2026-2030年全球娛樂設備市場
市場調查報告書
商品編碼
2110061

2026-2030年全球娛樂設備市場

Global Amusement Machine Market 2026-2030

出版日期: | 出版商: TechNavio | 英文 314 Pages | 訂單完成後即時交付

價格
簡介目錄

全球娛樂設備市場預計在 2025 年至 2030 年間成長至 24.481 億美元,預測期內複合年成長率為 6.0%。

這份關於全球娛樂設備市場的報告提供了全面的分析,包括市場規模和預測、趨勢、成長要素、挑戰以及涵蓋約 25 家供應商的供應商分析。

本報告對當前市場狀況、最新趨勢和促進因素以及整體市場環境進行了最新分析。推動此市場發展的因素包括:消費者對身臨其境型和互動式娛樂體驗的需求不斷成長、消費者在行動娛樂方面的支出增加,以及家庭娛樂中心和商業休閒設施的擴張。

本研究客觀地結合了一手和二手訊息,包括來自主要行業相關人員的信息。報告內容涵蓋主要公司分析、全面的市場規模資料、細分市場數據及區域分析,以及供應商格局。報告包含歷史數據和預測數據。

市場範圍
基準年 2025
年末 2030
調查期 2026-2030
成長勢頭 加速度
2026 年同比比較 5.8%
複合年成長率 6%
增量 24.481億美元

這項研究表明,身臨其境型虛擬實境和模擬類遊戲的日益普及將成為未來幾年全球娛樂設備市場成長的主要驅動力之一。此外,授權娛樂和品牌遊戲體驗的擴張,以及無現金和連網遊樂場生態系統的日益普及,預計也將產生顯著的市場需求。

目錄

第1章:執行摘要

第2章 Technavio 分析

  • 分析定價、生命週期、顧客購買籃子、採用率和購買標準。
  • 輸入的重要性及差異化因素
  • 干擾因素
  • 促進因素和挑戰的影響

第3章 市場狀況

  • 市場生態系統
  • 市場特徵
  • 價值鏈分析

第4章 市場規模

  • 市場的定義
  • 市場區隔分析
  • 2025年市場規模
  • 市場展望,2025-2030年

第5章 市場規模與表現

  • 2020-2024年全球娛樂設備市場
  • 2020-2024 年基於類型細分市場的分析
  • 產品類型細分市場分析,2020-2024 年
  • 基於應用領域的細分市場分析,2020-2024 年
  • 區域區隔市場分析,2020-2024 年
  • 2020-2024年各國細分市場分析

第6章 定性分析

  • 人工智慧的影響:全球娛樂機市場
  • 地緣政治衝突的影響:全球娛樂機市場

第7章:五力分析

第8章 市場區隔:依類型

  • 比較:按類型
  • 行動
  • 賽車
  • 射擊
  • 運動的
  • 其他
  • 市場機會:按類型分類

第9章 市場區隔:依產品類型

  • 比較:依產品類型
  • 遊樂場遊戲
  • 贖罪遊戲
  • 彈珠
  • 其他
  • 市場機會:依產品類型分類

第10章 市場區隔:依應用

  • 比較:透過應用
  • 主題樂園,用於娛樂和接待
  • 室內專業設施/家庭娛樂中心
  • 遊戲中心
  • 飯店酒吧
  • 其他
  • 市場機會:依應用領域分類

第11章 客戶情況

第12章 區域情勢

  • 區域細分
  • 區域比較
  • 亞太地區
    • 中國
    • 日本
    • 韓國
    • 印度
    • 澳洲
    • 台灣
  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 德國
    • 英國
    • 法國
    • 義大利
    • 西班牙
    • 荷蘭
  • 南美洲
    • 巴西
    • 阿根廷
    • 智利
  • 中東和非洲
    • 沙烏地阿拉伯
    • UAE
    • 南非
    • 土耳其
    • 埃及
  • 市場機會:按地區分類

第13章 促進因素、挑戰與機遇

  • 市場促進因素
  • 市場挑戰
  • 促進因素和挑戰的影響
  • 市場機遇

第14章 競爭格局

  • 概述
  • 競爭格局
  • 混亂局面
  • 產業風險

第15章 競爭分析

  • 公司簡介
  • 公司排名指標
  • 企業市場定位
  • Adrenaline Amusements Inc.
  • Andamiro Co. Ltd.
  • Bandai Namco Amusement Inc.
  • ELAUT GROUP
  • Kalkomat Sp. z oo
  • KOMUSE Co. Ltd.
  • Konami Group Corp.
  • Sega Amusements International
  • Smart Industries Corp.
  • Stern Pinball Inc.
  • TAITO Corp.
  • Triotech
  • UNIS Technology Ltd.
  • Valley Dynamo Inc.
  • Wahlap Technology Co. Ltd.

第16章附錄

簡介目錄
Product Code: IRTNTR80322

The global amusement machine market is forecasted to grow by USD 2448.1 mn during 2025-2030, accelerating at a CAGR of 6.0% during the forecast period. The report on the global amusement machine 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 growing demand for immersive and interactive entertainment experiences, increasing consumer spending on out-of-home entertainment, expansion of family entertainment centers and commercial leisure destinations.

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 20265.8%
CAGR6%
Incremental Value$2448.1 mn

Technavio's global amusement machine market is segmented as below:

By Genre

  • Action
  • Racing
  • Shooting
  • Sports
  • Others

By Product Type

  • Arcade
  • Redemption
  • Pinball
  • Others

By Application

  • Amusement and reception theme park
  • Indoor specialty centers and FECs
  • Game centers
  • Hotel and bars
  • Others

Geography

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

This study identifies the growing adoption of immersive vr and simulation-based gaming as one of the prime reasons driving the global amusement machine market growth during the next few years. Also, growing adoption of licensed entertainment and branded gaming experiences and rising adoption of cashless and connected arcade ecosystems will lead to sizable demand in the market.

The report on the global amusement machine market covers the following areas:

  • Global amusement machine market sizing
  • Global amusement machine market forecast
  • Global amusement machine 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 amusement machine market vendors that include Adrenaline Amusements Inc., Andamiro Co. Ltd., Bandai Namco Amusement Inc., Bay Tek Entertainment Inc., Bobs Space Racers Inc., Chicago Gaming Co., ELAUT GROUP, ICE Games Inc., Incredible Technologies Inc., Jersey Jack Pinball Inc., Kalkomat Sp. z o.o., KOMUSE Co. Ltd., Konami Group Corp., LAI Games, Raw Thrills Inc., Sega Amusements International, Smart Industries Corp., Stern Pinball Inc., TAITO Corp., Triotech, UNIS Technology Ltd., Valley Dynamo Inc., Wahlap Technology Co. Ltd.. Also, the global amusement machine 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.

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 Genre
    • Executive Summary - Chart on Market Segmentation by Product Type
    • Executive Summary - Chart on Market Segmentation by Application
    • 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 Amusement Machine Market 2020 - 2024
    • Historic Market Size - Data Table on Global Amusement Machine Market 2020 - 2024 ($ million)
  • 5.2 Genre segment analysis 2020 - 2024
    • Historic Market Size - Genre Segment 2020 - 2024 ($ million)
  • 5.3 Product Type segment analysis 2020 - 2024
    • Historic Market Size - Product Type Segment 2020 - 2024 ($ million)
  • 5.4 Application segment analysis 2020 - 2024
    • Historic Market Size - Application 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 amusement machine market
  • 6.2 Impact of geopolitical conflicts on global amusement machine 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 Genre

  • 8.1 Market segments
  • 8.2 Comparison by Genre
  • 8.3 Action - Market size and forecast 2025-2030
  • 8.4 Racing - Market size and forecast 2025-2030
  • 8.5 Shooting - Market size and forecast 2025-2030
  • 8.6 Sports - Market size and forecast 2025-2030
  • 8.7 Others - Market size and forecast 2025-2030
  • 8.8 Market opportunity by Genre
    • Market opportunity by Genre ($ million)

9 Market Segmentation by Product Type

  • 9.1 Market segments
  • 9.2 Comparison by Product Type
  • 9.3 Arcade - Market size and forecast 2025-2030
  • 9.4 Redemption - Market size and forecast 2025-2030
  • 9.5 Pinball - Market size and forecast 2025-2030
  • 9.6 Others - Market size and forecast 2025-2030
  • 9.7 Market opportunity by Product Type
    • Market opportunity by Product Type ($ million)

10 Market Segmentation by Application

  • 10.1 Market segments
  • 10.2 Comparison by Application
  • 10.3 Amusement and reception theme park - Market size and forecast 2025-2030
  • 10.4 Indoor specialty centers and FECs - Market size and forecast 2025-2030
  • 10.5 Game centers - Market size and forecast 2025-2030
  • 10.6 Hotel and bars - Market size and forecast 2025-2030
  • 10.7 Others - Market size and forecast 2025-2030
  • 10.8 Market opportunity by Application
    • Market opportunity by Application ($ 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 China - Market size and forecast 2025-2030
    • 12.3.2 Japan - 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 Taiwan - 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 Germany - Market size and forecast 2025-2030
    • 12.5.2 UK - 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 South America - Market size and forecast 2025-2030
    • 12.6.1 Brazil - Market size and forecast 2025-2030
    • 12.6.2 Argentina - Market size and forecast 2025-2030
    • 12.6.3 Chile - Market size and forecast 2025-2030
  • 12.7 Middle East and Africa - Market size and forecast 2025-2030
    • 12.7.1 Saudi Arabia - Market size and forecast 2025-2030
    • 12.7.2 UAE - Market size and forecast 2025-2030
    • 12.7.3 South Africa - Market size and forecast 2025-2030
    • 12.7.4 Turkey - Market size and forecast 2025-2030
    • 12.7.5 Egypt - 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
    • Growing demand for immersive and interactive entertainment experiences
    • Increasing consumer spending on out-of-home entertainment
    • Expansion of family entertainment centers and commercial leisure destinations
  • 13.2 Market challenges
    • High capital expenditure and maintenance costs
    • Stringent regulatory frameworks and compliance burdens
    • Intense competition from alternative digital entertainment
  • 13.3 Impact of drivers and challenges
    • Impact of drivers and challenges in 2025 and 2030
  • 13.4 Market opportunities
    • Growing adoption of immersive VR and simulation-based gaming
    • Growing adoption of licensed entertainment and branded gaming experiences
    • Rising adoption of cashless and connected arcade ecosystems

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 ELAUT GROUP
    • ELAUT GROUP - Overview
    • ELAUT GROUP - Product / Service
    • ELAUT GROUP - Key offerings
    • SWOT
  • 15.8 Kalkomat Sp. z o.o.
    • Kalkomat Sp. z o.o. - Overview
    • Kalkomat Sp. z o.o. - Product / Service
    • Kalkomat Sp. z o.o. - Key offerings
    • SWOT
  • 15.9 KOMUSE Co. Ltd.
    • KOMUSE Co. Ltd. - Overview
    • KOMUSE Co. Ltd. - Product / Service
    • KOMUSE Co. Ltd. - Key offerings
    • SWOT
  • 15.10 Konami Group Corp.
    • Konami Group Corp. - Overview
    • Konami Group Corp. - Business segments
    • Konami Group Corp. - Key offerings
    • Konami Group Corp. - Segment focus
    • SWOT
  • 15.11 Sega Amusements International
    • Sega Amusements International - Overview
    • Sega Amusements International - Product / Service
    • Sega Amusements International - Key offerings
    • SWOT
  • 15.12 Smart Industries Corp.
    • Smart Industries Corp. - Overview
    • Smart Industries Corp. - Product / Service
    • Smart Industries Corp. - Key offerings
    • SWOT
  • 15.13 Stern Pinball Inc.
    • Stern Pinball Inc. - Overview
    • Stern Pinball Inc. - Product / Service
    • Stern Pinball Inc. - Key offerings
    • SWOT
  • 15.14 TAITO Corp.
    • TAITO Corp. - Overview
    • TAITO Corp. - Product / Service
    • TAITO Corp. - Key offerings
    • SWOT
  • 15.15 Triotech
    • Triotech - Overview
    • Triotech - Product / Service
    • Triotech - Key offerings
    • SWOT
  • 15.16 UNIS Technology Ltd.
    • UNIS Technology Ltd. - Overview
    • UNIS Technology Ltd. - Product / Service
    • UNIS Technology Ltd. - Key offerings
    • SWOT
  • 15.17 Valley Dynamo Inc.
    • Valley Dynamo Inc. - Overview
    • Valley Dynamo Inc. - Product / Service
    • Valley Dynamo Inc. - Key offerings
    • SWOT
  • 15.18 Wahlap Technology Co. Ltd.
    • Wahlap Technology Co. Ltd. - Overview
    • Wahlap Technology Co. Ltd. - Product / Service
    • Wahlap Technology Co. 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