デフォルト表紙
市場調査レポート
商品コード
1573786

コイン式アミューズメント機器市場:機器タイプ、プレーヤーモード、電源、エンドユーザー別-2025-2030年世界予測

Coin-operated Amusement Devices Market by Device Type (Dance & Music Machines, Mechanical Games, Merchandiser Games), Player Mode (Multi-Player, Single Player), Power Source, End User - Global Forecast 2025-2030


出版日
発行
360iResearch
ページ情報
英文 180 Pages
納期
即日から翌営業日
カスタマイズ可能
適宜更新あり
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=144.06円
コイン式アミューズメント機器市場:機器タイプ、プレーヤーモード、電源、エンドユーザー別-2025-2030年世界予測
出版日: 2024年10月15日
発行: 360iResearch
ページ情報: 英文 180 Pages
納期: 即日から翌営業日
GIIご利用のメリット
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  • 概要
  • 図表
  • 目次
概要

コイン式アミューズメント機器市場の2023年の市場規模は99億8,000万米ドルで、2024年には109億7,000万米ドルに達すると予測され、CAGR 9.94%で成長し、2030年には193億9,000万米ドルに達すると予測されます。

コイン式アミューズメント機器市場には、主にコインと引き換えにエンターテインメントを提供する幅広いマシンやデバイスが含まれます。これらには、伝統的なアーケードゲーム、自動販売機、ピンボールマシン、ジュークボックス、そしてショッピングモール、アミューズメントパーク、エンターテインメントセンターで見られる新しいデジタルバージョンが含まれます。これらの機器の必要性は、多様な年齢層に利用しやすい娯楽の選択肢を提供する能力からきており、オペレーターにとっては重要な収入源として機能し、それを主催する企業にとっては顧客エンゲージメントを高める。ファミリー・エンターテインメント・センター、ショッピング・モール、アーケード、レストラン、バーなど、さまざまな環境で使用され、エンドユーザーはレジャーを求めるエンターテインメントを求める人たちであることが一般的です。

主な市場の統計
基準年[2023] 99億8,000万米ドル
予測年[2024] 109億7,000万米ドル
予測年[2030] 193億9,000万米ドル
CAGR(%) 9.94%

市場成長の主な要因は、伝統的なアーケードゲームにまつわるノスタルジー、より魅力的でインタラクティブな体験を生み出す技術の進歩、およびモールやゲームアリーナといった場所の拡大による展開機会です。しかし、デジタル・ゲーム・プラットフォームとの激しい競合、高いメンテナンス・コスト、ホーム・エンターテインメントへの消費者の嗜好の変化などの課題も残っています。VRやARのような最新技術を統合して斬新な体験を生み出したり、従来の遊技機をキャッシュレス決済システムに改修してデジタル経済に対応させたりすることには、潜在的なビジネスチャンスがあります。

限界としては、さまざまな地域での機器操作に関連する規制上のハードルや、消費者の動向や嗜好に対応するための絶え間ない技術革新の必要性などが挙げられます。市場の洞察によれば、人工知能を活用してユーザーの好みに合わせてゲームを調整し、プレーヤーのエンゲージメントを高め、データ分析を活用してマシンの配置とゲームの選択を最適化し、リターンを最大化することで、イノベーションの余地があります。伝統的な魅力と現代的な技術的特徴を組み合わせた戦略を見極めることが重要になります。市場は競合が多いもの、その性質は細分化されているため、企業は戦略的パートナーシップの形成、製品ラインナップの多様化、研究開発への投資に注力し、新しいゲームフォーマットやゲーム体験を革新して、より幅広い視聴者層を取り込む必要があります。

市場力学:急速に進化するコイン式アミューズメント機器市場の主要市場インサイトを公開

コイン式アミューズメント機器市場は、需要と供給のダイナミックな相互作用によって変貌を遂げています。このような市場力学の進化を理解することで、企業は十分な情報に基づいた投資決定、戦略的意思決定、新たなビジネスチャンスの獲得を行うことができます。これらの動向を包括的に把握することで、企業は政治的、地理的、技術的、社会的、経済的な領域にわたる様々なリスクを軽減することができるとともに、消費者行動とそれが製造コストや購買動向に与える影響をより明確に理解することができます。

  • 市場促進要因
    • 娯楽やレジャー活動への支出増につながる消費者の可処分所得の増加
    • 遊園地や家族向け娯楽施設の世界の拡大が市場需要を押し上げる
    • ミレニアル世代やZ世代の消費者の間で、ノスタルジアを重視した娯楽オプションに対する需要の高まり
  • 市場抑制要因
    • 公共施設におけるコイン式アミューズメント・マシンの高い初期投資とメンテナンス・コスト
  • 市場機会
    • 持続可能で環境に優しいゲームオプションにより、コイン・アミューズメント市場に革命をもたらす
    • AIや機械学習を活用し、コイン遊技機でパーソナライズされたゲーム体験を実現
    • プレミアム・アーケード・ゲームへの定額制アクセスによるビジネスモデルの拡大
  • 市場の課題
    • 代替先端技術との技術競合

ポーターの5つの力:コイン式アミューズメント機器市場をナビゲートする戦略ツール

ポーターの5つの力」フレームワークは、コイン式アミューズメント機器市場の競合情勢を理解するための重要なツールです。ポーターのファイブフォース・フレームワークは、企業の競争力を評価し、戦略的機会を探るための明確な手法を提供します。このフレームワークは、企業が市場内の勢力図を評価し、新規事業の収益性を判断するのに役立ちます。これらの洞察により、企業は自社の強みを活かし、弱みに対処し、潜在的な課題を回避することで、より強靭な市場でのポジショニングを確保することができます。

PESTLE分析:コイン式アミューズメント機器市場における外部からの影響の把握

外部マクロ環境要因は、コイン式アミューズメント機器市場の業績ダイナミクスを形成する上で極めて重要な役割を果たします。政治的、経済的、社会的、技術的、法的、環境的要因の分析は、これらの影響をナビゲートするために必要な情報を提供します。PESTLE要因を調査することで、企業は潜在的なリスクと機会をよりよく理解することができます。この分析により、企業は規制、消費者の嗜好、経済動向の変化を予測し、先を見越した積極的な意思決定を行う準備ができます。

市場シェア分析コイン式アミューズメント機器市場における競合情勢の把握

コイン式アミューズメント機器市場の詳細な市場シェア分析により、ベンダーの業績を包括的に評価することができます。企業は、収益、顧客ベース、成長率などの主要指標を比較することで、競争上のポジショニングを明らかにすることができます。この分析により、市場の集中、断片化、統合の動向が明らかになり、ベンダーは競争が激化する中で自社の地位を高める戦略的意思決定を行うために必要な知見を得ることができます。

FPNVポジショニング・マトリックスコイン式アミューズメント機器市場におけるベンダーのパフォーマンス評価

FPNVポジショニングマトリックスは、コイン式アミューズメント機器市場においてベンダーを評価するための重要なツールです。このマトリックスにより、ビジネス組織はベンダーのビジネス戦略と製品満足度に基づき評価することで、目標に沿った十分な情報に基づいた意思決定を行うことができます。4つの象限によりベンダーを明確かつ的確にセグメント化し、戦略目標に最適なパートナーやソリューションを特定することができます。

戦略分析と推奨コイン式アミューズメント機器市場における成功への道筋を描く

コイン式アミューズメント機器市場の戦略分析は、世界市場でのプレゼンス強化を目指す企業にとって不可欠です。主要なリソース、能力、業績指標を検討することで、企業は成長機会を特定し、改善に取り組むことができます。このアプローチにより、競合情勢における課題を克服し、新たなビジネスチャンスを活かして長期的な成功を収めるための体制を整えることができます。

本レポートでは、主要な注目分野を網羅した市場の包括的な分析を提供しています:

1.市場の浸透度:現在の市場環境の詳細なレビュー、主要企業による広範なデータ、市場でのリーチと全体的な影響力の評価。

2.市場の開拓度:新興市場における成長機会を特定し、既存分野における拡大可能性を評価し、将来の成長に向けた戦略的ロードマップを提供します。

3.市場の多様化:最近の製品発売、未開拓の地域、業界の主要な進歩、市場を形成する戦略的投資を分析します。

4.競合の評価と情報:競合情勢を徹底的に分析し、市場シェア、事業戦略、製品ポートフォリオ、認証、規制当局の承認、特許動向、主要企業の技術進歩などを検証します。

5.製品開発およびイノベーション:将来の市場成長を促進すると期待される最先端技術、研究開発活動、製品イノベーションをハイライトしています。

また、利害関係者が十分な情報を得た上で意思決定できるよう、重要な質問にも答えています:

1.現在の市場規模と今後の成長予測は?

2.最高の投資機会を提供する製品、セグメント、地域はどこか?

3.市場を形成する主な技術動向と規制の影響とは?

4.主要ベンダーの市場シェアと競合ポジションは?

5.ベンダーの市場参入・撤退戦略の原動力となる収益源と戦略的機会は何か?

目次

第1章 序文

第2章 調査手法

第3章 エグゼクティブサマリー

第4章 市場の概要

第5章 市場洞察

  • 市場力学
    • 促進要因
      • 消費者の可処分所得の増加により、娯楽や余暇活動への支出が増加
      • 遊園地やファミリーエンターテイメントセンターの世界の拡大により市場需要が増加
      • ミレニアル世代とZ世代の消費者の間で、懐かしさを重視するエンターテインメントの選択肢に対する需要が高まっている
    • 抑制要因
      • 公共施設におけるコイン式遊戯機器の初期投資と維持費が高い
    • 機会
      • 持続可能で環境に優しいゲームオプションでコイン式娯楽市場に革命を起こす
      • コイン式デバイスでのパーソナライズされたゲーム体験のためにAIと機械学習を活用する
      • プレミアムアーケードゲームへのサブスクリプションベースのアクセスを通じてビジネスモデルを拡大
    • 課題
      • 代替先進技術による技術競合
  • 市場セグメンテーション分析
  • ポーターのファイブフォース分析
  • PESTEL分析
    • 政治的
    • 経済
    • 社交
    • 技術的
    • 法律上
    • 環境

第6章 コイン式アミューズメント機器市場デバイスタイプ別

  • ダンス&ミュージックマシン
  • 機械ゲーム
  • マーチャンダイザーゲーム
  • その他の娯楽機器
  • フォトブースマシン
  • ピンボールマシン
  • 償還ゲーム
  • スポーツゲーム
  • ビデオゲーム

第7章 コイン式アミューズメント機器市場プレイヤーモード

  • マルチプレイヤー
  • シングルプレイヤー

第8章 コイン式アミューズメント機器市場電源別

  • 電池式
  • 電動
  • 太陽光発電

第9章 コイン式アミューズメント機器市場:エンドユーザー別

  • 遊園地
  • アーケードセンター
  • バーとレストラン
  • ボウリング場
  • ファミリーエンターテイメントセンター
  • その他の商業施設
  • ショッピングモール

第10章 南北アメリカのコイン式アミューズメント機器市場

  • アルゼンチン
  • ブラジル
  • カナダ
  • メキシコ
  • 米国

第11章 アジア太平洋地域のコイン式アミューズメント機器市場

  • オーストラリア
  • 中国
  • インド
  • インドネシア
  • 日本
  • マレーシア
  • フィリピン
  • シンガポール
  • 韓国
  • 台湾
  • タイ
  • ベトナム

第12章 欧州・中東・アフリカのコイン式アミューズメント機器市場

  • デンマーク
  • エジプト
  • フィンランド
  • フランス
  • ドイツ
  • イスラエル
  • イタリア
  • オランダ
  • ナイジェリア
  • ノルウェー
  • ポーランド
  • カタール
  • ロシア
  • サウジアラビア
  • 南アフリカ
  • スペイン
  • スウェーデン
  • スイス
  • トルコ
  • アラブ首長国連邦
  • 英国

第13章 競合情勢

  • 市場シェア分析2023
  • FPNVポジショニングマトリックス, 2023
  • 競合シナリオ分析
  • 戦略分析と提言

企業一覧

  • 1. Adrenaline Amusements
  • 2. Andamiro USA Corp
  • 3. Bandai Namco Amusement America Inc
  • 4. Bay Tek Entertainment
  • 5. Benchmark Games
  • 6. Betson Enterprises
  • 7. Coastal Amusements Inc
  • 8. Elaut USA Inc
  • 9. Embed International
  • 10. H. Betti Industries Inc
  • 11. ICE (Innovative Concepts in Entertainment)
  • 12. Incredible Technologies Inc
  • 13. LAI Games
  • 14. Play Mechanix Inc
  • 15. Raw Thrills Inc
  • 16. Sega Amusements International Ltd
  • 17. Stern Pinball Inc
  • 18. TouchMagix Media Pvt Ltd
  • 19. UNIS Technology Ltd
図表

LIST OF FIGURES

  • FIGURE 1. COIN-OPERATED AMUSEMENT DEVICES MARKET RESEARCH PROCESS
  • FIGURE 2. COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, 2023 VS 2030
  • FIGURE 3. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 5. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 6. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2023 VS 2030 (%)
  • FIGURE 7. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 10. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2023 VS 2030 (%)
  • FIGURE 11. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 12. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2023 VS 2030 (%)
  • FIGURE 13. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 14. AMERICAS COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 15. AMERICAS COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 16. UNITED STATES COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 17. UNITED STATES COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 18. ASIA-PACIFIC COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 19. ASIA-PACIFIC COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 20. EUROPE, MIDDLE EAST & AFRICA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 21. EUROPE, MIDDLE EAST & AFRICA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 22. COIN-OPERATED AMUSEMENT DEVICES MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 23. COIN-OPERATED AMUSEMENT DEVICES MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. COIN-OPERATED AMUSEMENT DEVICES MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. COIN-OPERATED AMUSEMENT DEVICES MARKET DYNAMICS
  • TABLE 7. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DANCE & MUSIC MACHINES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY MECHANICAL GAMES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY MERCHANDISER GAMES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY OTHER AMUSEMENT DEVICES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PHOTOBOOTH MACHINES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PINBALL MACHINES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY REDEMPTION GAMES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY SPORTS GAMES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 16. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY VIDEO GAMES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 17. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 18. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY MULTI-PLAYER, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 19. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY SINGLE PLAYER, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 20. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 21. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY BATTERY-OPERATED, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 22. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY ELECTRIC-POWERED, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 23. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY SOLAR-POWERED, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 24. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 25. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY AMUSEMENT PARKS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 26. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY ARCADE CENTERS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 27. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY BARS AND RESTAURANTS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 28. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY BOWLING ALLEYS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 29. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY FAMILY ENTERTAINMENT CENTERS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 30. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY OTHER COMMERCIAL ESTABLISHMENTS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 31. GLOBAL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY SHOPPING MALLS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 32. AMERICAS COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 33. AMERICAS COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 34. AMERICAS COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 35. AMERICAS COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 36. AMERICAS COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 37. ARGENTINA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 38. ARGENTINA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 39. ARGENTINA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 40. ARGENTINA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 41. BRAZIL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 42. BRAZIL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 43. BRAZIL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 44. BRAZIL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 45. CANADA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 46. CANADA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 47. CANADA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 48. CANADA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 49. MEXICO COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 50. MEXICO COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 51. MEXICO COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 52. MEXICO COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 53. UNITED STATES COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 54. UNITED STATES COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 55. UNITED STATES COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 56. UNITED STATES COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 57. UNITED STATES COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 58. ASIA-PACIFIC COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 59. ASIA-PACIFIC COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 60. ASIA-PACIFIC COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 61. ASIA-PACIFIC COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 62. ASIA-PACIFIC COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 63. AUSTRALIA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 64. AUSTRALIA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 65. AUSTRALIA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 66. AUSTRALIA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 67. CHINA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 68. CHINA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 69. CHINA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 70. CHINA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 71. INDIA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 72. INDIA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 73. INDIA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 74. INDIA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 75. INDONESIA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 76. INDONESIA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 77. INDONESIA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 78. INDONESIA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 79. JAPAN COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 80. JAPAN COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 81. JAPAN COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 82. JAPAN COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 83. MALAYSIA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 84. MALAYSIA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 85. MALAYSIA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 86. MALAYSIA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 87. PHILIPPINES COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 88. PHILIPPINES COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 89. PHILIPPINES COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 90. PHILIPPINES COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 91. SINGAPORE COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 92. SINGAPORE COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 93. SINGAPORE COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 94. SINGAPORE COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 95. SOUTH KOREA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 96. SOUTH KOREA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 97. SOUTH KOREA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 98. SOUTH KOREA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 99. TAIWAN COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 100. TAIWAN COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 101. TAIWAN COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 102. TAIWAN COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 103. THAILAND COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 104. THAILAND COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 105. THAILAND COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 106. THAILAND COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 107. VIETNAM COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 108. VIETNAM COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 109. VIETNAM COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 110. VIETNAM COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 111. EUROPE, MIDDLE EAST & AFRICA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 112. EUROPE, MIDDLE EAST & AFRICA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 113. EUROPE, MIDDLE EAST & AFRICA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 114. EUROPE, MIDDLE EAST & AFRICA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 115. EUROPE, MIDDLE EAST & AFRICA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 116. DENMARK COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 117. DENMARK COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 118. DENMARK COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 119. DENMARK COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 120. EGYPT COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 121. EGYPT COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 122. EGYPT COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 123. EGYPT COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 124. FINLAND COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 125. FINLAND COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 126. FINLAND COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 127. FINLAND COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 128. FRANCE COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 129. FRANCE COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 130. FRANCE COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 131. FRANCE COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 132. GERMANY COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 133. GERMANY COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 134. GERMANY COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 135. GERMANY COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 136. ISRAEL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 137. ISRAEL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 138. ISRAEL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 139. ISRAEL COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 140. ITALY COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 141. ITALY COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 142. ITALY COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 143. ITALY COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 144. NETHERLANDS COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 145. NETHERLANDS COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 146. NETHERLANDS COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 147. NETHERLANDS COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 148. NIGERIA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 149. NIGERIA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 150. NIGERIA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 151. NIGERIA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 152. NORWAY COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 153. NORWAY COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 154. NORWAY COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 155. NORWAY COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 156. POLAND COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 157. POLAND COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 158. POLAND COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 159. POLAND COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 160. QATAR COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 161. QATAR COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 162. QATAR COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 163. QATAR COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 164. RUSSIA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 165. RUSSIA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 166. RUSSIA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 167. RUSSIA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 168. SAUDI ARABIA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 169. SAUDI ARABIA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 170. SAUDI ARABIA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 171. SAUDI ARABIA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 172. SOUTH AFRICA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 173. SOUTH AFRICA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 174. SOUTH AFRICA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 175. SOUTH AFRICA COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 176. SPAIN COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 177. SPAIN COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 178. SPAIN COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 179. SPAIN COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 180. SWEDEN COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 181. SWEDEN COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 182. SWEDEN COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 183. SWEDEN COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 184. SWITZERLAND COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 185. SWITZERLAND COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 186. SWITZERLAND COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 187. SWITZERLAND COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 188. TURKEY COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 189. TURKEY COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 190. TURKEY COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 191. TURKEY COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 192. UNITED ARAB EMIRATES COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 193. UNITED ARAB EMIRATES COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 194. UNITED ARAB EMIRATES COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 195. UNITED ARAB EMIRATES COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 196. UNITED KINGDOM COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 197. UNITED KINGDOM COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY PLAYER MODE, 2018-2030 (USD MILLION)
  • TABLE 198. UNITED KINGDOM COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY POWER SOURCE, 2018-2030 (USD MILLION)
  • TABLE 199. UNITED KINGDOM COIN-OPERATED AMUSEMENT DEVICES MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 200. COIN-OPERATED AMUSEMENT DEVICES MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 201. COIN-OPERATED AMUSEMENT DEVICES MARKET, FPNV POSITIONING MATRIX, 2023
目次
Product Code: MRR-1A1A064C0583

The Coin-operated Amusement Devices Market was valued at USD 9.98 billion in 2023, expected to reach USD 10.97 billion in 2024, and is projected to grow at a CAGR of 9.94%, to USD 19.39 billion by 2030.

The coin-operated amusement devices market encompasses a wide range of machines and devices that provide entertainment primarily in exchange for coins. These include traditional arcade games, vending machines, pinball machines, jukeboxes, and newer digital versions found in malls, amusement parks, and entertainment centers. The necessity of these devices stems from their ability to offer accessible entertainment options to diverse age groups, acting as significant revenue streams for operators and enhancing customer engagement for businesses hosting them. They apply in various settings, such as family entertainment centers, shopping malls, arcades, restaurants, and bars, with end-users typically being entertainment seekers looking for leisure activities.

KEY MARKET STATISTICS
Base Year [2023] USD 9.98 billion
Estimated Year [2024] USD 10.97 billion
Forecast Year [2030] USD 19.39 billion
CAGR (%) 9.94%

Market growth is primarily driven by the nostalgia associated with traditional arcade games, technological advancements creating more engaging and interactive experiences, and the expansion of locations such as malls and gaming arenas providing opportunities for deployment. However, challenges persist, including the intense competition from digital gaming platforms, high maintenance costs, and shifting consumer preferences towards home entertainment. There are potential opportunities in integrating modern technologies like VR or AR to create novel experiences and retrofitting traditional machines with cashless payment systems to align with the digital economy.

Limitations include regulatory hurdles associated with device operations in different regions and the requirement for constant innovation to keep up with consumer trends and preferences. Market insights suggest there is room for innovation by leveraging artificial intelligence to tailor games to user preferences, enhancing player engagement, and utilizing data analytics to optimize machine placement and game selection for maximizing returns. Identifying strategies that combine traditional charm with modern technological features will be crucial. With the nature of the market being competitive yet fragmented, firms should focus on forming strategic partnerships, diversifying product offerings, and investing in R&D to innovate new game formats and experiences to capture a broader audience base.

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving Coin-operated Amusement Devices Market

The Coin-operated Amusement Devices Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Increasing consumer disposable income leading to higher spending on entertainment and leisure activities
    • Expansion of amusement parks and family entertainment centers globally boosting market demand
    • Growing demand for nostalgia-driven entertainment options among millennials and generation z consumers
  • Market Restraints
    • High initial investment and maintenance cost for coin-operated amusement machines in public venues
  • Market Opportunities
    • Revolutionizing the coin-operated amusement market with sustainable and eco-friendly gaming options
    • Utilizing AI and machine learning for personalized gaming experiences in coin-operated devices
    • Expanding business models through subscription-based access to premium arcade games
  • Market Challenges
    • Technological competition from alternative advanced technologies

Porter's Five Forces: A Strategic Tool for Navigating the Coin-operated Amusement Devices Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the Coin-operated Amusement Devices Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the Coin-operated Amusement Devices Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the Coin-operated Amusement Devices Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the Coin-operated Amusement Devices Market

A detailed market share analysis in the Coin-operated Amusement Devices Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the Coin-operated Amusement Devices Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the Coin-operated Amusement Devices Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Strategy Analysis & Recommendation: Charting a Path to Success in the Coin-operated Amusement Devices Market

A strategic analysis of the Coin-operated Amusement Devices Market is essential for businesses looking to strengthen their global market presence. By reviewing key resources, capabilities, and performance indicators, business organizations can identify growth opportunities and work toward improvement. This approach helps businesses navigate challenges in the competitive landscape and ensures they are well-positioned to capitalize on newer opportunities and drive long-term success.

Key Company Profiles

The report delves into recent significant developments in the Coin-operated Amusement Devices Market, highlighting leading vendors and their innovative profiles. These include Adrenaline Amusements, Andamiro USA Corp, Bandai Namco Amusement America Inc, Bay Tek Entertainment, Benchmark Games, Betson Enterprises, Coastal Amusements Inc, Elaut USA Inc, Embed International, H. Betti Industries Inc, ICE (Innovative Concepts in Entertainment), Incredible Technologies Inc, LAI Games, Play Mechanix Inc, Raw Thrills Inc, Sega Amusements International Ltd, Stern Pinball Inc, TouchMagix Media Pvt Ltd, and UNIS Technology Ltd.

Market Segmentation & Coverage

This research report categorizes the Coin-operated Amusement Devices Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Based on Device Type, market is studied across Dance & Music Machines, Mechanical Games, Merchandiser Games, Other Amusement Devices, Photobooth Machines, Pinball Machines, Redemption Games, Sports Games, and Video Games.
  • Based on Player Mode, market is studied across Multi-Player and Single Player.
  • Based on Power Source, market is studied across Battery-Operated, Electric-Powered, and Solar-Powered.
  • Based on End User, market is studied across Amusement Parks, Arcade Centers, Bars And Restaurants, Bowling Alleys, Family Entertainment Centers, Other Commercial Establishments, and Shopping Malls.
  • Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

The report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Increasing consumer disposable income leading to higher spending on entertainment and leisure activities
      • 5.1.1.2. Expansion of amusement parks and family entertainment centers globally boosting market demand
      • 5.1.1.3. Growing demand for nostalgia-driven entertainment options among millennials and generation z consumers
    • 5.1.2. Restraints
      • 5.1.2.1. High initial investment and maintenance cost for coin-operated amusement machines in public venues
    • 5.1.3. Opportunities
      • 5.1.3.1. Revolutionizing the coin-operated amusement market with sustainable and eco-friendly gaming options
      • 5.1.3.2. Utilizing AI and machine learning for personalized gaming experiences in coin-operated devices
      • 5.1.3.3. Expanding business models through subscription-based access to premium arcade games
    • 5.1.4. Challenges
      • 5.1.4.1. Technological competition from alternative advanced technologies
  • 5.2. Market Segmentation Analysis
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. Coin-operated Amusement Devices Market, by Device Type

  • 6.1. Introduction
  • 6.2. Dance & Music Machines
  • 6.3. Mechanical Games
  • 6.4. Merchandiser Games
  • 6.5. Other Amusement Devices
  • 6.6. Photobooth Machines
  • 6.7. Pinball Machines
  • 6.8. Redemption Games
  • 6.9. Sports Games
  • 6.10. Video Games

7. Coin-operated Amusement Devices Market, by Player Mode

  • 7.1. Introduction
  • 7.2. Multi-Player
  • 7.3. Single Player

8. Coin-operated Amusement Devices Market, by Power Source

  • 8.1. Introduction
  • 8.2. Battery-Operated
  • 8.3. Electric-Powered
  • 8.4. Solar-Powered

9. Coin-operated Amusement Devices Market, by End User

  • 9.1. Introduction
  • 9.2. Amusement Parks
  • 9.3. Arcade Centers
  • 9.4. Bars And Restaurants
  • 9.5. Bowling Alleys
  • 9.6. Family Entertainment Centers
  • 9.7. Other Commercial Establishments
  • 9.8. Shopping Malls

10. Americas Coin-operated Amusement Devices Market

  • 10.1. Introduction
  • 10.2. Argentina
  • 10.3. Brazil
  • 10.4. Canada
  • 10.5. Mexico
  • 10.6. United States

11. Asia-Pacific Coin-operated Amusement Devices Market

  • 11.1. Introduction
  • 11.2. Australia
  • 11.3. China
  • 11.4. India
  • 11.5. Indonesia
  • 11.6. Japan
  • 11.7. Malaysia
  • 11.8. Philippines
  • 11.9. Singapore
  • 11.10. South Korea
  • 11.11. Taiwan
  • 11.12. Thailand
  • 11.13. Vietnam

12. Europe, Middle East & Africa Coin-operated Amusement Devices Market

  • 12.1. Introduction
  • 12.2. Denmark
  • 12.3. Egypt
  • 12.4. Finland
  • 12.5. France
  • 12.6. Germany
  • 12.7. Israel
  • 12.8. Italy
  • 12.9. Netherlands
  • 12.10. Nigeria
  • 12.11. Norway
  • 12.12. Poland
  • 12.13. Qatar
  • 12.14. Russia
  • 12.15. Saudi Arabia
  • 12.16. South Africa
  • 12.17. Spain
  • 12.18. Sweden
  • 12.19. Switzerland
  • 12.20. Turkey
  • 12.21. United Arab Emirates
  • 12.22. United Kingdom

13. Competitive Landscape

  • 13.1. Market Share Analysis, 2023
  • 13.2. FPNV Positioning Matrix, 2023
  • 13.3. Competitive Scenario Analysis
  • 13.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. Adrenaline Amusements
  • 2. Andamiro USA Corp
  • 3. Bandai Namco Amusement America Inc
  • 4. Bay Tek Entertainment
  • 5. Benchmark Games
  • 6. Betson Enterprises
  • 7. Coastal Amusements Inc
  • 8. Elaut USA Inc
  • 9. Embed International
  • 10. H. Betti Industries Inc
  • 11. ICE (Innovative Concepts in Entertainment)
  • 12. Incredible Technologies Inc
  • 13. LAI Games
  • 14. Play Mechanix Inc
  • 15. Raw Thrills Inc
  • 16. Sega Amusements International Ltd
  • 17. Stern Pinball Inc
  • 18. TouchMagix Media Pvt Ltd
  • 19. UNIS Technology Ltd