWOT
  • 15.8 Bay Tek Entertainment Inc.
    • Bay Tek Entertainment Inc. - Overview
    • Bay Tek Entertainment Inc. - Product / Service
    • Bay Tek Entertainment Inc. - Key offerings
    • SWOT
  • 15.9 Benchmark Games Inc.
    • Benchmark Games Inc. - Overview
    • Benchmark Games Inc. - Product / Service
    • Benchmark Games Inc. - Key offerings
    • SWOT
  • 15.10 Bobs Space Racers Inc.
    • Bobs Space Racers Inc. - Overview
    • Bobs Space Racers Inc. - Product / Service
    • Bobs Space Racers Inc. - Key offerings
    • SWOT
  • 15.11 Coastal Amusements Inc.
    • Coastal Amusements Inc. - Overview
    • Coastal Amusements Inc. - Product / Service
    • Coastal Amusements Inc. - Key offerings
    • SWOT
  • 15.12 Elaut Group
    • Elaut Group - Overview
    • Elaut Group - Product / Service
    • Elaut Group - Key offerings
    • SWOT
  • 15.13 LAI Games
    • LAI Games - Overview
    • LAI Games - Product / Service
    • LAI Games - Key offerings
    • SWOT
  • 15.14 Play Mechanix Inc.
    • Play Mechanix Inc. - Overview
    • Play Mechanix Inc. - Product / Service
    • Play Mechanix Inc. - Key offerings
    • SWOT
  • 15.15 Raw Thrills Inc.
    • Raw Thrills Inc. - Overview
    • Raw Thrills Inc. - Product / Service
    • Raw Thrills Inc. - Key offerings
    • SWOT
  • 15.16 Sega Amusements International
    • Sega Amusements International - Overview
    • Sega Amusements International - Product / Service
    • Sega Amusements International - Key offerings
    • SWOT
  • 15.17 Stern Pinball Inc.
    • Stern Pinball Inc. - Overview
    • Stern Pinball Inc. - Product / Service
    • Stern Pinball Inc. - Key offerings
    • SWOT
  • 15.18 UNIS Technology Ltd.
    • UNIS Technology Ltd. - Overview
    • UNIS Technology Ltd. - Product / Service
    • UNIS Technology Ltd. - Key offerings
    • SWOT

16 Appendix

  • 16.1 Scope of the report
    • Market definition
    • Objectives
    • Notes and caveats
  • 16.2 Inclusions and exclusions checklist
    • Inclusions checklist
    • Exclusions checklist
  • 16.3 Currency conversion rates for US$
    • Currency conversion rates for US$
  • 16.4 Research methodology
    • Research methodology
  • 16.5 Data procurement
    • Information sources
  • 16.6 Data validation
    • Data validation
  • 16.7 Validation techniques employed for market sizing
    • Validation techniques employed for market sizing
  • 16.8 Data synthesis
    • Data synthesis
  • 16.9 360 degree market analysis
    • 360 degree market analysis
  • 16.10 List of abbreviations
    • List of abbreviations
Have a question?
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Manager - EMEA

+32-2-535-7543

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Christine Sirois

Manager - Americas

+1-860-674-8796

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