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PUBLISHER: The Business Research Company | PRODUCT CODE: 1269190

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PUBLISHER: The Business Research Company | PRODUCT CODE: 1269190

Arcade Gaming Global Market Report 2023

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PAGES: 200 Pages
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“Arcade Gaming Global Market Report 2023 ” from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on arcade gaming market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase

  • Gain a truly global perspective with the most comprehensive report available on this market covering 50+ geographies.
  • Understand how the market has been affected by the COVID-19 and how it is responding as the impact of the virus abates.
  • Assess the Russia - Ukraine war's impact on agriculture, energy and mineral commodity supply and its direct and indirect impact on the market.
  • Measure the impact of high global inflation on market growth.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market shares.
  • Benchmark performance against key competitors.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis
  • Report will be updated with the latest data and delivered to you within 3-5 working days of order along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

Where is the largest and fastest growing market for arcade gaming? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? “The arcade gaming market global report ” from The Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The impact of sanctions, supply chain disruptions, and altered demand for goods and services due to the Russian Ukraine war, impacting various macro-economic factors and parameters in the Eastern European region and its subsequent effect on global markets.

The impact of higher inflation in many countries and the resulting spike in interest rates.

The continued but declining impact of COVID-19 on supply chains and consumption patterns.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

Markets Covered:

  • 1) By Type: Video Games; Simulation Games; Mechanical Games
  • 2) By Genre: Racing; Shooting; Sports; Action
  • 3) By Distribution Channel: Online; Offline
  • 4) By Application: Residential; Commercial; Gaming Hubs
  • Companies Mentioned: CXC Simulations; D-BOX Technologies Inc.; Rene Pierre SA; Bandai Namco Studios Inc.; Bay Tek Entertainment Inc.
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Executive Summary

Major players in the arcade gaming market are CXC Simulations, D-BOX Technologies Inc., Rene Pierre SA, Bandai Namco Studios Inc., Bay Tek Entertainment Inc., Capcom Company Limited, International Games System Company Limited, Nintendo Company Limited, PrimeTime Amusements, Square Enix Holdings Company Limited, Genting Berhad, Bowlero Corporation, Chicago Gaming Company, Gold Standard Games, Helix Leisure USA Inc., Adrenaline Amusements Inc., American Changer Corporation, and AMI Entertainment Network.

The global arcade gaming market is expected to grow from $12.05 billion in 2022 to $12.37 billion in 2023 at a compound annual growth rate (CAGR) of 2.6%. The Russia-Ukraine war disrupted the chances of global economic recovery from the COVID-19 pandemic, at least in the short term. The war between these two countries has led to economic sanctions on multiple countries, a surge in commodity prices, and supply chain disruptions, causing inflation across goods and services and affecting many markets across the globe. The arcade gaming market is expected to grow to $13.63 billion in 2027 at a CAGR of 2.5%.

The arcade gaming market consists of sales of carnival games, merchandiser games, pinball machines, and slot machines. Values in this market are 'factory gate' values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

Arcade gaming refers to a coin-operated game machine that is commonly seen in public spaces like malls, restaurants, and amusement arcades. The arcade games are typically presented as primary games of skills. The arcade video games consider inputs from players and display output to an electrical display.

North America was the largest region in the arcade gaming market in 2022. The regions covered in the arcade gaming market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

The main types of arcade gaming are video games, simulation games, and mechanical games. A video game refers to a game in which the player moves a short handle or presses buttons to manipulate moving images on a television screen. Video games are used to enhance learning and foster a more engaging social environment. The arcade video games consider inputs from players through computer parts and display output to an electrical display. The arcade gaming is available in various genres such as racing, shooting, sports, and action that are distributed through online and offline, used in residential, commercial, and gaming hubs.

The increasing physical activity is expected to propel the growth of the arcade gaming market. Physical activity refers to any skeletal muscle-driven motion of the body that requires energy expenditure. Physical activity is increasing primarily due to its health benefits. Increasing physical activity demands new methods, and arcade gaming acts as a medium with innovative health tools, interacting and attracting players with interventions combining consistent exercise, a balanced diet, and good sleep practices. For instance, according to the key statistics on physical activity released in March 2022 referring to the financial year 2020-21 by the Australian Bureau of Statistics (ABS), an Australia-based national statistical agency, 27.2% of people aged 15 and above met the physical activity recommendations. In addition, 73.4% of people between the ages of 18 and 64 engaged in 150 minutes or more of physical activity in the previous week. On five or more days, nearly 6 out of 10 people (59.1%) engaged in 30 minutes of activity. Therefore, increasing physical activity will drive the growth of the arcade gaming market going forward.

The introduction of new and technologically advanced products is a key trend gaining popularity in the arcade gaming market. Major players operating in the market are introducing technologically advanced arcade games to sustain their position in the market. For instance, in June 2021, Zero Latency VR, an Australian technology company that develops free-roam virtual reality systems launched the Far Cry VR arcade game at 33 of the company's locations including sites in the USA, UK, Europe, and Australia. Far Cry VR: Dive Into Insanity is a VR (virtual reality) experience game that requires a special location where VR magic converts a large room into Far Cry 3's exotic, pirate-controlled island. The company's technology enables gamers to roam around environments without a wire attached to a PC on the other side of the room.

In November 2020, Global Entertainment Network for Dreams and Aspirations (GENDA), a Japan-based digital marketing and advertising services company acquired Arcade Business of Sega Entertainment for an undisclosed amount. With this acquisition, GENDA aims to revive the amusement sector and involve producers, operators, and customers. Sega Entertainment is a Japan-based arcade gaming company.

The countries covered in the arcade gaming market report are: Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

The arcade gaming market research report is one of a series of new reports from The Business Research Company that provides arcade gaming market statistics, including arcade gaming industry global market size, regional shares, competitors with an arcade gaming market share, detailed arcade gaming market segments, market trends and opportunities, and any further data you may need to thrive in the arcade gaming industry. This arcade gaming market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

Product Code: r5891

Table of Contents

1. Executive Summary

2. Arcade Gaming Market Characteristics

3. Arcade Gaming Market Trends And Strategies

4. Arcade Gaming Market - Macro Economic Scenario

  • 4.1. COVID-19 Impact On Arcade Gaming Market
  • 4.2. Ukraine-Russia War Impact On Arcade Gaming Market
  • 4.3. Impact Of High Inflation On Arcade Gaming Market

5. Arcade Gaming Market Size And Growth

  • 5.1. Global Arcade Gaming Historic Market, 2017-2022, $ Billion
    • 5.1.1. Drivers Of The Market
    • 5.1.2. Restraints On The Market
  • 5.2. Global Arcade Gaming Forecast Market, 2022-2027F, 2032F, $ Billion
    • 5.2.1. Drivers Of The Market
    • 5.2.2. Restraints On the Market

6. Arcade Gaming Market Segmentation

  • 6.1. Global Arcade Gaming Market, Segmentation By Type, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Video Games
  • Simulation Games
  • Mechanical Games
  • 6.2. Global Arcade Gaming Market, Segmentation By Genre, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Racing
  • Shooting
  • Sports
  • Action
  • 6.3. Global Arcade Gaming Market, Segmentation By Distribution Channel, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Online
  • Offline
  • 6.4. Global Arcade Gaming Market, Segmentation By Application, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Residential
  • Commercial
  • Gaming Hubs

7. Arcade Gaming Market Regional And Country Analysis

  • 7.1. Global Arcade Gaming Market, Split By Region, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • 7.2. Global Arcade Gaming Market, Split By Country, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion

8. Asia-Pacific Arcade Gaming Market

  • 8.1. Asia-Pacific Arcade Gaming Market Overview
  • Region Information, Impact Of COVID-19, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Arcade Gaming Market, Segmentation By Type, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • 8.3. Asia-Pacific Arcade Gaming Market, Segmentation By Genre, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion

9. China Arcade Gaming Market

  • 9.1. China Arcade Gaming Market Overview
  • 9.2. China Arcade Gaming Market, Segmentation By Type, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • 9.3. China Arcade Gaming Market, Segmentation By Genre, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion

10. India Arcade Gaming Market

  • 10.1. India Arcade Gaming Market, Segmentation By Type, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • 10.2. India Arcade Gaming Market, Segmentation By Genre, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion

11. Japan Arcade Gaming Market

  • 11.1. Japan Arcade Gaming Market, Segmentation By Type, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • 11.2. Japan Arcade Gaming Market, Segmentation By Genre, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion

12. Australia Arcade Gaming Market

  • 12.1. Australia Arcade Gaming Market, Segmentation By Type, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • 12.2. Australia Arcade Gaming Market, Segmentation By Genre, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion

13. Indonesia Arcade Gaming Market

  • 13.1. Indonesia Arcade Gaming Market, Segmentation By Type, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • 13.2. Indonesia Arcade Gaming Market, Segmentation By Genre, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion

14. South Korea Arcade Gaming Market

  • 14.1. South Korea Arcade Gaming Market, Segmentation By Type, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • 14.2. South Korea Arcade Gaming Market, Segmentation By Genre, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion

15. Western Europe Arcade Gaming Market

  • 15.1. Western Europe Arcade Gaming Market Overview
  • 15.2. Western Europe Arcade Gaming Market, Segmentation By Type, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • 15.3. Western Europe Arcade Gaming Market, Segmentation By Genre, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion

16. UK Arcade Gaming Market

  • 16.1. UK Arcade Gaming Market, Segmentation By Type, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • 16.2. UK Arcade Gaming Market, Segmentation By Genre, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion

17. Germany Arcade Gaming Market

  • 17.1. Germany Arcade Gaming Market, Segmentation By Type, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • 17.2. Germany Arcade Gaming Market, Segmentation By Genre, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion

18. France Arcade Gaming Market

  • 18.1. France Arcade Gaming Market, Segmentation By Type, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • 18.2. France Arcade Gaming Market, Segmentation By Genre, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion

19. Eastern Europe Arcade Gaming Market

  • 19.1. Eastern Europe Arcade Gaming Market Overview
  • 19.2. Eastern Europe Arcade Gaming Market, Segmentation By Type, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • 19.3. Eastern Europe Arcade Gaming Market, Segmentation By Genre, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion

20. Russia Arcade Gaming Market

  • 20.1. Russia Arcade Gaming Market, Segmentation By Type, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • 20.2. Russia Arcade Gaming Market, Segmentation By Genre, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion

21. North America Arcade Gaming Market

  • 21.1. North America Arcade Gaming Market Overview
  • 21.2. North America Arcade Gaming Market, Segmentation By Type, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • 21.3. North America Arcade Gaming Market, Segmentation By Genre, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion

22. USA Arcade Gaming Market

  • 22.1. USA Arcade Gaming Market Overview
  • 22.2. USA Arcade Gaming Market, Segmentation By Type, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • 22.3. USA Arcade Gaming Market, Segmentation By Genre, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion

23. South America Arcade Gaming Market

  • 23.1. South America Arcade Gaming Market Overview
  • 23.2. South America Arcade Gaming Market, Segmentation By Type, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • 23.3. South America Arcade Gaming Market, Segmentation By Genre, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion

24. Brazil Arcade Gaming Market

  • 24.1. Brazil Arcade Gaming Market, Segmentation By Type, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • 24.2. Brazil Arcade Gaming Market, Segmentation By Genre, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion

25. Middle East Arcade Gaming Market

  • 25.1. Middle East Arcade Gaming Market Overview
  • 25.2. Middle East Arcade Gaming Market, Segmentation By Type, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • 25.3. Middle East Arcade Gaming Market, Segmentation By Genre, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion

26. Africa Arcade Gaming Market

  • 26.1. Africa Arcade Gaming Market Overview
  • 26.2. Africa Arcade Gaming Market, Segmentation By Type, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • 26.3. Africa Arcade Gaming Market, Segmentation By Genre, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion

27. Arcade Gaming Market Competitive Landscape And Company Profiles

  • 27.1. Arcade Gaming Market Competitive Landscape
  • 27.2. Arcade Gaming Market Company Profiles
    • 27.2.1. CXC Simulations
      • 27.2.1.1. Overview
      • 27.2.1.2. Products and Services
      • 27.2.1.3. Strategy
      • 27.2.1.4. Financial Performance
    • 27.2.2. D-BOX Technologies Inc.
      • 27.2.2.1. Overview
      • 27.2.2.2. Products and Services
      • 27.2.2.3. Strategy
      • 27.2.2.4. Financial Performance
    • 27.2.3. Rene Pierre SA
      • 27.2.3.1. Overview
      • 27.2.3.2. Products and Services
      • 27.2.3.3. Strategy
      • 27.2.3.4. Financial Performance
    • 27.2.4. Bandai Namco Studios Inc.
      • 27.2.4.1. Overview
      • 27.2.4.2. Products and Services
      • 27.2.4.3. Strategy
      • 27.2.4.4. Financial Performance
    • 27.2.5. Bay Tek Entertainment Inc.
      • 27.2.5.1. Overview
      • 27.2.5.2. Products and Services
      • 27.2.5.3. Strategy
      • 27.2.5.4. Financial Performance

28. Key Mergers And Acquisitions In The Arcade Gaming Market

29. Arcade Gaming Market Future Outlook and Potential Analysis

30. Appendix

  • 30.1. Abbreviations
  • 30.2. Currencies
  • 30.3. Historic And Forecast Inflation Rates
  • 30.4. Research Inquiries
  • 30.5. The Business Research Company
  • 30.6. Copyright And Disclaimer
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