遊樂場遊戲市場規模、佔有率及成長分析(按類型、控制方式、技術、年齡層、最終用戶和地區分類)-產業預測,2026-2033年
市場調查報告書
商品編碼
1896041

遊樂場遊戲市場規模、佔有率及成長分析(按類型、控制方式、技術、年齡層、最終用戶和地區分類)-產業預測,2026-2033年

Arcade Gaming Market Size, Share, and Growth Analysis, By Genre (Action Games, Puzzle Games), By Control Mechanism (Buttons, Joystick), By Technology, By Age Group, By End-users, By Region - Industry Forecast 2026-2033

出版日期: | 出版商: SkyQuest | 英文 223 Pages | 商品交期: 3-5個工作天內

價格
簡介目錄

預計到 2024 年,遊樂場遊戲市場價值將達到 47.5 億美元,到 2025 年將成長至 50.1 億美元,到 2033 年將成長至 76.9 億美元,在預測期(2026-2033 年)內複合年成長率為 5.5%。

遊樂場遊戲通常在公共場所安裝的遊樂場上進行,玩家可以無限暢玩,沒有明確的終點,這有助於提高玩家的留存率。商業遊戲場所的激增以及遊樂場在購物中心等公共區域的安裝預計將推動市場擴張。一個值得關注的趨勢是將虛擬實境(VR)技術融入遊樂場體驗,這增強了沉浸感,並推動了對VR遊戲的需求。為了抓住這一趨勢,遊樂場營運商必須進行調整和創新。然而,遊樂場的高成本和安裝所需的大面積空間等挑戰限制市場成長。應對這些挑戰對於在不斷發展的遊樂場遊戲環境中保持成長勢頭至關重要。

遊樂場遊戲市場促進因素

懷舊情懷是復古遊戲復興的關鍵催化劑,許多成年人希望透過經典遊樂場遊戲重溫童年時光。這些遊戲簡單易上手、趣味十足,大大促進了復古遊戲的流行,最終推動了遊樂場遊戲市場的擴張。隨著人們重拾美好回憶,這些遊戲的魅力愈發凸顯,吸引老玩家和新玩家的加入。這種懷舊情懷與純粹娛樂的完美融合,是推動人們對遊樂場遊戲產生興趣和參與的根本因素,也圍繞著這些經典體驗,孕育出充滿活力的社群。

遊樂場遊戲市場的限制

由於網路遊戲的廣泛普及和強大吸引力,遊樂場遊戲市場面臨嚴峻的挑戰,因為網路遊戲提供的獨特體驗難以在遊樂場環境中複製。玩家們被網路遊戲的便利性和多樣性所吸引,紛紛轉向網路平台,這可能會阻礙遊樂場遊戲產業的成長。消費者偏好的轉變,尤其是對網路遊戲的青睞,可能會導致傳統遊樂場廳的客流量和收入下降。因此,數位遊戲的興起可能會對整個遊樂場遊戲產業的擴張構成重大限制。

遊樂場遊戲市場趨勢

隨著虛擬實境(VR)技術的引入,遊樂場遊戲市場正經歷著一股重大變革,為更具沉浸感和互動性的遊戲體驗鋪路。隨著VR技術的普及,遊樂場業者正擴大推出以VR為核心的遊戲,以吸引更廣泛的客戶群並鼓勵玩家互動。 《VR360恐龍攻擊》和SEGA的《VR特工》等遊戲便是這一轉變的典型代表,它們以逼真的畫面和互動性極強的遊戲玩法吸引了眾多玩家。對VR技術的日益重視不僅將重振傳統遊樂場市場,還將催生產業內的新興領域,並最終重塑遊樂場遊戲的未來。

目錄

介紹

  • 調查目標
  • 調查範圍
  • 定義

調查方法

  • 資訊收集
  • 二手資料和一手資料方法
  • 市場規模預測
  • 市場假設與限制

執行摘要

  • 全球市場展望
  • 供需趨勢分析
  • 細分市場機會分析

市場動態與展望

  • 市場規模
  • 市場動態
    • 促進因素和機遇
    • 限制與挑戰
  • 波特分析

關鍵市場考察

  • 關鍵成功因素
  • 競爭程度
  • 關鍵投資機會
  • 市場生態系統
  • 市場吸引力指數(2025)
  • PESTEL 分析
  • 總體經濟指標
  • 價值鏈分析
  • 定價分析

全球遊樂場遊戲市場規模:按類型和複合年成長率分類(2026-2033 年)

  • 動作遊戲
  • 益智遊戲
  • 射擊遊戲
  • 體育比賽

全球遊樂場遊戲市場規模(按控制類型和複合年成長率分類)(2026-2033 年)

  • 按鈕
  • 搖桿
  • 動作感測器
  • 觸控螢幕

全球遊樂場遊戲市場規模(依技術分類)及複合年成長率(2026-2033 年)

  • 非電子遊戲
    • 空氣曲棍球
    • 擊球籠
    • 英式撞球
    • 圖板遊戲/獎品遊戲
    • 保齡球遊戲
    • 飛鏢遊戲
    • 兒童遊樂設施
  • 電子遊戲
    • 遊樂場遊戲
    • 格鬥遊戲
    • 音樂和節奏遊戲
    • 益智遊戲
    • 賽車遊戲
    • 射擊遊戲
    • 電子遊戲

全球遊樂場遊戲市場規模:依年齡層及複合年成長率分類(2026-2033 年)

  • 19至35歲
  • 36歲或以上
  • 未滿18歲

全球遊樂場遊戲市場規模:依最終用戶和複合年成長率分類(2026-2033 年)

  • 遊樂園及家庭娛樂中心
  • 電影院和劇院
  • 公司辦公室及商務中心
  • 郵輪
  • 教育機構
  • 電子競技場館和競技遊戲場地
  • 活動和派對策劃師
  • 普通家庭用戶
  • 飯店和度假村
  • 連鎖餐廳/咖啡館
  • 購物中心和零售中心
  • 獨立式遊樂場及娛樂中心

全球遊樂場遊戲市場規模及複合年成長率(2026-2033)

  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 德國
    • 西班牙
    • 法國
    • 英國
    • 義大利
    • 其他歐洲地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 亞太其他地區
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲地區
  • 中東和非洲
    • 海灣合作理事會國家
    • 南非
    • 其他中東和非洲地區

競爭資訊

  • 前五大公司對比
  • 主要企業的市場定位(2025 年)
  • 主要市場參與者所採取的策略
  • 近期市場趨勢
  • 公司市佔率分析(2025 年)
  • 主要企業公司簡介
    • 公司詳情
    • 產品系列分析
    • 依業務板塊進行公司股票分析
    • 2023-2025年營收年比比較

主要企業簡介

  • Bandai Namco Entertainment(Japan)
  • Sega(Japan)
  • Raw Thrills(United States)
  • Taito(Japan)
  • Konami(Japan)
  • Capcom(Japan)
  • LAI Games(United States)
  • Adrenaline Amusements(United States)
  • Andamiro(South Korea)
  • ICE(Innovative Concepts in Entertainment)(United States)
  • Bay Tek(United States)
  • UNIS(United States)
  • Wahlap(Taiwan)
  • Bandai Namco Amusement America(United States)
  • Benchmark Games(United States)
  • Play Mechanix(United States)
  • Game Play Network(United States)
  • Global VR(United States)
  • Golden Tee Golf(Incredible Technologies)(United States)
  • Stern Pinball(United States)

結論與建議

簡介目錄
Product Code: SQMIG25N2012

Arcade Gaming Market size was valued at USD 4.75 Billion in 2024 and is poised to grow from USD 5.01 Billion in 2025 to USD 7.69 Billion by 2033, growing at a CAGR of 5.5% during the forecast period (2026-2033).

Arcade gaming involves engaging with arcade machines located in public venues, offering endless play without definitive conclusions, which enhances player retention. The proliferation of commercial gaming parlors and the installation of arcade machines in malls and other communal areas are expected to drive market expansion. A notable trend is the integration of virtual reality (VR) into arcade experiences, enhancing immersion and fueling demand for VR-based games. To capitalize on this trend, arcade businesses must adapt and innovate. However, challenges such as high costs associated with arcade machines and the significant space requirements for their installation pose constraints to the market's growth. Addressing these issues will be critical for sustaining momentum in the evolving arcade gaming landscape.

Top-down and bottom-up approaches were used to estimate and validate the size of the Arcade Gaming market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Arcade Gaming Market Segments Analysis

Global Arcade Gaming Market is segmented by Genre, Control Mechanism, Technology, Age Group, End-users and region. Based on Genre, the market is segmented into Action Games, Puzzle Games, Shooter Games and Sports Games. Based on Control Mechanism, the market is segmented into Buttons, Joystick, Motion Sensors and Touch Screens. Based on Technology, the market is segmented into Non-Video Game and Video Games. Based on Age Group, the market is segmented into 19 to 35 Years, 36 Years & Above and Less 18 Years. Based on End-users, the market is segmented into Amusement Parks and Family Entertainment Centers, Cinemas and Theaters, Corporate Offices and Business Centers, Cruise Ships, Educational Institutions, Esports Venues and Competitive Gaming Arenas, Event and Party Planners, Home Users, Hotels and Resorts, Restaurant and Cafe Chains, Shopping Malls and Retail Centers and Standalone Arcades and Amusement Parlors. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Arcade Gaming Market

Nostalgia serves as a significant catalyst for the resurgence of retro gaming, as many adults seek to relive their childhood experiences through classic arcade games. The simplicity and enjoyment that these games offer contribute substantially to the growing trend of retro gaming, ultimately fueling the expansion of the arcade gaming market. As individuals reconnect with cherished memories, the appeal of these games becomes more pronounced, attracting both seasoned players and newcomers alike. This blend of nostalgia and straightforward entertainment is a fundamental aspect driving interest and participation in arcade gaming, fostering a vibrant community around these beloved experiences.

Restraints in the Arcade Gaming Market

The arcade gaming market faces significant challenges due to the widespread accessibility and appeal of online gaming, which offers unique experiences that arcade settings struggle to replicate. As more players gravitate towards online platforms, drawn by the convenience and variety they present, the growth of the arcade gaming sector may be hindered. This shift in consumer preference can lead to a decline in foot traffic and revenue for traditional arcades, as the allure of online gameplay takes precedence. Consequently, the rise of digital gaming could pose a substantial restraint on the overall expansion of the arcade gaming industry.

Market Trends of the Arcade Gaming Market

The arcade gaming market is experiencing a significant trend driven by the incorporation of virtual reality (VR) technology, paving the way for a more immersive and engaging gaming experience. As VR becomes more mainstream, arcade operators are increasingly adopting VR-centric games to attract a wider audience and enhance player interaction. Titles like VR360 Dinosaur Attack and Sega's VR Agent exemplify this shift, captivating players with their lifelike graphics and interactive gameplay. This growing emphasis on VR not only revitalizes traditional arcade spaces but also fosters a new segment within the industry, ultimately reshaping the future of arcade gaming.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2025
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis

Global Arcade Gaming Market Size by Genre & CAGR (2026-2033)

  • Market Overview
  • Action Games
  • Puzzle Games
  • Shooter Games
  • Sports Games

Global Arcade Gaming Market Size by Control Mechanism & CAGR (2026-2033)

  • Market Overview
  • Buttons
  • Joystick
  • Motion Sensors
  • Touch Screens

Global Arcade Gaming Market Size by Technology & CAGR (2026-2033)

  • Market Overview
  • Non-Video Game
    • Air Hockey
    • Batting Cages
    • Billiards
    • Board Games/Prize games
    • Bowling Games
    • Darts games
    • Kiddie Rides
  • Video Games
    • Arcade Video Games
    • Fighting Games
    • Music/rhythm Games
    • Puzzle Games
    • Racing Games
    • Shooting Games
    • Video Games

Global Arcade Gaming Market Size by Age Group & CAGR (2026-2033)

  • Market Overview
  • 19 to 35 Years
  • 36 Years & Above
  • Less 18 Years

Global Arcade Gaming Market Size by End-users & CAGR (2026-2033)

  • Market Overview
  • Amusement Parks and Family Entertainment Centers
  • Cinemas and Theaters
  • Corporate Offices and Business Centers
  • Cruise Ships
  • Educational Institutions
  • Esports Venues and Competitive Gaming Arenas
  • Event and Party Planners
  • Home Users
  • Hotels and Resorts
  • Restaurant and Cafe Chains
  • Shopping Malls and Retail Centers
  • Standalone Arcades and Amusement Parlors

Global Arcade Gaming Market Size & CAGR (2026-2033)

  • North America (Genre, Control Mechanism, Technology, Age Group, End-users)
    • US
    • Canada
  • Europe (Genre, Control Mechanism, Technology, Age Group, End-users)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Genre, Control Mechanism, Technology, Age Group, End-users)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Genre, Control Mechanism, Technology, Age Group, End-users)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Genre, Control Mechanism, Technology, Age Group, End-users)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2025
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2025
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2023-2025)

Key Company Profiles

  • Bandai Namco Entertainment (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sega (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Raw Thrills (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Taito (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Konami (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Capcom (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • LAI Games (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Adrenaline Amusements (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Andamiro (South Korea)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • ICE (Innovative Concepts in Entertainment) (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Bay Tek (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • UNIS (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Wahlap (Taiwan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Bandai Namco Amusement America (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Benchmark Games (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Play Mechanix (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Game Play Network (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Global VR (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Golden Tee Golf (Incredible Technologies) (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Stern Pinball (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations