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市場調査レポート
商品コード
1658128

アーケードゲーム市場規模、シェア、成長分析:ジャンル別、制御メカニズム別、テクノロジー別、年齢層別、エンドユーザー別、地域別 - 産業予測 2025~2032年

Arcade Gaming Market Size, Share, and Growth Analysis, By Genre (Action Games, Puzzle Games), By Control Mechanism (Buttons, Joystick), By Technology, By Age Group, By End-users, By Region - Industry Forecast 2025-2032


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=144.06円
アーケードゲーム市場規模、シェア、成長分析:ジャンル別、制御メカニズム別、テクノロジー別、年齢層別、エンドユーザー別、地域別 - 産業予測 2025~2032年
出版日: 2025年02月18日
発行: SkyQuest
ページ情報: 英文 223 Pages
納期: 3~5営業日
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  • 概要
  • 目次
概要

アーケードゲーム市場規模は、2023年に45億米ドルと評価され、2024年の47億5,000万米ドルから2032年には72億9,000万米ドルに成長し、予測期間(2025-2032年)のCAGRは5.5%で成長する見通しです。

アーケードゲームは、公営ゲーム機でのエンドレスなゲームプレイが特徴であり、業務用ゲームパーラーの普及やショッピングモールでのゲーム機設置の増加により、大きな成長が見込まれます。バーチャルリアリティ技術のアーケードゲームへの統合は、VRベースのゲームの需要を高める没入感を提供し、主要な市場動向として際立っています。この動向を活用するために、ゲームセンター事業者は、自社の提供するゲームに適応し、革新する必要があります。しかし、潜在的な成長は、アーケードマシンに関連する高いコストや、設置に必要な広いスペースなどの課題によって妨げられる可能性があります。全体として、アーケードゲーム市場は、事業者がこれらの制約を効果的に乗り切れば、拡大の機会をもたらします。

目次

イントロダクション

  • 調査の目的
  • 調査範囲
  • 定義

調査手法

  • 情報調達
  • 二次と一次データの方法
  • 市場規模予測
  • 市場の前提条件と制限

エグゼクティブサマリー

  • 世界市場の見通し
  • 供給と需要の動向分析
  • セグメント別機会分析

市場力学と見通し

  • 市場概要
  • 市場規模
  • 市場力学
    • 促進要因と機会
    • 抑制要因と課題
  • ポーターの分析

主な市場の考察

  • 重要成功要因
  • 競合の程度
  • 主な投資機会
  • 市場エコシステム
  • 市場の魅力指数(2024年)
  • PESTEL分析
  • マクロ経済指標
  • バリューチェーン分析
  • 価格分析

アーケードゲーム市場規模:ジャンル別& CAGR(2025-2032)

  • 市場概要
  • アクションゲーム
  • パズルゲーム
  • シューティングゲーム
  • スポーツゲーム

アーケードゲーム市場規模:制御メカニズム別& CAGR(2025-2032)

  • 市場概要
  • ボタン
  • ジョイスティック
  • モーションセンサー
  • タッチスクリーン

アーケードゲーム市場規模:テクノロジー別& CAGR(2025-2032)

  • 市場概要
  • 非ビデオゲーム
    • エアホッケー
    • バッティングケージ
    • ビリヤード
    • ボードゲーム/プライズゲーム
    • ボウリングゲーム
    • ダーツゲーム
    • 子ども用乗り物
  • ビデオゲーム
    • アーケードビデオゲーム
    • 格闘ゲーム
    • 音楽/リズムゲーム
    • パズルゲーム
    • レースゲーム
    • シューティングゲーム
    • ビデオゲーム

アーケードゲーム市場規模:年齢層別& CAGR(2025-2032)

  • 市場概要
  • 18歳未満
  • 19歳~35歳
  • 36歳以上

アーケードゲーム市場規模:エンドユーザー別& CAGR(2025-2032)

  • 市場概要
  • 遊園地とファミリーエンターテイメントセンター
  • 映画館と劇場
  • 企業オフィスおよびビジネスセンター
  • クルーズ船
  • 教育機関
  • eスポーツ会場と競技用ゲームアリーナ
  • イベントおよびパーティープランナー
  • ホームユーザー
  • ホテルとリゾート
  • レストラン・カフェチェーン
  • ショッピングモールと小売センター
  • 独立型アーケードとアミューズメントパーラー

アーケードゲーム市場規模:地域別& CAGR(2025-2032)

  • 北米
    • 米国
    • カナダ
  • 欧州
    • ドイツ
    • スペイン
    • フランス
    • 英国
    • イタリア
    • その他欧州地域
  • アジア太平洋地域
    • 中国
    • インド
    • 日本
    • 韓国
    • その他アジア太平洋地域
  • ラテンアメリカ
    • ブラジル
    • その他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

競合情報

  • 上位5社の比較
  • 主要企業の市場ポジショニング(2024年)
  • 主な市場企業が採用した戦略
  • 最近の市場動向
  • 企業の市場シェア分析(2024年)
  • 主要企業の企業プロファイル
    • 企業の詳細
    • 製品ポートフォリオ分析
    • 企業のセグメント別シェア分析
    • 収益の前年比比較(2022-2024)

主要企業プロファイル

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

結論と提言

目次
Product Code: SQMIG25N2012

Arcade Gaming Market size was valued at USD 4.5 billion in 2023 and is poised to grow from USD 4.75 billion in 2024 to USD 7.29 billion by 2032, growing at a CAGR of 5.5% during the forecast period (2025-2032).

Arcade gaming, characterized by its endless gameplay on public machines, is set to experience significant growth driven by the proliferation of commercial gaming parlors and increased machine installations in malls. The integration of virtual reality technology into arcade games stands out as a key market trend, offering an immersive experience that boosts demand for VR-based games. To capitalize on this trend, arcade businesses must adapt and innovate their offerings. However, potential growth may be hindered by challenges such as the high costs associated with arcade machines and the substantial space required for their placement. Overall, the arcade gaming market presents opportunities for expansion, provided that businesses navigate these constraints effectively.

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

Arcade Gaming Market Segments Analysis

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

Driver of the Arcade Gaming Market

Nostalgia is a significant factor fueling the resurgence of retro gaming, as individuals from older generations seek to relive cherished memories associated with arcade games. The simplicity and enjoyment that arcade games offer contribute to their appeal, making them a central element of the growing retro gaming trend. This demand for classic gaming experiences is a primary driver of expansion within the arcade gaming market, attracting new players as well as rekindling the passions of those who played these games in their youth. As nostalgia continues to capture the hearts of gamers, the arcade gaming market is poised for considerable growth.

Restraints in the Arcade Gaming Market

The arcade gaming market faces significant challenges due to the growing allure of online gaming, which can be accessed from virtually any location worldwide. Online platforms offer unique experiences that traditional arcade gaming struggles to match, attracting a larger pool of gamers. As more individuals opt for the convenience and variety of online games, this trend may impede the long-term growth of the arcade gaming sector. The shift in consumer preference towards digital experiences over physical arcade settings poses a potential constraint on the expansion and sustainability of the arcade gaming market as it adapts to these changing dynamics.

Market Trends of the Arcade Gaming Market

The arcade gaming market is witnessing a significant trend towards the incorporation of virtual reality (VR), transforming traditional gaming experiences into immersive adventures that attract a broader audience. As VR technology progresses and becomes more mainstream, demand for VR-based arcade games has surged, offering players compelling experiences and interactive environments. Popular titles like the VR360 Dinosaur Attack and Sega's VR Agent exemplify this shift, drawing players in with their lifelike graphics and engaging gameplay. This trend not only enhances player engagement but also revitalizes arcade establishments, positioning them as key destinations for cutting-edge entertainment in an increasingly digital world.

Table of Contents

Introduction

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

Research Methodology

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

Executive Summary

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

Market Dynamics & Outlook

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

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis

Global Arcade Gaming Market Size by Genre & CAGR (2025-2032)

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

Global Arcade Gaming Market Size by Control Mechanism & CAGR (2025-2032)

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

Global Arcade Gaming Market Size by Technology & CAGR (2025-2032)

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

Global Arcade Gaming Market Size by Age Group & CAGR (2025-2032)

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

Global Arcade Gaming Market Size by End-users & CAGR (2025-2032)

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

Global Arcade Gaming Market Size & CAGR (2025-2032)

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

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

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

Conclusion & Recommendations