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市場調查報告書
商品編碼
1699469

遊樂設備市場:按遊戲類型、應用程式和地區分類

Amusement Machine Market, By Game Type, By Application, By Geography

出版日期: | 出版商: Coherent Market Insights | 英文 167 Pages | 商品交期: 2-3個工作天內

價格
簡介目錄

2025年全球遊樂設備市場規模預計為73.2億美元,預計到2032年將達到113億美元,2025年至2032年的年複合成長率(CAGR)為6.4%。

報告範圍 報告詳細資訊
基準年 2024 2025年的市場規模 73.2億美元
效能資料 2020-2024 預測期 2025-2032
預測期:2025-2032年複合年成長率: 6.40% 2032年價值預測 113億美元
數字。遊樂設備市場佔有率(按地區分類)(2025年)
遊藝機市場-IMG1

由於消費者對娛樂和休閒活動的興趣日益濃厚,市場正在穩步成長。家庭娛樂中心 (FEC)、遊樂園和遊戲區的興起對全球遊樂機的擴張做出了重大貢獻。此外,擴增實境(AR)、虛擬實境 (VR) 和無現金付款系統等技術進步正在增強遊戲體驗並吸引更廣泛的用戶。然而,高額的初始投資成本、監管限制和維護成本等挑戰仍然是市場參與者的主要擔憂。

市場動態:

全球遊樂設備市場主要受到主題樂園、購物中心、飯店和遊戲中心等各個場所對互動式和沈浸式遊戲體驗日益成長的需求的推動。 VR遊樂場、基於模擬的景點和 AI主導的遊戲玩法等高科技遊戲解決方案的引入進一步推動了市場擴張。此外,可支配收入的增加和無現金交易的普及也增加了消費者對娛樂遊戲的參與。然而,該行業面臨的挑戰包括營運成本上升、空間限制以及對遊戲和賭博相關設備的監管限制。此外,遊樂設備的高維護和更換成本也是營運商的財務問題。儘管有這些挑戰,亞太、拉丁美洲和中東的新興市場仍提供了有利可圖的成長機會。數付款解決方案、基於人工智慧的遊戲分析和創新遊戲設計的整合有望透過提供更好的用戶體驗和業務擴展機會來塑造遊樂設備產業的未來。

本研究的主要特點

本報告對全球遊樂設備市場進行了詳細分析,並以 2024 年為基準年,給出了預測期(2025-2032 年)的市場規模和年複合成長率(CAGR%)。

它還強調了各個領域的潛在商機,並說明了該市場的有吸引力的投資提案矩陣。

它還提供了有關市場促進因素、限制因素、機會、新產品發布和核准、市場趨勢、區域前景和主要企業採用的競爭策略的重要見解。

全球遊樂設備市場的主要企業是根據公司亮點、產品系列、關鍵亮點、性能和策略等參數進行的分析。

本研究涉及的主要企業包括 Adrenaline Amusements、Bandai Namco Entertainment America Inc.(Bandai Namco Holdings Inc.)、Bay Tek Entertainment, Inc.、Bob's Space Racer、Capcom Co、Coastal Amusements Inc.、Elaut Group、Innovative Concepts in Entertainment, Inc.、Konamiami Group、Lcot Group、Lapome Group, Alet. Inc.、TAITO CORPORATION(SQUARE ENIX)、TrioTech Amusement 等。

本報告的見解將使負責人和公司經營團隊能夠就未來的產品發布、類型升級、市場擴張和行銷策略做出明智的決策。

本研究報告針對該產業的各個相關人員,包括投資者、供應商、產品製造商、經銷商、新進業者和財務分析師。

目錄

第1章 研究目的與前提

  • 研究目標
  • 先決條件
  • 簡稱

第2章 市場展望

  • 報告描述
    • 市場定義和範圍
  • 執行摘要

第3章市場動態、法規與趨勢分析

  • 市場動態
  • 影響分析
  • 主要亮點
  • 監管情景
  • 產品發布/核准
  • PEST分析
  • 波特分析
  • 市場機會
  • 監管情景
  • 主要進展
  • 產業趨勢

第4章。 2020 年至 2032 年按遊戲類型分類的全球遊樂設備市場

  • 室內卡丁車
  • 電子遊戲
  • 模擬/AR-VR遊戲
  • 救贖遊戲
  • 抓娃娃遊戲
  • 照相亭
  • 電子機械遊戲
  • 其他

第5章 全球遊樂設備市場(按應用)2020 年至 2032 年

  • 遊樂園與休閒主題樂園
  • 室內專科中心
  • 遊戲中心
  • 飯店酒吧
  • 其他

第6章 全球遊樂設備市場(按地區),2020-2032

  • 北美洲
  • 拉丁美洲
  • 歐洲
  • 亞太地區
  • 中東
  • 非洲

第7章競爭格局

  • Adrenaline Amusements
  • Bandai Namco Entertainment America Inc.(Bandai Namco Holdings Inc.)
  • Bay Tek Entertainment, Inc.
  • Bob's Space Racer
  • Capcom Co., Ltd.
  • Coastal Amusements Inc.
  • Elaut Group
  • Innovative Concepts in Entertainment, Inc.
  • Konami Group
  • LAI Games
  • Player One Amusement Group
  • Raw Thrills, Inc.
  • SEGA SAMMY HOLDINGS Inc.
  • TAITO CORPORATION(SQUARE ENIX)
  • TrioTech Amusement

第8章分析師建議

  • 命運之輪
  • 分析師觀點
  • Coherent Opportunity Map

第9章參考文獻與調查方法

  • 參考
  • 調查方法
  • 關於出版商
簡介目錄
Product Code: CMI7816

Global Amusement Machine Market is estimated to be valued at US$ 7.32 Bn in 2025 and is expected to reach US$ 11.30 Bn by 2032, growing at a compound annual growth rate (CAGR) of 6.4% from 2025 to 2032.

Report Coverage Report Details
Base Year: 2024 Market Size in 2025: USD 7.32 Bn
Historical Data for: 2020 To 2024 Forecast Period: 2025 To 2032
Forecast Period 2025 to 2032 CAGR: 6.40% 2032 Value Projection: USD 11.30 Bn
Figure. Amusement Machine Market Share (%), By Region 2025
Amusement Machine Market - IMG1

The market has witnessed steady growth due to increasing consumer interest in entertainment and recreational activities. The rise of family entertainment centers (FECs), amusement parks, and gaming zones has significantly contributed to the expansion of amusement machines worldwide. Additionally, technological advancements, such as augmented reality (AR), virtual reality (VR), and cashless payment systems, have enhanced the gaming experience, attracting a broader audience. However, challenges, such as high initial investment costs, regulatory restrictions, and maintenance expenses, remain key concerns for market players.

Market Dynamics:

The global amusement machine market is primarily driven by the growing demand for interactive and immersive gaming experiences across different venues including theme parks, shopping malls, hotels, and gaming centers. The introduction of high-tech gaming solutions, including VR arcades, simulation-based attractions, and AI-driven gameplay, has further propelled market expansion. Additionally, increasing disposable incomes and the popularity of cashless transactions have enhanced consumer engagement in amusement gaming. However, the industry faces challenges, such as rising operational costs, space constraints, and regulatory restrictions on gaming and gambling-related machines. Furthermore, the high maintenance and replacement costs of amusement machines pose financial concerns for operators. Despite these challenges, emerging markets in Asia Pacific, Latin America, and the Middle East present lucrative growth opportunities. The integration of digital payment solutions, AI-based gaming analytics, and innovative game designs is expected to shape the future of the amusement machine industry, offering enhanced user experiences and business expansion opportunities.

Key Features of the Study:

This report provides in-depth analysis of the global amusement machine market, and provides market size (US$ Billion) and compound annual growth rate (CAGR%) for the forecast period (2025-2032), considering 2024 as the base year

It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market

This study also provides key insights about market drivers, restraints, opportunities, new product launches or approvals, market trends, regional outlook, and competitive strategies adopted by key players

It profiles key players in the global amusement machine market based on the following parameters - company highlights, products portfolio, key highlights, financial performance, and strategies

Key companies covered as a part of this study include Adrenaline Amusements, Bandai Namco Entertainment America Inc. (Bandai Namco Holdings Inc.), Bay Tek Entertainment, Inc., Bob's Space Racer, Capcom Co., Ltd., Coastal Amusements Inc., Elaut Group, Innovative Concepts in Entertainment, Inc., Konami Group, LAI Games, Player One Amusement Group, Raw Thrills, Inc., SEGA SAMMY HOLDINGS Inc., TAITO CORPORATION (SQUARE ENIX), and TrioTech Amusement

Insights from this report would allow marketers and the management authorities of the companies to make informed decisions regarding their future product launches, type up-gradation, market expansion, and marketing tactics

The global amusement machine market report caters to various stakeholders in this industry including investors, suppliers, product manufacturers, distributors, new entrants, and financial analysts

Market Segmentation

  • Game Type Insights (Revenue, USD Bn, 2020 - 2032)
    • Indoor Go-Karts
    • Video Games
    • Simulation/AR-VR Games
    • Redemption Games
    • Claw Machine Games
    • Photo Booths
    • Electro-Mechanical Games
    • Others
  • Application Insights (Revenue, USD Bn, 2020 - 2032)
    • Amusement & Recreational Theme Parks
    • Indoor Specialty Centers
    • Game Centers
    • Hotels & Bars
    • Others
  • Regional Insights (Revenue, USD Bn, 2020 - 2032)
    • North America
    • U.S.
    • Canada
    • Latin America
    • Brazil
    • Argentina
    • Mexico
    • Rest of Latin America
    • Europe
    • Germany
    • U.K.
    • Spain
    • France
    • Italy
    • Russia
    • Rest of Europe
    • Asia Pacific
    • China
    • India
    • Japan
    • Australia
    • South Korea
    • ASEAN
    • Rest of Asia Pacific
    • Middle East
    • GCC Countries
    • Israel
    • Rest of Middle East
    • Africa
    • South Africa
    • North Africa
    • Central Africa
  • Key Players Insights
    • Adrenaline Amusements
    • Bandai Namco Entertainment America Inc. (Bandai Namco Holdings Inc.)
    • Bay Tek Entertainment, Inc.
    • Bob's Space Racer
    • Capcom Co., Ltd.
    • Coastal Amusements Inc.
    • Elaut Group
    • Innovative Concepts in Entertainment, Inc.
    • Konami Group
    • LAI Games
    • Player One Amusement Group
    • Raw Thrills, Inc.
    • SEGA SAMMY HOLDINGS Inc.
    • TAITO CORPORATION (SQUARE ENIX)
    • TrioTech Amusement

Table of Contents

1. Research Objectives and Assumptions

  • Research Objectives
  • Assumptions
  • Abbreviations

2. Market Purview

  • Report Description
    • Market Definition and Scope
  • Executive Summary
    • Global Amusement Machine Market, By Game Type
    • Global Amusement Machine Market, By Application
    • Global Amusement Machine Market, By Region

3. Market Dynamics, Regulations, and Trends Analysis

  • Market Dynamics
  • Impact Analysis
  • Key Highlights
  • Regulatory Scenario
  • Product Launches/Approvals
  • PEST Analysis
  • PORTER's Analysis
  • Market Opportunities
  • Regulatory Scenario
  • Key Developments
  • Industry Trends

4. Global Amusement Machine Market, By Game Type, 2020-2032, (USD Bn)

  • Introduction
    • Market Share Analysis, 2025 and 2032 (%)
    • Y-o-Y Growth Analysis, 2021 - 2032
    • Segment Trends
  • Indoor Go-Karts
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (USD Bn)
  • Video Games
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (USD Bn)
  • Simulation/AR-VR Games
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (USD Bn)
  • Redemption Games
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (USD Bn)
  • Claw Machine Games
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (USD Bn)
  • Photo Booths
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (USD Bn)
  • Electro-Mechanical Games
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (USD Bn)
  • Others
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (USD Bn)

5. Global Amusement Machine Market, By Application, 2020-2032, (USD Bn)

  • Introduction
    • Market Share Analysis, 2025 and 2032 (%)
    • Y-o-Y Growth Analysis, 2021 - 2032
    • Segment Trends
  • Amusement & Recreational Theme Parks
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (USD Bn)
  • Indoor Specialty Centers
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (USD Bn)
  • Game Centers
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (USD Bn)
  • Hotels & Bars
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (USD Bn)
  • Others
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (USD Bn)

6. Global Amusement Machine Market, By Region, 2020 - 2032, Value (USD Bn)

  • Introduction
    • Market Share (%) Analysis, 2025, 2028 & 2032, Value (USD Bn)
    • Market Y-o-Y Growth Analysis (%), 2021 - 2032, Value (USD Bn)
    • Regional Trends
  • North America
    • Introduction
    • Market Size and Forecast, By Game Type, 2020 - 2032, Value (USD Bn)
    • Market Size and Forecast, By Application, 2020 - 2032, Value (USD Bn)
    • Market Size and Forecast, By Country, 2020 - 2032, Value (USD Bn)
      • U.S.
      • Canada
  • Latin America
    • Introduction
    • Market Size and Forecast, By Game Type, 2020 - 2032, Value (USD Bn)
    • Market Size and Forecast, By Application, 2020 - 2032, Value (USD Bn)
    • Market Size and Forecast, By Country, 2020 - 2032, Value (USD Bn)
      • Brazil
      • Argentina
      • Mexico
      • Rest of Latin America
  • Europe
    • Introduction
    • Market Size and Forecast, By Game Type, 2020 - 2032, Value (USD Bn)
    • Market Size and Forecast, By Application, 2020 - 2032, Value (USD Bn)
    • Market Size and Forecast, By Country, 2020 - 2032, Value (USD Bn)
      • Germany
      • U.K.
      • Spain
      • France
      • Italy
      • Russia
      • Rest of Europe
  • Asia Pacific
    • Introduction
    • Market Size and Forecast, By Game Type, 2020 - 2032, Value (USD Bn)
    • Market Size and Forecast, By Application, 2020 - 2032, Value (USD Bn)
    • Market Size and Forecast, By Country, 2020 - 2032, Value (USD Bn)
      • China
      • India
      • Japan
      • Australia
      • South Korea
      • ASEAN
      • Rest of Asia Pacific
  • Middle East
    • Introduction
    • Market Size and Forecast, By Game Type, 2020 - 2032, Value (USD Bn)
    • Market Size and Forecast, By Application, 2020 - 2032, Value (USD Bn)
    • Market Size and Forecast, By Country, 2020 - 2032, Value (USD Bn)
      • GCC Countries
      • Israel
      • Rest of Middle East
  • Africa
    • Introduction
    • Market Size and Forecast, By Game Type, 2020 - 2032, Value (USD Bn)
    • Market Size and Forecast, By Application, 2020 - 2032, Value (USD Bn)
    • Market Size and Forecast, By Country/Region, 2020 - 2032, Value (USD Bn)
      • South Africa
      • North Africa
      • Central Africa

7. Competitive Landscape

  • Adrenaline Amusements
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Bandai Namco Entertainment America Inc. (Bandai Namco Holdings Inc.)
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Bay Tek Entertainment, Inc.
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Bob's Space Racer
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Capcom Co., Ltd.
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Coastal Amusements Inc.
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Elaut Group
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Innovative Concepts in Entertainment, Inc.
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Konami Group
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • LAI Games
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Player One Amusement Group
  • Raw Thrills, Inc.
  • SEGA SAMMY HOLDINGS Inc.
  • TAITO CORPORATION (SQUARE ENIX)
  • TrioTech Amusement

8. Analyst Recommendations

  • Wheel of Fortune
  • Analyst View
  • Coherent Opportunity Map

9. References and Research Methodology

  • References
  • Research Methodology
  • About us