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市場調査レポート
商品コード
1454195

アーケードゲームの世界市場規模、シェア、成長分析、タイプ別、ジャンル別、エンドユーザー別-産業予測、2024~2031年

Global Arcade Gaming Market Size, Share, Growth Analysis, By Type(Video Games, Simulation Games), By Genre(Racing, Fighting), By End-users(Gaming Hubs, Semi-commercial) - Industry Forecast 2024-2031

出版日: | 発行: SkyQuest | ページ情報: 英文 223 Pages | 納期: 3~5営業日

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=157.14円
アーケードゲームの世界市場規模、シェア、成長分析、タイプ別、ジャンル別、エンドユーザー別-産業予測、2024~2031年
出版日: 2024年03月10日
発行: SkyQuest
ページ情報: 英文 223 Pages
納期: 3~5営業日
  • 全表示
  • 概要
  • 目次
概要

世界のアーケードゲーム市場規模は、2022年に37億9,000万米ドルと評価され、2023年の39億8,000万米ドルから2031年には59億5,000万米ドルに成長し、予測期間(2024~2031年)のCAGRは5.14%で成長する展望です。

アーケードゲームは、一般的に公共の場に設置されているアーケードマシンでのゲームプレイを中心としたもので、決定的な結論のないエンドレスな体験を提供し、参入企業の持続的な関与を保証します。商用ゲームパーラーの急増と、ショッピングモールやその他の公共の場でのアーケードマシンの普及が、市場の成長を促進すると予想されます。業界の重要な動向として、バーチャルリアリティ(VR)技術をアーケードゲームに統合することで、没入感を高め、VRベースの体験の需要を促進しています。こうした機会にもかかわらず、アーケードゲーム事業者は、機械の高コストや十分な保管スペースの必要性などの課題を克服しなければならず、予測期間中と予測期間以降の市場成長の妨げになる可能性があります。

目次

エグゼクティブサマリー

  • 市場概要
  • 繁栄と衰退

調査手法

  • 情報調達
  • セカンダリとプライマリデータソース
  • 市場規模の推定
  • 市場の前提条件と制限

親市場の分析

  • 市場概要
  • 市場規模
  • 市場力学
    • 促進要因
    • 機会
    • 抑制要因
    • 課題

主要市場の考察

  • 技術分析
  • 価格分析
  • サプライチェーン分析
  • バリューチェーン分析
  • 市場のエコシステム
  • IP分析
  • 貿易分析
  • スタートアップ分析
  • 原材料の分析
  • イノベーションマトリクス
  • パイプライン製品の分析
  • マクロ経済指標
  • 主要投資の分析
  • 主要成功要因
  • 競合の程度

市場力学と展望

  • 市場力学
    • 促進要因
    • 機会
    • 抑制要因
    • 課題
  • 規制情勢
  • ポーターの分析
  • 将来の混乱についての特別な考察

アーケードゲームの世界市場:タイプ別

  • 市場概要
  • ビデオゲーム
  • シミュレーションゲーム
  • 機械式ゲーム

アーケードゲームの世界市場:ジャンル別

  • 市場概要
  • レーシング
  • 格闘
  • パズル
  • その他

アーケードゲームの世界市場:エンドユーザー別

  • 市場概要
  • ゲームハブ
  • 半商用
  • 家庭用

アーケードゲームの世界市場規模:地域別

  • 市場概要
  • 北米
    • 米国
    • カナダ
  • 欧州
    • ドイツ
    • スペイン
    • フランス
    • 英国
    • その他の欧州地域
  • アジア太平洋
    • 中国
    • インド
    • 日本
    • 韓国
    • その他のアジア太平洋
  • ラテンアメリカ
    • ブラジル
    • その他のラテンアメリカ地域
  • 中東・アフリカ
    • GCC諸国
    • 南アフリカ
    • その他中東・アフリカ地域

競合情勢

  • 上位5社の比較
  • 主要企業の市場ポジショニング(2021年)
  • 主要市場企業が採用した戦略
  • 主要成功戦略
  • 市場における最近の活動
  • 主要企業の市場シェア(2021年)

主要企業プロファイル

  • Namco Bandai(日本)
  • Sega Sammy Holdings(日本)
  • Taito Corporation(日本)
  • Bay Tek Entertainment Inc.(米国)
  • Capcom(日本)
  • Chicago Gaming Co.(米国)
  • CXC simulations(米国)
  • D-BOX technologies(カナダ)
  • Raw Thrills(米国)
  • Global VR(米国)
  • ICE(Innovative Concepts in Entertainment)(米国)
  • Andamiro(Korea)
  • UNIS Technology(米国)
  • Arcade1Up(米国)
  • Stern Pinball(米国)
  • BANDAI NAMCO Amusement America Inc.(米国)
  • Adrenaline Amusements(カナダ)
  • Dream Arcade(米国)
  • Injoy Motion Corp(中国)
  • H2Overdrive(米国)
目次
Product Code: SQMIG25N2012

Global arcade gaming market size was valued at USD 3.79 billion in 2022 and is poised to grow from USD 3.98 billion in 2023 to USD 5.95 billion by 2031, growing at a CAGR of 5.14% during the forecast period (2024-2031).

Arcade gaming, centered around gameplay on arcade machines typically found in public settings, offers an endless experience without a definitive conclusion, ensuring sustained player engagement. The burgeoning presence of commercial gaming parlors and the proliferation of arcade machines in malls and other public venues are expected to drive market growth. A significant trend in the industry involves the integration of virtual reality (VR) technology into arcade games, enhancing immersion and driving demand for VR-based experiences. Despite these opportunities, arcade game businesses must navigate challenges such as the high costs of machines and the need for ample storage space, which could hinder market growth both in the forecast period and beyond.

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

Global Arcade Gaming Market Segmental Analysis

The global arcade gaming market is segmented by type, genre, end-users, and region. Based on type, the market is segmented into video games, simulation games, and mechanical games. Based on genre, the market is segmented into racing, fighting, puzzle, and others. Further, by genre, the market is segmented into gaming hubs, semi-commercial, and residential. Based on region, the market is segmented into North America, Europe, Asia Pacific, Middle East and Africa, and Latin America.

Drivers of the Global Arcade Gaming Market

Nostalgia emerges as a pivotal force propelling the resurgence of retro gaming, as individuals of older generations reconnect with their pasts through arcade games. The simplicity and inherent enjoyment of these games stand out as significant catalysts fuelling the retro gaming trend and fueling growth in the arcade gaming market.

Restraints in the Global Arcade Gaming Market

The widespread accessibility of online games across the globe offers a unique gaming experience unmatched by traditional arcade gaming, potentially posing a threat to the sustained growth of the arcade gaming market over time. With online games readily available from any location, the increasing popularity of online gaming could adversely impact the demand for arcade gaming, as players seek the convenience and diverse experiences offered by virtual platforms.

Market Trends of the Global Arcade Gaming Market

The rising prominence of VR in the gaming sector stems from its ability to deliver immersive virtual experiences, fueling increased interest in VR-based arcade games. Notable titles like the VR360 Dinosaur Attack Car Arcade Game 3D Shooter and Sega's VR Agent exemplify this trend, as they captivate players with their immersive gameplay. Consequently, VR arcade games effortlessly engage players by offering immersive gaming encounters, further driving their appeal in the gaming community.

Table of Contents

Executive Summary

  • Market Overview
  • Wheel of Fortune

Research Methodology

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

Parent Market Analysis

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers
    • Opportunities
    • Restraints
    • Challenges

Key Market Insights

  • Technology Analysis
  • Pricing Analysis
  • Supply Chain Analysis
  • Value Chain Analysis
  • Ecosystem of the Market
  • IP Analysis
  • Trade Analysis
  • Startup Analysis
  • Raw Material Analysis
  • Innovation Matrix
  • Pipeline Product Analysis
  • Macroeconomic Indicators
  • Top Investment Analysis
  • Key Success Factor
  • Degree of Competition

Market Dynamics & Outlook

  • Market Dynamics
    • Drivers
    • Opportunities
    • Restraints
    • Challenges
  • Regulatory Landscape
  • Porters Analysis
    • Competitive rivalry
    • Threat of Substitute Products
    • Bargaining Power of Buyers
    • Threat of New Entrants
    • Bargaining Power of Suppliers
  • Skyquest Special Insights on Future Disruptions
    • Political Impact
    • Economic Impact
    • Social Impact
    • Technical Impact
    • Environmental Impact
    • Legal Impact

Global Arcade Gaming Market by Type

  • Market Overview
  • Video Games
  • Simulation Games
  • and Mechanical Games

Global Arcade Gaming Market by Genre

  • Market Overview
  • Racing
  • Fighting
  • Puzzle
  • and Other

Global Arcade Gaming Market by End-users

  • Market Overview
  • Gaming Hubs
  • Semi-commercial
  • and Residential

Global Arcade Gaming Market Size by Region

  • Market Overview
  • North America
    • USA
    • Canada
  • Europe
    • Germany
    • Spain
    • France
    • UK
    • Rest of Europe
  • Asia Pacific
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (MEA)
    • GCC Countries
    • South Africa
    • Rest of MEA

Competitive Landscape

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2021
  • Strategies Adopted by Key Market Players
  • Top Winning Strategies
    • By Development
    • By Company
    • By Year
  • Recent Activities in the Market
  • Key Companies Market Share (%), 2021

Key Company Profiles

  • Namco Bandai (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sega Sammy Holdings (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Taito Corporation (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Bay Tek Entertainment Inc. (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Capcom (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Chicago Gaming Co. (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • CXC simulations (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • D-BOX technologies (Canada)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Raw Thrills (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Global VR (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • ICE (Innovative Concepts in Entertainment) (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Andamiro (Korea)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • UNIS Technology (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Arcade1Up (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Stern Pinball (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • BANDAI NAMCO Amusement America Inc. (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Adrenaline Amusements (Canada)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Dream Arcade (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Injoy Motion Corp (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • H2Overdrive (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments