デフォルト表紙
市場調査レポート
商品コード
1701594

アミューズメントマシンの市場規模、シェア、動向分析レポート:ゲームタイプ別、用途別、地域別、セグメント予測、2025年~2030年

Amusement Machine Market Size, Share & Trends Analysis Report By Game Type (Video Games, Simulation/AR-VR Games), By Application (Amusement & Recreational Theme Park, Indoor Specialty Centers, Game Centers), By Region, And Segment Forecasts, 2025 - 2030


出版日
ページ情報
英文 120 Pages
納期
2~10営業日
カスタマイズ可能
価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=146.82円
アミューズメントマシンの市場規模、シェア、動向分析レポート:ゲームタイプ別、用途別、地域別、セグメント予測、2025年~2030年
出版日: 2025年03月17日
発行: Grand View Research
ページ情報: 英文 120 Pages
納期: 2~10営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 図表
  • 目次
概要

アミューズメントマシン市場規模・動向:

世界のアミューズメントマシン市場規模は2024年に165億米ドルと推計され、2025年から2030年にかけてCAGR 11.0%で成長すると予測されています。

市場成長の背景には、技術革新と没入型エンターテインメント体験に対する需要の高まりがあります。拡張現実(AR)、仮想現実(VR)、インタラクティブ機能などの技術の進歩は、アミューズメントマシンを変貌させ、技術に精通した消費者にとってより魅力的で魅力的なものにしています。さらに、社会的で没入感のあるエンターテインメント体験に対する欲求の高まりが、特にファミリー向けエンターテインメント・センター、ショッピングモール、複合施設などでのアーケード・スタイルのゲーム需要を促進しています。

最も顕著な動向のひとつは、仮想現実(VR)と拡張現実(AR)の統合であり、従来のゲーム体験を超えた没入型のインタラクティブ環境を提供することで、ゲームプレイを強化しています。これらの技術により、プレイヤーは非常にダイナミックでリアルな仮想世界に入り込むことができ、技術に精通した新世代の消費者を惹きつけています。さらに、人工知能(AI)を活用することで、機械がユーザーの行動を学習し、体験をパーソナライズし、ゲームのインタラクションをリアルタイムで改善する、アダプティブ・ゲームプレイが実現しつつあります。

レストラン、ホテル、ショッピングセンターなどの非伝統的なスペースにゲーミフィケーションが統合され、アミューズメントマシンが社会的交流や顧客エンゲージメントを強化するために使用され、エンターテインメントと日常的な活動が融合しています。キャッシュレスやモバイル決済システムが普及し、取引が合理化され、利用者の利便性が高まる。2024年3月、TouchTunesはアミューズメント業界向けのキャッシュレス・モバイル決済プラットフォーム、FunWalletの発売を発表しました。

このプラットフォームは、会場内でのエンターテインメントにおける取引を簡素化し、TouchTunesアプリを介してシームレスな支払いを提供します。FunWalletは接続機器と非接続機器の両方をサポートし、決済システムの近代化と娯楽施設でのユーザー体験の向上を目指しています。FunWalletは、インターネットに接続された機械や決済機器であれば無料で利用でき、接続されていない機械には低コストの後付けキットが用意されています。このプラットフォームは、シームレスなデジタル取引を促進することにより、会場でのエンターテインメント体験を向上させることを目的としています。特定の層に合わせたユニークなテーマや体験など、遊技機のカスタマイズは増加し、特注ソリューションへの需要が高まると思われます。

目次

第1章 調査手法と範囲

第2章 エグゼクティブサマリー

第3章 遊戯機器の変数、動向、範囲

  • 市場イントロダクション/系統展望
  • 業界バリューチェーン分析
  • 市場力学
    • 市場促進要因分析
    • 市場抑制要因分析
    • 業界の機会
  • アミューズメントマシン分析ツール
    • ポーター分析
    • PESTEL分析

第4章 アミューズメントマシン市場:ゲームタイプの推定・動向分析

  • セグメントダッシュボード
  • アミューズメントマシン:ゲームタイプの変動分析、2024年および2030年
  • ビデオゲーム
  • シミュレーション/AR-VRゲーム
  • 電気機械ゲーム
  • 償還ゲーム
  • クレーンゲーム
  • フォトブース
  • 屋内ゴーカート
  • その他

第5章 アミューズメントマシン市場:用途の推定・動向分析

  • セグメントダッシュボード
  • アミューズメントマシン:用途の変動分析、2024年および2030年
  • 遊園地とレクリエーションテーマパーク
  • 屋内専門センター
  • ゲームセンター
  • ホテル&バー
  • その他

第6章 アミューズメントマシン市場:地域の推定・動向分析

  • アミューズメントマシンシェア、地域別、金額、台数(2024年と2030年)
  • 北米
    • ゲームタイプ別、2018年~2030年
    • 用途別、2018年~2030年
    • 米国
    • カナダ
    • メキシコ
  • 欧州
    • ゲームタイプ別、2018年~2030年
    • 用途別、2018年~2030年
    • 英国
    • ドイツ
    • フランス
  • アジア太平洋
    • ゲームタイプ別、2018年~2030年
    • 用途別、2018年~2030年
    • 中国
    • インド
    • ニュージーランド
    • オーストラリア
    • 韓国
  • ラテンアメリカ
    • ゲームタイプ別、2018年~2030年
    • 用途別、2018年~2030年
    • ブラジル
    • アルゼンチン
  • 中東・アフリカ
    • ゲームタイプ別、2018年~2030年
    • 用途別、2018年~2030年
    • サウジアラビア
    • アラブ首長国連邦

第7章 競合情勢

  • 主要市場参入企業による最近の動向と影響分析
  • 企業分類
  • 企業の市場シェア分析
  • 企業ヒートマップ分析
  • 戦略マッピング
    • 拡大
    • 合併と買収
    • パートナーシップとコラボレーション
    • 新製品の発売
    • 研究開発
  • 企業プロファイル
    • 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
図表

List of Tables

  • Table 1. List of Abbreviation
  • Table 2. Global amusement machine market,, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 3. Global amusement machine market, by region,, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 4. Global amusement machine market, by game type,, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 5. Global amusement machine market, by application,, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 6. Global video games market by region,, 2018 - 2030 (Revenue, USD Billion; Volume, Units; Volume, Units)
  • Table 7. Global simulation/AR-VR games market by region,, 2018 - 2030 (Revenue, USD Billion; Volume, Units; Volume, Units)
  • Table 8. Global electro-mechanical games market by region,, 2018 - 2030 (Revenue, USD Billion; Volume, Units; Volume, Units)
  • Table 9. Global redemption games market by region,, 2018 - 2030 (Revenue, USD Billion; Volume, Units; Volume, Units)
  • Table 10. Global claw machine games market by region,, 2018 - 2030 (Revenue, USD Billion; Volume, Units; Volume, Units)
  • Table 11. Global photo booths market by region,, 2018 - 2030 (Revenue, USD Billion; Volume, Units; Volume, Units)
  • Table 12. Global indoor go-karts market by region,, 2018 - 2030 (Revenue, USD Billion; Volume, Units; Volume, Units)
  • Table 13. Global others market by region,, 2018 - 2030 (Revenue, USD Billion; Volume, Units; Volume, Units)
  • Table 14. Global amusement & recreational theme park market by region,, 2018 - 2030 (Revenue, USD Billion; Volume, Units; Volume, Units)
  • Table 15. Global indoor specialty centers market by region,, 2018 - 2030 (Revenue, USD Billion; Volume, Units; Volume, Units)
  • Table 16. Global game centers market by region,, 2018 - 2030 (Revenue, USD Billion; Volume, Units; Volume, Units)
  • Table 17. Global hotel & bars market by region,, 2018 - 2030 (Revenue, USD Billion; Volume, Units; Volume, Units)
  • Table 18. Global others market by region,, 2018 - 2030 (Revenue, USD Billion; Volume, Units; Volume, Units)
  • Table 19. North America amusement machine market, by game type, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 20. North America amusement machine market, by application, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 21. U.S. amusement machine market, by game type, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 22. U.S. amusement machine market, by application, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 23. Canada amusement machine market, by game type, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 24. Canada amusement machine market, by application, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 25. Mexico amusement machine market, by game type, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 26. Mexico amusement machine market, by application, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 27. Europe amusement machine market, by game type, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 28. Europe amusement machine market, by application, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 29. U.K. amusement machine market, by game type, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 30. U.K. amusement machine market, by application, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 31. Germany amusement machine market, by game type, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 32. Germany amusement machine market, by application, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 33. France amusement machine market, by game type, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 34. France amusement machine market, by application, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 35. Asia Pacific amusement machine market, by game type, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 36. Asia Pacific amusement machine market, by application, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 37. China amusement machine market, by game type, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 38. China amusement machine market, by application, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 39. India amusement machine market, by game type, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 40. India amusement machine market, by application, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 41. New Zealand amusement machine market, by game type, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 42. New Zealand amusement machine market, by application, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 43. Australia amusement machine market, by game type, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 44. Australia amusement machine market, by application, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 45. South Korea amusement machine market, by game type, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 46. South Korea amusement machine market, by application, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 47. Latin America amusement machine market, by game type, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 48. Latin America amusement machine market, by application, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 49. Brazil amusement machine market, by game type, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 50. Brazil amusement machine market, by application, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 51. Argentina amusement machine market, by game type, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 52. Argentina amusement machine market, by application, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 53. Middle East & Africa amusement machine market, by game type, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 54. Middle East & Africa amusement machine market, by application, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 55. UAE amusement machine market, by game type, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 56. UAE amusement machine market, by application, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 57. Saudi Arabia amusement machine market, by game type, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Table 58. Saudi Arabia amusement machine market, by application, 2018 - 2030 (Revenue, USD Billion; Volume, Units)

List of Figures

  • Fig. 1 Amusement Machine Market Segmentation
  • Fig. 2 Market landscape
  • Fig. 3 Information Procurement
  • Fig. 4 Data Analysis Models
  • Fig. 5 Market Formulation and Validation
  • Fig. 6 Data Validating & Publishing
  • Fig. 7 Market Snapshot
  • Fig. 8 Segment Snapshot
  • Fig. 9 Competitive Landscape Snapshot
  • Fig. 10 Amusement Machine: Industry Value Chain Analysis
  • Fig. 11 Amusement Machine: Market Dynamics
  • Fig. 12 Amusement Machine: PORTER's Analysis
  • Fig. 13 Amusement Machine: PESTEL Analysis
  • Fig. 14 Amusement Machine Share by Game Type, 2024 & 2030 (Revenue, USD Billion; Volume, Units)
  • Fig. 15 Amusement Machine, by Game Type: Market Share, 2024 & 2030
  • Fig. 16 Video Games Market Estimates and Forecasts, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Fig. 17 Simulation/AR-VR Games Market Estimates and Forecasts, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Fig. 18 Electro-Mechanical Games Market Estimates and Forecasts, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Fig. 19 Redemption Games Market Estimates and Forecasts, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Fig. 20 Claw Machine Games Market Estimates and Forecasts, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Fig. 21 Photo Booths Market Estimates and Forecasts, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Fig. 22 Indoor Go-Karts Market Estimates and Forecasts, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Fig. 23 Others Market Estimates and Forecasts, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Fig. 24 Amusement Machine Share by Application, 2024 & 2030 (Revenue, USD Billion; Volume, Units)
  • Fig. 25 Amusement Machine, by Application: Market Share, 2024 & 2030
  • Fig. 26 Amusement & Recreational Theme Park Market Estimates and Forecasts, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Fig. 27 Indoor Specialty Centers Market Estimates and Forecasts, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Fig. 28 Game Centers Market Estimates and Forecasts, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Fig. 29 Hotel & Bars Market Estimates and Forecasts, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Fig. 30 Others Market Estimates and Forecasts, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Fig. 31 Regional Market place: Key Takeaways
  • Fig. 32 North America Amusement Machine Market Estimates and Forecasts, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Fig. 33 U.S. Amusement Machine Market Estimates and Forecasts, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Fig. 34 Canada Amusement Machine Market Estimates and Forecasts, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Fig. 35 Mexico Amusement Machine Market Estimates and Forecasts, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Fig. 36 Europe Amusement Machine Market Estimates and Forecasts, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Fig. 37 UK Amusement Machine Market Estimates and Forecasts, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Fig. 38 Germany Amusement Machine Market Estimates and Forecasts, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Fig. 39 France Amusement Machine Market Estimates and Forecasts, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Fig. 40 Asia Pacific Amusement Machine Market Estimates and Forecast, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Fig. 41 China Amusement Machine Market Estimates and Forecasts, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Fig. 42 India Amusement Machine Market Estimates and Forecasts, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Fig. 43 New Zealand Amusement Machine Market Estimates and Forecasts, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Fig. 44 Australia Amusement Machine Market Estimates and Forecasts, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Fig. 45 South Korea Amusement Machine Market Estimates and Forecasts, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Fig. 46 Latin America Amusement Machine Market Estimates and Forecasts, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Fig. 47 Brazil Amusement Machine Market Estimates and Forecasts, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Fig. 48 Argentina Amusement Machine Market Estimates and Forecasts, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Fig. 49 MEA Amusement Machine Market Estimates and Forecasts, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Fig. 50 Saudi Arabia Amusement Machine Market Estimates and Forecasts, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Fig. 51 UAE Amusement Machine Market Estimates and Forecasts, 2018 - 2030 (Revenue, USD Billion; Volume, Units)
  • Fig. 52 Key Company Categorization
  • Fig. 53 Company Market Positioning
  • Fig. 54 Key Company Market Share Analysis, 2024
  • Fig. 55 Strategic Framework
目次
Product Code: GVR-4-68040-538-3

Amusement Machine Market Size & Trends:

The global amusement machine market size was estimated at USD 16.50 billion in 2024 and is projected to grow at a CAGR of 11.0% from 2025 to 2030. The market growth can be attributed to technological innovation and the increasing demand for immersive entertainment experiences. Advances in technology, such as augmented reality (AR), virtual reality (VR), and interactive features, have transformed amusement machines, making them more engaging and appealing to tech-savvy consumers. Moreover, the growing desire for social, and immersive entertainment experiences has fueled demand for arcade-style gaming, particularly in family entertainment centers, malls, and mixed-use venues.

One of the most prominent trends is the integration of Virtual Reality (VR) and Augmented Reality (AR), which are enhancing gameplay by offering immersive, interactive environments that go beyond traditional gaming experiences. These technologies allow players to engage in highly dynamic and realistic virtual worlds, attracting a new generation of tech-savvy consumers. In addition, Artificial Intelligence (AI) is being leveraged to create adaptive gameplay, where machines can learn user behavior, personalize experiences, and improve game interactions in real time.

The integration of gamification into non-traditional spaces, such as restaurants, hotels, and shopping centers, where amusement machines are used to enhance social interaction and customer engagement, merging entertainment with daily activities. Cashless and mobile payment systems are becoming more prevalent, streamlining transactions and offering greater convenience to users. In March 2024, TouchTunes announced the launch of FunWallet, a cashless mobile payment platform for the amusement industry.

The platform simplifies transactions for in-venue entertainment, offering seamless payment via the TouchTunes app. FunWallet supports both connected and non-connected machines, aiming to modernize payment systems and enhance user experiences in entertainment venues. FunWallet is available at no cost for any Internet-connected machine or payment device, with a low-cost retrofit kit for non-connected machines. The platform aims to enhance the in-venue entertainment experience by facilitating seamless digital transactions. The customization of machines, with unique themes or experiences tailored to specific demographics, will increase, driving demand for bespoke solutions.

Global Amusement Machine Market Report Segmentation

This report forecasts revenue growth at global, regional, and country levels and provides an analysis of the latest industry trends in each of the sub-segments from 2018 to 2030. For this study, Grand View Research has segmented the global amusement machine market report based on game type, application, and region:

  • Game Type Outlook (Volume, Units; Revenue, USD Billion, 2018 - 2030)
  • Video Games
  • Simulation/AR-VR Games
  • Electro-Mechanical Games
  • Redemption Games
  • Claw Machine Games
  • Photo Booths
  • Indoor Go-Karts
  • Others
  • Application Outlook (Volume, Units; Revenue, USD Billion, 2018 - 2030)
  • Amusement & Recreational Theme Park
  • Indoor Specialty Centers
  • Game Centers
  • Hotel & Bars
  • Others
  • Regional Outlook (Volume, Units; Revenue, USD Billion, 2018 - 2030)
  • North America
    • U.S.
    • Canada
    • Mexico
  • Europe
    • UK
    • Germany
    • France
  • Asia Pacific
    • China
    • India
    • New Zealand
    • South Korea
    • Australia
  • Latin America
    • Brazil
    • Argentina
  • Middle East & Africa
    • UAE
    • Saudi Arabia

Table of Contents

Chapter 1. Methodology and Scope

  • 1.1. Methodology segmentation & scope
  • 1.2. Market Definitions
  • 1.3. Research Methodology
    • 1.3.1. Information Procurement
    • 1.3.2. Information or Data Analysis
    • 1.3.3. Market Formulation & Data Visualization
    • 1.3.4. Data Validation & Publishing
  • 1.4. Research Scope and Assumptions
    • 1.4.1. List of Data Sources

Chapter 2. Executive Summary

  • 2.1. Market Outlook
  • 2.2. Segment Outlook
  • 2.3. Competitive Insights

Chapter 3. Amusement Machine Variables, Trends & Scope

  • 3.1. Market Introduction/Lineage Outlook
  • 3.2. Industry Value Chain Analysis
  • 3.3. Market Dynamics
    • 3.3.1. Market Drivers Analysis
    • 3.3.2. Market Restraints Analysis
    • 3.3.3. Industry Opportunities
  • 3.4. Amusement Machine Analysis Tools
    • 3.4.1. Porter's Analysis
      • 3.4.1.1. Bargaining power of the suppliers
      • 3.4.1.2. Bargaining power of the buyers
      • 3.4.1.3. Threats of substitution
      • 3.4.1.4. Threats from new entrants
    • 3.4.2. PESTEL Analysis
      • 3.4.2.1. Political landscape
      • 3.4.2.2. Economic and Social landscape
      • 3.4.2.3. Technological landscape
      • 3.4.2.4. Environmental landscape
      • 3.4.2.5. Legal landscape

Chapter 4. Amusement Machine Market: Game Type Estimates & Trend Analysis

  • 4.1. Segment Dashboard
  • 4.2. Amusement Machine: Game Type Movement Analysis, 2024 & 2030 (USD Billion, Volume in Units )
  • 4.3. Video Games
    • 4.3.1. Market Size Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
  • 4.4. Simulation/AR-VR Games
    • 4.4.1. Market Size Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
  • 4.5. Electro-Mechanical Games
    • 4.5.1. Market Size Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
  • 4.6. Redemption Games
    • 4.6.1. Market Size Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
  • 4.7. Claw Machine Games
    • 4.7.1. Market Size Estimates and Forecasts, 2018 - 2030 (USD Billion)
  • 4.8. Photo Booths
    • 4.8.1. Market Size Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
  • 4.9. Indoor Go-Karts
    • 4.9.1. Market Size Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
  • 4.10. Others
    • 4.10.1. Market Size Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)

Chapter 5. Amusement Machine Market: Application Estimates & Trend Analysis

  • 5.1. Segment Dashboard
  • 5.2. Amusement Machine: Application Movement Analysis, 2024 & 2030 (USD Billion, Volume in Units )
  • 5.3. Amusement & Recreational Theme Park
    • 5.3.1. Market Size Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
  • 5.4. Indoor Specialty Centers
    • 5.4.1. Market Size Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
  • 5.5. Game Centers
    • 5.5.1. Market Size Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
  • 5.6. Hotel & Bars
    • 5.6.1. Market Size Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
  • 5.7. Others
    • 5.7.1. Market Size Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)

Chapter 6. Amusement Machine Market: Regional Estimates & Trend Analysis

  • 6.1. Amusement Machine Share, By Region, 2024 & 2030, USD Billion, Volume in Units
  • 6.2. North America
    • 6.2.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
    • 6.2.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
    • 6.2.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
    • 6.2.4. U.S.
      • 6.2.4.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
      • 6.2.4.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
      • 6.2.4.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
    • 6.2.5. Canada
      • 6.2.5.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
      • 6.2.5.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
      • 6.2.5.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
    • 6.2.6. Mexico
      • 6.2.6.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
      • 6.2.6.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
      • 6.2.6.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
  • 6.3. Europe
    • 6.3.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
    • 6.3.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
    • 6.3.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
    • 6.3.4. UK
      • 6.3.4.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
      • 6.3.4.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
      • 6.3.4.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
    • 6.3.5. Germany
      • 6.3.5.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
      • 6.3.5.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
      • 6.3.5.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
    • 6.3.6. France
      • 6.3.6.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
      • 6.3.6.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
      • 6.3.6.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
  • 6.4. Asia Pacific
    • 6.4.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
    • 6.4.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
    • 6.4.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
    • 6.4.4. China
      • 6.4.4.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
      • 6.4.4.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
      • 6.4.4.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
    • 6.4.5. India
      • 6.4.5.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
      • 6.4.5.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
      • 6.4.5.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
    • 6.4.6. New Zealand
      • 6.4.6.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
      • 6.4.6.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
      • 6.4.6.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
    • 6.4.7. Australia
      • 6.4.7.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
      • 6.4.7.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
      • 6.4.7.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
    • 6.4.8. South Korea
      • 6.4.8.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
      • 6.4.8.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
      • 6.4.8.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
  • 6.5. Latin America
    • 6.5.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
    • 6.5.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
    • 6.5.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
    • 6.5.4. Brazil
      • 6.5.4.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
      • 6.5.4.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
      • 6.5.4.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
    • 6.5.5. Argentina
      • 6.5.5.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
      • 6.5.5.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
      • 6.5.5.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
  • 6.6. Middle East & Africa
    • 6.6.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
    • 6.6.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
    • 6.6.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
    • 6.6.4. Saudi Arabia
      • 6.6.4.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
      • 6.6.4.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
      • 6.6.4.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
    • 6.6.5. UAE
      • 6.6.5.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
      • 6.6.5.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
      • 6.6.5.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)

Chapter 7. Competitive Landscape

  • 7.1. Recent Developments & Impact Analysis by Key Market Participants
  • 7.2. Company Categorization
  • 7.3. Company Market Share Analysis
  • 7.4. Company Heat Map Analysis
  • 7.5. Strategy Mapping
    • 7.5.1. Expansion
    • 7.5.2. Mergers & Acquisition
    • 7.5.3. Partnerships & Collaborations
    • 7.5.4. New Product Launches
    • 7.5.5. Research And Development
  • 7.6. Company Profiles
    • 7.6.1. Adrenaline Amusements
      • 7.6.1.1. Participant's Overview
      • 7.6.1.2. Financial Performance
      • 7.6.1.3. Product Benchmarking
      • 7.6.1.4. Recent Developments
    • 7.6.2. Bandai Namco Entertainment America Inc. (Bandai Namco Holdings Inc.)
      • 7.6.2.1. Participant's Overview
      • 7.6.2.2. Financial Performance
      • 7.6.2.3. Product Benchmarking
      • 7.6.2.4. Recent Developments
    • 7.6.3. Bay Tek Entertainment, Inc.
      • 7.6.3.1. Participant's Overview
      • 7.6.3.2. Financial Performance
      • 7.6.3.3. Product Benchmarking
      • 7.6.3.4. Recent Developments
    • 7.6.4. Bob's Space Racer
      • 7.6.4.1. Participant's Overview
      • 7.6.4.2. Financial Performance
      • 7.6.4.3. Product Benchmarking
      • 7.6.4.4. Recent Developments
    • 7.6.5. Capcom Co., Ltd.
      • 7.6.5.1. Participant's Overview
      • 7.6.5.2. Financial Performance
      • 7.6.5.3. Product Benchmarking
      • 7.6.5.4. Recent Developments
    • 7.6.6. Coastal Amusements Inc.
      • 7.6.6.1. Participant's Overview
      • 7.6.6.2. Financial Performance
      • 7.6.6.3. Product Benchmarking
      • 7.6.6.4. Recent Developments
    • 7.6.7. Elaut Group
      • 7.6.7.1. Participant's Overview
      • 7.6.7.2. Financial Performance
      • 7.6.7.3. Product Benchmarking
      • 7.6.7.4. Recent Developments
    • 7.6.8. Innovative Concepts in Entertainment, Inc.
      • 7.6.8.1. Participant's Overview
      • 7.6.8.2. Financial Performance
      • 7.6.8.3. Product Benchmarking
      • 7.6.8.4. Recent Developments
    • 7.6.9. Konami Group
      • 7.6.9.1. Participant's Overview
      • 7.6.9.2. Financial Performance
      • 7.6.9.3. Product Benchmarking
      • 7.6.9.4. Recent Developments
    • 7.6.10. LAI Games
      • 7.6.10.1. Participant's Overview
      • 7.6.10.2. Financial Performance
      • 7.6.10.3. Product Benchmarking
      • 7.6.10.4. Recent Developments
    • 7.6.11. Player One Amusement Group
      • 7.6.11.1. Participant's Overview
      • 7.6.11.2. Financial Performance
      • 7.6.11.3. Product Benchmarking
      • 7.6.11.4. Recent Developments
    • 7.6.12. Raw Thrills, Inc.
      • 7.6.12.1. Participant's Overview
      • 7.6.12.2. Financial Performance
      • 7.6.12.3. Product Benchmarking
      • 7.6.12.4. Recent Developments
    • 7.6.13. SEGA SAMMY HOLDINGS Inc.
      • 7.6.13.1. Participant's Overview
      • 7.6.13.2. Financial Performance
      • 7.6.13.3. Product Benchmarking
      • 7.6.13.4. Recent Developments
    • 7.6.14. TAITO CORPORATION (SQUARE ENIX)
      • 7.6.14.1. Participant's Overview
      • 7.6.14.2. Financial Performance
      • 7.6.14.3. Product Benchmarking
      • 7.6.14.4. Recent Developments
    • 7.6.15. TrioTech Amusement
      • 7.6.15.1. Participant's Overview
      • 7.6.15.2. Financial Performance
      • 7.6.15.3. Product Benchmarking
      • 7.6.15.4. Recent Developments