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市場調査レポート
商品コード
1551752

アーケードゲームの世界市場

Arcade Gaming

出版日: | 発行: Global Industry Analysts, Inc. | ページ情報: 英文 190 Pages | 納期: 即日から翌営業日

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アーケードゲームの世界市場
出版日: 2024年09月10日
発行: Global Industry Analysts, Inc.
ページ情報: 英文 190 Pages
納期: 即日から翌営業日
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  • 目次
概要

アーケードゲームの世界市場は2030年までに212億米ドルに達する見込み

2023年に190億米ドルと推定されるアーケードゲームの世界市場は、2023年から2030年にかけてCAGR 1.6%で成長し、2030年には212億米ドルに達すると予測されます。本レポートで分析したセグメントの1つであるゲーミングハブ・エンドユースは、CAGR 1.9%を記録し、分析期間終了までに105億米ドルに達すると予測されます。準商用エンドユーズセグメントの成長率は、分析期間中CAGR 1.4%と推定されます。

米国市場は52億米ドル、中国はCAGR 3.5%で成長予測

米国のアーケードゲーム市場は2023年に52億米ドルと推定されます。世界第2位の経済大国である中国は、2030年までに41億米ドルの市場規模に達すると予測され、分析期間2023-2030年のCAGRは3.5%です。その他の注目すべき地域別市場としては、日本とカナダがあり、分析期間中のCAGRはそれぞれ0.2%と1.1%と予測されています。欧州では、ドイツがCAGR約0.7%で成長すると予測されています。

世界のアーケードゲーム市場- 主要動向と促進要因のまとめ

アーケードゲームはどのようにエンタテインメントの展望を形成しているのか?

アーケードゲームは、世代を超えたノスタルジックかつダイナミックなゲーム体験を提供することで、エンタテインメントランドスケープを形成し続けています。20世紀後半に誕生したアーケードゲームは、対戦や協力プレイを楽しめる身近なプラットフォームとして、ゲーム文化の中心的存在でした。今日、アーケードゲームは進化を遂げながらも、その魅力は健在で、熟練プレイヤーだけでなく、新しい観客をも惹きつけています。現代のアーケードは、パックマンやストリートファイターのような古典的なゲームと、バーチャルリアリティ(VR)やモーションセンサーを使ったゲームのような革新的で没入感のある体験を融合させ、幅広い趣味にアピールする多様なエンターテインメントの場を作り出しています。アーケードゲームのソーシャルな側面は、マルチプレイヤーセットアップであれ、共有の共同スペースであれ、家庭用ゲームに欠けがちなインタラクションのレイヤーを追加し、ゲーム業界のユニークで永続的な一部となっています。

アーケードゲームの魅力を高めるイノベーションとは?

アーケードゲームのイノベーションは、最先端技術の融合と体験の多様化により、その魅力を高めています。VRやAR(拡張現実)は、従来のゲームを超えた没入感のある環境を提供し、アーケードでますます一般的になってきています。これらの技術は、プレイヤーがゲーム空間と物理的に相互作用することを可能にし、より魅力的で濃密な体験を生み出します。さらに、触覚フィードバックやモーションセンサーの進歩により、ダンスゲームやスポーツシミュレーターなど、エンターテインメントとエクササイズを組み合わせた、身体的な参加が必要なゲームの開発も進んでいます。また、レトロスタイルのアーケードマシンに、グラフィックの強化や多人数参加型のオンライン機能など、現代的なアレンジを加えて復活させることで、懐かしのゲーマーと新しいプレイヤーの両方を惹きつけています。さらに、リーダーボードやトーナメントの設定など、ソーシャルで競合的な要素を取り入れるアーケードセンターも増えており、自分のスキルを試すために定期的に訪れるゲーマーのコミュニティが形成されています。

アーケードゲームは、ソーシャルインタラクションやコミュニティ形成にどのような影響を与えますか?

アーケードゲームは、プレイヤーが集い、競い合い、協力し合える物理的な空間を提供することで、社会的交流やコミュニティ形成に大きな影響を与えます。孤独になりがちな家庭用ゲームとは異なり、アーケードでは、プレイヤー同士が経験を共有し、切磋琢磨する共同環境が提供されます。アーケードゲーム特有の対面的な交流は、仲間意識を育み、常連プレイヤーがつながりや友情を育むゲームコミュニティの形成につながります。特にチームワークを必要とするマルチプレイヤーゲームは、共通の目標に向かって協力し合うことで、こうした社会的な結びつきを強めます。さらに、トーナメントやテーマナイトなどのアーケードゲームイベントは、熱狂的なプレイヤーを集めて共通の情熱を祝うことで、コミュニティ意識をさらに育みます。このような社会的側面は、オンラインゲームが主流となった時代においても、アーケードの人気が衰えない重要な要因となっています。

アーケードゲーム市場の成長を促進する動向とは?

レトロゲームの復活、先端技術の統合、ロケーションベースのエンターテインメントの台頭など、いくつかの動向がアーケードゲーム市場の成長を牽引しています。クラシックなアーケードゲームへのノスタルジーが、レトロスタイルのゲームの復活につながっており、現代のアーケードは、子供の頃の経験を思い出したり、古いゲームの魅力を発見したりしたい人々に対応しています。同時に、VRやAR、モーションセンサーを使ったゲームなどの最先端技術を取り入れることで、より没入感が高く、身体的に魅力的な体験を求める新世代のプレイヤーを惹きつけています。また、アーケードゲームと食事やボーリング、ミニゴルフなどのその他の活動を組み合わせたロケーションベースのエンターテインメントの拡大も、より包括的なエンターテインメント体験を提供することで市場の成長に寄与しています。このような動向は、アーケードゲームの順応性を際立たせ、急速に進化するエンターテインメント業界において、アーケードゲームの継続的な妥当性と魅力を保証しています。

調査対象企業の例(全49件)

  • Bandai Namco Holdings Inc.
  • Bay Tek Entertainment, Inc.
  • Chicago Gaming Company
  • Dream Arcades Inc.
  • Global VR Inc.
  • Helix Leisure
  • Innovative Concepts in Entertainment, Inc.(ICE)
  • International Games System Co. Ltd.
  • Melco International Development Limited
  • Neofuns Amusement Equipment Co. Ltd.
  • PrimeTime Amusements
  • Raw Thrills, Inc.
  • Sega Sammy Holdings Inc.
  • Square Enix Holdings Co. Ltd.
  • Valley-Dynamo, Inc.;

目次

第1章 調査手法

第2章 エグゼクティブサマリー

  • 市場概要
  • 主要企業
  • 市場動向と促進要因
  • 世界市場の見通し

第3章 市場分析

  • 米国
  • カナダ
  • 日本
  • 中国
  • 欧州
  • フランス
  • ドイツ
  • イタリア
  • 英国
  • スペイン
  • ロシア
  • その他欧州
  • アジア太平洋
  • オーストラリア
  • インド
  • 韓国
  • その他アジア太平洋地域
  • ラテンアメリカ
  • アルゼンチン
  • ブラジル
  • メキシコ
  • その他ラテンアメリカ
  • 中東
  • イラン
  • イスラエル
  • サウジアラビア
  • アラブ首長国連邦
  • その他中東
  • アフリカ

第4章 競合

目次
Product Code: MCP24269

Global Arcade Gaming Market to Reach US$21.2 Billion by 2030

The global market for Arcade Gaming estimated at US$19.0 Billion in the year 2023, is expected to reach US$21.2 Billion by 2030, growing at a CAGR of 1.6% over the analysis period 2023-2030. Gaming Hubs End-Use, one of the segments analyzed in the report, is expected to record a 1.9% CAGR and reach US$10.5 Billion by the end of the analysis period. Growth in the Semi-Commercial End-Use segment is estimated at 1.4% CAGR over the analysis period.

The U.S. Market is Estimated at US$5.2 Billion While China is Forecast to Grow at 3.5% CAGR

The Arcade Gaming market in the U.S. is estimated at US$5.2 Billion in the year 2023. China, the world's second largest economy, is forecast to reach a projected market size of US$4.1 Billion by the year 2030 trailing a CAGR of 3.5% over the analysis period 2023-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 0.2% and 1.1% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 0.7% CAGR.

Global Arcade Gaming Market - Key Trends and Drivers Summarized

How Is Arcade Gaming Shaping the Entertainment Landscape?

Arcade gaming continues to shape the entertainment landscape by offering a nostalgic yet dynamic gaming experience that bridges generations. Originating in the late 20th century, arcade games were the epicenter of gaming culture, providing an accessible platform for gamers to engage in competitive and cooperative play. Today, arcade gaming has evolved but still retains its charm, drawing in both seasoned players and new audiences. Modern arcades blend classic games like Pac-Man and Street Fighter with innovative, immersive experiences such as virtual reality (VR) and motion-sensing games, creating diverse entertainment venues that appeal to a wide range of interests. The social aspect of arcade gaming—whether through multiplayer setups or shared communal spaces—adds a layer of interaction that is often missing in home gaming, making it a unique and enduring part of the gaming industry.

What Innovations Are Enhancing the Appeal of Arcade Gaming?

Innovations in arcade gaming are enhancing its appeal by integrating cutting-edge technology and diversifying the types of experiences available. VR and augmented reality (AR) are becoming increasingly common in arcades, offering fully immersive environments that go beyond traditional gaming. These technologies allow players to physically interact with the game space, creating a more engaging and intense experience. Additionally, advancements in haptic feedback and motion sensors have led to the development of games that require physical participation, such as dance games and sports simulators, which combine entertainment with exercise. The revival of retro-style arcade machines with modern twists—such as enhanced graphics or multiplayer online capabilities—also attracts both nostalgic gamers and new players. Moreover, arcade centers are increasingly incorporating social and competitive elements, such as leaderboards and tournament setups, fostering a community of gamers who return regularly to test their skills.

How Does Arcade Gaming Impact Social Interaction and Community Building?

Arcade gaming significantly impacts social interaction and community building by providing a physical space where players can gather, compete, and collaborate. Unlike home gaming, which can often be a solitary activity, arcades offer a communal environment where players share experiences and engage in friendly competition. The face-to-face interaction inherent in arcade gaming fosters a sense of camaraderie and can lead to the formation of gaming communities, where regular players develop connections and friendships. Multiplayer games, particularly those that require teamwork, enhance these social bonds by encouraging players to work together to achieve common goals. Additionally, arcade gaming events, such as tournaments and themed nights, further cultivate a sense of community by bringing together enthusiasts to celebrate their shared passion. This social aspect is a key factor in the enduring popularity of arcades, even in an era dominated by online gaming.

What Trends Are Driving Growth in the Arcade Gaming Market?

Several trends are driving growth in the arcade gaming market, including the resurgence of retro gaming, the integration of advanced technology, and the rise of location-based entertainment. The nostalgia for classic arcade games has led to a revival of retro-style gaming, with modern arcades catering to those who seek to relive their childhood experiences or discover the charm of older games. At the same time, the incorporation of cutting-edge technology like VR, AR, and motion-sensing games is attracting a new generation of players who are looking for more immersive and physically engaging experiences. The expansion of location-based entertainment, where arcade games are featured in combination with other activities like dining, bowling, or mini-golf, is also contributing to the growth of the market by offering a more comprehensive entertainment experience. These trends highlight the adaptability of arcade gaming, ensuring its continued relevance and appeal in the rapidly evolving entertainment industry.

Select Competitors (Total 49 Featured) -

  • Bandai Namco Holdings Inc.
  • Bay Tek Entertainment, Inc.
  • Chicago Gaming Company
  • Dream Arcades Inc.
  • Global VR Inc.
  • Helix Leisure
  • Innovative Concepts in Entertainment, Inc. (ICE)
  • International Games System Co. Ltd.
  • Melco International Development Limited
  • Neofuns Amusement Equipment Co. Ltd.
  • PrimeTime Amusements
  • Raw Thrills, Inc.
  • Sega Sammy Holdings Inc.
  • Square Enix Holdings Co. Ltd.
  • Valley-Dynamo, Inc. ;

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Global Economic Update
    • Arcade Gaming - Global Key Competitors Percentage Market Share in 2024 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2024 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Retro Gaming Revival Fuels Interest and Expansion in the Arcade Gaming Market
    • Integration of VR and AR in Arcade Games Drives New User Engagement
    • Rising Popularity of Family Entertainment Centers Supports Growth in Arcade Installations
    • Global Increase in Mall Culture Propels Arcade Gaming Spaces
    • Competitive Gaming and Arcade Tournaments Create a Thriving Community
    • Investment in Immersive and Interactive Gaming Experiences Grows
    • Technological Advances in Payment Systems Streamline Arcade Operations
    • Expansion of Food and Beverage Services in Arcades Enhances Visitor Retention
    • Educational and Skill-Based Game Development Trends in Arcades
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Arcade Gaming Market Analysis of Annual Sales in US$ Million for Years 2014 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Arcade Gaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 3: World Historic Review for Arcade Gaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 4: World 16-Year Perspective for Arcade Gaming by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets for Years 2014, 2024 & 2030
    • TABLE 5: World Recent Past, Current & Future Analysis for Gaming Hubs End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 6: World Historic Review for Gaming Hubs End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 7: World 16-Year Perspective for Gaming Hubs End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for Semi-Commercial End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 9: World Historic Review for Semi-Commercial End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 10: World 16-Year Perspective for Semi-Commercial End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
    • TABLE 11: World Recent Past, Current & Future Analysis for Residential End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 12: World Historic Review for Residential End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 13: World 16-Year Perspective for Residential End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2024 (E)
    • TABLE 14: USA Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 15: USA Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 16: USA 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • CANADA
    • TABLE 17: Canada Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 18: Canada Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 19: Canada 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • JAPAN
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2024 (E)
    • TABLE 20: Japan Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 21: Japan Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 22: Japan 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • CHINA
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2024 (E)
    • TABLE 23: China Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 24: China Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 25: China 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • EUROPE
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2024 (E)
    • TABLE 26: Europe Recent Past, Current & Future Analysis for Arcade Gaming by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 27: Europe Historic Review for Arcade Gaming by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 28: Europe 16-Year Perspective for Arcade Gaming by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2014, 2024 & 2030
    • TABLE 29: Europe Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 30: Europe Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 31: Europe 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • FRANCE
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2024 (E)
    • TABLE 32: France Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 33: France Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 34: France 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • GERMANY
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2024 (E)
    • TABLE 35: Germany Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 36: Germany Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 37: Germany 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • ITALY
    • TABLE 38: Italy Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 39: Italy Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 40: Italy 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • UNITED KINGDOM
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2024 (E)
    • TABLE 41: UK Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 42: UK Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 43: UK 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • SPAIN
    • TABLE 44: Spain Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 45: Spain Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 46: Spain 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • RUSSIA
    • TABLE 47: Russia Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 48: Russia Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 49: Russia 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • REST OF EUROPE
    • TABLE 50: Rest of Europe Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 51: Rest of Europe Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 52: Rest of Europe 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • ASIA-PACIFIC
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2024 (E)
    • TABLE 53: Asia-Pacific Recent Past, Current & Future Analysis for Arcade Gaming by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 54: Asia-Pacific Historic Review for Arcade Gaming by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 55: Asia-Pacific 16-Year Perspective for Arcade Gaming by Geographic Region - Percentage Breakdown of Value Sales for Australia, India, South Korea and Rest of Asia-Pacific Markets for Years 2014, 2024 & 2030
    • TABLE 56: Asia-Pacific Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 57: Asia-Pacific Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 58: Asia-Pacific 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • AUSTRALIA
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Australia for 2024 (E)
    • TABLE 59: Australia Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 60: Australia Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 61: Australia 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • INDIA
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in India for 2024 (E)
    • TABLE 62: India Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 63: India Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 64: India 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • SOUTH KOREA
    • TABLE 65: South Korea Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 66: South Korea Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 67: South Korea 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • REST OF ASIA-PACIFIC
    • TABLE 68: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 69: Rest of Asia-Pacific Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 70: Rest of Asia-Pacific 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • LATIN AMERICA
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Latin America for 2024 (E)
    • TABLE 71: Latin America Recent Past, Current & Future Analysis for Arcade Gaming by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 72: Latin America Historic Review for Arcade Gaming by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 73: Latin America 16-Year Perspective for Arcade Gaming by Geographic Region - Percentage Breakdown of Value Sales for Argentina, Brazil, Mexico and Rest of Latin America Markets for Years 2014, 2024 & 2030
    • TABLE 74: Latin America Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 75: Latin America Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 76: Latin America 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • ARGENTINA
    • TABLE 77: Argentina Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 78: Argentina Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 79: Argentina 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • BRAZIL
    • TABLE 80: Brazil Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 81: Brazil Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 82: Brazil 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • MEXICO
    • TABLE 83: Mexico Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 84: Mexico Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 85: Mexico 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • REST OF LATIN AMERICA
    • TABLE 86: Rest of Latin America Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 87: Rest of Latin America Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 88: Rest of Latin America 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • MIDDLE EAST
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Middle East for 2024 (E)
    • TABLE 89: Middle East Recent Past, Current & Future Analysis for Arcade Gaming by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 90: Middle East Historic Review for Arcade Gaming by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 91: Middle East 16-Year Perspective for Arcade Gaming by Geographic Region - Percentage Breakdown of Value Sales for Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets for Years 2014, 2024 & 2030
    • TABLE 92: Middle East Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 93: Middle East Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 94: Middle East 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • IRAN
    • TABLE 95: Iran Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 96: Iran Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 97: Iran 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • ISRAEL
    • TABLE 98: Israel Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 99: Israel Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 100: Israel 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • SAUDI ARABIA
    • TABLE 101: Saudi Arabia Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 102: Saudi Arabia Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 103: Saudi Arabia 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • UNITED ARAB EMIRATES
    • TABLE 104: UAE Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 105: UAE Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 106: UAE 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • REST OF MIDDLE EAST
    • TABLE 107: Rest of Middle East Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 108: Rest of Middle East Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 109: Rest of Middle East 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • AFRICA
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Africa for 2024 (E)
    • TABLE 110: Africa Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 111: Africa Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 112: Africa 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030

IV. COMPETITION